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40 events found
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500 The 'Kindly Fellows'

Sunday 8 AM in 143 for 6 hours
Room Map
GM: Alexei Ryan
Type: RPG
System: Dungeon World
Players: 5
Provided: Characters created for game
Power Level: Overwhelming
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dungeon World uses the Powered by the Apoclypse engine in a traditional fantasy setting. Story heavy, rules light. Beginners and veterans alike love this fast paced wild adventure where failures give XP and players have narrative input.
Website: /www.dungeon-world.com

501 Future Crimes

Sunday 8 AM in 145 for 6 hours
Room Map
GM: Larry Lynch-Freshner
Type: RPG
System: 7th Sea
Edition: 2nd
Players: 6
Provided: All characters provided by GM
Power Level: 25-50 XP
Variations: Modified for Space Opera
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Called the 'Oxymoronic Federation' by many, the Federation of Allied, Autonomous Worlds is a strange beast.

Formed from a very loose alliance of many core planetary systems that survived the collapse of the old republic, each jealous of its own power, but unwilling to spend the money needed to defend its interests beyond itself.

These were the well-populated, rich systems of the old republic - the ones mostly controlled by the huge inter-stellar corporations. Corporations that are again reaching to expand from world to world.

The Federation was formed in committee, given a budget, and a very specific charter, covering border defense, interstellar trade, and a very small number of laws that the member worlds all agreed should be handled at the Federal level. Most worlds also kicked in a starship or two from their system defense fleets, to help get things started. Odd though it is, the idea of a Federation of Worlds resonated with younger people on most worlds. Many joining Federal forces, and all helping vote in more local support and expansion of scope. This is scaring many a CEO, and planetary governor, but most have found themselves powerless to stop it, not to slow it down.

The Federal Marshal Service was formed by the original Federal charter to enforce the handful of Federal laws. The number of Federal laws has expanded since then, and one of those new laws deals with Artificial Intelligences. AI's have been deemed 'people', and are therefore illegal to own. But because AI's can operate robotic bodies in extreme environments, there is a strong incentive to create more. A compromise solution was reached involving a period of monitored, indentured servitude for a period after manufacture. After that time, the AI is released from contract, and may hire on with any employer it chooses. But its still cheaper to do it the old way, and so some companies try to get away with buying AI's from smugglers and rogue manufacturers to run their robots.

Your character is an experienced, though still young, law enforcement professional who joined the Federal Marshal Service, finished training, and have been formed into a team working out of the Federal offices in the Delta Pavonis system. You've been training with your team for a short while, and are now being sent out one your first real mission, to track down, and bring to justice smugglers of illegal AI brains. It won't be easy, bug smugglers rarely put up armed resistance, like pirates do, so there should be little danger. Good luck!

7th Sea is a game of Swashbuckling Adventure, which translates to a Space Opera setting very nicely. This game uses the original 'Roll and Keep' method from the first edition, with a few small modifications...

502 What the Oracle Sees - Persecution (Part 2)

Sunday 8 AM in 147 for 6 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/

503 Howls in the Dark

Sunday 8 AM in 149 for 6 hours
Room Map
GM: Liz Ruifrok
Type: RPG
System: Pugmire
Edition: Early Release/1st
Players: 8
Provided: All characters provided by GM
Power Level: Beginning
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Free Dogs are starting to rally; the outlaw Lorna Doone is starting to gather them together. The exiles are realizing that the city of Pugmire is prime for the taking. Can you get to them first?

504 Adventures in Laketown

Sunday 8 AM in 151 for 4 hours
Room Map
GM: Randy White
Type: RPG
System: Dungeons & Dragons 5th Edition
Edition: Basic Rules
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Play the world's favorite role playing game in the greatest fantasy setting of all time -- Middle Earth! Answer the call of King Bard at Laketown for adventurers after the Battle of Five Armies.

Pregens will be provided to help new and experienced players adventure in Middle Earth. New players are welcome.

505 The Curse of the Labyrinth: The 13th Hour

Sunday 8 AM in 152 for 8 hours
Room Map
GM: Kourtney Hobart
Type: RPG
System: Hero 5th Edition (Fantasy)
Players: 10
Provided: All characters provided by GM
Power Level: 200 pts
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Goblin Commander, Eru has been bested by our heroes. In exchange for his life, he has offered entrance to Jareth's Castle. The commander is not to be trusted, but left with no choice, the party has accepted the deal. The orders are to meet at the gates to the Goblin City where the Commander will open the gates and lead the way to Jareth's throne room. Time grows short and Toby is determined now more than ever, to rescue Sarah. If the Commander makes good on his promise, what can the party expect inside the castle beyond the goblin city? Will Toby reach Sarah in time? If Jareth is defeated, who will become the next ruler of the Goblin Kingdom? The party grows anxious as the moment of triumph is within their grasp. It is time for the reign of tyranny to end and for a new era to begin.

506 Supply Run, With Vatclones and Cyborgs

Sunday 8 AM in 154 for 4 hours
Room Map
GM: Erik Alfkin
Type: RPG
System: FATE
Edition: Accelerated
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A damaged starship has crashed on a Sword & Sorcery world. The survivors are a sentient AI and a brain in a jar. Their plan: Send out agents to recover materials to repair the ship (crystals from a cavern, a dragon egg, who knows). They can vat grow humans who look like the locals (a cloned Conan or random thief, for example), they have robots, or they can combine both for a Terminator-type cyborg. These would be the character options. However, there's a glitch in the process, and each character has some sort of flaw that makes things interesting. Maybe the cyborg just can't keep from killing random humans, or the muscle-bound warrior ended up with a penchant for Calculus rather than swordplay. And maybe that robot thinks this world is grand and wants to set up shop as an oracle rather than complete the mission at hand.

The goal for this scenario is to go out incognito (a robot can always wear a hooded cloak or pretend to be an automaton created by a mad sorcerer), recover the materials, return to repair the ship. It's sure to go smoothly...

507 Race for the Last Piece

Sunday 8 AM in 159 for 8 hours
Room Map
GM: Geoffrey Nicholls
Type: RPG
System: Pathfinder
Players: 6
Provided: Characters may be provided by GM
Power Level: 15th
Rules Knowledge: Expected
Game Content: Mainstream

Tensions between Alexandria and Enthor have never been worse. Getting the last piece of the silver dragon orb will make thousands and thousands of people safer. It looks like Enthor knows where it is too. 25pt buy ability scores, 240K GP Max

508 Patronage - Light of the Kaliphate

Sunday 8 AM in 160 for 8 hours
Room Map
GM: Pol Stafford
Type: RPG
System: Rolemaster
Edition: Classic
Players: 5
Provided: All characters provided by GM
Power Level: Medium
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Set between the kingdoms of the Burning Sands and the Verdant Plains, the Kaliphate of the Isthmus is a center of trade, tolerance, prosperity, and the Light of Reason - even if its patron god is Baruk, Lord of Night.

Years ago now, you helped Ashan the Kaliph found the Kaliphate. Your insight, powers, and presence were instrumental in creating a civilization such as the world has never seen.

Apropos of nothing, you have received word - clearly by magical means - that the Kaliph requests your presence at a feast thrown in your honor with many dignitaries - and many worrying old friends.

What will you find in the halls of the Kaliph when you return? What new danger awaits...

509 Mythic Realms: 'The Black Desert'

Sunday 8 AM in 161 for 8 hours
Room Map
GM: Robert Anderson
Type: RPG
System: Pathfinder
Players: 6
Provided: Characters may be provided by GM
Power Level: 15th, & Mythic 4: 44 pt buy, start 500K gold
Variations: High Level Mythic
Rules Knowledge: Useful
Game Content: Mainstream

Character Creation: 44 Point Buy; Starting gold 500,000 gp

Mythic Realms: 'The Black Desert'

The Black Desert is one of the vaults of Orv, deepest layer of the Darklands, and is located far below northeastern Garund. Like the other vaults, it is a staggeringly large cavern filled with black sand deserts and toxic radiation hostile to all non-native life.

Geography:
The Black Desert is located below northeastern Garund, roughly beneath the nations of Osirion and Thuvia. The vault known as the Midnight Mountains is to the north, Doga-Delloth to the west, and Minos-Pashat to the south.

There is a also a route up to the shallower layers of the Darklands.Its landscape is dominated by the countless of miles of black sand that give it its name. The ceiling of the vault contains lodes of blightburn ore that illuminate the cavern with a dim green glow. These large concentrations of blightburn give off a poisonous radiation, making the Black Desert fatal to most living foreign creatures.

Lost amongst the sands are many ancient, abandoned cities built in the style of Ancient Osirion.[2]

Denizens
The Black Desert is a spawning ground for purple worms, which are immune to the effects of the blightburn. The undead drow of House Shraen inhabit a massive ruined city they have named Shraen after themselves.

House Shraen was once one of the great drow houses of Sekamina. Rather than following the other houses and adopting demons as their patrons, they worshipped Urgathoa and studied the mysteries of undeath, and were ultimately exiled.[1]

History
Even the drow could not tolerate their vile practices, and House Shraen was forced into exile.[1] They fled down into Orv, arriving at the Black Desert after a harrowing journey of many thousands of miles. Only the undead members of the House had survived up to this point, and they settled in a vast abandoned city they named Shraen. The poisonous radiation of the Black Desert has no effect on their undead forms.[1]

Inhabitants
Today, all of the members of House Shraen are powerful undead spellcasters: vampires, liches and worse creatures. They raid the ghouls of Sekamina for undead slaves, or capture living creatures to turn into undead.[1] They have also managed to magically control the purple worms that live in the Black Desert. They travel across the sands in the gullets of their worms, seeking out secrets hidden by the desert.[1]

510 House Party!

Sunday 8 AM in 162 for 8 hours
Room Map
GM: Don Satow
Type: RPG
System: Hero 6th Edition (Teen Champions)
Edition: 5th ed welcome
Players: 6
Provided: Characters may be provided by GM
Power Level: 9d6, 8CVs, 4 Spd
Variations: No find weakness, no unique martial maneuvers
Rules Knowledge: Useful
Game Content: Mature Themes

Called away on an intergalactic threat, Champion and American Beauty are called away leaving Kid Champion home alone. Trying to impress Fujiko, Kid Champion's friends (the players) suggest hosting a party at the Champion's Mansion, but things never go as planned when teenagers hold house parties while their parents are away(at least that is what 80s movies have taught me). Mature themes due to language and sexual innuendo.

512 Solar Patrol '55 - It's Them Again !

Sunday 8 AM in 608 for 4 hours
Room Map
GM: David Wainio
Type: RPG
System: FATE Core
Edition: 2013
Players: 6
Provided: All characters provided by GM
Power Level: begging
Variations: Home Grown Solar Patrol '55 Mods
Rules Knowledge: Useful
Game Content: Mainstream

My Solar Patrol mod for FATE pushes the equipment rules to past what is common for FATE and has a few skill changes and new stunts to reflect the genre of 1950s Sci-Fi. But anyone that knows FATE will have no problems and if you don't know FATE, catching on to how things work should not be a problem. Characters are provided with several options (more characters than players) so finding something you want to play should not be an issue. Plus small mods are easy to make before we start.

This alternative history world saw aliens help the Nazis during WWII. The Nazis still lost but left for an outer asteroid belt and are still out there. The Marshall Plan and atomic rockets populated the solar system. Strange aliens like the Greys and Robomen are threats while the few remaining Martians found in status underground are allies.

The Solar Patrol is the United Nation's space police, peace keeping force and solar system 'coast guard.' The Solar Patrol also deals with monster sighting and reports of new alien encounter. They have academies in nine places on Earth.

The players have just graduated from the San Antonio, Texas campus and represent would be normally be a crew for a small patrol ship. Normally you would be rotated up to orbit to take over a ship however a special request from the Government of Mexico has your group in a sputtering DC-3 headed for rural Mexico rather than on a shuttle to a patrol ship. You folks happen to be the closest Solar Patrol team available - new or otherwise.

There have been lights in the sky and under the ocean, two small buildings have been partially destroyed and a few locals have reported something the size of pickup truck walking in six legs skulking around the rancheros.

Yeah, they could send in the Federales or Mexican Army (Hey, in 1955 Mexico is actually a fairly prosperous nation) - but weird stuff is Solar Patrol territory. So you're off to Mexico. Full briefing to be held on the plane.

541 Settlers of Catan: Cities & Knights

Sunday 8 AM on Salon 1 Table 4 for 3 hours
Room Map
GM: Aaron M. Malek
Type: Board
System: Settlers of Catan
Edition: Mayfair 3rd
Players: 5
Provided: All materials provided by GM
Variations: custom 3D terrain
Rules Knowledge: Useful
Game Content: Mainstream

Knights protect the island of Catan from invading barbarians, and city improvements confer benefits to that city's owner. 5-6 player game on custom 3-D terrain.
Website: www.boardgamegeek.com/boardgameexpansion/926/catan-cities-knights

513 The Education of Steven Universe

Sunday 9 AM in 508 for 8 hours
Room Map
GM: Michael Garcia
Type: RPG
System: FATE
Edition: Core
Players: 6
Provided: All characters provided by GM
Power Level: Human to Fusion
Variations: Custom Initiative, & other hacks
Rules Knowledge: Beginners Welcome
Game Content: Family

Being home-schooled all his life, Steven has decided to join his friend Connie and enroll at Beach City Middle School. There he can experience the many wonders of public education which includes home ec, music courses, and dogdeball! However, there are many pitfalls as well. With every day that passes the Gems grow more worried, and while they continue to provide him with moral and parental support, those newly opened substitute positions are starting to look very tempting.

Join us for Fate powered one-off off of our favorite denizens of Beach City. Like the show, the tone will start off light and silly and gradually build to an exciting Gem battle climax. Playable character will be pre-generated and will include (but not limited to) Garnet, Amethyst, and Pearl, and Steven!

542 Lords of Waterdeep

Sunday 9 AM on Salon 1 Table 7 for 3 hours
Room Map
GM: Thomas Crawford
Type: Board
System: Lords of Waterdeep
Players: 5
Provided: All materials provided by GM
Variations: Skullport Expansion (optional)
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

From the official website: Waterdeep, the City of Splendors, the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force! You take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder or help the other lords by playing Intrigue cards to enact your carefully laid plans.

543 XCOM: The Board Game

Sunday 9 AM on Salon 1 Table 8 for 4 hours
Room Map
GM: Barry Figgins
Type: Board
System: XCOM: The Board Game
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

XCOM: The Board Game is a 4-player cooperative game, where we take on leadership roles in XCOM, the world's first and only line of defense against alien invasion.

The game is unique in several ways. It's played in rounds with about five minutes of real-time play, followed by a resolution phase. The alien AI is handled by a tablet app, which one player at the table is responsible for interacting with.

A major benefit of the app and the game structure is that we can start playing immediately, with no need to go step-by-step through a rulebook. A game takes about an hour and a half, so it would be good if you can stay for two games. We'll do one on 'Easy' with rules teaching and frequent pausing, and then one on 'Normal' with the rules for the timed phase strictly enforced. Take too long to make a decision and the game will move on without you!

544 Mare Nostrum: Empires

Sunday 9 AM on Salon 1 Table 10 for 4 hours
Room Map
GM: Matthew Byrtus
Type: Board
System: Mare Nostrum: Empires
Edition: 2016
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Mare Nostrum is an empire-building game in which 2-6 players lead their individual ancient empires to dominion of Mare Nostrum. You grow the fame and glory of your empire by expanding your influence into new Provinces, then extending your Trade Caravans, building Markets, and founding new Cities and Temples.
Website: //boardgamegeek.com/boardgame/174785/mare-nostrum-empires

545 Pandemic & Pandemic: The Cure

Sunday 9 AM 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.

546 Giant 50th Anniversary Axis and Allies

Sunday 9 AM on Hall Table 6 & 7 for 8 hours
Room Map
GM: Laurence Frazee
Type: Board
System: Axis and Allies
Edition: 50th Anniversary
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Anniversary Axis and Allies like its never been played before!

At a HUGE 8 foot by 4 Foot size! No more fat fingers or errant dice throws destroying Europe!

The Anniversary game made its fall release as a one time special edition release. It was never again-printed and sells on ebay for nearly 500 dollars.

Now, get a change to play this out of print game but on a huge scale. Can you Save the world from evil empires?

Rules can be pre studied at the url below:
Website: www.wizards.com/%5CAvalonHill%5Crules%5CAxAl-AnEd_Rules.pdf

561 Wind and Rock

Sunday 9 AM on Hall Table 8 for 6 hours
Room Map
GM: John Carnahan
Type: Historical Miniatures
System: Captaincy
Players: 8
Provided: All miniatures provided by GM
Variations: run by designer
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

September 1631 -- outdated Spanish galleons are caught by newer Dutch ships at Albrolhos, a notorious navigation hazard off Brazil. Big (1/500) models, unique rules, a rarely gamed period.
Website: /en.wikipedia.org/wiki/Battle_of_Albrolhos

514 Savage Island

Sunday 10 AM in 164 for 8 hours
Room Map
GM: Danny Idryo
Type: RPG
System: 6D6
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: pregen characters
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Shipwrecked and adrift at sea, you and your companions have spotted an uncharted island in the distance. Getting there will be a challenge of its own, but even if you manage to make land, what new horrors will you encounter? Will the island provide you with what you need to survive? Will you live long enough to rue the day you ever set foot on it? And what's that shadowy tower looming over the western shore?

6d6 is a community-driven gaming system from 2014 published under the creative commons license. All materials on the website can be freely distributed. Please don't read through the scenarios before playing!
Website: 6d6rpg.com/wiki/doku.php?id=start

515 Pulp Horror on the Orient Express

Sunday 10 AM in 165 for 6 hours
Room Map
GM: Gerald Betti
Type: RPG
System: Pulp Adventure
Players: 6
Provided: All characters provided by GM
Power Level: Cliffhanger
Variations: Cthulhu Pulp
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

The classic Call of Cthulhu adventure 'Horror on the Orient Express' ran using Pulp Adventure rules. In 1924, Investigators travel from Paris to Constantinople, via the Orient Express, to collect evil artifact parts for destruction.

516 Monster Hunters: Colorado Kush

Sunday 10 AM in 166 for 6 hours
Room Map
Group: Gamer Geekus
Type: RPG
System: Feng Shui
Edition: 2nd
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Summer 1983: Fresh off their mission taking on the undead at the Mexican border, The Monster Hunters move on to Boulder where a rash of mysterious disappearances have the locals and law enforcement spooked. Is it Sasquatch? Is somebody digging up another Indian Burial Ground? Maybe the Third Bridge Ghost is taking victims again. Either way, the Monster Hunters have enough brains, bullets, and beer to take down whatever's threatening the Centennial State for good.
Website: /www.facebook.com/Gamergeekus

517 Liberation of Deshelim

Sunday 10 AM in 168 for 8 hours
Room Map
GM: Sean Maletsky
Type: RPG
System: Dungeons & Dragons 5th Edition
Players: 8
Provided: All characters provided by GM
Power Level: 11th
Rules Knowledge: Expected
Game Content: Mainstream

The high mountain kingdom of Deshelim has been out of contact since the the hard winter hit. The Churches divinations hint at a rebellious god-child imposing his tyrannous will on the small kingdom. The high pass is blocked by the lair of the ancient white dragon Mesanth. The Church needs adventures to help its people.

518 Tales From The Borderlands : Guns Of The Revolution

Sunday 10 AM in 170 for 8 hours
Room Map
GM: Ryan Burton
Type: RPG
System: FATE Core
Players: 5
Provided: All characters provided by GM
Power Level: High
Variations: Custom Modes, Weapons, Stunts, & Chars
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Welcome to Pandora! As the newest Vladof 'Loss Prevention Specialists,' you and your fellow Vault Hunters will face bandits, get loot, and maybe save the world!

Based on the top selling video game, Borderlands (Or Borderlands 2... or Borderlands The Pre-Sequel... or Tales From The Borderlands) you and your crew of misfits have taken on work from one of the major gun manufacturers on Pandora, the proud and noble Vladof! Their motto of "Fill The Skies With Lead!" speaks to your core beliefs that shooting people is a rewarding experience.

The characters for this game have been created ahead of time, each one helping fill a niche from the classic Borderlands franchise, while still being unique from the rest. No, we will not have a Siren. However, you can play as a Cunning Hunter (Or Huntress?), a Dashing Gambler with a Heart of Gold, a Battle Hardened Mercenary, a Mysterious Wanderer of the Wastes, or an Inventive Tinkerer!

While we may have crafted their skeletons, it will be up to you (and the New-U stations when you inevitably get killed) to fill out their meaty parts with skills and stats! Fill out your skill trees and use whatever weapons the loot gods deem you worthy to possess...

Yes, that's right! Randomized weapons too! And not just a table with charts and graphs, but a real deck of guns that will be added to (and subtracted from) as you progress! Will you get the Legendary Rocket Launcher, or just another Tediore pistol?

Will you be a tale that Marcus tells to the local children at his shop, or will you be just another bandit for Handsome Jack to slay?

519 The Summer of Our Discontent

Sunday 10 AM in 171 for 8 hours
Room Map
GM: Ron Correll
Type: RPG
System: Buffy the Vampire Slayer
Edition: Eden Studio Unisystem
Players: 6
Provided: All characters provided by GM
Power Level: Between 4th & 5th seasons
Variations: 4th Season Core Chars, Non-show chars as well
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's Summer in Sunnydale and you just saved not only your graduating class but the world as well, from being devoured by the pesky Hellmouth once again. You want nothing more then a summer of sun, fun and relaxation as you prepare to enter the hollowed halls of the college world or in Xander's case, the world of your parent's basement. Surely the Hellmouth will comply and grant your wish, right?

Come and play the Buffy the Vampire, RPG an easy to learn role-playing game that is based on Eden Studio's Unisystem. As you can tell from the title the game takes place in the world of the Buffy the Vampire TV show and as a result will include slayers, vamps, white-hats (non-slayer hero types) and a potential demon or two. Player characters will be provided by the GM and they will be versions of the core characters such as Buffy, Willow and Xander taken from the end of Season Four, before the beginning of Season Five. This year I will also bring along non-show specific versions of the various types of characters found in the Buffy the Vampire Slayer RPG, like a Slayer, Demon-Hunter, Witch, etc, for those players who want to experience the RPG but may not want to play characters from the show itself. So both options will be available for players to choose from.

No experience with the rules are necessary. Eden's Unisystem is easy to learn, very user-friendly and tries to be cinematic in it's presentation of game mechanics. Meaning that in the end the main point of the game is to have fun, slay some evil-doers and be part of a memorable episode of Buffy the Vampire Slayer.

520 We B4 Goblins

Sunday 10 AM in 334 for 6 hours
Room Map
GM: Corwin Beliz
Type: RPG
System: Pathfinder
Players: 4
Provided: All characters provided by GM
Power Level: 0-1st
Rules Knowledge: Useful
Game Content: Mainstream

As whelps of the Licktoad tribe just out of their swaddling cages, the goblins Chuffy, Mogmurch, Poog, and Reta must prove themselves by undergoing a series of challenges, from tying a string to a large spider and shouting insults with hot rocks in their mouths to facing off against a goblin bully and his dimwitted minions. As a final test of their mettle, they must make a dangerous (and smelly) trek to claim a toad from the nearby swamp and present it to the terrifying presence that lurks within the Cave of Darkfear, only after which can they truly call themselves goblins!

But as the goblins return to the Licktoad village, they come across a brightly colored, jingling human carrying a map to a small farm up the river where a family of halflings are celebrating a wedding. The perfect setup for a goblin raid! Will the heroes acquit themselves in the finest goblin fashion by wreaking havoc upon the nuptials? Or will they be bitten by ferocious dogs and smashed by frying pans?

521 Against the Slave Lords

Sunday 10 AM in 374 for 6 hours
Room Map
GM: Chris Rutkowsky
Type: RPG
System: BASH!
Edition: Fantasy: Legends of Steel
Players: 6
Provided: All characters provided by GM
Power Level: 25 pt. heroes
Variations: High Fantasy magic, race; fantasy items added.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Recently, the realm has been raided by slavers. A band of heroes has been dispatched to infiltrate their lair and eliminate this scourge once and for all.
Website: www.bashrpg.com

522 The Last Mission

Sunday 10 AM in the Business Center for 4 hours
Room Map
GM: Tom Vallejos
Type: RPG
System: GURPS
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: 220-250 pts
Variations: minor for player enjoyment
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

April 14, 1945: FDR is dead. While Americans morn, the war continues...
The Western Allies have crossed the Rhine and have encircled nearly 500,000 German soldiers in the Ruhr Valley.
The Russians are about 50 miles from Berlin. Reports say Hitler is in his bunker in Berlin.

As the Third Reich dies, not every supporter has given up. A few keep fighting. Others are trying to escape. Argentina?

Your new assignment is to stop a group of SS personnel from escaping to parts unknown with a superweapon.

531 Thunder Alley

Sunday 10 AM in 334 for 3 hours
Room Map
GM: Patrick Riley
Type: Card
System: Thunder Alley
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

Card-driven stock car racing with drafting, team work, accidents, yellow flags, pit strategy, working to lead laps, and sprints to the finish. Control a team of cars; highest-scoring team wins.

532 Modern Naval Battles: Global Warfare

Sunday 10 AM on Salon 1 Table 3 for 3 hours
Room Map
GM: Gregory Wong
Type: Card
System: Modern Naval Battles: Global Warfare
Edition: 2008
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Light wargame featuring ships from nine different navies from the Cold war and post-Cold war eras.
Website: www.dvg.com/.sc/ms/dd/ee/49/Modern%20Naval%20Battles%20-%20Global%20Warfare

533 Big Trouble in Little China

Sunday 10 AM on Salon 1 Table 23 for 4 hours
Room Map
GM: Scott Albrecht
Type: Card
System: Big Trouble in Little China
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Become Legendary with the mystical arts seen in the cult hit film Big Trouble in Little China! In the deck-building game Legendary: Big Trouble in Little China, players work their way through the co-op game trying to defeat Lo Pan and the three storms! Play as Jack Burton, Gracie Law, Wang Chi, and even the Pork Chop Express as you play schemes straight from the film.

534 The Red Dragon Inn

Sunday 10 AM on Salon 1 Table 26 for 3 hours
Room Map
GM: Berta Gannon
Type: Card
System: The Red Dragon Inn
Edition: all
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You and your companions have just finished clearing a local monster nest and have lugged all your new loot back to town. Now it's time to celebrate by drinking, gambling and having a grand time in your favorite tavern!

547 A Feast for Odin

Sunday 10 AM on Salon 1 Table 11 for 3 hours
Room Map
GM: Chisholm Gentry
Type: Board
System: A Feast for Odin
Players: 4
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Delve into the world of Vikings and dabble in trading, hunting, raiding, pillaging, plundering, and raiding some more. Build houses, explore new worlds, and every round, have a feast in OdinÕs name. The large variety of actions and occupations guarantees your Notherners long-lasting fun, with each game creating a new world on your player board!

Using the central board, players have to hunt, gather basic materials, refine those materials, develop their production-buildings, build/buy ships, and raid settlements.

The resulting earnings are placed on the players' board in the best possible pattern to produce income and (later) victory points.
Website: www.zmangames.com/uploads/4/7/1/7/47170931/odin_en_rules_v3.pdf

548 Formula D: Star Wars Podracer

Sunday 10 AM on Salon 1 Table 14 for 3 hours
Room Map
GM: Andrew Aberle
Type: Board
System: Formula D
Players: 10
Provided: All materials provided by GM
Variations: Homebrew mods
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Welcome to this year's Boonta Eve Classic! Keep control of your podracer as you wind through the treacherous turns and sudden obstacles of Mos Espa Arena. Now THIS is podracing!

562 Kings of War Tournament!

Sunday 10 AM on Salon GH Table 5-8 for 8 hours
Room Map
GM: Clive Henrick
Type: Fantasy Miniatures
System: Kings of War
Edition: 2nd
Players: 8
Provided: Players provide their own miniatures
Power Level: 2000 pts
Variations: Standard Armies + Uncharted Empires - KOW Tournament Rules 2016
Rules Knowledge: Expected
Game Content: Mainstream

Please join us for a small KOW Tournament. We will be using the Clash of Kings rule modifications ( Flyers can lose fly when disrupted, etc ) and standard KOW Tournament Rules. You will be judge on painting but it is a small part of your overall score.

563 Pickett's Charge, July 3rd, 1863

Sunday 10 AM on Salon FG Table 4-6 for 6 hours
Room Map
GM: James White
Type: Historical Miniatures
System: This Hallowed Ground
Edition: 1.0
Players: 4
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Pickett's Charge is a famous (and futile) action of the Battle of Gettysburg that really needs no introduction. The real question is, will you stand with the blue wall or throw in with the grey horde while it attempts to win an honorable defeat?
Website: jayswargamingmadness.blogspot.com/2016/07/acw-scenario-picketts-charge.html

571 Excalibur Resplendant

Sunday 10 AM in 570 for 8 hours
Room Map
GM Troupe: Ace of Geeks
Type: LARP
System: GM Fiat/Duel of the Fates
Players: 18
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Multi-Universal
Costume Suggestions: Be prepared to costume as ANYTHING

Four years ago, Merlin the Magnificent summoned the greatest swordsmen from many dimensions to engage in glorious battle on his magical airship and discover who was worthy to wield Excalibur. Excalibur was claimed, and peace restored. But as Fall turned to Winter, the last great Cycle ended, and Merlin's time in this world passed. The great wizard's wonderful airship has summoned a new crop of great and powerful warriors - this time, sword mages, who will do battle to determine who shall be the next great Sorcerer.

572 Grimm Tales: Cormac's Curse - A 7th Seas Adventure

Sunday 11 AM in Salon AB for 6 hours
Room Map
GM Troupe: Team Volarˇ
Type: LARP
System: L.A.R.P.S. System
Players: 30
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Pirate Fantasy
Costume Suggestions: Any Ren Faire/Pirate; costuming not required

Set in the northern shores of the Highland Marches, along the Bainshe Shoals, there is a small collection of islands just off the coast; it is a place of Glamour and mystery. Ships can dock there, but only by following a strict route in and out, otherwise they crash and sink against the jagged rocks. The location is under the control of the MacCodrum Clan. The clan is rumored to have a long standing relationship with the Sidhe, particularly the Selkies - this gives them access to the best fishing in all the Marches. The current Laird of the Shoals is Bhaltair MacCodrum, a Highlander with an impressive collection of rare archeological objects, rivaling some of the better known collections in Theah'. Recently an object was found washed up (or left there) on the shores; some say it is Syrneth, some say it may of Sidhe origin, still others rumor that it is something fouler - people are calling it the Captive Heart.
The largest shoal house is Ghillie's Hall - a small keep where trade and price negotiations take place following the annual coming of Maab's tide. The Laird is hosting a gathering to discuss business; something his bountiful fisheries make possible. Several emissaries from across Theah' have come to negotiate - some for fishing rights, others for rare objects or more, remember, nothing in the Glamour Isles is what is seems...
Please join us for a 7th Seas LARP, courtesy of Team Volarˇ Productions.

581 Microscope

Sunday 11 AM in Pacific for 3 hours
Room Map
GM: Christopher Allen
Type: Other
System: Microscope
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Microscope (a part of the COLLABORATIVE SHOWCASE) is a gm-less collaborative RPG where you explore an epic history of your own creation, hundreds or thousands of years long, all in an afternoon.

You won't play the game in chronological order. You can defy the limits of time and space, jumping backward or forward to explore the parts of the history that interest you. Want to leap a thousand years into the future and see how an institution shaped society? Want to jump back to the childhood of the king you just saw assassinated and find out what made him such a hated ruler? That's normal in Microscope.

You have vast power to create...and to destroy. Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire. Zoom out to watch the majestic tide of history wash across empires, then zoom in and explore the lives of the people who endured it.