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225 events found
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Who Tastes the Taster?

GM: Mark Schynert
Type: RPG
System: Compleat Arduin
Edition: Editor's Cut
Players: 5
Provided: All characters provided by GM
Power Level: 8th
Variations: Glow clouds may not be PTA members
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

There's hamburger all over the road in Mystic, Connecticut, Destiny ordered the lobster roll, and nobody expects Spanish disquisition. Fix it; figure it out; enjoy fifteen minutes of fame.

The Silver and the Grey

GM: James E. Puder
Type: RPG
System: Hero 5th Ed. (Champions)
Edition: 4th/5th blend
Players: 6
Provided: Players provide their own characters
Power Level: 200 pts 150 pts disads 9-12 DC 20-33 DEF
Variations: no cosmic power pools or powers re speed chart
Rules Knowledge: Useful
Game Content: Mainstream

Silver Streak was a super-thief. Though she was non-violent, she was definitely a lawbreaker. 5 years ago, she disappeared after pulling of her biggest heist, robbing the Federal Reserve Bank in San Francisco. Never a violent type, she avoided conflict, and tried her best not to injure innocents or even guards.

Now, new thefts are taking place, and they seem to mirror the style of Silver Streak, with only 1 difference. These robberies are violent, with injuries aplenty. The most recent one left the guards hospitalized, and several bystanders injured.

Will you rise up and stop this renewed menace, or will she once again Streak away into the night?

Vacation Time!

GM: Doc Cross
Type: RPG
System: TOON
Edition: Deluxe
Players: 10
Provided: All characters provided by GM
Variations: why not!
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Welcome to Island Adventures, your tropical wonderland and dream vacation destination! Come have fun in the sun! We have plenty for you to do!

Including: kayaking, canoeing, bungee jumping, swimming, mountain biking, hiking, dune buggies, snorkeling, hang gliding, skiing, laying on the beach drinking, eating too much, meeting others and finding romance, dancing, karaoke, blowing things up, yoga, violence, painting classes, beating the crap out of each other, hot air ballooning and the odd attack by zombies.
Website: /dociverse.wordpress.com/

5th Edition Pulp: Army of Madmen

GM: Doc Cross
Type: RPG
System: Dungeons & Dragons 5.0
Players: 6
Provided: All characters provided by GM
Power Level: 5th
Variations: adapted for pulp adventuring
Rules Knowledge: Useful
Game Content: Mainstream

An army of madmen is wrecking havoc in Southern California, stealing and destroying valuable military gear. You are agents of Doc Tempest and your mission is to stop them.

The PCs will be seasoned adventurers and crime fighters, each a different type of specialist. The 5th edition D&D rules work very well for this sort of game.
Website: /dociverse.wordpress.com/

Once More unto the Breach!!

GM: Chris Muoio
Type: RPG
System: Dragon Age
Players: 8
Provided: All characters provided by GM
Power Level: 6th
Rules Knowledge: Useful
Game Content: Mainstream

The Breach has been closed by the Herald of Andraste and Corypheus has fled into the wilds of the Elven Dales. As the battle between the inquisition and the forces of darkness reach a final all out crescendo a small group of inquisition agents has stumbled upon a plan to thwart the inquisition in their hour of final victory. The Vinitori have stumbled upon an ancient elven plot that could unravel all of reality as they know it and bring the veil crashing in on reality once more. They have taken it upon themselves to pursue agents of the Vinitori and Corypheus' corrupted minions into the darkest past of both the Dalish Elves homeland as well as the darkest reaches of the Fade. Time is running short as these eight agents with both diverse backgrounds and dark secrets fight for their survival and their very sanity as they attempt to thwart the dark designs of the enemies of the Inquisition and all Thedas, once and for all. Set during Act III of Dragon Age: Inquisition.

In the Middle of the Monkeys

GM: Marc Willner
Type: RPG
System: Feng Shui
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Variations: Equipment changes to match the era
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It is 1850. Victoria is Queen of England, Louis Napoleon is President of France and Franz JoseF is Emperor of Austria. There is trouble in the Gold Fields of California. You need to find out what is going on and protect the miners and laborers. NOTE: Those archetypes that have equipment and weapons will have them modified to 1850s equivalents.

Game of Thrones/A Song of Ice and Fire

GM: Gil Trevizo
Type: RPG
System: One Roll Engine
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

It is 252 A.C. (After the Conquest). Brynden Rivers - the bastard son of the dead King Aegon V Targaryen, once the Hand of King and Master of Whisperers to his nephews the dead Kings Aerys I and Maekar I, infamous as 'Lord Bloodraven' for his violent suppression of the Blackfyre Rebellions, now exiled to the North as Lord Commander of the Night?s Watch - has disappeared while ranging far into the Lands of Always Winter. A group of men of the Night?s Watch are sent to find him, while the wildling women of Clan Bloodsister search for him as well. Together, this ragtag band of convicts, outcasts, and old comrades will brave dangers from man, beast, and Others to find their former commander in the dark, icy wastes of that which lies Beyond the Wall.

This game is set in the world of A Song of Ice and Fire, 46 years before the events of Game of Thrones. The system is One Roll Engine, the base system used in the games Godlike and Wild Talents. Beginners are welcome. This game will be gritty, violent, and full of adult themes, just like the TV show and book series.

Spirits of the Saints

GM: Rian McMurtry
Type: RPG
System: Advanced Dungeons & Dragons
Edition: 2nd
Players: 8
Provided: All characters provided by GM
Power Level: 1st
Variations: Masque of the Red Death Ravenloft
Rules Knowledge: Useful
Game Content: Mainstream

What is haunting 1890 San Francisco? What horrors are making things go bump in the night?

This will provide an initial explanation of the variant rules in Masque of the Red Death. I use pregenerated characters

Friends, ORGES, Countrymen!

GM: Jim Kundert
Type: Sci-Fi Miniatures
System: OGRE Miniatures
Players: 6
Provided: All miniatures provided by GM
Power Level: Nuclear!
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Slug it out in classic nuclear style with Heavy Tanks, GEVs, and massive psychotic cybertanks. Beginners Welcome, All miniatures supplied.
Website: www.sjgames.com/ogre/

Jungle Vine Swingers A-Go-Go

GM: Arthur Stone Wallis
Type: RPG
System: It Came From the Late, Late, Late Show
Edition: Zero
Players: 6
Provided: All characters provided by GM
Power Level: B-list
Variations: The tingler is loose in the theater. Scream for your lives!
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

It's been a long day. Thank the good lord for Saturday night frights featuring Elvira and Joel Hodgeson. It's movie time, and I don't know what to expect.

But the Popcorn is ready. TV guide open: 'Rebellious teens challenge their inhibitions while fighting off natives and monsters in a primordial jungle'? This better be good. *click*

The Orcish Brigade XIV: The Damn Busters

GM: Arthur Stone Wallis
Type: RPG
System: Orcish Brigade
Edition: New & Improved!
Players: 7
Provided: All characters provided by GM
Power Level: Orcish Special Forces
Variations: Think I got it 'just about' right.
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

ATTENTION!

Over that mountain yonder lies Ironfort. A major weapons manufacturing town for the forces of Kultur, our fierce human rivals. Smithies work day and night, producing cold steel for the front lines.

But the weapons are cooled, and the bellows worked, by the waters of the dammed river Ebu. Should that dam fail, our enemies will be crippled.

You know what to do.

Wait...you DON'T know?! WELL FIGURE IT OUT, ORCS! GET OUT OF MY OFFICE!

Return of Captain Morgan: The Silver Train Heist

GM: Keith Fojtik
Type: RPG
System: Pathfinder
Players: 6
Provided: Players provide their own characters
Power Level: 9th
Variations: No gunslingers/summoners/companions
Rules Knowledge: Expected
Game Content: Mature Themes

Captain Morgan is back and he has a prize booty targeted. Sail in, hit the train and get out with as much silver as possible. What could go wrong? It's the pirates life for you. So drink some rum, sharpen your sabers and keep a lookout over the horizon. Captain Morgan and his crew is coming.

Adventure to Mouse City

GM: Patrick Hamilton
Type: RPG
System: Gamma World
Edition: D20/Whitewolf
Players: 8
Provided: All characters provided by GM
Power Level: 7th-9th
Variations: Sprinkling of 3.5
Rules Knowledge: Useful
Game Content: Mainstream

Our band has secured the Jick'son hospital and driven the Rank of the Fit out of the city proper. The restorationists now turn their attention to the south where a group of Radiation worshipping mutants have taken control of O'land and it's capital Mouse City.

Indiana Jones And The City of Impossible Angles

GM: William Lee
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: Pulp Heroes
Variations: Pulp Cthulhu Supplement
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The year is 1940. The Nazis are masters of Europe, and they may soon be masters of the world. For there are terrifying rumors that the Nazis have discovered clues to the location of an ancient Nameless City filled with lost technologies so wondrous that they defy the understanding of modern science. With the eldritch secrets they could loot from the Nameless City, the Nazis would be unstoppable.

Now, Indiana Jones and his friends must beat the Nazis to the Nameless City before unspeakable horrors are unleashed upon the world!

INDIANA JONES AND THE CITY OF IMPOSSIBLE ANGLES is a Call of Cthulhu 7th edition adventure using the Pulp Cthulhu supplement published by Chaosium. The players will step into the roles of Indiana Jones, Marion Ravenwood, Salah, Marcus, Short Round, Willie Scott, and Dr. Henry Jones, Sr. and embark on a sanity-blasting, Nazi-punching adventure to save the world!

No, Mr. Bond, I Expect You To Die!

GM: William Lee
Type: RPG
System: FATE
Edition: Accelerated
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

It has finally happened. Instead of telling 007 his plans for world domination, a villain has simply killed James Bond. Now, a group of sort-of-but-not-really qualified agents must pick up where Bond left off. You have been issued your License to Kill. It is time to save the world and look good doing it.

NO, MR. BOND, I EXPECT YOU TO DIE! is a tongue-in-homage to classic Bond movies of the 60's and 70's.

OK, We Need to Rebuild the World

GM: Eric Robert Rauscher
Type: Other
System: The Quiet Year
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A story telling game about rebuilding after ? Build a map, build a civilization.

Arrow of the Gods

GM: Michael Siverling
Type: RPG
System: Traveller
Edition: Classic
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A massive, city sized ship appeared from nowhere. No one who has ventured to it has returned. Now it's your turn.

The Second War of the Worlds

GM: Michael Siverling
Type: RPG
System: Dare
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The perfidious Martians have struck again! Can H.G. Wells and Her Majesty's Most Irregulars stop them?

City of the Old

GM: Ryan Hulse
Type: RPG
System: Exalted
Edition: 1st
Players: 10
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Tale is told of a city where some from the first age still reside it brings you to this Island where you hope to find answers and more clues... what will you find on this island is all up to you and your own nerve

Mythos Trek

GM: Whitney Lee Preston
Type: RPG
System: Call of Cthulhu
Edition: Classic
Players: 7
Provided: Characters may be provided by GM
Variations: BRP - Geared for Player Enjoyment
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Crew of the USS Constitution will run afoul of Mythos - Related Horrors, Children of the Realm of Fairy, a pumpkin throwing Ghoul, and a Phantom Rider. In the year 1774...?

Graduation Day

GM: Don Satow
Type: RPG
System: Hero 6th Edition (Champions)
Players: 6
Provided: Characters may be provided by GM
Power Level: 8d6/12d6, 8CV/10CV, 5/7 Spd
Variations: 5th ed. OK; No VPP, no Find or Lack of Weakness
Rules Knowledge: Useful
Game Content: Mainstream

It's graduation day at the CAPES. Superkids and Superparents are invited. Players will be allowed up to two characters representing a child graduating and a parent. The child is at 8d6, 8 CV, 5 Spd power level. The parent is allowed to be at 12d6, 10CV, 7 Spd power levels.

The Final Stand

GM: Jason Carpenter
Type: RPG
System: Pathfinder
Edition: PF V.1
Players: 6
Provided: Characters may be provided by GM
Power Level: 16th
Variations: See web for details; no D&D 3.0/3.5
Rules Knowledge: Useful
Game Content: Mainstream

20-pt buy, standard/uncommon races only, 315K wealth, NO guns/pets/summoners, no D&D 3.0/3.5

While armies clash and fires blaze above, the kingdom?s fate hangs on three children in the secret sanctum below the keep. Hold the fort, protect the young, defeat the invaders.

You, the kingdom?s greatest heroes, whether by call to loyalty or gift of gold, have agreed to sit out the invasion of your capitol. Below the keep, an ancient fort keeps the royal family safe in times of danger, and you are the protectors. Your oath: to protect the family with your lives, if necessary. The king and queen expect to die this night, and the sanctum is protected from scrying and travel magic, so there should be few who know of it. But such secrets can always be found out, and the enemy has a taste for the royal bloodlines that it conquers. Can you keep the children safe?I will not allow non-Paizo PF supplements. Create PCs using the mainstream Paizo PF books and official Paizo content as found in Hero Lab. For Con games, I play rules out of the book, with only very minor changes that will not affect your tactics. I don?t stop too long over a rules argument, however, so if we get stuck, we?ll just make a decision and plow ahead.

Although I am sympathetic to the situation, please do not bring children to play in the game.

The Crown of Mog?

GM: Todd Westerlund
Type: RPG
System: Pathfinder
Players: 6
Provided: Players provide their own characters
Power Level: 16th Dwarves only: 25pt buy, 300K wealth
Variations: Only Paizo Books, No guns/summoning/pets/mounts
Rules Knowledge: Expected
Game Content: Mature Themes

Dwarven Adventure into the depths of UnderEpica in search of the Crown of Thorns to heal the sick King Mog. He has hand-picked the best of his Dwarven Horde to travel deep into the dungeons below the city of the Drow. Crazy hats will be given out! Who wears the Crown of Thorns?

Cthulhu Trek

GM: Gene Lancaster
Type: RPG
System: Trail of Cthulhu
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: low
Variations: Lite
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

No knowledge of Trail of Cthulhu or Star Trek is required.

The USS Yorktown has received orders from starfleet to answer a distress ping from the USS Kongo.

The Kongo is trapped within a galactic storm... Communications cannot be established.
Tractor Beams are out of range.
Transporter use impossible.
A starship cannot be risked.

A damage control team is sent via shuttlecraft to the derelict constitution class starship.

Using the Trail of Cthulhu game system you will unravel the mystery of the derelict.
Website: www.oldheroesneverdie.com/scenarios/cthulhu-trek.html

Phase 10

GM: Karen Emerick
Type: Card
System: Phase 10
Power Level: Mainstream
Rules Knowledge: All materials provid
Costume Suggestions: 6

Survive: Escape from Atlantis

GM: Karen Emerick
Type: Board
System: Survive: Escape from Atlantis
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Escape from a sinking island. If you are lucky you find a boat. If not, the sharks, monsters, and whales might get you. Move your people off the sinking island and onto solid shore avoiding disaster.

Get thee to the Escape Pods!

GM: Mike Eckert
Type: Board
System: CLANK!
Edition: In Space!
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The evil Lord Eradikus has all but conquered the galaxy and is now on a victory lap across the sector in his flagship, Eradikus Prime. He may rule with an iron grip, but his most prized artifacts are about to slip through his cyborg claws. You and your fellow thieves have challenged each other to sneak aboard his ship, hack your way into its command module, and steal from him.

Who Are You? Who Am I?

GM: Jeff Boles
Type: RPG
System: Dungeons & Dragons 5.0
Players: 8
Provided: Players provide their own characters
Power Level: 6th
Variations: Core books only
Rules Knowledge: Useful
Game Content: Mainstream

I am glad you have found the time to help me with a problem. I have to solve two problems at the same time and a very personal issue would not get the appropriate attention. I have to send someone in my place to protect my friend. I would like you to do this and I can pay you well. What say you? Devils, dragons and beholders don?t worry you, right? Oh, there also might be Illithids, Drow and Elementals. Are we still good here?

Avengers Assemble!

GM: Michael Skeen
Type: RPG
System: Marvel Superhero
Edition: TSR Advanced
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Play as one of your favorite Avengers: Iron Man! Thor! Captain America! Black Widow! Black Panther! Captain Marvel! and more. Do you have what it takes to become one of Earth's Mightiest Heroes and save the Earth when you are needed most?

It's Not the Zombies that Get Ya....

GM: David Weinstein
Type: RPG
System: All Flesh Must Be Eaten
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: Norms
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

So, what happens when you have traveling college students investigating stories of buried treasure, rural locals just wanting to take a fishing trip, Men In Black doing who knows what, and zombies? One would think mayhem, but it is almost as if this confluence of events is no accident...

You Can't Take the Stars from Me (Part 1 of 2)

GM: Paul Coulter
Type: RPG
System: Savage Worlds
Edition: Deluxe
Players: 6
Provided: All characters provided by GM
Power Level: Seasoned/Veteran
Variations: SCI-FI SPACE OPERA TRAVELER
Rules Knowledge: Useful
Game Content: Mainstream

This is part 1 of 2--The crew (freshly mustered-out from military service), take possession of an old ship that is also being mustered out of service into what is called 'detached duty'. They try to do their best to stay clear of slavers, pirates, hostile governments and black holes as they navigate the space lanes, looking into the black and seeing it from 6 different perspectives. They ply their trade to turn a buck as they run guns between worlds in a civil war, make contacts that can help them out of a bind when needed and fly the trade routes in hopes of bigger and better payoffs that can fuel upgrades to their ship, fund a retirement settlement on a resort world, or maybe just pay for some needed shore leave. The final frontier, the end of the known galaxy, thousands of years in the future or is it the past? Can you survive the pitfalls?

You Can't Take the Stars from Me (Part 2 of 2)

GM: Bill Sprouse
Type: RPG
System: Savage Worlds
Edition: Deluxe
Players: 6
Provided: All characters provided by GM
Power Level: Seasoned/Veteran
Variations: SCI-FI SPACE OPERA TRAVELER
Rules Knowledge: Useful
Game Content: Mainstream

This is part 2 of 2 - The crew (freshly mustered-out from military service), take possession of an old ship that is also being mustered out of service into what is called 'detached duty'. They try to do their best to stay clear of slavers, pirates, hostile governments and black holes as they navigate the space lanes, looking into the black and seeing it from 6 different perspectives. They ply their trade to turn a buck as they run guns between worlds in a civil war, make contacts that can help them out of a bind when needed and fly the trade routes in hopes of bigger and better payoffs that can fuel upgrades to their ship, fund a retirement settlement on a resort world, or maybe just pay for some needed shore leave. The final frontier, the end of the known galaxy, thousands of years in the future or is it the past? Can you survive the pitfalls?

Fungi of Fear II--The Brain is Back!

GM: Jeff Hatch
Type: RPG
System: Pulp Adventure
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: Cliffhanger
Variations: Cthulhu Pulp & Drive-In Pulp
Rules Knowledge: Useful
Game Content: Mainstream

A year after the events which took place at the Solomon Asylum. When suspicious things begin to happen again--the gang begins a hunt for the evil Doctor Blood.

This is the second chapter in the Fungi of Fear Saga. It is a play-test for an upcoming release from Planet Pulp Productions.

Note to players from last year, this scenario picks up where last year left off.

GM: Jeff Hatch
Type: RPG
System: Pulp Adventure
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: Cliffhanger
Variations: Cthulhu Pulp
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A group of survivors fight to reach Miskatonic University to seek out a cure for the Zombie Apocalypse. What will they find within the ancient halls of Accademia?

This is a continuing play-test for a possible product in the future. The general plot is normal Cthulhu scenarios which take place in the Zombie Apocalypse.

Tales from the Future that Never Was: Mechagodzilla Et Al

GM: Joe Di Lellio
Type: RPG
System: Hero pre-5th Edition (Champions)
Players: 6
Provided: Players provide their own characters
Power Level: 10-14+ DC, appropriate CVs & defenses
Variations: minor
Rules Knowledge: Expected
Game Content: Mainstream

Seatopia ravaged by the Kentaurans, Mechagodzilla gone... but to where? And what now?

Web description: Under construction, we'll see if this time (for sure!) it actually gets past that point.
Website: www.planetx.org/~joed/ddc/xxxxiii.html

Resident Evil DBG

GM: Thomas Hanjes
Type: Card
System: Resident Evil Deck Building Game
Players: 7
Provided: All materials provided by GM
Variations: Some minor house rules
Rules Knowledge: Beginners Welcome
Game Content: Family

Enter the mansion and defeat the monsters lurking inside!

Mountains of Madness

GM: Frank Alonso
Type: Board
System: Eldritch Horror
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Inspired by H.P. Lovecraft?s novella about an Antarctic expedition ravaged by inhuman, prehistoric creatures, this expansion allows you to trace the doomed expedition?s path and enter the immense City of the Elder Things. What happens in Antarctica has worldwide repercussions ? freshly-awakened horrors are spreading across the globe. Monsters and mysteries are surfacing in areas long considered safe.
Eight investigators offer you new roles to play as you confront these chilling, inhuman threats. Numerous additional Assets, Spells, Artifacts and Conditions may help investigators or harm them, and for the first time, Adventures and Prelude cards shape the international struggle against the Ancient Ones. Do you have the strength to survive Antarctica?s frozen wastes, encounter the Mountains of Madness, and stave off the end of human civilization?

Drackie's Back

GM: Joe Cenizal
Type: Board
System: Fury of Dracula
Edition: 3rd
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Drackie's back and he's furious. Hunt him down before he can take over Europe. What a Daymare!

Dunwich Horror

GM: Joe Cenizal
Type: Board
System: Mansions of Madness
Edition: 2nd
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Come to see Dunwich for an investigation of strange goings on. Stay for the Horror. Ia Ia Yog Sothoth. Tekeli Li Tekeli Li!

Lure of the Beast

GM: Brad Nozik
Type: Card
System: Vampire: The Eternal Struggle
Players: 15
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Vampire: The Eternal Struggle. Join fellow methuselahs in the quest for dominance. Use your mortal and immortal pawns to oust your prey. Make and break deals to keep your foes off you. Tournament rules apply. Prizes. Bring your own deck, but a few. loaners will be available if you don't have one.
Website: vekn.net

Attack at Warmwind Province

GM: Mark Bain
Type: RPG
System: Dungeons & Dragons 5.0
Players: 8
Provided: Characters may be provided by GM
Power Level: 1st-3rd
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In a world where the sun is always at high noon and never sets, time passes by a curious 4 Bell system tolling various periods of activity, the mostly peaceful village of Wildefield in the Province of Warmwind, a disturbance rattles the villagers with a sudden attack.

If you are a beginner or never played and want to learn or see what D&D is about, come check it out.

Caliban

GM: Matt Morrison
Type: RPG
System: Dungeons & Dragons 5.0
Players: 8
Provided: Players provide their own characters
Power Level: 8th+
Variations: d6 'party' initiative
Rules Knowledge: Useful
Game Content: Mainstream

As the three moons cast ominous conflicting shadows across the land, the strange figure all in red raised skeletal hands heavenward in silent supplication.
The cliffs shook and rent themselves heaving and twisting in time to the cacophony in the skies above. Writhing as if alive, the black stone began to glow an eerie penumbrial violet and to slowly flow like thick black blood.
Minutes or eternities passed, as time and space twisted to accommodate this new birthing, this new spawn of blackest magik.
And thus was born a tower.
For eons evil gathered and receded from the grim black hell-tooth of what was now recognizably a haven of sorts, for all that was foul and evil. Yet with each cycle of the ages some of the evil lingered, building upon itself to become, eventually, a presence, a reality, of its own; a second birth. And with it, came a name: Caliban.
And Caliban ever was, a lasting thing that outlived even the dynasties of the immortal Elves.
No longer joyous as in their early days of their youth, the Elves, grimly determined to destroy their nemesis once and forever. Withdrawing to their heartlands central stronghold, they ignored the nightmare that gleefully engulfed their once bright lands, for they were forging the mightiest rune the world had ever seen.
Every single living inhabitant of the Elven kingdom Khaer-Mideon formed the essence, the driving force of the mighty rune. The Elves were laying their very existence on the line, in supreme effort to destroy Caliban.
As the climactic moment arrived and the rune of doom was envoked, Caliban, not unaware of its enemies plans, cast a counter rune. A rune powered by the eons of souls it had possessed and eaten.
The forces unleashed by those opposing runes were so awesome that the very planet lurched, stumbling in its orbit about the sun and the rotation of the world slowed, permanently, by one hour. Time and space reeled and buckled, the astral plane was aflame, and every single Elf ceased to exist.
Caliban was bathed in agony, awash in the power of the self-annihilating runes, and in fear for the first time in its long existence. Caliban retreated into time in a desperate attempt to save itself, but only partially succeeded.
Now, adrift in time and ghosting through distance, Caliban is like the Flying Dutchman of dungeons. Seldom seen, even less visited, Caliban now wanders aimlessly, awaiting only the gods know what.
Caliban is here. Dare you enter?

Written by David Hargrave as the first of published dungeons based on Hargrave's Arduin Trilogy and deliberately constructed as a very dangerous and high level adventure. This version is adapted to run with the 5th edition rules of the World's Most Popular Role Playing Game.
Website: direbane.blogspot.com/

Lost in Space

GM: Peter Bauer
Type: RPG
System: Traveller
Edition: V 1.0
Players: 10
Provided: Characters created for game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Recon your company has sent you to investigate a derelict ship of unknown age what treasures what tires are inside and your team is not the only one interested

Sailors on the Starless Sea

GM: Frank Alonso
Type: RPG
System: Dungeon Crrawl Classics
Players: 6
Provided: All characters provided by GM
Power Level: Zero
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A Level 0 Adventure

Find out why this is among the most-celebrated adventures for DCC RPG!

Since time immemorial you and your people have toiled in the shadow of the cyclopean ruins. Of mysterious origins and the source of many a superstition, they have always been considered a secret best left unknown by the folk of your hamlet.

But now something stirs beneath the crumbling blocks. Beastmen howl in the night and your fellow villagers are snatched from their beds. With no heroes to defend you, who will rise to stand against the encircling darkness? The secrets of Chaos are yours to unearth, but at what cost to sanity or soul?

An introductory adventure for the Dungeon Crawl Classics Roleplaying Game, Sailors on the Starless Sea pits a mob of 0-level adventurers against the legacy of the Chaos Lords and their corrupted hordes. Delving beneath the crumbling ruins, the characters discover ancient crypts, a starless sea, and an ancient ziggurat, where death and treasure await in equal measure!
Website: goodman-games.com/store/product/dungeon-crawl-classics-67-sailors-on-the-starless-sea-2/

That Which Hides among Us

GM: Ken Moscardini
Type: RPG
System: Dungeons & Dragons (Original)
Players: 6
Provided: All characters provided by GM
Power Level: Hero
Variations: Chainmail--varaitions limited
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The Town of Fern Grove has known fear before, in the past an evil was put down. This same evil has not died but slept and has returned for its due. A call goes out and the old heroes have returned to face it down in one final battle. Cultists, doom walkers and things from beyond have responded to the dreams of Cthulhu and now seek there king in the caves of chaos. The heroes must seek this being and send it back past the void, but will that even be enough?
Website: /video.search.yahoo.com/yhs/search?hsimp=yhs-att_001&hspart=att&p=dark+tower+game#id=3&vid=31

Sitamun?s Rescue

GM: Peter Christian
Type: RPG
System: Mythras
Edition: 1st
Players: 8
Provided: All characters provided by GM
Power Level: Standard
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Last year, the rebel pharaoh, Haronnophris, sent you into the tomb of Amenhotep III, to recover sacred artifacts and treasure to use against the false Greek Pharaoh, Ptolemy. You accomplished your mission, but only by promising the long-dead pharaoh that you would recover the body of his daughter, dead these thousand years.
Now, after a year of searching, you are certain the princess?s mummy lies in the ruins of the palace of Malqata, which sits directly between Ptolemey?s army of conquest, and the Haronnophris?s defenders in Thebes.
Enter the haunted palace. Brave the ghosts, the armies and bandits, the lost and forgotten gods. Dodge the scouts of Ptolemy and Haronnophris. After all, they can only kill you; but if you fail to bring Amenhotep his daughter, you will suffer the curse of a thousand-year-old mummy!

Classic Fantasy - D100 Old School

GM: Peter Christian
Type: RPG
System: Mythras Classic Fantasy
Edition: 1st
Players: 8
Provided: All characters provided by GM
Power Level: Rank 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Classic Fantasy adopts the Nash-Whittaker D100 system (aka Mongoose RQ2, Legend, RQ6, Mythras) to classic gaming tropes; fighters, clerics, elves! Dungeons, and ... uh, big nasty faux-reptallion breath-weapons thingies!
This game it to invite and encourage people to try out the Classic Fantasy system. I?ll be running a classic D&D module using the system, both to showcase the game, and to demonstrate how easy it is to get a best of both worlds, a mix of old and new!

Spacer Bill Ugnuck's Wacky Races Part 3: Nebulous Maximus

GM: Dennis Seiffert
Type: Sci-Fi Miniatures
System: Full Thrust
Edition: MFT, FB1, FB2
Players: 6
Provided: All miniatures provided by GM
Variations: Vector movement w/some house rules
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Did you always want to pilot an unstable nebula? Navigating through its gravitational anomalies and volatile gas clouds? Well, today is your lucky day and Spacer Bill Ugnuck has the race for you. The Medusa Nebula is one such nebula and will test your daring and intellect. Race through nebulous clouds and navigate gravitational distortions to be the first to collect 6 buoys and win the race. So gather your nerves and your best ship and let's party. This is a game of 2D vector movement, based on Full Thrust, with a bit of real-time physics built in. So grab your dice and have some fun.

Dark Side Academy

GM: David Rakonitz
Type: RPG
System: Hero pre-5th Edition (Champions)
Players: 6
Provided: Characters may be provided by GM
Power Level: 60 pt attacks; max 33 PD/33 ED.
Variations: 4th w/some 5th; minor var.
Rules Knowledge: Useful
Game Content: Mainstream

Darkness approaches. To survive, humanity must sacrifice and bow to its alien masters. Can the heroes prevail, or will the Dark Side Academy teach them a grim lesson?

Wiitch of the Wilderlands

GM: Chris Haskins
Type: RPG
System: Dungeons & Dragons 5.0
Edition: Basic Rules
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Lost in the woods, our heroes must overcome incredible hardships to make it out alive.

Crypt of the Crimson King

GM: Chris Haskins
Type: RPG
System: Dungeons & Dragons 5.0
Edition: Basic Rules
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Enter into the crypt if you dare, for a darkness inhabits that place. Don't let it consume you.

Two Falls Cave

GM: Chris Haskins
Type: RPG
System: Dungeons & Dragons 5.0
Edition: Basic Rules
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A group of travelers seeks shelter in a mysterious cave. Not all of them will make it out alive.

Extreme Marine

GM: Joel Clark
Type: Sci-Fi Miniatures
System: Extreme Marine
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

The crews of the junk-ships are at it again in an all out brawl to be the first to take all the scarce resources. Does your crew have what it takes to survive in this Mad-Max, Waterworld style game?
Website: www.doomedlegiongames.com

Drug Dealers in My Swamp?

GM: Callie Goukler
Type: RPG
System: Hero 5th Ed. (Champions)
Players: 6
Provided: Characters may be provided by GM
Power Level: 10d6 avg.
Variations: 2 or 3 house rules; no major changes
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It?s more likely than you think. Drug Flow in South East Texas has increased, a nuclear reactor had Plutonium Stolen, and locals report train horns within city limits.

Welcome to Texas. The Drug Cartel seems to be making moves, the flow of heroin and cocaine has increased as of late. Authorities assume a nuclear power plant robbed a couple days ago has something to do with it. Heroes can expect high speed train robbery, dangerous foes, and a sinister plot that threatens citizens of America, can they stop it?

Heroes Pick 2:
12d6 attack
10 Combat Value
6-8 Spd
30+ defenses
GM reserves the Right to say no.

City of the Gods

GM: John Livingston
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 10th-14th
Rules Knowledge: Useful
Game Content: Mainstream

New Magic?

That's what the flying egg has. New magic unlike any ever encountered in Blackmoor. New magic of a type that could give the fledgling kingdom an important edge in the wars that are brewing on its borders.

There are only a few minor problems. Like the fact that the magician who piloted the metal egg to one of Blackmoor's sworn enemies, the monks of evil and eccentric Order of the Frog, are also interested in the magic represented by the egg. And, most important, the fact that the egg came from the distant and dangerous City of the Gods.

Set amist the blistered salt flats of the Valley or the Ancients, the City of the Gods is a strange and deadly metal metropolis whose powerful guardians do not welcome intruders. Yet it is to this place of deadly menace that Blackmoor's leaders now send a daring expedition? to bargain for aid in the coming wars? or to steal the magic of the gods.

This following the events of Temple of the Frog. Player from the previous game can reprise there role.
Website: /en.wikipedia.org/wiki/City_of_the_Gods

The After Adventure

GM: Jenna Brace
Type: RPG
System: Dungeons & Dragons 5.0
Players: 4
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You and your fellow adventures are returning from an exciting adventure with your loot, and are ready for a night on the town. You will encounter innkeepers, city guard, shop owners and all of the seedy and underhanded towns folk you can handle. Just when you thought the campaign was over, your adventure begins.

It Wasn't What We Thought

GM: Zachary 'Gareth' Morgan
Type: RPG
System: Serenity
Edition: Cortex Classic
Players: 7
Provided: All characters provided by GM
Power Level: Veteran
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

WebDesc: What?s on the Agents? encrypted data pad? Why were the 'Alliance bioweapons' teenagers in cryogenic chambers? How does this relate to Miranda and ?The Signal?? Find out in Part 2...

Last Episode the crew of Gideon witnessed the signal and subsequently assisted the New Resistance in stopping an Alliance bio-weapons attack on the planet of Summerhome.

The Galaxy Needs Heroes: Part 1

GM: Chris Rutkowsky
Type: RPG
System: BASH! Basic Action Super Heroes
Edition: Ultimate
Players: 6
Provided: Characters may be provided by GM
Power Level: 30 character pts
Variations: Space themed
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Galaxy is not going to defend itself! A ragtag crew of superheroes must escape the arena, recover their ship, and take to the stars! This adventure is designed for space-themed heroes up to 30 Character Points. Feel free to bring your own space-themed Hero or to choose from an assortment of Pregens. Pregenned characters will leave room for each player to 'flesh out' the character and 'reskin' how they would like.

An excellent character-building resource can be found at the link below.
Website: www.bashcreator.net/

The Galaxy Needs Heroes: Part 2

GM: Chris Rutkowsky
Type: RPG
System: BASH! Basic Action Super Heroes
Edition: Ultimate
Players: 6
Provided: Characters may be provided by GM
Power Level: 30 character pts
Variations: Space themed
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Galaxy is not going to defend itself! A ragtag crew of superheroes rescued a diplomat from a derelict freighter... then the real trouble starts! This adventure is designed for space-themed heroes up to 30 Character Points. Feel free to bring your own space-themed Hero or to choose from an assortment of Pregens. Pregenned characters will leave room for each player to 'flesh out' the character and 'reskin' how they would like.

An excellent character-building resource can be found at the link below.
Website: www.bashcreator.net/

The Galaxy Needs Heroes: Part 3

GM: Chris Rutkowsky
Type: RPG
System: BASH! Basic Action Super Heroes
Edition: Ultimate
Players: 6
Provided: Characters may be provided by GM
Power Level: 30 character pts
Variations: Space themed
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Galaxy is not going to defend itself! A ragtag crew of superheroes rescued a diplomat from a derelict freighter... then the real trouble starts! This adventure is designed for space-themed heroes up to 30 Character Points. Feel free to bring your own space-themed Hero or to choose from an assortment of Pregens. Pregenned characters will leave room for each player to 'flesh out' the character and 'reskin' how they would like.

An excellent character-building resource can be found at the link below.
Website: www.bashcreator.net/

Rescue the Prince!

GM: Larry Lynch-Freshner
Type: RPG
System: 7th Sea
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: experienced
Variations: modified to space opera
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Three years ago, the princess Persephone was in the Caramine military academy, when the Grand Duke, Stipp, murdered her entire family, and usurped the throne. She only barely escaped herself because of the valiant efforts of yourself, and others of the crew of the Aquila, a tramp freighter that was in the right place, at the right time.

The Aquila was instrumental in keeping the Princess safe while she worked to retake the throne. Which is why you are all her most trusted subjects, now that she is Queen.

However, it seems that the teams of Orion thugs hired by the Grand Duke were not as heartless as he thought, and one of them drew the line at children. So her then 8 year old brother was not killed, but sent to Orion to be raised there instead.

Recently, intelligence reached the Queen that he was still alive, and living at a Military style boarding school on one of the Orion core worlds.

Now, the Queen would like her trusted friends to do her one more little favor - bring her brother home!

The Burning Stars

GM: Steven Drouin
Type: RPG
System: Call of Cthulhu
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Regaining Lost consciousness? You are suffering recurring? blackouts?seven days have? Evaporated from your memory? its 1930 in Haiti? an island famous for voodoo, magic, corruption, and violence?

I do not run pulp-y Cthulhu games. You are sacks of hair, meat, and bone, thrust into increasingly incomprehensible situations, with relatively little hope of surviving whole. As such, emphasis is placed on uncovering the mystery at hand, while interacting with your fellow investigators. If cooperating with and at times against 4 other lost souls in such a desperate situation sounds like a great way to spend your weekend, then signup! Merit badges are awarded to those that survive, die, or go insane?

My Little Sister Wants You To Suffer

GM: Steven Drouin
Type: RPG
System: Call of Cthulhu
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Found on a doomed spaceship, a disparate group of investigators tries to remember How They got here And why... Gradually memories begin to trickle back. Now what to do?

I do not run pulp-y Cthulhu games. You are sacks of hair, meat, and bone, thrust into increasingly incomprehensible situations, with relatively little hope of surviving whole. As such, emphasis is placed on uncovering the mystery at hand, while interacting with your fellow investigators. If cooperating with and at times against 4 other lost souls in such a desperate situation sounds like a great way to spend your weekend, then signup! Merit badges are awarded to those that survive, die, or go insane?

Jungle Village - The Crimson Sparrow

GM: Joe O'Neil
Type: RPG
System: 13th Age
Players: 8
Provided: All characters provided by GM
Power Level: 4th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Jungle Village is a troubled place, there is conflict between the clans. This year's Most Glorious Village contest is certain to be filled with intrigue and physics defying martial arts.

However, this year's contest is even more complicated by the involvement of... the Crimson Sparrow! Clearly, the mystery can only be solved by gratuitous kung fu.

13th Age is D&D with indie-game roleplaying elements that make each character unique and tied to the world in important ways. 10+ years of Dundracon experience. Beginners welcome. Humor required.

We Be Goblins

GM: Timothy Fairfield
Type: RPG
System: Genesys (FFG)
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

We Be Goblins! is an unusual adventure in which the players get to play goblins sent on an important mission to retrieve a hidden supply of dangerous fireworks. Players will select goblin characters from the provided goblin heroes. This adventure takes place in the Pathfinder world of Golarion on the Varisian coast, near the town of Sandpoint in the coastal salt marsh known as Brinestump Marsh.

Even though this is a Pathfinder adventure we will be using Fantasy Flight Games Genesys rules. This is FFG?s Star Wars rules, minus the Star Wars. Even though it uses dice with funny symbols rather than numbers, the system is very quick and easy to learn. Knowledge of the system is absolutely not required.
Website: /webegoblins-6.obsidianportal.com/

We Be Goblins Too!

GM: Timothy Fairfield
Type: RPG
System: Genesys (FFG)
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In this unusual adventure the players get to play goblins sent on an important mission to retrieve a hidden supply of dangerous fireworks. FFG?s Genesys rule system will be used. We Be Goblins! is an unusual adventure in which the players get to play goblins sent on an important mission to retrieve a hidden supply of dangerous fireworks. Players will select goblin characters from the provided goblin heroes. This adventure takes place in the Pathfinder world of Golarion on the Varisian coast, near the town of Sandpoint in the coastal salt marsh known as Brinestump Marsh.

Even though this is a Pathfinder adventure we will be using Fantasy Flight Games Genesys rules. This is FFG?s Star Wars rules, minus the Star Wars. Even though it uses dice with funny symbols rather than numbers, the system is very quick and easy to learn. Knowledge of the system is absolutely not required.
Website: /webegoblins-6.obsidianportal.com/

Country Roads Take Me Home

GM: Alisha Walton
Type: RPG
System: Changeling: The Dreaming
Edition: 2nd
Players: 10
Provided: All characters provided by GM
Variations: some house rules
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

In the course of 1 day the motley has traveled, by trod, from New Orleans to the Appalachian Mountains and 2 years have passed by. What will they do now?

They went to New Orleans looking for safety. What they found was a one way trip into the Dreaming that showed a world in turmoil and the death of their mentor.

I will be attempting to write up the history of the game at the URL below.
Website: turnturnturnchronicle.blogspot.com/

Episode 1: Enter Tokyo Slayers Club

GM: Kourtney Hobart
Type: RPG
System: Home Brew
Players: 10
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

No one really prepares you for high school. Between trying to make friends, avoiding failing classes and trying not to embarrass yourself in front of your crush, life shouldn?t be this complicated. Oh, how wrong you were!

On the night of the new moon, just days before the ancient Holy Festival, a portal was opened and dozens of the world?s most fearsome demons are summoned to Tokyo, Japan. The only thing that stands in the way of total annihilation is a band of high school kids who slay demons on the side. Enter the Tokyo High Slayers Club- a rag-tag group of adolescent heroes chosen to protect the world before curfew.

Early Shift

GM: Colin Thompson
Type: RPG
System: Red Markets--Profit System
Players: 5
Provided: All characters provided by GM
Power Level: beginning
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

After the semi-fall of civilization and rise of the zombies most of the US has been left to rot. Out in the wasteland the abandoned do their best to survive gathering in defensible enclaves. But life is cheap and the only god left is capitalism. The choice is to die in poverty or risk your life as a Taker.

Now there's a drone on the roof, a messenger from the wealthy side of the nation. They want something found out in the wasteland. There's a train in town too, they need some work done. Either way you have find work and the only way you'll make money is to go out in the zombie filled hellscape that used to be the Bay Area.

So get to work.

Threshhold Breach

GM: Colin Thompson
Type: RPG
System: FATE
Edition: Accelerated
Players: 5
Provided: All characters provided by GM
Power Level: beginning
Variations: Strange Fate
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Our intrepid would be base raiders have gotten their powers in a VAN down by the RIVER, they betrayed the dude who was using them and found The Underground. Now they need trust if they're going to be tolerated in this city or the next. But that's not a problem, the local leadership have a job for them, succeed and they're in.

In this case, they're going to extract some engineers from an airship, HMS L-585, The Undaunted on an alternative Earth. The local Underground have been watching the airship the way some people watch Game of Thrones. But The Undaunted is destined to be destroyed raiding a pirate base.

So, get in, ensure some scenes go according to plan and whisk the engineers off to safety.

Symbios-Magika

GM: Les Child
Type: RPG
System: Advanced Dungeons & Dragons
Edition: 1st
Players: 8
Provided: All characters provided by GM
Power Level: 7+
Variations: house rules
Rules Knowledge: Useful
Game Content: Mature Themes

You will be playing either a caster or the caster's familiar. The familiar bond is much stronger than normal, and both will receive benefits and abilities from the other. Four distinct casters will go together, a mage, cleric, shaman and witch. Each has a powerful familiar. A Greater God has enlisted your aid in retrieving or destroying an ancient relic, buried for countless centuries. Your journey will take you through hostile lands and forbidding terrains, with success the only option you're given.

Drive-Thru Armageddon

GM: Michael Garcia
Type: RPG
System: Apcalypse World 2
Players: 5
Provided: Characters created for game
Power Level: Apocalypse Bad Asses
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

After World War III, it wasn't radiation that made us sterile, it was the cure. Baby Blues, the little pill that warded away the tumors, prevented children from being born for the last twenty years. You can't escape it. It's in our water, our food, and our blood. Mankind's clock is about to run out, but there is hope. Pandora's Gate, a nexus of highways and urban blight, is now home to the first pregnant woman in twenty years. You are part of a team of apocalyptic bad-asses and your mission is to drive into the city and get her out before bloodthirsty raiders, greedy city dwellers, or a military dictatorship find her. Get into your car and get your motor running. The road to the future is long and it's paved in blood.

Dawn Patrol

GM: George Gardea
Type: Historical Miniatures
System: Wings of War
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Take off from your Aerodrome and fly with your comrades in this World War I fighter combat game. Several missions will be played: Dogfight, Balloon Busting and Bomber Escort. Maybe you will become an ace today.

Neon Knights

GM: Kasi Jammeh
Type: RPG
System: Dungeon Crawl Classics
Players: 6
Provided: All characters provided by GM
Power Level: 3rd
Rules Knowledge: Useful
Game Content: Mature Themes

Ten thousand flawless killers surround the city. Utterly silent in battle and in death, they seem unconquerable. They mean to choke the life out of the age-old city and leave it an empty ruin.

The city calls upon its heroes to defeat this unnatural menace. The heroes gather to ponder the question: how do you defeat an impregnable foe?

And then a wizard from a far-off world whisks the heroes away to fight battle of a very different sort, leaving them with a strange neon pink glow around their eyes
Website: /goodman-games.com/store/product/dcc-94-neon-knights/

The Rise of Voltron

GM: Kasi Jammeh
Type: RPG
System: Mekton Z
Edition: 3rd
Players: 5
Provided: All characters provided by GM
Power Level: 1st
Rules Knowledge: Beginners Welcome
Game Content: Family

For millennia, the evil Galra Empire has plagued the universe by destroying other civilizations and enslaving various races. The only known threat strong enough against the empire's power and plans is the legendary 'Defender of the Universe' Voltron, a 100-meter tall robot warrior composed of five lion mechas whose pilots are known as the Paladins. At the crux of the war that ended with the destruction of planet Altea, Voltron was separated by King Alfor of Altea in order to protect Voltron from falling into the Galran Emperor Zarkon's possession. King Alfor bonded the five lion's energies to his daughter Allura's life force and sent them across the universe to different locations until the time for the next generation of Paladins to appear and pilot Voltron arrived. Princess Allura, her royal advisor Coran, and the Altean Castle of Lions were hidden on planet Arus along with the Black Lion.
Website: /en.wikipedia.org/wiki/Voltron%3A_Legendary_Defender

Fear of a Green Planet

GM: Robert Weidman
Type: RPG
System: Starfinder
Players: 6
Provided: All characters provided by GM
Power Level: 5th
Variations: PAIZO Official only
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Castrovel, the Green planet, is almost entirely covered in teeming jungles, endless swamps, and strange clouds of colored gas. You band with other artifact hunters to try and uncover the lost tomb of the first elves.

New to Starfinder? Released by PAIZO and based off of Pathfinder rules, it is more like space fantasy than science fiction. Knowledge of d20 game systems is a bonus.

Battle of the Pelennor Fields: Charge of the Mûmaks

GM: James White
Type: Fantasy Miniatures
System: Lord of the Rings
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

During the siege of Minas Tirth by the armies of Mordor the Rohirrum charged into the flank of the Mordor army. After crushing much of the besieging force, the Mûmaks of Harard charged the Rohirrum. This game focuses on the Rohirrum taking on the charging Mûmaks of Harad.

Necromunda - Refinery Scrum

GM: James White
Type: Sci-Fi Miniatures
System: Necromunda
Players: 5
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

This game sees 5 gangs fighting it out in a refinery area for loot and glory! Who will come out on top and who will shamefully bottle out?

The Curse, part 1

GM: Don Prada
Type: RPG
System: Call of Cthulhu
Edition: 5th
Players: 5
Provided: All characters provided by GM
Power Level: just about average
Variations: hit locations; moderate character alternation
Rules Knowledge: Useful
Game Content: Mature Themes

Dawn brings the on-edge city unfortunate news of two dead police with buckshot-enlargened chest cavities in the warehouse district. The Mayor, Chief, and city Want somebody... maybe anybody...

Most players will have 1 primary character and 1 alternate character for minor alternate scenes.

(serious gamers, sleuths, roleplayers and or patient tacticians welcome). Old-school: likely using figures, a battlemat and pens.

The Curse, part 2

GM: Don Prada
Type: RPG
System: Cthulhu Dark
Players: 5
Provided: All characters provided by GM
Power Level: maybe a little
Variations: dark non-sexual, non-racial themes.
Rules Knowledge: Useful
Game Content: Mature Themes

Dawn brings the on-edge city unfortunate news of two dead police with buckshot-enlargened chest cavities in the warehouse district. The Mayor, Chief, and city Want somebody.. maybe anybody...

Regardless of the Mayor, in this episode you're digging deeper..

(serious gamers, sleuths, roleplayers and or patient tacticians welcome).

Emphasis is on roleplay, investigation and Combat Avoidance; *this episode is Cthulhu Dark* (Not much happy-ending..) (Perhaps grim and/or gory).

Old-school: likely using figures, a battlemat and pens.

Missing!

GM: Tom Vallejos
Type: RPG
System: GURPS
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: 200-250 w/- ~100 pts disads/quirks
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Millions of people use the Hyper-dimensional gates every day. Perfectly safe. What happens when 10,000 people have disappeared? Find out! Prizes from Steve Jackson Games!

The Odyssey of Flight 23

GM: Tom Vallejos
Type: RPG
System: GURPS
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: 150-200 w/- ~100 pts disads/quirks
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

1937. Your flight to Seattle has taken an unexpected and frightful detour. Prizes from Steve Jackson Games!

Faire and Foul Play

GM: Curtis Lyon
Type: RPG
System: The Fantasy Trip
Edition: 2018
Players: 6
Provided: Characters created for game
Power Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Decades ago, when The Fantasy Trip was first released, the setting of Baronica became a long-running classic. Now that Steve Jackson Games has been able to re-release TFT, the gates to Cidri are once more open, allowing Heroes and Wizards to once more adventure its length and breadth. The Tournament to choose the next High King is here - but someone (or someTHING) seems determined to fix the fight. Can the Heroes save the king... and the day?

Free Brandy!

GM: Curtis Lyon
Type: RPG
System: BASH! Basic Action Super Heroes
Edition: Ultimate
Players: 6
Provided: Characters may be provided by GM
Power Level: Mystery Men
Variations: Fantasy/Realms of Wor
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Realms of Wor has been around since 2004 in one form or another. Three Sages Games has partnered with Basic Action Games to bring out the best iteration ever, using BASH! New the anime/manga roots of Realms of Wor can be brought to the fore, allowing Heroes to be really over-the-top. The popular new server at Bigby's Roadhouse has been abducted, and it's up to the Heroes to plunge into the depths of the pantry to rescue her! Will they be in time?

Flight Arriving at Terminal Number Sanction

GM: Tom Rafalski
Type: RPG
System: Mercenaries, Spies & Private Eyes
Edition: Original
Players: 6
Provided: All characters provided by GM
Variations: Espionage - Might have some tweaks
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Ahh, the thrilling life of an international agent. Flying home from a successful mission, you discover your agency no longer requires your services.

An escort awaits your arrival.

The pilot just told everyone to buckle up for a bumpy landing.

First item on the agenda: Survive the Welcome Committee.

The Rose-Moon Dormitory

GM: Dennison A. Milenkaya
Type: RPG
System: Dungeon World
Players: 6
Provided: All characters provided by GM
Power Level: low
Variations: Custom Move Creation
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The aristocratic Rose-Moon family holds power in Storm Point. You and your brethren are noble heirs. Grow, train, develop the world as you explore it. Storytelling and drama required.
Mail the GM

RootGarden Marsh Adventure of 'Tal?Dorei'

GM: Robert Anderson
Type: RPG
System: Dungeons & Dragons 5.0
Players: 6
Provided: Players provide their own characters
Power Level: 15th; 9K gold, at least 1 uncommon item
Rules Knowledge: Useful
Game Content: Mainstream

Without much warning, arcane magic stops functioning within 100 mile radius of the Rootgarden Marsh. As panic has spread throughout the northeastern Tal?Dorei, the adventurers have been approached by members of the 'Archeart' (A Deity of Arcane Magic, Mages, and Fey) in order to find what has knotted the major ley line which passes through the Marsh. It is known that the Epic March Creatures within the swamp rule the much and sky and the High Shaman Luneskon of the Moonsteeth gnolls is responsible. Her ambitions may be small but whatever she used to knot arcane magic must be erased from all knowledge and undone.

Please note that Arcane Magic will not be reliable for this adventure

Ustalav 'Bastarhall'

GM: Robert Anderson
Type: RPG
System: Dungeons & Dragons 5.0
Players: 6
Provided: Players provide their own characters
Power Level: 15th; 9K gold, at least 1 uncommon item
Rules Knowledge: Useful
Game Content: Mainstream

Once known as the Castle of Arudora, the frightful fortress has been haunted by dead villagers and Daemons which live on the island like a divine prison. The only thing that goes in an out is the 'Black Coach', which only appears every few decades to scour the lands for any living members of the Arudora lineage. In the past Heroes and a peasant army have tried to cross the great bridge to the Castle only to be never heard of again. Flying Creatures of the Dead and Worshipers of Urgathoa patrol both the sea and the skies. The Black Coach will bring a new generation of Bastardhall?s Scions home once more. Though there are those adventurers who never use the front door.

The Whispering Tyrant & The Gods of Night

GM: Robert Anderson
Type: RPG
System: Pathfinder
Players: 6
Provided: Characters may be provided by GM
Power Level: 18th, and Mythc 9th; 2M gold equip
Variations: Mythis
Rules Knowledge: Useful
Game Content: Mainstream

The Country of Virlych in the ruined city of Adorak the tower of Gallowspire still stands tall from the days of Whispering Tyrant. Now that the God-like Arch-Lich has re-awakened from his long meditation the fortress summons the dead from all around to it?s base in the middle of the city itself. Adventurers on the outskirts of the County itself must try to enter the city and Gallowspire without being swarmed by the dead and the magical enchantments which keep magical travel limited at best. Do not worry about harming the innocent, most of the civilized populace is insane and living amongst undeployed armies of the dead.

Please Note: you may purchase multiple manuals and you may stack (3 sets of max 5) on the stat of your choosing.

Also please note 'That even gods can die'.

Maps Can Lead You Anywhere

GM: Chris Bruno
Type: RPG
System: Dungeons & Dragons 3.0/3.5
Players: 8
Provided: Characters may be provided by GM
Power Level: 13th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your party found a map leading to ancient treasures that leading to a portal that brought you to a strange apocalyptic world. Will you find your way back home, try to save this new world, or perhaps conquer it and rule!?
This will be a fun exploration based game that is simple and fun for all.

When the Night Fades Away

GM: Liz Ruifrok
Type: RPG
System: Changeling: The Dreaming
Edition: 20th Anniversary
Players: 10
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

A motley of fae end up in a small town in Kansas, taking a wrong turn in the Dreaming. Not all is what it seems though...

Milk Run, Part 2

GM: Andreas Metzger
Type: Sci-Fi Miniatures
System: Car Wars
Players: 8
Provided: All miniatures provided by GM
Power Level: $130K group, $20-25k max/car
Rules Knowledge: Useful
Game Content: Mainstream

Boonville needs medical supplies urgently. You started a quick two-day milk run for some easy cash. A trip down some more isolated roads after leaving the truck stop - what could go wrong? First day was a cakewalk - you blew through the road trap and cycle gang; now just patch a few holes, load some ammo, drop off those urgently needed supplies and pick up the cash, right?

Cars provided, but some modifications allowed.

Echoes of the Past

GM: Paul Parkhurst
Type: RPG
System: Star Wars
Edition: FFG
Players: 6
Provided: All characters provided by GM
Power Level: 210-240XP
Rules Knowledge: Useful
Game Content: Mainstream

It is a dark time for the galaxy. The Empire's purge of the histories of the Republic leaves a society that lives day-to-day, with no concept of yesterday and no hope for tomorrow.

Nowhere, perhaps, is that hopelessness felt more than on the smugglers' moon, NAR SHADDAA. Spacers pass in and out, looking for the next big score. For others, it is the anonymity that keeps them there, far away from the prying eyes of the Empire.

Soon, one such anonymous resident, along with a hearty group of searching spacers, will learn of the dangers that await them as they delve into the mysteries of a planet long-forgotten, hoping to discover the ECHOES OF THE PAST...

March into the Fringe

GM: Dwayne Fox
Type: RPG
System: Fringeworthy D20 Modern
Players: 8
Provided: All characters provided by GM
Power Level: 2nd-3rd
Variations: D20 modern,Future & IDET training pkg
Rules Knowledge: Useful
Game Content: Mainstream

The Discovery of an ancient set of Gateways in some of the worlds most remote locations, has given a unique opportunity to a select few ( one in 100,000). you are Fringeworthy and have the ability to operate and travel through portals to unknown worlds, future and past alternative realities, the key's to the stars are open to you if you would only step across the threshold. As a member of the United nations Interdimensional exploration Team (IDET), you are humanity's vanguard to know who is out there and what remains of the long lost Creators of the Fringepath's. But fair warning those things that go bump in the night also bite, a threat to humanity is present out in the cold vastness of the fringe, where you are alone and it is hungry...

The Weight of Destiny

GM: Paul Banda
Type: RPG
System: Pathfinder
Edition: 1st
Players: 6
Provided: Characters may be provided by GM
Power Level: 3rd
Variations: Humans, gnomes, half-elves, half-hobgoblins only
Rules Knowledge: Expected
Game Content: Mature Themes

Within the Sant Empire, every manner of disaster has befallen its people. Over the last hundred years, those within its borders have experienced droughts, famine, plagues, two major wars, religious genocide, unprecedented corruption, magical destruction by extraplanar invaders, and really bad weather.

Through it all, Emperor Gujar the Absolute ('glory from his name to our hearts') has guided the strong, tempered the restless, defended the weak, healed the sick, and repelled the unworthy. No matter how many challenges the empire has faced, it has grown stronger, more vast, enriched in both spirit and coffer, ready to face those who may oppose the will of the Destined.

Yet there are always new challenges to face, and the emperor has lead by example to always face them head on and sword at the ready - no matter if you are the mightiest warrior or ... the person who makes sure said warrior's griffin is fed properly for a long flight over hostile terrain the next morning.

Yeah, that's you.

The Popcorn Girls in Space!

GM: Ben Lopez
Type: RPG
System: Pulp Adventure
Players: 6
Provided: All characters provided by GM
Variations: Drive-In Pulp
Rules Knowledge: Useful
Game Content: Mature Themes

The Popcorn Girls are back, and this time, they're IN SPACE! The gang is on a once in a lifetime Space Camp adventure. Nothing could possibly go wrong, could it?

Material Gnoll pt. 1

GM: Chriss Lagge
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 3rd
Variations: All char monster races (Gnolls, Orcs, Goblins, etc.)
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Come play a 'monster race'.

The gnoll King and Queen are auditioning brave adventurers to protect their beloved daughter, Princess Bloodytusk, a Material Gnoll. To earn a position on the princesses personal guard detail, you must catch her eye by acquiring the most prestigious treasure.

Material Gnoll pt. 2

GM: Joe Gannon
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 11th
Variations: All char monster races (Gnolls, Orcs, Goblins, etc.)
Rules Knowledge: Expected
Game Content: Mainstream

Gnolls may come, orc boyz may go
And that's all right, you see
Experience has made me rich, and now they're after me!

Come play a monster race!

You?ve guarded and protected Princess Bloodytusk for eight adventurous years. Now, on the eve of her nuptials, you face your biggest challenge - get the princess safely to the ceremony.

Nasty humans, jealous rival tribes, natural disasters, and the princess? own temperament stand between you and a well-earned retirement.

Assault on Singularity Base

GM: Matt Steele
Type: RPG
System: Cypher System
Edition: 1st
Players: 36
Provided: All characters provided by GM
Power Level: 1st Tier
Variations: Rebel Galaxy setting
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

An amazing multi-table gaming experience!

The Empress Tahali V, leader of the Grand Imperium, controls the galaxy with her countless legions of Imperium troopers clad in glistening silver armor marked with her griffon symbol. But a ragtag band of Rebels fights against the Imperium, their determination, bravery, and skill making up for their lack of numbers and supplies.

The Rebels have recently discovered that the Grand Imperium is creating a superweapon that can destroy an entire star system. Rebel spies have tracked a prototype of this superweapon to an Imperium base, called Singularity Base, on a remote swamp world. Your group is one of six Rebel teams attacking in a coordinated but desperate assault. Each team has its own objective, contributing toward the common goal of eliminating the superweapon prototype.

Assault on Singularity Base is a unique adventure that pits not one, but six groups of PCs against the Imperium forces, run as a mega-event with 36 players and seven GMs. The events at one table can effect events at the others. This adventure debuted as the official GenCon 2016 Cypher System event. It plays similar to the last act of Rogue 1. Set in the Cypher System's Rebel Galaxy setting

Note that this will be the final SF Bay Area running of this mega-event.
Website: /www.montecookgames.com/store/product/cypher-system-rulebook/

We Begin at the End

GM: Matt Steele
Type: RPG
System: Invisble Sun
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: 1st
Rules Knowledge: Useful
Game Content: Mainstream

An introductory scenario for Invisible Sun, geared toward people curious about the setting and system.

The clock resets. The moth crawls back into its cocoon. But the renewal promised by the Gold Sun is not always welcome. Sometimes things should just end. Can you stop the rebirth of the immortal Illustrated Messiah who just wants to remain dead?

Invisible Sun is a game of surreal fantasy. Players play vislae, magical adepts from the four (no five) different magical orders. The adventure in Satyrine, the City of Notions beneath the Indigo sun.

This was the official GenCon introductory adventure for Invisible Sun.

See you at Zero's.
Website: //www.montecookgames.com/store/product/invisible-sun-preorder/

What Cost Victory?

GM: Ezra Denney
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: not nearly enough
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

General Francis Marion, The Swamp Fox, is the bane of the English occupiers in South Carolina. His men appear out of the swamps, kill, and then melt away. It's like witchcraft.

You are a team of sharpshooters sent to join his men by General Washington, but what cost victory?

No Thank You Evil

GM: Melanie Stark
Type: RPG
System: No Thank You Evil
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

No Thank You, Evil! is an award-winning tabletop game of creative make-believe, adventure, and storytelling. In No Thank You, Evil!, players set off on an adventure of the imagination. Along the way they use their character?s special skills, companions, and equipment to overcome obstacles?perhaps fighting a slime monster, winning over the suspicious mayor, or beating a rabbit at a race. No Thank You, Evil! sets players? imaginations free: Their options are limited only by what they can think up. Together, the players create a story as they work together to make their way through the adventure.

Who Thought Luchadors and Airships were a Good Combo?

GM: Joseph Silviera
Type: RPG
System: Homebrew
Players: 6
Provided: Characters created for game
Variations: Uses card drafting & bartering
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A war was prevented thanks to Treaty of 'Lucha Libre'. The heroes must stop nefarious acts during the tournament and keep the different factions from going back to open conflict.

Players play small homunculi trying to rebuild in the ruins of the last civilization.

Ah Those Old Horror Movies

GM: Eric Robert Rauscher
Type: Board
System: Betrayal at House on the Hill
Edition: 2nd
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

A game that puts you into a grade B horror film.

Massive Darkness

GM: Andy Marshall
Type: Board
System: Massive Darkness
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Defend the realm from the forces of evil! Delve into the dark corners of the underworld for fun and profit. Defeat monsters! Train skills! Loot treasure! Win as a team!

Massive Darkness!

GM: Steven Sauer
Type: Board
System: Massive Darkness
Edition: Kickstarter
Players: 4
Provided: All materials provided by GM
Variations: Minor
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Can you defeat the forces of darkness, take their loot, and live to tell the tale? Massive Darkness, a dungeon crawl game from Cool Mini Or Not, returns. Most of the kickstarter extras will be used. Some minor variations for play balance may be used if the players agree.

Azul Tournament

GM: Tom Mathews
Type: Board
System: Azul
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Azul is one of the most popular games introduced in 2018. Easy to learn yet highly addictive, this abstract tile-building game is sure to be a hit with the entire family.

In the game Azul, players take turns drafting colored tiles from suppliers to their player board. Later in the round, players score points based on how they've placed their tiles to decorate the palace. Extra points are scored for specific patterns and completing sets; wasted supplies harm the player's score. The player with the most points at the end of the game wins.
Website: /boardgamegeek.com/boardgame/230802/azul

Dominant Species

GM: Tom Mathews
Type: Board
System: Dominant Species
Edition: 5th
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Very Complex

90,000 B.C. ? A great Ice Age is fast approaching. Another titanic struggle for global supremacy has unwittingly commenced between the varying animal species.

Dominant Species is a game for 2 to 6 players that abstractly recreates a tiny portion of ancient history: the ponderous encroachment of an Ice Age and what that entails for the living creatures trying to adapt to the slowly-changing Earth.

Each player will assume the role of one of six major Animal groups?Mammal, Reptile, Bird, Amphibian, Arachnid or Insect. Each begins the game in a state of natural balance with regards to one another. But that won?t last: It is indeed 'survival of the fittest.'

Through wily Action Pawn placement, players will strive to become Dominant on as many different Terrain tiles as possible in order to draw beneficial Dominance Cards. Players will also want to propagate their individual Species in order to earn Victory Points for his particular Animal. Players will be aided in these endeavors via Growth, Migration and Domination actions, among others.
Website: /boardgamegeek.com/boardgame/62219/dominant-species

Thunder Alley

GM: Tom Mathews
Type: Board
System: Thunder Alley
Edition: GMT Games
Players: 7
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Thunder Alley is a stock car racing game for 2-7 players with the feel and flexibility of a card-driven simulation. Drafting, teamwork, accidents, yellow flags, pit strategy, working to lead laps, and sprints to the finish are all included and bring the feel of racing to the game. Players control not one car, but a team of 3-6 cars. Thus, each race is not only a run for the checkered flag but an effort to maximize the score for every car on your team. Winning is important, but if only one car crosses the finish line, your team might end up outside the winner's circle looking in.
Website: /boardgamegeek.com/boardgame/108906/thunder-alley

Dark Tower

GM: Ken Moscardini
Type: Board
System: Dark Tower
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

An epic fantasy quest to recover an ancient magic scepter from a tyrant king in his Dark Tower, brought to life in electronic form. To vanquish the usurper, players search the four realms of the circular game board for three keys to unlock the tower's gate.
Website: /video.search.yahoo.com/yhs/search?hsimp=yhs-att_001&hspart=att&p=dark+tower+game#id=3&vid=31

Cerebria - The Inside World

GM: Bart Larrenaga
Type: Board
System: Cerebria - The Inside World
Edition: 1st
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Cerebria is a team-based area control game for 1-6 players, set in a person's mind re-imagined as a vibrant fantasy world.

Players assume the role of Spirits, followers of the Inside World's two opposing forces, Bliss and Gloom, with the goal of shaping Cerebria's Identity to their image. For that purpose, they have been granted power over the Emotions, Cerebria's denizens: they can invoke, move, empower and evolve Emotions to influence and control Cerebria's Realms and Frontiers.
Website: /www.kickstarter.com/projects/438141406/cerebria-the-inside-world

Reykholt

GM: Bart Larrenaga
Type: Board
System: Reykholt
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Growing tomatoes, lettuce, or carrots on Iceland? What an absurd idea!

But still, whoever had that idea was a genius! Geothermal energy on the island allows you to cultivate the most unexpected fruits and vegetables - an oddity that no tourist would want to miss. You are not the only farmer in Reykholt who is looking to make a fortune out of this, however, so you better be quick! The tourist season in Reykholt is short, and there are more people coming every year. Making use of the right people and having the right vegetables at the right time in Reykholt will give you the advantage you need to win the race!
Website: /boardgamegeek.com/boardgame/241831/reykholt

Teotihuacan: City of Gods

GM: Bart Larrenaga
Type: Board
System: Teotihuacan: City of Gods
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Travel back in time to the greatest city in Mesoamerica. Witness the glory and the twilight of the powerful pre-Columbian civilization. Strategize, accrue wealth, gain the favour of the gods, and become the builder of the magnificent Pyramid of the Sun.

In Teotihuacan: City of Gods, each player commands a force of worker dice, which grow in strength with every move. On your turn, you move a worker around a modular board, always choosing one of two areas of the location tile you land on: one offering you an action (and a worker upgrade), the other providing you with a powerful bonus (but without an upgrade).

While managing their workforce and resources, players develop new technologies, climb the steps of the three great temples, build houses for the inhabitants of the city, and raise the legendary and breath-taking Pyramid of the Sun in the centre of the city.

Each game is played in three eras. As the dawn of the Aztecs comes closer, player efforts (and their ability to feed their workforce) are evaluated a total of three times. The player with the most fame is the winner.
Website: /boardgamegeek.com/boardgame/229853/teotihuacan-city-gods

Buffet Master

GM: Joel Clark
Type: Card
System: Buffet Master
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Snatch food from the buffet before somebody else gets it. Stuff your stomach until you can't fit anymore. Who hasn't gone to a buffet and tried to maximize the most value for the money? Eat All You Can, and YOU will be the Buffet Master! Card game for 6.
Website: www.doomedlegiongames.com/index.php/our-games/buffet-master

Code Name Pictures

GM: Jenna Brace
Type: Board
System: Codenames: Pictures
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Two code masters know the locations of their agents. The operatives must decode clues given to them by their code masters to find their agents.

Drake Memorial Run

GM: Robert Glenn
Type: Board
System: Fomula De'
Edition: Anniversary
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Start your engines and come race for position in the Kyle Drake memorial run. Kyle loved gaming with good people and DunDracCon was a yearly joy for Kyle and his friends. Prizes will be awarded for this game and they will not be mere tokens of appreciation. Please join us in playing one of Kyle's favorite games and enjoy the thrill of the race.

Masks of Nyarlathotep

GM: Larry Langley
Type: Board
System: Eldritch Horror
Edition: 1st
Players: 6
Provided: All materials provided by GM
Variations: All expansions, staged difficulty
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Investigate mysterious cults across the globe and unravel the machinations of the God of a Thousand Forms before time runs out.

Eldritch Horror is a cooperative game of world traveling adventure, pitting a team of investigators against ancient threat in order to determine fate of the world.
Website: /boardgamegeek.com/boardgameexpansion/236930/eldritch-horror-masks-nyarlathotep

Diplomacy

GM: Zachary Morgan
Type: Board
System: Diplomacy
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Expected
Game Content: Mainstream

Classic game of intrigue, trust and betrayal. Your success hinges not on dice, but on your cunning and cleverness. Military forces invade, borders shift with subtle maneuvers and daring gambits.
Website: /boardgamegeek.com/boardgame/483/diplomacy

Grimm Shock

GM Troupe: Team Volare'
Type: LARP
System: L.A.R.P.S. System
Players: 30
Variations: Some GM Fiat
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Historical Science Fiction
Costume Suggestions: None required, but early 70's or Supers costume is fine

Saudi Arabia, Spring 1974. Six months after the OPEC oil embargo created an international oil shock and enflamed geopolitical tensions, a summit has been called to find a solution. Representatives from the U.S., Europe, the Middle East and the meta human nation of Thule are attending. World Powers and Super Powers will collide. A Team Volare' Production.

Crowd Computing

GM Troupe: 40 Thieves Property Reclamation Agency
Type: LARP
System: Resistor: High School, Low Life
Players: 10
Variations: Card draw mechanic
LARP Experience: Useful
Game Content: Mainstream
Genre: Cyberpunk
Costume Suggestions: Cyberpunk through a rebellious teen lens-- 00?s nostalgia, geek chic, scrap computer goth, punk-by-way-of-Ambercrombie-and-Fitch, distressed military, sports, or school uniforms, strange combinations

In electronic circuits, resistors are used to reduce current flow, adjust signal levels, to divide voltages, bias active elements, and terminate transmission lines.

Colloquially, the term Resistor refers to an individual who uses subterfuge to deliberately disrupt the normal function of political, corporate, or economic operations in order to achieve a goal.'
'Resistor' Netpedia article, n.d.

San Angeles, California, the near future.
You?ve all known each other for years. In fact, you've kind of grown up together. You?ve shared successes, failures, painful breakups, bad grades. You've watched each other develop, and learned together what you love by trying on new personalities, sometimes via identity theft. You've hacked banks, redistributed wealth, committed corporate espionage, and engaged in random acts of cyber-vandalism together.

But you've never met.

Now, with your entire friendslist right at the edge of gaining the age Of Human Majority, and the legal accountability that comes with it, it's time for you to connect in MeatSpace. To see each other face to face, and pull off one last Resistor mission, before you ran the risk of being tried as an OHM.

Through the NetSpace gossip channels, you've discovered Diazo-Kingman Tele-Computing has made a breakthrough in unhackable hosting and data storage. No self-respecting Resistor would let them get a monopoly on tech that should be public. So you laid out the perfect plan.

Your friendslist would connect in the real world by breaking into DZK's Downtown San Angeles headquarters. You'd crack their ICE, and broadcast the tech to the people at large.You filled your in-brain computing wetware with scripts that gave you all sorts of ninjatech skills, and uploaded the blueprints of the building.

Something overheated.

You don't know what blue-screened, but now you and your friendslist are trapped in a nearly empty room, behind reinforced steel walls, and a faraday field that's locked down your ability to connect to NetSpace outside.

Escape isn't an option. All you can do is figure out what is going on, and how you can spin it to your advantage when CorrecSec shows up.

But someone's left data in here with you. Puzzles. Hints about what DZK has been doing. Clues about what they've discovered. Why you're trapped, and who's responsible. Hints that you were sold out.

If you can figure them out, they might give you options. But you'll have to decide who you trust to help you, and who's just out for themself.

Surrounded by people you thought were your friends, with no way to leave until the doors are opened, you're racing against a clock you can't see to figure out what the hell is going on, and how you can make it work out in the long run.

You're a Resistor. You disrupt the current. And you've certainly disrupted it for DZK.

Thing is, you're not sure if when they do let you out, they're planning to arrest you, or interview you.

------
A game about angry teens with in-brain computers, set in a near future possible reality. Collaboration is necessary, trust is hard.

(While this game has teen characters, and mainstream content, it was not designed specifically as a Teen LARP.)

Resistor is a Powered by the Apocalypse game in development by the GM.

A Little Magic

GM Troupe: Gamer Geekus
Type: LARP
System: GM Fiat
Players: 8
Variations: Some house rules
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Modern
Costume Suggestions: Modern day college attire

A simple story about love and dreamers. Brookview is an engaging New England town with a wealthy and aloof leading family, a quaint local college, and a little magic.

On a clear night in late November, a group of college friends all associated with the same enigmatic professor gather in a warm house under a full moon. Romance and magic are in the air.

Mechs vs. Minions

GM: Emily Wells
Type: Board
System: Mechs vs. Minions
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Some idiot has given you a Mech and you have no idea how to pilot it! Minions are flooding the map from all sides! Quick push random buttons to see what happens! Pull that lever, maybe it does something!! Should we blow the fuel tank up? Mayhem! Chaos! Rocket Whoopsie(tm)!
Unfortunately, your fellow Mech pilots are just as clueless as you are. Learn how to program your Mechs, team up to stomp all the Minions, and hopefully save the day.
Gameplay follows a campaign of several missions in a scripted story. We will play through as much of the campaign as time allows.

Arkam Horror w/ House Rules

GM: Emily Wells
Type: Board
System: Arkham Horror
Players: 6
Provided: All materials provided by GM
Variations: Dark Pharaoh, Black Goat of the Woods
Rules Knowledge: Useful
Game Content: Mainstream

Arkham Horror is a cooperative game of Lovecraftian horror.
We will be playing with the following house rules:
* The GM will describe encounters and call for players to make decisions so you might not know what you're getting into before you roll.
* The GM will draw two mythos cards per turn and play whichever one is the most interesting.
* If you are reduced to zero sanity, you may choose to take a madness, rather than go to the asylum. Same for stamina.
* Locations that replace your encounter, such as shops, may give you the option to encounter in addition to the replacement effect.

4-Way Chess

GM: Brian Culcasi
Type: Board
System: 4-Way Chess
Edition: 1st
Players: 4
Provided: All materials provided by GM
Variations: Nightmare Card Deck, 1st and 2nd edition will be in-play
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The classic game of chess in a whole new arena. 4-way elimination Nightmare chess. White vs Black vs Gold vs Silver all on ONE board!

The Hero's Reward

GM Troupe: Tempest in a Teapot Productions
Type: LARP
System: 7th Sea
Players: 30
Variations: Modified L.A.R.P. syster rules
LARP Experience: Useful
Game Content: Mature Themes
Genre: 16th and 17th century European Swashbuckling!
Costume Suggestions: 16th and 17th century, European Courtiers, Pirates, Gowns, Ren-Faire garb

Intrigue, secret societies, and plots against the king! Tempest in a Teapot Productions returns from an 8 year GMing Hiatus to bring you another exciting adventure in the world of Theah and the amazing 7th Sea setting.

War rages in Theah. The might of the Montaigne war machine brings destruction on two fronts, and the people of Castille have suffered a series of defeats - morale hangs in the balance. Yet in its darkest hour, Theus provides a glimmer of hope. Good King Sandoval and the court of Castille have gathered to honor a war hero, through who's actions a major blow has been dealt to the Montaigne invaders. The best, brightest, and most influential have turned out, and they have brought their intrigues and schemes with them. Tonight Inquisitors and spies hatch plans in the shadows, scientists and explorers search an ancient palace for secrets and relics long forgotten, and courtiers engage in the ruthless struggle to control the Castillian throne and its young King. Dastardly deeds must be dashed, buckles must be swashed, for tonight, you are the Hero that Theah needs.

Battlestar Galactica

GM: Lance Richardson
Type: Board
System: Battlestar Galactica
Edition: 1st
Players: 10
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The exciting game of mistrust, intrigue, and the struggle for survival. Up to 10 players to decide the fate of humanity!

The Halls of Nazir-Thun

GM: Gene Lancaster
Type: RPG
System: Crypts & Things
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Thousands of years ago Nizar-Thun was a fearsome Sorcerer who lived high in the mountains in his palace. This palace was a complex of rooms and corridors carved into the living rock itself. Here Nizar-Thun did his great works of magic, housed his armies and hid his treasures. Some said he was working on a potion of immortality when a rival brought his reign of terror to an end.

A magician has sent you to retrieve the potion and in return he'll release you from your servitude. With map and key in hand you make your way to The Halls of Nizar-Thun just north of Zarn the Wasted City. Having travelled the winding and rocky path up the mountainside, you find yourself far from civilization, and outside the entrance.

Light up a torch, arm yourself, and enter The Halls of Nazir-Thun!
Website: www.oldheroesneverdie.com/scenarios/the-halls-of-nazir-thun.html

GROO!

GM: Arthur Stone Wallis
Type: Card
System: GROO
Edition: Basic + Expansion
Players: 12
Provided: All materials provided by GM
Variations: In Memory of Kyle Drake
Rules Knowledge: Useful
Game Content: Family

Build your town and convince GROO to go elsewhere! That mendicant ruins everything! Winners get free GROOS! Cheese dip provided.

Horror Business: A Ghostbusters Adventure

GM: Andrew Beahm
Type: RPG
System: Ghostbusters
Edition: Frightfully Cheery RPG
Players: 6
Provided: Characters created for game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Nightmares have come to life across the Silicon Valley. Of course, it'll take a rag-tag paranormal investigations and eliminations startup to save us all. Who you gonna call?

The Pit of Kotallu

GM: Zachary Paul
Type: RPG
System: Conan 2D20
Edition: Modiphius
Players: 5
Provided: All characters provided by GM
Power Level: Conan
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

It is the Hyborian Age, a time of antiquity and renewal, brutality and beauty. Kingdoms rise amidst the remains of bygone lands. Forgotten secrets of sorcery, ancient artifacts, and devices of strange science lurk undiscovered in moldering ruins and lost cities, to be discovered by the daring or the unwary. Gods flourish and are forgotten, but the great black vale of eternity remains, and within this Outer Dark loom cosmic horrors of an unimaginable scale, evil beyond comprehension. Humankind crawls back from savagery, and nations prepare to rage across the map, ready to sweep civilization away in a tide of blood and iron.

It is a place of heroic adventure and triumph. Here, the bold may prosper and history has yet to be written. So, dog brothers and sword sisters, make ready to step into the world of Conan! Tread the paths he has walked, or blaze new trails across the rich and storied kingdoms, glimmering beneath ancient star s. Drink life to its deepest, exult in the mad flame of battle, and seize glory enough to outlast the march of time!
Website: /www.modiphius.com/conan.html

Flight of the Albatros

GM: Jonah Johnson
Type: Other
System: Battlestations
Edition: 2nd
Players: 4
Provided: Characters may be provided by GM
Power Level: Ranl 1-8
Variations: Some simple homebrew rules
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

This a shake down cruise of the UREF Albatross. Everyone is very excited about this new ship and what it will do for the UREF. You have been chosen out of a lottery to man the ship and take her out for her first trials. Good luck!

*No rules lawyers should apply*

The Cult of the Cyclops

GM: Samuel Horton
Type: RPG
System: Dungeons & Dragons (Original)
Players: 8
Provided: All characters provided by GM
Power Level: 5th-7th
Variations: some house rules
Rules Knowledge: Useful
Game Content: Mainstream

?A strange cult has appeared near the mining/lumber town of Ironhaven. They seem to be bent on disrupting the area and have already divided a local tribe into 2 factions and interfered with the mining opperations of Ironhaven. So far only minor attacks have been made on the town by the wildmen, but their attacks seem to be increasing. The mayor of Ironhaven has asked for assistance from Greyhawk to negotiate with this cult to see if the situation can be resolved.

Knavery, Thievery and Chicanery!

GM: Randy White
Type: RPG
System: The Princess Bride RPG
Players: 5
Provided: All characters provided by GM
Power Level: low
Variations: similar to FATE
Rules Knowledge: Beginners Welcome
Game Content: Family

The Impressive Cleric has accused the Stable-boy, Randall, of stealing the sacred relic of St. Hilarious after he and the item have come up missing. His love Amanda, the Maid-in-Work at the Inn, swears Randall is too good-hearted and it can't be true. She begs the party to clear his name.

The Princess Bride RPG is set in the world of the book and movie, and it is based on the FUDGE RPG system, a fast, easy and intuitive game to learn. FUDGE is the older cousin of the FATE RPG, and works very similarly.

I will provide pregen characters and help new players to FUDGE/FATE quickly learn and start playing the game.

Knavery, Thievery and Chicanery is afoot! It is up to the characters to learn the truth, and see if Amanda and Randall will live happily ever after.

Dead Moon's Rising

GM: Randy White
Type: RPG
System: The Strange (Cypher System)
Players: 5
Provided: All characters provided by GM
Power Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

he Strange is an RPG of espionage, intrigue, and sometimes horror.

Earth is a prime world, a hub of information and secrets.

You are a member of the Estate, an organization dedicated to protecting the Earth from those 'outside' and from internal dangers as well.

This is a one-time adventure welcoming new or experienced players.

Pre-gen characters will be provided, and no knowledge of The Strange or the Cypher System is needed.

The Strange is a fast, player-facing game that is easy to learn and quick to play.

Are you ready to stand and protect the world(s)?

EXPLORE?DEFEND--CREATE

Journey to the Forbidden Planet

GM: Randy White
Type: RPG
System: Esper Genesis
Players: 5
Provided: All characters provided by GM
Power Level: low
Variations: Based on D&D 5.0
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Space-faring empires collide as worlds strive for an uneasy balance in the universe. All share one thing in common: The Crucibles. Artifacts of alien origin, their cores power ships, weapons and civilizations. A select few learned to use them to warp reality, combining physical form with their mysterious energies.

This new awakening has been called many things: dangerous, miraculous, revolutionary...Others simply call it....Esper Genesis.

Esper Genesis is a science-fiction tabletop roleplaying game powered by the 5th Edition rules engine and inspired by sci-fi greats such as Star Wars, Mass Effect, Phantasy Star, and Ghost in the Shell. Taking on the role of a galactic hero, you can forge your destiny within a universe of advanced technologies and hidden mysteries.

Beyond just a bunch of mechanics, Esper Genesis is a powerhouse of awesome sci-fi that's fully compatible and interchangeable with any official 5E product. Create extraordinary personas from soldiers and spies with high-powered gadgets, to engineers wielding specialized rigs and robotics. Though there is no magic, gifted adepts known as 'Espers' channel their cosmic energies through powerful devices, producing spectacular feats of gravity control, psychic ability, and the power to shape the very fabric of space-time.

Step forward and make your mark in the galaxy!

Duty is our First Order

GM: Randy White
Type: RPG
System: Fantasy AGE
Players: 5
Provided: All characters provided by GM
Power Level: low
Variations: similar to Dragon AGE, Blue Rose 7 Modern AGE
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Fantasy AGE?s rules system is known as the Adventure Game Engine (or AGE). It was originally designed for the Dragon Age RPG, also by Green Ronin Publishing. If you learn Fantasy AGE, you can easily pick up Dragon Age and vice versa. The games are not identical but they share the same DNA.

Fantasy AGE is a fast playing RPG on the rules-lite side of the gaming sepctrum. A great game for new players with an exciting stunt system for pulp/cinematic combat.

Step up and enter the Fantasy AGE!


Children of the Fallen Sun

GM: Dave Sokolowski
Type: RPG
System: Mutant Crawl Classics
Players: 5
Provided: All characters provided by GM
Power Level: 1st
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

nightmares have come to life across the Silicon Valley. Of course, it'll take a rag-tag paranormal investigations and eliminations startup to save us all. Who you gonna call?

Calling all Demigods!

GM: Jeff Rogers
Type: RPG
System: Dungeons & Dragons 5.0
Players: 5
Provided: Characters may be provided by GM
Power Level: 10th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Something is wrong with the Deities of Faerun. Their children (hidden throughout the lands) are the key. Your heritage unknown to you will bring salvation to the land. Save the Gods and right the fates.

Sheets will be provided, or a template available to update your own Tenth level character. Half races will only be allowed if both parents were the same half race, i.e. Both Half Elves, both Half Orcs. etc. Tieflings and Genasi will only be allowed if their nature is from their bloodline and not direct parentage. The Ravnica races will also not be allowed, along with Warforged (sad because I love them but they just don't fit the theme), Gith (both subraces), and Aasimar.

Class wise: Artificer, Blood Hunter, Gunslinger and Mystics will not be available. Warlocks may only use the Celestial as their Patron and the patron must be their Parent Deity, as though the only pact available was guided by the fates. Paladins and Clerics will need to be devoted to their Celestial Parent, as if your seeking of faith guided your path.

Full Moon

GM: Nick White
Type: RPG
System: Shadow of the Demon Lord
Players: 5
Provided: All characters provided by GM
Power Level: Expert
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

A skinchanger is attacking Whitlowstead! Demon Lord is a dark fantasy d20 RPG. Bring a d20 and several d6s and help save a town from monsters! There will be deaths.

The Arrowvale Heist

GM: Nick White
Type: RPG
System: Dungeons & Dragons 5.0
Players: 5
Provided: All characters provided by GM
Power Level: 4th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You have been given the task of stopping a wizard from making golems. You have three days to gather information and plan your attack while working at the Circus Sunset.

The Unloved Writ

GM: Zachary Paul
Type: RPG
System: Dungeons & Dragons 5.0
Players: 5
Provided: Players provide their own characters
Power Level: 5th
Variations: The Wayfinder's Guide to Eberron
Rules Knowledge: Expected
Game Content: Mature Themes

The Tribunal of Thronehold has issued a Writ of Accusation, demanding that General Garrick von Jager, an accused Karrnathi war criminal, stand trial. This writ seems unloved, as it has continued to remain on file, but never actively pursued. There has been no funding for a bounty, no hiring of mercenaries to retrieve him, and no appropriation of funds for an official mission. But now, here on a train speeding through the dark of night, you have been hired. You and four others are given the wax sealed Writ and a mission to bring von Jager to the Hall of Judgment.

Why did you accept this dangerous and seemingly unpopular assignment? Are you a bounty hunter who has never lost a mark? A wartime survivor seeking revenge? A Karrnathi noble, seeking to restore the honor of your house and nation? A soldier who doesn?t know any other life, and keeps taking orders? A serial killer who is trying to satiate the dark urges, but also stay on the right side of the law? A loyal lieutenant of von Jager?s, who is waiting for the right moment to strike down those who would harm your mentor? Or are you someone else ? with motives all your own?

The Last War is over, but the wounds are still fresh. Atrocities committed over the last century are sometimes laid bare, sometimes buried. Now you are off to shine a light in a dark corner of Khorvaire?s past. But is there someone else who would rather that von Jager?s past be forgotten? Will you bring von Jager in? Will you make him a martyr? Will you fail, and find yourself among the undead legions, an eternal mockery of life and a permanent tribute to your own failure? Or could an even worse fate possibly await you?

Please bring a 5th level character created using the PHB +1 and the Wayfinder's Guide to Eberron. 27 point ability score generation, normal starting equipment plus 700 GP of additional equipment and a proposal for one uncommon magic item. PCs will be reviewed for compliance with RAW before play begins.
Website: /www.dmsguild.com/product/247882/Wayfinders-Guide-to-Eberron-5e

Ghost Ship

GM: Gregory F. Frank
Type: Other
System: Battlestations
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Claw has disappeared into a negative energy cloud in Sector 3. Only one of the crew?s clones activated and since it is a clone, it has no knowledge of the events. The rest of the crew?s clones never activated. Your mission is to investigate what happened to that ship, rescue survivors if possible, and recover the logs from the Helm of the Claw if the ship itself is irretrievable.

What Master is This?

GM: Aron Clark
Type: RPG
System: Swords Without Master
Players: 5
Provided: Characters created for game
Power Level: heroic
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Story based game with a classical Sword & Sorcery tone. GM sets the scene and players respond to these settings with narration of their own; spinning out the tale and building upon one another?s contributions. Show us, do not tell us how the story unfolds.

Find some support materials for the game at the following link, along with details about how to create a character.
Website: /drive.google.com/open?id=1VIS4P1Y_PIRBZyWYRlpul_qlQcozO7hn

The Match Game

GM: June DeLane
Type: Other
System: The Match Game
Players: 14
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Special event; see listing

?The Incredibles!

GM: Jim Gettman
Type: RPG
System: Hero 5th Ed. (Champions)
Players: 6
Provided: Characters may be provided by GM
Power Level: Max 60AP @SPD5 w/CV10
Variations: minor
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

?You are a Parr, in the car, racing after getaway gunmen. Frozone skis in.?Crazy stuff happens.?Lots of crazy stuff.

This Gratuitous Dismemberment Brought to You by Kleen 'n Fresh?

GM: Randall Koutnik
Type: RPG
System: Paranoia
Edition: Modified Kickstarter
Players: 6
Provided: All characters provided by GM
Power Level: Red Clearance
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Greetings Troubleshooter!

In an effort to make up for budget shortfalls after a lunch delivery gone horrendously wrong, Troubleshooter Central has agreed to take on a few product placement deals. Don't worry - given that all iBalls will be on you, the head honchos have make sure your mission will be a walk in the park. Shoot a few Commies, show off the latest features of the Kleen 'n Fresh? Hygiene-o-Matic? and go home heroes. Shouldn't be too hard, right?

<%%cGFyYW&5vaWE= it'S All a SE-TuP fiend COMPPuuuTER is LIES!!!11!1
DONNN't BeLIEve the pr0GRAM boooook!!
proGr4m=====COMPUTER====LIIIIIIEESSSS
Kleen 'n FRESH??``??? is SCEM to kiiillll tr0b4lshooootersss
PASSWORD IS: correcthorsebatterystaple

The Citadel

GM: Thom Hall
Type: RPG
System: D&D Original Holmes Basic
Edition: 1977
Players: 8
Provided: All characters provided by GM
Power Level: 1st
Rules Knowledge: Useful
Game Content: Family

The Citadel sits atop a rocky crag and locked within a chest somewhere inside is a Talisman of great wonder. The group of characters has been called upon to retrieve the Talisman and use its power to reverse a 10 year drought upon the land. This adventure uses the Holmes Basic edition Dungeons & Dragons rules from 1977 and the Citadel board tiles from Fantasy Games Unlimited 1976.

Defending Apple Lane

GM: Brian L. Isikoff
Type: RPG
System: RuneQuest: Roleplaying in Glorantha
Edition: Chaosium 4th 2018
Players: 6
Provided: All characters provided by GM
Power Level: Beginning PCs
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Casual travelers, regular arrivals, or chance participants, your fates find you in Apple Lane in 1625, weeks after the Dragonrise. The small village is once again threatened - will you help?

Apple Lane has been a location for characters and players to begin their explorations of Glorantha amd RuneQuest for decades. Come help Apple Lane survive new troubles with the latest edition of Chaosium's RuneQuest. New players welcome.

Endeavor: 2nd Edition

GM: Ezra Denney
Type: Board
System: Endeavor
Edition: 2nd
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Come play the brand new version of the great worker placement game Endeavor.

Terraforming Mars

GM: Patrick Riley
Type: Board
System: Terraforming Mars
Players: 4
Provided: All materials provided by GM
Variations: All the expansions, Corporate Era
Rules Knowledge: Useful
Game Content: Mainstream

Terraform Mars (and Venus) and build Colonies for fame and fortune. Mostly fortune.
Website: /www.boardgamegeek.com/boardgame/167791/terraforming-mars

Destination UnGnome

GM: B J Goukler
Type: RPG
System: Hero 5th Ed. (Champions)
Edition: Slim Goodman Approved
Players: 7
Provided: Characters may be provided by GM
Variations: VPPs shot on sight. I can work w/other editions.
Rules Knowledge: Expected
Game Content: Mainstream

There is unrest among the elves in the great cookie factory, as the Princess Selena of the Frostine bloodline has gone missing. The King has sent the best of the batch of his Special Editions down the Rainbow Road to try and find her, but none have reported back since entering the Molasses Swamp. Desperate for the return of his daughter, he has reached out to you for assistance.?Will you eat the blue cookie, and just enjoy a glass of milk? ?Or eat the red cookie and see just how deep this silliness goes?

Zombicide Black Plague

GM: Frank Alonso
Type: Board
System: Zombicide Black Plague
Players: 6
Provided: All materials provided by GM
Variations: Wulfsburg, Murder of Crowz, and Zombie Bosses Expansions
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Team up and go medieval on zombies! Your goal is simple: complete the quest, kill as many zombies as possible, and don?t die! Survivors will be up against slow shambling zombies, Runners, Fatties, Wolvez and the deadly Abominations! Beware the necromancers!

Cthulhu Wars Fight for Yuggoth

GM: Jill Gelster
Type: Board
System: Cthulhu Wars
Edition: OS3
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Come see which Great Old One will succeed in devouring Yuggoth (beware the Watcher in the Green Pyramid)! All faction expansions available. Will include High Priests and maybe more.

A Measure of Faith

GM: Joshua White
Type: RPG
System: Shadow of the Demon Lord
Players: 5
Provided: All characters provided by GM
Power Level: Expert
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

A Measure of Faith is about the dangers of belief. It is the story of a lie that becomes powerful because people believe it; an irrational belief that creates enough hysteria to spark a holy war between the Crusaders, the holy warriors of the Cult of the New God that shield the Empire from the undead-infested Desolation, and the Cult's dreaded Inquisition, responsible for rooting out heresy and demon worship throughout the lands of the Empire.

Dungeonslaying: Caverns of Fetid Bloom

GM: Joshua White
Type: RPG
System: Dungeons & Dragons 5.0
Players: 5
Provided: All characters provided by GM
Power Level: 4th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dungeonslaying: combat archaeology as spectator sport. As amateurs, you have a lot to prove to earn a spot on the Skytower Dungeonslaying team. The Caverns of Fetid Bloom are already pretty solidly ransacked, but the entrance has reemerged nearby, and you?ve been sent to nab whatever you can to keep those Turning Spire bastards from getting even the smallest scraps of loot. Skytower has a score to settle with them ever since the Kraken's Den incident last year.

The first in what is hopefully going to be a long series of games in a living campaign, your choices will determine the development of your characters and the future actions of anyone you interact with.

Russumovi's Robot Inspection (Solar Patrol '55)

GM: David Wainio
Type: RPG
System: Solar Patrol '55/Crazy 8's
Players: 6
Provided: All characters provided by GM
Power Level: starting+
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's the future the way Sci Fi of the 40s and 50s thought it would be. It is 1955 and the Marshal Plan has spread colonies across the solar system after the Nazi's fled Earth at the end of WWII. The brave men and women of the Solar Patrol struggle to keep the peace for the United Nations within a Cold War gone system wide.

Back when the ancient Greeks were developing western civilization on Earth the advanced Martian society was wiped out in a mutual annihilation fighting intelligent mechanical beings that Earth newspapers would dub the 'Robomen' when the existance of Martians and Robots was discovered by astronuats visiting Mars in 1949.

Fearing a posible Roboman revival, research in robotics is highly controlled. The Soviets have one such facility on an asteroid in a border area between Soviet and French sectors of the Outer Mars Asteroid Belt. By agreement with other members of the UN, independent observers can visit and inspect the station. Your Solar Patrol unit happens to be cruising that area of space in your atomic powered patrol ship Vigilance. Your coded orders have come in. Inspect Matryoshka Station on Asteroid MX-942E.

the Russians won't be happy to see you, but they have to let you in. Make sure there is no danger of Roboman activity, ensure that the Soviets are not weaponizing robots in violation of UN treaties, lend any medical or technical support the station may need, inspect the station defences aginst pirate raids, and don't cause an international incident.

Mecha Troop Zero: Search the Kyushu

GM: David Wainio
Type: RPG
System: Crazy 8's
Players: 6
Provided: All characters provided by GM
Power Level: starting+
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Space based giant Mecha action. Humanity fled Terra generations back under constant invasion by a mysterious alien enemy that came to be called the Revenants. Using craft originally designed as exploration / colonization ships survivors search for new homes and to avoid the Revenants.

Your ship is the Minerva, a middle sized city ship of about 750,000 souls. Political tensions are high between the World Order faction that holds control and the other three factions contesting power (The Royalists, Crimson Hammer and the Federalists). For reasons either political or social your character has been placed onto the designated loser troop of the Mecha forces - Mecha Troop Zeta (which most everyone calls Mecha Troop Zero). Your troop gets the crummy, boring, and overly dangerous missions.

The Minerva encounter the old Administrative Control Ship Kyushu adrift about 3 months ago. It showed signs of Revenant attack. Everything with a salvage value for your city ship has already been pulled of the Kyushu and it is designated to be destroyed with nuclear missiles in a few days. Then Minerva will return to its original flight plan.

However it seems that the Engineering Advisory Council has requested that Kyushu's secondary sequencing coils be collected from the ship's auxiliary engineering section. That part of the Kyushu suffered heavy damage and was never fully secured. Getting the coils will mean dismounting from the Mecha upon arrival and searching them out. All while on a tight time frame to finish the job before Minerva fires her missiles at Kyushu. Plus there are rumors that the salvage crews saw strange things lurking about and some even claim that some of the salvage people got killed.

So who gets a job like this? Why Mecha Troop Zero of course. Don your flight suit, grab your helmet, gear up then lock and load before launch time. The Ship's Council doesn't expect much from your troop but as a point of misplaced pride Mecha Troop Zero always completes their mission. No matter how rotten it might be.

Sumer Prime - Don't Drink the Water

GM: Dylan Blair
Type: RPG
System: Dungeons & Dragons 5.0
Players: 6
Provided: Characters may be provided by GM
Power Level: 8th
Rules Knowledge: Useful
Game Content: Mainstream

You've struggled to return to your home world and plane of existence for months, now. Sumer Prime is not where you are meant to die. Perhaps you hitched your wagon to the wrong god? Nevertheless, this latest assignment was promised to lead to your freedom. Follow the polluted Eugris river and face what lies at its source.

You may create your own characters or use my pregens:
8th level, 27 point buy, 500 gp
Website: /sumerprime.com/sp2.html

Sumer Prime - They Took Our Jobs!

GM: Dylan Blair
Type: RPG
System: Dungeons & Dragons 5.0
Players: 6
Provided: Characters may be provided by GM
Power Level: 16th
Rules Knowledge: Useful
Game Content: Mainstream

Undead automation, immigrant fey labor, and the emergence of mega-farms have allowed unprecedented access to affordable food for the nation of Urylon. Alas, the wheels of progress also roll over workers not ready to adapt. You are a retired adventurer drawn into a political nightmare of violent protests and potential rebellion.

The first half of this adventure is world-building using many of the rules for downtime activities. The second half is all 16th level combat based on decisions from the first half.

You may create your own character or use my pregens:
16th level, 27-pt buy, 2 rare magic items, 3 uncommon magic items, 5K gp worth of non-magical equipment
Website: /sumerprime.com/sp6.html

Six of One

GM: Todd Evans
Type: RPG
System: Delta Green
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Welcome to the Village.
You are No.6.
Or are you?
There are five other Villagers who appear to be you in every way.
The same face. The same voice. The same violent streak of individuality.
Can you trust them?
Can you even trust yourself?

Casque of the Sun 2

GM: Daniel Alves
Type: RPG
System: Black Crusade
Players: 8
Provided: Characters may be provided by GM
Power Level: advanced classes
Variations: some house rules
Rules Knowledge: Useful
Game Content: Mainstream

Form motley crew of heretics to journey through the Screaming Vortex in search of the legendary Casque of the Sun and the wonder it holds.

A Beacon to Light Your Way

GM: Thomas Foti
Type: RPG
System: Pathfinder
Players: 6
Provided: Characters may be provided by GM
Power Level: 7th
Variations: 20pt. Buy; stat minimum 8; 23.5K GP; item ?9K
Rules Knowledge: Useful
Game Content: Mainstream

A strange light has sprung up in the swamps emitting an eerie glow where the evil temple to Zyphus used to be. The Lizardfolk in the region have also become more active in raiding neighboring lands. You have been tasked by old man Herbert the Alchemist to investigate and stop what ever is going on.

20 Pt buy (no stat below 8)
23.5K GP (No Craft or item creation discounts, No Item more than 9K.)
Party death extremely possible

The Wraith of Loch Tay

GM: Dovi Anderson
Type: RPG
System: One-Roll Engine
Players: 6
Provided: All characters provided by GM
Power Level: Iron Age smallholders
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The burning of the Druid?s Sacred Isle bodes for a fierce and deadly winter. You must hold fast within the timbered walls and thatched roof of your family?s stilted crannog.

A dark gritty tale of horror & survival. Tribal and family bonds are central to the role playing. See link for background info and PC descriptions.
Website: /docs.google.com/document/u/1/d/1U_GQEzyH0zUgjV48jcukb54ra-tSH-wDRli7T4Rko5M/mobilebasic

Meadow of Madness

GM: Jeff Brain
Type: RPG
System: Pathfinder/Starfinder
Players: 8
Provided: Characters may be provided by GM
Power Level: 3rd-5th
Variations: Gringold as bridge to hybrid Pathfinder/Starfinder
Rules Knowledge: Useful
Game Content: Mainstream

Silver and fire streaks across the sky headed to your favored deer hunting meadow.
Can't control it, we've lost all comm and AI interface, something about this place is off!

--------

Pathfinder for the four characters on Aeon, Starfinder for the four characters onboard, and the twain shall meet. Some actions lead to Pathfinder characters moving into the Starfinder genre, and vice versa, all depending on the choices the combined parties make. Guaranteed mystery, mayhem, new, original monsters, intrigue galore, ancient wisdom, and marvelous magic.
Website: gringoldcampaign.weebly.com

Horror Movie Mayhem

GM: David Jones
Type: RPG
System: Tales from the Loop
Edition: 1st
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

?It's the 80's and Satanic Panic is in full effect. Anything new or strange is considered a corrupting influence: D&D, Heavy Metal music, horror movies,etc. Moral outrage is everywhere but it's really the adults who are acting strange. Can the kids figure out what's going on and why every adult in town suddenly is acting like extras from a 1950's PSA?
Website: /www.modiphius.net/collections/tales-from-the-loop

All Work and No Sleep Makes For Very Bad Days

GM: Saul Morales
Type: RPG
System: Tales from the Loop
Players: 6
Provided: Characters created for game
Variations: Monterey Bay Loop
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Monterey in the 1980's was a great place to grow up. Biking to the beach, to the slough, hanging out in barns and always with the rule of be back before it gets dark. Summer is coming and maybe everyone just isn't into school or work. You and your friends have been having problems sleeping. Some up late with insomnia others remembering only bits of pieces of bad dreams, but the result is your all kinda tired. Teachers and your parents are feeling it too as they are now taking naps when they didn't use to. Some teachers even napping in class...

Murder by Gaslight

GM: Joe Parzanese
Type: RPG
System: Pulp Adventure
Edition: Victorian
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

What was suppose to be a nice dinner party for the esteemed Albion Society turns out to instead be the stage for murder most foul! Pulp mystery in the Victorian Era!

Against the Mythic Giants

GM: Duane Frederick
Type: RPG
System: Pathfinder
Players: 6
Provided: Players provide their own characters
Power Level: 18th; 10 mythic tiers
Variations: Paizo only; no evil char.; 530K GP equipment
Rules Knowledge: Useful
Game Content: Mainstream

Tokens of power and artifacts from the ancient giantish empire have disappeared from the vault of the Nephilim. Heros are needed to find out who took these things.

No evil characters, 530,000 GP equipment. 18th level, 10 mythic tiers. Paizo products only.

Darkness at Runegate

GM: John Holmes
Type: RPG
System: RuneQuest
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: Initiate
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Darkness at Runegate

Followup to Broken Tower scenario from the RQ4 Quickstart, URL included. Following the events at the Broken Tower, the adventurers are sent to Runegate by their clan chief, to investigate rumors of the desecration of the grave of one of the famous ancestors. When they arrive, they discover that something terrible is at work there, and it will take all their wits and strength of arms to survive. Gloranthan setting, Dragon Pass, all characters pregenerated. Previous players of RQ2 especially and other Runequest variants as well should be able to follow easily.

-John Holmes
Website: /www.chaosium.com/runequest-roleplaying-in-glorantha-quickstart/

The Raven Lich of Ancient Babylon

GM: Obi Kaufman
Type: RPG
System: Dungeons & Dragons 5.0
Players: 5
Provided: Players provide their own characters
Power Level: 8th-10th
Rules Knowledge: Useful
Game Content: Mature Themes

ust before Alexander the Great comes to ancient Babylon, a devouring cosmic horror threatens. In a quasi-historical campaign, heroes are needed to strike at the heart of this world-ending evil.

URUNON is the campaign world formally known as DAOTYR. A fantasy-version of our own, real world, the geography and themes of history are roughly analogous, but with sword & sorcery elements incorporated at every turn. A epic, quasi-historical game that incorporates house rules for massive land battles, ALEXANDER OF URUNON is a campaign for Dungeons & Dragons 5E.
Website: /alexanderofurunon.wordpress.com/

Pale Harvest

GM: Badger McInnes
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mature Themes

Los Angeles, 1950. In the late 40s, the Los Angeles Police Department created what became to be known as the 'Gangster Squad'- an elite group of police officers, reporting directly to Chief of Police William Parker. Their job: to combat organized crime in LA, and to eradicate mob boss Mickey Cohen. Given wide latitude, you and other members of the Gangster Squad were able to use any means necessary to stamp out the mob.

That?s your official duty, anyway. But Chief Parker has called you and a few of your fellow officers in with an assignment that he says he needs to bury in the books of the Squad (which itself is buried in the LAPD?s finances). Seems some teenage girls have been gone missing. One body has been found. The press hasn?t gotten ahold of it yet, but it?s only a matter of time before they do. And the last thing the department needs is another Black Dahlia PR disaster. Your assignment: find the girls. Find out who?s kidnapping them. Bring them to justice. By any means necessary.

This Call of Cthulhu scenario deals with sensitive topics of an adult nature. Strong investigative elements and roleplaying emphasized. Mature players only.

Tegel Manor

GM: Thom Hall
Type: RPG
System: Dungeons & Dragons (Original)
Edition: Holmes Basic (1977)
Players: 6
Provided: All characters provided by GM
Power Level: 4th-6th
Variations: Blueholme characters above level 3
Rules Knowledge: Useful
Game Content: Mainstream

Bob Bledsaw's Tegel Manor published by Judges Guild in 1977. Tegel Manor, a great manor-fortress on the seacoast, is rumored to be left over from ancient days when a charm was placed over it protecting it from most of the ravages of time and human occupation. Come try this classic fun-house adventure.

Chapel of Silence

GM: Thom Hall
Type: RPG
System: Dungeons & Dragons (Original)
Edition: Holmes Basic (1977)
Players: 6
Provided: All characters provided by GM
Power Level: 3rd-5th
Variations: Blueholme characters above level 3
Rules Knowledge: Useful
Game Content: Mainstream

Your party is on a journey through a mountainous region distinguished by sheer cliffs and dangerous precipices. Thus everyone is grateful when, just at nightfall, they find an abandoned chapel. It provides a dry shelter from the wind and radiates such an aura of good that there is no hesitation about sheltering within it.

Into the Temple of the Eye

GM: Matthew Decker
Type: RPG
System: Dungeons & Dragons 5.0
Players: 5
Provided: Players provide their own characters
Power Level: 8th
Rules Knowledge: Useful
Game Content: Mainstream

Urunon is the campaign world formally known as DAOTYR. A fantasy version of our own real world.. The geography and themes of history are roughly analogous, common but with sword and sorcery elements incorporated at every turn. An epic quasi historical game that incorporates house rules for massive land battles, Urunon is a campaign for Dungeons and Dragons 5E.
Website: /alexanderofurunon.wordpress.com/

What Lies Beyond

GM: Ryan Walton
Type: RPG
System: Doctor Who Adventures in Space & Time
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Doctor(s) still trying to repair the damage from the paradox. ?A strange new foe appears. Can the Doctor(s) solve the mystery?

Vermin Problem

GM: Nick Matyas
Type: RPG
System: Pathfinder
Players: 6
Provided: Players provide their own characters
Power Level: 7th; 25pt buy; 23.5K gp
Variations: Paizo Pathfinder only
Rules Knowledge: Expected
Game Content: Mature Themes

A kind but unnoticed group of fey needs help with a vermin problem. Leave your mind-affecting at home.

Solaris VII Team Brawl

GM: Jason Windham
Type: Sci-Fi Miniatures
System: Battletech
Edition: Total Warfare
Players: 12
Provided: All miniatures provided by GM
Variations: Card Initiative & Floating Crits
Rules Knowledge: Useful
Game Content: Mainstream

Take control of 10-meter-tall machines of death & destruction as you and your teammates vie to be the last team standing in the Solaris VII Team Brawl.

Fight will take place inside indoor arena with player-controlled barriers and automated turrets. Each team will be made up of two Medium and one Heavy weight class mechs.

I will be using the Total Warfare rules for Classic Battletech, with the following minor changes.

Alternate Rules: Card based initiative, Floating Snake Eyes crits, Barriers & Automated Turrets.

Explanations for all the alternate rules will be available for all players at the beginning of the session and reviewed prior to start.

Air War over Malta

GM: Chuck Staedler
Type: Historical Miniatures
System: Sky's The Limit!
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Around noon on November 2, 1940, Italian aircraft were reported high to the north of Malta. This was a force of SM79s bombers of the 34th Stormo under a strong fighter escort from 7l &72 squadrons composed of MC200 Saettas led by Spanish War veteran Maj. Bruno Branbilla, and CR42 Falcos led by Cpt. Luigi Corsini. All were headed for the airfield at Luqa. Reconnaissance missions from Malta were being flown regularly over Taranto and the Italians were attempting to suppress them. The RAF was able to scramble Hurricanes from 261 Squadron lead by Fl. Off. John Walters and Gladiators lead by George Burges.p>Aftermath: Each side made multiple claims of destroyed and damaged aircraft, but the only confirmed loss was a MC200 which crashed on the island. The bombers made it through and hit Luqa, heavily damaging one hangar.

Destination - D'Ilyria

GM: Jason Krestoff
Type: RPG
System: Starfinder
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Bellerophon is late in reporting in and protocol demands an investigation. The Bellerophon was to survey an uninhabited world with no known hostile life. This mission should be easy.

Escape Room: Engineering to the Holosuite

GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Star Trek DS9
Costume Suggestions: Any DS9-era Trek

You finally took Quark up on his 2-for-1 holosuite deal. It seemed like such a great way to blow off a little steam with some friends. Unfortunately, you seem to have triggered an old Cardassian boobytrap, sealing the room and shutting down most of the systems. Engineering is locked out, transporters aren't functioning, and there's an ominous countdown proceeding toward zero. You need to somehow make sense of the station's systems and puzzle your way out of this before something bad happens.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed. While knowledge of Trek may be entertaining, it is not necessary.
2. Gather items, find codes, and solve puzzles to restore system functions and escape.<br>3. Strategy and cooperation with your team members is essential more heads are definitely better than one.<br>4. Failure to escape the holosuite is nothing to be embarrassed about. After all, you are matching wits with the Cardassians, widely known for their devious plots and ingenious traps.<br>5. Do not worry if you are still in the holosuite when time expires. Odo has told Quark he's not allowed to charge you extra.<br>6. Dressing like your Trek character may help

Snow Day

GM: Charles Picard
Type: RPG
System: Tales from the Loop
Players: 5
Provided: Characters created for game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In this roleplaying game in the vein of E.T. and Stranger Things, you'll play tweens and teens solving mysteries connected to the Loop? a zone for mysterious high-tech government projects strictly off limits to the public.

Scifi artist Simon St?lenhag?s paintings of Swedish 1980s suburbia, populated by fantastic machines and strange beasts, have won global acclaim. Now, you can step into the amazing world of the Loop?

The landscape was full of machines and scrap metal connected to the facility in one way or another. Always present on the horizon were the colossal cooling towers, with their green obstruction lights. If you put your ear to the ground, you could hear the heartbeat of the Loop ? the purring of the Gravitron, the central piece of engineering magic that was the focus of the Loop?s experiments. The facility was the largest of its kind in the world, and it was said that its forces could bend space-time itself.
Website: /youtu.be/Gn6ifkbE_WI

Hell Nedz Hellspawn

GM: Michael Smith
Type: RPG
System: In Nomine
Players: 8
Provided: All characters provided by GM
Power Level: Beginner Demons
Variations: 1/2 roleplay 1/2 resource building
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

i>I'm not outrunning the Bear?
Newby Demons in Hell go Earthside to recruit Humans to pledge loyalty to Hell. The loser gets thrown to the Angels
....I'm outrunning you.

Liberty Port: Revonis

GM: David Guon
Type: RPG
System: Traveller
Edition: MegaTraveller
Players: 6
Provided: All characters provided by GM
Power Level: Standard
Variations: Gateway Sector
Rules Knowledge: Useful
Game Content: Mature Themes

The crew of the Phoenix Hawk is taking some well-deserved R&R. Where better than a high-port with a reputation for hedonism, excess, and the ready availability of just about anything a hard-working/hard-playing adventurer might want? After all, what could go wrong?

Ah... that's the question. Come find out.p>This adventure is a follow-on from last year's 'Crash of the Ad-Astra.'

War on Terror--Afghanistan

GM: Matt Hilzendrager
Type: Historical Miniatures
System: Bolt Action
Players: 6
Provided: All miniatures provided by GM
Variations: Modern
Rules Knowledge: Useful
Game Content: Mainstream

U.S. 3rd Marines recce unit enters Helmand province in counter insurgency mission to 'sweep & clear' suspected Taliban village by going hut to hut. So where's Osama?

28mm minis & terrain provided. Bolt Action WW2 rule set nicely modified to adapt for Modern skirmish warfare.

Overwatch!

GM: Aaron Clements Gettman
Type: RPG
System: Hero 5th Ed. (Champions)
Players: 6
Provided: Characters may be provided by GM
Power Level: Max 60AP @SPD5 w/CV10
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Players start the RPG as The Incredibles at the end of their latest movie. They engage some thugs, then chase after The Underminer. That rabbit hole leads them into an encounter with very challenging Overwatch villains. Engagement is ex-machina adoption of an Overwatch game goal; this is not a killing spree. Stakes will be returning to normal vs remaining in limbo.

Imperial Struggle

GM: Matthew Chasm
Type: Board
System: Twilight Imperium
Edition: 3rd
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Axis and Allies: 1940 Global Rules

GM: Carl Francis Gonzalez-Martin
Type: Board
System: Axis and Allies
Edition: 1st
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Very Complex

Axis and Allies: 1940s Global is a Game taking place in the Greatest Conflict ever seen, WW2. Any who have played any version of an Axis and Allies game is welcomed. Willing to take beginners. Though be ready for the Long Haul.

Back to the Cosmos

GM: Jefferson Krogh
Type: Board
System: Cosmic Encounters
Edition: FFG
Players: 5
Provided: All materials provided by GM
Variations: Variations/expansions to be decided by group
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The classic game of aliens venturing into the cosmos and light-heartedly tussling over control of the universe. Attack, negotiate, ally? Watch out for the Cosmic Zap!

Hide and Seek

GM: Karen Dombek
Type: RPG
System: Star Wars
Edition: Saga (Fantasy Flight)
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Expected
Game Content: Mature Themes

Hide and Seek. A kid?s game, yes? Not with life-and death stakes....
Imperial and Jedi players.
Lethal game.
Not my usual game - replacement characters provided.

Taking of Narvik 1-2-3 1940

GM: Joseph R. Paulsen
Type: Historical Miniatures
System: Axis & Allies Miniatures
Players: 6
Provided: All miniatures provided by GM
Variations: War at Sea
Rules Knowledge: Useful
Game Content: Mainstream

5 - 6 Players try to control the Norwegian port of Narvik in April - Jun 1940. Players are not totally limited to historical stanses taken by their leaders. Phase I - Openning shots. Phase II early British responses. Phase III - Determined Allied responses.

Taking of Narvik 1-2-3 1940

GM: Joseph R. Paulsen
Type: Historical Miniatures
System: Axis & Allies Miniatures
Players: 6
Provided: All miniatures provided by GM
Variations: War at Sea
Rules Knowledge: Useful
Game Content: Mainstream

5 - 6 Players try to control the Norwegian port of Narvik in April - Jun 1940. Players are not totally limited to historical stanses taken by their leaders. Phase I - Openning shots. Phase II early British responses. Phase III - Determined Allied responses.

The Sepulchre of Jamath

GM: Glenn Boswell
Type: RPG
System: Dungeons & Dragons 5.0
Edition: Basic Rules Set
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You?ve ventured into the Trollbark forest, following rumors of a haunted crypt and whispers of missing travelers from the Trade Way. Folk speak of the portal beyond a stone circle where few venture, and none return. After two days and nights searching through the forest, you finally stumble upon your destination?

Everything is provided in this introductory adventure for 5e Basic.

The Sepulchre of Jamath

GM: Glenn Boswell
Type: RPG
System: Dungeons & Dragons 5.0
Edition: Basic Rules Set
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You?ve ventured into the Trollbark forest, following rumors of a haunted crypt and whispers of missing travelers from the Trade Way. Folk speak of the portal beyond a stone circle where few venture, and none return. After two days and nights searching through the forest, you finally stumble upon your destination?

Everything is provided in this introductory adventure for 5e Basic.

Kapersky Ridge

GM: Jason Frankenfield
Type: RPG
System: Nugget
Players: 5
Provided: All characters provided by GM
Variations: minor combat tweaks
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

It seems too good to be true, Federal timber rights along the Kapersky Ridge, untouched and uncut for 40 years. This could be the big break you've been looking for. All you need to do is clear out the old logging road and cash in. Nothing an experienced crew of loggers can't handle, right?
Website: /www.drivethrurpg.com/product/29252/Nugget?cPath=4170&it=1

Butterfly Unit

GM: Jill Stapleton
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The FBI?s National Center for the Analysis of Violent Crime takes in violent crime statistics from all over the world. Its stated goal is to provide international law enforcement officials with behavioral, investigative, and forensic insights into repetitive or unusually violent crimes. Somewhere in a back corner of its offices in Quantico is an experimental group that is using big data, machine learning, and predictive analytics to get ahead of the curve. It?s just pinged on a series of eight murders, five foreign (San Jose del Cabo, Mexico), three domestic (New Orleans). They have a high probability of being connected. You are part of an experimental multi-disciplinary team and will be working the case on a parallel path to the traditional FBI investigation. Mexican authorities are cooperating, and you?ll be authorized to investigate both the foreign and domestic murders.

A Hostile Rescue

GM: Glenn Goffin
Type: RPG
System: Traveller
Edition: Mongoose
Players: 8
Provided: All characters provided by GM
Power Level: Zhodani military/naval regulars
Rules Knowledge: Useful
Game Content: Mainstream

Zhodani forces have received a distress call from a secret Imperial installation in far orbit. This could be an enormous intelligence coup. Go to the site, assess the situation, take any action you deem necessary and prudent, and report back for further instructions.

This scenario takes place during the Fifth Frontier War, in the Classic Traveller milieu.

Warbots, psionics, and stranger things in a high-tech Traveller classic era dungeon crawl. The players will take the roles of Zhodani military, naval, and intelligence personnel assigned to respond to the distress call.

The Search for Brian Boru

GM: Shannon McNamara
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: fraile investigators
Variations: Cthulhu Dark Ages
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

This scenario is a winner of the Cult of Chaos Scenario Writing Contest Winners for 2018. Aerfin the Druid promises that the Sidhe can raise your great-grandfather, Irish king Brian Boru, and return your family to the prosperity that was lost when he was deposed. But will you sacrifice all to go on this mad quest the Sidhe demand?

NOTE: This scenario is different from most Cthulhu games in which you fight your way out or do a counter ritual. This focus is upon sacrifice to the memory of Brian Boru, helplessness and moral devotion. It digs into the pathos.
Website: /www.chaosium.com/bloghere-are-the-cult-of-chaos-scenario-writing-contest-winners-for-2018/

Kingdom Death: Monster

GM: Stephen Russell
Type: Other
System: Kingdom Death: Monster
Edition: 1.5
Players: 6
Provided: All materials provided by GM
Variations: Six player custom variant
Rules Knowledge: Beginners Welcome
Game Content: Very Complex

You wipe the ink from your eyes and peer into the blackness. You remember nothing. No name to call yourself, no language to speak to the strangers awakening around you. You shiver naked clutching a lantern that casts an eerie light upon the carved stone faces that make the ground beneath you. A pair of glowing eyes appears in the darkness accompanied by a low growl. Grasping desperatly for something to defend yourself with, your hand closes around a sharp broken shard from one of the stone faces. The Beast is upon you.

Merchants & Marauders

GM: Thomas Crawford
Type: Board
System: Merchants & Marauders
Players: 4
Provided: All materials provided by GM
Variations: Seas of Glory expansion rules added at players' discretion
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You can be a merchant or a pirate during the Golden Age of Piracy. Seek fortune through trade, missions, or plundering. Modify your ship, buy powerful ships, and hire crew.

POO the Card Game

GM: Mary Russell
Type: Card
System: POO
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

It's been a tough day in the monkey cage and something in the food tonight wasn't quite right. In the monkey world there's only one thing that can be done about it: Fling poo.

Battlestra Galactica: Darkness Before Daybreak

GM: Mike Hutchinson
Type: Board
System: Battlestar Galactica
Edition: 1st
Players: 6
Provided: All materials provided by GM
Variations: Elements from all expansions included
Rules Knowledge: Expected
Game Content: Very Complex

Come and play the thrilling co-operative (now out of print) board game based on the fantastic SyFy Channel TV show Battlestar Galactica.

In the game, you will take the part of one of the characters from the show. But unlike on the show...ANYONE might be a Cylon.

While all the players are supposed to work together to save the Human race, at least some of us will be Sleeper Agent Cylons trying to doom humanity.

I will be the seventh player in the game, acting as a Cylon Leader, but I may not be on the side of those nasty Cylons. We shall see.

We will be playing with elements from the Exodus expansion and the Pegasus expansion and the Daybreak expansion, as well as the tried and true base game.

I'm never quite sure which elements of Exodus and Pegasus and/or Daybreak I'll use until DunDraCon weekend. I often run the 'Ionian Nebula' variant from Exodus. The one with NPCs to encounter.

This year, I'll be adding a slight homebrew variant to how we choose Crisis cards.

Having a full game of six players will likely make the game run the full six hours, so I'll have plenty of breaks for people checking out of the hotel or making one last run to the Dealers' Room as well as an extended lunch break (and regular bathroom breaks).

Overall, I want experienced players for this game. Things flow a lot better with players who have at least some idea about the game beforehand.

If you're a fan of the TV show, that's always a plus--as it makes the situations of the game easier to understand.

Battlestar Galactica is not exactly a family friendly game, so I would advise players under 18 to steer clear. There are adult themes (traitors, executions) and the game is based on being paranoid and suspicious of other players. I've found that teens don't have much of a poker face and tend to get their feelings hurt when someone calls them a Cylon or tosses them out an airlock. Fair warning.
Website: /www.fantasyflightgames.com/en/products/battlestar-galactica/

The Unseelie Accords

GM Troupe: Peculiar Crossroads Productions
Type: LARP
System: Dresden Files
Players: 20
Variations: Invented System
LARP Experience: Useful
Game Content: Mainstream
Genre: Supernatural Noir
Costume Suggestions: Pick a character type from the Dresden books and you'll fit in.

In 1994, two dozen members of the Supernatural Community were gathered by Mab, queen of Air and Darkness and met in Milwaukee to discuss the Unseelie accords. You will be one of those individuals, defining the future of the world and the fates of everyone.

Instead of running Amber this year, we've decided to do a Dresden Files style LARP. Players will be taking on the roles of canon characters, new arrivals and historical individuals. Knowledge of the series is useful but not required. Come prepared for politics, intrigue, and mystery. Costuming is encouraged.

Crazier Eights: Camelot

GM: James Gray
Type: Card
System: Crazier Eights
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A gateway fantasy card game with a King Arthur theme. You can get Guinevere, Merlin, or the Holy Grail! It has some similarities to Uno, and every card can be played for an ability.

The main idea is to take your turn drawing one card, playing up to one card, and discarding up to one card. When discarding, you have to match the top card of the discard pile or discard an eight.

The Avalon set will also be mixed into the deck!
Website: craziereights.com/

Crisis

GM: Jane Barrow
Type: Board
System: Crisis
Players: 4
Provided: All materials provided by GM
Variations: New Economy expansion
Rules Knowledge: Beginners Welcome
Game Content: Family

Axia is in crisis - will you help or hinder her economic recovery? Worker placement game with a cooperative element of not tanking the game's economy lest everything come crashing down!

Star Wars: After

GM Troupe: Blue Lotus Productions
Type: LARP
System: Homebrew
Players: 30
LARP Experience: Useful
Game Content: Mainstream
Genre: Space Opera/Sci-Fi

Five years after the Rebellion was successful and with the death of the Emperor and Darth Vader, Grand Admiral Thrawn took charge of the Empire and when to war against the New Republic (For more read about 'Star Wars: The Thrawn Trilogy'). Thrawn was finally defeated and killed, and ten years later an imposter tried to take his place and failed (for more read about 'The Hand of Thrawn' duology). With the Imperial Remnant in tatters and on the edge of defeat, the Remnant sues for peace and proposes a diplomatic summit to hammer out a treaty with the New republic. It is agreed upon and is set to take place on Yavin IV where Luke Skywalker and his wife Mara Jade Skywalker can keep an eye on the proceedings. Yavin IV is also where Luke Skywalkers new jedi temple is located, and where his students will remain training and observing the forming of the treaty. Delegates from both sides will certainly be looking to gain advantage in the coming negotiation, both sides must be wary of possible sabotage.

Oliver Jones and the Turbulent School

GM: John Kim
Type: LARP
System: Homebrew
Players: 10
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Modern Fantasy/Harry Potter

Set in 2049, two generations from Harry Potter's day, this is a time of hope and a time of turmoil at Hogwarts. The wizarding world has been shaken up, and the new Hogwarts students are stranger than ever - mixing not just muggle-borns and purebloods, but also half-giants, goblins, and even house elves. This is a character-based larp about difficult adjustments, with various Harry Potter references and a dollop of magic.
Website: darkshire.net/jhkim/rpg/larp/wizardingworld/

The Continuum Conundrum

GM Troupe: Dreams of Deirdre
Type: LARP
System: L.A.R.P.S. System
Players: 24
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Star Trek
Costume Suggestions: Any generation of crew uniform

Space: the often-returned-to frontier. This is the crew of the Starship Valiant, NCC-1623, going boldly wherever Starfleet tells them to. But in this stretch of unexplored space, things are about to go terribly astray.

This game is set in an archetypal Star Trek universe with the camp turned up to 11. Any generation of Trek crew costuming is welcome.
Website: dreamsofdeirdre.org

Escape from New York

GM Troupe: Ace of Geeks
Type: LARP
System: Homebrew (Resource management)
Players: 20
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Post-apocalyptic pulp
Costume Suggestions: 1980s apocalypse

You are a convict on island of Manhattan. The government has decided to cut off all supplies drops, so it is up to you and your fellow convicts to survive. Will you build up your own gang to take over the entire island, or will you focus on breaking out and teaching the government a lesson.
This LARP uses a homebrew mechanic that is a blending of Minecraft, civilization, and Escape from New york. Each gang will be responsible for a much needed resource. These resources can be used to build defenses, weapons, or other assests to advance your team's goals. It can be cooperative or competitive. There isn't really combat built into the game, it is more of a political/social game, but we want you to feel like you can play the game however you want! It is the same mechanic with some slight tweaks as our Goblintown game.

Fallout: Showdown at Bighorn Gulch

GM Troupe: Shiny Thing Games
Type: LARP
System: GM Fiat
Players: 15
Variations: Fallout, Quiet Year
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Post-Apocalypse, Western
Costume Suggestions: Western, Mad Max, Fallout (optional)

Caesar's Legion has fallen in the wake of the Battle of Hoover Dam, but bands of desperadoes still plague the Mojave. Towns find themselves forced to choose between freedom and the risk of annihilation, or the restrictive protection of the expanding New California Republic.
The people of Bighorn Gulch are threatened by vicious deserters looking for the most precious resource in the Wasteland: clean water. With only days to prepare, the ranchers, farmers, and traders of Bighorn must decide whether to stand and fight, or to flee into the hills.

Ghost Court

GM: Antonio Morton
Type: LARP
Players: 15
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Costume Suggestions: None

Ghost Court is a live action roleplaying game for 6 or more players about ghosts and humans who sue one another in small claims court. Players will rotate roles as plaintiffs, defendants, judge, bailiffs, and court clerks.
Bully Pulpit Games
Website: bullypulpitgames.com/games/ghost-court/

Smash Up

GM: Mary Russell
Type: Card
System: Smash Up
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Smash Up, designed by Paul Peterson, is the Shuffle building game from Alderac Entertainment Group. In Smash Up players draft two faction decks, such as pirates, ninja, robots, zombies, and more, and combine them into a force to be reckoned with!

War of the Ring

GM: Thomas Crawford
Type: Board
System: War of the Ring
Edition: 2nd
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

While Shadow Forces (players 1 & 2) grow, should the Free People (players 3 & 4) try to get the Ring to Mount Doom or should they focus on defeating them on the battlefield?

Lords of Waterdeep

GM: Thomas Crawford
Type: Board
System: Lords of Waterdeep
Players: 5
Provided: All materials provided by GM
Variations: Scoundrels of Skullport expansion
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The players are lords, secret rulers of the city, vying for control of Waterdeep. Use agents to perform quests, expand the city by buying buildings, and sowing intrigue to help or hinder other lords.

John Company

GM: Jefferson Krogh
Type: Board
System: John Company
Players: 4
Provided: All materials provided by GM
Variations: Early Company scenario
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

John Company attempts to tell the story of the British East India Company from the inside out. Players will steer their dynasties through the company's history, vying for position, power, and prestige. The goal of the game is simple: Use the Company and the Company's trade to secure your place in society back home. To this end, you guide your scions through their careers, exchanging favors for positions in London or plush colonial posts. Players collectively control the Company, facing tough budgetary decisions and conflicting interests. Should a Governor conduct a campaign to expand company holdings or invest in his region's infrastructure? Perhaps the honest tax revenues would be better diverted to expand his summer estate back home...

As the game continues, the Company may face open rebellion in India or outright failure as it grapples with increasingly bold attempts at regulation from the British government. Each game offers a huge range of possibilities, informed chiefly by the decisions the players make.

Crazier Eights: Camelot

GM: James Gray
Type: Card
System: Crazier Eights
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A gateway fantasy card game with a King Arthur theme. You can get Guinevere, Merlin, or the Holy Grail! It has some similarities to Uno, and every card can be played for an ability.

The main idea is to take your turn drawing one card, playing up to one card, and discarding up to one card. When discarding, you have to match the top card of the discard pile or discard an eight.

The Avalon set will also be mixed into the deck!
Website: craziereights.com/

Isle of Skye with Journeyman and Druids expansion

GM: Jane Barrow
Type: Board
System: Isle of Skye
Players: 5
Provided: All materials provided by GM
Variations: Journeyman and Druids expansions
Rules Knowledge: Beginners Welcome
Game Content: Family

Place tiles onto your island while paying special attention to the symbols you'll need to collect along the way. Be sure to price your tiles appropriately - everyone will get a chance to buy them before you do!

Great Western Trail: Rails to the North

GM: Jane Barrow
Type: Board
System: Great Western Trail
Players: 4
Provided: All materials provided by GM
Variations: Rails to the North expansion
Rules Knowledge: Beginners Welcome
Game Content: Family

Grow your cow herding business by building your deck of cattle and advancing your engine along the track to new cities. The new expansion adds a different track going to the north east which is more challenging than the original!

Fireball Island

GM: Jarrett Ford
Type: Board
System: Fireball Island
Players: 3
Provided: All materials provided by GM
Variations: All expansions (at request)
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Fireball Island: The Curse of Vul-Kar improves on the art, components, and game play of the original. If you loved the game as a child, you'll see we turned that delightful chaos up to the max. If you never played it before, you'll appreciate it as a fun, exciting game for kids, families, and gamers alike.
Website: /www.kickstarter.com/projects/restorationgames/fireball-island-80s-board-game-reignited-and-r

Axis vs Allies vs Zombies

GM: Jarrett Ford
Type: Board
System: Axis and Allies
Players: 3
Provided: All materials provided by GM
Variations: Zombies
Rules Knowledge: Useful
Game Content: Mainstream

It is 1941, and the world is at war. The Axis war machine is crushing everything in its path, while the Allies are rallying together to mount a heroic stand.

And then zombies show up.
Website: avalonhill.wizards.com/games/axis-and-allies/zombies

Alpha Complex Goes To The Olympics

GM: Randall Koutnik
Type: LARP
System: Paranoia
Players: 12
Variations: Form-based combat
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Hilariously Dystopian

Friend Computer has decided to hold a competition to decide who is the most loyal sector, with huge rewards for the winner. Naturally, the secret societies have all planted their best and brightest to try and take first place.

Join us for fierce competition, wacky artifacts, next-level hacking and form-based combat.

NOTE: Despite 'Olympics' in the title, no physical ability is required to play.

Zombicide

GM: Antonio Morton
Type: Board
System: Zombicide
Edition: Season 1
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Zombicide is a cooperative game set in a modern zombie apocalypse in which characters with special abilities complete survival missions. Players improve their abilities by killing zombies.
Website: /www.zombicide.com/en/

Codenames & Codenames Pictures

GM: Antonio Morton
Type: Board
System: Codenames
Players: 7
Provided: All materials provided by GM
Variations: Original and Pictures
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Two teams compete by having their Spymaster give one word clues which can point to multiple codenames on the board. The team that reveals all of their codenames first wins!
Pictures will replace words in the Codenames: Pictures Version.
Website: /czechgames.com/en/codenames/

Crazier Eights: One Thousand & One Nights

GM: James Gray
Type: Card
System: Crazier Eights
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A gateway fantasy card game that is similar in some ways to Crazier Eights (the game which Uno is based on), except every card can be played for an effect. The first player to have zero cards in hand wins.

Crazier Eights: One Thousand & One Nights is inspired by stories often referred to as the Arabian Nights. It has Aladdin, Jinn, magic carpets & more!

The One Thousand & One Nights deck will be mixed with the Shahrzad set.
Website: craziereights.com/

Crazier Eights: Olympus (Preview)

GM: James Gray
Type: Card
System: Crazier Eights
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A gateway fantasy card game inspired by Greek mythology. There?s Zeus, Atlantis, Pandora?s Box, and more! It's similar in some ways to Crazy Eights (the game which Uno is based on) except every card can be played for an ability. The first player with zero cards in hand wins.

Players take turns drawing one card, playing up to one card for an effect, and discarding up to one card.
Website: craziereights.com/

Twilight Imperium 4th Edition

GM: Bret Anderson
Type: Board
System: Twilight Imperium
Edition: 4th
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Very Complex

Millenia ago, the Lazax Empire collapsed, and the ensuing Twilight Wars ravaged galactic civilization and ushered in a dark age. Now, old races and new are emerging from their long slumber and looking to the stars. Who will ascend the ancient throne on Mecatol Rex to rule the next galactic empire?

Twilight Imperium 4th Edition (TI4 to its friends) is the latest iteration of the classic grand strategy game that updates and streamlines the already-great design.

Players will assume the role of one of 17 unique races that will start at the edge of the galactic map and expand inward towards Mecatol Rex, the devastated ancient seat of empire. The goal of the game is to achieve 10 victory points which players attain through fulfilling objective cards that are drawn at random at the start of the game and revealed slowly throughout it. There are many paths to victory, from simple conquest to devious political machinations.

While TI4 is primarily a strategy game, it contains a strong social element. It is rare to be able to win the game without cutting deals and making friends (and, of course, enemies). It is a long game, but because of the clever rule design players are almost always involved in the action, from making choices stemming from other players' actions to voting in the Galactic Council.

The only rule change that I make from the standard book is in faction selection. Instead of picking from the full field, I deal two races at random to each player, and she/he picks one.

As I said, TI4 is a very long game! I have set aside 12 hours, but that is the longest it might be. It's more likely to run closer to 8-10 hours, but players should be prepared for the full 12 (especially if I have to do a full rules explanation). To mitigate that length, here is a link to a very good video explaining the rules that I recommend all interested players watch:https://www.youtube.com/watch?v=_u2xEap5hBM&t=1704s

May the the most worthy rule the galaxy!
PAX MAGNIFICA BELLUM GLORIOSUM
Website: /www.fantasyflightgames.com/en/products/twilight-imperium-fourth-edition/