SCARAB Gaming Convention

Jan 13-16 in Columbia, SC, US

This event is over.

Jan 2017

SlotScenarioGame / CampaignPlayersGMs
8-10am
GMT-05
Board Game3 of 50 of 1

Axia — a land with a glorious past, a most uncertain present, and an even more unpredictable future. Populated by what has been described as a fervent and warm-blooded people, Axia is in crisis – economic, social, and political: the longest-running recession in its modern history, the highest inequality in years, and a political system teetering on the brink of collapse.

In more ways than one, Axia is fighting against itself. Old divisions of the past have given way to new ones, and this generation – along with the next ones – has the most to lose.

Will you, along with your fellow industrialists, do your part to help Axia? Will you sacrifice short-term gain in the present for a brighter future? Can you do that, and survive? Perhaps you can, and perhaps you can even thrive – and you will, if you see opportunity where others only see crisis!

CRISIS is a turn-based game for 1-5 players who assume the roles of businessmen, trying to rebuild their businesses and create value at a particularly challenging time. By skillfully placing their managers in a position to invest in companies, trade resources, and navigate the local bureaucracy and regulations, they can thrive and prosper in a time when others might struggle and decline.

Rating: Ages 14+
Language (0-3): 0
Violence (0-3):0
Sexual Content (0-3):0
Adult Themes (0-3):0

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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 61 of 1

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

Explore the Dungeon!
Move around the dungeon, fighting monsters and collecting treasures!

Munchkin Treasure Hunt is a fun boardgame for up to six players, ages 6 and up – now everyone in the family can be a Munchkin! (Don't worry . . . you don't need to know how to play any other Munchkin game to enjoy Treasure Hunt.)

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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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Board Game0 of 61 of 1

Eat brains. Don't get shotgunned.

In Zombie Dice, you are a zombie. You want braaains – more brains than any of your zombie buddies. The 13 custom dice are your victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn! Whoever collects 13 brains first wins. Each game takes 10 to 20 minutes, and can be taught in a single round.

Gameplay
Each turn, you take 3 dice from the box and roll them. A brain symbol is worth one point at the end of the round, while footsteps allow you to reroll this particular dice. Shotgun blasts on the other hand are rather bad, cause if you collect 3 shotgun blasts during your turn, it is over for you and you get no points. After rolling 3 dice, you may decide if you want to score your current brain collection or if you want to push your luck by grabbing new dice so you have 3 again and roll once more.

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Card Game0 of 51 of 1

2-5 players
Ages 14+

DARING ART HEISTS WITH A ROLL OF THE DICE!

Take on the role of an international thief, and attempt a series of daring heists to steal the most valuable artifacts, gems and paintings from four of the world’s most famous museums.

Recruit sidekicks to help you, or go at it alone. Will you beat the security systems at the Louvre in Paris and make your escape with the Mona Lisa, or will one of the other thieves get there first?

Whoever can impress his fellow criminals with the most valuable collection of stolen goods will be the winner!

Written by AEG

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Card Game1 of 61 of 1

2-6 players
Ages 12+

Europe. Summer. 1997.

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

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

Written by Cheapass Games

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1 of 41 of 1

Ice Cool is a flicking game in which each round one of the players takes the role of the Hall Monitor (also called "the Catcher") - his aim will be to catch each other penguin and get points for that. The others (also known as "Runners") will try to run through several doors, thus gaining fish (that give them points) on their way. When either the Hall Monitor has caught each other penguin once or any of the others has gone through all 3 doors that have fish on them, the round is over. Each player will take the role of the Hall Monitor once and at the end of the game the winner will be the one with the most points on their fish cards.

The penguins can be flicked in a straight line, make curves and even jump over the walls! Each player will have to use the best of their skills in order to get the most points in this fun and exciting game. It's not just cool, it's ICE COOL!

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D&D 5e: D&D Adventurers League6 of 61 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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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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Story Game1 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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8am-1pm
GMT-05
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 League2 of 60 of 1

You are approached by someone claiming to be a member of the Brotherhood of the Cloak investigating unusual incidents involving some of his brethren. Discretion is vital, as there is rumored to be a link between the denizens of the Tower of Arcane Might and one of the elemental cults. Can you uncover the truth?

Playtime: 4 hours

http://www.dmsguild.com/product/170477/DDEX203-The-Drowned-Tower-5e

Written by Mike Shea

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D&D 5e4 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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LARP12 of 201 of 1

Rules system: Live Action Role Play
Rating:Kids
Language (0-3):0
Violence (0-3):0
Sexual Content (0-3):0
Adult Themes (0-3):0

Congratulations! Your owl from Hogwarts has arrived! Hogwarts students will learn spell-casting, potion-making, and valuable magical knowledge. Then they will use what they have learned to help a friend in need when a field trip to Diagon Alley results in a number of magical creatures escaping into the streets and (if they don't act quickly) into the Muggle world.

If you are a new student at Hogwarts, you will be sorted into your House. If you are a returning student, please bring your Hogwarts scarf with your House colors. Students will also need to bring their own wands (or make them in Hogsmeade from 2 to 4 on Saturday afternoon). Students can come dressed up in wizarding costumes, or in their muggle clothes.

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0 of 100 of 1

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

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

Planar portals fed from the Elemental Plane of Water fill most of the chambers in
this level with water. The heroes will have to find their way through surging currents and long, lightless swims to continue their exploration of the Spire.

Written by Sean K. Reynolds

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

In life, the wizard who ruled this realm kept many trophies, mementos, and even captured pets from his journeys, both to entertain his dark sensibilities and to cow his business associates and coerced allies. Now, kept alive all these years via stasis-inducing magic that's recently failed, the unfettered beasts of his magical menagerie run amok.

Written by Ed Greenwood

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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 Society6 of 61 of 1

Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.

Written by Joshua J. Frost

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Pathfinder RPG: Pathfinder Society4 of 62 of 1

Something is afoot at Cayden's Hall, the carousing temple-pub in Absalom where Cayden Cailean's faithful pay homage to their Drunken Hero. Pathfinder agent Osprey and his demonologist companion send you to investigate the truth behind a long-rumored demonic lab said to exist beneath the temple-pub's sticky floors. A trail of murders led Osprey to Cayden's Hall and his demonologist sees clues that denizens of the Abyss are involved. It's up to you to find out what demons want with the Drunken Hero's largest temple. Bar fights, revelry, song, and drink await within the Hall of Drunken Heroes.

Written by Tim Hitchcock

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Pathfinder RPG: Pathfinder Society4 of 61 of 1

A priceless manuscript has gone missing from the Pathfinder lodge in Almas, and the Pathfinder Society has traced its current whereabouts to a remote monastery off the coast of southwestern Nex. Arriving at the Monastery of the Unremitting Tide, the PCs face the suspicious scholars who study there, and in the process risk enraging an ancient spirit and uncovering a long-lost secret that, more than possibly costing them the stolen manuscript, could cost them their very lives.

Written by Martin Long

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

In an effort to prevent an alliance between the Aspis Consortium and a contingent of ratfolk with incredible regional influence, the Pathfinder Society sends its best agents deep into a Darklands passage to the heart of Round Mountain, where the ratfolk hold court. But as is often the case for Pathfinders, the journey is an adventure unto itself, potentially deadly enough to prevent the PCs from reaching their destination at all.

"The Sundered Path" is the first scenario in the two-part The Rats of Round Mountain campaign arc. The story concludes in Pathfinder Society Scenario #3–22: "Pagoda of the Rat." Both chapters are intended to be played in order and consecutively. PCs who do so will receive a special reward at the arc's conclusion.

Written by Kyle Baird

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to return with the knowledge and wealth they’ve unearthed.

Written by Mike Shel

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

Few are as adept at fighting demons as the Riftwardens, an organization of spellcasters dedicated to protecting the boundaries between the planes. Many are already committed to the Fifth Crusade in Mendev and are unable to assist the Pathfinders directly in the society’s upcoming expedition into the Worldwound, but if the Pathfinders assist the Riftwardens elsewhere, perhaps a small number of the mages might be free to return the favor. Unfortunately, this means entering the godless nation Rahadoum, where several Riftwardens have recently disappeared.

Written by Ben McFarland

Factions: Dark Archive, Scarab Sages, and The Exchange

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Pathfinder RPG: Pathfinder Society1 of 61 of 1

Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage’s investigation of his ancient order; however the lead dried up—that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion’s past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand.

“A Bitter Bargain” is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5-15: "Race to Seeker’s Folly" and Pathfinder Society Scenario #5-16: "Sanctum of the Sages." All three chapters are intended to be played in order.

Content in “A Bitter Bargain” also contributes directly to the ongoing storylines of the Osirion, Qadira, and Sczarni factions.

Written by Scott Fernandez

Factions: Scarab Sages and The Exchange

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Pathfinder RPG: Pathfinder Society5 of 61 of 1

The innumerable cairns and burial mounds of Barrowmoor in northern Nidal contain untold treasures and terrors, and the local taboos and Nidalese theocracy are typically enough to keep any but the boldest from exploring the site; however, when the Blakros family informs the Pathfinder Society that their shared enemy is in pursuit of a dangerous artifact, the PCs must brave the shadow-stricken region to keep this object from falling into the wrong hands.

Written by Dennis Baker

Factions: Dark Archive and Liberty's Edge

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

A simple retrieval mission takes an unexpected turn when the Pathfinder Society learns a valuable treasure was under its nose—within the curious demiplane connected to the Hao Jin Tapestry. The descendants of the original owners have changed in the centuries since their sequestration, though, and initial attempts to parley have ended in failure. Can the PCs discover what became of this lost people and secure the relic they guard?

Content in “Tapestry's Toil” also contributes directly to the ongoing storyline of the Grand Lodge faction.

Written by Steven Helt

Factions: Grand Lodge

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Pathfinder RPG: Pathfinder Society1 of 61 of 1

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

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

Written by Brian J. Fruzen

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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

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

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

Written by Thurston Hillman

Factions: The Exchange

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Pathfinder RPG: Pathfinder Society5 of 61 of 1

Every Pathfinder’s adventures come to an end eventually. When the Society laid an esteemed venture-captain to rest, it was unaware of his outstanding debt to the Ekujae elves of the Mwangi Expanse. The elves have not forgotten, and they expect the Society to make good on the late venture-captain’s promises. It's up to the PCs to brave the Mwangi jungle and the dangers within to salvage the Society’s reputation in the region.

Written by Brian Duckwitz

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Pathfinder RPG: Pathfinder Society1 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 Society4 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 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 Society7 of 61 of 1

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

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

Written by Andrew Hoskins

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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 Society4 of 60 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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Pathfinder RPG: Pathfinder Society0 of 61 of 1

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

Written by Brian Duckwitz, Cole Kronewitter, and Nicholas Milasich

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

An enemy of the Pathfinder Society recently found a hidden dungeon in a centuries-old siege fortress, but despite his best efforts to convert it into his base of operations, he failed. When a pair of Pathfinders encounter disaster while scouting out the entrance, the party must explore the first level of the dungeon to determine not just what attacked their comrades but also what dark power their nemesis nearly acquired.

This Pathfinder Society Special is only available to be run by 4+ star GMs and Venture Officers.

Written by Jason Bulmahn

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Call of Cthulhu0 of 61 of 1

Story from the film capital. More then a week ago, November 20th to be exact. Philip Haywood, young cinema star of yesterday's tread and a young popular actress Judith Johnson set sail for New Zealand aboard Haywood's private yacht. As chaperone Ms. Johnson's movie director father accompanied the pair. It is reported that Johnson senior is taking advantage of the sea voyage to complete his original cinema yarn. A story of the strange creatures that live beneath the surface of the sea. That was more then a week ago. Word's been received from New Zealand that the Haywood yacht is more then two days overdue.

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Dungeon World3 of 51 of 1

War has swept the region; on a daily basis you see armies and adventurers pass by the lands you work on behalf of your lord. Last week three flocks of sheep and two farmers were devoured by ogres. In the dark of the night you are absolutely sure you hear strange scratching from the cellar of your hovel.

None of that matters now.
A strange building appeared in the cabbage fields and its twisted spires loom menacingly over the town. You’d think those adventurers who just returned from slaying the dragon what lived up on that lonely mountain would handle this, but those worthless drunkards have gone missing.

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

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

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

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GURPS1 of 81 of 1

Modern military weapons and training are put up against a portal into a nightmarish supernatural labyrinth with non-Euclidean insanity and Lovecraftian Horrors. Can the PCs prevail? Can they even survive?

It is August 2006, and you are in the U.S. Army’s 10th Mountain Division stationed in Afghanistan and operating along the Pech River in Kunar Province. Your light infantry rifle company is on patrol, riding in humvees and trucks, looking for a group of ~ 20 insurgents lead by Mazr al-Yeshi (who is on the top 50 most wanted list), said to be operating in the area near the village of Galaygal.

The company’s native translator insists this area is haunted by strange ghosts and efreet, but you all know he is just superstitious. Your squad is moving up to support a team that is investigating a strange cave. The other team’s fragmented radio reports grow weird. They are soon calling for help, and your squad is ordered into the cave on a rescue mission. But you soon wonder who is going to come rescue you?

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

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RPG0 of 61 of 1

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

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

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Savage Worlds1 of 61 of 1

“Greetings, fiends! It is I, the Crypt-Keeper, your host for today's Twisted tale of terror!

Some things are best left uncovered, don't you think? That's what our crew of dastardly criminals are soon to discover. On the run, wanted dead or alive by both the law and their cold-blooded rivals, this crew of renegades is about to choose the wrong place to lie low: the ghost town of Loughton, New England's worst-kept secret!

This quiet village isn't on any map, and there isn't a soul in sight. That's because they're hiding, and even now they're creeping up on you! Run, hide -- it will do you no good! Prepare yourself for this nasty little tale I call... What Lies Within.” (evil laugh)

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

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Shadowrun0 of 71 of 1

What happens when the hit team becomes the targets?

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9-11am
GMT-05
Custom/Freeform1 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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9am-5pm
GMT-05
Warmachine/Hordes0 of 320 of 1

Bring a 25 point list and get paired up with a teammate or bring your own.

Plays using normal steamroller format.

Games start at 10:00 AM. Check-in prior to start of games.

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11 of 161 of 1

Join us for a three-round Flames of War "War Is Hell" Tournament. The period is Late-War and the army size is 1500 points. Check-in starts at 9:30 AM and the first game starts at 10:00. Each round will be 2.5 hours, and there will be a one hour lunch break after the first round. No Red vs Blue Pairings.

Expect some of the hardest tables possible (Snow, Forest, Rivers, Cities, Deserts). All missions will be Fair Fight Missions.

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

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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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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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10am-2pm
GMT-05
Board Game0 of 61 of 1

2-6 players
Ages: 13+
4 Player Limit!!!

4 Players. One Box. Winner Take All.

Come and play our newest Box Set, In Defiance of Dictators! Win the Game… and TAKE IT HOME.
Hull Breach!: "In Defiance of Dictators" focuses on the rising conflict between the Republic Defense Force and the Colonial Unaligned Forces in the wake of the Corporate Wars. Once again, you take control of one of the faction-controlled stations, build up your fleet and forces, and do battle with any who would attempt to encroach upon your space. Each box set includes four (4) pre-constructed decks (ready to play directly out of the box) complete with all new stations and cards that pit 2 RDF Commanders against 2 Colonial Commanders. Are you ready to fight off the imperialistic monsters, or crush the rebel scum? You decide, you command!

Decks will be played stock out of the box.

What is Hull Breach:

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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11am-1pm
GMT-05
Board Game13 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 Game6 of 100 of 2

This game is part of the SCARAB Board Game Tournament.

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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 Game1 of 61 of 1

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

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

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

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

Admit it. You love it.

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

And it's illustrated by John Kovalic!

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

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

Written by Steve Jackson Games

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Board Game4 of 41 of 1

In Pandemic: Reign of Cthulhu, you'll experience the classic Pandemic gameplay with an horrific twist that'll have you face twelve Old Ones, each threatening the world with their unique powers. As players take on the roles of investigators attempting to seal a series of portals before monsters of unspeakable horror pour into our world there is, of course, a high risk of the investigators losing their own minds.

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Board Game0 of 61 of 1

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

Pirate Battles on the High Seas!

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

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

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

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

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

Written by Atlas Games

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Board Game0 of 61 of 1

The fast-paced Simon's Cat Card Game features adorable art taken directly from animator and illustrator Simon Tofield's YouTube series, Simon's Cat, which has hundreds of millions of views.

In the game, players go around the table playing cards to escape Simon's attention. Get caught and you get Blame; get too much Blame and you get fed last. No one wants that.

Written by Steve Jackson Games

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Board Game5 of 50 of 1

The land of Valeria is under siege by hordes of monsters. You and your fellow Dukes must recruit citizens and buy domains to build up your kingdoms and slay the foul creatures that lurk in the surrounding lands.
Valeria: Card Kingdoms is a tableau-building game for 1-5 players and will feel familiar to deck-building fans. The cards you buy can work for you on your turn and on all the other player turns, as well. On your turn, roll two dice and activate citizen cards with the result of each individual die and the sum of both dice. Other players will simultaneously activate their citizen cards based off of the roll. Next, take two actions from the following: slay a monster, recruit a citizen, buy a domain, or take 1 of any resource. The player with the most victory points at the end wins the game.

Rating: Ages 13 & up
Language: 0
Violence: 0
Sexual Content: 0
Adult Themes: 0

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Card Game0 of 40 of 1

2-4 Players
Ages 14+

Do you have a thirst for adventure? Is your middle name danger? Do you just like treasure? Form a party of adventurers to help you be victorious! The more members of each class you have, the greater the bonus they’ll give you—but be careful; your opponents might try to poach your party members!

In Guildhall: Fantasy, 2-4 players compete to create the perfect party by recruiting adventurers into their guildhall chapters. Collect sets of cards with unique abilities to control the table, and complete a full chapter to claim victory cards. Will you go for points quickly, or build up your special powers? Which will lead to ultimate victory? Only you know!

The three releases in the Guildhall Fantasy line are all stand-alone games that can be played individually. You can also combine the cards from any of the Guildhall Fantasy releases and play them together. The three releases are not expansions, they’re combinable.

*Multiple variants may be available for play.*

Written by AEG

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D&D 5e: D&D Adventurers League7 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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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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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
Custom/Freeform1 of 61 of 1

Not sure what to do with an old T-Shirt? Up-cycle and turn it into a unique tote back. You don't even need to know how to sew. There is a $5 cost for shirts or bring one of your own.

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2-4pm
GMT-05
Board Game10 of 121 of 2

This game is part of the SCARAB Board Game Tournament.

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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 Game3 of 40 of 1

Italy, late Middle Ages. The fabric merchants need to write down their contracts in a language that everyone can understand and the literates are looking for an alternative to the elite of the traditional Latin language. So, the Volgare, the language spoken by the common people, taken from the dialects spoken in the various Italian regions, starts to gain relevance. During this period, Francesco D’Assisi writes his famous Canticle of the Sun and Dante writes the Divine Comedy, both written in Volgare.

The players will have to do their part in the creation of this new language! But who will provide them the proper knowledge to understand the manuscripts in the different dialects? Who will succeed to uncover the secrets of the books inside the Papal Library? Who will embrace the religious life and who will remain a merchant? Some of the players can become a famous banker, someone else can climb the church’s hierarchy to be the next Pope! But in the end, who will be the most appreciated and respected for his status and his culture?

The aim of the game is to obtain more Volgare points. The players will gain VP from reading manuscripts, looking for important documents like the Canticle of the Sun or "The Riddle from Verona". Players can also gain VP by improving their social status, for example, if the merchant becomes a banker or the Friar becomes a Benedictine Monk or the Cardinal becomes Camerlengo or Pope. Moreover, VP can be gotten with money and with the support of Politicians, Noblemen, Abbesses, and the Amanuensis.

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Board Game0 of 51 of 1

2-4 players
Ages 14+

The Frantic Game of Riches and Dynamite

In Greedy Greedy Goblins, you and the other players take the roles of goblin clans mining out a mountain laden with riches. Fabulous gems and glittering gold can be found, but you must be careful that your goblins don’t blow themselves up in their eagerness to collect the loot!

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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

*** NOTE: This is a 2 player game, but 6 seats are available BECAUSE there is room for multiple games in this slot. Players signed up here will be given preference in the order they signed up. *** Didn't make that list? Come by and jump in if there's an open seat!***

In 2085 A.D., armored warfare is faster and deadlier than ever!

Supertanks, GEVs, and infantry slug it out to defend supply lines and keep pressure on your enemy in Ogre: Objective 218, a two-player game based on The Battle for Hill 218 in which players fight to control a hill by occupying bases on the opposite sides of it.

Written by Steve Jackson Games

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Card Game2 of 61 of 1

Players take on the role of villains building their remote fortresses and capturing secret agents. When one is captured, he can be killed right away, but what's the fun in that? The real points come when you slowly reveal your secret plan to him — or leave him to be eaten by sharks. Of course, that's where the risk is, too, and the longer you postpone the kill, the greater the likelihood that another player will produce a card that allows the agent to escape and destroy your fortress.

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Card Game0 of 51 of 1

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

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

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

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

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

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

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

Written by Atlas Games

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D&D 5e: D&D Adventurers League0 of 60 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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Board Game0 of 61 of 1

Game System: Various Board and Card Games

This event features easy-to-learn, family-friendly social games supporting a large number of players. Games played may include Duck, Duck, Bruce; Fluxx; Snorta; Spot It; Cardline Animals; Camel Up; Codenames; Apples to Apples Junior; and Pairs.

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RPG0 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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0 of 991 of 1

Word has it, several podcasters will be in attendance this year, and we’re giving them some space to record, slightly away from the noise and chaos of the con, but not too far away.

This time slot and room has been put aside for any podcasters who want to record something for their shows, or for anyone who wants to stop in and see a podcast segment being recorded or be recorded for a podcast.

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RPG0 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 Esteren1 of 61 of 1

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

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

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

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2-7pm
GMT-05
Board Game0 of 60 of 1

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

Blackmail the printer. Threaten the innkeeper. Bribe the priest. Welcome to Revolution!

Secretly bid against your opponents to gain the support of the people, win territory
. . . and collect more Gold, Blackmail, and Force for the next round of bidding!
Will you try to control the tavern or the fortress? The harbor or the plantation?
Knowing where to push for support – and where to back away and let your opponents
fight – is the key to victory. It's a game of bluff, counter-bluff, and surprise.

Bidding tokens have different shapes and colors for easy identification. Colorful
cardstock shields keep your bids private, and provide a handy rules reference during
the auction. Traditional wooden blocks allow players to see, at a glance, who controls which territories.

Revolution! is for three or four players. The rules can be taught in minutes, and a
complete game takes less than an hour. Each new game lets players find new
strategies and tactics. Use The Palace, or Anarchy expansions for 5-6 players

Get ready for Revolution!

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Board Game5 of 120 of 1

Wolfsburg and Kickstarter content will be used in addition.
Zombicide: Black Plague takes the zombie apocalypse into a fantastical medieval setting! The arcane powers of the Necromancers have unleashed a zombie invasion in the age of swords and sorcery, and it's up to your group of straggling survivors to not only stay alive during these dark times, but to take back the realm and punish those responsible for the apocalypse!

Rating: Ages 10 & up
Language: 0
Violence: 0
Sexual Content: 0
Adult Themes: 0

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0 of 51 of 1

Up ahead, isolated in the Massachusetts countryside, stands a secluded mansion. This is where the clues have led you. This is where you will finally find the answers you have been seeking. As you advance through the cold, driving rain, the dim light dancing in the ornate windows gives the appearance of a dozen sinister eyes watching your approach. The very walls are infested with evil and the great house seems to stare at you with hostility, but despite the growing fear gnawing at your soul, you press on. You must. This madness has to end, and by God, it will end tonight… even if it kills you.

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D&D 5e: D&D Adventurers League6 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 League3 of 61 of 1

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

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

Written by Alan Patrick

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D&D 5e: D&D Adventurers League2 of 60 of 1

The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster for the better?

Playtime: 4 hours

http://www.dmsguild.com/product/170489/DDEX214-The-Sword-of-Selfaril-5e

Written by Daniel Helmick

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D&D 5e3 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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D&D 5e0 of 61 of 1

Threats from outside Melvaunt and within push heroes to the brink as a terrified populace counts on the bravery of a few heroes to avert total disaster. Part Three of The Chaos in Melvaunt.

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

Written by Christopher Sniezak

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0 of 100 of 1

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

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

This is the lair of the evil wizard Klarkosh, who uses the Spire’s magical properties to build ever more capable automaton servitors.

Written by Richard Baker

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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 Society6 of 61 of 1

The last remains of a sage from an age long past rests high atop the snow-covered tips of the Fog Peaks in Southern Galt and the Society wants his bones in order to study them and learn from them. They've sent you into a wintry wilderness of primordial beastmen and snow creatures not seen below the snow line to do just that. With the Aspis Consortium also seeking the bones, the race is on to beat them to the top and, once the bones are recovered, to make it back down alive.

Written by Tim Hitchcock

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

The famed Chelish pirate, Captain Caradoc Alazario, infamous nephew of the mayor of Egorian and the brazen enemy of Her Majestrix's Navy, has finally been caught. Unfortunately for you, he was caught after stealing a fiendish artifact of twisted origins bound for the Grand Lodge in Absalom and is the only one who knows where that artifact came to rest off the coast of the forever rain-drenched Sodden Lands. You are charged by the Pathfinder Society to break Captain Alazario out of prison and use him to guide you to the lost artifact. Prison, pirates, and horrors of the deep await you in a land where an honest day's wage never comes honestly.

Written by Larry Wilhelm

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb’s bones?

Written by Hyrum Savage

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

In the hollow center of Round Mountain, the Pathfinder Society's crack team of special agents must navigate the so-called Pagoda of the Rat, where the influential ratfolk of the region hold court. Can they break up negotiations between the ratfolk and the sinister Aspis Consortium, or will the risks taken to reach this point have been in vain? The future of the Pathfinder Society's viability in the region lies in the PCs' hands.

"Pagoda of the Rat" is the second and final scenario in the two-part The Rats of Round Mountain campaign arc. The story begins in Pathfinder Society Scenario #3–20: "The Sundered Path." Both chapters are intended to be played in order and consecutively. PCs who do so will receive a special reward at the arc's conclusion.

Written by Russ Taylor

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

After countless divinations and the efforts of undercover agents throughout Varisia, the Pathfinder Society has discovered the location of the last component needed to awaken a sleeping runelord. In a mad dash to beat the cult of Lissala to this ancient Thassilonian ruin, the Pathfinders must do whatever it takes to ensure they and not the evil cultists acquire the power within. But the arcane components are not unguarded, and even after 10,000 years, the cost of ensuring the safety of the region could be higher than the veteran adventurers are prepared or willing to pay.

Written by John Compton

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Pathfinder RPG: Pathfinder Society3 of 61 of 1

Few societies have so vaunted a tradition of leading crusades as Taldor, yet the constant revisions to its history by scheming factions leaves the truth obscured by countless acts of political modifications. Even the lauded Kitharodian Academy’s texts are riddled with these changes, so when a secretive ally approaches the Pathfinder Society with information about a hidden archive that contains the unaltered histories, the Pathfinders plan a daring infiltration to recover the secrets of Taldor’s past victories so that Mendev might benefit from the discovery.

Written by John Compton and Kyle Elliot

Factions: Dark Archive, Grand Lodge, and Sovereign Court

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its inhabitants, and watch for hidden dangers if they are to survive. Can the PCs reach the ruins before their rivals claim the prize?

“Race to Seeker’s Folly” is the second scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5-12: "A Bitter Bargain" and is followed by Pathfinder Society Scenario #5-16: "Sanctum of the Sages." All three chapters are intended to be played in order.

Content in “Race to Seeker’s Folly” also contributes directly to the ongoing storyline of the Osirion faction.

Written by Matt Duval

Factions: Scarab Sages

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.

Content in “Trial by Machine” also contributes directly to the ongoing storyline of the Silver Crusade faction.

Written by Sean McGowan

Factions: Silver Crusade

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

For centuries the city of Bloodcove has controlled access to the invaluable Vanji River, and for nearly as long, the Aspis Consortium has controlled Bloodcove. If the Pathfinder Society is to move the equipment and personnel it needs into the Mwangi Expanse, it needs a reliable means of smuggling resources through this unforgiving settlement operated by its enemies. It’s up to the PCs to establish a backdoor through Bloodcove—all without being caught by Aspis agents.

Content in “By Way of Bloodcove” also contributes directly to the ongoing storyline of The Exchange faction.

Written by Justin Juan

Factions: The Exchange

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

An elusive enemy of the Society has launched a campaign of espionage and intrigue from Stonespine Island, the homeport of the infamous Okeno pirates. The Society must sneak a team of agents through one of the largest slave markets on the Inner Sea and track the slippery mastermind to her base if they are to successfully capture the villain, and Venture-Captain Ambrus Valsin has just the team of Pathfinders in mind for the task. Can the PCs defeat this remote slave ring without becoming slaves themselves?

Content in “The Slave Master's Mirror” also contributes directly to the ongoing storylines of the Liberty's Edge and Silver Crusade factions.

Written by Sam Polak

Factions: Liberty's Edge and Silver Crusade

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Pathfinder RPG: Pathfinder Society5 of 60 of 1

Rival explorers have beaten the Pathfinders to a valuable site in Katapesh, but fortunately most of the riches—including the obscure text the Society sought in the first place—have ended up in the capitol’s extensive bazaars. What is at first a routine shopping trip spirals out of control as the PCs uncovers the writing’s secret past—and secret messages.

Written by Sean McGowan

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Pathfinder RPG: Pathfinder Society0 of 60 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 Society4 of 60 of 1

After two years of blood and bravery, the Fifth Mendevian Crusade has struck a terrible blow to the Worldwound’s demons and reclaimed lost territory. The Pathfinder Society, as one of the crusade’s partners in this endeavor, has earned the right to explore and salvage what it can of the lost Sarkorian sites under Mendev’s control, and it has identified one ruin as a priority. In fact, the site seems to actively call to one agent in particular, a scarred survivor of abyssal experiments. Venture-Captain Jorsal of Lauterbury has asked the PCs to accompany this agent into the wasteland, where perhaps she might learn how to control her demonic half—or purge it completely.

Content in “Thralls of the Shattered God” also contributes directly to the ongoing storyline of the Silver Crusade faction.

Written by Andrew Hoskins

Factions: Silver Crusade

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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 Society6 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 Society6 of 61 of 1

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

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

Written by Linda Zayas-Palmer

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Pathfinder RPG: Pathfinder Society7 of 61 of 1

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

Written by Mike Kimmel

Factions: Liberty's Edge

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Pathfinder RPG: Pathfinder Society5 of 61 of 1

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

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

Written by Linda Zayas-Palmer

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

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

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

Written by Andrew Hoskins

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Pathfinder RPG: Pathfinder Society7 of 121 of 2

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 Society1 of 60 of 1

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

Written by Eleanor Ferron, Jenny Jarzabski, and Landon Winkler

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Pathfinder RPG: Pathfinder Society7 of 61 of 1

A group of Pathfinders recently delved into the ruins of Bonekeep, a siege fortress destroyed centuries ago. There they discovered not only terrifying threats but also extraordinary treasures. Warded by the magic of a senior Pathfinder, the party must explore as much of Bonekeep as they can before the spell dissipates, lest they too are enslaved by the enchanted maze that looks hauntingly more familiar with each discovery.

This Pathfinder Society Special is only available to be run by 4+ star GMs and Venture Officers.

Written by Jason Bulmahn

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D&D 5e0 of 71 of 1

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

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

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RPG4 of 61 of 1

What if all the monsters that you were afraid of as a child were real? Little Fears, lets you play children fighting against the things that go bump in the night with only the power of your imagination to protect you. In this session, a creepy house at the end of the street turns out to be even more frightening than the stories kids tell about it. Can you survive the nightmare that waits inside?

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

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RPG1 of 41 of 1

Our Last Best Hope is about heroic sacrifice in the face of an impossible burden. It is a game about a crew of people on a mission to save Humanity from a terrible Crisis.

During the game, we will play through a classic disaster movie, like Sunshine, Deep Impact, The Core, or Armageddon, where your characters are the stars. Each game is unique, as your group confronts a new Crisis with a new set of characters and a new plan to save the Earth.
While playing Our Last Best Hope, you might:
…launch into space to stop a meteor from destroying all life on Earth.
…drill to the center of the Earth to restart its molten core.
…navigate zombie filled cities to stop a nuclear holocaust.
Regardless of the Crisis, you, and your crew, are our last best hope.

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

Rating: Suitable for ages 16+
Language (0-3): 2+
Violence (0-3): 3
Sexual Content (0-3):3
Adult Themes (0-3): 3

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Savage Worlds5 of 51 of 1

A simple job for a junker body-doc explodes into
a Combine showdown with the fate of Junkyard
at stake! Is your posse up to the challenge?

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

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Savage Worlds1 of 51 of 1

Welcome to 1936. Your friend, movie star Buck Corgan, has invited you all to be extras in the next Buck Corgan western, Tin Star. Action and suspense quickly turn to horror and murder when the dark shadow of evil falls across the silver screen!

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

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Shadowrun0 of 71 of 1

The mob loves hitters, but they love cleaning up loose ends even more.

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The Dresden Files RPG2 of 51 of 1

Who is Asterion Crete? What does he want with the Cursed Labyrinth?

Six months ago, your mentor was murdered in his living room. His copy of the Vivlio Minas, a near priceless tome of arcane knowledge, was stolen from his shelf. Since then, you’ve tracked his killers across the world, and the Cult of the Illuminated Bull has tracked you in turn. It hasn’t been easy; you’ve lost things, and people, that mattered to you. Now it’s go time in Oklahoma, miles out from the city of Tulsa.

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

Rating: PG-13
Language (0-3): 2
Violence (0-3): 2
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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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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4-6pm
GMT-05
3 of 991 of 1

ADULTS ONLY!!

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

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5-7pm
GMT-05
Board Game12 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 Game8 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 81 of 1

Age Rating: 8+
Language (0-3): 1
Violence (0-3): 2
Sexual Content (0-3):0
Adult Themes (0-3):1

Cthulhu500: Mythos Motorsports Madness!

The Cthulhu 500 card game puts you in the driver's seat for a frenzied race that mixes the madness of HP Lovecraft's Cthulhu Mythos and the insanity of motor sports. Rev up your Satanic Pushcart's Engine Of The Damned, mount your Radials From Beyond Space And Time, and take a Dreamlands Shortcut to win the race for The Sponsor That Must Not Be Named. The driver in the lead when the Checkered Flag card is drawn celebrates victory by devouring his opponents!

For 3 to 8 players, ages 8 and up.

Written by Atlas Games

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Board Game1 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 Game1 of 61 of 1

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

You WILL experience the Ninja Burger difference! Guaranteed delivery in 30 minutes or less, or we commit Seppuku!

Now you can join the elite Ninja Burger delivery team! You will learn to deliver tasty burgers and fries anywhere. To do so means to follow the Ninja Burger Honorable Employee Handbook to the letter. You will bring honor to your franchise. Failure is not an option.

The twisted minds that brought you Chez Geek and Munchkin are back. Based on the popular website at www.ninjaburger.com, this hilarious card game, designed by Steve Jackson, pits you against your fellow trainees in a new Ninja Burger store. Learn the secrets of stealth, swordsmanship, and customer service. Fight for honor, respect, big tips, and that coveted promotion . . .

The new, deluxe edition combines the original Ninja Burger with the cards from the supplement, Sumo-Size Me! and adds counters for tracking honor and money.

It's fast-moving. It's fun. You get to be a ninja. What more can you ask from a game?

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Board Game2 of 60 of 1

A re-issue of David V. H. Peters' SNCF (Société Nationale des Chemins de fer Français). Originally released by Winsome Games as part of its 2010 Essen Set, SNCF was subsequently licensed by Queen Games and rereleased as Paris Connection in 2011. This is a fast economic game with a train theme, with the objective of having the most valuable stock portfolio at the end of the game. Players can own and trade stocks as well as influence the value of each company.

There are 6 colors of wooden locomotives, each color representing a company. Players are dealt random hands of 5-10 (depending on number of players) locomotives, which are essentially a stock portfolio; the rest of each color are placed in a pool. On your turn, you can either increase the value of a single company by placing 1-5 locomotives from the remaining pool of that company, or you can trade one locomotive in your portfolio for one or two locomotives from the remaining pool in a company.

The game board is a map of France, with cities worth anywhere from 1-4 points, and rural hexes worth 0. Connecting to a city adds to a company's value.

The game ends when Marseille is reached by a company, or when there is only one company with locomotives remaining in the pool. Players' scores are determined by the value of each company at the end multiplied by the number of locomotives the player has for each color.

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Board Game0 of 81 of 1

Kill Doctor Lucky: The Secret Lair of Doctor Lucky is an alternate board expansion for Kill Doctor Lucky set in the Spy Game universe! On this board, you are all henchmen of the arch villain Doctor Lucky, chasing a random spy around the secret lair, and trying to kill him.

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Board Game0 of 60 of 1

2-6 players
Ages 14+

Why First? is a quick and crazy racing game where you will have to be second to get the big points! That is so much cooler! After five stages the winner will be the one who has scored the second-most points.

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D&D 5e: D&D Adventurers League0 of 60 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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RPG3 of 51 of 1

Rules System: Shadows
Rating: Kids
Language (0-3): 0
Violence (0-3): 0
Sexual Content (0-3): 0
Adult Themes (0-3): 0

Children are going missing from Willowbrook Apartments. Your parents are worried. You wake up in the middle of the night to the sound of strange, child-like laughter. Out your bedroom window, you see strange colored lights moving around the playground, and you feel drawn to go to them. What will you do?

Written by Lizz Schulz

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RPG0 of 81 of 1

You're trapped in a mansion in this classic murder mystery, and the people around you are getting picked off one by one. You've got to find out who the killer is...before they find you.

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

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Shadows of Esteren2 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
0 of 990 of 1

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

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

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8-10pm
GMT-05
Board Game13 of 140 of 2

This game is part of the SCARAB Board Game Tournament.

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Board Game9 of 80 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 41 of 1

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

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

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

Written by Steve Jackson Games

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Board Game0 of 81 of 1

Rating: Ages 12+
Language (0-3):0
Violence (0-3):0
Sexual Content (0-3):0
Adult Themes (0-3):0
2-8 Players

Time to film the latest western being produced at Deadwood Studios, makers of terrible western movies. All the special roles are up for grabs: "Man falling off roof", "Crying woman", "Stagecoach driver", "Dead man", and more. Yes, they're all available, and if you're good enough – that is, if you progress up through the "hack" levels represented by the number on your character's die – you may even get to play that complicated character part "Rear-end of Horse"!

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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 60 of 1

2-6 players
Ages: 13+

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

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

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

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

Written by NSB Games

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Board Game1 of 50 of 1

Ta-Seti expansion will be used.
In Kemet, players each deploy the troops of an Egyptian tribe and use the mystical powers of the gods of ancient Egypt – along with their powerful armies – to score points in glorious battles or through invasion of rich territories. A game is typically played to 8 or 10 victory points, which may be accrued through winning attacks, controlling temples, controlling fully-developed pyramids, sacrificing to the gods, and wielding particular magical powers.

Rating: Ages 13 & up
Language: 0
Violence: 0
Sexual Content: 0
Adult Themes: 0

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Board Game0 of 50 of 1

Players: 2-5
Ages: 14+
Playing Time: 30 minutes
*Enough time to play several games in this time slot*

Yeti is a quick family-friendly dice game with extraordinary components and funny illustrations.

The Himalayas: freezing cold, peaks covered with snow, and steep crags. You take the role of a bold adventurer and mountaineer in search of the legendary snowman known as the Yeti, hoping to find its footprints somewhere in this inhospitable mountain region. If you are really lucky, you might even catch it on camera. To turn fortune in your favor, you can buy better equipment and hire local Sherpas who know their way around. Staying on the mountain lets you climb higher and into lesser-known areas, improving your odds of making a discovery. Be quick though: you are not alone – other adventurers came here with the same goal of proving the Yeti’s existence and becoming famous around the world.

-Fantastic 3D mountain.
-High quality components with charming art.
-Easy to learn but strategic so it will appeal to a broad range of players.
-Fast playing time.

Written by AEG

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Card Game0 of 40 of 1

In Lost in R'lyeh, players are trapped in H.P. Lovecraft's short story, "The Call of Cthulhu". From the mysterious discovery of a profane idol, to dreams of a dark cult, to landfall in a cyclopean metropolis and Cthulhu's horrific emergence, no player can truly win...although the last player to escape will be the ultimate loser for that player will be forever lost in R'lyeh!

In terms of the gameplay, each turn choose to play either event cards and horror cards. Play the largest card sets you can to unlock ever-mightier powers. When the time is right, transition from playing cards from your hand to eliminating your array of escape cards. What's more, decide each turn whether picking up the whole stack will help you win, even though you're ultimately trying to get rid of cards.

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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 League3 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 League5 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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Miniatures Game0 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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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 Game1 of 61 of 1

It is said, that when Jogira rose from the sea, he did battle with a legendary Atomic Zombie Samuari!

Join us for the insane blending of Munchkin Fu and Munchin Zombies for a sinister bloodbath, Brains and Sake for everyone!

Carolina MiB presents a Munchkin Blender Grudge Match: Zombie-Fu!!! Do you have what it takes to be a zombie with bad dubbing, horrible puns, and goofy martial arts styles?!

What is a a Munchkin Blender Grudge Match?

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

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

Written by Steve Jackson Games

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

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

Playtime: 4 hours

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

Written by Daniel Helmick

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

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

Playtime: 4 hours

http://www.dmsguild.com/product/170478/DDEX204-Mayhem-in-the-Earthspur-Mines-5e

Written by Will Doyle

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D&D 5e: D&D Adventurers League3 of 61 of 1

Aleyd Burral, the Risen Hero of Phlan has sounded the call to battle! Intent on retaking her home of Phlan, Aleyd has amassed a surprising amount of support from the citizenry of Phlan, including that of the High Blade himself. But as lofty as her goals might be, the honor-bound warrior seems willing to sacrifice much in her quest—including everything she once stood for.

Playtime: 4 hours

http://www.dmsguild.com/product/170490/DDEX215-Black-Heart-of-Vengeance-5e

Written by John Rossomango

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D&D 5e0 of 61 of 1

Threats from outside Melvaunt and within push heroes to the brink as a terrified populace counts on the bravery of a few heroes to avert total disaster. Part Three of The Chaos in Melvaunt.

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

Written by Christopher Sniezak

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Pathfinder RPG: Pathfinder Society7 of 61 of 1

An ancient shrine of the serpentfolk, this temple has now fallen into the hands of a heretical serpentfolk cultist who has reconsecrated it to a terrible demon lord.

Written by Chris Pramas

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Pathfinder RPG: Pathfinder Society4 of 61 of 1

When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?

Written by Craig Shackelton

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Pathfinder RPG: Pathfinder Society2 of 61 of 1

The Pathfinder Society owes Grandmaster Torch a favor and he's calling it in. It seems he misplaced Nuar Spiritskin, the famous minotaur prince of Absalom, and Torch needs you to find the prince before the city discovers that the minotaur is missing. He sends you deep beneath Absalom into a maddening maze of malign shapes, hideous creatures, and secrets that haven't seen the light of day for more than a thousand years.

Written by Crystal Frasier

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Pathfinder RPG: Pathfinder Society5 of 62 of 1

Several years ago, a Taldan Zyphus cult took over a famous Oppara opera house, murdered a Pathfinder, and turned dozens of Taldor's wealthiest citizens into the walking dead. The Pathfinder Society has finally tracked down their hideout and sends you to Oppara for one purpose: revenge. Can you face the servants of Golarion's god of accidents unharmed or will you find yourself among Zyphus's cursed souls?

Among the Dead is a follow-up scenario to Pathfinder Society Scenario #7: Among the Living. When played together, the scenarios create a mini story arc in Taldor's gilded capital, Oppara.

Written by Joshua J. Frost

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Pathfinder RPG: Pathfinder Society1 of 60 of 1

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

Written by Jason Bulmahn

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Pathfinder RPG: Pathfinder Society4 of 61 of 1

When an unlucky historian in Absalom uncovers an infernal book from distant Tian Xia, he unwittingly unleashes a terrible evil into the city—the legions of devils imprisoned within its dusty pages. Only the book's holy counterpart can end the threat, and the Pathfinder Society has been called in to assist. Can the PCs locate and retrieve the key to ending the diabolical invasion of the City at the Center of the World, or will Absalom be drowned in the sea of destruction wrought by the Infernal Incantation?

Written by Thurston Hillman

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Pathfinder RPG: Pathfinder Society8 of 61 of 1

In the naga-ruled nation of Nagajor in southern Tian Xia, the Pathfinder Society finds itself caught between feuding factions in a remote village. Forced to choose a side, the decisions of the agents involved could determine whether or not the Society gains access to a valuable religious artifact considered sacred by the village's nagaji population.

Written by Alex Greenshields

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Pathfinder RPG: Pathfinder Society0 of 61 of 1

The Pathfinder Society discovers an Aspis Consortium base in an ancient Vudran temple now encased in a glacier and sends the PCs to infiltrate it and investigate the extent of the rival organization's regional operations. Can the PCs get in the well-guarded Aspis outpost and escape with their lives and the information the Society seeks?

Written by Jeff Erwin

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

More than a decade has passed since the Goblinblood Wars left the nation of Isger in shambles, and the Pathfinder Society uses the many abandoned roads through the county's interior to smuggle valuable relics. But when a series of attacks on the Varisian caravans carrying the illicit cargo puts the route in jeopardy, it falls to the PCs to investigate and rid the region of the threat to the Society's operations.

Written by Jerall Toi

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

The Pathfinder Society sends a team of agents to meet an important contact in an unassuming restaurant in Absalom’s Ivy District, but not everything is as it seems. What the Pathfinders find there will lead them into a lion’s den of danger and intrigue in the City at the Center of the World.

Written by Jim Groves

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Pathfinder RPG: Pathfinder Society0 of 61 of 1

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

Written by Kyle Baird

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Pathfinder RPG: Pathfinder Society2 of 61 of 1

Uncovering the secrets of a Jeweled Sage reveals that the others are in grave danger, and the PCs set off after notorious jewel thieves before the criminals can disappear with another priceless treasure. When the trail leads to the sages’ hidden sanctum deep within the Pillars of the Sun, the Pathfinders must draw upon both their own resourcefulness and the ancient historians’ power if they are to preserve a millennia-old organization and Osirion’s past.

“Sanctum of the Sages” is the final scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5-12: "A Bitter Bargain" and Pathfinder Society Scenario #5-15: "Race to Seeker’s Folly." All three chapters are intended to be played in order.

Content in “Sanctum of the Sages” also contributes directly to the ongoing storyline of the Osirion faction.

Written by Pedro Coelho

Factions: Scarab Sages

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Pathfinder RPG: Pathfinder Society1 of 60 of 1

Two foes of the Pathfinder Society race toward the dwarven Sky Citadel Jormurdun, aiming to snatch away the Pathfinders' prize. The Society dispatches its best agents to intercept the duo. Can the PCs prevent their enemies from ruining the expedition and put an end to the threat posed by these villains?

Written by Paris Crenshaw

Factions: Grand Lodge

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

After two years of blood and bravery, the Fifth Mendevian Crusade has struck a terrible blow to the Worldwound’s demons and reclaimed lost territory. The Pathfinder Society, as one of the crusade’s partners in this endeavor, has earned the right to explore and salvage what it can of the lost Sarkorian sites under Mendev’s control, and it has identified one ruin as a priority. In fact, the site seems to actively call to one agent in particular, a scarred survivor of abyssal experiments. Venture-Captain Jorsal of Lauterbury has asked the PCs to accompany this agent into the wasteland, where perhaps she might learn how to control her demonic half—or purge it completely.

Content in “Thralls of the Shattered God” also contributes directly to the ongoing storyline of the Silver Crusade faction.

Written by Andrew Hoskins

Factions: Silver Crusade

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Pathfinder RPG: Pathfinder Society1 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

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 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 Society6 of 61 of 1

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

Written by Mike Kimmel

Factions: Liberty's Edge

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Pathfinder RPG: Pathfinder Society7 of 61 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 Society6 of 61 of 1

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

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

Written by Linda Zayas-Palmer

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Pathfinder RPG: Pathfinder Society9 of 121 of 2

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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Pathfinder RPG: Pathfinder Society0 of 60 of 1

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

Written by Brian Duckwitz, Cole Kronewitter, and Nicholas Milasich

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Pathfinder RPG: Pathfinder Society0 of 60 of 1

The River Kingdoms is a tumultuous land of bloodthirsty bandits, treasure-laden ruins, and self-proclaimed kings, and for years it has been the subject of study for Ulisha, a curious and capable half-orc explorer. Shortly after performing a heist that enraged the local nobility, she came across a collapsing stone circle and discovered Silverhex, an enchanted sickle used by druids millennia before. She did not have long to admire her find, though, for the nobles had posted a bounty to end her meddling for good.
Unable to deal with her pursuers on her own, she has contacted you. If you can raise enough money, she’s willing to sell Silverhex to you at a steep discount and then pay off her bounty.

The Silverhex Chronicles is a series of six Quests, short adventures that take you to a graveyard in Gralton, a mist-choked forest in Ustalav, a brainwashed village in Razmiran, an ancient crash site in Numeria, and finally to a city of assassins in Daggermark. All players must use one of the 1st-level Pathfinder Society pregenerated characters, available from paizo.com/pathfinderSociety/gmResources.

Written by Josh Foster, Scott Sharplin, and Walter Sheppard

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Pathfinder RPG: Pathfinder Society7 of 61 of 1

Throughout many an inn and tavern in Absalom, talk centers around the ancient siege castle of Bonekeep. Thought abandoned, rumor now holds that the crumbling fortress might once again harbor a threat to the city. Numerous groups of Pathfinders have ventured inside but few have emerged, speaking of terrors of the body and mind. Despite their losses, the Pathfinder Society has pushed ever deeper into the dungeons underneath Bonekeep, and some believe they may have found its heart. But purging that foul place of the evil within might exact the ultimate price.

This Pathfinder Society Special is only available to be run by 4+ star GMs and Venture Officers.

Written by Jason Bulmahn

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Dungeon World0 of 51 of 1

Everybody loves a party, and when you are a poor townsman it’s even better when someone else foots the bill. The Harvest Festival food and entertainments are as entertaining as they are tasty; Sir Magunnus the Bold puts on a great spread to show his appreciation for the people of your steading, while tinkers, entertainers and sellers of rare items visit for the last time this year before the winter weather closes the roads.

The drunken minstrels are playing dwarven riddling songs, that elf’s pants are filled with dancing weasels, and at the halflings donkey races are just about to wrap up. If you want to beat the rush it’s time to roll up up your sleeves, loosen the fraying rope about your waist, and tuck into the feast; apple blowout, black treacle straws, roast turducken, spiced butter gourds, barrels of Towchester Stout from the next town over, and the traditional funnel cakes coated in sticky honey seed are only some of the treats you hope to make yourself sick on.

It looks like Sir Magunnus has had head start… wait, he’s lurched across the table and is choking on what must once have been a delightful frosted marmalade cake… why is his face so purple? Is that blood spewing from his into the face of his lady love? Is he foaming at the mouth?... Maybe you should skip the marmalade cakes.

Will you survive this festival of death in one piece, or will you join Sir Magunnus in suffering through an unspeakably painful death? Only you can influence if this is a tale of delicious victory or a sad story of doom, death, and dubious leftovers.

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

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

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RPG4 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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RPG1 of 61 of 1

In the cold of space, a derelict spaceship beckons with promises of valuable salvage. However, something much more sinister waits inside. This scenario uses the Cold and Dark game system from Wicked World Games and Chronicle City. It is a dark sci-fi meets space horror setting.

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

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RPG0 of 41 of 1

Based on the popular cartoon show parodying valley girls and spy thrillers. You are teenage girls, doubling as spies for the World Organization Of Human Protection (WOOHP). Television's hottest stars are disappearing! If that weren't bad enough, prom is next week, and you don't have dresses yet! Can you save the celebrities in time for prom?

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

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Savage Rifts5 of 51 of 1

A group of legionnaires are returning from a patrol when they stumble onto a town in the midst of trouble. This settlement, known as Garnet Town, is under pressure from three groups due to the nearby proximity of a nexus point. Depending on the actions of the legionnaires, the future of Garnet Town may lie with any of the groups trying to take control—or none.

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

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Shadowrun2 of 71 of 1

Can you ruin a man’s life in 10 days? Ms. Johnson needs you to soften him up for extraction. The catch? No Killing. No major property damage. No Police. Other than that-use your imagination omae!

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The Dresden Files RPG0 of 51 of 1

Wanna go on a road trip?

In Faerie’s Bargain, the players are on a journey through the supernatural. They’re also being stalked by a pixie with a grudge. No, seriously. He’s pretty mad.

At its core, it’s a game about friends going on an epic, crazy adventure into the unknown. It’s about choice and chance. Players can run into anything from roving biker gangs to demonic beings from beyond the Outer Gates. Explore the Nevernever or creep through the depths of abandoned mines. You can pay an insurmountable debt, or you can crash the predatory lender behind it and hope for the best...

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): 0-1
Adult Themes (0-3): 1-2

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World of Darkness0 of 61 of 1

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

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

Written by Ace Pearce

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11pm-1am
GMT-05
Board Game1 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 Game1 of 81 of 1

Rating: Ages 12+
Language (0-3):0
Violence (0-3):0
Sexual Content (0-3):0
Adult Themes (0-3):0
2-8 Players

Time to film the latest western being produced at Deadwood Studios, makers of terrible western movies. All the special roles are up for grabs: "Man falling off roof", "Crying woman", "Stagecoach driver", "Dead man", and more. Yes, they're all available, and if you're good enough – that is, if you progress up through the "hack" levels represented by the number on your character's die – you may even get to play that complicated character part "Rear-end of Horse"!

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Board Game0 of 60 of 1

2-6 players
Ages: 13+

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

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

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

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

Written by NSB Games

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Board Game0 of 60 of 1

3-6 players
Age 14 and up

BEAUTY AND GUILE IN THE “FLOATING WORLD”

In the Emerald Empire, a special place is set apart from the often-harsh realities of feudal life. Within the “floating world” of the geisha house, great artists are the center of attention: beautiful women who are masters of art, music, and conversation. The prettier and more skilled in her arts a geisha might be, the more popularity she gains and the greater her opportunities for success. But to win such a prize is not easy; a successful geisha must find ways to distinguish herself, to promote her own name over her rivals, or even sabotage rivals. Even within the Emerald Empire’s peaceful domain of the “floating world”, enmity between geisha can be as bitter as a samurai feud.

In Mai-Star, 3-6 players take on the roles of different geishas and compete to earn the most prestigious title. They play cards to raise the reputation of their geisha, and take guests to earn money, which is the measure of victory. Playing a card only raises the geisha’s reputation and will not earn any money. But without raising your reputation, you will not be able to serve the finest guests who can reward the most money or serve as powerful allies.

Players must choose which customer cards to use as advertisers and who to use as guests. When one player runs out of cards, the round is over, and any cards remaining in hand will serve as penalty points, so it’s also a matter of using up your hand as quickly as possible. The player who has earned the most money after three festivals (rounds), is considered as the most skillful geisha, and will inherit the title of Mai-Star.

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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D&D 5e: D&D Adventurers League0 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 League3 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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