pathfinder

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The Halls of Ancient Axiom

Facilitator: 
Chris Haddock

7000 years ago, when the world was not the same as it is now, there lived a mighty people, as skilled in machine as they were in magic. The Axiomites as they were called built wondrous halls and filled them with riches and artifacts such as the world had never seen, and would never see again. They distilled the light of the sun, reflected it and refracted it a thousand times over and created a cavernous hall of light and life, that they named the Home of the Sun.

Eventually, great Axiom was abandoned, and its people fled the world. Some say they became beings of pure light, departing the mortal sphere for the light of the stars. Soon after them came the ancient Dwarves, no less advanced, and curious about their precursors, they delved the mighty cities of Axiom, and found the Home of the Sun. Whatever they found there, it was unsettling, for many dwarves perished and their records report a terror came from that place to consume their race.

Soon, the dwarves too were gone. Millenia passed and kingdoms rose and fell, and mighty Axiom became a legend. But now the world has come to find the secret of metal and steam again. Magic mixes with modern, and the world is shaped by coal and gunpowder, and the Halls of the Sun call out to adventure once more…
The nearby empire of Caelon has sent one of its own, a noble by the name of Heron Kashmere, to bring order to the frontier town that has sprung up in the upper levels of the Sun Halls, providing a home for the plunderers, looters, archaeologists and other pirates who seek to make it big on the treasures hidden within its depths. Lord Kashmere, as newly appointed governor, has put out a call to any adventurer wishing to delve the lower levels, and has asked that any news be brought to the surface of habitable rooms, useful artifacts or danger. For glory or for gain, you have answered the call…

About the Game:
Welcome to the Home of the Sun! This is a traditional dungeon crawl, with traps and monsters and treasure galore! It is run using the Pathfinder first edition system, a kind of evolution of Dungeons and Dragons 3.5. D20s will be rolled, and rocks shall fall, though hopefully not everyone will die.
So what’s special about this dungeon? Well for starters, I don’t know what it looks like! We’ll be building the dungeon together as we play, and it will begin to take shape the further you delve. The rooms, monsters, traps and treasure are (mostly) randomised, so not even I know what you could face!
I’ve designed the game to be as friendly as possible to people of all skill levels. While I recommend that players have some experience of roleplaying and of DnD in general, the characters available have been categorised by the skill level required to play, with an even mix of beginner friendly and more advanced builds. The goal is to have as much fun as possible, and to see some whacky situations crop up from my patented Dungeon-o-matic 3000!

System: 
Pathfinder First Edition

Hammer Haus

Facilitator: 
Seth

A widowed tavern owner needs a crew of builders to help finish building her retirement house. You're not doing anything this weekend, why not make some coin? It'll be easy!

System: 
Pathfinder, d20

Interface Zero: I Got a Funny Feeling

Facilitator: 
Seth

Interface Zero is a cyberpunk setting using the Pathfinder rule system. Get augmented, jack in, dye your hair.

System: 
Pathfinder, d20

We Be Goblins

Facilitator: 
Sophie M

We be Licktoads! We make raid! Put the longshanks to the blade! Burn them up from feet to head, make 'em hurt, then make 'em dead!

We be Goblins!

System: 
Pathfinder or Dungeon World... not sure

Tatterdemalion

Facilitator: 
David Schwartz

Since the event known as The Sinking, a general uneasiness descended upon the Great City, but that's no reason not to party!
The PCs attend a covert masquerade thrown by a troupe of thrill seeking young nobles. Matsoni Gimbros, the clique's ringleader, declares the party's theme to be The Sinking.
To complement his theme, Matsoni chose the perfect venue: an abandoned bathhouse on the edge of the sinkhole. Rumors that a ghost haunts the bathhouse only add to its allure.
Privileged, promiscuous young people in a haunted condemned building: what could possibly go wrong?

System: 
Pathfinder

Pathfinder: Shadow of Heresy

Facilitator: 
Michael

In the homebrew setting of Volentia, play as one of five 14th level characters contracted by the Church to find the location of a rumored gathering of heretics dubbed the Shadow Conclave. This gathering, should it succeed as planned, would unite the various heretical sects and pose a threat large enough to shake the foundations of the Empire. The adventure mixes roleplay with combat as players attempt to hunt down and exterminate the Conclave as either an emotionally scarred Paladin who has come to question whether his slaughtering of heretics is ethical, a zealous Inquisitor who enjoys his work perhaps a little too much, a noble-born Curatrix who struggles to keep the vows of her order of restrained monk-women, an elven Ranger who constantly battles against the prejudice humans have of other races while trying to hide his hate of them, and an acclaimed Wizard who despite her achievements still has not garnered the respect she desires because she is a woman. Will the Church's champions succeed in rescuing the Empire from perhaps the most dangerous threat it has ever faced? Or will their personal struggles inhibit their ability to complete the task set before them? Will they rise triumphant over the challenges they are to face? Or will they be cut down and forgotten to leave the Empire roiling in turmoil?

System: 
Pathfinder
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