Save vs. Hunger 2017

Apr 8-9 in Maryville, TN, US

This event is over.

Apr 2017

SlotScenarioGame / CampaignPlayersGMs
8am-1pm
GMT-07
D&D 5e: D&D Adventurers League16 of 183 of 3

Spirits in Phlan are high in the wake of Vorgansharax’s defeat. Reconstruction plans are finally in motion, yet one threat looms.

The Doomguide of Kelemvor has descended into the shadows of the necropolis and gathers dark forces around him. There is little he won’t anticipate. One should have their affairs in order before accepting this mission.

A four-hour adventure for 11th-16th level characters

Written by Greg Marks

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D&D 5e: D&D Adventurers League14 of 142 of 2

The grain has rotted in the town of Elmwood, which means people might starve, businesses and banks might fail, and endanger the town’s already-precarious existence. Brave adventurers are needed to travel through the wild forest to seek the advice of the Sage of Cormanthor.
A four-hour adventure for 5th - 10th level characters

Written by Jason Gonding, Eric Menge

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D&D 5e: D&D Adventurers League6 of 61 of 1

Amid the gales and snowy Earthspur Mountains, the tumbling ruins of the ancient Tempest Mage’s tower brood over the village of Windy Valley. When a kidnapper flees into the ruins, it’s up to a group of adventurers to apprehend the rogue and save his victim from the vault below.

A four-hour D&D Adventurers League Convention Created Content adventure for 1st-4th level characters, brought to you by Cold Iron Conventions and Draxtar Games.

Written by Greg Marks

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D&D 5e: D&D Adventurers League11 of 122 of 2

Knock, knock, open the door. Tick tock, time is short. Stalk, stalk, it comes for you. How will you open the lock, once you can no longer wind the clock? Part Two of the Ruined Tower of the Tempest Mage. This is an Adventurers League Approved adventure provided through the Con Created Content Program and sponsored by Cold Iron Conventions and Draxstar Games.

Written by Jeremy Vosburg

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D&D 5e: D&D Adventurers League6 of 61 of 1

When a Thayan research expedition returns from the Glacier of the White Wyrm with only two survivors that are reduced to whispering about an ancient pyramid under the ice, perhaps it is time to discover just what scares the life out of a nation of necromancers.

A 4-Hour Adventure for 5th – 10th, 11th – 16th, or 17th – 20th Level Characters

Written by Alan Patrick

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D&D 5e: D&D Adventurers League4 of 61 of 1

When a Thayan research expedition returns from the Glacier of the White Wyrm with only two survivors that are reduced to whispering about an ancient pyramid under the ice, perhaps it is time to discover just what scares the life out of a nation of necromancers.

A 4-Hour Adventure for 5th – 10th, 11th – 16th, or 17th – 20th Level Characters

Written by Alan Patrick

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D&D 5e: D&D Adventurers League8 of 122 of 2

East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources to recovering it. After a very pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts!

Playtime: 4 hours
Premiere: December 2016
Available for download and play: January 2017

Written by Alan Patrick

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D&D 5e: D&D Adventurers League6 of 61 of 1

SEER has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. HSING comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast.

Playtime: 2 hours
Premiere: December 2016
Available for download and play: January 2017

Written by Rydia Vielehr

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D&D 5e: D&D Adventurers League0 of 60 of 1

The origin of rune magic has long been lost upon the majority of sages and wizards, save those with giant blood. However, with the shattering of the Ordning, rune magic has once again emerged into the Realms. Adventurers must delve into a ruined complex beneath the Spine of the World, suspected by SEER to be the birthplace of that arcane tradition.

Written by Travis Woodall

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D&D 5e: D&D Adventurers League6 of 61 of 1

IN VOLO’S WAKE
The town of Phandalin, nestled in the foothills to the east of the Sword Mountains, continues to grow since being rebuilt after the devastation wrought by rampaging orc hordes. It recently survived violent gang activity, drow machinations, and even the attention of a green dragon. But can it withstand a new threat, bizarre but no less perilous: the fame brought by a visit from none other than loremaster Volothamp Geddarm?
Six 1-Hour Mini-Adventures for 1st-4th Level Characters
Adventure Authors
Monica Valentinelli, Shawn Merwin, Rich Lescouflair

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Savage Rifts4 of 61 of 1

On the boarder of Arkansas and Tennessee a series of strange events are happening. Coalition forces are pushing deeper and deeper into territories they would never have risked setting foot in to kill the non-human D-Bee’s. As members of the Tomorrow Legion you have been sent out on patrol to help the people of the region both human and non-human this task will take both combat and diplomacy.

Take a journey into the Rifts Setting… 300 years in the future, our shattered Earth is recovering from an event known as the Great Cataclysm that was caused by a great war, massive natural disasters, the return of magic and all the things that came with it including D-Bee’s. An event that wiped out human civilization, brought about the return of magic and has made the Earth into something both familiar and alien with futuristic cities, towns that resemble something out of the old west, and villages that look like something from the dark ages. Humans transform and augment their bodies with bionics, robot exoskeletons, psionic-inducing brain implants, chemicals and magic to survive.

Tears in space and time – the Rifts – are doorways to anywhere. Open one and step through it to travel anywhere on the planet in a matter of seconds. Alien and supernatural beings use them to travel across the Megaverse to arrive on Earth. You are one of the champions, the heroes of mankind, or an explorer or truth-seeker, or simply a mercenary working for money who braves the savage wilderness and dares to face the demons, dragons, aliens and other weird creatures from the Rifts. As well as the forces of the Coalition an evil power of human supremacists that terrorize the non-humans in the name of protecting humanity.

Rules for the Savage Rifts system will be taught and Pre-generated characters will be provided.

Written by Sean Patrick

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World of Darkness0 of 61 of 1

A bunch of UT College kids out on an island in the middle of nowhere on the Tennessee River over night. Sounds like a blast right?

You've seen this movie. Now you get to see if you'd actually survive.

This is a World of Darkness game. Pre-generated characters will be provided.

Written by Chris Thornton

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Pathfinder RPG: Pathfinder Society7 of 122 of 2

Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.

Written by Kyle Baird

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Pathfinder RPG: Pathfinder Society4 of 61 of 1

A strange confluence of circumstances leaves the researchers of Uringen understaffed and in need of able-bodied assistants. Conveniently, recent Pathfinder Society experiments call for a rare reagent found only in that area, and the two organizations have negotiated a mutually beneficial deal. Can the PCs reach the secluded settlement in time to witness this extraordinary event—and handle the phenomenon’s aftermath?

Written by Liz Courts

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Pathfinder RPG: Pathfinder Society5 of 61 of 1

Six years ago, the Pathfinder Society narrowly avoided disaster at an archeological excavation in the Terwa Uplands. The expedition recovered and resumed its work, and at long last they have learned what the ancient culture had hoped to guard. That’s when all correspondence ended. Fearing the excavation may be besieged once more, the Society has sent the PCs to save who they can, salvage what they must, and uncover a secret that has lain buried outside Bloodcove for millennia.

Written by Ron Lundeen

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

The Peerless Empire of shaitan genies has warred with its fiery counterpart for centuries and thinly stretched resources leave the shaitans in need of additional aid. They have founded a new state-sanctioned mercenary company known as the Ungrounded, which draws upon free agents from across the multiverse. One of the Society’s few friends on the Plane of Earth has recommended at least a handful of Pathfinders join the Ungrounded, knowing that even a few months’ service could dramatically enhance the Society’s reputation (and fill those agents’ pockets) in this distant realm. The PCs travel to the magnificent Opaline Vault as the Society’s first envoys, but in doing so they must survive the otherworldly threats that lurk in both this strange environment and within their own ranks.

Content in “Ungrounded but Unbroken” also contributes directly to the ongoing storyline of the Sovereign Court faction.

Written by Jenny Jarzabski

Factions: Sovereign Court

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Pathfinder RPG: Pathfinder Society5 of 61 of 1

When an impossibly vile fiend proves too powerful to destroy, the forces of good often resort to banishing or sealing the villain away to be remembered only in fearsome legends. Less common are the instances in which wrongdoers bound benevolent titans and demigods, yet Society agents recently uncovered just such a prison. Few know how to unlock such a jail, much less locate the key. The Society has identified just such a sage: a disgraced efreeti who has sworn to share her priceless knowledge in exchange for the PCs' assistance. The Pathfinders travel to the cosmopolitan melting pot of Zjarra on the Plane of Fire, where they must fulfill the cruel genie's schemes—or find some other way to fulfill the deal.

Content in The Cindersworn Pact also contributes directly to the ongoing storyline of the Exchange faction.

The Cindersworn Pact is the first scenario in the two-part "Forged in Flame" campaign arc. It is followed by Pathfinder Society Scenario #8-11: Cleansed With Fire. Both chapters are intended to be played in order.

Written by Alex Riggs

Factions: The Exchange

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Pathfinder RPG: Pathfinder Society3 of 61 of 1

The snowcapped summits and volcanic peaks of the Kullan Dei range cut across Tian Xia, yet there is more to these mountains than ice and wind; the Pathfinder Society has learned of a priceless artifact hidden within a dormant volcano long ago. As the PCs retrace the path of an ancient hero, will they conquer the mountains or perish as have so many who came before?

Written by Larry Wilhelm

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Shadowrun: Shadowrun Missions5 of 61 of 1

Neo-Anarchists are targeting the Olympic Torch in an effort to
put it out before it can light the flame on the Seattle Olympics.

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Shadowrun: Shadowrun Missions7 of 61 of 1

[Previously 05-07]
When people start going missing in the CZ and the Lone Star brass don’t seem to care, Detective Nick Ryder look for some outside help. A Shadowrun Missions Living Campaign adventure. Shadowrun 5th Edition character needed.

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1:30-6:30pm
GMT-07
D&D 5e: D&D Adventurers League42 of 488 of 8

The flying galleon “Thunderbound” descends on Beregost, unleashing the wrath of the cloud giants! To save the town from annihilation, heroes from far and wide must awaken the lost machine entombed under Durlag’s Tower. Dare you board the Ark of the Mountains, and do battle in the burning skies?

Playtime: 4 hours
Premiere: Winter Fantasy 2017 (February)

Written by Will Doyle

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D&D 5e: D&D Adventurers League32 of 355 of 5

The flying galleon “Thunderbound” descends on Beregost, unleashing the wrath of the cloud giants! To save the town from annihilation, heroes from far and wide must awaken the lost machine entombed under Durlag’s Tower. Dare you board the Ark of the Mountains, and do battle in the burning skies?

Playtime: 4 hours
Premiere: Winter Fantasy 2017 (February)

Written by Will Doyle

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D&D 5e: D&D Adventurers League14 of 142 of 2

The flying galleon “Thunderbound” descends on Beregost, unleashing the wrath of the cloud giants! To save the town from annihilation, heroes from far and wide must awaken the lost machine entombed under Durlag’s Tower. Dare you board the Ark of the Mountains, and do battle in the burning skies?

Playtime: 4 hours
Premiere: Winter Fantasy 2017 (February)

Written by Will Doyle

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AD&D21 of 61 of 1

This is an AD&D 2nd Edition Dark Sun game. It will be played in the Theater of the Mind style of role playing. Up to 6 players will play pre generated characters that are 5th level. There will be a 20 minute familiarization period provided, at the beginning of the game to get to know your character and discus the rule that will be used.

The old Druid of the Emerald Grove is dying. The tree of life, that she must join with to become an immortal guardian of her grove, has been stolen. The thieves are the underlings of a powerful defiler.
Your motley band of adventures are tasked with returning the tree of life, but to do that you must survive the deadly, Keep on Ashan Peak!

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Star Wars d60 of 81 of 1

A WEG d6 Star Wars Adventure for 2-8 players
Quickstart Rules and pregenerated characters provided

It is during the events of Star Wars: Rebels and a few years before the events of Rogue One and A New Hope.

Yaslov is a small abandoned colony world in the Outer Rim Territories. After hearing the Ezra Bridger Transmission, Yaslov declared its opposition to the Galactic Empireand was subsequently blockaded by the Empire in an effort to starve them out. An Imperial Freighter with TIE support has established a minefield around the planet.

Prior to heading to Yaslov with food and other relief supplies, the team is contacted by Rebel Command and informed that the world will be visited by the being whose political maneuvering placed then Chancelor Palpetine in a position to become Emperor, former Representative from Naboo Jar Jar Binks. Imperial Envoy Binks has been sent on a Godowill tour of the Outer Rim Territories and is going to stopover on Yaslov as part of his itinerary so that he may convince the starving people of Yaslov to rejoin the Empire.

Can the players keep the people of Yaslov from starving while keeping them free from Imperial Oppression?

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

The PCs are sent to map the Storval Stairs and ensure the stairs provide a safe route to the Storval Rise from Magnimar, but upon their arrival, they find the ancient site claimed and “ruled” by the self-proclaimed King of the Storval Stairs. Only through guile, diplomacy, or cold steel will the Pathfinders ensure access to iconic Thassilonian location.

Written by Dennis Baker

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Pathfinder RPG: Pathfinder Society4 of 61 of 1

As an act of retribution, an enemy of the society begins hiring river pirates to waylay Pathfinder boats bound for the crusader nation of Mendev. Unless the Pathfinders can track down the party responsible and put an end to their piracy, the raids may spell the doom of the society’s ambitions to the north.

Written by Sean McGowan

Factions: The Exchange

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

Following its efforts to set up a basecamp in the Realm of the Mammoth Lords, the Pathfinder Society seemed ready to mobilize its forces when the Marcos Farabellus received troubling news: something dire had befallen the camp. What’s worse, these events resulted in the disappearance of one of the Society’s most valuable tools and the disappearance of two of its esteemed leaders. The PCs must investigate the ruined camp, track down the perpetrators, and recover a powerful relic to prevent this tragedy from ruining the entire expedition.

Written by Kyle Baird

Factions: Grand Lodge and Silver Crusade

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Pathfinder RPG: Pathfinder Society4 of 61 of 1

More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it’s up to the PCs to solve a puzzle whose pieces are scattered across Absalom—and whose prize dates back to the Society’s darkest years.

"The Wounded Wisp" is an evergreen, replayable scenario designed to help introduce players to the history of the Pathfinder Society and Absalom’s greatest sites.

Written by Thurston Hillman

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Pathfinder RPG: Pathfinder Society3 of 61 of 1

When the flames of revolution swept through Galt, the Society lost much of what it held there: dozens of agents, several lodges, and the fellowship of countless contacts who foreswore the Society rather than become targets themselves. Although Venture-Captain Eliza Petulengro has reestablished a foothold in the country, she needs to rebuild her network of allies. One of the most important figures resides in Dabril, a small village due to celebrate its yearly festival of light and forgiveness. Petulengro hopes that an entourage of Pathfinders might participate in the festivities and endear itself to the Society’s former friend. Past evils have other plans, however, and unless the PCs can keep their wits about them, they might not just lose sight of the mission; they might lose their lives.

“Reaping What We Sow” is a spooky adventure, perfect for fans of Pathfinder Roleplaying Game: Horror Adventures while still suitable for more light-hearted games.

Written by Linda Zayas-Palmer

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Pathfinder RPG: Pathfinder Society3 of 61 of 1

Few places on the Plane of Fire are as rich in folklore, opportunities, and material wealth as the City of Brass, and it is there that the disgraced efreeti Qalkami aims to reestablish her credentials with the Society's help. Only by teaming up with this genie—at least in name, if not in spirit or practice—can the PCs both secure the secrets she owes the Society and help topple a major fixture of the City of Brass. None are better equipped than Pathfinders to infiltrate forbidden districts, crush an evil operation, and make the most of the chaos that ensues, but in a metropolis built largely of superheated metal, can the PCs take the heat?

Content in Cleansed With Fire also contributes directly to the ongoing storyline of the Exchange and Liberty's Edge factions.

Cleansed With Fire is the second scenario in the two-part "Forged in Flame" campaign arc. It is preceded by Pathfinder Society Scenario #8-09: The Cindersworn Pact. Both chapters are intended to be played in order.

Written by Nathan King

Factions: Liberty's Edge and The Exchange

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Shadowrun: Shadowrun Missions6 of 60 of 1

The Olympic Opening Ceremonies. One of the hottest tickets in Seattle and I get to go. So I have to work. Big deal...right?

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Shadowrun: Shadowrun Missions4 of 61 of 1

[Previously 05-08, called Poisoning the Well on Debrief Log]
Sunshine, fresh air, the smell of manure, plus wheat, corn, and soy fields as far as the eye can see. It’s enough to make you miss the CZ. A Shadowrun Missions Living Campaign adventure. Shadowrun 5th Edition character needed.

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7pm-12am
GMT-07
D&D 5e: D&D Adventurers League10 of 122 of 2

Something odd is happening to the citizens of Phlan. Some have inexplicably gone mad and must be restrained, while others have developed strange magical abilities. No one is immune as it has affected young and old, rich and poor, strong and weak.

Opinions about the cause are plentiful, but some theories seem more solid than others.

A D&D Adventurers League adventure for character levels 11 to 16 set in and around Phlan.

A four-hour adventure for 11th-16th level characters

Written by Will Doyle

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D&D 5e: D&D Adventurers League13 of 142 of 2

Terrible news indicates that some vestige of the long-dead god Moander might be active in the forests near Elmwood. The Town Council is seeking clever adventurers to brave the perils of the Cormanthor forest to breach a lost wizard’s sanctum in search of a way to protect the town.

A four-hour adventure for 5th - 10th level characters

Written by Paige Leitman, Ben Heisler

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D&D 5e: D&D Adventurers League17 of 183 of 3

The deepest depths of the ruins of the Tempest Mage's tower have not seen a living soul for centuries. In the silent dark, death waits for you. Will you rush to meet him? Part Three of the Ruined Tower of the Tempest Mage. This is an Adventurers League Approved adventure provided through the Con Created Content Program and sponsored by Cold Iron Conventions and Draxstar Games.

Written by Gary Affeldt

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D&D 5e: D&D Adventurers League11 of 122 of 2

A continuation of DDAL05-08. East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources to recovering it. After a very pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts!

Playtime: 4 hours
Premiere: December 2016
Available for download and play: January 2017

Written by Alan Patrick

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D&D 5e: D&D Adventurers League6 of 61 of 1

The origin of rune magic has long been lost upon the majority of sages and wizards, save those with giant blood. However, with the shattering of the Ordning, rune magic has once again emerged into the Realms. Adventurers must delve into a ruined complex beneath the Spine of the World, suspected by SEER to be the birthplace of that arcane tradition.

Written by Travis Woodall

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D&D 5e: D&D Adventurers League6 of 60 of 1

Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by SEER (via HSING) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to adventurers to resolve the infighting in Parnast and prepare the town for the hill giant’s onslaught.

Written by Joe Marflak

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D&D 5e: D&D Adventurers League6 of 61 of 1

Claiming to possess Hartkiller’s Horn, Ryndolg makes his move to take control of the Hartvale. The non-giant residents have been pressed to declare their allegiance or be destroyed. Do they swear fealty to Jarl Ryndolg, or is there another option? Is there another contender to the throne? Sometimes the best choices can be the most dangerous.

Written by Greg Marks

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AD&D20 of 61 of 1

This is an AD&D 2nd Edition Spelljammer game. It will be played in the Theater of the Mind style of role playing. Up to 6 players will play pre generated characters, that are 6th level. There will be a 20 minute familiarization period provided, at the beginning of the game, to get to know your character and discuss the rules that will be used.

Arcane space is teaming with pirates, beasties, and perils of all descriptions. Board your galleon, navigate the vast expanses between the worlds and finally face the true terror of the Deep Black.

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Call of Cthulhu7 of 61 of 1

It is the winter of 1971. Amid the tensions of the Cold War, an explosion at a dam near the Norwegian village of Vardo has rumors flying. The bomber's identity, a British biologist named Helen Valenka in the country to study the ecological effects of the dam, has drawn accusations from both sides of spying and sabotage. Even darker still, those who know of Vardo's speckled past, including several supposed outbreaks of witchcraft in the 1600s whisper that something evil still lurks beneath the calm waters of the coastal village. Was the explosion a result of politics gone wrong, or is Vardo’s past returning to haunt it? What secrets are concealed beneath the frigid waters?

Pregens provided and rules taught at the table

Written by Justin Hicks

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Savage Worlds: Deadlands Noir5 of 61 of 1

Winter is supposed to be a time of peace, and dinner is supposed to be a time of sharing. O’ course, winter ain’t due quite yet, and the Weird West is supposed to be a land of plenty, but supposin’ don’t fill nobody’s belly.
Heed the call to find a party lost in Truckee Pass. What’s a little unseasonable light snow? And who cares if the pass is better known for the last lost party, the Donners?
I hear south o’ the border they say not to drink the water. Up here in the Sierra Nevadas, we say don’t have your neighbors for dinner. It’s only good advice if you take it, amigo. Otherwise, evil may come to Pass…

Strap on your six-gun and saddle up, partner, because there’s Hell to pay and the currency is hot lead!

The Tombstone Epitaph has always been filled with lurid tales of daring desperados and deadly drifters, but lately the West’s most-read tabloid claims there’s something more sinister stalking the frontier’s lonely plains; Monsters.
Fortunately, where there are monsters, there are heroes. Squint-eyes gunfighters, card chucking hexslingers, savage braves, and righteous padres have all answered the call. And if they fight hard enough, they might just discover the identity of the mysterious Reckoners some say are behind it all.

There’s Hell on the High Plains, amigo. Gather up your posse, strap on your Peacemaker, and get ready to ride!

Rules for the Savage Worlds Deadlands system will be taught and Pre-generated characters will be provided.

Written by John Goff

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Pathfinder RPG: Pathfinder Society33 of 427 of 7

When a famous Pathfinder returns to the Grand Lodge in Absalom with a long sought after Azlanti artifact of power, the Society celebrates the achievement by throwing a massive party in Absalom's arena. When the artifact is stolen during the party, it's up to you and the other bands of Pathfinders present at the celebration to get it back before it can be used to destroy the Grand Lodge—or worse.

Written by Tim Hitchcock

********
PLEASE be sure to list your expected character level. Doing so helps our gm's to plan.

If something changes, that's fine, but knowing your initial plan will help a lot!

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Shadowrun: Shadowrun Missions4 of 61 of 1

Prime missions are especially difficult and dangerous, and are intended for very experienced Shadowrunners. They are designed for Shadowrunners that have earned 150+ Karma.

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Shadowrun: Shadowrun Missions2 of 60 of 1

[Previously 05-09]
The gangs in the CZ getting restless, and of course you’re about to get stuck in the middle of it all. Again. A Shadowrun Missions Living Campaign adventure. Shadowrun 5th Edition character needed.

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