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Event Search Results

41 events found
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301 You Can't Take the Stars from Me (Part 1 of 2)

Saturday Noon in 161 for 6 hours
Room Map
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?

302 Flight Arriving at Terminal Number Sanction

Saturday Noon in 334 for 6 hours
Room Map
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.

340 4-Way Chess

Saturday Noon on Salon 1 Table 1 for 4 hours
Room Map
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!

361 Milk Run, Part 2

Saturday Noon on Salon FG Table 9 for 6 hours
Room Map
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.

303 The Sepulchre of Jamath

Saturday 1 PM in 166 for 4 hours
Room Map
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.

331 Crazier Eights: Camelot

Saturday 1 PM on Salon 1 Table 4 for 3 hours
Room Map
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/

332 Reach for the Stars

Saturday 1 PM on Salon 1 Table 18 for 4 hours
Room Map
GM: Ian Lee
Type: Card
System: Traveller CCG
Players: 8
Provided: Materials may be provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Whether you just read some of the cards earlier in the day or were one of our awesome Kickstarter backers, here's your chance to sling guns or missiles or bears against other players and the card game's creators.

Decks available to borrow.

Freebies! Prizes!
Website: /www.travellerccg.com

341 Endeavor, Age of Sail

Saturday 1 PM on Salon 1 Table 6 for 4 hours
Room Map
GM: James Kiefer
Type: Board
System: Endeavor, Age of Sail
Edition: 2nd
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

This is the long awaited '2nd' edition of Endeavor, the game about expansion and exploration from 1571-1862 and includes the new rules and the new feature of Exploits which are historical events and activities.

342 Cerebria - The Inside World

Saturday 1 PM on Salon 1 Table 16 for 4 hours
Room Map
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

304 Missing!

Game Cancelled

305 Leverage S

Saturday 2 PM in 153 for 6 hours
Room Map
GM: Chris Angelini
Type: RPG
System: Leverage
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

The metahumans of the world clash in epic battles between Good and Evil; but it's the ordinary person on the street who gets caught in the middle. When titans tussle, the carnage can destroy innocent lives in an instant, but who will call super-beings to account for their mistakes?

That's where you come in.

In brightest day, in blackest night, you provide...Leverage.

306 Snow Day

Saturday 2 PM in 159 for 6 hours
Room Map
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

307 Russumovi's Robot Inspection (Solar Patrol '55)

Saturday 2 PM in 160 for 6 hours
Room Map
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.

308 Just Another Escort Mission

Game Cancelled

309 The Galaxy Needs Heroes: Part 3

Saturday 2 PM in 381 for 4 hours
Room Map
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/

333 Hungry Hungry Hipsters

Saturday 2 PM on Salon 1 Table 11 for 3 hours
Room Map
GM: Magda Heilborn
Type: Card
System: Hungry Hungry Hipsters
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Family

The game of eating the most pretentious food! Be careful though, the other hipsters will accuse you of being a poser and eating food that is too mainstream. Show them up proper by eating that mainstream food ironically, that will put a fedora in their yapper! Hungry Hungry Hipsters is a fun and swift game for those who like quick laughs and easy rules.

339 Gaia Project

Saturday 2 PM on Salon 1 Table 14 for 4 hours
Room Map
GM: Michelle Ridge
Type: Board
System: Gaia Project
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Gaia Project is a new game in the line of Terra Mystica. Terraform neighboring planets, expand your faction's new home environments and compete over our galaxy!

343 Firefly for Beginners

Saturday 2 PM on Salon 1 Table 5 for 4 hours
Room Map
GM: Gee Roman
Type: Board
System: Firefly Board Game
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Hire a crew, pick your jobs then fly around the ?Verse in a tricked out ship. Win by making the most money. Focus on turn mechanics and Misbehaving challenges. You don?t have to be familiar with the TV show to enjoy this game. If you?ve always wanted to learn or just need a refresher this is your chance!

344 Root - The Game of Woodland Might and Right!

Saturday 2 PM on Salon 1 Table 7 for 3 hours
Room Map
GM: Mike Ptak
Type: Board
System: Root
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Battle as one of the six factions of woodland critters trying to claim dominance over the forest! From Leder Games, root is an asymmetric territory dominance game featuring adorable meeples and fantastic art. Includes the expansion.

345 Back to the Cosmos

Saturday 2 PM on Salon 1 Table 8 for 4 hours
Room Map
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!

346 Splendor Tournament

Saturday 2 PM on Salon 1 Table 21 for 6 hours
Room Map
GM: Keith Garton
Type: Board
System: Splendor
Players: 12
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Each player will play three games, after each game, point total will be recorded for overall winner.
After each game the players with the most points will play against each other.

347 Brass: Birmingham

Saturday 2 PM on Salon 1 Table 29 for 4 hours
Room Map
GM: Miles Poblacion
Type: Board
System: Brass: Birmingham
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

An excellent economic game where you are British capitalists during the Industrial Revolution looking to develop and establish industries and transportation networks.

The ruleset is not terribly complex: you discard a card and choose from (6) different actions, but there's a lot of depth that stems from the available decision-making.
Website: /boardgamegeek.com/boardgame/224517/brass-birmingham

348 HEBOCON: Crappy Robot Battle!

Saturday 2 PM on Salon 1 Table 30 for 3 hours
Room Map
GM: Keita Teranishi
Type: Board
System: Desktop HEBOCON Battle Kit
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Build your own 'hebo' (crappy) robot and let it battle against each other! Come and join this fun tile-lying + fighting game from Japan! Desktop HEBOCON Battle Kit description at Board Game Geek
Website: /boardgamegeek.com/boardgame/240415/desktop-hebocon-battle-kit

310 That Which Hides among Us

Saturday 3 PM in 508 for 8 hours
Room Map
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=3

334 Illuminati

Saturday 3 PM on Salon 1 Table 28 for 4 hours
Room Map
GM: Tony DeMaria
Type: Card
System: Steve Jackson's Illuminati the Card Game
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

The game has ominous secret societies competing with each other to control the world through various means, including legal, illegal, and even mystical.

349 Armies Arise: 7 Wonders with Armada and All Expansions

Saturday 3 PM on Salon 1 Table 3 for 4 hours
Room Map
GM: Cassandra Joyce Lowe
Type: Board
System: 7 Wonders
Players: 5
Provided: All materials provided by GM
Variations: Armada
Rules Knowledge: Expected
Game Content: Mainstream

7 Wonders: Armada is an expansion for 7 Wonders that can be combined with the base game or any combination of expansions.

With this expansion, each player gets a separate 'naval' board at the start of the game in addition to their wonder board. The expansion includes additional red, green, yellow, and blue cards to shuffle into the deck, and each time that you pay for the cost for any red, green, yellow, and blue card ? not only the ones added in this expansion ? you can pay an additional cost shown on your naval board to advance your ship of the matching color. When you advance the red ship, for example, you gain naval strength, and at the end of an era, you compare your naval strength against all the players at the table, not only adjacent players, to determine who's strongest, who's second-strongest, etc., with victory points handed out accordingly.

Advancing on the yellow and blue tracks gives you coins and victory points, respectively, with additional naval strength at the far end of the tracks. Advancing on the green track allows you to discover islands, and to do this, you draw the island deck of whatever level you reached, then choose one of the islands in that deck and put it into play. Maybe you'll increase your navy, advance a ship of another color, find a source of raw materials...you'll see when the time comes!
Website: /boardgamegeek.com/boardgame/247315/7-wonders-armada

350 Ticket to Ride First Journey

Saturday 3 PM on Salon 1 Table 10 for 3 hours
Room Map
GM: Tamera Fairfield
Type: Board
System: Ticket to Ride
Players: 4
Provided: All materials provided by GM
Variations: First Journey Edition
Rules Knowledge: Beginners Welcome
Game Content: Family

Easy to learn and quick to play, Ticket to Ride: First Journey is the perfect introduction to the Ticket to Ride series.

Players collect train cards, claim routes on the map, and try to connect the cities shown on their tickets to achieve victory.

So climb aboard and embark on your very own railway adventure!

351 Dominant Species

Saturday 3 PM on Salon 1 Table 20 for 6 hours
Room Map
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

352 Above and Below

Saturday 3 PM on Salon 1 Table 26 for 3 hours
Room Map
GM: Dan Glass
Type: Board
System: Above and Below
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they've been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers?

353 Isle of Skye with Journeyman and Druids expansion

Saturday 3 PM in 334 for 3 hours
Room Map
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!

311 The Darien Curse

Saturday 4 PM in 162 for 8 hours
Room Map
GM: Michael Blum
Type: RPG
System: Castle Falkenstein
Players: 6
Provided: All characters provided by GM
Variations: Minor, mostly regarding the use of magic
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The characters are asked to investigate the mysterious 'Darien Oath', discovered by Prof. Wedleycock just before his death. The oath may threaten all the sheep of Scotland!

312 Dresden Files: The Universal Riddle Pt. I

Saturday 4 PM in 168 for 4 hours
Room Map
GM: Greg Haslam
Type: RPG
System: Hero 5th Ed. (Champions)
Players: 8
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

This game is set in the universe of Harry Dresden of the Dresden Files and takes place during 'Ghost Story.' You will play one of nine associates of Harry who recently banded together to stop a group of necromancers trying to raise an undead dinosaur army in the Southwestern United States.

Now a new threat has risen and Harry's Irregulars are called into action once more. There have been dark tidings coming out of England and rumors of a split in the Wizarding community. Your group is being sent by Captain Luccio on a secret assignment to the UK because she does not know who she can trust there anymore and therefore neither can you.

Rumors of the appearance of THE Black Knight has gotten the mystical underworld of the UK in a state of panic or euphoria depending on their allegiance. ou must uncover the truth of the matter or the UK may be lost to the Council.

The PCs are:
Esteban Santiago, Esteban has been around for quite a while. He was born in Madrid in the late 1800s, to a family that knew of magic and was proud to raise yet another wizard. Your early training consisted of training with the sword and the theories of magic, on the assumption that you would show a talent at some point. As all Santiagos did. Eventually your power did arrive. You had an affinity for ice, and your training began to focus on that. You learned to use the ice as a focus, attacking with showers of ice shards or defending with a shield of ice. Once you had been trained to the extent your family could, you were sent to live with the apprentices at the White Council. Training was difficult, as you found most of the other students frivolous and unfocused. Soon you attained the rank of Commander in the Wardens, and were assigned to work out of the American west coast – primarily California.

Kathy Traynor, Kathy is new to the ranks of wardens.

Esteban has been your teacher and mentor for several years now. Your training was difficult, due to your volatile nature. You are a hothead, and sitting still for boring lessons is the least favorite thing you could possibly do. He was debating how to handle this when he received word from the White Council that something really bad had happened. The White Council was at war with the Red Court of Vampires, and the vampires had struck one of the Council safe houses and destroyed many of the Wardens.

With a shortage of Wardens, Esteban took you along with him to the Wardens enclave. He left you there to finish your training with Captain Luccio while he went off on a combat mission. Realizing that if there is a war going on, you probably couldn’t afford to be unprepared.So you buckled down and graduated to the rank of Warden, grey cloak and all.

Alex Main, Alex has had a troubled life. As a teenager he discovered that sometimes he could see the lingering dead. Unfortunately, they didn’t seem to be able to see him. Or talk to him. This lead to disturbing and sometimes embarrassing incidents. Sometimes they were so real he didn’t realize they were dead. So he would react to them or talk to them, and get some weird looks.

Salvatore Black, Salvatore fell in with Billy and his Alphas gaming group at College. Billy explained that they had learned how to shape shift into wolves, and now they were involved with a local wizard, Harry Dresden, trying to protect the city from weirdness and evil. You’d met Harry at the game, and were surprised to hear all of this.

Billy explained that the Alphas (that’s what they called themselves) trusted you. They could teach you the 'spell,' but there was no guarantee it would work. You jumped at the chance, and spent every free minute for the next few months working on the spell. Finally you mastered the change You’ve been changing for almost a year now and have gotten pretty good at it. Your wolf form is pretty awesome, and you’ve been in some pretty nasty fights.

Jasmine 'Jazz' Smith, Nobody has called you Jasmine since you were 3 years old. Jazz is the only name you answer to. You’ve always been the biggest and toughest kid in school. Even in high school, as a freshman, all of the seniors kept their distance. When you demanded to be on the football team, they were too afraid to say no. Your parents were always a bit hesitant on how to handle you, and you were very different from your siblings When you graduated high school, they sat down with you for what you thought was 'the talk' (a little bit late, but you didn’t want to hurt their feelings by telling them that.)

It turned out that it wasn’t that talk. It was the you’re not really our child talk. You were adopted as a baby. All that they were able to find out from the adoption agency was that your mother died during childbirth, and never told who your father was. Shocker, but things kind of added up. They had never treated you differently from your brothers, and obviously loved you like you were their only daughter. They are unaware of your true fae heritage.

Max Gallagher, Max was always the wild card, the joker. As a child, you were the one that always played the practical jokes, setting up elaborate gags on the neighborhood kids. As you entered high school, you simply got more elaborate.

Then, a month after you graduated High School, you got a piece of mail. You were drafted, into the Vietnam War. When the shock wore off, you said your goodbyes and left. You started in the infantry, and found you had a talent for mayhem. You didn’t really think of it as a good thing, though. But your superiors noticed, and kept bumping you up and getting you extra training. Eventually you just let your mind go onto autopilot and tried not to think about the death. During a stay in Rome, you met a man that called himself Father Joshua Payne. He was from America, and had been sent to talk to you. When you asked who sent him, he told you that God sent him. Despite having spent almost 5 years in a monastery, you weren’t all that religious. You believed in God, and knew that he touched people’s lives. But you had no structured belief system. You were content simply believing.

Father Payne told you that he belonged to a group that did what you were doing, only on a more organized basis. They were called the Venatori Umbrorum – The Shadow Hunters. Their goal was to seek out and destroy the dark things in the world. Because Monsters existed – vampires, werewolves, ghouls, etc.The Venatori was a behind the scenes organization, mostly working from political or social angles. But occasionally they needed an 'enforcer,' and you fit the bill. You knew how to handle yourself, and already seemed to have some sort of connection that put you where you were needed.

Yamiko Shin, Yamiko is not your standard heroine. In fact, if you asked her she probably would deny being anything like a heroine. You spent the next 6 years traveling Europe and learning to steal from the notorious thief, 'The Spider'. He taught you sleight of hand, and magic. Many of the skills overlapped and you found you had nimble fingers and a talent for misdirection. You also completed a Masters Degree in Art History. Not bad for a poor 'scholarship” student from the American Midwest. The Spider’s only caveat on teaching you was that you left Europe to him. So when you graduated you returned to the United States. You obtained a part time job in New York at the MOMA, with flexible enough hours that you could indulge in your hobby. You still do it for the excitement; you have plenty of money set aside for a rainy day. A lot of your profits go to various charities.

Wally Porter, born in 1937.You floated your way through life, until the night you met a good looking woman that seemed interested in you. You took her home and remember nothing of the night. You woke the next day, sick. The sunlight hurt and you couldn’t seem to satisfy your thirst. You stayed in bed all day, but when night came you felt better. As you left the house, the same lady appeared on your doorstep. She invited herself in, and eventually a week passed into obscurity. One morning, however there was a different story. You woke feeling even worse, but also found that you were chained and bound. There was messy goo on the bed next to you, and the woman’s clothing. When you could focus, you saw the heavily tattooed man sitting in the chair.

He introduced himself as Nigel, and apologized for not having been there quicker. He explained that your 'date' was a vampire, and she was trying to change you into one also. He had been hunting her, but lost track of her for the last week. He followed her here, but you were already under her sway when he got in and killed her. He further explained that he was like you, partially turned. He was part of an organization called the Fellowship of St Giles. They consisted of people in your condition banded together to hunt and kill Red Court Vampires.

Antoinette Dupres, You are one of what Harry Dresden calls the Paranet -- a group of low level magic users who have connected to protect each other from more 'important' forces. You have lived in the New Orleans for some time, and this is how you met the Irregulars. Last year they came to you looking for information on the local magic scene. You were able to answer their questions and kept their contact information handy against further need. Now may be that time.

Your stated identity is that of a 20ish year old girl, living on your own just outside of New Orleans. In actuality you are a bit older than that -- 132 years old in fact. Well, that is your age if you use your date of animation. You are, in fact, a flesh golem. A created being brought to life by magic and sustained by magical energy. Your creator, Henry Dippel, was the great-great-grandson of Konrad Dippel - the man that inspired the stories of Frankenstein and his monster. Henry found his ancestor’s notes and, using more modern techniques, was able to create you. You were born without memories, created to be his slave and bride. You learned quickly, however, and were able to destroy him and his laboratory (and the notebooks) as you left. His techniques were much improved on the original monster that was created, but there is still some scarring that is visible, so you routinely wear a choker and bracelets to hide them.

313 Assault on Singularity Base

Saturday 4 PM in Salon H for 6 hours
Room Map
Group: Matthulhu
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/

314 The Lost Tomb of Aethering the Damned

Saturday 4 PM in San Ramon for 6 hours
Room Map
GM: Wayne Ogle
Type: RPG
System: Dungeons & Dragons 5.0
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

New clues for an old map suggests profits may be had for those willing to take the risk.

315 The Cult of the Cyclops

Saturday 4 PM in 376 for 8 hours
Room Map
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.

316 La belle Hélène

Saturday 4 PM in 608 for 8 hours
Room Map
GM: Roderick Robertson
Type: RPG
System: Paladin - Warriors of Charlemagne
Players: 6
Provided: All characters provided by GM
Power Level: Beginning
Variations: Some house rules
Rules Knowledge: Useful
Game Content: Mainstream

The Count of Cahors is hosting rich sons from all around Charlemagne's empire to bid for the hand of his daughter, the beautiful Hélène. Sons of Kings, Dukes and Counts only need apply. Expect jousts, hunts and games of Romantic Chance to figure heavily in Hélène's decision, and gifts to figure heavily in the Count's.

Paladin is the Carolingian version of the Pendragon RPG. Play with the editor!

354 Dictionary (Similar to Balderdash)

Saturday 4 PM on Salon 1 Table 4 for 3 hours
Room Map
GM: Magda Heilborn
Type: Board
System: Dictionary
Players: 12
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dictionary is a game my grandfather made up, but is very similar to Balderdash. We begin with a word none of the players know, you come up with a definition designed to fool the others, and get points if you can find the real one, and if you fool anyone else!

355 Spartacus Board Game with All Expansions

Saturday 4 PM on Salon 1 Table 12 for 6 hours
Room Map
GM: Ray Vincent
Type: Board
System: Spartacus: A Game of Blood & Treachery
Players: 6
Provided: All materials provided by GM
Variations: All Expansion and House Rules
Rules Knowledge: Useful
Game Content: Mainstream

Spartacus: A Game of Blood and Treachery with all expansions

356 HERO QUEST

Saturday 4 PM on Salon 1 Table 15 for 8 hours
Room Map
GM: Sean Darrow-Gilbert
Type: Board
System: Hero Quest
Edition: 1st
Players: 4
Provided: All materials provided by GM
Variations: Main Book Storyline
Rules Knowledge: Beginners Welcome
Game Content: Family

Enter a realm of adventure, four champions of the realm defend the world from the forces of Chaos. Are you brave enough to stop Zargon and his minions? COME HEROS!

357 Choice of Boards

Saturday 5 PM on Salon 1 Table 23 for 4 hours
Room Map
GM: John Karr
Type: Board
System: Power Grid
Edition: Classic
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Family

Buy Power Plants. Aquire Resources. Build a distribution Network. Auctions, resource management, network building, and penalizes. Maps available to play on include Canada, Britain, France, Italy, Central Europe, and others.

358 Axis & Allies Global Zombies

Saturday 5 PM on Salon 1 Table 25 for 8 hours
Room Map
GM: Justin Marriott
Type: Board
System: Axis and Allies
Players: 5
Provided: All materials provided by GM
Variations: A&A 1940 Global and A&A Zombies, Limited Custom House rules for game combination variation
Rules Knowledge: Useful
Game Content: Mainstream

1940: They call it World War 2, but this is unlike any war... the fallen rise to continue the battle... Is this about Victory, or survival?

This will combine both Axis & Allies 1940 Global Edition and the new Axis & Allies Zombie edition rules, creating a large global expanding war against man, machine, and the undead. A small amount of House Rules will be used to smoothly combine rules from both editions, and give war options to each national power.