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Event Search Results

39 events found
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601 Ruby, My Dear

Sunday Noon in 151 for 8 hours
Room Map
GM: Jeff Brain
Type: RPG
System: Dungeons & Dragons 3.5
Players: 6
Provided: Characters may be provided by GM
Power Level: 9th-13th
Variations: Cinematic; Gringold Campaign, some Pathfinder
Rules Knowledge: Useful
Game Content: Mainstream

Gringold campaign continuity for a run made famous at Dundracon in the late 90's or early oughts where adventurers discovered the Source of the River of Sand. This run is related, and takes place about twenty years later.
Website: gringoldcampaign.weebly.com/

602 The Haunting

Sunday Noon in 154 for 4 hours
Room Map
GM: Dave Sokolowski
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Boston, 1925 - Your private investigation company has been hired to investigate why no one wants to rent a run-down house. The money is good, and it seems like a milk run to check out an old property. What can go wrong?

603 Campeones de MŽxico

Sunday Noon in 338 for 6 hours
Room Map
GM: Vernon Putman
Type: RPG
System: Hero 5th Edition (Champions)
Players: 6
Provided: All characters provided by GM
Power Level: 350 pts
Variations: Superpowered Luchadores
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

What calamity has Doctor Devastaci—n created? And who are the Campeones de MŽxico going to have to suplex to put things right?

Superpowered luchadores, bringing justice from the top rope!

641 Signs of Carcosa

Sunday Noon on Salon 1 Table 1 for 6 hours
Room Map
GM: Larry Langley
Type: Board
System: Eidritch Horror
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dreamers glimpse lost Carcosa, while madness and corruption spreads across the world as the unnamed one, ÔThe King in Yellow' tears open the veil between worlds. Only a small band of intrepid investigators can stop the dissolution of humanity into a vortex of insanity.

Eldritch Horror is a cooperative game of globe-trotting adventure set against the backdrop of Cthulhu mythos. Investigators must save the world from impending doom. Lost Carcosa is the latest expansion in the series and introduces Hastur, the King in Yellow.

642 Evolution with Climate and Flight

Sunday Noon on Salon 1 Table 2 for 4 hours
Room Map
GM: James Kiefer
Type: Board
System: Evolution
Players: 6
Provided: All materials provided by GM
Variations: Climate and Flight Expansions
Rules Knowledge: Useful
Game Content: Mainstream

Survivial of the Fittest! Can you build creatures that will not only survive but prosper in a world of climate change?

604 Fiasco

Sunday 1 PM in Pacific for 3 hours
Room Map
GM: Christopher Allen
Type: RPG
System: Fiasco
Players: 4
Provided: All materials provided by GM
Variations: choose from a number of playbooks
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Fiasco (part of the COLLABORATIVE SHOWCASE) is a GM-less collaborative game inspired by cinematic tales of small time capers gone disastrously wrong - in films such as Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and The Ice Harvest.

You'll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won't go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your guy just might end up back where he started.

During a game you will engineer and play out stupid, disastrous situations, usually at the intersection of greed, fear, and lust. It's like making your own Coen brothers movie, in about the same amount of time it'd take to watch one.

644 Big, Big, Big Galaxy Trucker

Sunday 1 PM in 334 for 3 hours
Room Map
GM: Angelo Sphere
Type: Board
System: Galaxy Trucker
Players: 5
Provided: All materials provided by GM
Variations: All expansions avaiable
Rules Knowledge: Useful
Game Content: Mainstream

Galaxy Trucker is the delightful game of building space ships and hoping they won't blow up. Easy to learn. All ship templates provided including the not-the-Deathstar template!

605 Chaos in SouthEast City

Sunday 2 PM in 143 for 8 hours
Room Map
GM: Heather McDonald
Type: RPG
System: BASH!
Edition: Ultimate
Players: 6
Provided: All characters provided by GM
Power Level: 35 character pts
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Panic has arisen in SouthEast City as many people in the more populated districts of the city have gone into mad fits of violent rage. The CDC has swooped in and began to quarantine all who are showing these bizarre 'symptoms.' A team of unusual Superheroes has been assembled to figure out what has happened to their beloved city, only to find that nothing is as it seems and that there is a much bigger plot at play. Will our Heroes learn to trust each other enough to reveal their true powers to one another? Will they overcome their differences and work together to defeat this evil plot? Or will the forces of evil behind this scene succeed in their nefarious plans?

606 Casablanca Chaos

Sunday 2 PM in 145 for 10 hours
Room Map
GM: Morgan Rivers
Type: RPG
System: Dresden Files
Players: 6
Provided: All characters provided by GM
Power Level: Up to your Waist/ modified
Rules Knowledge: Useful
Game Content: Mainstream

It is 1943 in French protected Morocco, Casablanca. Many have gathered here in a desperate attempt to flee Europe. But not you. You are here because you want to be. It may be your home by choice or assignment. You may be here for the scenery and historical sites. You might be here to find someone. Whatever reason has drawn you to this place, will not be the reason you want to leave it.

This is a high octane adventure featuring:


607 The Black Road

Sunday 2 PM in 147 for 4 hours
Room Map
GM: Tom McVey
Type: RPG
System: Dungeons & Dragons 5th Edition
Edition: Basic Rules
Players: 5
Provided: All characters provided by GM
Power Level: 1st-4th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Taking a job as a guard for a desert caravan doesn't pay much, but it was the best option for getting out of the dusty armpit of a town you ended up in.

The rumors about goblin and hobgoblins raiding along the Black Road is nothing to worry about. This will be a dull escort gig, no doubt about it...Levels 1-4.

608 Montsegur 1244: Burning For Your Beliefs

Sunday 2 PM in 149 for 6 hours
Room Map
GM: Shannon McNamara
Type: RPG
System: Montsegur 1244: Burning For Your Beliefs
Players: 6
Provided: All characters provided by GM
Power Level: mortals
Variations: Very minor
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Nominated for Best Role Play Game 2010,
Lucca Comics & Games

* * *

Nominated for the 2010
Diana Jones Award

* * *

Game of the Year 2009 on Story Games

What got me about this game was the sheer emotional content. [...] After the game ended, I had to leave and take a long walk to think about what had just happened at the table. It was that kind of intense for me.
--- Chris Bennett

Montsegur 1244 draws from several gaming traditions and serves up a seamless blend of delicious history and tasty hard choices. Playing a doomed Cathar puts an epic and tragic story absolutely front and center, and the game's simple but innovative mechanics relentlessly reinforce the theme. Someone will burn. You will be changed and surprised. This is a great game.
--- Jason Morningstar

* * *

Montsegur 1244 uses actual history to frame a tightly focused game that explores faith, loyalty, and the bonds of kinship. Using the final, brutal siege in the Catholic crusade against the Cathar heresy as a backdrop, players take the roles of true believers trapped in the fortress of Montsegur. As the inevitable endgame draws closer, each player must decide--will their character abandon their faith and recant, or will they burn for what they believe? This single, simple choice drives the entire game.

Montsegur 1244 succeeds brilliantly in evoking the horror and pathos of the doomed Cathars, and combines the best of Nordic and North American roleplaying traditions. The game is carefully structured where it needs to be and completely freeform where it doesn't. Elegant, simple mechanics support play that is often surprisingly emotional. The choices players are presented with are impossible to reconcile. The tangled web of family, love, duty and belief only amplify the difficulty of the decision each must eventually make.
--- 2010 Diana Jones Award nomination
Website: storytellersjem.blogspot.com/2015/11/upcoming-convention-games-for-2016.html

609 Afterparty

Sunday 2 PM in the Business Center for 12 hours
Room Map
GM: Topac Quinteros
Type: RPG
System: Werewolf: The Apocalypse
Edition: 3rd
Players: 10
Provided: Characters may be provided by GM
Power Level: Adren or advanced Fostern
Rules Knowledge: Useful
Game Content: Mature Themes

And so the Caern was raised, corrupted, and then cleansed. Time for the 6-month delayed PARTY! Just where does one go to celebrate though? SAN FRANCISCO!

Chapter 3 in my ROAD TO RUIN saga, deals with furthering truths about everyone's ultimate destiny: their place in the Apocalypse, and how it truly ends. While I have characters from previous games, I have fairly hard set guidelines for newer shapechangers, which don't quite have to be wolves...ask at game, but expect a Garou if you don't get what you want.

For more information, you can email the GM

610 The Littlest Prince

Sunday 2 PM in 608 for 6 hours
Room Map
GM: Roderick Robertson
Type: RPG
System: Pendragon
Players: 6
Provided: All characters provided by GM
Power Level: Knight Bachelor
Variations: Charlemagne
Rules Knowledge: Useful
Game Content: Mainstream

Ah, errantry. Breathing the fresh air of the countryside, seeing new sights, meeting new people, wooing maidens. And the occasional fight to the death...

631 Crazier Eights: Camelot

Sunday 2 PM on Salon 1 Table 3 for 3 hours
Room Map
GM: James Gray
Type: Card
System: Crazier Eights
Edition: Camelot
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A preview of Crazier Eights: Camelot, a gateway fantasy card game that is similar in some ways to Uno, but every card can be played for an effect. The first player to have zero cards in hand wins.

Crazier Eights: Camelot is inspired by the stories of King Arthur. It has King Arthur, Queen Guinevere, the Holy Grail, and more!

This game was designed by James Gray.
Website: www.craziereights.com/

632 Red Dragon Inn (Demo/Learning)

Sunday 2 PM on Salon 1 Table 11 for 3 hours
Room Map
GM: Barry Figgins
Type: Card
System: Red Dragon Inn
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The adventure is over, but the party is just getting started! Join us at the Red Dragon Inn for a night of drinking, gambling, and roughhousing until only one adventurer can remain upright. RDI is a quick take-that card game with lots of great art and flavor.

This event is intended for newer players, and I'll be going through the turn structure step-by-step. If you know how to play, I have a session for experienced players later on.

645 Firefly: The Game

Sunday 2 PM on Salon 1 Table 10 for 3 hours
Room Map
GM: Magda Heilborn
Type: Board
System: Firefly: The Game
Players: 6
Provided: All materials provided by GM
Variations: Mr. Universe
Rules Knowledge: Expected
Game Content: Mainstream

Players captain their own Firefly-class transport ship, traveling the 'Verse with a handpicked crew of fighters, mechanics and other travelers. As a captain desperate for work, players are compelled to take on any job - so long as it pays. Double-dealing employers, heavy-handed Alliance patrols and marauding Reavers are all in a day's work for a ship's captain at the edge of the 'Verse.

646 Dead of Winter: Crossroads

Sunday 2 PM on Salon 1 Table 14 for 4 hours
Room Map
GM: Mike Eckert
Type: Board
System: Dead of Winter
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Dead of Winter is a meta-cooperative psychological survival game. This means the players are working together toward one common victory condition--but for each individual player to achieve victory, they must also complete their personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or worst of all: vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal but don't get walked all over by a loudmouth who's only looking out for their own interests!

647 Mombasa

Sunday 2 PM on Salon 1 Table 15 for 4 hours
Room Map
GM: Scott Kovatch
Type: Board
System: Mombasa
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Pfister Is On Pfire!

Alexander Pfister is on a roll of late. He was the co-designer of the Kennerspiel des Jahres-winning games Broom Service and Isle of Skye.

Mombasa was the winner of the 2016 Deutscher Spiele Preis for best 'gamers' game.' and was also on the 'Recommended' list for the Kennerspiel des Jahres in 2016.

In Mombasa, players acquire shares of chartered companies based in Mombasa, Cape Town, Saint-Louis, and Cairo and propagate trading posts of these companies throughout the African continent in order to earn the most money.

Mombasa features a unique, rotating-display hand-mechanism that drives game play. Each round players choose action cards from their hand, then reveal them simultaneously and carry out the actions. These cards are then placed in a discard pile, and the previously played cards recovered for the subsequent round.

Each company has a double-sided company track, so games will vary quite a lot based on which tracks are revealed and at which companies they are placed.

The game incorporates elements of programmed movement, area control, and card drafting and takes 2.5 hours to play, but with rule explanations, 3 hours is more likely.
Website: /www.boardgamegeek.com/boardgame/172386/mombasa

648 Ogre 6th Edition: Smash the CP!

Sunday 2 PM in 153 for 4 hours
Room Map
GM: Andrew Walters
Type: Board
System: Ogre
Edition: 6th
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Forty years after it all began Ogres are still rolling towards command posts! This is your chance to learn the game, refresh your skills, or beat up on noobs.

661 Relic Knights

Sunday 2 PM on Salon FG Table 1 for 6 hours
Room Map
GM: Kasi Jammeh
Type: Sci-Fi Miniatures
System: Relic Knights
Edition: 1st
Players: 4
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Darkspace Calamity engulfs the universe. Inexorably, it devours galaxies whole, their lights extinguished one by one. Only a single galaxy remains, desperately staving off extinction through the might of its heroes. Relic Knights is your chance to plunge headlong into this epic conflict with your own cadre of powerful champions, to combat the Calamity and determine the fate of the universe!
Website: sodapopminiatures.com/game-relic-knights/

662 How Finland Lost World War II to the Soviets, But Won Peace

Sunday 2 PM on Salon FG Table 2 for 4 hours
Room Map
GM: Peter Bauer
Type: Historical Miniatures
System: Spearhead
Players: 5
Provided: All miniatures provided by GM
Variations: homebrew
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Befuddled Soviet riflemen floundering through deep snow and sub-zero temperatures while they froze to death. Russian tanks and their hapless crews set ablaze by Molotov cocktails.

663 Aerodrome 1.1 - World War I Aerial Combat

Sunday 2 PM on Salon FG Table 7-9 for 4 hours
Room Map
GM: Stan Kubiak
Type: Historical Miniatures
System: Aerodrome 1.1 - World War I Aerial Combat Game
Edition: 1st
Players: 10
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family

A traditional Bay Area and national convention favorite! Fly colorful scale model WW1 aircraft into combat using simulated wooden 'cockpits.' Easy to learn and play, lots of fun. Up to 10 players per round; rounds last about one hour, run continuously through allotted time. Wings & medals awarded for Victories and Valor! Fun, easy to learn and play! Spouse and female friendly game; players under 15 only with playing adult.

611 It's a Wrap

Sunday 3 PM in Pacific for 3 hours
Room Map
GM: Christopher Allen
Type: RPG
System: It's a Wrap
Edition: playtest
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

It's a Wrap! (part of the COLLABORATIVE SHOWCASE) is a collaborative game of cinematic storytelling. If you've enjoyed the movies, now you can be in the movies, creating a story one scene at a time! Together you create shared stories by creating a fun and 'safe' space to improvise, to resolve dramatic conflict, and to tell interesting and powerful stories.

Facilitated by the author of the game, Christopher Allen.

633 Resident Evil Deck Building Game

Sunday 3 PM on Salon 1 Table 8 for 4 hours
Room Map
GM: Thomas Hanjes
Type: Card
System: Resident Evil Deck Building Game
Players: 5
Provided: All materials provided by GM
Variations: Some minor house rules
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Back from last year, the Resident Evil DBG! Explore the mansion, kill the zombies!

664 Battlefleet Gothic: Chaos Breakthrough!

Sunday 3 PM on Salon FG Table 3 for 6 hours
Room Map
GM: Tim DuPertuis
Type: Mixed-Genre Miniatures
System: Battlefleet Gothic
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Battlefleet Gothic is a Warhammer 40K based space combat game. Multi-kilometer long battleships, cruisers and destroyers battle for space supremacy. Come along for the flight and blow some stuff up!

An incoming Chaos fleet has been detected and the Imperial fleet's objective will be to prevent the Chaos fleet from breaking through and advancing on the planet to land its horrific cargoes of Chaos Space Marines and Chaos cultists. There have been rumors of plague outbreaks on planets in nearby systems, so things could get nasty. This game will be a large version of the basic Cruiser Clash scenario. Players will play Chaos or Imperial fleets.

612 The Z-Team Presents: A Force Truce

Sunday 4 PM in 152 for 10 hours
Room Map
GM: Benjamin Neel
Type: RPG
System: Star Wars
Edition: Force & Destiny
Players: 6
Provided: All characters provided by GM
Power Level: Knight Level play
Rules Knowledge: Useful
Game Content: Mature Themes

It is the dawn of the clone wars, and you have just been promoted to Knighthood. Yet your first mission as Jedi Knights drags you away from fighting and into one of the wealthiest and honored sectors of the galaxy to negotiate for the warships the infant Republic Navy desperately needs. The sector is on the eve of an internal war decades overdue, where loss of strength would invite defeat before the battles begun. You represent the Republic Military and Jedi council in a desperate bid to ease tension and forge a peace within the sector during one of their weeks of celebration. Thus Jedi dance on the saber's edge to forge a guise of peace, while deadly words and honored duels; careless opulence and apathetic law; looming war and lust of power; professions of loyalty, and practical espionage all play deadly harmonies.

613 The Cold Hard Truth

Sunday 4 PM in 154 for 8 hours
Room Map
GM: Frank A. Figoni
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Hammerhead, the communication center for the Joint Operations Center Guantanamo Bay Cuba, has gone dark and all other forms of communications from the base have ceased. Fearing a terrorist attack, Delta Force and the 3rd Ranger Quick Reaction Brigade at Fort Benning were dispatched to assess the situation. However, their last communication made little sense and now the CIA has had reports that the Cuban observers on the Cuban side of the base's fence-line have seen strange lights, heard chanting, and caught glimpses of unnatural forms moving around the base at night! Because of this, the Secretary of Defense has activated the 'Specials Squad' the elite unit, dealing specifically with 'paranormal events.' Can the unit find out what's happening on the base before its too late?

614 Sandcrawlin'

Sunday 4 PM in 159 for 8 hours
Room Map
GM: Dovi Anderson
Type: RPG
System: FATE
Edition: Core
Players: 5
Provided: All characters provided by GM
Power Level: Jawa
Variations: Star Wars (prequel free!)
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

A once great Jawa clan must scavenge and swindle their way out of debt before the tracks of their dilapidated Sandcrawler come grinding to a halt. Hijinks and hilarity await!

Game background and PC info in the link below:
Website: /www.dropbox.com/s/d32ome7d0c5mooj/BGOneSheetSandCrawlin.pdf?dl=0

615 Eyes of the Abyss

Sunday 4 PM in 160 for 8 hours
Room Map
GM: Badger McInnes
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 6
Provided: All characters provided by GM
Power Level: Seasoned, weathered cowpokes
Variations: Wild Weird West era
Rules Knowledge: Useful
Game Content: Mature Themes

Twenty one years ago, you and five others attempted to save the citizenry of Bannack, CA, from a mysterious malady that threatened to destroy the entire town.

You failed. The town burned. The living screamed and bled. Visions and sounds and smells of what happened in Bannack have haunted you ever since.

Now, in 1891, one of the few survivors of that horrifying, scarring night has contacted you. She fears what is happening to Bannack is happening again, in another town she has made her home. Annabelle Chandler begs you to help her once more. Dare you stare into the eyes of the abyss again?

616 The Power of the Lich-King: Final chapter

Sunday 4 PM in 161 for 8 hours
Room Map
GM: Gregory Landon
Type: RPG
System: Advanced Dungeons & Dragons
Edition: 1st
Players: 6
Provided: All characters provided by GM
Power Level: 5th-10th
Variations: house rules
Rules Knowledge: Useful
Game Content: Mainstream

The Power of the Lich-King: The Final Chapter

Over the past 15 years your group has had many adventures retrieving the Lich-king's evil artifacts for Malik the sage and the Circle of light.

You managed to retrieve the last one just as your benefactor the old sage Malik died. But the artifacts were placed in an extra dimensional pocket created by Malik so that evil would never use them again.

It's now been 5 years since Malik passed and you secured the last item, you had thought your adventuring days were over. But now a new power has arisen and started to carve out a new empire. You are summoned by the Circle of Light to appear before the Duke. Could they be wanting you advice or help to stop whatever is leading this new empire before it takes over all of the forgotten realms?

617 Chapter 8: Ten Fold Spiral of the Wu-Lung

Sunday 4 PM in 162 for 8 hours
Room Map
GM: Chris Muoio
Type: RPG
System: Hero 5th Edition (Pulp)
Players: 8
Provided: All characters provided by GM
Power Level: 200 pts + 10 pt bonus
Rules Knowledge: Useful
Game Content: Mainstream

WHAT CAME BEFORE:

Chapter 1 Prelude to a Song, a Dream & Armageddon

Nazis seek to exploit a talented lounge singer,an ancient Zionist ritual and the secrets of Lemuria in their newest bid for world domination.

Chapter 2 What Evils Lurk in Songs Soft Sung

The stone is safe but the girl is missing. Now comes a mad dash across Asia & beyond to rescue her and keep an ancient evil far worse than the Nazis from waking.

Chapter 3 Vengeance of the Jungle Queen

Once again the Freedom Brigade rides forth to do battle with the evil doers of the Pulp Era in this third installment. Last Episode the girl was kept save from ninjas, Nazi's and ancient Zionistic Daemons but the New Nazi allies from deep beneath the sea almost proved the death of our heroes as they raced to rescue a petty thief turned amazonian guide interred on Devil's Island. As all hell broke loose the rescued Meadowden agreed to help the Brigade locate his former eployers expedition lost in the ancient lands of the Lemurians. Now with both the Nazi occultists and their Atlantian allies bent of recovering a terrible secret discovered in the deepest parts of the Amazon, time is against the Brigade as they race down the Amazon with little time to stop these Evils and still return their lounge-singing employer back to her French Debut in time for coffee, champagne and the end of the world as we know it.

Chapter 4 Solice in Sand and Dance

The Brigade makes an unscheduled stop in the pursuit of their Nazi foes as they discover an unholy alliance between east and west in the shifting sands and shifting politics of the great split city of Morocco. Will the Brigade be quick enough to uncover the Nazi plot and the Red Claws political ties before a dark and ancient secret can be unearthed from the depths of the wind swept sands dancing in the dark of the full moon like hidden memories from the deep dark past?

Chapter 5 Trail of the Green Dragon

The Jungle queen is out for blood after Nazi betrayal and the desicration of an ancient site. The plans for which and the third stone are now in the brigades hands but the girl is once again gone. Kidnapped by the shadow ninjas of the Red Claw society. Can the brigade quell the Jungle queens wrath in time to find the girl before all hell breaks loose on earth in the land of the rising sun?

Chapter 6 & 7: Into the Spider's Den


With the fourth stone recovered from the Nazi's and the vile Stavonovich in custody you would think it would be time for rejoicing but Japan still sits on the brink of its own civil war, the brigades employer is still missing and it would seem the Green Dragon and the minions of the Red Claw are drawing a great necromantic power into the heart of Osaka's Hirano Ward. Add to it the giant Japanese spiders known as Kumo, watching over the area posed for who knows what purpose and the Freedom brigade has only 24 hours before a mysterious 'package' arrives from China. Could it be the legendary Wu-Lung artifact called the Scroll of Seasons said to be able to bring on the 'forever winter' into the heart of the Land of the Rising Sun. By the way, what could possibly be behind all those doors?

THE HERE AND NOW:

Chapter 8: Ten Fold Spiral of the Wu-Lung

With a narrow escape from the house of the rising sun with both the girl and the scroll, the Brigade heads to the ancient temple of the Wu-Lung to restore the scroll of seasons to its resting place before Nazi, ninja and something far, far worse gets their hands on the artifact. Only the secret order of the Wu-Lung can restore the balance long enough for the Brigade to get its employer to her long awaiting performance and sing as if there were no tomorrow, for at this rate there just might be.

618 It Wasn't What We Thought Part 1

Sunday 4 PM in 163 for 8 hours
Room Map
GM: Zachary 'Gareth' Morgan
Type: RPG
System: Serenity
Edition: Cortex Classic
Players: 8
Provided: All characters provided by GM
Power Level: Veteran
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

You're sitting a bar on Boros having a quiet drink after a job well done when you realize the newscaster on the Cortex screen has cut to static. After several seconds the feed cuts back in and a harried looking woman begins speaking: These are just a few of the images we've recorded... The bar quickly grows silent as everyone turns their attention to the woman on the screen. When she finishes speaking and the static has returned the bar erupts into a torrent of sound as various opinions start to fly around the bar. Some believe the unknown woman, others think it's an exaggeration, while others thing it nothing more than Anti-Alliance propaganda....What do you think?

619 Bring 'Em Back Alive

Sunday 4 PM in 165 for 4 hours
Room Map
GM: Doc Cross
Type: RPG
System: Dungeons & Dragons 5th Edition
Players: 6
Provided: All characters provided by GM
Power Level: 3rd
Variations: no
Rules Knowledge: Useful
Game Content: Family

Your employer has decided to stock a private zoo, so now you must go find animals and bring them back alive and unharmed, starting with a mated pair of owlbears.

Game length should let you go out on at least two, and maybe three, hunts.
Website: /dociverse.wordpress.com/

620 The Mechanical City of Ash and Rust

Sunday 4 PM in 166 for 6 hours
Room Map
GM: Joseph 'Bear' Thompson
Type: RPG
System: Project Biomodus
Edition: Pre-Release Playtest.
Players: 5
Provided: Characters may be provided by GM
Variations: Chracter Gen: 600xp, $2K
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Project Biomodus is the First TAPM20 System game, set in a desolate world created by mankind's need to defeat death. Now, some eight centuries later, the world is a mass of scorched concrete husks, breeding grounds for adapted, powerful monsters and the transhuman descendants of humanity; all fighting for the right to exist in a world that is beyond healing.

You will play one of five 'Biomodus' hunters, all living in the city of Oakland in a time when there is nothing but building husks stretching into the sky. Your local Lord Huntress (a Biomodus of some renown), has gone supposedly renegade, although some questions remain unanswered. Your job is to find her, get some answers or make sure she pays for her crimes...

As a Biomodus, you have a completely modular body, capable of superhuman feats, impossible speed and equipped with technology that can turn even armored targets into glowing dust. That being said, the horrors of The Wastes are just as deadly, and through adaptation, cunning and raw power, you will have to fight your way through an unforgiving city, laden with terrifying foes.

Project Biomodus is a recently funded RPG scheduled to release in the latter half of 2017. Bay Area Cons have been a huge area of support for our team, and we want to get involved in as many as possible.

Pregens: Yes, although if you are comfortable with the rules, feel free to create a character. There will be no character generation, as there is a limit on time.'
Website: www.projectbiomodus.com/

621 Knights of Isengard

Sunday 4 PM in 334 for 8 hours
Room Map
GM: Jack Lawson
Type: RPG
System: The Lord of the Rings RPG
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

Long before the Fellowship of the Ring, the lands of Middle-earth were kept safe under the watchful eye of the white wizard of Isengard. Heroes have been summoned by Saruman to perform great deeds for the greater good of the people of Middle-earth. Players will be playing heroes of Middle-earth in a period preceding the events of the Hobbit doing a quest for the leader of the council of wizards.

622 Orcs on the Border

Sunday 4 PM in 374 for 8 hours
Room Map
GM: Samuel Horton
Type: RPG
System: Original Dungeons & Dragons
Edition: 2nd
Players: 8
Provided: All characters provided by GM
Power Level: 3rd-5th
Variations: segmented combat
Rules Knowledge: Useful
Game Content: Mainstream

6 months ago the troops from the border town of Safeton were sent to repel orcs from the Pomarj on the southern part of Greyhawk. A camp has been set up to watch the orc tribes who have set up camps which are still inside Greyhawk's territory. They still claim a mine which they say is vital to their tributes to Gruumsh and war chiefs. A group of experienced people are being sent as extra protection if the orcs should attack. You are being sent to maintain the peace, not to start a war. You can defend yourselves if they attack.

634 Munchkin Christmas

Sunday 4 PM in 334 for 3 hours
Room Map
GM: Brian O'Hara
Type: Card
System: Munchkin
Edition: 1st
Players: 6
Provided: All materials provided by GM
Variations: Christmas
Rules Knowledge: Beginners Welcome
Game Content: Family

It's a Munchkin Christmas tradition: Use the Candy Cane and Tannenbomb to fight off the Snow Angels and Holiday Spirits! Spike the Egg Nog to Go Up a Level! Be Naughty or Nice . . . or both at once! Steve Jackson Games.
Website: www.warehouse23.com/products/munchkin-naughty-and-nice

649 Keyflower

Sunday 4 PM on Salon 1 Table 4 for 4 hours
Room Map
GM: Simon Kiefer
Type: Board
System: Keyflower
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Keyflower is a game for 2 to 6 players played over 4 rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a 'home' tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned.

665 Battle of the Beasts

Sunday 5 PM on Salon GH Table 1-4 for 6 hours
Room Map
GM: Steve Hagarty
Type: Historical Miniatures
System: Treadheads Tank & Infantry Combat System
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Downloadable PDF with basic explanation of game development and overview of rules and game play. For additional information search 'Treadheads' in Slideshare.

We'll also be using an Augmented Reality app to eliminate the need to access rules during game play.
Website: www.slideshare.net/wolfhag/treadheads-overview