Join Paizo Publisher Erik Mona, and Director of Sales Pierce Watters, as they preview new product releases for the Pathfinder Roleplaying Game, coming 2013. A Q&A will follow the presentation.
Guardian must attend. The 1st hour teaches roleplay & rules with provided characters. Play an adventure in 2nd hour. Play all four beginner track to earn a certificate.
Description:
This adventure is for children ages 6-10, with little to no roleplaying experience. This is one of the four Kid's Track sessions that was run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Track event. Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. A band of mercenaries is called to the town of Sandpoint to help an ailing business contact and relieve him of his family's relic. In order to retrieve the item, the mercenaries must first survive dangerous traps guarding the depths of the family vaults. But danger is always around the corner - the Bloody Knuckles gang is well aware of the riches and will stop at nothing to claim the loot for their own profiting.
Guardian must attend. In the 1st hour, the GM will teach the art of leveling a character from 1st to 3rd level. Play an adventure in 2nd hour. Play all five advanced track to earn a certificate.
Description:
This adventure is for children ages 6-10, with some roleplaying experience. This is one of the new adventures that builds off of the four Kid's Track sessions that were run at Gen Con 2012. The Kid's Advanced Track is for children who have participated in a previous Kid's Beginner Track event. Tables will be limited to four children. A parent or guardian must be on sight to supervise their child at all times. A dungeon encounter in an ice cave in the mountains.
We Be Goblins! is an adventure for 1st-level, pre-generated characters, in which the PCs play a horde of malicious and murderous goblins. Pathfinder Society credit will be awarded.
Description:
The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure-fireworks! Unfortunately, the goblin responsible for the discovery has been exiled for the abhorrent crime of writing. To remedy this situation, the Licktoads' leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. In order to prove themselves as the Licktoads' bravest goblins, the PCs must complete a series of dangerous dares, from swallowing bull slugs and braving the dreaded Earbiter to dancing with Squealy Nord himself. Yet even once they've proven their mettle, the adventure is just beginning. For the ship in question is far from uninhabited, and Vorka the cannibal goblin would like nothing better than a few tasty visitors....
We Be Goblins Too! is an adventure for 3rd-level, pre-generated characters. Can the four heroes of the now-dead Licktoad tribe save the Birdcrunchers and become their new leaders?
Description:
The Licktoads, once a great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin 'heroes.' Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans-they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own.
Join PFS Venture-Officers and veteran GMs as they explore the many facets of judging scenarios for Pathfinder Society Organized Play utilizing break-out sessions and the Deck of Many Situations.
Description:
Join Pathfinder Society Regional Coordinators and experienced GMs for an interactive workshop designed to make you a better Pathfinder Society Game Master. This introductory program focuses on improving GMing skills, handling challenges, and giving a great table experience. PFS GM 101 includes four break-out sessions covering Roleplaying and Lore, Combat and Rules, Running the Game, and Advanced Topics. The second half will include GMs leading a humorously instructive game that challenges its players to handle tough GMing situations based on real, in-game dilemmas. Participants will have the opportunity to play the parts of both the GM and the troublesome players. Judges will offer feedback for each round, giving everyone the opportunity to learn.
A Pathfinder Society Scenario designed for characters levels 1-5.
Description:
The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come.
A Pathfinder Society Scenario designed for characters levels 1-5.
Description:
A powerful ally of the Pathfinder Society has disappeared, and no one but the Pathfinders even remembers that she ever existed. Can the PCs discover the fate of their missing associate, or will all memory of her be erased completely from history?
A Pathfinder Society Scenario designed for characters levels 1-5.
Description:
When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion.