SCARAB Gaming Convention

Jan 13-16 in Columbia, SC, US

This event is over.

Jan 2017

SlotScenarioGame / CampaignPlayersGMs
2-4pm
GMT-05
Board Game0 of 41 of 1

Language (0-3):0
Violence (0-3):0
Sexual Content (0-3):0
Adult Themes (0-3):0

Castellan is an abstract strategy game recommended by Mensa! Easy and fun for younger players while able to support deeper complexity for adult players!

Two players work together to build a castle. Detailed wall and tower pieces link to form courtyards. The player who finishes a courtyard claims it with a Keep.

Your cards determine what pieces you get each turn . . . but you decide where to put
them. If you're clever, the pieces played by your opponent can end up scoring for
you!

Combine with the international version to play 3 to 4 players.

Written by Steve Jackson Games

View this session by itself
Board Game1 of 40 of 1

America in the 19th century: You are a rancher and repeatedly herd your cattle from Texas to Kansas City, where you send them off by train. This earns you money and victory points. Needless to say, each time you arrive in Kansas City, you want to have your most valuable cattle in tow. However, the "Great Western Trail" not only requires that you keep your herd in good shape, but also that you wisely use the various buildings along the trail. Also, it might be a good idea to hire capable staff: cowboys to improve your herd, craftsmen to build your very own buildings, or engineers for the important railroad line.

If you cleverly manage your herd and navigate the opportunities and pitfalls of Great Western Trail, you surely will gain the most victory points and win the game.

Ranked #38 for Best Strategy Game and #82 of All Time with 8.3/10 rating on BoardGameGeek.com

Note: Be prepared to commit about 2 to 3 hours of gameplay. Another session of this game will take place on Saturday at 2pm if you can't make this one.

Note: Be prepared to commit about 2 to 3 hours of gameplay. Sessions of this game will be available on both Friday & Saturday at 2 pm and Sunday at 8 pm so if you are interested and cannot make one, please check out one of the other sessions.

View this session by itself
Board Game4 of 62 of 1

2-6 players
Ages: 13+

In Hull Breach, you assume command of an advanced space station belonging to one of our several in-game factions and fight it out with one or more other Commanders to achieve galactic domination.

The object of the game is to protect your Station - your home in space - from other Commanders while trying to capture or destroy theirs. Be warned - they’re trying to do the same thing to you. It's a tough galaxy and at the end of the day only one Commander will remain standing. Only through careful planning can the most daring gain command of the galaxy.

Our design team contains both active duty and veteran members of our Armed Forces. As such, Hull Breach was designed with the realities of combat and modern combined arms tactics, both in the rewards... and the risks. As our tagline says:

Space is dangerous. Space warfare is extremely dangerous. Heroism in space warfare is almost always fatal.

Written by NSB Games

View this session by itself
Board Game1 of 62 of 1

Rating:
Language (0-3):0
Violence (0-3):1
Sexual Content (0-3):1
Adult Themes (0-3):0

**Hundreds of thousands of copies sold! Millions and millions of monsters slain! In the ever-expanding world of Munchkin there are now dozens of different stand-alone Munchkin card games (covering a wide range of themes) and over twenty expansions, and much more!**

**Come play Munchkin with the Carolina MIBs! New to the game? We'll teach you. Experienced? We'll challenge you!**

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal
their stuff. Grab the treasure and run.

Admit it. You love it.

Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .

And it's illustrated by John Kovalic!

Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

Min. 3 players. Max 6 per game. Multiple copies / varieties available so no cut off necessary. If we have room, We can set you up to play! Which variety of Munchkin played in this slot will be determined by player's choice of available demo copies with the MIB running the game having the final decision.

Written by Steve Jackson Games

View this session by itself
Board Game2 of 41 of 1

Become a hero. Perform mighty actions and recruit powerful champions to your cause.
From the makers of Star Realms, Hero Realms combines the fun of deckbuilding games with the interactivity of trading card game-style combat. As you play, use gold to add new actions and champions to your deck. When played, those actions and champions generate powerful effects, give you additional gold, and damage your opponent and their champions. If you reduce your opponent's health to zero, you win!

This play will also include extra Kickstarter content.

Make your way to glory! Play Hero Realms!

View this session by itself
Card Game0 of 61 of 1

Rating: Teen
Language (0-3): 2
Violence (0-3): 3
Sexual Content (0-3):1
Adult Themes (0-3):2

It's a lot like a real fight -- only without all that slippery blood.

Lunch Money is an exciting, fast-paced, multi-player card game that combines dark,
psychological images with the raw dynamics of a merciless street fight. One set is a
complete game that supports 2-4 players. Additional sets may be combined to accommodate even more players!

Published by Atlas Games. Designed by Charles Wiedman.

View this session by itself
Card Game0 of 81 of 1

Rating: 14+
Language (0-3):0
Violence (0-3):1
Sexual Content (0-3):1
Adult Themes (0-3):1
3-8 players

Say Bye to the Villains – a.k.a., 成敗 ("Punishment") in Japanese – is a cooperative card game in which players share information in limited ways to collectively defeat a villain who has harmed people in some manner. Players can discard certain cards to learn hidden information about the villain, go through special training to increase their attack abilities, and take special actions from other cards in the game.

Written by AEG

View this session by itself
Card Game0 of 60 of 1

2-6 players
Ages 12+

Europe. Summer. 1997.

You have discovered two problems with a common solution: mad cows in England, and unexploded bombs in France.

In Unexploded Cow, you play a savvy entrepreneur who wants to help solve the world's problems, by blowing up lots of cows. You'll round up a herd of mad cows, give them a stirring pep talk, and march them through the French countryside. In doing so, you will clear fields of leftover ordnance from long-forgotten wars. And you'll make a few bucks doing it.

Written by Cheapass Games

View this session by itself
Card Game0 of 41 of 1

The Spoils card game
Players Two and up
Age range 13 and up
Setup time 3–4 Minutes
Playing time 1 hour per round
The Spoils Card Game won the Fan Favorite Origins Award for Best Collectible Card Game at the 2015 Origins Game Fair. Come try it out.

Welcome to Luridia
The world of Luridia is one step away from total catastrophe. The magic-industrial complex has spawned a web of invention, speculation, and conflict that threatens to spin out of control. Feuding city-states vie for dominance with only a careless glance at the costs of their schemes.
Working class wizards churn out voidal humour, the raw stuff of magic, by the ton in massive factories. Mad elves use voidal humour to fuel their innovations, often bizarre arms and armors. Draconic warlords employ these weapons in their endless campaigns against one another, soaking battlefields in blood to claim the mantle of an empire long since destroyed. Cat-faced moneylenders broker and bully their way across the marketplace, wringing a profit from trade, war, even death. All the while, thieves prowl the streets, cutting purses and throats as it suits them.
Into this world, one man has plotted a course to power that would topple every pillar keeping civilization from collapsing into another dark age. In a different time, in a different place, men and women of great moral character would rise to stop him. Luridia has no place for such men and women. It needs Unlikely Heroes, whose obsession, rage, elitism, greed and deception will carry the day against the colossal forces that intend to snuff them out.
And to the victor go the Spoils.
The Spoils is an absurdist fantasy; a rollicking journey through a lunatic world only slightly less depraved than our own.

http://thespoilscardgame.com/

View this session by itself
2 of 991 of 1

SCARAB’s going big! All the games here are larger than their normal counterparts. Do you think your tiny, human-sized hands can handle it? Try it out for the novelty, the fun, and the awesomeness of it all.
Games include:
Tsuro
Jenga
Kerplunk
Yahtzee
Pick Up Sticks
Pass The Pigs
And Barrel of Monkeys

View this session by itself
RPG1 of 51 of 1

Rules System: Truth and Justice (PDQ)
Rating: Kids
Language (0-3): 0
Violence (0-3): 1
Sexual Content (0-3): 0
Adult Themes (0-3): 0

High school isn't easy. Especially if you have super powers that you must keep secret. And especially if a supervillain takes over a museum during your school field trip and holds your class hostage. But the real question is, can you save the day?

Written by Lizz Schulz

View this session by itself
PACG0 of 181 of 3

The Pathfinder Adventure Card Game is a cooperative card game for 1 to 6 players. As you explore and overcome challenges, you'll improve and customize your character deck by acquiring new items, allies, weapons, and more. Players participating in Adventure Card Guild games should bring a Pathfinder Adventure Card Game Class Deck with them (though several pregenerated decks will be available if needed). Players will choose where to start on the adventure path.

The Season of the Shackles: Characters face the perils of the high seas. Don your headscarves, buckle your swash, grab your deck, & ahoy we go! This season contains six adventures, plus a bonus prequel. Bonus Prequel: #0-0A—On the Horizon. Adventures: #0-1—Lost at Sea, #0-2—A Pirate's Life, #0-3—Treacherous Waters, #0-4—Island of the Damned, #0-5—Run Out the Guns, #0-6—Hurricane Weather.

The Season of the Righteous: Visit the Worldwound, where characters meet demons, cultists, & creatures from the abyss. Bring your deck & challenge the denizens of chaos. This season contains six adventures, a capstone adventure, and a demo scenario. Demo: #1-0A—Demonic Politics. Adventures: #1-1—Herald's Chosen, #1-2—War for the Worldwound, #1-3—Lexicon of Paradox, #1-4—The Mighty and the Righteous, #1-5—Herald's Vengeance, #1-6—The Last Crusade. Capstone: #1-P: Dread Lord Rising.

The Season of the Runelords: Several years ago, mighty adventurers defeated the Karzoug, the Runelord of Greed. But trouble stirs once again in the little town of Sandpoint & the call goes out for heroes once again. This season contains six adventures. #2-1—Dark Waters Rising, #2-2—City of Secrets, #2-3—Into the Mountain, #2-4—Wrathworks' Churning Heart, #2-5—Bastion of the Waking Rune, #2-6—The Shattered Blades of Alaznist.

View this session by itself
2-7pm
GMT-05
D&D 5e: D&D Adventurers League5 of 61 of 1

The Cloaks of Mulmaster have taken an interest in your progress, and may be looking to sponsor adventurers for future work. You’ve been offered an interview with one of their ranking members at the Theater of the Stars, but you never know what to expect in the City of Danger.

Playtime: 4 hours

http://www.dmsguild.com/product/170485/DDEX210-Cloaks-and-Shadows-5e

Written by Will Doyle

View this session by itself
D&D 5e1 of 61 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?

Written by Daniel Helmick

View this session by itself
Pathfinder RPG: Pathfinder Society5 of 61 of 1

The surface structure of the Spire consists of the ruins of the old Azlanti tower. A band of bloodthirsty goblins under the leadership of the bugbear chieftain Grulk lurks in the ruined tower.

Written by Lisa Stevens

View this session by itself
Pathfinder RPG: Pathfinder Society5 of 62 of 1

Buried beneath the castle of Thornkeep lie strange passages and chambers that once belonged to a cruel Azlanti wizard of eons past. Goblins have begun excavating the so-called Accursed Halls in hopes of finding a lost goblin artifact, though their constant battles with the undead that haunt these corridors has left them blind to the dungeon’s other myriad wonders.

Written by Richard Baker

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

The beautiful frontier city of Magnimar looks out over the ocean along the Lost Coast. The city is most famous for 12 monuments dedicated to its heroes and history. Several of these monuments are connected to the powerful angels who are said to watch over the city. No part of Magnimar’s culture combines its people’s pride in their history and reverence of these angels as much as Angel Day. Once a celebration of the city’s founding, Angel Day has become a day to celebrate the angels’ blessings. Magnimarians celebrate this joyous holiday every spring with dancing, feasting, and dressing in angel costumes.
Festivals like Angel Day are also occasions for large public announcements. Venture-Captain Sheila Heidmarch, a leader in the organization of explorers known as the Pathfinder Society, plans just such an announcement this year. In front of a crowd of thousands, she plans to donate idols of the three most influential of these angels to the city. Unfortunately, these statues have been stolen and the Pathfinder Society’s rival, a group of unscrupulous merchants known as the Aspis Consortium, is the main suspect. If the statues are not recovered quickly, the Pathfinder Society’s plan to improve its public image is likely to become a disastrous spectacle.

Angels’ Flight is a series of five quests designed for players aged 6 and up. Collectively, these quests—short adventures designed to take about 1 hour each—tell a cohesive story. While it is highly recommended that the players experience the adventures in the order they appear, they are allowed to play them in any order, if necessary.

Written by Seth Brummond, Andrew Hoskins, Robert Jonquet, and Nathan King

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

Someone kidnapped Lady Anilah Salhar—the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand Ambassadors to Absalom—and sold her into slavery. With Salhar holding delve permits over the heads of the Decemvirute, the Pathfinders are sent to assist the Osirian Ambassador. Venturing into Absalom's darkest corners to save Lady Anilah, the Pathfinders must face the secrets of the Slave Pits to avoid becoming slaves themselves.

Written by Lou Agresta

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 62 of 1

When a Pathfinder Society Priest of Nethys disappears in northern Geb while studying the Mana Wastes, the Society sends you to uncover her whereabouts and find her journals. Arriving in the town of Bitter End, you find it deserted but for a few mysterious creatures never before seen on Golarion. Those creatures quickly lead to more and soon you're embroiled in a mystery that could effect the very fabric of reality. Will you solve the mystery of Bitter End or find yourself lost forever in the Mana Wastes?

Written by Joshua J. Frost

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

You and your fellow Pathfinders are sent to Katheer, the shining capital of Qadira, to witness the wedding of Pathfinder Faireven to the wealthy and beautiful Lady of Silver and bring back a trove of relics given to the Society as part of the wedding dowry. When the wedding is disrupted by unscrupulous thieves, you soon find yourself dodging double-crosses, accusations of grave robbery, and worse. You must find the relics soon, or risk facing the eternal expulsion of the Society from the treasure-filled deserts of Qadira.

Written by James F. Mackenzie

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.

Written by James F. Mackenzie

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

Once the home to a cult preaching self-sacrifice by immolation in order to achieve paradise, the Citadel of Flame in Qadira's Meraz Desert was presumably wiped out decades ago after Sarenrae dervishes led a crusade to end its morbid message. An enormous sandstorm swallowed both the citadel and the army attacking it, burying both beneath hundreds of feet of sand. Thought lost forever, the citadel's rediscovery prompts the Pathfinder Society to send you deep in the unforgiving Meraz to finally close the book on Qadira's most mysterious cult.

Written by Steven Robert

View this session by itself
Pathfinder RPG: Pathfinder Society5 of 61 of 1

The Ruby Prince of Osirion sends you to the Parched Dunes to find what became of a secret Pathfinder expedition sent there to recover artifacts for the Ruby Prince himself. What you find there may very well end the Pathfinder Society as you know it.

Written by Jason Bulmahn

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

When a Qadiran Pathfinder known for her knowledge of genie-kind fails to report back to the Katheer Lodge, the PCs are sent into the long-abandoned ruins of Koor, a former forge city high in the Zho Mountains. In their effort to find the lost agent, the Pathfinders may find themselves facing a foe long locked in a secure vault by the city’s former occupants—guardians whose departure weakened their defenses, paving the way for a terrible escape.

Written by Larry Wilhelm

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

Tasked with escorting a group of goblin prisoners from their camp to civilization for interrogation by the Pathfinder Society, you must protect them not only from the beasts and hazards of the wilderness, but themselves.

Written by Jim Groves

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

The Decemvirate sends members of the Pathfinder Society to the former crown jewel of Ustalav's royal courts, the decaying city of Ardis. Tasked by the Society to look into the fate of Absalom's former Master of Blades, Vonran Vilk, what they find will lead to exploration, diplomacy, murder, haunted pasts, and tragic love. Can the PCs stop the rampage of the Midnight Mauler before he kills again?

"The Midnight Mauler" was originally an exclusive adventure, run only by 4-star Pathfinder Society GMs, Venture-Captain and Venture-Lieutenant campaign volunteers, and Paizo staff for its first year, but has been revised and updated for public release

Written by Crystal Frasier

View this session by itself
Pathfinder RPG: Pathfinder Society5 of 61 of 1

When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild.

Written by Matthew Goodall

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

When the Golemworks in Magnimar starts reporting some “problems” with their most recent batch of golems, the PCs are sent to investigate in the hope that the Pathfinder Society can get on good terms with the influential arcane organization.

Written by Larry Wilhelm

View this session by itself
Pathfinder RPG: Pathfinder Society4 of 61 of 1

The Pathfinder Society sends a team of agents into a Hellknight citadel to free a wrongfully imprisoned ally. Among the law-bound knights, however, they may find that getting out of the prison isn't as easy as getting in.

Written by Amanda Hamon

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

While many Pathfinders meet unfortunate fates in their ongoing explorations of the dangerous world of Golarion, some retire with decades' worth of treasure in their coffers, and their lives still intact. When one such Pathfinder approaches the Grand Lodge with the hidden location of her treasure vault, it falls upon a new generation of Pathfinders to retrieve from within a valuable keepsake. That they can keep anything other than the ex-Pathfinder's locket makes the assignment all the sweeter.

Written by Savannah Broadway

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile soldiers to resupply, reinforce, and communicate between the border's many fortresses and outposts. With so much at stake, the Pathfinder Society has enlisted many of its agents to assist in the war effort, both to protect its own interests and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. On one such wardstone patrol, however, the party may find itself facing an enemy of an entirely different nature.

Written by Alex Greenshields

Factions: Dark Archive, Silver Crusade, and The Exchange

View this session by itself
Pathfinder RPG: Pathfinder Society1 of 61 of 1

The Mendevian Crusade draws heavily on the Pathfinder Society’s resources, and unless the Decemvirate can secure the assistance of generous patrons, the society may not have sufficient capital both to fight off the demonic invasion and to prepare its expedition to a lost historical site within the Worldwound. Upon hearing that the daughter of an eminent and wealthy of citizen of Sauerton has gone missing, the Pathfinders rush to her aid in the hope of earning her father’s goodwill and support in upcoming endeavors.

Written by David N. Ross

Factions: Liberty's Edge and Sovereign Court

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

The Iroran monastery of Tar Kuata nestled in Osirion’s Barrier Wall Mountains is famous both for its extensive history and its curious order of dwarven monks known as the Ouat. When the Society uncovers a dusty field report that identifies Tar Kuata as the home of a strange, otherworldly relic, Pathfinders set off to recover it. However the Ouat are strict judges of perfection, and the PCs must prove their worth if they are to win the monks’ trust and treasure.

Content in “Test of Tar Kuata” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Scarab Sages faction.

Written by Pedro Coelho

Factions: Scarab Sages

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

Part of a Numerian relic once thought scattered to the winds has found its way back to the savage land of super-science, and the Pathfinder Society must track down the component if they are to unlock the device’s secrets. Clues point to the economic hub Chesed, where only the descendants of a shattered clan can share where their revered ancestor buried the strange artifact. Can the PCs brave the troubled city, evade the vigilant agents of the Technic League, and survive a trip into the Numerian wastes?

Content in “Returned to Sky” also contributes directly to the ongoing storylines of the Liberty's Edge, Silver Crusade, and The Exchange factions.

Written by Anthony Li

Factions: Liberty's Edge, Silver Crusade, and The Exchange

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

The cataclysmic Earthfall shattered the ancient Thassilonian civilization, and like its slumbering runelords who fled the destruction, many ruins lie hidden. The Ironbound Archipelago was once part of Edasseril, kingdom of envy, and word has reached the Pathfinder Society that an ancient ruin has emerged on the isle of Flintyreach. Can the PCs gain the local half-orcs’ trust and brave the resident giants’ wrath to secure this archaeological treasure?

Content in “The Ironbound Schism” also contributes directly to the ongoing storyline of the Scarab Sages faction.

Written by John Compton and Linda Zayas-Palmer

Factions: Scarab Sages

View this session by itself
Pathfinder RPG: Pathfinder Society3 of 61 of 1

Among the greatest crimes committed during an attack on the Grand Lodge was the abduction of a high-ranking member of the Pathfinder Society. The Society has tracked the kidnapped to another plane of existence, where his captor is preparing to sell her prize to a host of otherworldly bidders. Can the PCs intervene and mount a rescue before the esteemed captive disappears forever?

Content in “Abducted in Aether” also contributes directly to the ongoing storyline of the Grand Lodge faction.

Written by Jason Keeley

Factions: Grand Lodge

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

A Pathfinder Society Scenario designed for 8th-level pregenerated characters.

A parasitic faction known as the Korholm Agenda has tried to corrupt the upstanding Aspis Consortium from the inside out, all in the vain pursuit of revenge and profit. Now one of the powerful Aspis Patrons has learned that the Korholm Agenda has siphoned the Consortium’s funding to build a base of operations in Nidal. This shall not stand. He has assembled a team of top agents—including both new faces and veterans of the attack on the Grand Lodge a year ago—to infiltrate the operation and shut it down by any means necessary.

In this adventure the players portray agents of the Aspis Consortium using 8th-level pregenerated characters. Content in "Serpents’ Ire" also ties into a special metaplot element from Pathfinder Society Special #6–98: "Serpents Rise." Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.

Written by John Compton

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

As a repurposed prison, the Sandswept Hall Pathfinder lodge in Sothis is an imposing target for thieves, yet an enemy operative recently broke in, stole valuable property, and escaped into the sun-scorched deserts of eastern Osirion. The PCs are the best disposed to follow the culprit's trail. Be warned, though, for the Scorpion Coast is the battleground of powerful elemental tribes that have assailed Osirion's frontier with cruel sandstorms and deadly force for millennia.

Content in The Sandstorm Prophecy also contributes directly to the ongoing storyline of the Scarab Sages faction.

The Sandstorm Prophecy is the first scenario in the three-part "Tyranny of Winds" campaign arc. It is followed by Pathfinder Society Scenario #8-10: Secrets of the Endless Sky and Pathfinder Society Scenario #8-12: Caught in the Eclipse. All three chapters are intended to be played in order.

Written by Charlie Brooks

Factions: Scarab Sages

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

Harrow
Dr. Quolorum sends the PCs to the village of Dunhob to interview the locals and investigate a tavern that is supposedly haunted.
Lightning
The quest begins as Dr. Quolorum meets the PCs on a blackened hilltop late at night. He explains strange red lightning frequently occurs in this area, and his current
readings indicate another lightning strike is due soon.
Manor
Dr. Quolorum asks the PCs to explore Illirigarde Manor and find the etheric compasses, devices that triangulate the epicenter of the phenomena plaguing the Hungry Mountains.
Monolith
Sent to the area by Dr. Quolorum’s message, the PCs investigate the tunnels underneath an ancient Kellid monolith.
University
Dr. Quolorum requests the PCs retrieve the vial of experimental herbicide from his office.
Epicenter
The quest begins on a mountain trail, not far from Diremark where the PCs have met Dr. Quolorum.

Written by Brian Duckwitz, Cole Kronewitter, and Nicholas Milasich

View this session by itself
Feng Shui 22 of 51 of 1

Learn the basics about Feng Shui in this fast paced introductory scenario.
Are you ready for the Chi War? Ancient sorcerers. Slick conspirators. Control freak monks. Cyborg apes. Armed with the secrets of Feng Shui, all aim to conquer the past, present, and future.
Only you have the guts, guns, and flying feet to stop them!
Feng Shui 2 is the classic game of Hong Kong-inspired cinematic action. Journey through time portals from contemporary Hong Kong to the Tang Dynasty, to scorched, post-apocalyptic roadways.

Facilitated by Donald Dennis of the On RPGs and On Board Games podcasts.

Rating: PG
Language (0-3): 2+
Violence (0-3): 3
Sexual Content (0-3):0
Adult Themes (0-3): 0

View this session by itself
Fiasco0 of 41 of 1

Rating: M
Language (0-3): 2
Violence (0-3): 3
Sexual Content (0-3): 1
Adult Themes (0-3): 2
Fiasco is inspired by cinematic tales of small-time capers gone disastrously wrong particularly films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan. You’ll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won’t go well for them, to put it mildly, and in the end it will probably collapse into a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your character just might end up back where he started.

View this session by itself
Shadowrun4 of 71 of 1

Detective Nick Ryder needs your help. Seven months ago a man was found dead in his hotel room, investigators are baffled. Can you crack this case before the trail goes cold? Based on a true story!

View this session by itself
Star Wars: Edge of the Empire0 of 61 of 1

Hired to Infiltrate a Black sun Out Post and retrive Vital Data on a bounty hunter who betrayed the Pyke crime family, a small group of enterprising individuals works Rapidly to access the Heavily encrypted Black Sun Network as things take a turn for the worse.

Rating: T
Language (0-3):0
Violence (0-3):2
Sexual Content (0-3):0
Adult Themes (0-3):0

View this session by itself
The Dresden Files RPG2 of 51 of 1

Take a journey into the strange…

In Dead Man’s Tapes, players will serve as agents of the Great Dragon Cadmiavax, a cosmic force with a hobbyist’s interest in some very unsettling video tapes rumored to be circulating through Virginia – video tapes reportedly connected to a string of deaths all over the Eastern seaboard. Who is “Ana?” What’s her connection to the case of alleged mass murderer Johnny Truant? What’s Cadmiavax really getting at here?

The Dresden Files RPG, built using FATE. More fun than riding an undead dinosaur through the streets of Chicago, and that’s saying a lot.

Rating: R
Language (0-3): 2
Violence (0-3): 2-3
Sexual Content (0-3): 1
Adult Themes (0-3): 2-3

View this session by itself
World of Darkness0 of 51 of 1

Magic is a lost art. Well, not as lost as you think... When magical artifacts or ancient spells begin to act strangely, things can go from bad to worse in an instant. This kind of emergency falls under the jurisdiction of the Collections Department, which has dispatched you and the rest of your team to deal with it. Just remember: Keep your eyes open, watch for ANYTHING out of the ordinary, and when it comes to magic, point away from face.

Rating:
Language (0-3): 1
Violence (0-3): 2
Sexual Content (0-3): 1
Adult Themes (0-3): 1

Written by Ace Pearce

View this session by itself
1 of 51 of 1

Welcome to SCARAB's first annual character extravaganza, sponsored by the infusion gamer Raymond D. Sullivan. What is this, you may ask? Well. . . this is a combination of zany pregen characters, with a serious PFS-style scenario. For the inaugural year, I called out my fellow SCARAB GMs to write me some special-PFS-legal characters to use as a guide for players looking to play something refreshingly new. While the competition was hot, the hands-down winner is, Jon Maness.
Thanks to his submissions, I am pleased to announce, Muppets in Society! Come heed the call of Lord Chancellor Baeln. The Lord Chancellor's nephew has been arrested for treason against the crown. It is up to the altruistic nature of Dr. Teeth and his band, Bardic Mayhem (Animal (skald), Dr. Pepper (bard), Floyd Pepper (bard), Janice (bard), Gonzo(bard) and Zoot (bard) to prove his innocence. Are you gamer enough to accept this challenge? Are you enough of a role-player to explore the depths of Muppet madness?

Written by Raymond D. Sullivan

View this session by itself
4-6pm
GMT-05
0 of 991 of 1

KIDS ONLY!!

SCARAB’s going big! All the games here are larger than their normal counterparts. Do you think your tiny, human-sized hands can handle it? Try it out for the novelty, the fun, and the awesomeness of it all.
Games include:
Tsuro
Jenga
Kerplunk
Yahtzee
Pick Up Sticks
Pass The Pigs
And Barrel of Monkeys

View this session by itself
5-7pm
GMT-05
Board Game12 of 120 of 2

Slap around your enemies and become the King of Tokyo!

Play mutant monsters, gigantic robots and other monstrous creatures, joyfully whack your opponents, rampage the city and become the one and only King of Tokyo!

Combine your dice to gather energy, heal your monster or just slap others. Spend your energy to trigger permanent or one-shot special powers: second head, body armor, nova death ray...

Stop at nothing to become the King of Tokyo... but that’s when the real trouble begins for you!

Written by By Richard Garfield

View this session by itself
Board Game11 of 100 of 2

This game is part of the SCARAB Board Game Tournament. Base game of Ticket to Ride with no expansions/alternate boards.

View this session by itself
Board Game0 of 41 of 1

Strange things are afoot in Bill & Ted's Excellent Boardgame!

Collect personages of historical significance in order to pass your oral history report. But beware! Every time you bag someone, the phone booth breaks heinously, and your adventure through time will take a most serious turn!

Be excellent to each other . . . and PARTY ON, DUDES!

Written by Steve Jackson Games

View this session by itself
Board Game0 of 60 of 1

2-6 players
Ages: 13+

In Hull Breach, you assume command of an advanced space station belonging to one of our several in-game factions and fight it out with one or more other Commanders to achieve galactic domination.

The object of the game is to protect your Station - your home in space - from other Commanders while trying to capture or destroy theirs. Be warned - they’re trying to do the same thing to you. It's a tough galaxy and at the end of the day only one Commander will remain standing. Only through careful planning can the most daring gain command of the galaxy.

Our design team contains both active duty and veteran members of our Armed Forces. As such, Hull Breach was designed with the realities of combat and modern combined arms tactics, both in the rewards... and the risks. As our tagline says:

Space is dangerous. Space warfare is extremely dangerous. Heroism in space warfare is almost always fatal.

Written by NSB Games

View this session by itself
Board Game2 of 61 of 1

Rating:
Language (0-3):0
Violence (0-3):1
Sexual Content (0-3):1
Adult Themes (0-3):0

**Hundreds of thousands of copies sold! Millions and millions of monsters slain! In the ever-expanding world of Munchkin there are now dozens of different stand-alone Munchkin card games (covering a wide range of themes) and over twenty expansions, and much more!**

**Come play Munchkin with the Carolina MIBs! New to the game? We'll teach you. Experienced? We'll challenge you!**

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal
their stuff. Grab the treasure and run.

Admit it. You love it.

Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .

And it's illustrated by John Kovalic!

Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

Min. 3 players. Max 6 per game. Multiple copies / varieties available so no cut off necessary. If we have room, We can set you up to play! Which variety of Munchkin played in this slot will be determined by player's choice of available demo copies with the MIB running the game having the final decision.

Written by Steve Jackson Games

View this session by itself
Board Game4 of 40 of 1

During the medieval goings-on around Orléans, you must assemble a following of farmers, merchants, knights, monks, etc. to gain supremacy through trade, construction and science in medieval France.
In the city of Orléans and the area of the Loire, you can take trade trips to other cities to acquire coveted goods and build trading posts. You need followers and their abilities to expand your dominance by putting them to work as traders, builders, and scientists. Knights expand your scope of action and secure your mercantile expeditions. Craftsmen build trading stations and tools to facilitate work. Scholars make progress in science, and last but not least it cannot hurt to get active in monasteries since with monks on your side you are much less likely to fall prey to fate.
In Orléans, you will always want to take more actions than possible, and there are many paths to victory. The challenge is to combine all elements as best as possible with regard to your strategy.

Rating: Ages 12 & up
Language: 0
Violence: 0
Sexual Content: 0
Adult Themes: 0

View this session by itself
Card Game0 of 51 of 1

In the survival action card game Card of the Dead, players are trapped in a town full of zombies; engulfed in the scourge of terror, they must try to survive the zombie horde. Some will frantically seek to flee the city, others will seek to barricade themselves in buildings against the terrible siege. By not getting surrounded, and through the use of both luck and brains(!), you will be able to survive the night.

Written by AEG

View this session by itself
Card Game0 of 81 of 1

Rating: 8+
Language (0-3): 0
Violence (0-3): 1
Sexual Content (0-3): 0
Adult Themes (0-3): 0

You think working in a fast-food restaurant is hell? This place is worse. All the employees are zombies (that includes you). The jobs are repetitive and gross. The customers ask stupid questions. And all the zombies have to share a single brain . . . and they keep dropping it on the floor.

In Give Me The Brain by James Ernest (Lord of the Fries), all the players are zombies, shuffling and moaning through their horrible jobs. Whoever gets rid of all his jobs first will win. Every turn, you can do a couple of things . . . and, if you're sneaky, you can also push a job or two onto the other players.

The catch? Some jobs actually require a brain . . . and there's only one in the whole restaurant . . . and the zombies keep dropping it.

Give Me the Brain is a quick card game for 3-8 players.

Written by Cheapass Games

View this session by itself
Card Game0 of 51 of 1

Rating: Everyone
Language (0-3): 1
Violence (0-3): 1
Sexual Content (0-3): 2
Adult Themes (0-3): 2

**Multiple game versions available! Read on for more details!**

In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death.

You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.

A few versions of Gloom are available to play. This time slot can support multiple playthroughs, so pick your poison and try them all! The games can even be mixed! All base games support 5 players with expansions offering up to 7 players. (Limited due to table space)

We have:
-The original Gloom with available expansions so more players can join!
-Cthulhu Gloom within manifests massive mythos misfortune and madness.
-Fairytale Gloom for the telling of grim tales and unhappily-ever-after endings.
-Munchkin Gloom resulting from a collaboration with Steve Jackson Games featuring the art of John Kovailc!

Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You'll immediately and easily know the worth of every character, no matter how many modifiers they have. You've got to see (through) this game to believe it!

Written by Atlas Games

View this session by itself
Kobolds Ate My Baby1 of 51 of 1

Kobolds Ate My Baby ... for Kids!

For kobolds In the service of King Torg (ALL HAIL KING TORG!) their life will undoubtedly be silly, brutal, and short. They may be crushed by cows falling from the sky. They may be obliterated by meteorites, betrayed by friends, or brained by frying pans. They may cheerily march to their death upon the beaks of chickens or from the tentacles of eldritch magicks. If they are really lucky, they may survive long enough to bring back a tasty treat to the Kobold Caves and avoid becoming lunch themselves.

Written by Jon Maness

View this session by itself
RPG4 of 51 of 1

Rules System: PDQ# Book of the Year RPG
Rating: Kids
Language (0-3): 0
Violence (0-3): 1
Sexual Content (0-3): 0
Adult Themes (0-3): 0

Based on the book series The Maze Runner, by James Dashner.

A group of kids wake up in an empty room. Their memories are gone, except for a few flashes about their past. As they explore their surrounding, they find they are in a maze full of puzzles and traps. Around a far corner, they can hear something moving. What dangers will they face? Will they find their way out, or meet a terrible fate?

Written by Lizz Schulz

View this session by itself
PACG1 of 181 of 3

The Pathfinder Adventure Card Game is a cooperative card game for 1 to 6 players. As you explore and overcome challenges, you'll improve and customize your character deck by acquiring new items, allies, weapons, and more. Players participating in Adventure Card Guild games should bring a Pathfinder Adventure Card Game Class Deck with them (though several pregenerated decks will be available if needed). Players will choose where to start on the adventure path.

The Season of the Shackles: Characters face the perils of the high seas. Don your headscarves, buckle your swash, grab your deck, & ahoy we go! This season contains six adventures, plus a bonus prequel. Bonus Prequel: #0-0A—On the Horizon. Adventures: #0-1—Lost at Sea, #0-2—A Pirate's Life, #0-3—Treacherous Waters, #0-4—Island of the Damned, #0-5—Run Out the Guns, #0-6—Hurricane Weather.

The Season of the Righteous: Visit the Worldwound, where characters meet demons, cultists, & creatures from the abyss. Bring your deck & challenge the denizens of chaos. This season contains six adventures, a capstone adventure, and a demo scenario. Demo: #1-0A—Demonic Politics. Adventures: #1-1—Herald's Chosen, #1-2—War for the Worldwound, #1-3—Lexicon of Paradox, #1-4—The Mighty and the Righteous, #1-5—Herald's Vengeance, #1-6—The Last Crusade. Capstone: #1-P: Dread Lord Rising.

The Season of the Runelords: Several years ago, mighty adventurers defeated the Karzoug, the Runelord of Greed. But trouble stirs once again in the little town of Sandpoint & the call goes out for heroes once again. This season contains six adventures. #2-1—Dark Waters Rising, #2-2—City of Secrets, #2-3—Into the Mountain, #2-4—Wrathworks' Churning Heart, #2-5—Bastion of the Waking Rune, #2-6—The Shattered Blades of Alaznist.

View this session by itself
Shadows of Esteren1 of 61 of 1

Dazol and friends venture into a deserted village only to discover why.

The adventures of Dazol are a series of quick games designed to introduce players to the Shadows of Esteren world and system. Shadows of Esteren is a dark gothic low fantasy game with horror themes where daily life can be a struggle for survival.

Rating: pg-13
Language (0-3):1
Violence (0-3):3
Sexual Content (0-3):0
Adult Themes (0-3):2

View this session by itself
Custom/Freeform1 of 61 of 1

Support your beading and jewelry habit with inexpensive materials. Learn how to make a variety of paper bead styles using comic books. There is a $5 cost for supplies or you can bring your own materials.

View this session by itself
5-10pm
GMT-05
9 of 160 of 1

Please join us for a Team Yankee Skirmish. Army builds are 50 Points. This is a three round, 1.5 hours per round. No Red vs Blue pairings.

View this session by itself
6-8pm
GMT-05
0 of 991 of 1

You may have seen them, or heard others talking about them. They are cute, stunning, and sometimes a little unnerving. They are Ball Joint Dolls (BJD). This is an introductory event for anyone interested in learning about them. We will discuss what ball joint dolls (BJD) are, how they are made, and discuss aspects of their appeal in anime and pop culture. Interested in picking up the hobby? Our knowledgeable staff will show some basic modifications that can be done to BJDs, talk about some different companies that make the dolls, and give some tips on breaking in to the hobby via gateway and beginner dolls.

Those who have dolls and would like to attend this meet-up, we will be able to work on any task you've been putting off. Feel free to show off, trade things, and take pictures.

Written by Maggie Thies

View this session by itself
6pm-12am
GMT-05
0 of 100 of 1

Friday and Saturday
One on One Battlemech Combat,
Sunday
Team Fights with victory objectives.

View this session by itself
7-11pm
GMT-05
Star Wars: Armada3 of 101 of 1

Players are encouraged to bring their own fleets, some ships will be on hand for new players to use, borrowed fleets are limited and are first come, first serve.

This event will pit a team of Rebel admirals against a team of Imperial commanders in an all out struggle for control of the Correllian System. Players should expect to play 2 games of Star Wars Armada between 7 and 11 PM. New players are welcome and will have organizers available to help them master the rules of the game if need be.

Experienced players are encouraged to bring their gaming mats where possible.

For a full preview the Correllian Campaign check out this article.

View this session by itself
8-10pm
GMT-05
Board Game15 of 140 of 2

This game is part of the SCARAB Board Game Tournament.

View this session by itself
Board Game6 of 80 of 2

Set in the fantastic steampunk The World of Smog created by Panache Animation, On Her Majesty's Service is a stylish board game for two to four competing players. You'll need to navigate the rotating tiles that make up the game board, trading Ethers and Artefacts in order to fulfill the quest set by Queen Victoria, all the while dealing with the Agents of the Shadow Master.

This is part of the SCARAB Board Game Tournament.

To find out more about the game and read the rules, follow the link to the BoardGameGeek page.

View this session by itself
Board Game0 of 41 of 1

*(This time slot has plenty of time for multiple sessions of this fast paced dice game!)*

Turn out the lights and try to be the last mammal standing in this survival dice game based on Latin American folklore. Can you survive the night?

In Chupacabra: Survive the Night, which includes 24 glow-in-the-dark dice, each player rolls six dice at the start of the game and uses their rolled Chupacabra to steal other players' chickens, goats, and bulls. One Chupacabra can capture up to two chickens or one goat, and two Chupacabra can capture a bull – but animal packs are immune to Chupacabra so be sure to roll a lot of the same animal! (As if you have the power to control your dice rolls...)

When a player rolls all Chupacabras, he becomes "Chupacabra Loco" and can capture all of one type of another animal from a player.

Come learn to play this game with the Carolina MIBs from Steve Jackson Games!

Written by Steve Jackson Games

View this session by itself
Board Game5 of 50 of 1

Empires: Age of Discovery allows you to revisit the age of exploration and discovery. Take on the role of a colonial power seeking fame, glory, and riches in the New World. As you proceed through three ages, you launch expeditions of discovery, colonize regions, expand your merchant fleet, build capital buildings that give your nation distinct advantages, develop your economy, and (if necessary) declare war.

Empires: Age of Discovery is a reimplementation of Age of Empires III but without that name due to the expense of renewing the license from Microsoft. This edition includes the Empires: Builder Expansion along with its capital buildings; its National Advantage tiles have been built into the new player boards.

Ranked #210 for Best Strategy Game and #480 of All Time with 8.1/10 rating on BoardGameGeek.com

View this session by itself
Board Game0 of 61 of 1

2-6 players
Ages: 13+

In Hull Breach, you assume command of an advanced space station belonging to one of our several in-game factions and fight it out with one or more other Commanders to achieve galactic domination.

The object of the game is to protect your Station - your home in space - from other Commanders while trying to capture or destroy theirs. Be warned - they’re trying to do the same thing to you. It's a tough galaxy and at the end of the day only one Commander will remain standing. Only through careful planning can the most daring gain command of the galaxy.

Our design team contains both active duty and veteran members of our Armed Forces. As such, Hull Breach was designed with the realities of combat and modern combined arms tactics, both in the rewards... and the risks. As our tagline says:

Space is dangerous. Space warfare is extremely dangerous. Heroism in space warfare is almost always fatal.

Written by NSB Games

View this session by itself
Board Game1 of 81 of 1

In this notorious game, an inversion of Clue, you hate Doctor Lucky. Maybe he left you out of his will. Maybe he killed your pet rock. Whatever the reason, you want him dead. Unfortunately, so do the other players. Since you don't want to go to jail, you need to make your attempt in secret; if anybody can see you, whistle nonchalantly, and let the Doctor live ... until next time.

Written by CAG

View this session by itself
Board Game0 of 60 of 1

Rating:10+
Language (0-3): 0
Violence (0-3): 1
Sexual Content (0-3): 0
Adult Themes (0-3): 1

Pirate Battles on the High Seas!

Adventure and glory await you in Pieces of Eight, the rousing combat game of rival buccaneer ships on the high seas. You play the game with a stack of metal pirate coins held in one hand that represents your ship.

The coins you choose and the order in which you place them determine your ship's strengths, and you use the special abilities of your coins to destroy your opponent's coins one by one. Your goal is to expose the Captain coin buried deep in the middle of your adversary's ship, then take him out!

Dare to enter the age of blood and gold with either The Blade or The Maiden's Vengeance ship set. Each set includes all the coins needed for one player to construct his own ship. Your opponents will each need their own ship set to play, but there's no other limit to the number of players who can join in. The coins in each set are not randomized; you can combine ship sets to gain a wider selection of coins and the advantage over your foes.

We have more than enough sets on hand to support a 6 player table, so sail to the table and battle for supremacy on the sea against other players and their ships!

2+ players (each with own set) - 10 to 30 minutes - ages 10 and up

Written by Atlas Games

View this session by itself
Board Game7 of 41 of 1

Tyrants of the Underdark is a territory control game with a deck-building element.
Each player leads a house of Drow in a section of the Underdark below the Sword Coast. The Drow house is represented by a deck of cards, with each card being a minion in that player's deck. Each minion belongs to one of five aspects of Drow society, and those aspects correspond to different strategies in the game, e.g., malice minions excel at assassinating opponents' troops, while ambition minions are best at recruiting additional minions and promoting minions to your "inner circle", which is a special zone that increases their value at the end of the game.

Rating: Ages 12 & up
Language: 0
Violence: 0
Sexual Content: 0
Adult Themes: 0

View this session by itself
Card Game0 of 41 of 1

Players: 2-4
Ages: 14+
Playing Time: 45 minutes
*Plenty of time to play more than once in this slot! *

A curse has been placed on the Valley of Life.

Hearing the spirits of nature cry out for aid, clans of druids have arrived, determined to use their blessings to heal the land and rescue the spirits. It will require courage and also caution, as the curse can overwhelm the careless who wield too much power.

- Innovative Card Crafting System creates a game experience like you’ve never played before!
- Beautiful artwork and graphics that bring the game to life.
- Concise rules offer a deep gaming experience with meaningful decisions.

Written by AEG

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

Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary HSING, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible.

Playtime: 2 hours
Premiere: September 2016
Available for download & play: October, 2016

Written by Paige Leitman & Ben Heisler

View this session by itself
Story Game2 of 51 of 1

Rules system: The Adventures of Baron Munchaussen
Rating:Kids
Language (0-3):0
Violence (0-3):0
Sexual Content (0-3):0
Adult Themes (0-3):0
"Tell us, my noble friend, about the time your horse came to be hanging from the tallest church steeple in Rome, and how you freed it!" A storytelling game of tall tales and crazy boasting, where you dare your friends to create bigger and wilder tales, and then vote on which one is the best.

View this session by itself
1 of 991 of 1

Who's a Rockstar?
You're a Rockstar!

Well that is what you have been told anyway. Why not come to the Media Room and play a little drums, guitar, or sign your heart out.

View this session by itself
PACG0 of 180 of 3

The Pathfinder Adventure Card Game is a cooperative card game for 1 to 6 players. As you explore and overcome challenges, you'll improve and customize your character deck by acquiring new items, allies, weapons, and more. Players participating in Adventure Card Guild games should bring a Pathfinder Adventure Card Game Class Deck with them (though several pregenerated decks will be available if needed). Players will choose where to start on the adventure path.

The Season of the Shackles: Characters face the perils of the high seas. Don your headscarves, buckle your swash, grab your deck, & ahoy we go! This season contains six adventures, plus a bonus prequel. Bonus Prequel: #0-0A—On the Horizon. Adventures: #0-1—Lost at Sea, #0-2—A Pirate's Life, #0-3—Treacherous Waters, #0-4—Island of the Damned, #0-5—Run Out the Guns, #0-6—Hurricane Weather.

The Season of the Righteous: Visit the Worldwound, where characters meet demons, cultists, & creatures from the abyss. Bring your deck & challenge the denizens of chaos. This season contains six adventures, a capstone adventure, and a demo scenario. Demo: #1-0A—Demonic Politics. Adventures: #1-1—Herald's Chosen, #1-2—War for the Worldwound, #1-3—Lexicon of Paradox, #1-4—The Mighty and the Righteous, #1-5—Herald's Vengeance, #1-6—The Last Crusade. Capstone: #1-P: Dread Lord Rising.

The Season of the Runelords: Several years ago, mighty adventurers defeated the Karzoug, the Runelord of Greed. But trouble stirs once again in the little town of Sandpoint & the call goes out for heroes once again. This season contains six adventures. #2-1—Dark Waters Rising, #2-2—City of Secrets, #2-3—Into the Mountain, #2-4—Wrathworks' Churning Heart, #2-5—Bastion of the Waking Rune, #2-6—The Shattered Blades of Alaznist.

View this session by itself
8pm-12am
GMT-05
Warmachine/Hordes0 of 320 of 1

Join us for the fthe SCARAB Warmachine & Hordes Championship.

This is a 75 special tournament. Rules are available at http://privateerpress.com/files/ChampionsRules2016.pdf

View this session by itself
Warmachine/Hordes0 of 320 of 1

Are you ready for the fastest 12 minutes of your life. You have just your Warcaster/Warlock and their battlegoup with only 12 minutes on your clock, can you defeat your opponent before the clock defeats you?
Encounter Level: Skirmish - 25 Points, Mangled Metal/Tooth
Game Timing: Death Clock (12 Minutes)
Army List: 1 List, Battlegroup Only
Skill Level: Beginner and Up

View this session by itself
8pm-1am
GMT-05
Board Game5 of 61 of 1

Word has it that the dreaded SCARAB Pirate "Captain Dan" has been secretly training as a Ninja... or is that just a rumor he spreads to keep people scared? FIND OUT!

Carolina MiB presents a Munchkin Blender Grudge Match: Ninja-Booty!!! This blended grudge match will feature Munchkin Booty and Munchkin Fu! Do you have what it takes to sail the seven seas with bad dubbing and horrible puns?!

What is a a Munchkin Blender Grudge Match?

Many players enjoy combining two different Munchkin Games to create a "Blender" game. Added to that, we'll invite our players to bring all their promos and Munchkin swag to the table in what we've dubbed a "Grudge Match". Basically this is way more intense than a normal game of Munchkin!

Normal off-the-shelf available Munchkin games and promo items will be used, and the game will be played with standard tournament rules.

Written by Steve Jackson Games

View this session by itself
D&D 5e: D&D Adventurers League0 of 61 of 1

A famous relic hunter seeks adventurers to help her find caches of treasure hidden by the now-defeated followers of the Cult of the Dragon. Her maps and notes may lead the way to great wealth—or a terrible death. And do other parties have designs on the treasure as well?

Characters of Level 1-2, optimized for 1st
Playtime: 1 hour (adventure includes five, 1 hour adventures)
Premiere: Origins 2016
Available for download and play: 9/6/2016

Written by Shawn Merwin

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

During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the mystery before the city burns?

Playtime: 4 hours

http://www.dmsguild.com/product/170479/DDEX205-Flames-of-Kythorn-5e

Written by John Rossomangno

View this session by itself
D&D 5e1 of 61 of 1

Riddled with veins of precious ore and gem, the Earthspur Mountains to the west have long been a valuable resource for anyone able to mine them. One such mine has gone silent and the only thing more concerning than its long overdue shipment is the fate of the members of the Soldiery sent to discover what has happened to the mine’s workers. Though the mine lay in a region of the Mountains once claimed by a clan of reclusive dwarves, the Ludwakazar clan wouldn’t be so bold as to violate their long-standing peace with Mulmaster. Or would they?

Written by Will Doyle

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

The foundations of the tower are a confusing maze of vermin-infested chambers and clever pit traps. A dangerous undead spellcaster known as Gorloth, the Bone Priest, ambushes adventurers who blunder into the pits and spiderwebs.

Written by Ed Greenwood

View this session by itself
Pathfinder RPG: Pathfinder Society4 of 61 of 1

The goblins of the dungeon's upper level took more than one trinket from the ancient laboratory that dwells beneath them. The wizard that created these items also performed dangerous experiments, many of which have gone out of control over the years. Stranger still, someone appears to be using the ancient equipment with sinister results.

Written by Jason Bulmahn

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

The beautiful frontier city of Magnimar looks out over the ocean along the Lost Coast. The city is most famous for 12 monuments dedicated to its heroes and history. Several of these monuments are connected to the powerful angels who are said to watch over the city. No part of Magnimar’s culture combines its people’s pride in their history and reverence of these angels as much as Angel Day. Once a celebration of the city’s founding, Angel Day has become a day to celebrate the angels’ blessings. Magnimarians celebrate this joyous holiday every spring with dancing, feasting, and dressing in angel costumes.
Festivals like Angel Day are also occasions for large public announcements. Venture-Captain Sheila Heidmarch, a leader in the organization of explorers known as the Pathfinder Society, plans just such an announcement this year. In front of a crowd of thousands, she plans to donate idols of the three most influential of these angels to the city. Unfortunately, these statues have been stolen and the Pathfinder Society’s rival, a group of unscrupulous merchants known as the Aspis Consortium, is the main suspect. If the statues are not recovered quickly, the Pathfinder Society’s plan to improve its public image is likely to become a disastrous spectacle.

Angels’ Flight is a series of five quests designed for players aged 6 and up. Collectively, these quests—short adventures designed to take about 1 hour each—tell a cohesive story. While it is highly recommended that the players experience the adventures in the order they appear, they are allowed to play them in any order, if necessary.

Written by Seth Brummond, Andrew Hoskins, Robert Jonquet, and Nathan King

View this session by itself
Pathfinder RPG: Pathfinder Society1 of 60 of 1

One of the Pathfinder Society's most beloved venture-captains, Drandle Dreng, is nearly killed in a failed assassination attempt on the grounds of the Grand Lodge itself. Your mission to catch the assassin is complicated when you learn he is the son of an influential Pathfinder. Can you catch the assassin before his blade strikes again while avoiding the outrage of your peers?

Written by Larry Wilhelm

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

Your mission takes you to the Taldan capital city of Oppara where the intricate web of political intrigue and ages-old religious conflicts threaten the Pathfinder Society’s presence in the land. When Baron Jacquo Dalsine’s cousin is implicated in a recent attack on Society allies, the situation becomes even tighter for the Pathfinders, and at the end of the day some members of the Dalsine family may not get out unscathed.

Written by Alex Greenshields

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

When a Pathfinder agent working in the famed Blakros Museum in Absalom falls victim to a terrible, ancient evil, if falls to the PCs to hunt down the released terror before it can retrieve a relic of the mad astronomer Ralzeros the Overwatched.

Written by James F. Mackenzie

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

When the Pathfinder Society receives an invitation to a dinner party at the Thuvian Embassy, hosted by the guardian of this year's six doses of the infamous sun orchid elixir, the Decemvirate sends a team of Pathfinders to represent them and uncover the nature of the event. Can the PCs navigate the complex social landscape of Absalom's elite and gain access to the mysterious vault known as the Conundrum, or will they face public ridicule or worse in the face of the steepest competition in the Inner Sea?

Written by Larry Wilhelm

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

Someone in the city of Magnimar is committing crimes and leaving evidence implicating the Pathfinder Society. It falls to the Pathfinders to get to the bottom of it, and what they find may signal the resurgence of an enemy thought long defeated.

Written by James Olchak

View this session by itself
Pathfinder RPG: Pathfinder Society5 of 61 of 1

After a year of searching and risking life and limb, the agents of the Pathfinder Society have discovered the resting place of the Runelord of Sloth, who has been sequestered from the world at large for 10,000 years awaiting the proper time for his return. Thanks to the efforts of the sinister cult of Lissala, that time is now. In a desperate attempt to defeat this ancient evil once and for all, the Decemvirate sends its best agents, armed with relics found throughout ancient Thassilon, to foil the cult's last-ditch efforts to usher in a new era of tyranny and strife. Will the party succeed in preventing Krune's return to Golarion, or will the Pathfinder Society serve simply as a speed-bump in the runelord's path to domination over the entire region?

Written by Tim Hitchcock

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

War between demons and the civilized peoples of the Inner Sea region has broken out in the Worldwound far to the north of Absalom, but despite the regional implications of an Abyssal victory, many nations are ambivalent toward the cause. The Pathfinder Society, at the urging of Silver Crusade leader Ollysta Zadrian, arranges a formal banquet to be hosted by newlyweds Michellia and Damian Blakros, at which the society's agents can attempt to sway the political opinions of Absalom's movers and shakers. Will the Pathfinders succeed in securing the much-needed military support of Absalom and other nations bordering the Inner Sea, or will the crusaders and Pathfinders fighting on the front lines in Mendev find themselves standing alone before the demonic hordes?

Written by Tom Phillips

Factions: Liberty's Edge and Sovereign Court

View this session by itself
Pathfinder RPG: Pathfinder Society5 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

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

A Pathfinder Society Scenario designed for 4th-level pregenerated characters.

For several years, the Pathfinder Society has enjoyed a mutually beneficial alliance with the Sewer Dragons, the dominant tribe of kobolds living beneath Absalom. When an elite patrol discovers a wounded member of the Society with a desperate message, the Sewer Dragons must move quickly intercept an extraordinary threat from seizing their territory—if not Absalom itself! In this special adventure the players portray kobolds as unlikely defenders of the City at the Center of the World using 4th-level pregenerated characters.

This scenario is only available to be run by a 5 star GM

Written by Thurston Hillman

View this session by itself
Pathfinder RPG: Pathfinder Society7 of 61 of 1

Ever since the tragedy at Delvehaven decades ago, the infernal empire Cheliax has rarely allowed Pathfinders to explore its many ruins and archaeological treasures—even then only after its recently disenfranchised liaison Zarta Dralneen fought for that privilege. Cheliax has once again extended its hand to the Society, inviting its agents to investigate an abandoned keep that dates back to the Chelish civil war. It’s up to the PCs to navigate the Corentyn’s streets and politics as they uncover the buried past and lay the foundation for a new partnership with a one-time foe.

“Let Bygones Be” is the first scenario in the three-part Faithless and Forgotten campaign arc. It is followed by Pathfinder Society Scenario #7-16: “Lost Colony of Taldor” and Pathfinder Society Scenario #7-18: “The Infernal Inheritance.” All three chapters are intended to be played in order.

Written by Brian J. Fruzen

View this session by itself
Pathfinder RPG: Pathfinder Society7 of 61 of 1

Decades ago, the merchant nation of Druma anticipated a wave of migrants and built the city Alabastrine to accommodate them. The mass migration never happened. Always seeking a return on investment, Druma recently began auctioning off control of the city to the highest bidders and wealthiest entrepreneurs for five years at a time. The next auction begins soon, and the powerful Aspis Consortium gold agent Myrosype—an enemy of the Society responsible for countless Pathfinders’ deaths—is poised to take control of the whole city for her own nefarious ends. The Society has secured a few invitations for the PCs to attend the auction. Can they disrupt the event’s delicate politics in order to stop their rival, or will the Aspis Consortium gain an unassailable stronghold?

Content in “Bid for Alabastrine” contributes directly to the ongoing storyline of the Exchange Faction. Content in this scenario also ties into a special metaplot element from Pathfinder Society Special #6-98: "Serpents Rise". Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure.

Written by Thurston Hillman

Factions: The Exchange

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

A Pathfinder Society Special designed for 6th-level pregenerated characters.

Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes’ integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere.

Written by Linda Zayas-Palmer

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

Even in an age where prophecy rarely comes true, many in Varisia hold the mysterious Harrow cards and their predictions in high esteem. The Pathfinder Society’s ally Zeeva Foxglove recently received a Harrow reading as repayment for her generosity, but a rare card appeared and portended imminent doom. Now that these terrible predictions are coming true, Zeeva realizes she cannot weather this storm alone. It’s up to the PCs to save this friend and philanthropist—perhaps by changing fate entirely.

Written by Scott Sharplin

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

The legendary sorceress Hao Jin transferred many abandoned historical sites to her museum demiplane, though even her magic had limits, forcing her to transport only part of an architectural treasure. The half of a temple she left behind in the jungles of Dtang Ma has developed a haunted reputation in the centuries since. Now an unlikely ally has approached the Society with tales of unspoiled historical secrets and hidden treasure left within the shattered sanctuary of Yamatsumi, the mountain god.

Written by Mikko Kallio

View this session by itself
Pathfinder RPG: Pathfinder Society1 of 60 of 1

Two years ago, the Pathfinder Society concluded its extended campaign to find, reclaim, and explore the lost sky citadel Jormurdun. After ousting the vile demons and duergar within, the Society turned over control to their dwarven allies, who have defended the ancient fortress ever since. A recent raid by duergar slavers has captured some of Jormurdun’s dwarves, who have disappeared into the Darklands and bound for the cruel capitol of Hagegraf. Only the Pathfinder Society is equipped and able to launch a daring rescue into the lightless depths, intercept the slaver convoy, and save these dwarves from a grisly fate.
Content in “Captives of Toil” also contributes directly to the ongoing storyline of the Liberty’s Edge faction.

Written by Mike Kimmel

Factions: Liberty's Edge

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

Among the earliest Pathfinders was Gojan the Sharp, famed for his studies of the technology-strewn wasteland of Numeria before he disappeared forever into the infamous Silver Mount. The Pathfinder Society has uncovered a forgotten cache of Gojan’s Numerian journals, identifying sites unknown even to the local barbarian chieftains. The time is right to unearth a pristine piece of alien technology! However, Pathfinders should remember that for every untouched marvel that remains, an unblinking sentry may lie in wait.

Written by Isabelle Lee

View this session by itself
Pathfinder RPG: Pathfinder Society6 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

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

When the necromancer-king Tar-Baphon rose as a lich and threatened to conquer all of Avistan, Taldor rallied its neighbors and led the Shining Crusade, a glorious campaign that defeated the Whispering Tyrant’s armies and sealed him away. For the better part of a millennium, Lastwall has guarded Tar-Baphon’s prison and fended off the orc tribes to the north, rarely sparing a second thought to the rich archaeological secrets that lie just below the soil. A local venture-captain has found a lost chapter to the Tome of Righteous Repose, which chronicles the demise of countless heroes of the Shining Crusade. At long last, this has earned the Society Lastwall’s blessing to uncover these lost sites, lay to rest the fallen crusaders, and repatriate the family heirlooms they carried to battle.

"From the Tome of Righteous Repose" is an evergreen, replayable scenario designed to provide a flexible adventure that confronts the PCs with a variety of threats more common to higher-level characters—all while uncovering the history of one of Avistan’s greatest conflicts. Depending on which lead the PCs take, they might explore the proud crusader nation of Lastwall, travel into the gloom-shrouded mountains of Ustalav, or risk an expedition into the orc-ruled wastes of Belkzen in pursuit of lost history.

Written by Andrew Hoskins

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 62 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

View this session by itself
Pathfinder RPG: Pathfinder Society6 of 61 of 1

Recent discoveries suggest that what seemed a simple theft is part of a grander plot that directs the PCs to the floating metropolis of Armun Kelisk, capitol of the djinni empire. As the Pathfinders pursue the culprit and uncover the past that has brought them in conflict, they may find they have more in common than they had expected—including a shared enemy.

Content in Secrets of the Endless Sky also contributes directly to the ongoing storyline of the Sovereign Court faction.

Secrets of the Endless Sky is the second scenario in the three-part "Tyranny of Winds" campaign arc. It is preceded by Pathfinder Society Scenario #8-08: The Sandstorm Prophecy and followed by Pathfinder Society Scenario #8-12: Caught in the Eclipse. All three chapters are intended to be played in order.

Written by Crystal Malarsky

Factions: Sovereign Court

View this session by itself
Pathfinder RPG: Pathfinder Society0 of 60 of 1

A series of six Quests designed for 1st-level characters.
The grand Taldan Empire once controlled half of Avistan, but during the Even-Tongued Conquest, it could not manage an ongoing war with both its neighbor Qadira and the secessionist rebels in its outer provinces. As Taldor struggled to control its crumbling territories, its monarchs sought scapegoats for its failures, including the righteous war hero Countess Honaria Alcasti. Stripped of its nobility, her family has survived in obscurity for seven hundred years. However, her descendant Remaio has identified evidence that might redeem the Alcasti name and his ancestor’s honor. Can the PCs help exonerate her name and bring glory to Taldor once more?
"Honor’s Echo" includes six, 1-hour adventures that take the PCs from the verdant wilds of Andoran to the arid wastes of Qadira to the cultural heart of Taldor itself. Experience the adventures in any order to create a unique story.

Written by Eleanor Ferron, Jenny Jarzabski, and Landon Winkler

View this session by itself
Dungeon World5 of 51 of 1

As dangerous as the lands around the world can be, the seas are worse; Pirates, sea serpents, mermaids, and wild storms are the known hazards, but who really knows what lives beneath the waves? Despite the peril you came anyway because this flotilla was supposed to be an opportunity for wealth and fame.

That might not have been the best decision you’ve ever made. Since the flotilla has left port ships have disappeared, one capsized by a demon wave, or been overrun by sea grumpions, and the rest have gotten lost in this most unnatural fog. And now the officers have gone missing, and as you hang in your hammocks below decks in the dark of the night, you are dead certain something is scratching on the other side of the ship’s hull.

Will you survive this crucible of death and terror in one piece, or will you be one of the many poor souls suffering through unspeakably painful deaths? Only you can influence if this is a tragic tale about doom on the high seas, or the origin story for a great hero of the land.

GM’d by Donald Dennis of the On RPGs and On Board Games podcasts.

Rating: Teen +
Language (0-3): 2+
Violence (0-3): 3
Sexual Content (0-3):2
Adult Themes (0-3): 2

View this session by itself
D&D 5e0 of 71 of 1

You and your companions stop to seek shelter from the storm and to ask directions from a peaceful looking halfling living in a cottage by the side of the high roads. But things are not quite what they seem. Intrigue, bandits ,highway robbery and revenge.

Rating: PG
Language (0-3): 3
Violence (0-3): 1
Sexual Content (0-3): 0
Adult Themes (0-3): 0

View this session by itself
Fiasco1 of 41 of 1

Rating: M
Language (0-3): 2
Violence (0-3): 3
Sexual Content (0-3): 1
Adult Themes (0-3): 2
Fiasco is inspired by cinematic tales of small-time capers gone disastrously wrong particularly films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan. You’ll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won’t go well for them, to put it mildly, and in the end it will probably collapse into a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your character just might end up back where he started.

View this session by itself
GURPS2 of 81 of 1

A Viking fantasy adventure where there is Frodleikr (magic), Alfr (Elves), Dvegr (Dwarfs), and Hvedrungr (monsters) in the world. The setting is a ruined, alien city made of strange black stone covered with eldritch runes that lies in a glazier cut fjord on the frozen shores of the island of Thule, in the realms of the midnight summer sun.

Your group has been lured to the Black City by tales of fabulous treasures of magic, gems, gold, and more. You have joined the crew of a Knarr (Viking sailing ship optimized for cargo and trade), the Arendt’s Fury, on its sponsored treasure expedition to the Black City. Will the Skalds sing of your triumphed return with riches? Will the worms eat at your cold frozen corpses? Or will you lose your minds, souls, and bodies, and unleash elder horrors on the world? Only time will tell …

Rating: T
Language (0-3): 1
Violence (0-3): 2
Sexual Content (0-3): 1
Adult Themes (0-3): 1

View this session by itself
Kobolds Ate My Baby10 of 243 of 4

The Midnight Massacre is an annual event held at Origins Game Fair in which large numbers of people customarily play multiple simultaneous games of KAMB. The Kobold Dude is bringing the noise and fun to SCARAB. Join in the fun, there's plenty of room.

The Classic Game of Beer and Pretzels RolePlaying!
For kobolds In the service of King Torg (ALL HAIL KING TORG!) their life will undoubtedly be silly, brutal, and short. They may be crushed by cows falling from the sky. They may be obliterated by meteorites, betrayed by friends, or brained by frying pans. They may cheerily march to their death upon the beaks of chickens or from the tentacles of eldritch magicks. If they are really lucky, they may survive long enough to bring back a tasty treat to the Kobold Caves and avoid becoming lunch themselves.

View this session by itself
RPG1 of 61 of 1

It's the roaring '20s, and an underground group worse than the mafia lurks in the shadows. You are a member of a secret society dedicated to eliminating the vampiric threat. But is someone in your group not who they say they are? Game System: D20 Modern

Rating: T
Language (0-3): 2
Violence (0-3): 2
Sexual Content (0-3): 1
Adult Themes (0-3): 2

View this session by itself
Savage Worlds0 of 51 of 1

In this adventure, PCs take on the seemingly mundane role of animal control officers, but when they respond to a complaint of an animal infestation at a local sweet goods factory they end up facing something that is neither mundane nor an animal.

Rating: T
Language (0-3):0
Violence (0-3):0
Sexual Content (0-3):0
Adult Themes (0-3):0

View this session by itself
Shadowrun1 of 71 of 1

Player's Choice: A Shadowrun mission chosen at random, based on what people have played or need to play.

View this session by itself
Star Wars: Age of Rebellion2 of 61 of 1

The Star Wars: Age of Rebellion Beginner Game is the perfect entry into the Star Wars: Age of Rebellion roleplaying experience for players of all skill levels. With its complete, learn-as-you-go adventure, players can open the box and immediately dive into their roles as members of the Rebel Alliance, desperately fighting against the superior might of the galactic Empire. Pre-generated character folios keep the rules right at your fingertips, while custom dice and an exciting narrative gameplay system advance your story with every roll. The Age of Rebellion Beginner Game is a complete, standalone product and contains everything three to five players need to adventure in the Star Wars universe. While the Age of Rebellion Beginner Game can be enjoyed by players of any skill level, it presents a simplified and abridged version of the full Age of Rebellion rules.

In this fast-paced adventure, the players take the roles of Rebel Alliance operatives whose mission is to take control of an Imperial base.

Rating: PG
Language (0-3): 0
Violence (0-3): 1
Sexual Content (0-3): 0
Adult Themes (0-3): 1

View this session by itself
The Dresden Files RPG2 of 41 of 1

It ain’t like there’s a shortage of suspects here…

Jaywall Smythe wasn’t the most popular guy in town. He presided over more than a few unpopular foreclosures and shutdowns; a real crusader against the little guy, by most standards. Now he’s missing and it’s up to you and your fellow FBI investigators to find out what happened to him. Where is he? Did someone kill him? And if so, who?

The Dresden Files RPG, built using FATE. More fun than riding an undead dinosaur through the streets of Chicago, and that’s saying a lot.

Rating: PG-13
Language (0-3): 2
Violence (0-3): 2-3
Sexual Content (0-3): 0-1
Adult Themes (0-3): 1

View this session by itself
World of Darkness0 of 61 of 1

Magic is a lost art. Well, not as lost as you think... When magical artifacts or ancient spells begin to act strangely, things can go from bad to worse in an instant. This kind of emergency falls under the jurisdiction of the Collections Department, which has dispatched you and the rest of your team to deal with it. Just remember: Keep your eyes open, watch for ANYTHING out of the ordinary, and when it comes to magic, point away from face.

Rating:
Language (0-3): 1
Violence (0-3): 2
Sexual Content (0-3): 1
Adult Themes (0-3): 1

Written by Ace Pearce

View this session by itself
11pm-1am
GMT-05
Board Game0 of 61 of 1

2-6 players
Ages: 13+

In Hull Breach, you assume command of an advanced space station belonging to one of our several in-game factions and fight it out with one or more other Commanders to achieve galactic domination.

The object of the game is to protect your Station - your home in space - from other Commanders while trying to capture or destroy theirs. Be warned - they’re trying to do the same thing to you. It's a tough galaxy and at the end of the day only one Commander will remain standing. Only through careful planning can the most daring gain command of the galaxy.

Our design team contains both active duty and veteran members of our Armed Forces. As such, Hull Breach was designed with the realities of combat and modern combined arms tactics, both in the rewards... and the risks. As our tagline says:

Space is dangerous. Space warfare is extremely dangerous. Heroism in space warfare is almost always fatal.

Written by NSB Games

View this session by itself
Board Game0 of 120 of 1

In I Hate Zombies, 2-12 players face off in a climactic battle for the very fate of the world that will last between 10 and 20 minutes. Some of the players will be the noble last survivors of humanity, while others will be dirty, wretched brain-guzzling zombies. To see who survives, they will engage in that time-honored tradition, that Sport of Kings...

Yes, that's right. Rock-Paper-Scissors. To the Death!

Come learn to play this game with the Carolina MIBs
*(There's plenty of time in this slot for multiple sessions!)*

Written by Steve Jackson Games

View this session by itself
Board Game0 of 81 of 1

The Ghost of Doctor Lucky is a variant of "Kill Doctor Lucky" in which Doctor Lucky has died, and now his ghost haunts YOU! Players must evade Doctor Lucky and each other to be the last one standing... Will you survive?

View this session by itself
Card Game2 of 61 of 1

Age Rating: Mature
Language (0-3): 0
Violence (0-3): 3
Sexual Content (0-3): 0
Adult Themes (0-3): 2

A bloody little card game of stick figure mayhem!

Have you ever had the urge to start beating some know-it-all who really deserved it, but were held back by those frustrating social boundaries? Ever wanted to go psycho on a bunch of bleached-blonde cheerleaders, or the pretentious beatnick at the corner coffee shop? Ever wanted to achieve fame through your horrifying actions? Let's Kill may help relieve that urge. In Let's Kill you play a psychotic killer determined to kill as many people as possible in the most bizzare ways you can think of, using everything from sporks to weed whackers to industrial paper shredders, while gaining as much media coverage as you can.

Let's Kill is a bloody little card game featuring distinctive stick figure art and gruesome humor. Let's Kill Second Edition retains the look and feel of the original game published by Sancho Games, while polishing the mechanics and increasing production values.

FOR MATURE AUDIENCES

Written by Atlas Games

View this session by itself
Card Game0 of 41 of 1

2-4 players
Ages 10+

Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette's hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and you're in trouble!

The variants are:

Love Letter
In the original Love Letter, all of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first?

Love Letter: Batman
...is a game of risk, deduction, and luck based on the original Love Letter game by Seiji Kanai. The deck consists mostly of criminals, with Joker being the most valuable card at #8, Harley Quinn at #7, and so on, with Robin showing up at #4 and Batman as #1, which is the guard in the original Love Letter.

Use the powers on the cards to expose others and (possibly) knock them out of the round. If you use Batman's ability to KO someone (other than Robin), you score one point, with points being tracked via Batsignal tokens. If you're the final player active in the round or the player with the highest card when the deck runs out, then you score a point.Your goal is either to hold — that is, have captured — the highest valued card at the end of the round or to be the final player active in the round.

Munchkin Loot Letter
This version is the wild and wacky combination of Love Letter and Steve Jackson Game’s Munchkin! Can you be the first to get the Loot? All the fast fun of Love Letter without all that icky kiss stuff, AND all the theme-ing of Munchkin without all of the silly card-playing stuff! Well, without some of it. OK, without all but 16 cards of it, at least.

Many more variants have been released of this simple, elegant, and addictive game design. This list is but a few. Come by the No Ordinary Gamers table and see if we have more!

Written by AEG

View this session by itself
D&D 5e: D&D Adventurers League7 of 61 of 1

The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercoate Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt?

Playtime: 2 hours
Premiere: September 2016
Available for download & play: October, 2016

Written by Robert Alaniz

View this session by itself