Current Schedule of Events
The point range in unlimited, GM Kirk Rich will manage any character that comes to his table, come play as long as you like.
We have a variety of 50+ games come try some of the newest games around.
8:00 am - 11:45 am
A simple but deep card game of cornering the market. You have cubes that you may swap out with cubes of other colors. A display of six cards represents the market demand for different colors. On your turn, you may draw cards. Or, you may cover some of the demand cards with cards from your hand. Each time the demand changes, each cube produces coins equal to the number of demand cards with that cube's color. Only do this when your opponents will profit less than you!
9:00 am - 2:00 pm
Pathfinder 3-21: The Temple of Empyreal Enlightenment (1-5)
By Ron Lundeen. In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. What they find there is anything but an opportunity for peaceful reflection and enlightenment. A Pathfinder Society Scenario designed for levels 1–5.
Pathfinder 4-5: The Sanos Abduction (3-7)
By Jerome Virnich. The Pathfinders are sent to the Sanos Forest in central Varisia to assist an agent researching the fey who inhabit the remote wood. However, like many seemingly routine tasks in a Pathfinder's adventuring career, the simple support mission quickly turns into an adventure the PCs aren't soon to forget - presuming they survive. A Pathfinder Society Scenario designed for levels 3–7
Pathfinder 4-6: The Green Market (5-9)
By Jim Groves. When an ally of the Society reports that her sister's business is being harassed by the Aspis Consortium in the Varisian city of Korvosa, a team of Pathfinder agents is dispatched to the Green Market to assist. What they find there is more than simple strong-arming and intimidation however. What mysterious forces bring the popular market its unlikely success? Can the PCs stop the Aspis Consortium from gaining control of what could become a lucrative resource for the rival organization? A Pathfinder Society Scenario designed for levels 5–9
Pathfinder 5-2: The Wardstone Patrol (3-7)
By Alex Greenshields. All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile soldiers to resupply, reinforce, and communicate between the border's many fortresses and outposts. With so much at stake, the Pathfinder Society has enlisted many of its agents to assist in the war effort, both to protect its own interests and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. However on one such wardstone patrol the party may find itself facing an enemy of an entirely different nature. A Pathfinder Society Scenario for characters of 3rd to 7th level.
Pathfinder - Wild Card
Pathfinder: Realm of the the Fellnight Queen (runs 9:00 am until 7:30 pm) (6-8)
By Neil Spicer. Stay Out of the Woods! Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison She carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods... A wilderness adventure for 7th-level Pathfinder Roleplaying Game characters
10:00 am - 5:00 pm
Magic the Gathering Unofficial Tournament
Play for fun. This will be a modified standard tournament - 2 strikes and your out. All entries will get to play 2 games. Once you get 2 losses you will be eliminated. The top 4 will be awarded prizes. [16 players minimum, 32 maximum]
11:45 am - 3:30 pm
Swords & Wizardry Complete - Introduction
Come learn to play Swords & Wizardry Complete. Learn Character Creation and take those characters through the module "Tower of the Stargazer.
Feng Shui Champions - Sons of the Dragon
Max Players: 7 Difficulty: moderate Game Description: You are one of several martial artists emerging to avenge the mysterious death of the man you all once trained with: Bruce Lee. OK, not our Bruce Lee, but his year 69 CE counterpart, Xialong ("Little Dragon"). It's basically Feng Shui, Shaw Brothers and Detective Dee in a blender. Wild Martial Arts for the curious. The true power of Feng Shui is known only to a few. They all want you dead. http://games.groups.yahoo.com/group /SonsOfTheDragon/
Do you like D&D, aquatic adventures, and high-flying action? This adventure has all the D&D fun without the endless book-keeping, rules-fussing, and irritating minutia. It also shows how easy it is to convert all the D&D goodness using themes — no more waiting to play "prestige classes."
Guilds is the final set in the series of the definitive original deck-building game, Dominion. This features cards that do something when you over-pay for them, and cards that store money between turns as coin tokens.
2:30 pm - 7:30 pm
Pathfinder 4-14: My Enemy's Enemy (3-7)
By James Olchak. Someone in the city of Magnimar is committing crimes and leaving evidence implicating the Pathfinder Society. It falls to the Pathfinders to get to the bottom of it. What they find may signal the resurgence of an enemy thought long defeated. A Pathfinder Society Scenario designed for levels 3–7.
Pathfinder 4-17: Tower of the Ironwood Watch (5-9)
By Sam Polak. On the edge of Varisia's Mierani Forest stand the ruins of an ancient tower that once served as the native elves' first line of defense against the threat of invasion from the bordering Thassilonian realm of Envy. Just as the elves fled Golarion to avoid the destruction of Earthfall, so too did they leave behind the Tower of the Ironwood Watch, which the Pathfinder Society now hopes to explore - a task that could prove more dangerous than anyone anticipates. A Pathfinder Society Scenario designed for levels 5–9.
Pathfinder 4-24: The Price of Friendship (5-9)
By Christina Stiles. The Pathfinder Society has discovered the hint of a monumental revelation but in order to confirm their find they must send a team of agents into the dangerous and unwelcoming orc-ruled Hold of Belkzen. While an expedition could easily be dispatched to the orc capital of Urgir, the Decemvirate urges caution to ensure success. Thus, a team of Pathfinders must seek out a guide in the Varisian orc city of Urglin. Can they navigate the treacherous city of denizens who wouldn't mind seeing them dead or will the orcs' Second Home be the site of their final mission? A Pathfinder Society Scenario designed for levels 5–9.
Pathfinder 5-1: The Glass River Rescue (1-5)
By Mike Shel. A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats and escape with their lives. A Pathfinder Society Scenario for characters of 1st to 5th level (Tier 1–5)
Pathfinder -Wild Card
3:30 pm - 7:15 pm
A game of vacation planning! Each turn, you may go as far along Japan's Coastal Road as you wish. But this isn't a race-- don't skip over those wonderful tourist attractions. It's only your turn when you lag behind all the other players, so take your time and enjoy the sightseeing, meals, souvenir shops, hot springs, and interesting people. Each attraction gives you a card when you visit. Whoever collects the most impressive sets of cards has proven that they are the most seasoned traveler.