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101 White Plume Mountain

Friday 6 PM in 159 for 6 hours
Room Map
GM: Karen Kelley
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 6th-9th
Variations: Pathfinder version of Greyhawk scneario
Rules Knowledge: Useful
Game Content: Mainstream

This will be a Pathfinder variation of Greyhawk's White Plume Mountain. There will be a lot of problem solving, riddles, puzzle, etc. Please bring dice and pencils.

102 Cyberhell

Friday 6 PM in 163 for 8 hours
Room Map
GM: Matt Morrison
Type: RPG
System: Dungeons & Dragons 1st/3rd Hybrid
Players: 8
Provided: Players provide their own characters
Power Level: 10th-15th
Variations: Will accomidate 1st, 2nd, 3rd, 5th Ed chars
Rules Knowledge: Useful
Game Content: Mainstream

igil, center of the Multiverse, has vanished. The Astral Plane has become Evil-aligned and corrosive, literally dissolving the Mutiverse where connections open at points in Outer Planes or Prime Material. Rumors abound the Arch-Fiend Lucifer, Prince of Darkness and Evil, is free from his icy, Inferno prison.

A band of heroes magically appears before an odd-looking, robed person who whispers, 'You must go DIRECTLY to Hell...'

Cyberhell is inspired and skinned over portions of Geoffry O. Dale's 'Journey through Malebolge' which is, in turn, Dale's modern imagining of his old 1980 Judges Guild product, 'Inferno' - believed deadlier even than the original 'Tomb of Horrors!' My 'skin' of Cyberhell is loosely based on a home brewed scenario from the mid-1990s by my good friend, Sick Rick.

I will run the adventure with my own blended 1e/3e hybrid rules which, in general, utilizes d6 'party' initiative, and de-emphesizes skill checks in favor of race and class abilities. Otherwise, the saving throws, magic, and combat rules are essentially 3rd/3.5 edition.

There is no need to update your character sheet into a new rules version. In this game I'll mostly translate where necessary on the fly into my hybrid rules. However, I will accommodate 3rd Ed. and 5th Ed. skills where appropriate, as well as potential 1st/2nd Ed. saving throws and abilities. The goal being to give adventurers best possible chances versus an EXTREMELY deadly environment. Situationally, if you can pull an imaginative idea from any set of rules that might save the party, we'll roll with it!

That said, please make sure yours is a high-level character you yourself have run, from 1st level to whatever. It may be that the character has collected dust, but we'd like as least some memories as to the limits of what your character can do existing somewhere in the old noggin.

Also, please bring whatever rule books you use to run your character including Players Handbook and DM's Guide. I will bring my old 1st Ed. AD&D books, my 1e/3.5 Hybrid rules, and the 5th Ed. Basic Rules for my own reference.

Lastly, please bring your own set of dice. A character miniature would be cool, but not required.
Website: direbane.blogspot.com/

103 Lights! Camera! Aaaargh!

Friday 6 PM in 164 for 6 hours
Room Map
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: Useful
Game Content: Mature Themes

It's not just another day on set. Can the intrepid cast and crew of the show Myth Hunters survive the real thing when the Zombies come knocking? Can the Hunters, their interns, and crew debunk the zombie myth, or will they join the groaning masses?

104 The Nacht Zirkus

Friday 6 PM in 165 for 8 hours
Room Map
GM: Jack Young
Type: RPG
System: Nemesis | One Roll Engine
Players: 6
Provided: All characters provided by GM
Power Level: Experienced
Variations: WWII, minor hacks, no Madness Meter
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

December, 1944. As the nights grow longer, war-torn Europe slows to an uneasy winter stalemate - until Hitler's last gamble for victory is unleashed through the forests of the Ardennes. For the unsuspecting American forces this desperate 'Battle of the Bulge' will become the single greatest fight of their war.

But it won't be your fight. Separated from your respective units during the initial attack, you stumble through the forested night, hopelessly lost behind enemy lines. As chill and exhaustion creep through your bones and you can't take another step, there's a light through the trees...

Nemesis utilizes the One Roll Engine. It's the power light, horror flavored variation on Wild Talents and Godlike and this is a game of investigative horror. Expect to play ordinary soldiers, nurses, and resistance operatives, confronted by extraordinary circumstances.

105 Death Comes to Duvall

Friday 6 PM in 166 for 6 hours
Room Map
GM: Matt Steele
Type: RPG
System: Cypher System - The Strange
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: Estate Agents
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The Estate dispatches operatives to Duvall, Michigan (population 1,200). Once a thriving iron-smelting town on the shores of Lake Huron, Duval has fallen on hard times, much like Detroit and Flint to the south. The Estate fears that something Strange related is happening in the small town. Residents report odd sounds and weird lights at night, alarming smells, and most worryingly, a rash of suicides by Duvall residents.

Your group of operatives is sent out on its first official investigation to learn if the activity is Strange related, and if so, to put a stop to it.

Note: This is a variation on a published scenario for The Strange.

About The Strange: Beneath our universe lies a chaotic network of dark energy called the Strange. Few know or even suspect its existence, but for those who have discovered it, everything is different. These select few know the Strange hosts numberless recursions, unique but limited worlds with their own laws of reality.

You are quickened - one of the few on Earth aware of the Strange and able to access the alternate realities that lie in Earth's shoals. You know these worlds are often governed by rules of physics, science, or even magic that are different that our own. You know they often hold powerful artifacts that can bend reality back on Earth. And that they contain dangers unlike anything back home.

To the world at large, the Estate is a philanthropic institute interested in funding research in several scientific fields of inquiry. While that's partly true, the Estate's actual goal is to protect the Earth- and all of its life forms - from all threats to its existence from the Strange. As one of only a handful of organizations cognizant of the dark energy network, the Estate is uniquely positioned to deal with the threats the Strange represents. Operatives have several goals, including investigating any events that could be related to the dark energy network.

106 Cruise Ship of the Damned

Friday 6 PM in 168 for 6 hours
Room Map
GM: David Jones
Type: RPG
System: Spirit of '77
Edition: 1st
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The vacation of a lifetime.... Join an all-star cast of celebrities on the maiden voyage of the SS Tangerine, the first civilian ship to use the highly experimental Eldridge drive. Romance! Action! Blood Curdling Horror! ThatÕs whatÕs in store for the group of passengers on the brand new SS Tangerine Cruise ship.

107 Variations on a Theme

Friday 6 PM in 170 for 8 hours
Room Map
GM: Ezra Denney
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: not enough
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

If it weren't happening to you, you'd think it was a cliche. Trapped in an isolated hotel, pouring rain, surrounded by strangers - You can already tell it's gonna be a long night.

108 Discovery on Jakku

Friday 6 PM in 334 for 6 hours
Room Map
GM: Mike Eckert
Type: RPG
System: Star Wars
Edition: Fantasy Flight
Players: 6
Provided: All characters provided by GM
Variations: The Force Awakens
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The GALACTIC EMPIRE is gone, its descent beginning with the loss of the Death Star and the Emperor. Its remnants have slunk into the shadows on the edge of known space. A NEW REPUBLIC has arisen, bringing peace to the galaxy.Meanwhile, on the remote world of Jakku, a group of scavengers and desert nomads have discovered the existence of a valuable secret, one lost for thirty years...

109 The Planet of Peril

Friday 6 PM in 338 for 6 hours
Room Map
GM: Michael Siverling
Type: RPG
System: Traveller
Edition: Classic
Players: 6
Provided: All characters provided by GM
Variations: Planetary Romance/ Non Imperium
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's 1939, and America launches a desperate attempt to follow the path of Flash Gordon to the mysterious planet Mongo.
Website: I would like to run this game twice if possible.

110 The Homelands

Friday 6 PM in 508 for 6 hours
Room Map
GM: Mike Bogan
Type: RPG
System: FATE
Edition: Accelerated
Players: 6
Provided: All characters provided by GM
Power Level: Great (+4)
Variations: some house rules
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Little Boy Blue's heroic sacrifice has finally revealed the Adversary's true identity. And the time has come to reclaim the Homelands. Once more into the breach, dear friends, once more.

The special team of 'tourists' from Fable Town have been tasked with their most important, and possibly final, mission. To gather vital intelligence to aid the war against the The Adversary. Along the way they will be challenged by all of the forces their enemy can bring to bear. And they will be faced with a decision that could turn the tide of the conflict one way or the other.

GM Notes:
After several years since the last installment of my take on Bill Willingham's 'Fables' world, the time has come to once more take on the roles of well-known characters that were not featured in Willingham's stories. Among them are player favorites such as two reformed villains: Captain Hook and The Wicked Witch of the West.

Prior knowledge of the Fables comics by Bill Willingham is not necessary, but you're missing out on a good read.

111 The Three Rings of Doom

Friday 6:30 PM in Salon C for 6 hours
Room Map
GM: Saul Morales
Type: RPG
System: Dungeons & Dragons 5th Edition
Players: 18
Provided: All characters provided by GM
Power Level: 6th
Variations: Ultramodern 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The world is on the edge of being destroyed and no one but a few hold the keys and skills to save everything, are you the one who will see the way to succeed? If you have the will and daring to make the sacrifice, if your heart is true or close enough to get the job done, if you are one of the brave and strong come and test your skill and courage. When you hear the ring of doom what will you do, are you ready to face the unknown and and complete the task no matter what the cost? Come and have the adventure of a lifetime or two! We have three tables of six players each. Fantasy, Modern Horror, Science Fiction using D&D 5th edition rules. All characters provided by the GMs, choose wisely! Props and scenery will be implemented.

131 The Red Dragon Inn

Friday 6 PM on Salon 1 Table 26 for 3 hours
Room Map
GM: Berta Gannon
Type: Card
System: The Red Dragon Inn: Battle for Greyport
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your beloved Tavern (and the city it resides in) is under attack! It's time to raise a militia, gather equipment and fight off the bad guys!

141 Arkham Horror - The Dunwich Horror

Friday 6 PM on Salon 1 Table 1 for 6 hours
Room Map
GM: James Kiefer
Type: Board
System: Arkham Horror
Players: 6
Provided: All materials provided by GM
Variations: Extremely modified
Rules Knowledge: Useful
Game Content: Mainstream

Why does it always happen in Arkham? Another Old One is awakening! Only you can save the world! This is a modified version of Arkham Horror. Some rules have been changed to protect the innocent.

142 DUNE

Friday 6 PM on Salon 1 Table 2 for 4 hours
Room Map
GM: Matthew Byrtus
Type: Board
System: Board Game: DUNE
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Set thousands of years in the future, Dune the boardgame is based on Frank Herbert novels about an arid planet at the heart of the human space empire's political machinations. May win solo, or with an alliance, very political, treachery, and backstabby.
Website: //boardgamegeek.com/boardgame/121/dune

143 40 Years of Cosmic

Friday 6 PM on Salon 1 Table 3 for 4 hours
Room Map
GM: Jefferson Krogh
Type: Board
System: Cosmic Encounters
Edition: Eon
Players: 5
Provided: All materials provided by GM
Variations: Lucre, Moons, maybe Reverse System Hexes and Double Powers
Rules Knowledge: Useful
Game Content: Mainstream

Celebrating the 40th anniversary of this classic game of humor, treachery, and alien powers with the original edition. Focusing on variants not found in the current FFG edition!

144 The Manhattan Project: Energy Empire

Friday 6 PM on Salon 1 Table 11 for 3 hours
Room Map
GM: Christopher Larson
Type: Board
System: The Manhattan Project: Energy Empire
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Fresh from Kickstarter comes the new sequel to Manhattan Project!

From the ashes of war, nations rise to power in the atomic age. Each player takes control of a nation struggling for power in the latter part of the 20th century. They build up their nation's industry, commerce, and government by acquiring resources, building structures, and tapping sources of energy. The price of oil is going up, and nuclear energy is the wave of the future. Energy Empire is set in the same universe as 'The Manhattan Project, but is a stand-alone game, not an expansion.

The major threat in Energy Empire is not war, but uncertain global impacts, that result from side effects of industrialization and pollution. Many actions come with a cost. So, as nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can mitigate the harmful effects of industry, and can also help avert global crises.
Website: /www.boardgamegeek.com/boardgame/176734/manhattan-project-energy-empire

145 Via Nebula

Friday 6 PM on Salon 1 Table 14 for 4 hours
Room Map
GM: Chisholm Gentry
Type: Board
System: Via Nebula
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Nebula Valley is emerging from a sinister era of monstrous creatures and darkness. A thick fog lingers, covering much of the landscape, concealing treasures and opportunities untold. You are a brave adventurer, and it is your job to return Nebula Valley to its former greatness. Travel forests and meadows, unveil new resources, and build up society so the people of Nebula can live in peace and prosperity once again.

Via Nebula is a strategic board game in which two to four players compete to rebuild Nebula as it recovers from a dark and fearsome age. Venture out into the fog in search of resources so that you may build up the commerce, government, and faith of a disheartened people. Develop what they need before your opponents and you will be rewarded with glory, prestige, and riches. Whoever has most successfully restored the towns and buildings of the region at the end of the game wins!

Contracts and their Requirements

The needs of Nebula are communicated to you through both neutral and private contracts, set forth by the region's citizens. At the beginning of the game, you will be given two private contracts to fulfill individually, while neutral contracts will be displayed openly on the board. Both types of contracts may require any number of the five resources: wood, food, stone, clay, and wheat. Because neutral contracts are available to everyone, it pays to complete them quickly, or the contract you have your eye on may be fulfilled before you get to it.
Website: /www.asmodee.us/en/games/via-nebula/

146 Pandemic & Pandemic: The Cure

Friday 6 PM on Salon 1 Table 15 for 4 hours
Room Map
GM: Chriss Lagge
Type: Board
System: Pandemic
Edition: On The Brink & The Cure
Players: 5
Provided: All materials provided by GM
Variations: Possible Virulent Strain or Mutation
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

PANDEMIC
--------
Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out. Players must work together playing to their characters' strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks.

161 Raid on Zeta Prime

Friday 6 PM on Salon GH Table 1 & 2 for 4 hours
Room Map
GM: Ed Allen
Type: Sci-Fi Miniatures
System: Rogue Stars
Edition: Osprey
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Come try Rogue Stars - Skirmish Wargaming in a Science Fiction Underworld, new from Osprey, by Andrea Sfiligoi. Three linked 1 vs 1 pair scenarios. It's a character based skirmish system where a player controls 4 to 6 characters.

171 Escape Room: The Man from D.D.C.

Friday 6 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Spycraft
Costume Suggestions: Modern/Contemporary

A Russian spy has infiltrated Dundracon and stolen some of its most valuable secrets. The spy has been lured out of his room by the promise of a seat at the most competitive Settlers of Cataan game at Con. He's not actually very good however, so you and your team will have only an hour to discover where he has secreted the stolen data and break into his secure vault and retrieve it.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed.
2. Gather items, find codes, and solve puzzles to discover and open the vault before the spy returns.
3. Strategy and cooperation with your team members is essential - more heads are definitely better than one.
4. Failure to do retrieve the stolen data is nothing to be embarrassed about. After all, you are matching wits with an international spy. Her mysteries are quite tough.
5. Do not worry if you are caught when the spy returns. We will not send you to a Russian gulag.
6. Dressing like your favorite spy may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game.' There are many Escape games on the internet you can try.
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You retrieval attempt will be timed. Can you get the fastest time at Con?

113 Slushpile of the Gods

Friday 7 PM in 608 for 6 hours
Room Map
GM: Mark Schynert
Type: RPG
System: Compleat Arduin
Edition: Editor's Cut
Players: 6
Provided: All characters provided by GM
Power Level: 6th-8th
Variations: Cross-gen
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Clotho, Lachesis and Atropos had to find other employment when the Greek pantheon wasn't renewed for its 878th season. They chose second careers in publishing, and they've done quite well for centuries, thank you very much. Hardly a problem at all, if one didn't count dealing with mortal authors, who tend to suffer from an appalling lack of confidence coupled with egos the size of Zeus. And cluless about the real ways of the universe! But never mind. This isn't about them--it's about their characters. That would be you.

Play Hannibal (Supernatural), Lucia (Spaghetti Western), Dash (Noir Detective), Cuthbert (Elder Gods), Tommie (Superhero) or Merrillee (Plucky Contemporary Romance). You inhabit the netherworld of unpublished genre fiction, which means you know the world of the MS as written, but as a little bit of every author escapes into their characters, you also have at least some sense of the real world as well. Enough to speak and understand the basics, anyway. Not that you have to worry too much. it's not like you're going to come to life standing on Market Street in the middle of San Francisco.

That would be too easy.

Well, look on the bright side. You're going to meet interesting people from a variety of backgrounds, all of them just as befuddled as you are, and all of you thrust into a milieu none of you expected. You still get to save the princess. Or the world. Or 88¢ on a quart of milk. Not even poor Lachesis knows for sure--she gave up prognostication so long ago, she's lost count of the generations. And with all this paper scattered all over the floor, it's pretty much the last thing on her mind. Well, no, it's not on her mind at all. She's a Greek 'goddess' emeritus, and you're not even muses. Bummer. Okay, work it out.

132 Crazier Eights

Friday 7 PM on Salon 1 Table 4 for 3 hours
Room Map
GM: James Gray
Type: Card
System: Crazier Eights
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Crazier Eights is a gateway fantasy card game that has some similarities to Uno, but every card can be played for an effect. The first player with zero cards in hand wins.

James Gray is the game designer.
Website: www.craziereights.com/

147 Seasons

Friday 7 PM on Salon 1 Table 7 for 4 hours
Room Map
GM: Simon Kiefer
Type: Board
System: Seasons
Players: 3
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The greatest sorcerers of the kingdom have gathered at the heart of the Argos forest, where the legendary tournament of the 12 seasons is taking place. At the end of the three year competition, the new archmage of the kingdom of Xidit will be chosen from among the competitors. Take your place, wizard! Equip your ancestral magical items, summon your most faithful familiars to your side and be ready to face the challenge!

148 Firefly: The Whole Damn Verse!

Friday 7 PM on Salon 1 Table 10 for 4 hours
Room Map
GM: George Feil
Type: Board
System: Firefly: The Game
Players: 6
Provided: Materials may be provided by GM
Variations: Kalidasa, Blue Sun, 2 other expansions
Rules Knowledge: Expected
Game Content: Very Complex

It's a big Verse out there. Grab your brown coat and aim to misbehave!

We will play the base game with the Kalidasa and Blue Sun expansions and advanced new ships to choose from. One of the scenarios that covers all parts of the board will be selected.

Six players can make this a long game, so experienced folk only please!

162 Intro to Bettletech

Friday 7 PM on Hall Table 3 for 4 hours
Room Map
GM: Nathan Kajikuri
Type: Sci-Fi Miniatures
System: Battletech
Edition: 4th
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Introduction to Battletech; using all unit types.

173 Third Eisen Blind

Friday 7 PM in Salon AB for 8 hours
Room Map
GM Troupe: Blue Lotus Productions
Type: LARP
System: 7th Sea with homebrew elements
Players: 30
LARP Experience: Useful
Game Content: Mainstream
Genre: Swashbuckling/Intrigue

Three regions in Eisen struggle for supremacy and influence at a noble gathering. Which region will prevail, or will someone outside ruin it for them all? Delegates from all over Theah have gathered to peddle their influence in order to get a leg up on their trade and political rivals. The Lords of the three rival regions in Eisen must be careful on who they choose as partners and allies, and who they spurn. Angering one group or missing an opportunity could leave the Eisen lord in question subject to their rivals whims, or worse. Each lord seeks to overcome the others in their quest for favor with the over all leader of Posen: Fauner. Each lord will seek to gain enough power to impress Fauner, but not so much as to seem a threat. Fauner is a ruthless woman who is never easy to please, so each lord must tread carefully and lightly.

114 Zombie Cthulhu

Friday 8 PM in 143 for 6 hours
Room Map
GM: Jeff A. 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

At the end of a battle against the Great Old Ones, the Investigators screw up and fail to stop the rise of R'lyeh. As Cthulhu lumbers from his prison, the Investigators flee to the nearest port on Easter Island only to find that some sickness has stricken the people there and the dead have begun to rise. It is like this everywhere.

The good news is that the appearance of zombies is unrelated to the machinations of the Mythos and the dead are a royal pain in the ass for the minions of the Great Old Ones.

Zombie Cthulhu is a play-test for a possible new product for Planet Pulp Productions. Come and have your sanity blasted and your brains devoured.

115 What the Oracle Sees - Persecution (Part 1)

Friday 8 PM in 145 for 4 hours
Room Map
GM: Paul Banda
Type: RPG
System: Urban Shadows
Edition: 1st
Players: 5
Provided: Characters created for game
Power Level: Beginning
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

In the not-so-distant future, advancements in cybernetics and nanotechnology have brought humanity to the brink of machine integration. However, like all modern technology before it, such wonders are only within reach of the rich and powerful.

Cybernetic organisms have been deployed among humans for some time, and AI development has become so incredibly complex that the world has already undergone some very big changes. What makes this development so much more than all the others before?

That's a good question, and one that is starting a body count.

This is a two part game. The first part will be for learning the system, creating a character, and playing the first act. The second part will be the second act and wrap-up. You do not have to be in the first game to play in the second.
Website: /sites.google.com/site/whattheoraclesees/

116 Spade's Martian Detective Agency

Friday 8 PM in 151 for 4 hours
Room Map
GM: David Wainio
Type: RPG
System: FATE Accelerated
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The players are detectives working for Samantha Spade's Detective Service, Mars Branch. The story backdrop is the future of the 1950s with atomic rockets and the discovery of the Martians who were in status for centuries. The atmosphere still can't support life so the busy space port city of Demios is under a huge clear dome.

Other than the fact the players are private detectives, the rest of the case will be essentially made up on the spot. I have a set of story telling dice with various drawings on them that we will use to set the parameters of the case. They can be used to flesh out your character if you want as well.

Might be recovery of stolen goods, flushing out Space Nazi sabatours, stopping Martian separatists from assassination the Queen, investigating a kidnapping, finding a space pirate...the sky's the limit as long as the plot fits under the dome of Demios.

117 Cthulhu Trek - The Derelict

Friday 8 PM in 152 for 6 hours
Room Map
GM: Gene Lancaster
Type: RPG
System: Trail of Cthulhu
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The USS Yorktown has received a distress ping from the Farragut

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 starship to assess the situationUsing the Trail of Cthulhu game system you will unravel the mystery of the derelict.
Website: www.oldheroesneverdie.com

118 Settlers of Cartoon

Friday 8 PM in Tri Valley 2 for 4 hours
Room Map
GM: Doc Cross
Type: RPG
System: Toon
Edition: Deluxe
Players: 8
Provided: All characters provided by GM
Power Level: varied
Variations: probably
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Your band of numbskulls are tasked by the king with settling the island of Cartoon. Gather resources, build homes & farms and bring civilization to the island. Or not. I mean, this is Toon, so you probably won't build a single house, but you might sink the island.

Wood for sheep jokes are almost inevitable.
Website: /dociverse.wordpress.com/

119 The Final Episode

Friday 8 PM in 160 for 6 hours
Room Map
GM: Bryanna Hitchcock
Type: RPG
System: Unknown Armies
Edition: 3rd
Players: 6
Provided: All characters provided by GM
Power Level: Fan Mail, Dramatic Irony
Rules Knowledge: Useful
Game Content: Mature Themes

Felicia Knight is the perky host of True Hauntings, a web series about North America's spookiest places. She and her team are true believers. They've come to Placerville to prove the local story of a haunted hotel is the real deal, proof of the AFTERLIFE.

Kit Kameron is the most famous debunker on the internet (for people between the ages of 18-25, according to a poll on Kit's site)! His team has come to Placerville to disprove the alleged haunting, because SCIENCE.

It's the last episode of the season before the Twitter-net Choice Awards. Who's going to win the heart of the interwebz?! Who's going to prove their case? Who's going to DIE?

The Final Episode is a sendup of internet celebrity and true believers, framed as a modern horror movie. Play will be heavily focused on roleplaying and investigation with a side order of movie tropes and screaming, bloody death for dessert.

120 Web of Intrigue

Friday 8 PM in 161 for 6 hours
Room Map
GM: Andrew J. Davis
Type: RPG
System: Star Trek RPG (Decipher)
Edition: 1st
Players: 8
Provided: All characters provided by GM
Variations: Homebrew Rules - influenced by Dread
Rules Knowledge: Beginners Welcome
Game Content: Family

The USS Enterprise D has been captured by unknown agents, and is rapidly being converted to a flying deathtrap. Your mission as crew members is to escape confinement, retake the Enterprise from the pirates, and uncover and defeat an interstellar conspiracy to cripple the Federation.

This scenario is open to any players with familiarity with Star trek Next generation, DS9 and/or Voyager. We will use a homebrew blending the Decipher system and Dread, which uses a Jenga Tower as a test for character actions. High tension and excitement will ensue as the Enterprise crew members escape the threats posed by the pirates and the systems of their own ship turned against them.

121 Crisis Mode

Friday 8 PM in 162 for 6 hours
Room Map
GM: Robert Owens
Type: RPG
System: Spycraft (D20)
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: medium
Rules Knowledge: Useful
Game Content: Mainstream

A Meeting of College Alumnae turns into a mystery and thriller. Chases and Pursuits are stumbled upon.

122 Jiangshi Jeopardy

Friday 8 PM in 171 for 4 hours
Room Map
GM: Mario Cole
Type: RPG
System: Feng Shui
Edition: 2nd
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In the wake of an earthquake the local Buddhist Temple seems to have been robbed & vandalized. Dark figures were seen around the place 'hopping around' - whatever that means - anyway you need to get down there and check it out.

123 The Woebegone Winter

Friday 8 PM in the Business Center for 6 hours
Room Map
GM: John Castillo
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mature Themes

A family treks across the 1850's American frontier to lay claim to a plot of land bursting with gold, but what they find once the snow starts to fall should have stayed buried. - This is a heavily character-driven game, and is perfect for players who enjoy really getting inside their characters and playing a part in an unfolding tragedy.

174 Escape Room: The Man from D.D.C.

Friday 8 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Spycraft
Costume Suggestions: Modern/Contemporary

A Russian spy has infiltrated Dundracon and stolen some of its most valuable secrets. The spy has been lured out of his room by the promise of a seat at the most competitive Settlers of Cataan game at Con. He's not actually very good however, so you and your team will have only an hour to discover where he has secreted the stolen data and break into his secure vault and retrieve it.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed.
2. Gather items, find codes, and solve puzzles to discover and open the vault before the spy returns.
3. Strategy and cooperation with your team members is essential - more heads are definitely better than one.
4. Failure to do retrieve the stolen data is nothing to be embarrassed about. After all, you are matching wits with an international spy. Her mysteries are quite tough.
5. Do not worry if you are caught when the spy returns. We will not send you to a Russian gulag.
6. Dressing like your favorite spy may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game.' There are many Escape games on the internet you can try.
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You retrieval attempt will be timed. Can you get the fastest time at Con?

175 Escape Room: The Man from D.D.C.

Friday 10 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Spycraft
Costume Suggestions: Modern/Contemporary

A Russian spy has infiltrated Dundracon and stolen some of its most valuable secrets. The spy has been lured out of his room by the promise of a seat at the most competitive Settlers of Cataan game at Con. He's not actually very good however, so you and your team will have only an hour to discover where he has secreted the stolen data and break into his secure vault and retrieve it.

Notes:
1. This is a game event that requires you to use your keen mind and powers of deduction to succeed.
2. Gather items, find codes, and solve puzzles to discover and open the vault before the spy returns.
3. Strategy and cooperation with your team members is essential - more heads are definitely better than one.
4. Failure to do retrieve the stolen data is nothing to be embarrassed about. After all, you are matching wits with an international spy. Her mysteries are quite tough.
5. Do not worry if you are caught when the spy returns. We will not send you to a Russian gulag.
6. Dressing like your favorite spy may help to sharpen your mind. Wear comfortable clothes but refrain from wearing heels or anything else that might slow you down.
7. If you want training before the actual game, google 'Escape Game.' There are many Escape games on the internet you can try.
8. Please do not spoil the fun for other participants at Con by telling them the answers to the puzzles.
9. You retrieval attempt will be timed. Can you get the fastest time at Con?