Chattanooga Tabletop Game Fest

Apr 29 in Chattanooga, TN, US
SlotScenarioGame / CampaignPlayersGMs
10:30am-3pm
GMT-04
Pathfinder RPG: Pathfinder Society2 of 61 of 1

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

View this session by itself
Clement Sector1 of 91 of 1

"The crew of the Hurricane have been hired by a concerned husband to aid his wife. It would seem that she was a member of the crew of Glendora Malone, a ship which is stranded on a inhospitable planet. Can the crew help? Is all as it seems? Or will Hell simply laugh at you?"

A Clement Sector adventure for up to 9 players

View this session by itself
D&D 5e: D&D Adventurers League0 of 60 of 1

The sewers beneath Mulmaster have always been dangerous, with countless stories of brigands, murderers, and worse that lurk beneath the streets of the City of Danger. But those stories pale in comparison to a new threat under Mulmaster, one brought to light by a strange and disturbing corpse recently found. It is up to you to learn the terrifying truth of what lurks below.

Playtime: 4 hours

http://www.dmsguild.com/product/170482/DDEX208-Foulness-Beneath-Mulmaster-5e

Written by Tim Eagon

View this session by itself
D&D 5e: D&D Adventurers League0 of 60 of 1

The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms – the Harpers, Order of the Gauntlet, Emerald Enclave, Lords’ Alliance, and even the Zhentarim – must unite to stop the cult from fulfilling its dark purpose in the city. Join the fight by participating in any one of five different missions aimed at stopping the cult.

Playtime: 1 hour (adventure includes five, 1 hour adventures)

http://www.dmsguild.com/product/170384/DDEX101-Defiance-in-Phlan-5e

Written by Shawn Merwin

View this session by itself
D&D 5e: D&D Adventurers League0 of 60 of 1

On the southern shores of the Moonsea, the residents of Mulmaster have eked out a living where others would likely have given up long ago—in a bleak city where corruption is rampant and the Church of Bane holds sway. In these 5 short, introductory adventures, you will travel the breadth of the City of Danger, meet its people, see its sights, and witness firsthand how the city truly has earned its ominous moniker.

Playtime: 1 hour (adventure includes five, 1 hour adventures)

http://www.dmsguild.com/product/170386/DDEX201-City-of-Danger-5e

Written by Shawn Merwin

View this session by itself
D&D 5e: D&D Adventurers League3 of 60 of 1

A derelict raft drifts into Mulmaster’s harbor carrying a young woman. Delirious with hunger, the only words she seems able to speak so far have been “ash and fire.” The only other clue to her identity is an ornate tattoo. Is the woman insane, or is something nefarious at play?

Playtime: 4 hours

http://www.dmsguild.com/product/170476/DDEX202-Embers-of-Elmwood-5e

Written by Daniel Helmick

View this session by itself
D&D 5e: D&D Adventurers League4 of 61 of 1

Elanil Elassidil, an elf bard of no small legacy, has put out a call for trustworthy agents. It is time, it seems, for a quietly hidden piece of elven history to become known to the world. Meira Faerenduil, lost knight of Myth Drannor, has been discovered, and must be brought back to civilization.

Written by Matt

View this session by itself
D&D 5e: D&D Adventurers League1 of 60 of 1

Playtime: 4 hours

Premiere: Kublacon, Gamex, & Nexus Game Fair 05/27/16-05/30/16
http://www.kublacon.com/
http://www.strategicon.net/
http://www.nexusgamefair.com/

Available for download and play: 6/1/2016

Written by Ash Law

View this session by itself
10:30am-6:30pm
GMT-04
D&D 5e: D&D Adventurers League1 of 60 of 1

The time has come for the brave and the bold to put an end to the machinations of Maerimydra’s demonic occupiers and their fiendish fire giant ruler. This will be no mean feat; the city is a cesspit of corruption and madness. You will have help, however, as an unlikely group of allies have gathered to your side in the Underdark beneath Faerûn. Danger, glory, and redemption await those brave enough to seize it.

Written by Greg Marks

View this session by itself
Pathfinder RPG: Pathfinder Society2 of 61 of 1

The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region?

Written by Sam Zeitlin, 2011's winner of Paizo Publishing's annual RPG Superstar contest—in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module—The Midnight Mirror takes players from a mysterious investigation into a shadowy demiplane prison and pits them against the evil forces of both darkness and light.

Written by Sam Zeitlin

View this session by itself
4:30-9pm
GMT-04
Pathfinder RPG: Pathfinder Society0 of 60 of 1

The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress?

Master of the Fallen Fortress is a dungeon-based adventure for 1st-level chararacters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It also serves as an introduction to Pathfinder Society Organized Play (Paizo's constantly evolving, world-wide megacampaign). The adventure involves exploring an ancient, ruined tower and rescuing the captured Pathfinder held within.

This adventure is set outside the great city of Absalom in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world. It also contains a preview of the six new iconic characters from the Pathfinder Roleplaying Game Advanced Player’s Guide, available August 2010.

Written by Rob McCreary

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 61 of 1

The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. In order to prove themselves as the Licktoads’ bravest goblins, the PCs must complete a series of dangerous dares, from swallowing bull slugs and braving the dreaded Earbiter to dancing with Squealy Nord himself. Yet even once they’ve proven their mettle, the adventure is just beginning. For the ship in question is far from uninhabited, and Vorka the cannibal goblin would like nothing better than a few tasty visitors....

Written by Richard Pett

View this session by itself
D&D 5e1 of 60 of 1
D&D 5e: D&D Adventurers League1 of 60 of 1

Strange things are afoot in the Moonsea. The factions have called all those willing and able to investigate strange occurrences in the region surrounding Phlan. Dark whispers and unseen terrors lurk in the misty shadows between this world and someplace much more sinister. Unveil the horrors before it is too late! Part one of Misty Fortunes and Absent Hearts.

Playtime: 1 hour (adventure includes five, 1 hour adventures)

Premiere: Winter Fantasy February 3-7th.
http://wintfan.baldmangames.com/

Available for download and play: 3/1/2016

Written by Shawn Merwin

View this session by itself
D&D 5e2 of 60 of 1

DDEX03-11 The Quest for Sporedome (levels 5-10)
In the search for allies in the Underdark, you are called upon to travel through the recently opened Waydown sinkhole to find the lost myconid colony of Sporedome. It is said that they once cultivated a strain of mushrooms that could protect one from falling into madness. Can this be the cure for the rapidly spreading onslaught of insanity?

DDEX03-13 Writhing in the Dark (levels 5-10)
An unexpected envoy arrives in Sporedome and offers to give aid against the fire giants of Maerimydra, if you are willing to help his people with a small problem.

View this session by itself
D&D 5e: D&D Adventurers League2 of 60 of 1

In the village of Elventree, near the oppressive city of Hillsfar, a recent string of strange occurrences has the locals on edge. The factions have gathered here on the borders of the forest of Cormanthor to determine what’s happening. Is this the machinations of Hillsfar, or something more?

Written by Shawn Merwin

View this session by itself
D&D 5e: D&D Adventurers League6 of 61 of 1

The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war for supremacy over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of important supplies. It’s up to adventurers to strike out and reopen this vital route to the town. A four-hour adventure for levels 1-4.

Playtime: 4 hours

Premiere: Gamehole Con, November 7-9

http://www.dmsguild.com/product/170467/DDEX109-Outlaws-of-the-Iron-Route-5e

Written by Will Doyle

View this session by itself
D&D 5e: D&D Adventurers League0 of 60 of 1

Old hatreds die hard, but sometimes it is necessary to set aside petty, personal disagreements for the greater good. The hag, Jeny Greenteeth, is wise and may prove instrumental in the troubles that lay ahead. Your task will not be easy, however, the dark forces of Barovia have agents everywhere, and eyes from beyond the grave no doubt watch your every move. Part six of Misty Fortunes and Absent Hearts.

Playtime: 4 hours

Premiere: TriCon 04/01/16-04/03/16
http://tristategamers.org/

Available for download and play: 5/1/2016

Written by Ken Hart

View this session by itself
D&D 5e: D&D Adventurers League5 of 60 of 1

Playtime: 4 hours

Premiere: Origins, UK Games Expo, KingsCon (New Zealand) 6/3-6/5 & 6/15-6/19/2015
http://originsgamefair.com/
https://www.ukgamesexpo.co.uk/

Available for download and play: 7/1/2016

Written by Greg Marks

View this session by itself