Role Playing Gamer Association Events

On this page you will find a list of gaming events sorted alphabetically by rules system. For a listing of all events and their time slots, see the Gaming Overview. You can find information on how to submit gaming events of your own on our Gamemasters Page.

Fees: There will not be any additional individual fees for RPGA events, but you will need a Special Events Convention Pass to play in the RPGA events.

Event Listing Notes

  • Timeslot listings reflect the number of slots left, e.g. Fri2000 (1) means there is one slot left in the Fri2000 slot.
  • Closed events will be bold-faced in red type, like this - Fri2000 (0)
  • .

Game Systems

 

Living Arcanis

LA-SP3-04 Wrong Turn at Coryan 4 - 6 players
Sat1500 (5) Intermediate Level

It is not what you know; it is what you can prove…and whether or not you live long enough to tell the tale in the first place. A standard Living Arcanis adventure, designed for 1st to 13th level characters. Characters not within this level range may not be played in this adventure.

GM - Brian Chalmers


LAN-HP2-02 Halatafl: A Game of Fox and Geese 4 - 6 players
Sun1500 (6) Intermediate Level

Those ‘touched by the gods’ are not all clerics. Some cannot bear revelation, and their souls shrink into themselves. Such ones are often pitied, and sometimes feared. As the city’s Nierites prepare for the celebration of Kindling Dawn, you find yourselves in the presence of just such a group of souls. But what is to become of them, herded by those who seek to care for them ‘for their own good’? Is such a thing to be believed in a city renowned for evil? A Living Arcanis adventure for characters 1st to 7th level. Characters not within this level range may not be played in this scenario.

GM - Brian Chalmers

Living Greyhawk

BDK Mini Missions 36 - 54 players
Sat2000 (43) Intermediate Level

Three separate missions. Participants will select their missions at the convention. The missions are: BDKM4-01 Rules of Impoundment A cargo has been impounded in Trallant that Veth wants back. Can you get it back before sunrise? A mini-mission for parties containing one or more members of the Red Planks Meta-organization. BDKM4-02 On Kobold Farms Someone's kidnapped the best yeoman farmer in the village of Flanhome. The authorities should be searching for the perpetrators, but in the Bandit Kingdoms, heroes have to take up the slack when the authorities come up short. Under the watchful eye of the Johrase Mercenaries, can heroes be found to meet the challenge? BDKM4-03 A Stroll in the Woods… Ever wondered exactly what it was that you did when you went on patrol for Clan Fanlareshen? An adventure for forest loving adventurers. Each party must contain at least one PC who is a member of clan Fanlareshen. Orcs, half-orcs, clerics of Pholtus, Johrase Mercenaries, and residents of the Theocracy of Dimre need not apply unless they have a Favor with the Elves. PCs with enmity with the Defenders of Greenkeep, Fanlareshen Elves, or Fort Hendricks may not play this adventure. BDKA5-01 A Voice in the Darkness Things have not been going well for the Rookroost Thieves Guild. In fact, the City of Ravens has become a very dangerous place in which to live nowadays. Murder and betrayal are rife within the walls of Rookroost, so why not get in on the action? An introductory adventure for four to six first level characters only.

GMs - Brian Chalmers et al


BDK4-04 Emissary 4 - 6 players
Sat1000 (6), Sun1000 (5) Intermediate Level

An emissary of the Old One travels to the Fellreev. What his mission is, no one knows. The only thing certain is that things are about to get interesting.

GMs - Brian Chalmers et al


BDK4-05 Torrock's Legacy 4 - 6 players
Fri2000 (0), Sun1500 (6)

A person's actions in life create a ripple effect that can continue to spread well beyond that person's lifespan. Torrock is dead. Will Torrock's legacy continue to spread death and destruction even after his death, or can a few determined heroes create a better ending? Part three of the Bluff Hills Silver series.

GMs - Brian Chalmers & Brian Chalmers


BDK4-06 Scales and Secrets 4 - 6 players
Sat1000 (1), Sat1500 (6) Advanced Level

Life in the Combination of Free Lords is often about choosing your battles. Sent with a straightforward mission towards the Tangles, perhaps today is a little different. Or is it? With the changes in Hallorn's leadership, fighting has broken out along parts of the forest. With this brewing chaos, has something dangerous developed, unnoticed by those in power? How will this affect the Warfields? An adventure for character levels 9-15. This is the third part to the Legacy of the Highwayman Series.

GMs - Brian Chalmers & Brian Chalmers


BDK4-07 Of Friends, Friars and Foes 4 - 6 players
Sat1000 (0), Sat1500 (0), Sun1000 (3), Sun1500 (4) Intermediate Level

A mysterious stranger wishes you to investigate the death of a local wizard in Stoink. But apparently, he is not the only one interested in the unfortunate occurrence. The first part in the Fate of the Avenger series.

GMs - Brian Chalmers et al


BDK5-01 The Body 4 - 6 players
Fri2000 (3), Sat1000 (2), Sat1500 (0), Sun1000 (6), Sun1500 (6) Intermediate Level

The Northern Alliance has been declared and the search is on for bodies to swell the ranks of the various factions in the Bandit Kingdoms. How can you be sure that the body they get is not yours? In the BK, the more things change, the more they stay the same... Part One of Cold Dead Hands.

GMs - Brian Chalmers et al


BDK5-01 The Body 4 - 6 players
Fri2000 (0), Sat1000 (6), Sat1500 (5), Sun1000 (6), Sun1500 (6) Intermediate Level

The Northern Alliance has been declared and the search is on for bodies to swell the ranks of the various factions in the Bandit Kingdoms. How can you be sure that the body they get is not yours? In the BK, the more things change, the more they stay the same... Part One of Cold Dead Hands.

GMs - Brian Chalmers et al


BDK5-01 The Body 4 - 6 players
Fri2000 (5), Sat1000 (6), Sat1500 (6) Intermediate Level

The Northern Alliance has been declared and the search is on for bodies to swell the ranks of the various factions in the Bandit Kingdoms. How can you be sure that the body they get is not yours? In the BK, the more things change, the more they stay the same... Part One of Cold Dead Hands.

GMs - Brian Chalmers et al


COR4-10 Riddle in the Dust 4 - 6 players
Fri2000 (6), Sat1500 (4), Sun1500 (5) Intermediate Level

The Stonelands—all that remains of the proud Duchy of Tenh. A mystery haunts these barrens, one that promises rebirth for a fallen people. (Part of the Children of the Dust Trilogy. The parts of this series, in order, are: COR4-06 Duke of the Dust, COR4-10 Riddle of the Dust, and COR4-15 War Of The Dust.)

GMs - Brian Chalmers et al


COR4-11 Crimson Thorns 4 - 6 players
Fri2000 (6), Sun1000 (5) Intermediate Level

Embassies are common in this time of tenacious and fragile peace. However, the relative security peace brings such embassies are always heavily guarded. You have been asked to accompany one such embassy from the Free City of Dekspoint to the North Kingdom. An adventure for characters 1-16. The First Stanza of the Frozen Blood Saga. It's recommended that you play COR4-04 Red Tide before playing this adventure.

GMs - Brian Chalmers et al


COR4-12 Key to the Grave 4 - 6 players
Fri2000 (5), Sun1000 (4) Intermediate Level

An innkeep has a ghastly problem on his hands. A patron was found dead in his room, but when the guard arrived to investigate, his body was gone. More troubling was the symbol of an evil god found under his bed. The second part of the "Key to Greyhawk" series. The first part is the "Mad God's Key" from Dungeon Magazine #114. Playing that adventure is recommended but not required.

GMs - Brian Chalmers et al


COR4-13 A Wretched Soul 4 - 6 players
Sat1000 (4), Sun1500 (6) Advanced Level

Fresh from a peaceful sea voyage to Hardby your prowess at daring-do is called upon. The far off jungles of Hepmonaland are your destination with their ferocious beasts and wild Olman who sacrifice outlanders to their alien gods. What motivates the jaded adventurer to take on such a mission? The promise of coin? Assisting those with good cause? Or a chance to redeem the unredeemable? Sequel to Through Nature to Eternity.

GMs - Brian Chalmers et al


COR4-16 The Frozen Spire Rnd 1 4 - 6 players
Sat1000 (2), Sun1000 (5) Intermediate Level

For almost 40 years, Ice Spire has dominated the eastern approaches to Dunhead Bay. Recent political events however demand the mystery behind the tower's doom be solved and a surprise discovery links the frigid lands of Ice Spire to the nameless threat lurking in the dark recesses of the Bright Desert. (Part of the Sins of Ages Past series. The parts of this series, in order, are: COR1-08 Future's Bright, COR3-01 The Hidden Fortress, and COR4-16 The Frozen Spire.)

GMs - Brian Chalmers et al


COR4-16 The Frozen Spire Rnd 2 4 - 6 players
Sat1500 (2), Sun1500 (5) Intermediate Level

For almost 40 years, Ice Spire has dominated the eastern approaches to Dunhead Bay. Recent political events however demand the mystery behind the tower's doom be solved and a surprise discovery links the frigid lands of Ice Spire to the nameless threat lurking in the dark recesses of the Bright Desert. (Part of the Sins of Ages Past series. The parts of this series, in order, are: COR1-08 Future's Bright, COR3-01 The Hidden Fortress, and COR4-16 The Frozen Spire.)

GMs - Brian Chalmers et al


IUZ4-03 Chasing Trouble 4 - 6 players
Fri2000 (5), Sun1000 (6) Intermediate Level

Why is it good news must always be tainted with a bit of darkness? No one is ever surprised to find trouble in Crockport, you are just amazed it took this long. This time, trouble saw you coming so you'll need to give chase. This module is the second in the Purification Cycle.

GMs - Brian Chalmers & Brian Chalmers


IUZ4-06 Shadows of a Dread City 4 - 6 players
Sat1000 (5), Sun1500 (5) Intermediate Level

It has been five years since Count Sverdlin took Kendragund Keep from the Urzun Orcs. Since that time, a flourishing city has developed around the keep, and it has become a seat of power (and corruption) in the Land Of Iuz. But there are deep shadows hanging over Kendragund. Count Sverdlin and his brother Sven have become increasingly reclusive, and the Urzun have been asked to oversee a new kind of merchandise, destined to make this dread city live forever in the favour of Old wicked. Players are advised that an APL 4 table will have difficulty unless all PCs are at least Level 3 (and there are six at the table).

GMs - Brian Chalmers et al


IUZ4-08 Shattered Reflections of a Frozen Twilight 4 - 6 players
Fri2000 (6), Sat1500 (1), Sun1000 (6) Advanced Level

A late night of celebration turns into an early morning of planar travel. Join the power brokers as useful pawns or equal peers as you negotiate the secrets of the Old One's plans. Part 5 in the Purification Cycle.

GMs - Brian Chalmers et al


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