Something is afoot in the undermountain, you and your allies are compelled to stop the disturbance below the Inn of the Yawning Portal. Things are not always as they seem as you are pulled deeper and closer to the call of the Orb of Maya. First time role-players encouraged to play... come learn the rules of an new exciting game! Dare to wear your “Vecnian Tees.”
2010 D&D Iron Player Championship: Ninjas vs. Pirates
Description:
Absalom has vanished. A mysterious, impenetrable, Ivory Pyramid is all that remains. 2 armies of pirates & ninjas race to decipher its secrets for selfish motives or to save the world. Make a good/evil PC & compete in an epic non-linear, non-elimination competitive adventure for the Iron Player title. Decide your fate, not 1 bad DM or inflexible module. You’re tested by 3 DMs on teamwork, obstacles and ingenuity. Prizes awarded.
Part One. You have been summoned to the church of Temorkin. A female pleads you to join her on her quest. She must travel to the City of Splendor to find and help the mysterious Merronis. Without much hesitation the group agrees to help, for you to have heard and felt her anguish. Make haste to the Inn of the Yawning Portal before it is too late. Dare to wear your “Vecnian” tees.
Part One. A cold town and rough weather bring you to the Stardust Inn where it all starts with a royal invite to a dinner party. After all a royal invite means good food, fine wines, good company, and possibly some... Knock! Knock! A visitor at this time of night! An offered mission to retrieve a golden Chalice now sits on the table. This is a module with twists per minute. Dare to wear your “Vecnian” tees.
(Levels 7-11) One of the Pathfinder Society's most beloved venture-captains, Drandle Dreng, is nearly killed in a failed assassination attempt on the grounds of the Grand Lodge itself. Your mission to catch the assassin is complicated when you learn he is the son of an influential Pathfinder. Can you catch the assassin before his blade strikes again while avoiding the outrage of your peers?
(Levels 1-7) You are sent to Aspis Consortium-infested Bloodcove to gather supplies for a nearly doomed Pathfinder mission nearby. Disguised as ordinary merchants, you have little time to gather what you need and get out before the Consortium discovers and destroys you.
(Levels 1-7) With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order to find the key that might save everyone.
#51: The City of Strangers Part I: The Shadow Gambit
Description:
(Levels 1-7) The Pathfinder Society sends you to Kaer Maga, the City of Strangers, where you are ordered to deliver an item of power to a local Pathfinder. When the local Pathfinder turns up dead and you find evidence linking his death to a mysterious organization called The Shadow Lodge, it's up to you to track them down and solve the local Pathfinder's murder.
(Levels 1-7) Several years ago, a Taldan Zyphus cult took over a famous Oppara opera house, murdered a Pathfinder, and turned dozens of Taldor's wealthiest citizens into the walking dead. The Pathfinder Society has finally tracked down their hideout and sends you to Oppara for one purpose: revenge.
(Levels 1-12) Join up to five other players in 5 hours of Pathfinder Society Organized Play fun. This event is entirely chosen by those who attend--all legally available scenarios will be on hand, so come on over, pick a scenario, and play!