Save vs. Hunger 2017

Apr 8-9 in Maryville, TN, US

This event is over.

Apr 2017

SlotScenarioGame / CampaignPlayersGMs
9am-1:30pm
GMT-07
D&D 5e: D&D Adventurers League7 of 71 of 1
D&D 5e: D&D Adventurers League5 of 61 of 1

Amid the gales and snowy Earthspur Mountains, the tumbling ruins of the ancient Tempest Mage’s tower brood over the village of Windy Valley. When a kidnapper flees into the ruins, it’s up to a group of adventurers to apprehend the rogue and save his victim from the vault below.

A four-hour D&D Adventurers League Convention Created Content adventure for 1st-4th level characters, brought to you by Cold Iron Conventions and Draxtar Games.

Written by Greg Marks

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D&D 5e: D&D Adventurers League9 of 122 of 2

When a Thayan research expedition returns from the Glacier of the White Wyrm with only two survivors that are reduced to whispering about an ancient pyramid under the ice, perhaps it is time to discover just what scares the life out of a nation of necromancers.

A 4-Hour Adventure for 5th – 10th, 11th – 16th, or 17th – 20th Level Characters

Written by Alan Patrick

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D&D 5e: D&D Adventurers League8 of 71 of 1

The frost giants of the Ice Mountains have long held to the belief that a great Jarl will one day step forward to unite the families as Konung (king). With the Ordning shattered, Jarl Ryndolg believes that if he can locate Hartkiller’s Horn, a legendary artifact among giant-kind, he could be the one. He may very well have found what he is looking for. A great clarion call has echoed across the Hartvale for two days, and the giants are all marching north. SEER calls upon adventurers to confirm rumors that Ryndolg may have done just that.

Written by Will Straley

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D&D 5e: D&D Adventurers League9 of 122 of 2

HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search of knowledge pertaining to runemagic (or perhaps even how to create them), they were separated and now the pseudodragon fears the worst. Without SEER’s guidance, the efforts of the assembled factions in these recent events may all be for naught!

Written by Cindy Moore

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

Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No longer content to simply attack caravans or isolated homesteads, the hill giant warlord descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to break the siege.

Written by Robert Adducci

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D&D 5e: D&D Adventurers League13 of 204 of 4

Baron Bajram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster.

Written by Merric Blackman

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D&D 5e2 of 61 of 1

The peaceful port-town of Briar Rock is rife for the picking! You and your brethren goblins have begun exploring near the peaceful river community when suddenly your tribe's witch-doctor lady-person has seen a vision of a great magical item: The Look Yourself in the Face Ring. The item is stored in the basement of a chapel at the center of town! You and your brethren have been asked to go to Briar Rock and steal the Look Yourself in the Face Ring for your shaman. Of course, nothing is so simple when it comes to goblins. Players will choose from an array of pre-generated characters, each assigned with a unique secret mission to encourage their backstabbing, conniving nature. Whichever player completes their own secret mission and collects the most treasure by the end of the adventure will win a gift card for a Free Pizza at Geno's Pizza in Pigeon Forge and Gatlinburg!

This uses 5th Edition D&D rules, with minor rule modification discussed at the table.

Written by Ryan Lewis de Ropp

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Savage Worlds5 of 61 of 1

Saturday morning cartoons are back! The Mystery Inc gang is called upon to solve a groovy mystery. Take on the classic characters of Fred, Daphne, Velma, Shaggy, Scooby-Doo, and a special guest star or two and figure out what's really going on. With a bit luck and hard work perhaps you'll be called "those meddling kids!"

Savage worlds is fast, fun, furious gaming in a variety of different settings and genres. This custom setting brings a classic cartoon series to life for players to enjoy. Pregens will be provided. Players need only to bring dice and a love for elaborate traps and comical chase scenes.

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Pathfinder RPG: Pathfinder Society1 of 61 of 1

An active cell of the cult of Lissala—ancient goddess of runes and obedience—has been discovered in the Varisian town of Palin's Cove. Seeking a chance to learn about this long-lost faith not from millennia-old relics but from its current practice, a team of Pathfinders travels to the industrial seaside settlement to uncover the secret coven and infiltrate its services in the guise of prospective converts. Will the Pathfinders discover the knowledge they seek, or will the evil cult subvert them with its vile and seductive faith?

Written by Sam Zeitlin

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Pathfinder RPG: Pathfinder Society5 of 61 of 1

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

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

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

Written by John Compton

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Pathfinder RPG: Pathfinder Society6 of 61 of 1

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.

Written by Tom Phillips

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Pathfinder RPG: Pathfinder Society7 of 61 of 1

Mighty Lung Wa once controlled much of Tian Xia, but the empire crumbled a century ago. Three Successor States have squabbled for dominance ever since, each insisting that it alone is the rightful inheritor of Lung Wa's glory. In the shadow of these mighty nations, the humble land of Shokuro has sought the means to discourage its neighbors' territorial ambitions and earn their respect. When a retired hero learns of a lost, legendary palace that might protect relics of the old empire, she calls on the Pathfinder Society for assistance finding the fabled site. The PCs must travel to each of the Successor States in search of clues to uncover the palace and the treasures within.

House of Harmonious Wisdom includes five 1-hour adventures that take the PCs across central Tian Xia in search of imperial treasures and forgotten secrets. The series includes a beginning adventure and a finale, but players can experience the other parts in any order.

Written by Katherine Cross, Sarah Hood, Jason Owen Black, and Christopher Rowe

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Pathfinder RPG: Pathfinder Society0 of 61 of 1

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

Written by Eleanor Ferron, Jenny Jarzabski, and Landon Winkler

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Shadowrun: Shadowrun Missions1 of 61 of 1

The characters are hired to protect A Neo-Pentathlon athlete that has been receiving death threats.

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Shadowrun: Shadowrun Missions1 of 61 of 1

[Previously 05-10]
A personal PANICBUTTON! has been activated for a VIP who disappeared over 20 years ago, so now the race is on to be the first one to recover it and whoever just activated it! A Shadowrun Missions Living Campaign adventure. Shadowrun 5th Edition character needed.

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9am-4pm
GMT-07
D&D 5e: D&D Adventurers League18 of 213 of 3

CCC-GHC-01 Tharaera Lost
A criminal band known as “Suldran’s Dark” who is active all over the Moonsea region and especially on the waters of the Moonsea itself, recently seized a caravel out of Phlan carrying trade-bars of smelted copper and “batons” of steel ready to be hammered into swords.

Along with all of the cargo, the Dark seized six passengers for ransom. Little did they know that one of the passengers was a Harper agent. A rescue taking the party deep into the Cormanthor forest is now needed.

CCC-GHC-02 Skulljaw Hill
The search for the missing Harper agent has brought you to the small coastal town of Elventree on the south shore of the Moonsea.

With important clues in hand and after a stop at a local festhall, you will be forced to brave further challenges found in the depths of the Cormanthor forest.

CCC-GHC-03 Facing the Dark
A captive Harper agent is being held by the criminal gang “Suldran’s Dark” in the depths of the Cormanthor forest.

Only the most stalwart and brave will be able to face this enemy and rescue the imprisoned Harper.

Written by Ed Greenwood, Alex Kammer

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9am-7pm
GMT-07
Pathfinder RPG: Pathfinder Society7 of 61 of 1

A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved ruler…

Written by Matthew Goodall, the winner of Paizo Publishing's RPG Superstar contest, which allows unpublished authors to compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module.

Written by Matthew Goodall

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2-6:30pm
GMT-07
D&D 5e: D&D Adventurers League6 of 61 of 1

An ambitious plan for the reconstruction of Phlan would expand the city walls to protect all the citizens.

Now a band of emissaries sent to acquire necessary materials has gone missing in the wilds of the Dragonspine Mountains, and only the Heroes of Phlan can find them. But will it be in time to prevent catastrophe for the city?

A D&D Adventurers League adventure set in and around Phlan.

A four-hour adventure for 11th-16th level characters

Written by Eric Scott Di Bie

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

The deepest depths of the ruins of the Tempest Mage's tower have not seen a living soul for centuries. In the silent dark, death waits for you. Will you rush to meet him? Part Three of the Ruined Tower of the Tempest Mage. This is an Adventurers League Approved adventure provided through the Con Created Content Program and sponsored by Cold Iron Conventions and Draxstar Games.

Written by Gary Affeldt

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

The origin of rune magic has long been lost upon the majority of sages and wizards, save those with giant blood. However, with the shattering of the Ordning, rune magic has once again emerged into the Realms. Adventurers must delve into a ruined complex beneath the Spine of the World, suspected by SEER to be the birthplace of that arcane tradition.

Written by Travis Woodall

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

Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by SEER (via HSING) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to adventurers to resolve the infighting in Parnast and prepare the town for the hill giant’s onslaught.

Written by Joe Marflak

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D&D 5e: D&D Adventurers League6 of 122 of 2

Part two of DDAL05-14 Reeducation. HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search of knowledge pertaining to runemagic (or perhaps even how to create them), they were separated and now the pseudodragon fears the worst. Without SEER’s guidance, the efforts of the assembled factions in these recent events may all be for naught!

Written by Cindy Moore

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

Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No longer content to simply attack caravans or isolated homesteads, the hill giant warlord descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to break the siege.

Written by Robert Adducci

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D&D 5e: D&D Adventurers League8 of 71 of 1

Claiming to possess Hartkiller’s Horn, Ryndolg makes his move to take control of the Hartvale. The non-giant residents have been pressed to declare their allegiance or be destroyed. Do they swear fealty to Jarl Ryndolg, or is there another option? Is there another contender to the throne? Sometimes the best choices can be the most dangerous.

Written by Greg Marks

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D&D 5e: D&D Adventurers League11 of 204 of 4

Part 2 of the Eye of Xxiphu. Baron Bajram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster.

Written by Merric Blackman

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Savage Rifts3 of 61 of 1

On the boarder of Arkansas and Tennessee a series of strange events are happening. Coalition forces are pushing deeper and deeper into territories they would never have risked setting foot in to kill the non-human D-Bee’s. As members of the Tomorrow Legion you have been sent out on patrol to help the people of the region both human and non-human this task will take both combat and diplomacy.

Take a journey into the Rifts Setting… 300 years in the future, our shattered Earth is recovering from an event known as the Great Cataclysm that was caused by a great war, massive natural disasters, the return of magic and all the things that came with it including D-Bee’s. An event that wiped out human civilization, brought about the return of magic and has made the Earth into something both familiar and alien with futuristic cities, towns that resemble something out of the old west, and villages that look like something from the dark ages. Humans transform and augment their bodies with bionics, robot exoskeletons, psionic-inducing brain implants, chemicals and magic to survive.

Tears in space and time – the Rifts – are doorways to anywhere. Open one and step through it to travel anywhere on the planet in a matter of seconds. Alien and supernatural beings use them to travel across the Megaverse to arrive on Earth. You are one of the champions, the heroes of mankind, or an explorer or truth-seeker, or simply a mercenary working for money who braves the savage wilderness and dares to face the demons, dragons, aliens and other weird creatures from the Rifts. As well as the forces of the Coalition an evil power of human supremacists that terrorize the non-humans in the name of protecting humanity.

Rules for the Savage Rifts system will be taught and Pre-generated characters will be provided.

Written by Sean Patrick

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Traveller0 of 81 of 1

A Traveller/Cepheus Engine Adventure for 4-8 characters.
Introductory Rules and pregenerated characters provided.

Yonder is one the most distant worlds in the Seven Bridges Road subsector and has recently been the site of political unrest. A group of protestors have occupied an old mining facility in order to bring attention to their cause. Communication was lost with the protestors a couple of weeks ago and their friends and families are worried. The players have been hired to travel offworld to the mining facility, investigate what happened, and return any of the protestors who wish to return.

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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 Society4 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 Society5 of 61 of 1

To most, Mount Shibotai's devastating eruption was a footnote in Tian history. To the shadow-bound wayangs who settled the jagged crater in Minata, the volcano was the reason they inhabited Golarion at all. In their de facto capitol Inahiyi, the wayangs host an annual festival to commemorate the catastrophe that brought them into this world and forced them to ally with their neighbors against a common threat. On especially auspicious anniversaries, the wayangs invite foreigners to contribute to the ceremony, and the Pathfinder Society has negotiated the privilege of having its agents observe the sacred ceremonies as these outside participants. This is no mere anthropological opportunity, though, and the PCs may be all that stands between their world and an unspeakable evil.

Written by Jason Keeley

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Pathfinder RPG: Pathfinder Society4 of 61 of 1

As the Jistka Imperium decayed from within, its artificers and elementalists struggled to repel invaders from Osirion to the east. To channel their elemental power, the spellcasters constructed the mighty Citadel of the Weary Sky, but so much energy attracted a mighty fiend that crushed the tower. The Pathfinder Society knows that many of the mages escaped, but only recently and with the help of a new ally did it learn where they fled. Now the PCs set off for a forgotten Jistkan sanctuary where otherworldly forces now reign.

Content in Refugees of the Weary Sky also contributes directly to the ongoing storylines of the Grand Lodge and Scarab Sages factions.

Written by Jeffrey Swank

Factions: Grand Lodge and Scarab Sages

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Shadowrun: Shadowrun Missions1 of 61 of 1

You are hired to extract a VIP during the
Olympic Closing Ceremonies. How tough could that be?

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Shadowrun: Shadowrun Missions2 of 60 of 1

When bodies start turning up in Chicago’s downtown,
the group is sent to find out what is killing people.

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