SCARAB Gaming Convention

Jan 13-16 in Columbia, SC, US

This event is over.

Jan 2017

SlotScenarioGame / CampaignPlayersGMs
8-10am
GMT-05
Board Game5 of 40 of 1

Using the central board in A Feast for Odin, players have to hunt, gather basic materials, refine those materials, develop their production-buildings, build/buy ships, and raid settlements. The resulting earnings are placed on the players' board in the best possible pattern to produce income and (later) victory points.

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

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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

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Board Game0 of 61 of 1

Rating: Teen
Language (0-3):1
Violence (0-3):0
Sexual Content (0-3):2 (Nookie)
Adult Themes (0-3):2 (Nookie, drinking, smoking)
3-6 players

Beer. Nookie. Roommates. It's another Friday night at Chez Geek. Set up house with your friends – for as long as you can stand them. Get a job – they're all bad. Spend money and your precious spare time to accumulate Slack points. Drink cheap booze, hang out at the cafe, and play with the cats. Do unto your roomies before they do unto you. What other game gives you points for sleeping?

Just remember, when your roommate and his S.O. keep you up all night: You can't throw them out. They live here.

This game will include ALL available expansion content! Slack Attack, Block Party, Spring Break, and Slack to the Future!

Written by Steve Jackson Games

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Board Game3 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

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Board Game2 of 51 of 1

Ranked #85 for Best Strategy Game and #149 of All Time (out of 40,000+ entries) on BoardGameGeek.com

2-5 players
Ages 10+
Average 40-60 minutes playtime

There's hustle and bustle at Istanbul's grand bazaar as merchants and their assistants rush through the narrow alleys in their attempt to be more successful than their competitors. Everything must be well organized: wheelbarrows must be filled with goods at the warehouses, then swiftly transported by the assistants to various destinations. Your goal? Be the first merchant to collect a certain number of rubies.

You are leading a merchant and four assistants through the 16 Places of the bazaar. At each Place, you can carry out a specific action. The challenge is that, to carry out an action at any of those Places, your merchant needs the help of an assistant and has to leave him behind. To use that assistant again later, your merchant has to come back to that Place and pick him up. So plan ahead carefully to avoid being left with no assistants and thus unable to do anything …

(Description from AEG)

Written by AEG

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Board Game0 of 41 of 1

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

Recess!

A board game of pain and loss in a rough parochial school ...

Growing up is never easy ... especially in a rough parochial school where scores are settled on the playground. Between bullies stealing your lunch money, fights breaking out left and right, and schoolmates tattling to the ever-present nuns, a kid just can't catch a break ... or a kiss, as the case may be. Because you're a lover as well as a fighter, and all you really want is to steal a kiss from your sweetheart across the blacktop before the school bell rings and recess is over. The fact that you've bet the last of your lunch money on being the first do it makes it all the more risky. Of course, might makes right here on the playground. If you can't win your money back from the other kids, you can always beat it out of them.

Recess is a strategy board game for 3 to 5 players. Players each start with two boy figures and two girl figures on opposite sides of the grid-marked modular board, which is dotted with playground-themed obstacles. Children move like a rook in chess, while nuns move like a queen. A child that lands on a space occupied by another child starts a fight and takes a coin from him. Other children can break up a fight by landing on that same space, or tattle by landing on a nun's space. If a nun moves onto the fight space, the attacker is sent back to the entrance for detention. Finishing thirty of the minute-long turns marks the end of the game, or it ends immediately when one player's boy and girl figures meet on the same space while out of sight of the nuns. The resulting kiss earns two coins from each player, but to win you still have to end up with the most coins.

3 to 5 players - 10 to 30 minutes - ages 8 and up

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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

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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/

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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

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D&D 5e: D&D Adventurers League1 of 11 of 1

An expedition of dwarf warriors from Citadel Adbar finds itself isolated and besieged by Ice Spire ogres and their allies. They require immediate relief or they risk being destroyed to a dwarf. SEER has directed you to their location in the hopes that you can rescue the dwarves and save their precious cargo, a tablet bearing secrets of ancient rune magic.

Playtime: 2 hours
Premiere: October 2016
Available for download and play: November 2016

Written by Jay Africa

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RPG3 of 51 of 1

Game System: PDQ#
Rating: Kids
Language (0-3): 0
Violence (0-3): 1
Sexual Content (0-3): 0
Adult Themes (0-3): 0

The Rebels have sent your crew to a meeting on the forest moon of Endor in the Outer Rim, to trade for information on the Empire. But your friends have been captured by an Imperial scouting party. Can you brave the wild jungles of Endor, rescue them, and find out what the Empire is doing on Endor? What you find may save the galaxy!

Written by Lizz Schulz

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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.

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8am-1pm
GMT-05
D&D 5e: D&D Adventurers League5 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

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

Decades have passed since Sokol Keep was reclaimed, and a small garrison placed there along with a beacon to help guide ships. Now, that beacon has gone dark, and the garrison has disappeared. In Phlan, rumors circulate that something ancient was discovered in the grounds beneath the keep, dating to before the clerics of Tyr built the small fortress. Uncover the secrets of Sokol Keep!

Playtime: 4 hours

Premiere: Gen Con Indy (August 14-17)

http://www.dmsguild.com/product/170405/DDEX102-Secrets-of-Sokol-Keep-5e

Written by Pieter Sleijpen

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D&D 5e0 of 60 of 1

Melvaunt is a city of merchants and metalsmiths. The docks are constantly filled with ships from Hillsfar, Mulmaster, and more distant ports. The northern coast of the Moonsea is an inhospitable place, and its people have a reputation for being rough and unfriendly. But they don’t go around
murdering one another in the streets. At least, not usually. Was that a scream you just heard? Part One of The Chaos in Melvaunt.

A four-hour adventure for 1st-4th level characters

Written by M. Sean Molley

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

A ruthless band of outlaws discovered the Spire’s strange properties months ago and decided to build a secret refuge in the dungeons.

Written by Michael A. Stackpole

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

In ages past, the mad wizard who dwelt in these halls collected many strange items in his travels—and the strangest of those he put on display here, in a museum-like complex he called the Enigma Vaults. When a group of thieves made their way into the vaults in hopes of a huge payday, they released something far beyond their capacity to control, and now they serve as the thralls of a sinister influence from a dark and distant world.

Written by James Jacobs

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Pathfinder RPG: Pathfinder Society3 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

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends you to stop them. When the drow capture a caravan laden with Society relics, you delve into the Darklands to track down the stolen cargo and explore the mysterious Stalactite Pyramid.

Written by Sean K. Reynolds

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Pathfinder RPG: Pathfinder Society11 of 122 of 2

Reports from Andoran's Darkmoon Vale indicate that a new plague is causing the deaths of untold fey. The Pathfinder Society sends you there to aid the nymph queen in stopping the plague and finding and destroying its source. When the plague spreads to the human population of Falcon's Hollow, the need to find a cure grows more frantic. Can you save the many denizens of Darkmoon Vale from certain death?

Written by Mark Moreland

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Pathfinder RPG: Pathfinder Society2 of 62 of 1

When a novice Pathfinder in the Grand Lodge of Absalom discovers an account of a long lost prophecy which may hold the key to defeating the Shadow Lodge, a team of brave agents heads into the heart of the Worldwound to recover the document. Not only do the forces of the Abyss and the demon-tainted environment stand in their way, but so does a rival team of Pathfinders set on recovering the Sarkorian Prophecy first.

Written by Mark Moreland

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

In the rural Menador Mountains of southern Nidal, the PCs find themselves in a fog-enshrouded mining town facing a terrible fate. Silver Tarn, on the banks of which the settlement of Stom's Claim stands, has grown a mind of its own. Reaching out with strange abominations of the deep to siphon the souls of the stubborn populace, the lake hopes to release a powerful fiend bound centuries earlier by Arodenite clerics. If the PCs can't stop the Silver Tarn Entity, Stom's Claim and much of western Avistan may soon fall to a fate beyond comprehension.

Written by Crystal Frasier

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

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

Written by Dennis Baker

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

When an ally of the Society reports that her sister's business is being harassed by the Aspis Consortium in the Varisian city of Korvosa, a team of Pathfinder agents is dispatched to the Green Market to assist. What they find there is more than simple strong-arming and intimidation, however. What mysterious forces bring the popular market its unlikely success, and can the PCs stop the Aspis Consortium from gaining control of what could become a lucrative resource for the rival organization?

Written by Jim Groves

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

Dire need begets great innovation, and Ghalcor, a cleric of Iomedae, created a revolutionary new weapon to fight the demons that poured out of the Worldwound at the end of the First Mendevian Crusade. Unfortunately, the fiends overwhelmed Ghalcor and his assistants before they could arm and trigger the weapon, but complex fail-safes sealed off Ghalcor’s tower and kept the device from falling into abyssal hands. As the Fifth Mendevian Crusade rages on, Ghalcor’s secret weapon could be the factor that turns the tide, so the Pathfinder Society has agreed to find a way past the indiscriminate safeguards to secure the device for the crusaders—a task complicated by their pushing past enemy lines.

Content in “Weapon in the Rift” also contributes directly to the ongoing storyline of the Silver Crusade faction.

Written by Nathan King

Factions: Silver Crusade

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Pathfinder RPG: Pathfinder Society4 of 61 of 1

The esteemed Blakros family—famous for their museum in Absalom—receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.

Content in “The Silver Mount Collection” also contributes directly to the ongoing storyline of the Dark Archive faction.

Written by Crystal Fraiser

Factions: Dark Archive

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.

Written by Tom Phillips

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Pathfinder RPG: Pathfinder Society7 of 61 of 1

For years a Pathfinder team has surveyed Qadira’s Zho Mountains in an attempt to reconcile its twisting valleys with a series of old maps recovered years ago on the Silken Way. When the team disappears soon after reporting a strange illusory effect in a mountain pass, the Society sends the PCS—funded by an unusual benefactor—to uncover whatever is hidden in those peaks and rescue the agents.

Content in “Valley of Veiled Flame” also contributes directly to the ongoing storylines of the Liberty's Edge and Silver Crusade factions.

Written by Nathan King

Factions: Liberty's Edge and Silver Crusade

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Pathfinder RPG: Pathfinder Society2 of 61 of 1

Seven years ago, Pathfinders entered Absalom’s shattered Precipice Quarter in pursuit of a ruby ring but also rescued a strange survivor. She has since grown to adulthood and exhibited a rebellious spirit connected to the ruined school where the Pathfinders found her. The woman’s family has contacted the Society, hoping that its agents can escort her back to the haunted site and unravel the Drownyard’s relentless mysteries.

Content in “School of Spirits” also contributes directly to the ongoing storyline of the Liberty's Edge faction.

Written by Alex Greenshields

Factions: Liberty's Edge

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

When the Pathfinder Society claimed the Hao Jin Tapestry in Tian Xia, it seemed as though the Aspis Consortium’s influence there had ended. An anonymous informant recently identified an Aspis resurgence in Goka’s Deepmarket, and Venture-Captain Amara Li hopes that a small, well-trained team can ferret out the villains and prevent any greater atrocities. Can the PCs traverse the Deepmarket’s treacherous politics and tunnels and neutralize the Consortium’s local ringleader?

Content in “The Deepmarket Deception” also contributes directly to the ongoing storyline of the retired Lantern Lodge 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 Nathan King

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Pathfinder RPG: Pathfinder Society5 of 61 of 1

The Society’s excavations continue, now taking the PCs to the long-contested territory of Kharijite—Cheliax’s southernmost territory, where the great Arch of Aroden bridges the Hespereth Strait and establishes an Avistani foothold in Rahadoum’s backyard. There, an ancient Taldan ruin suggests that empire’s great Armies of Exploration traveled even farther than believed possible. Can the PCs uncover the site’s secrets—and in doing so reshape the Inner Sea region’s history?

“Lost Colony of Taldor” is the second scenario in the three-part Faithless and Forgotten campaign arc. It is preceded by Pathfinder Society Scenario #7-14: “Let Bygones Be” and followed by Pathfinder Society Scenario #7-18: “The Infernal Inheritance.” All three chapters are intended to be played in order.

Written by Kalervo Oikarinen

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

Ongoing unrest in Cheliax has strained the nation’s military resources, so when the Order of the Gate sensed an imminent disaster brewing in the Menador Mountains, it had to seek outside assistance. The Pathfinder Society has answered the call. After all, the same site the Hellknights identified is one of the ancient ruins the Society has long wanted to study. Can the PCs salvage the site’s historic wonders while also honoring their commitment to the Order of the Gate?

Written by Cole Kronewitter

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Pathfinder RPG: Pathfinder Society0 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

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Pathfinder RPG: Pathfinder Society2 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

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

A recent attack on the Grand Lodge became all the more heinous when one of the invading agents employed an eldritch relic to abduct a high-ranking Pathfinder. In order to release the captive, the Society must understand the relic and track down the fleeing operative—a mission that leads the PCs into Absalom's most prestigious archives to uncover a dark secret.

Content in "The Blakros Connection" 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 Robert Brookes

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

Brand New Evergreen Scenario

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Pathfinder RPG: Pathfinder Society5 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

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

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

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

Written by Jenny Jarzabski

Factions: Sovereign Court

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

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

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

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

Written by Nathan King

Factions: Liberty's Edge and The Exchange

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Cortex Plus System1 of 61 of 1

Sometimes bad guys make the best good guys. The rich and powerful take what they want. You steal it back from them. Your team of thieves, con-artists, and hackers protect the victims of corporations, mobsters, and corrupt politicians by using your expert skills to outwit and overcome the real bad guys. Based on TNT’s hit show. In this session, you'll need to steal a ballet, but the twist is who you'll be stealing it from.

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Pathfinder RPG2 of 61 of 1

Playtesting a new adventure for eventual publication at a third-party publisher. It's a slight mystery as to the contents of the adventure, but I'll provide pregens. Join me, won't you?

This is a two-part adventure. While you do not need to sign up for both parts, you will get more out of the adventure by playing both sessions.

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

Written by Mike Welham

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RPG1 of 61 of 1

The world as we know it has ended. It started when the bodies of the dead began to disappear during the daytime. They reappeared at night, seemingly alive, now monsters with a hunger for flesh. You are the lone survivors in your small town, and you've done well for yourselves so far, but your supplies are starting to run low. What will you do to survive?

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

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Savage Worlds0 of 51 of 1

It is the fall of 1944 and the Allied Forces are making strides in the liberation of Europe. The Nazis are desperate to find anything that they can use to slow the advance of the Allies as they march across France.

The OSS has received troubling reports from Basque fighters as well as French Resistance members in Southern France. North of the small town of Albi, a contingent of German soldiers and scientists have taken up residence in an abandoned home on one of the region's many hilltops. It has been reported that Werner Heisenberg himself has visited the site and oversaw the creation of a small laboratory. However, more troubling than that is the strange report of balls of light coming from the grounds of the compound. Allied Intelligence fears that the Germans are working on a super weapon.

Your group is tasked with infiltrating the compound, stealing the technology if possible or destroying it if not.

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

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Savage Worlds6 of 51 of 1

Like, Zoinks, Scoob! It’s time for Saturday morning cartoons! The Mystery, Inc. gang has been invited to spend the week with Shaggy’s great-aunt Sophie. She runs a bed & breakfast in the quaint little town of Darke’s Hollow, Connecticut. The players take the roles of the Scooby gang in a tense episode of horror hijinks!

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

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Shadowrun0 of 71 of 1

The definitive Maria Mecurial tribute singer has gone missing, but why?

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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

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8am-6pm
GMT-05
Warhammer 40K32 of 321 of 1

SCARAB will host a Warhammer 40K tournament on Sat & Sun, Jan 14 & 15. This is an 1850 tournament using Warzone Atlanta resources. Please visit http://warzoneatlanta.com/ to read the Missions, Army Construction, and Rules of Engagement. There will be three rounds on Saturday and two rounds on Sunday. Please note that you do not have to do anything special to sign-up for the Sunday session.

This is a limited 32-person tournament. At this time, all slots are filled.

The schedule looks like this:

Saturday
8:00 - 8:30 Check-in
8:30 - 11:30 Round 1
11:30 - 12:30 Lunch Break
12:30 - 3:30 Round 2
3:30 – 4:00 Break
4:00 - 7:00 Round 3

Sunday
8:30 - 11:30 Round 4
11:30 - 12:30 Lunch
12:30 - 3:30 Round 5
3:30 - 4:30 Awards & Prizes

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Warmachine/Hordes0 of 320 of 1

Written by Privateer Press

SCARAB MASTERS

Encounter Level: 75 Points - Steamroller
2 Lists Required
Game Timing: Chess Clock
Maximum Players: 32
Check In Ends: 8:30am
Dice Roll: 9:00am
Format: Masters 2016 Rules

On the field of battle, are you the Master of all you see? Prove it! The gold-standard in convention competitive play, SCARAB MASTERS, has returned for SCARAB 6. In this official Masters event, you will do battle to prove that you are a true Master of your chosen faction and the game of WARMACHINE & HORDES. In this format you bring three lists of your chosen faction and battle among six carefully selected scenarios in a series of matches. These scenarios provide the arena with which to test a player’s knowledge, skill, and ability to adapt.

This event is open to all players with a maximum of 32 seats available. Pre-registration is HIGHLY encouraged.

Email Player Record Sheets or War Room Lists to jplawle@gmail.com with the Subject Line “SCARAB Masters Lists”

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13 of 161 of 1

Join us for a three-round Flames of War Tournament. The period is Late-War and the army size is 1750 points. Check-in starts at 9:30 AM and the first game starts at 10:00. Each round will be 2.75 hours, and there will be a one hour lunch break after the first round. Red vs Blue Strict Pairings.

Tournament Rules: https://docs.google.com/document/d/1e9SALFufH93EgacpeQziADaGFbkmZxmqGyOXZH06Lqo/edit?usp=sharing

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9-11am
GMT-05
Custom/Freeform2 of 61 of 1

Decoupage with the Geek Forge. Learn to attach comics (or magazines or photographs) to metal jewelry findings, and seal them in order to make long-lasting pieces. The cost is $5 for materials. I'll have a box of comics that can be used, but you can bring magazines or photographs. If you have a metal allergy be advised that I'll be bringing brass-plated; necklaces, bracelets, earrings, and rings.

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10am-12pm
GMT-05
0 of 991 of 1

Show us your best moves. We will have a variety of move games set up for everyone to participate in and enjoy.
Show us what you got.

Written by SCARAB Anime Track

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10am-4pm
GMT-05
0 of 100 of 1

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

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11am-1pm
GMT-05
Board Game10 of 100 of 2

This game is part of the SCARAB Board Game Tournament.

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Board Game11 of 121 of 2

This game is part of the SCARAB Board Game Tournament.

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Board Game2 of 51 of 1

Cryptozoic's newest Deckbuilder (released Nov 9 2016) recreates the popular anime Attack on Titan.
Shifting the basic deckbuilder format into a fully cooperative defense based format. Defend the walls and protect humanity against the titans together or fall together.

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Board Game5 of 50 of 1

It's a time of regrowth in the old urban center, and the hippest and best beer crafters have gathered both hops and hopes in building the best brewery in the city. It won't be an easy task, as players compete for precious resources such as malt, yeast, fruit and spices in the local markets, all while managing and optimizing their growing bottling empires.

In Brew Crafters, players assume management of a local craft brewery, working hard to manage resources, use their workers wisely, and develop their brewing line to create the best local brews. Brew Crafters honors the tradition of classic Eurogames such as Agricola and Puerto Rico, but at its heart beats a unique brewery processing system that must be constantly improved, monitored, and manned in order to keep the beloved beverages rolling off the line. Each brewery has access to a variety of equipment upgrades, local farms, markets, and a plethora of specialty workers, ensuring a high level of replayability and strategic avenues. In addition, each player is studiously working to be first to develop several rotating gold-label specialty recipes that will earn them extra points and prestige at the end of year three when the best local brewer will be honored.

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

Written by Description from Boardgamegeek.com

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Board Game0 of 62 of 1

Rating: Teen
Language (0-3):1
Violence (0-3):0
Sexual Content (0-3):2 (Nookie)
Adult Themes (0-3):2 (Nookie, drinking, smoking)
3-6 players

Beer. Nookie. Roommates. It's another Friday night at Chez Geek. Set up house with your friends – for as long as you can stand them. Get a job – they're all bad. Spend money and your precious spare time to accumulate Slack points. Drink cheap booze, hang out at the cafe, and play with the cats. Do unto your roomies before they do unto you. What other game gives you points for sleeping?

Just remember, when your roommate and his S.O. keep you up all night: You can't throw them out. They live here.

This game will include ALL available expansion content! Slack Attack, Block Party, Spring Break, and Slack to the Future!

Written by Steve Jackson Games

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Board Game0 of 60 of 1

Rating: Everyone
Language (0-3):0
Violence (0-3):0
Sexual Content (0-3):0
Adult Themes (0-3):0
3+ players

Cthulhu Dice lets you drive your rivals mad . . . very, very quickly!

Players take turns rolling the big, beautiful, custom 12-sided die, embossed with tentacles, Elder Signs, and more. Destroy your opponents' sanity, or better yet, steal it! But watch out for Cthulhu – when he comes up, he takes sanity from everyone! Lose all your marbles and you're mad. The last sane cultist wins . . . unless everyone goes mad together. Then Cthulhu wins!

There is plenty of time in this slot to play multiple games of Cthulhu Dice!
.....ia-ia Cthulhu Ftaghn!

Written by Steve Jackson Games

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Board Game1 of 41 of 1

1-4 Players
Ages: 14+
45-60 min

The Kingdom of Rolldovia is in turmoil.

Her royal highness, the Queen, has decreed that there will be a new capital after the old one was sacked by hordes of barbarians and bandits from the south. As leaders of one of the country's influential noble families, players vie with each other to establish their provincial city as the best home for Rolldovia's new capital. You must choose your city's path in gaining the approval of all others in the kingdom.

Dice City is a "dice-crafting" game in which the locations in your city act as the changing faces of your dice each turn. Use tactics and strategy to press your claim!

You each have several ways to promote your city; create strong armies; construct wondrous buildings; or open up trade routes. The secret is to manage your city and its natural resources carefully to make the best of your fortunes.

-Description from boardgamegeek.com

Written by AEG

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Board Game0 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

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Board Game0 of 61 of 1

In Tokaido, each player is a traveler crossing the "East sea road", one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you'll have to be the most initiated traveler – which means that you'll have to be the one who discovered the most interesting and varied things.

The potential action spaces in Tokaido are laid out on a linear track, with players advancing down this track to take actions. The player who is currently last on the track takes a turn by advancing forward on the track to their desired action and taking that action. So, players must choose whether to advance slowly in order to get more turns, or to travel more rapidly to beat other players to their desired action spaces.

Crossroads Expansion is also availible

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Board Game0 of 61 of 1

KNUCKLE SAMMICH!

A new card game from 9th Level Games, available late January 2017. KING TORG (All Hail King Torg!) is awfully hungry - can you eat sammiches and stay alive long enough to fill your belly. Based on KOBOLDS ATE MY BABY! Knuckle Sammich is a lively game of take-that shenanigans.
2-8 players. Plays in about 30-40 minutes.

As Heard on the SwarmCast!

Written by 9th

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Card Game0 of 40 of 1

You and your friends are newbies at the Renaissance faire. Food, music, mock combat ... it sounded like some kind of off-beat rock concert! Problem is, you stick out like a sore thumb. In a crowd of buccaneer hats and faerie wings, you're the only ones in shorts and t-shirts. Now you and your friends have one afternoon to assemble the ultimate Renaissance costume, but you're low on cash and the only way to earn more is to perform for the crowd!

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Card Game1 of 60 of 1

Players try to craft potions as quickly as they can while sharing the same cauldrons with all other players. Switch, swap, and steal ingredients from other players in order to complete your potions and sabotage your opponents. Focus on your own recipes or try and complete communal recipes before everyone else. The first Witch to collect 3 potions wins!

Components
60 Ingredient Cards
24 Hex Cards
48 Recipe Cards
6 Cauldron Cards

Designed by local game designer, Joe Ryan. Come play this new game!

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Card Game3 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/

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3 of 40 of 1

Explore a massive cavern and build your new village above and below ground in this storytelling/town-building mashup board game.

Your last village was ransacked by barbarians. You barely had time to pick up the baby and your favorite fishing pole before they started the burning and pillaging. You wandered over a cruel desert, braved frozen peaks, and even paddled a log across a rough sea, kicking at the sharks whenever they got too close, the baby strapped tightly to your back.

Then you found it! The perfect place to make your new home. But as soon as you had the first hut built, you discovered a vast network of caverns underground, brimming with shiny treasures, rare resources, and untold adventure. How could you limit your new village to the surface? You immediately start organizing expeditions and building houses underground as well as on the surface.

With any luck, you'll build a village even stronger than your last-- strong enough, even, to turn away the barbarians the next time they come knocking.

-Build a village and explore the caverns below
-Manage your villagers, each with a unique identity
-2-4 players
-Read from a book of encounters, building an amazing and memorable story each time you play!

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D&D 5e: D&D Adventurers League5 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

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

Among the Story of Stagwick, giants are a recurring theme, but a long-standing peace with giant-kind is now threatened as a patrol of Blood Riders spark a feud with a local tribe of giants. With word of strange activity coming from the Ice Spires, Good King Hartwick can’t be too careful. Can you quench the giants’s thirst for revenge?

Playtime: 2 hours
Premiere: October 2016
Available for download and play: November 2016

Written by Jame Introcaso

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Custom/Freeform1 of 121 of 1

Do you like robots? Do you like building, working with motors and wires, wheels and gears? The Dutch Fork High School Robotics Team will be hosting a robotics workshop. You will get to see demonstrations of how robots are built and operated. You will also have a chance to build a small robot that you can drive around!

Written by Dutch Fork High School Robotics Team

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Miniatures Game1 of 81 of 1

Rating: Kids
Language (0-3):0
Violence (0-3):3 Smashing Clay Miniatures
Sexual Content (0-3):0
Adult Themes (0-3):

A Clay-O-Rama is many things. It is a chance for friends to meet and have a good time, It can be a serious philosophical discussion on the meaning of modeling clay. It is a means of artistic expression. It is a ritualistic gathering of Claydonians to watch the violent destruction of others of their species. But most of all, it is a silly game involving modeling clay miniatures.

Can be messy playing with clay.

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RPG4 of 51 of 1

Rules system: Atomic Robo (Fate)
Rating:Kids
Language (0-3):0
Violence (0-3):0
Sexual Content (0-3):0
Adult Themes (0-3):0

Congratulations! You have been chosen for the Tesladyne Inventions Inc. Science Camp! You get to spend the summer helping brilliant scientists with a special project: a time machine! But when experiment gets weird and the grown-ups get lost in time, its up to you to save them from the mad schemes of a super-genius-time-traveling-dinosaur, maybe with the help of some famous scientists from the past.

Written by Lizz Schulz

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Shadows of Esteren2 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

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12-2pm
GMT-05
0 of 991 of 1

Show us your best moves. We will have a variety of move games set up for everyone to participate in and enjoy.
Show us what you got.

Written by SCARAB Anime Track

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1-3pm
GMT-05
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.

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Custom/Freeform5 of 51 of 1

Learn to make a chainmail bracelet in a Byzantine pattern using neoprene rings. The use of neoprene means that there is no need for a clasp. The best part is that the neoprene ring glow in the dark. Come early to get the color you want. There is a cost of $5 for supplies.

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1-7pm
GMT-05
Board Game2 of 61 of 1

A collapse within an old silver mine has opened a huge cavern. The stories tell of a massive Dark stone haul just waiting to be claimed. The man raving at the bar also mentioned jungles and huge beasts…but we are sure that’s just the whiskey talking…gather your posse we’re leaving at dawn!

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2-4pm
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

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Board Game10 of 100 of 2

This game is part of the SCARAB Board Game Tournament.

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Board Game4 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.

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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

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Board Game0 of 62 of 1

The marvelous magician Moop is mashing up monsters to meet the marauding munchkins!

He's created bizarre new animals such as the Owligator and Kangarooster! But the heroes can fight back with their own mixed-up weapons, including Sockodiles and the Beaver Cleaver. This version of Munchkin is the craziest ever...but it's still Munchkin, so the first player to Level 10 wins!

Written by Steve Jackson Games

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Board Game0 of 51 of 1

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

"Dawn broke the mist … in a weed-choked garden when … Abigail LeStrange … with a burning vengeance … used weed killer to poison … Joe Gooseberry."

Uncover a murder most foul by revealing six story elements that together describe the deadly deed and spell the word MURDER. But take care that your opponents can't do the same -- take their letters, counter their actions, or call on a waiting Crow to influence the murder before they do! At any moment a well-played card can shift the balance and seal someone's fate.

Murder of Crows is a fast-paced card game for 2 to 5 players that's quick to learn and features atmopheric art by Dungeoneer illustrator Thomas Denmark. A game typically lasts 15 to 20 minutes, and is designed for ages 13 and up.

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Board Game2 of 41 of 1

Splendor is a fast-paced and addictive game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige.

On your turn, you may (1) collect chips (gems), or (2) buy and build a card, or (3) reserve one card. If you collect chips, you take either three different kinds of chips or two chips of the same kind. If you buy a card, you pay its price in chips and add it to your playing area. To reserve a card—in order to make sure you get it, or, why not, your opponents don't get it—you place it in front of you face down for later building; this costs you a round, but you also get gold in the form of a joker chip, which you can use as any gem.

All of the cards you buy increase your wealth as they give you a permanent gem bonus for later buys; some of the cards also give you prestige points. In order to win the game, you must reach 15 prestige points before your opponents do.

Written by Description from Boardgamegeek.com

Ranked #7 for Best Family Game and #92 of All Time (out of 40,000+ entries) on BoardGameGeek.com

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Board Game5 of 51 of 1

In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.

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

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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

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Card Game0 of 60 of 1

Players try to craft potions as quickly as they can while sharing the same cauldrons with all other players. Switch, swap, and steal ingredients from other players in order to complete your potions and sabotage your opponents. Focus on your own recipes or try and complete communal recipes before everyone else. The first Witch to collect 3 potions wins!

Components
60 Ingredient Cards
24 Hex Cards
48 Recipe Cards
6 Cauldron Cards

Designed by local game designer, Joe Ryan. Come play this new game!

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Card Game0 of 40 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/

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Custom/Freeform10 of 151 of 1

Stroll into to the Three Broomsticks for some Harry Potter themed tea, snacks, and sweets. Then cross the street to the Hogsmeade branch of Ollivander's to create your own wand for your classes at Hogwarts. Have fun with your witch and wizard friends and get prepared for the Harry Potter LARP on Sunday morning.

To be held in the Holiday Inn Meeting Room

**Attention: Young witches and wizards with food allergies (and/or their parents) should talk to the event hosts to ensure that the foods we are offering are safe to eat.**

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RPG0 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

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RPG6 of 61 of 1

A body, a bullet, a window with no bullet hole, a locked door, and £210 neatly stacked on his desk are what remains... Do you think you have what it takes to solve The Adventure of the Empty Warehouse?

An Adventure for BAKER STREET: Roleplaying in the World of Sherlock Holmes. THE ADVENTURE OF THE EMPTY WAREHOUSE is a basic two-hour demo used at conventions and gatherings where the purpose is a quick introduction to Baker Street.

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

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Shadows of Esteren0 of 61 of 1

Sometimes you shouldn’t take the path less traveled.

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

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Story Game0 of 91 of 1

ISSUES! The Comic Book Continuity Game.
Early beta test from Chris O'Neill, 9th Level Games.
The players take on the roles of the Writers, Artists, and Editors of a comic book company and create the history and continuity of a comicbook hero - in the form of comic book issues.

Written by 9th Level Games

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2-7pm
GMT-05
Board Game0 of 61 of 1

3-6 Players. Approx. time 2-4 Hours.

Praedonus Sector Strike: A Hull Breach! Scenario Game.

Enter for the chance to win the Smuggler’s Cove Hull Breach! Deck – NOT AVAILABLE IN STORES OR ON THE WEB! ,

Congratulations on your new posting to the Praedonus Sector, Commander! You are one of the first outposts of our organization to be formally created in this sector. Unfortunately, it would appear that you are not the first occupant. In addition to the usual competition, there
appears to be a rather substantial Pirate base in the area. The Pirates have, however, made it known that for the right compensation they might be willing to assist us. Bid carefully
as we are depending on you to provide notable Capital profit in this sector. Your tasks, then, can be stated simply: Either develop and reserve suffcient capital for victory, or remove not only your competition, but the Pirates as well.

You have our confdence. Show us that it is well placed.

**Recommended for players with at least a basic familiarity with Hull Breach, but new players will not be turned away. PROdecks or Stock decks are acceptable. PROdecks will be inspected for legality before play. “Special” (yellow background) Promo Cards are permitted in PRODecks.**

Written by NSB

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Board Game2 of 61 of 1

Rating: 12+ suggested
Language (0-3): 0
Violence (0-3): 1
Sexual Content (0-3): 1
Adult Themes (0-3): 1

Kill the monster, grab the treasure, stab your buddy. That's what it's all about. Now Munchkin Quest brings the action of Munchkin to the gameboard!

Cooperate with the whole group, adventure with a partner, or strike out on your own. You don't know what's behind a door until you open it . . . then another room is added to the dungeon. Battle monsters for power and treasure, or send them after your friends. Reach Level 10, and then get out alive if you can!

Learn To Play Munchkin Quest with the Carolina MiB!

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D&D 5e: D&D Adventurers League14 of 284 of 4

Deep in the Greypeak Mountains the fire giant warlord Baron Ugarak has enslaved hundreds of small folk to toil in his iron mines furiously extracting elementally infused ore for an as yet unknown purpose. Surrounded by a monstrous army and decidedly shady allies, the Baron poses a dire threat to the goodly folk of the north.

Playtime: 4 hours
Premiere: GameHoleCon November 2016

Written by Bill Benham

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D&D 5e: D&D Adventurers League3 of 284 of 4

Deep in the Greypeak Mountains the fire giant warlord Baron Ugarak has enslaved hundreds of small folk to toil in his iron mines furiously extracting elementally infused ore for an as yet unknown purpose. Surrounded by a monstrous army and decidedly shady allies, the Baron poses a dire threat to the goodly folk of the north.

Playtime: 4 hours
Premiere: GameHoleCon November 2016

Written by Bill Benham

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

This level is home to a peaceful tribe of troglodytes who worship a mysterious arcane device. The heroes must placate or deactivate the strange machine in order to pass.

Written by Frank Mentzer

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Pathfinder RPG: Pathfinder Society0 of 61 of 1

Scholars claim the dungeons below Thornkeep were built by the Ancient Azlanti, but how do they know, really? If Rozimus of Tymon speaks true, one level of Thornkeep’s dungeon holds survivors of that long-dead empire eager to return to the world and share the lore of their glorious age. They’re not undead, Rozimus claims, or illusory phantoms, but true living and breathing High Azlanti! But why does Rozimus know so much about them, and why is he so eager to return to the dungeon he claims almost killed him 5 years ago?

Written by Erik Mona

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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

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Pathfinder RPG: Pathfinder Society2 of 61 of 1

After an Andoren village is razed by the Hydra's Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.

Written by Tim Hitchcock

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

Ever seeking long-lost secrets, the Pathfinder Society sends a team of agents to explore a reportedly haunted house in the Dragon Empires nation of Minkai, hoping they can uncover the secret behind the legendary location's tormented past.

Written by Jim Groves

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Pathfinder RPG: Pathfinder Society3 of 61 of 1

In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. But what they find there is anything but an opportunity for peaceful reflection and enlightenment.

Written by Ron Lundeen

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

The Pathfinder Society has secured one end of a portal from Golarion leading to an isolated demiplane rife with adventuring opportunities. Now all that remains is gaining control of the other end, thereby ensuring safe and continued use by Pathfinders for years to come. The PCs are selected as the best chance the Decemvirate has of claiming the portal for their own.

Written by Sean McGowan

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Pathfinder RPG: Pathfinder Society7 of 61 of 1

On the edge of Varisia's Mierani Forest stand the ruins of an ancient guardtower that once served as the native elves' first line of defense against the threat of invasion from the bordering Thassilonian realm of Envy. Just as the elves fled Golarion to avoid the destruction of Earthfall, so too did they leave behind the Tower of the Ironwood Watch, which the Pathfinder Society now hopes to explore—a task that could prove more dangerous than anyone anticipates.

Written by Sam Polak

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Pathfinder RPG: Pathfinder Society0 of 61 of 1

Nearly every nation has contributed to the Mendevian Crusade, but few are willing to send additional aid to assist the Pathfinder Society directly. Owed a favor the elves cannot refuse, Pathfinders travel to Kyonin to secure a force of some of the finest demon-hunters in Avistan only to find that the hunters are missing in action. Can the Pathfinders extract the lost elves from the depths of Tanglebriar, or will they become the latest casualties of Treerazer’s domain?

Written by Ryan Costello, Jr.

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

Beneath the Grand Lodge of Absalom lie the vaults, a series of storerooms and libraries that contain much of the Society’s findings from the past centuries. Cataloguing the sundry relics and texts takes time, and finds requiring closer study find their way to an extensive vault called the Overflow Archives. Soon after a pair of initiates sneaks into the archive and steals a few items on a dare, the complex inexplicably springs a leak. It is up to the PCs to investigate this strange phenomenon and put a stop to it before thousands of priceless documents are ruined forever.

Content in “The Overflow Archives” also contributes directly to the ongoing storyline of the Dark Archive faction.

Written by Scott Sharplin

Factions: Dark Archive

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Pathfinder RPG: Pathfinder Society1 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

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

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

Written by Liz Courts

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Pathfinder RPG: Pathfinder Society1 of 61 of 1

Recent events have left the Master of Spells Aram Zey unable to fulfill his duties, and without his expertise, the Pathfinder Society struggles to resolve pressing arcane matters. The Decemvirate has reopened the decade-old case of the most qualified replacement: Aram Zey's predecessor and former Master of Spells Sorrina Westyr, who disappeared while handling a powerful wayfinder that the Society has since kept closely guarded. It is up to the PCs to track down Sorrina Westyr—and bring back whatever remains.

Content in "Captive in Crystal" also contributes directly to the ongoing storyline of the Grand Lodge faction.

Written by Monica Marlowe

Factions: Grand Lodge

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

Tragedy has struck, and the Society’s attention must turn from academics to action as they infiltrate a seemingly impenetrable facility in the heart of Ostenso, one of Cheliax’s greatest ports. They must act quickly, for only the distraction of a national holiday can provide the PCs the cover they need to get in, get the job done, and get out without drawing the attention of an entire city’s guards.

“The Infernal Inheritance” is the final scenario in the three-part Faithless and Forgotten campaign arc. It is preceded by Pathfinder Society Scenario #7-14: “Let Bygones Be” and Pathfinder Society Scenario #7-16: “Lost Colony of Taldor.” All three chapters are intended to be played in order.

Content in “The Infernal Inheritance” also contributes directly to the ongoing storyline of the Dark Archive faction.

Written by Christopher Wasko

Factions: Dark Archive

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

Following a successful mission into the mist-shrouded and shifting Gloomspires, the Pathfinder Society sent another team to explore the tomb of the legendary pirate Sevenfingers. Unfortunately, this team never returned. The spires have momentarily halted, allowing a new team to brave the tomb’s many dangers, hopefully rescuing their allies in the process.

This scenario is a sequel to Pathfinder Society Scenario #6-06: "Hall of the Flesh Eaters".

Written by Tom Phillips

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Pathfinder RPG: Pathfinder Society3 of 61 of 1

The time has come to strike down the vile Korholm Agenda, the faction of the Aspis Consortium that launched a staggering attack against the Pathfinder Society a year ago. The Agenda’s leader has allied himself with one of the most powerful men in Thuvia, and together they are on the cusp of pitching the entire region into a brutal war of conquest and greed. The Pathfinder Society has placed its trust in the PCs to stop this internecine conflict. To do so, they must confront the Korholm Agenda’s leader in his own domain.

Written by Luis Loza

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Pathfinder RPG: Pathfinder Society5 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

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Pathfinder RPG: Pathfinder Society6 of 60 of 1

Brand New Evergreen Scenario

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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

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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

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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

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Pathfinder RPG: Pathfinder Society8 of 61 of 1

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

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

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

Written by Alex Riggs

Factions: The Exchange

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Pathfinder RPG: Pathfinder Society0 of 60 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

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Pathfinder RPG: Pathfinder Society0 of 61 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

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AD&D21 of 201 of 1

*This game runs from 2PM-1AM, with a break in the middle. Please sign up for both slots.

Come one, come all to the 2nd annual Circle tournament of Death. The Battle Royale of Glory. Can you survive the challenges of the other contestants to become the one champion? Bring your own 8th level AD&D 2nd edition character bring what you want as far as items and classes (no psionics) or some pregens will be provided. Expanded time slot this year due to popular demand. A Gen Con original brought to SCARAB for enjoyment of our attendees!! (max 20 players) please contact GM Randy Miller at sirpents6978@gmail.com for complete char construction and tournament rules.

Rating: Teen
Language: 2
Violence: 2
Sexual Content: 0
Adult Themes: 1

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D&D 5e0 of 71 of 1

It’s been a long time since the people of Welton have worried about anything more frightening than sheep ticks or a late frost, but a now a pack of strangely determined wolves is driving farmers from their fields and spiriting away entire flocks in the middle of the night.
With food supplies running low and their sorcerer-in-residence nowhere to be found, the village council sends out a desperate plea for brave adventurers to destroy the beasts for good.

Is the job as easy as a walk in the woods,or is there more to the Wolves of Welton than mere animal cunning? There's only one way to find out…

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

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GURPS0 of 81 of 1

The characters wake in a partially ruined facility filled ultra-tech gadgets, with total amnesia. They need to discover who they are, why they are there, what happened, and try to survive.

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

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Pathfinder RPG2 of 61 of 1

Playtesting a new adventure for eventual publication at a third-party publisher. It's a slight mystery as to the contents of the adventure, but I'll provide pregens. Join me, won't you?

This is a two-part adventure. While you do not need to sign up for both parts, you will get more out of the adventure by playing both sessions.

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

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Savage Worlds0 of 61 of 1

“Tell everybody that comes my way
I’ve got those moonshine blues, I say,”
—Ma Rainey “Moonshine Blues”

The Big Easy, circa 1936. Only, this isn’t the history told in schools. Back in the old west, something changed the world. California is gone, but in its place are monsters, strange machines, and magic! Welcome to New Orleans where nothing is as easy as it seems.

It’s a sad day when a group of hard-boiled gumshoes come back from a hard case only to discover their favorite bartender, Whitey, has slung his last shot of bourbon. Something doesn’t add up. The bulls of the New Orleans PD say it was an accident, that Whitey drank himself to death. Only Whitey never touched the stuff.

Something is rotten in the Big Easy and it’s up to the shamuses to set the score straight and get to the bottom of this tragedy before they start singing the blues themselves.

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

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Savage Worlds0 of 51 of 1

Henry DuBois is in a pretty tough spot. His club isn't doing so well and a string of violent murders in the neighborhood hasn't done wonders for business. To give himself a leg up, DuBois just poached one of the best trumpet players in the city from the club on 45th, but the guy went from kind to kind of a jerk seemingly overnight. Karmari has stormed off stage at the drop of a hat and has gone off on other employees. Without Karmari Harmon, the club is finished. However, he seems to be imploding for no apparent reason.
Your job is simple: figure out what is going on with Karmari before the club tanks!

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

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Shadowrun0 of 71 of 1

Allied with the KC Mob, Agri-Seeds, is expanding and everyone sells... or else.

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The Dresden Files RPG3 of 51 of 1

Winter has settled in in Columbia, and the streets have taken on a hungry air. Every eye seems to gleam with predatory interest, and the pangs of even the mildest hunger are felt more keenly. The Shadows grow longer and there are sighting of black hounds in the night. There is news and rumor that someone has done a wrong to the Erlking and he hunts those who have wronged him. There are omens abound for those with the wit to see them and dread in the winter air. What role will you play in what is to come? Will you be hunter or hunted?

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

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The Dresden Files RPG2 of 51 of 1

Does anything here smell fishy to you?

It’s early Spring and representatives from twenty-two countries have descended upon Washington, DC; they’re here to talk peace and profit in the shadow of the nation’s capital. You’re serving as a security contractor, independent or otherwise, hired on to protect one of the most important gatherings in the magical world. What could possibly go wrong?

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): 3
Sexual Content (0-3): 0
Adult Themes (0-3): 1

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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

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10 of 244 of 4

Rating: E
Language: 1
Violence: varies
Sexual Content: 1
Adult Themes: 1
SCARAB Iron GM is a yearly tournament held at SCARAB Gaming convention that showcases a GM's (Game Master) talents and skills at running an RPG of their choice with only an hour to prepare their adventure. They will be judged by their players on creativity, use of randomly assigned game elements, and knowledge of their gaming system. The winner will hold the title of SCARAB Iron GM for that year, and all bragging rights that come with it.

The SCARAB Iron GM will be the GM who shows their ability to prepare and run a game (RPG) given random plot elements and items, under a given time constraint. GMs will be scored by their players and a guest judge (who will also play in their game).They will be scored on how well they use their elements and time, and on how well they are able to GM their game.

Each GM will be given their random elements to prepare their game 1-hour prior to the beginning of their game.

For more details, visit http://jonman.podbean.com/p/scarab-iron-gm/

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3-5pm
GMT-05
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.

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5-7pm
GMT-05
Board Game16 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.

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Board Game5 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.

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Board Game0 of 61 of 1

BEARICADES!
A new card game from 9th Level Games hitting Kickstarter late in January. Protect your forest from the never ending onslaught of the evil LUMBERCO - whose army of Lumberjacks wants to make all of the forest animals run away so that they can get to all that sweet lumber.
For 2-4 players, plays in about 40 minutes

Written by 9th Level Games

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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

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Board Game0 of 121 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

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Board Game1 of 60 of 1

2-6 players
Ages 10+

There’s always something happening in the city that never sleeps. Maybe it’s the lights, maybe it’s the energy, or maybe it’s the giant monsters trying to demolish the place!

King of New York introduces lots of new ways to play, while still keeping the core ideas of the smash-hit King of Tokyo. There are Buildings to Stomp! Vengeful Military Units to Destroy! Six brand new Monsters! Every roll of the dice might mean that your monster feels the OUCH, as military units open fire.

Will you grab the spotlight, and become a celebrity Superstar? Or will you become the defender of the city, and befriend Lady Liberty? Each of New York’s boroughs has its own charms, but to truly rule the Big Apple, you have to control Manhattan. Defeat the other monsters and rule the city.... Become the King of New York!

Written by IELLO

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Board Game2 of 40 of 1

When the Spaniards conquered the Incan Empire, only a few princes managed to flee into the mountains. Well-hidden high above the river Urabumba is a place the Spanish would never discover: The lost city of Machu Picchu. But beware! Is there a traitor among the princes, ready to reveal the location of the secret city to the Spaniards?

Each player represents an Incan prince, whose workers will grow corn, feed llamas, plant coca, and manufacture ceramics and cloth. They try to engage Priests of the Condor, Priests of the Puma, and Virgins of the Sun. The game can end in 2 different ways:

The Incans win by activating all priests and virgins in time
The Spaniards win when they discover Machu Picchu

With an Incan victory, the prince who made the wisest sacrifices to the gods will win. With a Spanish victory, the princes who accumulated the most gold will get a multiplier to their score... but it may not be enough to win the game.

Players choose their actions by walking around with their prince on the city map.

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Card Game0 of 61 of 1

3-6 players
Ages 12+

MAKE YOUR FORTUNE, MAGICALLY!

From across the land spectators come to watch the arena battles of mythic creatures, and not a few coins change hands on the outcome! As a powerful mage, you have the chance to influence the outcome through arcane means. But beware, other practitioners of the arcane may be in attendance as well, and they have their money riding on other fighters.

Cheaty Mages is a fast and fun betting game from famed Japanese designer Seiji Kanai (Love Letter, Mai-Star). Place your bets, play hidden spell cards on monsters, and try to win the most gold in three rounds!

Written by AEG

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Card Game0 of 60 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

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Miniatures Game2 of 61 of 1

Game System: Star Wars X-Wing Miniatures
Rating: Kids
Language (0-3): 0
Violence (0-3): 1
Sexual Content (0-3): 0
Adult Themes (0-3): 0

Princess Leia flees the Battle of Scarif in the Tantive IV, tasked with delivering plans vital to the survival of the Rebellion. The remnants of Yellow Squadron form up to engage pursuing Imperial Tie pilots determined to keep the Rebel corvette from reaching hyperspace.

Dogfight at Scarif will feature stripped-down X-Wing rules designed to minimize complexity and downtime for the Kids’ Track. Players will be randomly assigned Rebel or Imperial fighters and will fly until the pilots get bored or Darth Vader recalls his troops, at which point we will assess the performance of each side. There will be no player elimination – pilots whose ships are destroyed will re-enter the game as reinforcements on the following turn.

Written by Tim Rogers

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RPG2 of 51 of 1

Game System: Dread
Rating: Kids
Language (0-3): 0
Violence (0-3): 1
Sexual Content (0-3): 0
Adult Themes (0-3): 0

Your new house at the end of Chickasaw street is big, old, and a bit creepy. Your parents say its just your imagination. But they haven't seen the little girl who wanders the halls at night, heard the scratching inside the walls, or seen the strange shadows with the long clawed hands.

Dread is a thrilling RPG that uses a Jenga tower instead of dice to decide success or failure. Are you brave enough to challenge the tower? Knocking it over will spell your (character's) doom!

Written by Lizz Schulz

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RPG1 of 51 of 1

Don't settle for the lesser evil! Heed the call of Cthulhu! Become an Elder Party staffer tasked with serving the Great Old Ones during their eternal struggle for domination. Cross wits with the other political parties, manipulate voters using non-Euclidian geometry, swear on the Necronomicon, and sacrifice your co-workers to the Elder Gods. Politics have always been evil, but destroying the world has never been more fun!

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Shadows of Esteren0 of 61 of 1

Dazol and friends take shelter in a lonely house during a stormy night only to discover the residents haven’t left yet.

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

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6-8pm
GMT-05
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.

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6pm-12am
GMT-05
0 of 100 of 1

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

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8-10pm
GMT-05
Board Game14 of 140 of 2

This game is part of the SCARAB Board Game Tournament.

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Board Game6 of 81 of 2

This game is part of the SCARAB Board Game Tournament.

From BGG:
A long time ago at the Japanese Imperial court, the Chinese Emperor offered a giant panda bear as a symbol of peace to the Japanese Emperor. Since then, the Japanese Emperor has entrusted his court members (the players) with the difficult task of caring for the animal by tending to his bamboo garden.

In Takenoko, the players will cultivate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow, and Pink) with the help of the Imperial gardener to maintain this bamboo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best, growing the most bamboo while feeding the delicate appetite of the panda, will win the game.

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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

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Board Game0 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

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Board Game4 of 40 of 1

In an ancient world forgotten by time, enormous titans terrorize the land. Five tribes have been fleeing from the titans for centuries, but things are about to change. Growing city-states pledge to end the reign of terror, determined to take on the titans and make the world a safer place for all. Each city-state competes to attract the tribes, eager for the strength of the combined peoples, who are now leaving behind old traditions with the hope that the titans can be defeated once and for all.

In The Ancient World, players compete to grow the largest and most influential city-state by managing citizens, treasury, and military and by defeating titans. Players take turns sending citizens to take special actions or using military cards to attack titans. One of the actions a citizen can perform is to build Empire cards, which give more citizens, money, and abilities.

A city-state's influence in the world is measured by sets of tribe banners that it owns. Each Empire card has one or more tribe banners, and tribe banners can also be gained by defeating titans. Players gain victory points (VPs) for sets of tribe banners. After six rounds, the player with the most VPs from sets of tribe banners wins.

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Card Game2 of 61 of 1

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

Car Wars: The Card Game is the game of car-to-car combat. In the near future, combat between armed and armored cars will be an arena sport. You shoot at the other cars, trying to destroy their tires and armor. The last player with an operating car is the winner!

In each battle, or duel, the players play cards to damage each others' cars. When one side of a player's car is breached (the armor on that side is destroyed), the car's driver may be attacked! If a car's driver is disabled and unable to operate his car, the player who disabled him scores a kill. (Note that the driver will be back for the next duel! Only the car is killed.) When only one car is left (or when time runs out), the duel is over. New duels continue until one player has scored 60 points to become an Ace!

Written by Steve Jackson Games

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Card Game0 of 70 of 1

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

Test your twisted imagination's ability to come up with evil plans! Step out of that secret volcano lair and begin scheming at MSU today!

Polish up your laser gun, get your maniacal laugh ready. You're about to enroll in Mad Scientist University! Whichever student devises the most evilly ingenious schemes will pass with honors. The rest will be set home ... in boxes ... one piece at a time.

Mad Scientist University is a storytelling party game for 3 to 7 people. Players all receive one Unstable Element card, like "lawn gnomes," "marshmallows," or "squirrels." Then they each present a cunning plan to achieve the group's Insane Assignment using their Element: Journey to the center of the earth using tunneling mechanical lawn gnomes ... Win the presidential race with mind-altering marshmallows ... Take over the world with your army of vicious mutated squirrels. Your sinister plot knows no bounds!

Players take turns being the Teacher's Assistant and act as judge. The TA for the round awards the Assignment card for the "best" plan, using whatever demented, totally unreasonable criteria he sees fit -- evil geniuses are like that. The player with the most Assignment cards wins!

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Card Game0 of 41 of 1

2-4 players
Ages 14+
45 minutes playtime
*Plenty of time in this slot to play multiple times!!*

Take on the role of Egyptian nobles at the time of the pharaohs, preparing for death and burial in the Valley of the Kings.

Players want to fill their tombs with food, canopic jars, statues, amulets and other treasures, and to do so they acquire cards that are laid out in the shape of a pyramid; purchase cards at the base of the pyramid, and it "crumbles" to bring cards higher in the pyramid to the base where they can be bought.

The pyramid resets each round with new offerings. You compete with the other players to accumulate the best artifacts for your tomb. At the end of the game, you score the artifacts stored there – the player with the most victory points wins!

Written by AEG

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D&D 5e: D&D Adventurers League1 of 61 of 1

An expedition of dwarf warriors from Citadel Adbar finds itself isolated and besieged by Ice Spire ogres and their allies. They require immediate relief or they risk being destroyed to a dwarf. SEER has directed you to their location in the hopes that you can rescue the dwarves and save their precious cargo, a tablet bearing secrets of ancient rune magic.

Playtime: 2 hours
Premiere: October 2016
Available for download and play: November 2016

Written by Jay Africa

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D&D 5e: D&D Adventurers League7 of 60 of 1

The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the super-intelligent hill giant, Bad Fruul, and prevent him troubling the town of Parnast. To find the tower, adventurers must overcome the watery magic of the fetid marsh and discover or clear a route to the ruins of a previously lost tower.

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

Written by Ron Lunden

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0 of 991 of 1

ADULTS ONLY

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.

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8pm-1am
GMT-05
Board Game4 of 61 of 1

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

Across the globe, ancient evil is stirring. Now, you and your trusted circle of colleagues must travel around the world, working against all odds to hold back the approaching horror. Foul monsters, brutal encounters, and obscure mysteries will take you to your limit and beyond. All the while, you and your fellow investigators must unravel the otherworldly mysteries scattered around the globe in order to push back the gathering mayhem that threatens to overwhelm humanity. The end draws near! Do you have the courage to prevent global destruction?

Eldritch Horror is a cooperative game of terror and adventure in which one to eight players take the roles of globetrotting investigators working to solve mysteries, gather clues, and protect the world from an Ancient One - an elder being intent on destroying our world. Each Ancient One comes with its own unique decks of Mystery and Research cards, which draw you deeper into the lore surrounding each loathsome creature.

While the tasks on these Mystery cards (along with the locations of otherworldly gates, menacing monsters, and helpful clues) will often inform both your travel plans and the dangers you confront, you can find adventure anywhere in the world...even where you least expect it. It is during the Encounter Phase of each turn that players resolve combat or, alternatively, build their investigators' personal stories by reading an encounter narrative from one of several types of Encounter cards. You might go head to head with a monster in Istanbul or find yourself in a tough spot with the crime syndicate in a major city. Maybe you will embark on an expedition to the Pyramids or research a clue you uncover in the unnamed wilderness. You may even find your way through a gate and explore a dimension beyond time and space.

Should you fail an encounter, the cost is steep. If you are fortunate, you will merely incur physical or mental trauma. However, you might also be compelled to take a Condition card, which represents a specific injury or restriction gained throughout your journey, such as a Leg Injury or Amnesia. You could find yourself getting in over your head to acquire assets and receive a Debt condition – or maybe you'll owe a favor to something far more insidious than a debt collector, and enter into a Dark Pact! Whatever your condition, you would be wise to find a resolution with haste; many conditions have a "reckoning effect" which, if triggered, ensure a much more sinister fate.

All the while, the arrival of the Ancient One approaches. Its malign influence is manifested in Eldritch Horror as you draw Mythos Cards, which govern the appearance of otherworldly gates, fearsome monsters, and other ominous elements. Mythos cards keep your investigators under pressure, introducing new threats, even as the arrival of the Great Old One draws nearer! Since the investigators draw a new Mythos card each round, they're certain to have their hands full battling foul creatures and following up on strange rumors, even as they work to solve their three all-important mysteries.

With twelve unique investigators, two hundred-fifty tokens, and over three hundred cards, Eldritch Horror presents an epic, world-spanning adventure with each and every game

Written by Description from Boardgamegeek.com

Ranked #4 for Best Thematic Game and #27 of All Time (based on 40,000+ entries) on BoardGameGeek.com

The end of the world is near! Only a handful of brave investigators stand against a powerful Ancient One from awakening and destroying our world. You play as one of these investigators. During the game you will buy resources to aid in your fight, travel the globe and try to discover clues. You can only win by solving the mysteries of the Ancient One.
All expansions will be used. Beginning players and old experts are all welcome to play!

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Board Game4 of 61 of 1

4-8 PLAYERS
Kill the Holiday Monsters, Grab the Holiday Treasure, Stab your Holiday Buddy...
WIN THE HOLIDAY PRIZE FIGHT!

Unbeknownst to most, the Eldergods (and the Elder Godfather) love to celibrate holidays, even celebrating them long after they are gone, early, or multiple ones at once.

As such he's graciously going to unbox a collection of goodies, using The Munchkin Holiday Bundle (Christmas Lite, Yule Log and Holiday Suprise) as well as holiday boosters to create the Ultimate Holiday GrudgeMatch...

Winner Takes home the ENTIRE bundle of holiday goodies brought to the match... That's right, this game of Munchkin is a prize fight, because what you are playing IS the prize!!!!! And because the Elder Godfather embraces the madness, this game will be played (unlike other grudge matches) WITHOUT SWAG! *EVIL LAUGHTER*

Written by Steve Jackson Games

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

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

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

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

Written by Alan Patrick

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D&D 5e1 of 61 of 1

Melvaunt is a city of merchants and metalsmiths. The docks are constantly filled with ships from Hillsfar, Mulmaster, and more distant ports. The northern coast of the Moonsea is an inhospitable place, and its people have a reputation for being rough and unfriendly. But they don’t go around
murdering one another in the streets. At least, not usually. Was that a scream you just heard? Part One of The Chaos in Melvaunt.

A four-hour adventure for 1st-4th level characters

Written by M. Sean Molley

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D&D 5e0 of 61 of 1

With the identity of a murderer confirmed, heroes are needed to track it down to its home. As it turns out, it might be a longer journey than first imagined. Part Two of The Chaos in Melvaunt.

A four-hour adventure for 1st-4th level characters

Written by Pieter Sleijpen

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PACG: Pathfinder Society Adventure Card Guild0 of 181 of 3

Pathfinder Society Special #8–00: The Cosmic Captive is an interactive event in which many tables contribute to a shared success. For the first time in the Pathfinder Society organized play program, both Pathfinder Society Roleplaying Guild and Pathfinder Society Adventure Card Guild players will participate in the same adventure! An Overseer GM coordinates the event, making announcements and tallying reported results over the course of the adventure. It’s important that everyone pause playing to listen when the Overseer GM makes announcements. When the table successfully finishes a scenario, go to the Overseer GM to report your results and to receive the materials needed to set up the next scenario.

This Adventure Requires:
• The Pathfinder Adventure Card Game: Rise of the Runelords Base Set, including the Burnt Offerings Adventure Deck and The Skinsaw Murders Adventure Deck.
• If running this adventure for Tier 5, The Hook Mountain Massacre Adventure Deck, Fortress of the Stone Giants Adventure Deck, and Sins of the Saviors Adventure Deck.
• The Pathfinder Adventure Card Game: Rise of the Runelords Character Add-On Deck is optional.
• When playing this adventure in Tier 2, the game box should include only cards with set indicators of B, C, P, 1, or 2.
• When playing this adventure in Tier 5, the game box should include only cards with set indicators of B, C, P, 1, 2, 3, 4, and 5.

Written by Tanis O’Connor, John Compton, and Matt Duval

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Pathfinder RPG: Pathfinder Society3 of 61 of 1

Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum's basement, Aldain fears the worst. When strange sounds echo from below and several of the curator's night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it.

Voice in the Void is a follow-up scenario to Pathfinder Society Scenario #5: Mists of Mwangi. When played together, the scenarios create a mini story arc in the famed Blackros Museum.

Written by Rob McCreary

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Pathfinder RPG: Pathfinder Society1 of 61 of 1

A recent assault on the Pathfinder Society has renewed hostilities with the Aspis Consortium, and clues left behind point to one of its masterminds: the gold agent Maiveer Sloan. By infiltrating one of the Consortium’s artifact-smuggling operations, the PCs can sabotage their rivals’ criminal operations and send a clear message: No attack will go unanswered.

Written by Matt Duval

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Pathfinder RPG: Pathfinder Society84 of 13817 of 23

Astronomers have marveled as the famous comet Aucturn’s Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals—and either free the captive trapped within or ensure that it remains sealed forever.
"The Cosmic Captive" is a multi-table interactive adventure in which each group’s actions contribute to the entire room’s success.

Written by Matt Duval

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AD&D20 of 200 of 1

*This game runs from 2PM-1AM, with a break in the middle. Please sign up for both slots.

Come one, come all to the 2nd annual Circle tournament of Death. The Battle Royale of Glory. Can you survive the challenges of the other contestants to become the one champion? Bring your own 8th level AD&D 2nd edition character bring what you want as far as items and classes (no psionics) or some pregens will be provided. Expanded time slot this year due to popular demand. A Gen Con original brought to SCARAB for enjoyment of our attendees!! (max 20 players) please contact GM Randy Miller at sirpents6978@gmail.com for complete char construction and tournament rules.

Rating: Teen
Language: 2
Violence: 2
Sexual Content: 0
Adult Themes: 1

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Fiasco1 of 51 of 1

Rating: NC 17 / MA
Language (0-3): 2+
Violence (0-3): 3
Sexual Content (0-3):0
Adult Themes (0-3): 2
A Paranoia based Fiasco Playset

Times are tough, lately, in the underground city of Alpha Complex. Communists, mutants, and secret society traitors are a constant threat, and it’s starting to seem like maybe they’re winning. It’s getting so an honest Troubleshooter can’t get ahead just by doing the job. Which is why you’re a less than completely honest Troubleshooter. Your secret society connections and your mutant power help you do well on your missions. You need to do really well on this next mission – or, at least, you need everyone else on your team to do really poorly. You don’t know the mission yet, but you know exactly three things you’ll have to do: Stay alert. Trust no one. Keep your laser handy.

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

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RPG1 of 61 of 1

An Adventure for BAKER STREET: Roleplaying in the World of Sherlock Holmes. Dr. Watson has been invited to the country estate of his war friend, William Ashby, Esquire. The invitation has also been extended to the new investigators taking up cases out of Baker Street. During the course of the adventure, a murder takes place on the estate grounds and the team of investigators must find the culprit.

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

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RPG0 of 61 of 1

The world as we know it has ended. It started when the bodies of the dead began to disappear during the daytime. They reappeared at night, seemingly alive, now monsters with a hunger for flesh. You are the lone survivors in your small town, and you've done well for yourselves so far, but your supplies are starting to run low. What will you do to survive?

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

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Savage Worlds3 of 61 of 1

Night. Somewhere on the high plains of Kansas. There's a full moon, a warm fire, a slight breeze rustling the prairie grass, and good, hot coffee. It's peaceful.

It won't last long.

Some tales weren't meant to be told. This is one of them.

Tread carefully. The dead walk here

Players: 6
Rating: M
Language (0-3): 0
Violence (0-3): 3
Sexual Content (0-3): 0
Adult Themes (0-3): 1

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Savage Worlds0 of 51 of 1

The Job's supposed to be a simple milk run - deliver the package from Wong's shop in china town to the Penthouse suite at the Excellence Hotel on the Gold coast. Someone must have forgotten to tell the Morretti crime family that because, almost from the jump, the team finds themselves hounded by hitters from the up-and-coming mobster gang. Can the team deliver the package in one piece?
There's only one way to find out, omae.

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

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Shadowrun0 of 71 of 1

The runners join a holy crusade into the metaplanar home of an old foe.

Prime Runner Mission: Characters’ need to be 150 karma or better. Pre-Gen 150karma characters will be available.

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The Dresden Files RPG4 of 51 of 1

It’s all come down to this…

An unlikely alliance of Japanese nationals, an American CIA agent, and a Russian mobster-occultist have come gunning for the head of the Ikeda Group, Japan’s most notorious yakuza crime syndicate. Six months of life-or-death battle and high stakes investigations have led them to an abandoned temple on the outskirts of Tokyo. What’s waiting for them inside? What are the chances of a yakuza ambush? Can our heroes even make it out alive?

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

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World of Darkness1 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

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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

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Board Game0 of 41 of 1

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

The industrious yet short-sighted Seismic Asphalt & Paving Company -- located in the sleepy town of San Andreas, California -- has put you in charge of one of its many road crews. Your job is to build a network of roadways around San Andreas proper. But San Andreas is rather prone to earthquakes, which have a tendency to destroy the beautiful stretches of pavement you've been laying. After all the asphalt is put down, which road crew will end up connecting the most highway in between quakes?

2 to 4 players - 30 to 60 minutes - ages 10 and up
*note table will run Recess from 5pm to 6 and Seismic from 6 to 7

Written by Atlas Games

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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?

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Board Game0 of 41 of 1

Rating:12+
Language (0-3):0
Violence (0-3):0
Sexual Content (0-3):0
Adult Themes (0-3):0

When the stars are right, the Great Old Ones will return. If the stars aren't right,
it's up to you to move them around!

In The Stars Are Right, you take the role of a cultist, summoning Lovecraftian
horrors from beyond time and space.

You'll start small, bringing ghasts and ghouls back to our reality. Invoke minor
creatures to flip over a tile or push a row, creating the correct patterns to summon
more and more powerful ones. Eventually, you'll build a horde of Servitors who can
chain flips, pushes, and swaps together, rearranging the entire grid to your whims.
Change the skies, summon a Great Old One, and win!

The Stars Are Right is a card game for two to four players, ages 12 and up, with a
playing time of less than one hour. The cards are hilariously illustrated by Goomi
(Munchkin Cthulhu 3 – The Unspeakable Vault).

Summon the Great Old Ones, who will shower you with power beyond your dreams. Or perhaps they'll eat you. Or both.

This is the licensed English-language edition of Die Sterne Stehen Richtig,
published by Pegasus Spiele

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Card Game0 of 60 of 1

Mad Zeppelin is a fast-paced card game of sabotage, as you use your traitors to throw the most cargo off the Nostria and ruin the Emperor's plans. The player who destroys the most cargo wins, but you must assure you properly bribe the guards each turn, or your chances of sabotage may end at the point of a bayonet!

Written by AEG

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

Among the Story of Stagwick, giants are a recurring theme, but a long-standing peace with giant-kind is now threatened as a patrol of Blood Riders spark a feud with a local tribe of giants. With word of strange activity coming from the Ice Spires, Good King Hartwick can’t be too careful. Can you quench the giants’s thirst for revenge?

Playtime: 2 hours
Premiere: October 2016
Available for download and play: November 2016

Written by Jame Introcaso

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

Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary HSING, that deep beneath the tower’s ruins lie an old magic known as rune magic. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies!

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

Written by Claire Hoffman

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11pm-3am
GMT-05
Warmachine/Hordes0 of 320 of 1

Warcaster Thunderdome is a no-holds-barred free-for-all!

Each player’s army consists of three Warcasters/Warlocks from the same faction.

Each Warcaster/Warlock choice can only ever bring one model to the table. No Halfjacks, no Keg Carrier, only one Coven member, Goreshade has no feat, etc. Yes, this makes some casters a bad choice in the format.

The Warcasters are considered to share a battlegroup.
able)

Models cannot be healed and cannot regenerate power fields in any way. Once damage is inflicted, it cannot be removed.

Warlocks use the mechanics for Focus instead of Fury– they gain their full Fury value at the start of the turn, and overcharge instead of transferring.

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