Mechanical armies surge across the planes as the heroes race to restart the order that keeps reality from collapsing.
Description:
Across the Outlands, an ancient planar cycle has begun far too soon. Gate-towns brace for disaster as countless modrons abandon their expected paths, overwhelm settlements, and impose alien logic on everything in their way. The characters must follow the trail of fractured hierarchies, discover who or what forced this catastrophe into motion, and choose whether to repair the cosmic order or bend it long enough to save innocent lives. Designed as Act III of a linked planar saga, but playable on its own. Characters begin at 8th level.
Tyranny of the Cosmos Act IV: The Iron Heist of Dis
Summary:
In a city of fire, iron, and suspicion, the heroes must steal an infernal relic before devils turn the trap against them.
Description:
The trail descends into Dis, the second layer of the Nine Hells, where towers of black metal rise above streets watched by spies, soldiers, and worse. Somewhere inside Dispater’s fortress-city lies a Planar Anchor, an artifact capable of strengthening the bonds that keep Tiamat imprisoned. The characters must decide how to breach the Iron City: disguise, negotiation, sabotage, or open assault. Every bargain has a hook, every ally has a price, and every mistake draws infernal attention. Designed as Act IV of a linked planar saga, but playable on its own. Characters begin at 11th level.
At legendary power, the heroes hold the Astral Sea against infernal forces as a final ritual threatens every plane.
Description:
The timelines have snapped back into place, and the characters remember every impossible life they have lived. Now their full strength awakens as the last battle erupts beyond Toril. While another band confronts the Cult at the Well of Dragons, this group must fight through collapsing portals, broken laws of magic, and armies pouring from the Nine Hells. Their mission is to cut off reinforcements, break a divine-scale manifestation, and decide what sacrifices are worth making when victory could reshape the planes. Designed as the finale of a linked planar saga, but playable on its own. Characters begin at 17th level.
Congratulations - you've survived your first month with the Ankh-Morpork Watch, The Very Special Unit. But can you face what lurks underneath Unseen University (besides one very angry librarian)?
Description:
Ankh-Morpork! A shining city by a river! Well, not so much shining as moistly glistening due to the amount of sweat its populace can exude on a typical summer day. Sweat that still smells better than the river that is the city's namesake. But one place in this fair city is still cool (for various values of "cool") - the hallowed halls of Unseen University, which educates the best wizards on Disc World, if they do say so themselves. There's just a little problem that the professors can't figure out that they'd like the City Watch to take a look at. That shouldn't be a problem for The Versy Special Unit, should it?
Congratulations - you've survived your first month with the Ankh-Morpork Watch, The Very Special Unit. But can you face what lurks underneath Unseen University (besides one very angry librarian)?
Description:
Ankh-Morpork! A shining city by a river! Well, not so much shining as moistly glistening due to the amount of sweat its populace can exude on a typical summer day. Sweat that still smells better than the river that is the city's namesake. But one place in this fair city is still cool (for various values of "cool") - the hallowed halls of Unseen University, which educates the best wizards on Disc World, if they do say so themselves. There's just a little problem that the professors can't figure out that they'd like the City Watch to take a look at. That shouldn't be a problem for The Versy Special Unit, should it?
Your mercenary band is stranded in the fortified port of Styx. Without work and pressure from the Solamnics, your options are few. Hope, and offers of work, come from a mysterious warlord out of Khur.
While the Revolutionary War rages, the party sails up the Mississippi River into the heart of darkness to investigate rumors of a rebel expedition gone rogue
Description:
Face off against British-aligned frontier militias as you follow reports of burned settlements and massacres, all laid at the feet of one enigmatic, unaccountable American rebel. In this Nations & Cannons game, play as a 3rd-level, historically-sourced character from the American Revolution; complete with new rules for black powder firearms, period-appropriate Backgrounds, and brand-new classes and subclasses. Take on the redcoats and more!
Explore the wilds and the mystery of the crash in a player-focused new organized play program. This is a level 4-6 game. You must have played 3 other Warden's games to play this.
Description:
Welcome to Wardens of the Eastern Marches, a new 5th edition organized play program that features physical magic item certs, character Alliances, and unmatched player and DM rewards. Each character joins one of six Alliances which is central to this setting, The Eastern Marches. Enjoy top quality adventures run by the best DMs and run by a team of admins that put the player and DM experience above all else.
This adventure takes the characters to a desolate and remote portion of The Eastern Marches known as the Withers.
Join an Alliance and help us figure out what happened on Midsummer's eve.
Waste of the Hollow Knight is a levels 4-6 adventure. You must have played three other Warden's adventures to advance to this level. For complete information on Wardens character creation guidelines, visit www.gameholepublishing.com.
Explore the wilds and the mystery of the crash in a player-focused new organized play program. This is a level 4-6 game. You must have played 3 other Warden's games to play this.
Description:
Welcome to Wardens of the Eastern Marches, a new 5th edition organized play program that features physical magic item certs, character Alliances, and unmatched player and DM rewards. Each character joins one of six Alliances which is central to this setting, The Eastern Marches. Enjoy top quality adventures run by the best DMs and run by a team of admins that put the player and DM experience above all else.
This adventure takes the characters to a desolate and remote portion of The Eastern Marches known as the Withers.
Join an Alliance and help us figure out what happened on Midsummer's eve.
Waste of the Hollow Knight is a levels 4-6 adventure. You must have played three other Warden's adventures to advance to this level. For complete information on Wardens character creation guidelines, visit www.gameholepublishing.com.
The follow-up to Paizo's infamous adventure, in which the PCs are now 3rd level and are charged with driving off the the ogress, Ma Munchmeat!
Description:
This game is open to new players and players from We Be Goblins games from earlier on Saturday. Players who were in previous games can use their same character and accumulated treasure, leveled up for this game.