Con-Tingency 2018

17-21 Jan in Fordingbridge, HAM, GB

This event is over.

Jan 2018

SlotScenarioPlayersGMs
9am-1pm
GMT+00

Custom/Freeform
3 of 51 of 1

Dark Scandi-fantasy game; the battered Ambrian peoples have claimed the lands south of the great and dark forest of Davokar, pushing the barbarians northward 'neath the leafy eaves. Corruption and hardship balance against the flickering flame of a new hope through the blessing of Prios and Queen Korinthia.

Up to 5 players - all ages welcome, with content moderated based on attendees. Pre-generated characters provided; adventure chosen by mutual agreement at the start of the session from those available.

Adventures: Camp Titan (troubles beset a refugee camp); The Sleepless Path (disgraced soldiers bide their time on guard duty); The Wheel of Misfortune (fleeing the war, ordinary folk face an unexpected challenge); Best Left Unspoken (a community experiences a rash of sudden and inexplicable deaths)

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Pathfinder 1st Edition Pathfinder Society
8 of 61 of 1

Character levels 4-6

Written by Joshua J. Frost

In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world?

City of Golden Death is an adventure for 5th-level characters; it is written for the Pathfinder Roleplaying Game and is compatible with the 3.5 edition of the world's oldest RPG. The adventure features a mix of wilderness and dungeon sites and includes a race through a ruined, golden city to stop evil cultists before the city floods with molten gold!

This adventure is set on the legendary Isle of Terror in the Pathfinder Chronicles campaign setting, but it can be easily adapted for any game world. It can be used as a stand-alone adventure or as the final chapter of the Price of Immortality trilogy, following the adventures Crypt of the Everflame and Masks of the Living God.

In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world?

City of Golden Death is an adventure for 5th-level characters; it is written for the Pathfinder Roleplaying Game and is compatible with the 3.5 edition of the world's oldest RPG. The adventure features a mix of wilderness and dungeon sites and includes a race through a ruined, golden city to stop evil cultists before the city floods with molten gold!

This adventure is set on the legendary Isle of Terror in the Pathfinder Chronicles campaign setting, but it can be easily adapted for any game world. It can be used as a stand-alone adventure or as the final chapter of the Price of Immortality trilogy, following the adventures Crypt of the Everflame and Masks of the Living God.

Please Note This is an all day module - please sign up for all 3 slots

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Pathfinder 1st Edition Pathfinder Society
6 of 41 of 1

Character levels 7-9

Written by Stephen S. Greer

A hundred miles off the Chelish coast lies the remote island of Deepmar, where the House of Thrune sends prisoners to work in crystal mines, wresting valuable spell components from the depths of the earth. A month ago, all contact with the penal colony ceased, and now someone must discover what mysterious fate has befallen the prisoners and guards of this isolated mining operation. The abandoned colony shows no signs of struggle yet something is clearly not right: Herds of animals lie mutilated in the surrounding fields. The savage beasts of the island have run amok inside the compound. And the silent, gaping mines—each named for a different layer of Hell—lead to new threats beyond anyone's imagining. As the PCs explore the island in search of the missing miners and their jailers, what they discover may unhinge their very minds. If left unchecked, the new masters of Deepmar could bring about a new era of madness for all of Cheliax—and beyond.

Please Note This is an all day module - please sign up for all 3 slots

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Pathfinder 1st Edition Pathfinder Society
4 of 61 of 1

Character levels 3-7

Written by Jason Evans

The Society's investigations have borne fruit, but they've also awakened a terrible foe. To avert disaster, the PCs embark for the lawless frontier harbor of Port Eclipse, where one of the Society's allies disappeared while seeking a powerful weapon. In this shadowy urban landscape, it's up to the PCs to find the lost operative, track down this relic, and bring it to bear against the ancient evil that now threatens them all.

Caught in the Eclipse is the final scenario in the three-part "Tyranny of Winds" campaign arc. It is preceded by Pathfinder Society Scenario #8-08: The Sandstorm Prophecy and Pathfinder Society Scenario #8-10: Secrets of the Endless Sky. All three chapters are intended to be played in order.

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2-6pm
GMT+00

Custom/Freeform
2 of 61 of 1

Written by Ed Jowett

Stiletto Unit 1 - In the far future, Humanity and aliens are ruled over by a group of companies. However, due to intense dissatisfaction, a Resistance movement has risen up and opposes the existing government. In this session, you take the roles of the flagship unit of the Resistance, Stiletto Unit. An investigation into arms smuggling turns into a desperate rush to stop the assassination or an important figure for equality within the Consortium...

Era d10 Rule System

From 2 to 6 players - all ages welcome - Pregenerated characters provided

Ideally this should be played with ERA:The Consortium - Stiletto 2

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Custom/Freeform
0 of 51 of 1

Investigative horror in Lovecraft's sanity-shattering universe; where keeping out of harms way and mustering all your investigative resources might be the only thing keeping you alive and in your right mind.

Up to 5 players - ages 13+, with content moderated based on attendees. Fast character generation means we will create investigators at the start of the session; adventure chosen by mutual agreement at the start of the session from those available.

Adventures: Save Innsmouth (a student documentary); Tainted Meat (wilderness weekend away); Operation Header (Arctic recon mission); Thro' Centuries Fixed (small town amnesia)

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Dungeons & Dragons 5th Edition D&D Adventurers League
17 of 183 of 3

Character levels 1-4

Written by Rich Lescouflair

So you’ve finally arrived in Chult. Now that you’ve gotten over the shock of Port Nyanzaru’s exotic beauty, it’s time to get down to business. The five factions await contact and will no doubt have some work for you to do. Reach out to them and let them know that you’re ready to do what needs to be done!

Five One-Hour adventures
Adventure Premiere: Origins, RolePlay Rally , UKGE, AwesomeCon
DMsGuild Release: Tuesday 9/5/2017

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Pathfinder 1st Edition Pathfinder Society
8 of 61 of 1

Character levels 4-6

Written by Joshua J. Frost

In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world?

City of Golden Death is an adventure for 5th-level characters; it is written for the Pathfinder Roleplaying Game and is compatible with the 3.5 edition of the world's oldest RPG. The adventure features a mix of wilderness and dungeon sites and includes a race through a ruined, golden city to stop evil cultists before the city floods with molten gold!

This adventure is set on the legendary Isle of Terror in the Pathfinder Chronicles campaign setting, but it can be easily adapted for any game world. It can be used as a stand-alone adventure or as the final chapter of the Price of Immortality trilogy, following the adventures Crypt of the Everflame and Masks of the Living God.

In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world?

City of Golden Death is an adventure for 5th-level characters; it is written for the Pathfinder Roleplaying Game and is compatible with the 3.5 edition of the world's oldest RPG. The adventure features a mix of wilderness and dungeon sites and includes a race through a ruined, golden city to stop evil cultists before the city floods with molten gold!

This adventure is set on the legendary Isle of Terror in the Pathfinder Chronicles campaign setting, but it can be easily adapted for any game world. It can be used as a stand-alone adventure or as the final chapter of the Price of Immortality trilogy, following the adventures Crypt of the Everflame and Masks of the Living God.

Please Note This is an all day module - please sign up for all 3 slots

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Pathfinder 1st Edition Pathfinder Society
6 of 41 of 1

Character levels 7-9

Written by Stephen S. Greer

A hundred miles off the Chelish coast lies the remote island of Deepmar, where the House of Thrune sends prisoners to work in crystal mines, wresting valuable spell components from the depths of the earth. A month ago, all contact with the penal colony ceased, and now someone must discover what mysterious fate has befallen the prisoners and guards of this isolated mining operation. The abandoned colony shows no signs of struggle yet something is clearly not right: Herds of animals lie mutilated in the surrounding fields. The savage beasts of the island have run amok inside the compound. And the silent, gaping mines—each named for a different layer of Hell—lead to new threats beyond anyone's imagining. As the PCs explore the island in search of the missing miners and their jailers, what they discover may unhinge their very minds. If left unchecked, the new masters of Deepmar could bring about a new era of madness for all of Cheliax—and beyond.

Please Note This is an all day module - please sign up for all 3 slots

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Pathfinder 1st Edition Pathfinder Society
6 of 61 of 1

Character levels 1-5

Written by Benjamin Bruck

Every year, the Sargavan government hosts the Sargava Chalice, a contest of speed and survival that draws eager competitors from far and wide, each hoping to win fame, fortune, and glory. This year, the Pathfinder Society has taken a special interest in the competition, sponsoring a team of agents to compete to win the trophy. Can the PCs overcome their competition and the dangers of the Sargavan wilderness to emerge victoriously?

Blazing Dangerous Trails is the first scenario in the two-part "Champion's Chalice" campaign arc. It is followed by Pathfinder Society Scenario #8-21: Agents of the Eye. Both chapters are intended to be played in order.

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Pathfinder 1st Edition Pathfinder Society
6 of 61 of 1

Character levels 5-9

Written by Crystal Malarsky

Brevoy may seem a united country, but its noble houses are ever on the brink of warfare while King Noleski Surtova struggles to keep the peace and prove his legitimacy. A neutral township’s baron has died, and the loyalists of several houses have rekindled old rivalries while maneuvering for their respective lords to control the region. As the noble houses maneuver armies nearby in the name of “peacekeeping,” the teeters on the precipice of war. Hostilities could spell the end of a famous ruin that the Society is yet to document, and Pathfinders must travel into the powder keg region to delay hostilities long enough to salvage and study the site. For the truly ambitious, it may be possible to avert the war altogether, but canny nobles as likely to see the PCs as pawns as mediators.

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Pathfinder 1st Edition Pathfinder Society
2 of 61 of 1

Character levels 3-7

Written by Brian Duckwitz

The sprawling maze of caverns and tunnels beneath the hilltop city of Kaer Maga are home to a host of dangers and mysteries. A dedicated group of guards called the Duskwardens is responsible for protecting Kaer Magans and visitors alike from everything that lurks below. Despite the Duskwardens' best efforts, the influence of one of the vaults has been spreading on to the streets of Kaer Maga. It falls to a group of Pathfinder Society agents to navigate the factions of Kaer Maga to access and strike at the heart of the lurking threat.

Beyond the Halflight Path 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. The scenario has nine different possible villains, as well as myriad other options for the GM to customize the dangers that the PCs face.

Released on Wednesday, 29th November, 2017.

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Pathfinder 1st Edition Pathfinder Society Faction (The Exchange)
2 of 61 of 1

Character levels 1-5

Written by Kris Leonard

In the port of Senghor, it is taboo to even speak of the accursed ruin of Boali that sits on the other side of the bay, let alone to set foot in its rubble-strewn streets. Yet rumors have reached the Pathfinder Society that the Aspis Consortium has sent agents to search through this forbidden city. Although few people willingly travel to its shores, Boali is far from quiet. It falls to a small group Pathfinder agents to get to the bottom of the Aspis plot without falling prey to the ruin's dangers. Can the PCs bring the Consortiums' true motives to light?

Contents in Signs in Senghor also contribute directly to the ongoing storyline of the Exchange faction.

Released on Wednesday, 27th December, 2017.

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7:30-11:30pm
GMT+00

Custom/Freeform
2 of 61 of 1

Written by Ed Jowett

The Resistance has discovered a weapon which threatens 14 billion lives. The Resistance is in panic mode... it's up to Stiletto Unit to stop this weapon.

Era d10 Rule System

From 2 to 6 players - all ages welcome - Pregenerated characters provided
Ideally this should be played with ERA:The Consortium - Stiletto 1

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Dungeon Crawl Classics RPG
1 of 61 of 1

You awaken in a damp, musty dimly lit cell. Your head hurts your arms feel stiff and why can’t you move them properly. How did you get here and where is “here” exactly …..is that salty stink the fetid whiff the Great Salt Marsh or is it the unwashed stench of one of the other poorly dressed oafs you can dimly make out in the gloom now your eyesight is starting to clear and your fragmented memories start to flood back to you….clearly you need to shrug off this fug and find some way out of here ….I wonder if you might get some of the others to help you?

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Dungeons & Dragons 5th Edition D&D Adventurers League
12 of 122 of 2

Character levels 5-10

Part Two of the Ruined Tower of the Tempest Mage
Knock, knock, open the door.
Tick tock, time is short.
Stalk, stalk, it comes for you.
How will you open the lock, once you can no longer wind the clock?

A four-hour adventure for 5th-10th level characters

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Pathfinder 1st Edition Pathfinder Society
8 of 61 of 1

Character levels 4-6

Written by Joshua J. Frost

In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world?

City of Golden Death is an adventure for 5th-level characters; it is written for the Pathfinder Roleplaying Game and is compatible with the 3.5 edition of the world's oldest RPG. The adventure features a mix of wilderness and dungeon sites and includes a race through a ruined, golden city to stop evil cultists before the city floods with molten gold!

This adventure is set on the legendary Isle of Terror in the Pathfinder Chronicles campaign setting, but it can be easily adapted for any game world. It can be used as a stand-alone adventure or as the final chapter of the Price of Immortality trilogy, following the adventures Crypt of the Everflame and Masks of the Living God.

In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world?

City of Golden Death is an adventure for 5th-level characters; it is written for the Pathfinder Roleplaying Game and is compatible with the 3.5 edition of the world's oldest RPG. The adventure features a mix of wilderness and dungeon sites and includes a race through a ruined, golden city to stop evil cultists before the city floods with molten gold!

This adventure is set on the legendary Isle of Terror in the Pathfinder Chronicles campaign setting, but it can be easily adapted for any game world. It can be used as a stand-alone adventure or as the final chapter of the Price of Immortality trilogy, following the adventures Crypt of the Everflame and Masks of the Living God.

Please Note This is an all day module - please sign up for all 3 slots

View this session by itself

Pathfinder 1st Edition Pathfinder Society
6 of 41 of 1

Character levels 7-9

Written by Stephen S. Greer

A hundred miles off the Chelish coast lies the remote island of Deepmar, where the House of Thrune sends prisoners to work in crystal mines, wresting valuable spell components from the depths of the earth. A month ago, all contact with the penal colony ceased, and now someone must discover what mysterious fate has befallen the prisoners and guards of this isolated mining operation. The abandoned colony shows no signs of struggle yet something is clearly not right: Herds of animals lie mutilated in the surrounding fields. The savage beasts of the island have run amok inside the compound. And the silent, gaping mines—each named for a different layer of Hell—lead to new threats beyond anyone's imagining. As the PCs explore the island in search of the missing miners and their jailers, what they discover may unhinge their very minds. If left unchecked, the new masters of Deepmar could bring about a new era of madness for all of Cheliax—and beyond.

Please Note This is an all day module - please sign up for all 3 slots

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Pathfinder 1st Edition Pathfinder Society
5 of 61 of 1

Character levels 5-9

Written by Tom Phillips

The mist-shrouded Gloomspires have defied local seafarers and treasure hunters for centuries, but Venture-Captain Calisro Benarry has nearly unlocked the secrets of the spire where the dread pirate Sevenfingers hid his treasure. Great prizes beget jealous rivals, though, and the PCs must be prepared to fend off all others who desire Sevenfingers's riches—rivals both past and present.

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Pathfinder 1st Edition Pathfinder Society
5 of 61 of 1

Character levels 1-5

Written by Nicholas Herold

Ages before the rise of modern civilization, the cyclops empire of Ghol-Gan ruled what is now the Mwangi Expanse. The Society sends the PCs deep into the untamed Kaava lands to explore a cyclops ruin, where with a new tool in hand, the Pathfinders might uncover its forgotten and dark history. Can the PCs prevent the ruin's past from becoming Sargava's future?

Agents of the Eye is the second scenario in the two-part "Champion's Chalice" campaign arc. It is preceded by Pathfinder Society Scenario #8-18: Blazing Dangerous Trails. Both chapters are intended to be played in order.

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Pathfinder 1st Edition Pathfinder Society
2 of 61 of 1

Character levels 3-7

Written by Jason Bulmahn

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.

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Starfinder Starfinder Society Quest Repeatable Starship
4 of 41 of 1

Character level 1

Written by Ron Lundeen

A series of five Starfinder Quests designed for 1st-level characters.

When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder team, the Starfinder Society takes note. The PCs are dispatched to discover how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars.

Into the Unknown includes five 1-hour adventures that take the PCs from exploring Absalom Station, to partaking in starship combat, to exploring an alien world. The fifth adventure in the series provides a stunning conclusion that takes the PCs' previous accomplishments into account for a climactic final showdown against an enemy starship.

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Vampire: The Masquerade
0 of 121 of 1

The 1st tradition has been broken by “the prince says” one of you. The prince is not concern with who takes the blame so let the back stabbing, deal making and fake smiles loose on the court of Elysium. To night there is a vote and someone’s life is going to change based on the outcome. Can you keep your self out of trouble while making sure your enemy’s fall out of favour? But is that the end of it were could this lead and who did really break the first tradition.


Your imagination, a way to take some notes, a knowledge of rock, paper, Scissors. Everything else is up to you I am not making this a too formal Vlarp you can come dressed up if you like or just come in your normal clothing. Any questions feel free to text me

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