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Event Search Results

40 events found
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P01 The Malevolent Seven

Only available via On-line Pre-registration
Friday Noon in 143 for 8 hours
Room Map
GM: Jim Puder
Type: RPG
System: Hero 5th Edition (Champions)
Players: 6
Provided: Players provide their own characters
Power Level: 12-14 DC, 30-35 PD/ED, Spd 5-7 sliding scale
Variations: some house rules
Rules Knowledge: Useful
Game Content: Mainstream

Can your group put a stop to MechKnight and his Malevolent Seven's predations? Bank robberies, assaults on Super Heroes, kidnapping Super Heroes. Until asks that you intervene to bring this group to heel. Are you up to the task?

P02 The Dyson Gambit KIC 8462852

Only available via On-line Pre-registration
Friday Noon in 145 for 8 hours
Room Map
GM: Duane Frederick
Type: RPG
System: Storyboard
Players: 6
Provided: Characters created for game
Power Level: 20 traits 10 preselected
Variations: Combat pool ˛10 dice (open-ended D10)
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Humanity had spread to the stars.The development of the Cochran Drive allowed starships to travel instellar distances in very little time. Alien species were encountered and humanity eventually formed alliances and established very profitable trading partners. But there was one area of the Galaxy that was unexplored called the Darksun sector. No space vessel that had ventured into the Darksun sector ever returned. The galactic counsel decided to build the USS Horatio Nelson and send it to explore the Darksun sector. The ship came under attack and was captured. Within one hour Captain Olaf Stapledon sent a hyperspace message that simply said 'You will be eliminated.' The Hyper War had begun. 1000 human and allied worlds were lost and at the beginning of the war humans experienced a vast technological disadvantage. The advantage that humanity has was its prolific and expansive nature. It took the Illuminati over 400 years to eliminate the outer planets. Though the losses were heavy it bought time for the Galactic Federation to develop technology that eventually brought the conflict to a stalemate. The enemy went home and the Galactic Military decided that now is the time to strike the enemy home world. You are part of the Special Forces Strike Team that Galactic SOCOM is sending.

P03 Big Trouble In Little Punjar

Only available via On-line Pre-registration
Friday Noon in 147 for 4 hours
Room Map
GM: Jon Wilson
Type: RPG
System: Dungeon Crawl Classics
Players: 6
Provided: Characters created for game
Variations: Zero-Level Funnel
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The Lords of Deepwater gang have busted up a couple of your best buddies and that can't stand! But this is no ordinary day in the Little Favela... Strangeness Ahead!

P04 Upset the Balance of Power

Only available via On-line Pre-registration
Friday Noon in 149 for 4 hours
Room Map
GM: Mario Cole
Type: RPG
System: Dungeons & Dragons 5th Edition
Edition: Basic Rules
Players: 5
Provided: All characters provided by GM
Power Level: 20th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

A realm of the Abyss, Androlynne has long been a battleground between the Forces of Good & Evil. As a lvl20 the time has come to make your mark there. Here's a chance to play around at the highest power level in the game facing some of the baddest the game has to offer.

P05 Marshy Hollow

Only available via On-line Pre-registration
Friday Noon in 151 for 8 hours
Room Map
GM: Steve Marsh
Type: RPG
System: Dragon Strike
Edition: Original
Players: 8
Provided: All characters provided by GM
Power Level: 1st-3rd
Variations: introducing lvl up
Rules Knowledge: Beginners Welcome
Game Content: Family

The original Dragon Strike game features warrior, wizard, elf and thief completing quests before the red dragon appears.

Introducing Lvl Up to the basic game for a slight edge to the players.

P06 Mystery Men - Liberia, 1925

Only available via On-line Pre-registration
Friday Noon in 152 for 8 hours
Room Map
GM: Jim Gettman
Type: RPG
System: Hero 5th Edition (Pulp)
Players: 6
Provided: Characters may be provided by GM
Power Level: 100+100, 9DC@4SPD&6CV, 3*DEF+STN˛84
Variations: equipment costs points
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

America meets Africa in the golden age of jazz, planes, rubber and bananas. Trouble lurks, and President King needs a few extraordinary souls. Powers are subtle, guns aren't.

This is Champions V5 (the black book) with 100 base. These special rules apply -


___Character Design___________
#### NOTE THE CHANGE TO 100+100 base+disads ####
We use modern world everyman skills and restrictions
The GM reserves the right to order modifications to any character
Points can be unspent and reused, except Independent points must be recovered in RP
Weapons and other items must be paid from power points
Characters will be paid, so can afford to buy new weapons and ammo
Characters with land, planes and such (e.g. machine guns) must buy wealth to reflect this
Martial arts should generally be western style, but origin stories can alter that
Martial move-by is banned

___Campaign Limits___________
ATTACK OCV LIMITS ARE PER THIS CHART -

SPD= 3  4  5
DC   == == ==
10 -  7  5  4
9 -  8  6  5
8 - 10  7  6

DEFENSE AND STUN LIMITS -
Your character should be KO after 3 average 9d6 attacks.  That is 94 Stun at 0 DEF, 60 Stun at 8 DEF, 36 Stun at 16 DEF, etc. 

These are maximums, lower values are possible
Other speeds not allowed
Weapons in the book are not canon
Modern powder, cartridges, bullets and actions were all available By 1925
Custom advantages are fine, but results must be within the DC maximum
Disadvantages do not count towards fitting bigger attacks into lower DC
+1STN on autofire (AF) or area KA is a +1/2 advantage
x2 knockback is a +1/2 advantage
+2STN or higher is not allowed
Double barrel guns may fire single shot or AF2 (if AF at all)
Auto-loading pistols may fire single shot, AF2 or AF3 (if AF at all)
Skills to offset autofire and other multiple target penalties are not allowed
Only energy blasts and flashes can use spreading rules, not killing, entangle, drains, etc.

Excellent reference - http://www.firstworldwar.com/weaponry/index.htm

STANDARD RIFLE CARTRIDGES (RKA vs PD, great accuracy and range) -
- 10DC = Elephant guns        = 3d6+1       (.458 Winchester, .505 Gibbs, .577 Nitro Express, etc.)
- 10DC = High power guns      = 2.5d6 +1STN (.470 Grant & Lang, .404 Jeffery, etc.)
-  9DC = Big game rifles      = 3d6         (.50 Sharps, .450 Nitro Express. etc.)
-  9DC = Military rifles      = 2d6+1 +1STN (.30-06 Springfield, .303 Enfield, etc.)
-  8DC = Low velocity rifles  = 2.5d6       (.416 Rigby, etc.)
-  8DC = High velocity rifles = 2d6   +1STN (.375 H&H Magnum, etc.)

STANDARD SHOTGUN LOADS (RKA vs PD) -
- 10DC = 10 bore sabot slug   = 3d6+1      (good accuracy and range)
- 10DC = 12 bore 3 balls      = 2.5d6 AFx3 (low accuracy and range)
- 10DC = 12 bore 2 barrel     = 2.5d6 AFx2 (medium accuracy and range)
-  9DC = 12 bore sabot slug   = 3d6        (good accuracy and range)
-  9DC = 10/12 bore full slug = 2d6 x2KB   (low accuracy and range)
-  9DC = 10/12 bore buckshot  = 2d6   AFx5 (low accuracy and range)
-  8DC = .410 3 balls         = 2d6   AF3  (low accuracy and very low range)
-  8DC = 12 bore muzzle load  = 2d6-1 AF5  (low accuracy and very low range)
-  8DC = 12 bore muzzle load  = 2d6   AF3  (low accuracy and very low range)
-  8DC = 12 bore muzzle load  = 2d6-1 x2KB (low accuracy and very low range)

STANDARD HANDGUN LOADS (RKA vs PD, low accuracy and range)
-  9DC = .45 revolver         = 2d6-1 +1STN AF3
-  9DC = .41 revolver         = 1.5d6 +1STN AF3
-  9DC = .45 ACP              = 2d6-1 +1STN x2KB
-  8DC = .45 or .4x snakeshot = 1.5d6 1 hex
-  8DC = .410 Derringer 3ball = 2d6   AF3
-  7DC = .38 revolver         = d6+1 +1STN AF3
-  7DC = .45 Derringer        = 2d6-1 AF2
-  7DC = .30 Mauser           = 2d6-1 AF3

OTHER WEAPON EXAMPLES
- 10DC = 2 handed sword       = 3d6+1 HKA vs PD
- 10DC = 2 handed maul        = 10d6 HA vs PD
- 10DC = 2 handed pick        = 2d6+1 HKA vs PD armor piercing
- 10DC = Dynamite             = 7d6 explosion vs PD (explosives can round off DC)
- 10DC = Flame thrower        = 7d6 explosion vs ED (Kleinflammenwerfer, explosives can round off DC)
- 10DC = German Grenade       = 1.5d6 RKA explosion +1 STN vs PD
-  9DC = Grooved Grenade      = 2d6 RKA explosion vs PD (Mills bomb (UK), or MKII (US))
-  9DC = Machine gun          = 2d6 RKA vs PD AFx5 (Maschinengewehr 08, Vickers)
-  8DC = Thompson submac. gun = 2d6-1 RKA vs PD AF*5
-  8DC = War club             = 8d6 HA vs PD

___Character Disadvantages____
Limits are 50 points per category
Berserk character's targets are selected by the GM
Reputation: This is a Disadvantage.  If you want to be known and loved, buy a Perk
Hunteds and DNPCs must be submitted with the character or well known to the GM

___In Play____________________
No hit locations
DEX roll-offs are 3d6, for low
Aid, Change Environment, Darkness, and Force Wall (except around self) require an attack, thus they end a character's phase
Leaping needs an attack roll (vs. a hex) unless bought as accurate +1/4
Resistant defense is not needed to subtract stun from Killing Attacks
Inaccessible foci can be attacked at DCV+2 plus or minus GM discretion 
Accessible foci can be attacked at host DCV or 8 DCV, plus or minus GM discretion 
Foci have DEF and BODY of AP/10, with activation rolls proportional to damage
Characters may Recover regardless of damage taken during a phase.
(Recovering with a delayed action is still prohibited.)
Recovery breakpoints are -10, -20, -30, not based on BODY
Ego is not a defense vs. Presence Attack, and does not replace DEX
Uncounscious characters are not stunned

___Skills_____________________
KS, PS, and Sc Skills are never bought as Characteristic-based
Use the Language Chart
Skill Rolls: A roll of 11- is the equivalent of a Bachelor's Degree or a person of standard competence in his profession. 12- is a Master's Degree or a BS followed by a few years of experience. A just-graduated Ph.D. has a roll of 13- or 14-. Rolls above 15- are not allowed without good reason 
Everyman Skills: Add Culture Knowledge: own culture. The roll for this and for Everyman AK is 11-
Combat Skill Levels: an MP is not a tight group.
(Clarification) Levels with X may only be used when doing X.  For example, HTH Levels can be used for a HTH maneuver, but not Martial arts.  When doing MA, the HTH Levels cannot even be DCV vs HTH.
Systems Operation is not allowed
Weapon Familiarity: is needed for all weapons
Skill Enhancers: Skill Enhancers increase Everyman Skills and Cramming
Overall levels can add to everymen skills, as can complimentary rolls
Everyman skills (8-): ACTING, CONVERSATION, CLIMBING, CONCEALMENT, DEDUCTION, PS:Livelihood, SEDUCTION, STEALTH, TRADING
Everyman Lang: Native tongue, literate
Everyman WF: Unarmed combat, rocks, thrown rocks, clubs
Enhanced everyman skills (11-): AK:Homeland, CK:Home culture/faith

___Perks______________________
Secondary Characters: The cost of Bases, Followers, Multiform, Summoning, and Vehicles is calculated from the Base Cost of the secondary Character, i.e., Total Points - Disadvantages
Public Acceptance (Will Tharp): The Character is recognized and well liked by the public and government in a region whose size depends on the number of Points spent:
1 Point  - city
2 - nation / region
3 - planet / pocket dimension / secret society
4 - star system / alternate dimension / interplanetary force
5 - galactic arm / poly - dimensional organizations

___Talents____________________
Overall Levels do not add to Talent rolls, especially find weakness.
Cramming rolls are modified by Skill Enhancers
Find Weakness cost minus five counts toward AP/DC limits on attacks affected

___Power Frameworks___________
Elemental controls are banned
A Gadget Pool (VPP/must be Foci/change in lab) may contain gadgets with MultiPowers

___Power Limitations__________
Limited: Use the Activation Roll for guidance. For example, a Power that is half effective gets a -1 Limitation
Linked: Linked Powers become effectively a single Power and are always used together; neither may be used separately.
Multiple attacks are not allowed, i.e. two or more attacks may be used in one action only if they are Linked.

___Power Modifiers____________
Area Effect Radius is treated as 1" greater than standard. Thus, 1" radius covers 7 hexes, and so on
An Area Effect attack with no range may be centered on an adjacent hex
Double Knockback is +1/2 Advantage
No Normal Defense: As a rule of thumb, the appropriate defense should be possessed by about one-quarter of all targets
Variable Advantage: costs twice the amount of usable Advantage, analogous to Variable Limitation
Variable Special Effect: On a Force Field (for example) this can vary the ratio of PD/ED when less than full

___Powers_____________________
Power special effects should match the non-magical nature of the campaign, or be bought as invisible
Adjustment Powers: Points gained below the maximum of a Characteristic do not count toward the adjustment max and do not fade.  
Adjustment powers: Roll at the basic cost per die and convert with rounding, e.g., 50 AP DEX drain is 5d6 / 3.  The drainer can carry rounding to the next attack on the same target.
Aid costs 10 pts/die, and is still well-scrutinized
Clairsentience: Precognition/Retrocognition are modified by -2 per step on the Time Chart.
Damage Reduction is a Defensive Power.  AP, Find Weakness halve the percentage. NND and AVLD damage are not reduced by Damage Reduction (unless, of course, that is the defense)
Defensive Powers: Damage Reduction is a Defensive Power.  AP, Find Weak- ness halve the percentage. NND and AVLD damage are not reduced by Damage Reduction (unless, of course, that is the defense)
Enhanced Senses: Telescopic with all senses is 2 points per +1
Force Wall: Force Walls are immobile, they cannot move with a Character
Hand Attack costs 5 pts/die
Images: Images at no range may be used to make a Character harder to notice, like Concealment or limited Invisibility. The opponent's modifier depends on what the Character is doing - stationary is Per+0, while walking is Per+4
Life Support: There are other kinds of Life Support besides the listed forms (e.g, Immune to Poison, 3 pts)
STR based leaping is halved leaping upward, but Superleap is not.
Superleap: (Clarification) All characters can leap x2 noncombat, not just those with Superleap. 
Telekinesis: TK may move an object a distance figured as a throw using the same Strength and Mass. Use a standing throw if the TK wielder hangs on or a running throw if he lets go.

P07 Trouble on the Sequoyah Star

Only available via On-line Pre-registration
Friday Noon in 154 for 4 hours
Room Map
GM: Elizabeth Krestoff
Type: RPG
System: FATE
Edition: Accelerated
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Join us aboard the Sequoyah Star as Texas Rangers try to escort, former Confederate cavalry officer, Colonel Samuel Ferris out of the Republic of Texas and back into the waiting hands of the Kansas authorities. Will this be the end of the "Gray Jackal" or will his gang of Confederate supports free him once more?

P08 Come On, Troubleshooters, Let's Jazzercise!

Only available via On-line Pre-registration
Friday Noon in 159 for 6 hours
Room Map
GM: Vylar Kaftan
Type: RPG
System: Paranoia
Players: 6
Provided: Characters created for game
Power Level: Red (aka 'pathetic')
Variations: Zap
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Paranoia is a dystopian comedy set in a post-apocalyptic world. Alpha Complex is run by The Computer, which is always right and never makes mistakes. The players are Troubleshooters who are sent on impossible missions with hopeless goals. The Troubleshooters will fail hilariously while framing their friends for crimes against the Computer. Luckily, most things are crimes against the Computer. At least you have six clones, so death is only a temporary inconvenience.

Wacky comedy, absurd hijinks, and murdering your friends. What else do you need?

P09 The Thing That Only Eats Hippies!

Only available via On-line Pre-registration
Friday Noon in 160 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

It's December 1967 in San Francisco and the Summer of Love is a distant memory. Free love and mind expanding interaction has been replaced by drugs and crime over the past few months. The Haight-Ashbury just doesnŐt have the same vibe! Dedicated to each other and wanting to continue their communal living, whatŐs a group of hippies to do but jump on an old school bus and join a new commune! Even if it is a bit
Off the beaten path.

P10 The Mad Ljosalfar of Alfheim

Only available via On-line Pre-registration
Friday Noon in 161 for 8 hours
Room Map
GM: Nathaniel Skinner
Type: RPG
System: Helheim RPG
Players: 6
Provided: Characters created for game
Power Level: Beginner
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Lead your force, along with other players, through the human Alfwyrd Forest and deep into the forests of Alfheim. New Players and Beginners are welcomed!

Come visit the Helheim RPG website for more information and background on the world of Helheim.
Website: www.helheimrpg.com

P11 Aeroship Down

Only available via On-line Pre-registration
Friday Noon in 162 for 8 hours
Room Map
GM: Enedino Fernandez
Type: RPG
System: Unhallowed Metropolis
Edition: Revised
Players: 6
Provided: All characters provided by GM
Power Level: Slightly experienced
Variations: Unhallowed Necropolis
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

In 2098 the British government purchased five outdated Prussian zeppelins and began renovating them for military use. That project was so successful that the crown placed orders for new aeroships, and in 2105 the first of these was ready for delivery. You are cordially invited to participate in the maiden voyage of LZ-142 as it travels from Berlin to London. Please give no heed to recent reports of anarchist activities.

Unhallowed Metropolis is a gas-mask chic game of neo-victorian horror. Characters provided for this session will include a range of aristocratic and upper-class callings as well as technical and security oriented ones. Beginners most welcome. Mature Themes.

P12 Escape from Colditz Castle

Only available via On-line Pre-registration
Friday Noon in 163 for 6 hours
Room Map
GM: Thom Hall
Type: RPG
System: Operation White Box (WW2)
Edition: WW2
Players: 6
Provided: All characters provided by GM
Power Level: 1st
Variations: Colditz Prison
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The German prisoner of war camp, Oflag IV-C was housed in Colditz Castle perched on a mountain overlooking a small town; and many attempts were made to escape - some successful.

This mission comes to you via Operation Whitebox, a WW2 adaptation of Original D&D and I will be using some props from the recent Osprey Games reissue of the classic board game adaptation.

P13 The Liberation Of Dundenborough

Only available via On-line Pre-registration
Friday Noon in 164 for 6 hours
Room Map
GM: Alexander Jaxon
Type: RPG
System: Savage Worlds
Players: 5
Provided: All characters provided by GM
Power Level: moderate-high
Variations: faster combat, dramatic magic, etc
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

The most powerful of the Dwarven heroes of Dundenborough venture forth into the plagued lands to defeat the skeleton king Bopen before he can destroy them and the other races of world using his undead army. The heroes must get into the summoning tower in the center of his keep to connect Dundenborough to the citadel so their army can destroy it.

P14 Sailors on the Starless Sea

Only available via On-line Pre-registration
Friday Noon in 165 for 6 hours
Room Map
GM: Xander Piper
Type: RPG
System: Dungeon Crawl Classics
Players: 5
Provided: All characters provided by GM
Power Level: Zero
Rules Knowledge: Useful
Game Content: Mainstream

Rumors abound about the strange abandoned keep. Treasure is there, but also death. Each player will assume 3 villagers who haven't become heroes yet. Not all will survive, yet those who do will win glory and begin the road to adventure.

Dungeon Crawl Classics has an old school flavor and is known for it's 0-level funnel. This punishing gauntlet is meant to cull the weak from the strong. When you are done you will have a fledgling 1st level hero for DCC games.

P15 The Dance in the Blood

Only available via On-line Pre-registration
Friday Noon in 166 for 6 hours
Room Map
GM: Steven Drouin
Type: RPG
System: Trail of Cthulhu
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

In a forgotten, secluded place, in the North of England, lies a village of many secrets and terrors. When the Investigators find this village, they uncover a mystery that has killed many and doomed others. This Trail of Cthulhu adventure is perfect for people not familiar with the Gumshoe RPG system. Be prepared for an engaging tale of mystery, horror, and suspense with lots of realia!

P16 Family Ties

Only available via On-line Pre-registration
Friday Noon in 168 for 6 hours
Room Map
GM: Liz Ruifrok
Type: RPG
System: Don't Rest Your Head
Edition: 1st
Players: 6
Provided: All characters provided by GM
Variations: Don't Lose Your Mind expanion
Rules Knowledge: Useful
Game Content: Mature Themes

The Mad City draws even the unwilling in, but to those seeking lost loved ones it is very welcoming. A new husband and his bridal party must find what happened to his new wife before it's too late.

P17 Tales of the Demonlord

Only available via On-line Pre-registration
Friday Noon in 170 for 6 hours
Room Map
GM: Randy White
Type: RPG
System: Shadow of the Demon Lord (D20)
Players: 6
Provided: All characters provided by GM
Power Level: Low
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Shadow of the Demonlord is a game of dark fantasy with streamlined rules by master game designer, Rob Schwalb.

The Demonlord stretches its hand over the Northern Reach. A backwater province of the troubled Empire, it covers the lands east and north of the Shield Mountains, stretching as far north as the Desolation and east to the Auroral Ocean. Littered with the ruins of vanished peoples, much of this land remains a wilderness--trackless, unexplored, haunted by the faerie, ravaged by beastmen, and shadowed by the undead that besiege the citadels of the Crusader States. But even with all the dangers afoot in these lands, civilization thrives.

Scoundrels, knaves, murderers, heroes and saints are all standing against together against the dark.

P18 Where Has All the Water Gone?

Only available via On-line Pre-registration
Friday Noon in 171 for 8 hours
Room Map
GM: Timothy Baldwin
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 5th
Rules Knowledge: Useful
Game Content: Mainstream

Irrigation time is fast approaching and the river has all but dried up. Can you take the helm of an iconic PC and find the water in time for planting?

P19 The Oath

Only available via On-line Pre-registration
Friday Noon in Pacific for 10 hours
Room Map
GM: Jason Carpenter
Type: RPG
System: Pathfinder
Players: 6
Provided: Characters may be provided by GM
Power Level: 16th + 2 Mythic, Lawful only (any lawful)
Variations: No D&D 3.5/3.0. 25pt buy, 315k gp, NO custom races/psi/chaotic
Rules Knowledge: Expected
Game Content: Mature Themes

Long ago, each of you swore an oath to Abadar backed by blood and the promise of a great deed done in return. You went on to fabulous careers backed in large part by good early fortune sown by this oath, but now you receive word that it is time to collect. By magic, you are summoned to a High Priest that same evening, who informs you that Abadar's primary servant and herald, The Lawgiver, is in dire peril, and the god cannot directly intervene. It falls to you to journey into strange realms to save him, and time is short. You will magically travel in the morning to begin your quest.

This is a tactically oriented game that will also present plenty of opportunities for RP, but I will not force any RP on those who don't want to. PCs that I can provide upon request will be serviceable and survivable, but will not likely steal the show from your own clever creations. Please use average HP rounded up (4 for d6, 5 for d8, etc.) rather than rolling, with max at first level, as usual.

I will not allow non-Paizo PF supplements. Create PCs using the mainstream Paizo PF books and official Paizo content as found in Hero Lab. For Con games, I play rules out of the book, with only very minor changes that will not affect your tactics. I don't stop too long over a rules argument, however, so if we get stuck, we'll just make a decision and plow ahead.

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

P41 Spartacus: Enter the Arena!

Only available via On-line Pre-registration
Friday Noon on Salon 1 Table 15 for 3 hours
Room Map
GM: Mike Hutchinson
Type: Board
System: Spartacus: A Game of Blood and Treachery
Edition: 1st
Players: 3
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Enter the arena! Play as one of the feuding Luduses (gladiator academies) in the thrilling Spartacus: A Game of Blood and Treachery, based on the Starz TV show.

You can manage your gladiators to glory if you bet and invest wisely. Each turn you can bid on new Gladiators and Slaves who will help you earn money and gain Influence, allowing you to play Intrigue cards to enhance your position or tear down your rivals.

The player who bids enough to be the Host of the Gladiator match each turn has all of the power. But if you rise in power too quickly, your rivals can team up to drag you down.

This is NOT a game for kids. Not remotely. There are many sexual references and tons of violence.

P61 Air War over Malta

Only available via On-line Pre-registration
Friday Noon on Salon FG Table 5-7 for 6 hours
Room Map
GM: Chuck Staedler
Type: Historical Miniatures
System: Sky's the Limit
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

24 Aug 1940: Italian SM79s bombers, covered by CR42 fighters, raid Hal Far airfield. RAF Hurricanes rise to intercept. WWII air combat in 1/144 scale. Rules taught, new players welcome.

P62 Star Wars Miniatures: Rogue Chronicles

Only available via On-line Pre-registration
Friday Noon on Salon FG Table 8 & 9 for 6 hours
Room Map
GM: Heath Hamm
Type: Sci-Fi Miniatures
System: Star Wars Miniatures
Edition: WotC
Players: 10
Provided: All miniatures provided by GM
Power Level: all
Rules Knowledge: Useful
Game Content: Mainstream

This is a module in the continuing story. The Empire has cornered the Rebels -once again! But this time the Rebels have a secret weapon -you!

P31 Munchkin Cthulhu

Only available via On-line Pre-registration
Friday 1 PM on Salon 1 Table 2 for 3 hours
Room Map
GM: Brian O'Hara
Type: Card
System: Munchkin
Players: 6
Provided: All materials provided by GM
Variations: Cthulhu
Rules Knowledge: Useful
Game Content: Mainstream

Munchkins now they face their greatest challenge...Cthulhu! Will they survive? Will they retain their sanity? Will they... level up?
Website: www.sjgames.com/ourgames/cthulhu.html

P43 Firefly: The Game

Only available via On-line Pre-registration
Friday 1 PM on Salon 1 Table 10 for 4 hours
Room Map
GM: James Kiefer
Type: Board
System: Firefly: The Game
Players: 6
Provided: All materials provided by GM
Variations: Tiimed game, with scenario based on experience of the players
Rules Knowledge: Useful
Game Content: Mainstream

Based on the short-lived TV series Firefly, you and your crew travel the Big Black trying to eek out living far from Alliance control. All Expansions!

P63 Friends, OGREs, Countrymen!

Only available via On-line Pre-registration
Friday 1 PM on Salon GH Table 5 for 6 hours
Room Map
GM: James Kundert
Type: Sci-Fi Miniatures
System: OGRE Miniatures
Players: 8
Provided: All miniatures provided by GM
Power Level: Nuclear
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

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

P71 Heavenly Café

Only available via On-line Pre-registration
Friday 1 PM in 508 for 4 hours
Room Map
GM Troupe: Gamer Geekus
Type: LARP
System: GM Fiat
Players: 15
Variations: Some house rules
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Scion al la world of Percy Jackson
Costume Suggestions: Normal modern teenage clothes

Heavenly Café. That's the name on the sign of a run down coffee shop you and your scion friends stop to eat at. Fate? Or coincidence? You're new to this. Just a teenager. Why did 'fate' send you on this trip? And why is this diner so conveniently present when you need to stop?

The characters in this larp are all teenagers in modern day USA, world of Percy Jackson book series. All characters are made up by the gms. Beginners are welcome! It can be difficult to fill this time slot. So, if you plan on being at con Friday afternoon, come sign up to join us!

P21 Adventures in Blackmoor

Only available via On-line Pre-registration
Friday 2 PM in the Business Center for 6 hours
Room Map
GM: John Livingston
Type: RPG
System: Pathfinder
Players: 6
Provided: All characters provided by GM
Power Level: 6th-10th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Blackmoor's beset! On every side of the storm clouds gather. To the south and east, the great empire of Thonia plots to end Blackmoor's independence and reclaim its lost providence. To the west, the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and to once again bring fire and sword into the heart of the small kingdom. Beyond the realm of the Egg, the hated Skandaharian raiders are building longships and preparing to fall upon Blackmoor's unprotected coast while its tiny army turns to meet these other threats. Into this time of black despair, there steps a band of adventurers who clutch strange swords and wear most curious armor and who claim that the Blackmoor sank below the ice 3,000 years ago.

P22 Dragon War of Dark Sky

Only available via On-line Pre-registration
Friday 2 PM in 374 for 10 hours
Room Map
GM: Todd Westerlund
Type: RPG
System: Pathfinder
Players: 6
Provided: Players provide their own characters
Power Level: 13th
Variations: No summoners/gunslingers/evils. Max 140k equip.
Rules Knowledge: Useful
Game Content: Mature Themes

The last Dragon war will take place on the dark side of a realm called Epica. The night is 300 days long, with one 65 day of sunshine. This makes for an amazing sunrise. Will you make it through the war to see it? This war is seeped in culture and legend. Both warring Kingdoms float in the dark sky. The ground is cursed to touch during the night. So if you find yourself rapidly approaching the ground...you and your mount fought well.

A few basic things to put out there to set the mood. Vision will be impaired by magic, clouds, and the dark sky. Flying will work normal but levitate only works on the living. Your light bringers will be constantly firing fireworks into the night sky (think Disneyland fireworks). You will only get the chance to touch the ground once (think Luke in Cloud city...dont lose your hand to Vader). The final clash of the Dragons will be brutal with high damage. Most breath weapons will be infused with some element you don't have protection from, so count on getting hit at least once. You will have an advanced ability to jump (think assassin's creed but jumping from Dragon to Dragon). Everyone will have natural small dragon wings that will give you a slight glide ability, so kind of a jump and glide but you have no fear of falling. Strap in because I'm bring my 'A' game for Dundracon 41.

P32 Munchkin Mania

Only available via On-line Pre-registration
Friday 2 PM in 334 for 3 hours
Room Map
GM: Charles Victor Walters
Type: Card
System: Munchkin
Players: 6
Provided: All materials provided by GM
Variations: Planty
Rules Knowledge: Beginners Welcome
Game Content: Family

Steve Jackson's Munchkin is a game of gleeful mayhem as players compete to kill the monsters and grab the loot while stabbing each other in the back!

P44 Zombie Apocalypse

Only available via On-line Pre-registration
Friday 2 PM on Salon 1 Table 4 for 4 hours
Room Map
GM: Timothy Goodwin
Type: Board
System: Zombie Apocalypse
Edition: 1st
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition, but for each individual player to achieve victory, he must also complete his 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 looking out only for his own interests!

P45 Duel of Ages II

Only available via On-line Pre-registration
Friday 2 PM on Salon 1 Table 7 for 4 hours
Room Map
GM: Gregory Wong
Type: Board
System: Duel of Ages
Edition: 2nd
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Two teams of players control characters from four different eras (ancient, colonial, modern, and future) to face challenges and battle each other.
Website: /www.worldspanner.com

P46 Chinatown

Only available via On-line Pre-registration
Friday 2 PM on Salon 1 Table 14 for 3 hours
Room Map
GM: Magda Heilborn
Type: Board
System: Chinatown
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Useful
Game Content: Mainstream

New York in the 1960s. A new wave of Chinese immigrants is moving into Chinatown. The adoption of the new immigration act has launched the district in a demographic boom! It now reaches Canal Street to the north and Bowery Street to the east. The immigrants, hard-working men and women, are arriving by the thousands to buy buildings, establish businesses and fulfill the American Dream! In this game, you are one of them. With all your savings in hand, the Big Apple is up for grabs! Will you know how to use your talents and acquire the most extraordinary fortune in America?

P47 Steam

Only available via On-line Pre-registration
Friday 2 PM on Salon 1 Table 26 for 3 hours
Room Map
GM: Scott Fischbein
Type: Board
System: Steam
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Steam is a classic train game involving shipping goods to maximize your profits. A great, thinky strategy game. Rules will be taught. Beginners welcome if they have some board game experience.

P64 Space Hulk!

Only available via On-line Pre-registration
Friday 2 PM on Salon GH Table 3 & 4 for 8 hours
Room Map
GM: David Camp
Type: Sci-Fi Miniatures
System: Space Hulk
Edition: 3rd
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Play the classic game of blasting Genestealers and slicing Space Marines! This is a board-based miniatures game with simple rules but lots of strategic depth.

We will play 2-3 rounds depending on turnout: expect to play both Genestealers and Marines. Rules will be explained at the start of the event.

P48 Portals Ho!

Only available via On-line Pre-registration
Friday 3 PM on Salon 1 Table 28 & 29 for 8 hours
Room Map
GM: Henry Beals
Type: Board
System: Shadows of Brimstone
Edition: Current
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Them there Portals are out of control. The town needs a few guns to head into the mines and close them off.

P23 The Unsinkable

Only available via On-line Pre-registration
Friday 4 PM in 147 for 8 hours
Room Map
GM: Thomas Berry
Type: RPG
System: Vampire The Masquerade
Edition: V20
Players: 6
Provided: All characters provided by GM
Power Level: Ancilla
Variations: Sabbat Inquisition w/Demon the Fallen
Rules Knowledge: Useful
Game Content: Mature Themes

You are the Inquisition. Baali and Infernalism are a joke. Demons, you have fought a few and lived to tell the tale. But what is an Earthbound? The last demon you captured spoke about a God-like creature that have been on earth for thousands of years gaining power, collecting followers, and corrupting thousands. Sounds like more ramblings of madness that you have heard many times before, but after years of research you finally think you have found one. All you know is that it and its followers are headed out via boat from South Hampton to New York. Your pack have purchased tickets and the captain has acquiesced to your packs needs. All that is left is to board the ship and destroy the earthbound. How hard can that be? I mean, after 200 years as the Inquisition what can possibly face you and survive.

P24 What Lies Beneath

Only available via On-line Pre-registration
Friday 4 PM in 149 for 8 hours
Room Map
GM: Joseph O'Neil
Type: RPG
System: 13th Age
Players: 8
Provided: All characters provided by GM
Power Level: 4th
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes

Valenth (Venice with magic) is the wealthiest city in the world. The key to its success is trade. In particular Valenth is the exclusive distributor of the miraculous drug called Hist. Hist is a magical substance. In small doses it can cure the sick and restore health. If used regularly over long periods of time it gives superhuman abilities and longevity. It is also highly addictive. Long term users die without it.

Your team has fought beside each other numerous times and are all friends. Recently, you beat several other teams for the choicest assignment in Valenth - guarding the Hist processing facility on the island of Kosrae during the Conjunction. Hist permeates the island, driving most mad within a couple weeks so people constantly rotate in and out. The problem is during the Conjunction the island vanishes for several weeks - too long for most people to handle, so it has to be guarded by an elite team. That's where you come in...

13th Age combines the best parts of traditional d20 rolling fantasy gaming with story-focused rules. No prior experience is required. Each character is unique and embedded in the setting in important ways.

P25 Dead in the Water

Only available via On-line Pre-registration
Friday 4 PM in 154 for 8 hours
Room Map
GM: Tim Cook
Type: RPG
System: Star Wars
Edition: Fantasy Flight
Players: 6
Provided: All characters provided by GM
Power Level: starting
Rules Knowledge: Useful
Game Content: Mainstream

Despite recent victories, the Rebel Alliance founders and it's struggle against the evil Galactic Empire. Desperately short on supplies, the rebels investigate every lead to resupply the horses. It's part of this effort, a team of elite operatives is sent of the alliance intelligence flagship Shadow Raptor to oversee resupply efforts along the rimward sectors of the Hydian way...

P72 Escape Room: The Man from D.D.C.

Only available via On-line Pre-registration
Friday 4 PM in 570 for 2 hours
Room Map
GM Troupe: Team Woodbury
Type: LARP
System: Cooperative Problem Solving
Players: 8
LARP Experience: Beginners Welcome
Game Content: Family
Genre: Spycraft
Costume Suggestions: Modern/Contemporary

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

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

P33 Illuminati

Only available via On-line Pre-registration
Friday 5 PM in 334 for 4 hours
Room Map
GM: Chester Hendrix
Type: Card
System: Illuminati
Edition: Delux
Players: 6
Provided: All materials provided by GM
Variations: Secret
Rules Knowledge: Beginners Welcome
Game Content: Mainstream

Secret conspiracies are trying to take over the world. Players take the part of the major conspiracies, and one of them is the Servants of Cthulhu . . . who win by destroying other groups.
Website: www.sjgames.com/illuminati/