Event Search Results
50 events foundSearch Terms:
Session: 2
Search for All Records
Day: Any Day
201 Save the Relic, Save the World!
Saturday 8 AM in 132 for 6 HoursGM: Erik Alfkin
Type: RPG
System: Hollow Earth
Players: 8
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
It is 1936. Your mission is to hunt down the Germans who stole an ancient relic from the South American jungle. The relic must be returned before something ancient and powerful takes notice and threatens the world.
202 The Lingering Harvest
Game Cancelled
203 Ice cold killer
Saturday 8 AM in 136 for 6 HoursGM: Joseph Silveira
Type: RPG
System: Fragments
Players: 8
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
You play as a group of small homunculi running supplies to rural communities, but your caravan find more than just the winter storms besieging the locals.
204 Escape from Mad Science Island
Saturday 8 AM in 137 for 8 HoursGM: David Rakonitz
Type: RPG
System: Hero System
Edition: Champions 4th Ed.
Players: 6
Provided: Characters can be provided by GM
Power Level: Max 60 point attacks, 33 PD/33 ED
Variations: Minor, Some 5th Ed.
Rules Knowledge: Experience Useful
Game Content: Mainstream
Celebrity Extremis sends its contestants to the most dangerous places in the world (allegedly). This time, they've gone too far and chosen Mad Science Island. Something has now gone wrong. The contestants are missing, and the old observatory is glowing. The studio needs heroes to save the day and the show's ratings.
206 One Last Thing
Saturday 8 AM in 144 for 6 HoursGM: Mark Cumming
Type: RPG
System: Hero System
Edition: 5th edition
Players: 7
Provided: All characters provided by GM
Power Level: 250 pts.
Variations: Fantasy Hero
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
You are dead ... Well at least you were dead, having died saving several children from a life of slavery. Now you find yourself in a basement standing in front of the mother of one of those children, Clorissa, and her daughter Annette lies unconscious on a table before you. Something tells you paradise is going to have to wait a bit longer.
207 Follow by Lame Mage Productions
Game Cancelled
208 Mystery at The Night Market
Saturday 8 AM in 148 for 4 HoursGM: Mary Beene
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 6
Provided: All characters provided by GM
Power Level: 6th
Variations: More emphasis on role-playing and puzzles than math
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
System: [D&D 5E] | Level: Pre-generated 6th-level characters (Living & Undead)
Style: Investigation • Puzzle Solving • Social Intrigue • Light Combat
Just outside the edge of town, beneath a moonless sky, something stirs in the shadows of The Night Market — a strange and secretive bazaar where dreams, memories, and body parts are the accepted currency. For years, both the living and the undead have walked its mist-shrouded stalls in uneasy harmony, protected by ancient laws and powerful enchantments.
But now, something is unraveling. Whispers tell of violence on the outskirts — not just against the living, but against prominent figures of the undead. A wealthy lich merchant has vanished, leaving his magical wares behind. Lola, the banshee who cries people’s dreams aloud, is gone. And the rules that once kept the peace seem... fractured.
You've been hired — or perhaps bound — to uncover the truth. Together with a band of unusual allies, both breathing and beyond, you must navigate the web of secrets, illusions, and twisted bargains that hold The Night Market together. But beware: not all puzzles can be solved, and not all games are meant to be won.
Will you uncover the source of the darkness creeping into the market? Or become part of its wares?
209 Fight the Power
Saturday 8 AM in 230 for 8 HoursGM: Becky Thomas
Type: RPG
System: Cyberpunk
Edition: 2020
Players: 6
Provided: Characters can be provided by GM
Power Level: 65 - 70 character points with GM approval
Variations: Some in house rules
Rules Knowledge: Experience Useful
Game Content: Mature Themes
Hey there Freedom Fighters!
Shemp Pirrudy here.
The long hot summer is over, winter is coming and we’re hunkering down throughout the Bay Area and beyond.
We’ve battled Corporate double speak and the fake PZ1-D4 outbreak, in the WOZ (The West Oakland Combat Zone), the BeeOtch Zee (Bayview Hunters Point Combat Zone), and the EmCeeZee (Martinez/Concord Combat Zone).
We’ve rescued our brother and sisters, children, and elders from Corporate kidnapping and experimentation, and we’ve lost others, warriors and the innocent. The Caged Bird of the WOZ is no more, but the children fly free.
Now I’m calling out, looking for our best edge runners - I need YOU! We’ve got some rescuing to do!
Drop me a DM with STATs! Time is running out!
210 Caravan to Chaos
Saturday 8 AM in 231 for 6 HoursGM: Mark Bolt
Type: RPG
System: Dungeons & Dragons
Edition: 5th Edition (2014)
Players: 5
Provided: Characters can be provided by GM
Power Level: 6th
Variations: Miniatures and light terrain
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
D&D Fifth Edition (2014), 5 players
Variations: Miniatures. Characters/minis provided or BYO. More roleplaying than rule playing. Interesting characters and cooperative storytelling are encouraged. Some mature themes, language, bad jokes, creepy spooky stuff, violence and silliness.
Your recent exploits have raised unwanted attention and the need to leave the city. You have signed on as hired security for a Merchant caravan heading West. A safe exit plan, a new town, time to fence your loot and plan your next adventure; what could go wrong? What indeed…
Get back to the tabletop and settle into a character, and an adventure that hasn’t been written yet.
If you BYOC: Lvl. 6, Standard stat array, WOTC, no UA, one +1 weapon or armor; please no min-maxed super characters. 5E 2014 rules and spells.
Website: /docs.google.com/document/d/18AL5zvI-UKe9CQKybVj8tVWNY-iFHl5OJVB6PdfMKbU/edit?usp=sharing
211 The Eye Of The Beholder - A Changeling the Dreaming one shot
Saturday 8 AM in 236 for 6 HoursGM: Liz Ruifrok
Type: RPG
System: Changeling the Dreaming
Players: 8
Provided: All characters provided by GM
Power Level: Beginning
Variations: 20th Anniversary
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Baltimore is such an incredible city. Lights, Glamour, crabs? And with an indie art show coming to the city, the Motleys of Changelings are all too excited to submit their works and perhaps find a new Dreamer to inspire.
But things never seem to quite work out perfectly for our heroes, do they
Curious Chimera seem to be coming to life at a rapid rate. Nightmares and Nocnitsa with a penchant for terror and too much inspiration. But what seems to be worse is that the normal population of the Inner Harbor seem to be able to see these terrors as well...
You must solve the mystery, battle these monsters, or restore the balance before the entire birthplace of the Star Spangled Banner becomes a madhouse. Well. More of a Madhouse than it already is...
212 The Confluence of Planar Rifts (Elemental Fire)
Saturday 8 AM in 238 for 8 HoursGM: Robert Anderson
Type: RPG
System: Pathfinder/Starfinder
Edition: 1st Edition
Players: 8
Provided: Characters can be provided by GM
Power Level: 16th
Rules Knowledge: Experience Useful
Game Content: Mainstream
Imix, the Prince of Elemental Fire, seeks to ignite a cosmic conflagration that will consume entire planes, transforming them into extensions of the Elemental Plane of Fire. Find a way to stop the “Ignition Points” before your personal plane and or home world is consumed by “Fire”.
Pathfinder 1E: Level 16th
• Pathfinder Roleplaying Game Core Rulebook
• Advanced Player's Guide
• Ultimate Combat
• Ultimate Magic
• Character Creation: 28 Point Buy
• 315,000 Gold Pieces, Starting Gold
213 The Marauders of Windfall
Saturday 8 AM in 239 for 4 HoursGM: Jeff DiCorpo
Type: RPG
System: Daggerheart
Players: 5
Provided: All characters provided by GM
Power Level: Tier 1 Adventure: Level 2 Characters
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The R.A.S. Windfall is the crown jewel of the Royal Navy, a state-of-the-art frigate boasting a magical engine that makes it the fastest vessel in the sky. You and your fellow adventurers have booked passage across the Sablewood, serving as temporary security in exchange for travel to the remote Kinekozan Jags.
What begins as a routine voyage quickly turns into a high-stakes aerial struggle. After defending the ship from a deadly Wyvern attack, you are invited to the Commander's table for a formal dinner—only to have the evening shattered by the legendary pirate Calliope Crimson. As the ships lash together in a chaotic boarding action, you will uncover the Windfall’s dark secret: a captive mage whose power is being siphoned to fuel the ship’s incredible speed.
Will you remain loyal to the Royal Navy, or will you turn against the Commander to help the pirates liberate their kin? Your choices will determine if you escape as heroes or spend the rest of your days as enemies of the crown.
Player Information
Characters Provided: Five pre-generated Level 2 characters are available: an Elf Sorcerer, a Ribbet Rogue, a Human Warrior, a Giant Guardian, and a Katari Ranger.
Experience Level: No prior experience with Daggerheart is required. The adventure is designed to introduce the core mechanics, including the Duality Dice (Hope and Fear), Action Rolls, and Armor/Stress management.
Materials: All character packets, standees, and dice will be provided.
214 Cosmic Knights of Galactic Chivalry!
Saturday 8 AM in 240 for 4 HoursGM: Matthew Bage
Type: RPG
System: Cosmic Knights of Galactic Chivalry
Players: 8
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Traverse the stars in search of glory and adventure as knights of the Solar Kingdom!
Website: /linktr.ee/legendarybucket
215 Hephaestus: Out of the Forge, into the Multiverse!
Saturday 8 AM in 241 for 6 HoursGM: Heather Eckman
Type: RPG
System: FATE system
Edition: Fate Accelerated Edition
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Being a human in Ridge City is not easy. Constant super-powered meta-human fights shake the foundation of everything and leave the mundane residents constantly on edge. Being a human with powers, however, makes life infinitely more complicated. This is why so many choose to hide their powers and play at being normal. Speaking of complicated, a team of Capes, the New Science Sentries, has recently discovered their friends and neighbors down the hall are secretly supervillains. It is time to confront the issue and get all the secrets out in the open. Unfortunately for everyone involved, the multi-dimensional menace known as Nexus has decided that he is bored and thinks that this reveal/ confession/ potential argument could be interesting, but he has decided that he will hurl this entire group of people into another world to have their discussion. Just for fun. The fact that they could completely muck up another world's dealings is simply an added bonus. Now Villain and Cape must work together to survive this other world and return home to their own realm. Good luck, and remember to put on a good show. Nexus is watching.
(Based off the Forging Hephaestus/ Villains’ Code series by Drew Hayes)
217 Alliance Outpost Salvage
Saturday 8 AM in 243 for 6 HoursGM: Zach Morgan
Type: RPG
System: Cortex System/Cortex +
Edition: Cortex Classic
Players: 8
Provided: All characters provided by GM
Power Level: Veteran
Variations: Serenity
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
After the end of the war the Alliance placed a full blockade on the planet of Athens. For 6 years only Alliance Naval personnel have been allowed to land, ostensibly to cleanup hazardous materials and rubble left behind by the war. Recently access has been extended to previous residents and their families so that they can reclaim personal property, family heirlooms, and begin to rebuild. Which works out pretty solidly for the crew of Gideon since Mac’s been tipped by a friend about a regional Alliance outpost that wasn’t cleaned out to well when the Alliance originally pulled out. Should be plenty of intel on items of interest sitting around for the taking. An abandoned transport convoy. Ships not salvaged after engagements by Independent forces. An asteroid base that was raided by never properly searched and catalogued. Won’t know til someone checks the place out proper…
218 Prehistoric: Humaniod vs Dinosaur 2
Saturday 8 AM in 138 for 8 HoursGM: Nick Matyas
Type: RPG
System: Pathfinder/Starfinder
Edition: Pathfinder 1e
Players: 5
Provided: Players must provide own characters
Power Level: 7
Variations: 20-pt buy; 23,500g, no third-party. Int <= 8. No reading/writing
Rules Knowledge: Expected
Game Content: Mature Themes
Prehistoric setting. Please bring a prehistoric themed PC. No intelligence based classes. Max Intelligence is 8. No reading/writing allowed. Flexible on the rules if you theme it prehistoric (e.g. if you have full plate, we’ll hand wave and say it’s bone armor and move on).
240 Burn The Witch
Saturday 8 AM on Hall Table 1 for 4 HoursGM: Aiden Simon
Type: Board
System: Burn the Witch
Players: 15
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Step back into a dark part of our past when frenzy and paranoia dominated people's perception of ‘the other’, driving communities across medieval Europe to take extreme measures against their fellow man… or woman, as history would have it.
241 Twilight Imperium 4th edition
Saturday 8 AM on Ponderosa Table 1 for 12 HoursGM: Matthew Chasm
Type: Board
System: Twilight Imperium
Edition: 4th
Players: 6
Provided: All materials provided by GM
Variations: Prophecy of Kings, Thunders Edge
Rules Knowledge: Experience Useful
Game Content: Very Complex
A game of galactic conquest in which three to six players each take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining.
242 First Annual Fergie Glorantha: The God's War
Saturday 8 AM on Ponderosa Table 3 for 5 HoursGM: Eric Rauscher
Type: Board
System: Glorantha
Edition: Glorantha: The God's War
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Experience Useful
Game Content: Mainstream
Board game with miniatures based on Greg Stafford's Glorantha
243 Dice Throne Adventures
Saturday 8 AM on Sierra Table 2 for 3 HoursGM: Roberto Godinez
Type: Board
System: Dice Throne
Edition: V1
Players: 4
Provided: All materials provided by GM
Variations: None
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Exploration, gold, treasure, upgrades, minions, boss battles, and even a shopkeeper named Rosella? Welcome to the battle against the immortal Mad King!
Dice Throne Adventures (DTA) is a cooperative expansion that allows up to 4 players to use the existing Dice Throne heroes in a brand new way. Work together over a series of game nights to travel from the Crimson Sands all the way to the Mad King's throne room. Your heroes will gain deck upgrades, but don't become overconfident. The King hasn't lost a single battle in a thousand years and he's eager for a real challenge.
All season 1 and 2 heroes, including Santa and Krampus, provided.
Website: /boardgamegeek.com/boardgame/281332/dice-throne-adventures
244 Settlers of Catan
Saturday 8 AM on Sierra Table 4 for 4 HoursGM: Michael O'Hara
Type: Board
System: Settlers of Catan
Edition: Basic
Players: 6
Provided: All materials provided by GM
Variations: Basic + Cities and Knights, Scenarios
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Settlers of Catan with Expansion and Scenario
245 Eldritch Horror
Saturday 9 AM on Ponderosa Table 2 for 7 HoursGM: Michael Skeen
Type: Board
System: Eldritch Horror
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Experience Useful
Game Content: Mainstream
You and your fellow investigators will travel the world attempting to defeat horrific monsters, face challenging encounters, and collect vital clues if you want to attempt to prevent an Ancient One from awakening. No pressure, but the fate of the world is in your hands!
251 Test of Honour Samurai Skirmish
Saturday 9 AM on Hall of Cities Table 1 for 4 HoursGM: Clif Castle
Type: Historical Miniatures
System: Test of Honour
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
28 mm Samurai Skirmish. Each player will run 6-10 miniatures in a Samurai era fight
252 Winter 1941: T34 and Tank Riders vs Improvised, Hedgehog Defense
Saturday 9 AM on Hall of Cities Table 5 for 3 HoursGM: Peter Bauer
Type: Historical Miniatures
System: Spearhead
Edition: 1
Players: 6
Provided: All miniatures provided by GM
Power Level: Introduction Game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Winter, 1941 T34 with tank riders tangle with improvised hedgehog defenses
253 Assimilation Target: Camp Khitomer - Star Trek Attack Wing
Saturday 9 AM on Hall of Cities Table 6 for 4 HoursGM: Sam Slaughter
Type: Sci-Fi Miniatures
System: Star Trek Attack Wing
Edition: Classic
Players: 6
Power Level: Standard
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
It is the zenith of the Dominion War, and the loss of life is catastrophic. However, a provisional cease-fire has been reached. At the historic site of Camp Khitomer, peace talks soon begin between the Federation, the Klingon Empire, the Romulan Star Empire and the Dominion.
A restricted escort of starships from each faction has transported their representative entourages to the conference. As per accord terms, all ships must then withdraw to the boundary of Khitomer’s solar system before the talks commence.
The summit has been shrouded in absolute secrecy, yet somehow the Borg Collective is aware. As the last escort ship takes position, a transwarp conduit appears on the edge of the system, a fleet of Borg vessels emerging from the aperture, on course straight for Planet Khitomer. If the ambassadors, high-ranking military and faction leaders are assimilated, the devastation that will follow will be immeasurable.
The Borg must be stopped by any and all means possible.
254 Battle Of Prokhorovka: July 12, 1943
Saturday 9 AM on Hall of Cities Table 17 for 6 HoursGM: Greg Guth
Type: Historical Miniatures
System: KISS-Rommel
Players: 6
Provided: All miniatures provided by GM
Power Level: Moderate
Rules Knowledge: Experience Useful
Game Content: Mainstream
It is the Morning of July 12, 1943, and the German summer offensive to destroy the Kursk Salient, Operation Citadel, has been raging for 7 days. The II SS-Panzer Corps is approaching the third and final Russian defense line near the key rail junction of Prokhorovka. This forces Stavka, the Russian High command, to release their last major reserve, the 5th Guards Tank Army and initiate what is still one of the largest armored engagements in history. the Battle of Prokhorovka. WWII Eastern Front, 6mm using KISS-Rommel rules, rules will be taught.


219 Pinebox Middle School: The Crawling Queso
Saturday 10 AM in 139 for 4 HoursGM: Scott Woodard
Type: RPG
System: Savage Worlds
Players: 5
Power Level: Seasoned
Variations: Pinebox Middle School
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Nothing beats a good, spicy queso, but when a mysterious ingredient finds its way into the kitchen of El Tejano Tex-Mex, all ‘jalapeno’ is about to break loose in Pinebox!
Website: /peginc.com/product-category/settings/pinebox-middle-school/
220 The Devil's Arithmetic, a Buckaroo Banzai Adventure
Saturday 10 AM in 140 for 6 HoursGM: Michael Siverling
Type: RPG
System: Buckaroo Banzai
Edition: Nugget
Players: 7
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
The Interns of the Banzai Institute get caught between an ancient horror and a mystery from outer space.
221 Assault and Take-Down of Gornoth Horskun!
Game Cancelled
222 Mire's Edge
Saturday 10 AM in 142 for 6 HoursGM: Scott Grimberg
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 6
Provided: Characters can be provided by GM
Power Level: 2
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Perched on the border of a steamy swampland, the settlement of Mire’s Edge has a number of problems. When they’re not contending with the heat and humidity, or fending off insect bites, supplies are going missing and strained relationships with neighboring lizardfolk settlements are frazzling nerves. Now merchants are being attacked, and sightings of strangely coordinated kobolds are leaving settlers afraid to leave their homes and inciting the lizardfolk to further violence
223 Alpengard Adventures
Saturday 10 AM in 143 for 4 HoursGM: Phil Secg Benson
Type: RPG
System: Alpengard
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
You’re invited to discover a new fantasy TTRPG!
Alpengard offers you a dynamic d30-based roll-high system along with unique gaming elements:
• Invoke pneuma—an energy pool that enhances your odds and fuels your powers.
• Enjoy character flexibility—tailor your abilities to match your character’s personality.
• Entwine magic objects to your soul so they grow with you throughout your quests.
• Use all your lifeskills, even cooking… kraken-kabobs anyone?
• Travel through the World of the Stonemeres or forge your own legendary world!
As Alpengard’s creator, I look forward to meeting you!
Website: /alpengard.com/
224 Avatar Legends: Kasedo Outpost
Saturday 10 AM in 145 for 6 HoursGM: Jackson Gaydon
Type: RPG
System: Powered by the Apocalypse
Edition: Avatar Legends
Players: 5
Provided: Characters can be provided by GM
Power Level: Fresh Characters
Variations: 100 Years War Era
Rules Knowledge: Experience Useful
Game Content: Mainstream
During the Siege of Ba Sing Se, you and your companions left the city, intending to avoid Fire Nation attention. You arrive in Kasedo Village, a pitstop through a valley road, but the villagers there act peculiarly, despite their willingness to help you…
Website: /www.youtube.com/watch?v=bz0CGNQmnzA
225 The Crawl Into the Place of the Thing: River of Night
Saturday 10 AM in 146 for 4 HoursGM: Adrian Romero
Type: RPG
System: Shadowdark
Edition: Shadowdark
Players: 6
Provided: All characters provided by GM
Power Level: 3-6
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Mini Dungeon Delving in the jungle and ancient ruins along the Black River using the extremely simple, fast, and fun Shadowdark, based on D&D 5e with all the boring bits cut out. These short delves are mostly by the game author and her talented collaborators. Pick from pregens – archaeologists, treasure hunters, and descendants of the ancients eager to reclaim their heritage – and we'll dive into dangerous choices! You can play this game more than once; there are many places to go, like ancient temples, magma lakes, incandescent grottoes, eerie glistening black monuments, and holes in the ground. There you will meet terrifying void beings, basilisk cultists, the bizarre skandrill, the proud and restless dead, the dream dragon, appallingly huge fauna and hostile flora, and reclusive researchers. My intention as DM is to offer a fast and fantastical game focused on creative choices at the table, with strong visuals and deadly stakes, rather than a lot of exposition or long investigative conversations. This game is great for both new and experienced gamers who can make bold choices and use their voice, and who fear boredom more than character death. If your character is slain, we’ll give you another and get you back into the action. Though we will talk lots about gruesome violent happenings, which might actually happen to player characters, there will be no discussion of adult topics or complex ethics. Therefore, this game is great for younger players who can handle horrible things happening to their characters and can keep focus at the table.
Website: /www.thearcanelibrary.com/collections/all/products/shadowdark-rpg-quickstart-set-pdf
226 Vengeance is Ours: Rise of the Raggers
Saturday 10 AM in 149 for 8 HoursGM: Les Child
Type: RPG
System: Dungeons & Dragons
Edition: 1e
Players: 7
Power Level: Beginning
Variations: House Rules
Rules Knowledge: Experience Useful
Game Content: Mature Themes
You're farmers kids. Raised to do chores and help with the running of the household. But today, you're adventurers. Six of the mightiest bravos to ever wield a stick (sword or mace), a long stick (lance) or even a rock. No scarecrow was a match for your band of heroes. But this day would end as no other. As the sunlight faded from the sky, it was time to head back to your village for supper. But as you crest the hill, you see your village, your homes, in ruins. Houses smoldering, livestock either dead or wandering, and bodies lying in the dirt road. Only the stone building that was the town hall remains standing. You stand for a moment, shocked by this sight, before rushing into town, shouting the names of your parents and siblings.
It was perhaps an hour later when you all gathered at the town hall, faces tear streaked and filthy, the blood of family slaughtered on your hands.
“They're gone, all of them.”
As one, you push against the door of the town hall, shoving aside furniture that was stacked up against it from the inside. Near the back you find Consular Evin the town leader. He sits on the floor, a black arrow protruding from his stomach, “so they didn't get you kids. Good. I thought myself safe until one got a bowshot through a high window at me.” His voice was ragged, and blood leaked from his mouth as he spoke, “they are the Black Avatar, marauders from the lands south. They are without mercy or conscience.”
“I'm done for, but perhaps you can mete out some justice for our people, or find someone who will.”
Consular Evin pulled a key on a leather string around his neck and tried to pull it over his head. He sat back, exhausted, “cut the damn thing and take the key to the basement. You'll have to move some desks to find the hatch. There are weapons and items you can use that were confiscated from criminals.”
He slumped sideways, his eyes barely open, “get justice or vengeance. Either will do.”
And with that message, the consular died, leaving six tired youths to contemplate what to do next.
227 Within the Charnel of Dreams
Saturday 10 AM in 232 for 6 HoursGM: Andrew Hull
Type: RPG
System: Mothership
Edition: 1e
Players: 5
Provided: All characters provided by GM
Power Level: Starter
Variations: Convict and Management classes
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Shift 7: We're just one more screwed-up bunch of career crims, political dissidents, and other assorted scum. You've gotta mess-up hard to be doing all day and a night on this piece of junk mining installation, somewhere deep in the middle of nowhere. New Frontier Solutions, our lowest-bidder corrections vendor, has been running us Dusties until we drop. Nobody leaves 'cept by backdoor parole like that.
Now rumor says no more rations or meds are being shipped-down, and the heavy mining equipment is either being left to rust or shipped-up. Even the screws have been rotated out, and the replacements are vicious, trigger-happy, and dead-eyed. So someone said somebody found something maybe out at Pit Nebraska, but Shift 11 hasn't been seen since, and rumors don't mean nothing. Right?
So what gives? Is the corporation really cutting-their losses? Why would they install those new gas cylinders anyway? It's time to break out of this joint.
228 Ardanyan's Revenge
Saturday 10 AM in 234 for 8 HoursGM: Christopher Mosier
Type: RPG
System: Earthdawn
Edition: 4th Edition
Players: 6
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
An Introduction to Earthdawn 4th Edition. You'll start out as Kaer dwellers and go from there. This is a premade adventure so no spoilers for other players. Some adult themes.
229 The Seal of Acheron
Saturday 10 AM in 237 for 4 HoursGM: Mike Schmidt
Type: RPG
System: Daggerheart
Players: 6
Provided: Characters created at game
Power Level: 1
Variations: Release+Void
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Players are tipped off to a secret mound complex out in the wilderness and look to explore it.
246 Speakeasy
Saturday 10 AM on Sierra Table 1 for 4 HoursGM: Bart Larrenaga
Type: Board
System: Speakeasy
Edition: 1
Players: 4
Provided: All materials provided by GM
Variations: None
Rules Knowledge: Experience Useful
Game Content: Mainstream
In this worker-placement and card-management game, you take on the role of one of those mobsters, managing and operating your very own speakeasy empire in Manhattan. To do so, you'll need to use all your cunning and resources to stay ahead of the competition. As you improve your operation, become more infamous, and upgrade to more lavish speakeasies and even casinos, you'll attract the attention of the outside mafia and the police. You need to use your leverage to keep your business running and receive your share from Lucky Luciano.
Website: /boardgamegeek.com/boardgame/375459/speakeasy
247 Alien: Fate of the Nostromo
Saturday 10 AM on Sierra Table 3 for 3 HoursGM: Cael Hazard
Type: Board
System: Alien
Edition: First (only) Edition
Players: 5
Provided: All materials provided by GM
Variations: No variants. Standard rules only without the Ash character.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Note: This will be run as a learn-to-play for beginners or those who have only played a few times. I will not be using the Ash scenarios or Director's Cut. It may not require the full three hours but previous sessions with new players have taken that long as players like to discuss and coordinate their turns in this cooperative game.
In ALIEN: Fate of the Nostromo, players take the role of Nostromo crew members Ripley, Lambert, Parker, Brett, or Dallas. Over the course of the game, they collect scrap, craft items, and fulfill different objectives. The crew will lose and gain morale as they encounter the Alien and other situations. If crew morale reaches zero, players lose the game.
Each turn has two phases. In the Crew Action phase, players creep through the Nostromo's halls, gathering scrap, crafting items, trading scrap and items with other players, and using items and their special abilities. Brett, for example, can craft items with one fewer scrap than other players. If the Alien is within three spaces of the player with the incinerator, that player can use the incinerator to send the Alien back to its nest.
In the Encounter phase, players draw and resolve an Encounter card. The Alien could be lurking behind any corner...
Once the players fulfill their initial objectives, they face one of five final missions, each with a unique set of requirements. Players must fulfill the final mission's requirements simultaneously to win the game.
Website: /boardgamegeek.com/boardgame/332321/alien-fate-of-the-nostromo
255 These aren't the bots you're looking for
Saturday 10 AM on Hall of Cities Table 2 for 4 HoursGM: David Reed
Type: Sci-Fi Miniatures
System: Galactic Heroes
Edition: second edition
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
The plans for the Empire's new Doom Moon have been stolen. Rebel forces have captured a robot with half the plans but must find the other robot which has the remaining half of the plans. Achieving that, the rebels must make their way a waiting ship and escape.

256 Assault on Echo Base
Saturday 10 AM on Hall of Cities Table 7 for 5 HoursGM: Gregory Wong
Type: Sci-Fi Miniatures
System: SW-44, homebrew variant of Memoir 44
Players: 6
Provided: All miniatures provided by GM
Power Level: Beginners welcome
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
While this game depicts the Battle of Hoth, this is NOT the official Battle of Hoth game published by Days of Wonder. This game is based on SW-44, a homebrew variant of Memoir '44. Rules will be taught. Beginners welcome.
257 Battelstar Galactica: Left Behind
Saturday 10 AM on Hall of Cities Table 8 for 4 HoursGM: Jeff Hiatt
Type: Sci-Fi Miniatures
System: Voidfighter
Edition: 1st
Players: 6
Provided: All miniatures provided by GM
Variations: Battlestar Galactica
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Battlestar Galactica Tactical Miniatures Scenario
A few civilian ships have been stranded after a failed FTL jump — their engines crippled and power reserves fading. Galactica has dispatched a squadron of Vipers and Raptors to defend the helpless vessels and get them back online before the Cylons arrive. But the Cylons are already here.
In this Voidfighter scenario, players command Colonial Vipers, Raptors, and Cylon Raiders in a desperate rescue and assault mission. The Colonials must escort their Raptors as they dock with the stranded ships to complete critical repairs, while the Cylons seek to destroy or capture the survivors. Expect fast-paced dogfights, tactical maneuvers, and cinematic space combat inspired by Battlestar Galactica.
This event accommodates up to 6 players and uses the Voidfighter ruleset, with customized stats and mission objectives for the Battlestar Galactica universe. No prior experience needed — rules will be taught.
258 The Return of Ymir - Mörk Borg
Saturday 10 AM on Hall of Cities Table 9 for 3 HoursGM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Ymir Borg
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke
Website: www.thereturnofymir.com
259 Battle of Eylau
Saturday 10 AM on Hall of Cities Table 10 for 7 HoursGM: Jay White
Type: Historical Miniatures
System: Black Powder 2 (modified)
Edition: 2nd
Players: 8
Provided: All miniatures provided by GM
Power Level: Experienced
Variations: Minor house rules
Rules Knowledge: Experience Useful
Game Content: Mainstream
Battle of Eylau, 1807. This scenario represents the action on the southern half of the battlefield on the first day of the battle.
Website: /jayswargamingmadness.blogspot.com/2025/12/preview-battle-of-eylau-1807.html
260 Defense of Planet Galman
Saturday 10 AM on Hall of Cities Table 15 for 8 HoursGM: Keith Holmes
Type: Sci-Fi Miniatures
System: Star Blazers Fleet Battle System
Edition: Second Edition
Players: 7
Provided: All miniatures provided by GM
Power Level: The willing
Variations: Yamato 2199
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
In the year 2207, the Bolar Federation continues to attack the liberated planet Galman. The Gamilas military, with aid from the Space Battleship Yamato, defends the world from this latest attack. With newer ships the defense goes well, but the Bolar are persistent and brave. Will the defenses faulter, or will they hold?
261 Run through the Jungle
Saturday 10 AM on Hall of Cities Table 20 for 5 HoursGM: Kevin Van
Type: Historical Miniatures
System: Charlie Don't Surf
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
A 15mm Vietnam War game
271 A Night of Gold and Silver
Saturday 10 AM in Salon B/C for 6 HoursGM Troupe: Redhouse Productions (Jordan, Louis & Amanda Abronson)
Type: LARP
System: GM Fiat
Players: 18
Provided: All characters provided by GM
Variations: Narrative, Modified Dreams of Dierdre
LARP Experience: Experience Useful
Game Content: Mainstream
Every year it seems the winters get worse. The grey skies show up sooner, banishing the fading sun with gently falling snow. The winds blow just a bit harsher, their teeth biting more easily through wool and fur that so easily used to keep them at bay. It takes longer for the icy grip to loosen on the land, letting desperate farmers out into the fields to sow the crops that will keep bellies full and famine at bay.
Or maybe not. Maybe things have always been this way and the quiet grumbling rumors are just the old-folks way of imagining how good everything used to be. After all, the flowers still bloom year after year. The potatoes, wheat, and barley still grow and nourish the land. The sun still shines, making its way undaunted past the clouds when they pass. Maybe the grim tidings mean as little as they always have. And true or not, tonight is the winter Solstice, the night to celebrate.
Tonight is the darkest night before the dawn. When the sun rises above the treetops tomorrow, summer will begin to slowly creep in and claw back the days. Tonight marks another year survived, and the turning of the tide in this season’s fight against the cold. What better reason to toast? What better reason for King and Queen, Honor and Belief Gholi to throw the grandest midwinter party in all the land on the Frell Family’s Concerto, a trade ship transformed for the evening into a veritable Floating Palace? Guests and representatives from all the most important noble families have shown up to schmooze, gain advantage, find love, and more than anything else enjoy being alive on the longest night of the year. What could possibly go wrong?
272 It Takes a Village
Saturday 10 AM in 1444 for 6 HoursGM: J Hanju Kim
Type: LARP
System: Homebrew larp
Players: 12
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Family-Friendly
Genre: Modern fantasy
Costume Suggestions: Hogwarts-like robes optional
As Death Eaters take over Hogwarts, fleeing students come to a village with home-schooled witches and wizards. Will this be a safe haven or just spread the danger?
This is a larp that rethinks the Harry Potter world, set late in the first book series. Many villagers see Hogwarts as an indoctrination center and deathtrap for kids, and consider the magical ministries to be vile tyrants only a few steps better than the Voldemort regime. How will the villagers deal with the refugee students, and will they be safe?
This is an explicitly queer-positive and trans-positive larp.
Website: /darkshire.net/jhkim/rpg/larp/
273 Surreal Estate
Saturday 10 AM in 1445 for 6 HoursGM Troupe: Team Woodbury (Ammy, Erik & Athena Woodbury)
Type: LARP
System: GM Fiat
Players: 18
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Modern and Mysterious
Costume Suggestions: Dress as a realtor or client in 2025
OPEN HOUSE - Saturday 11-4
Discover an exceptional opportunity in this penthouse suite. Experience elevated living in this sophisticated 2 bedroom residence with 1 1/2 baths. With views of the mountains and valley, this is a once in a generation opportunity to own in one of the premier buildings in the city. Fully renovated wtih new floors and designer touches throughout, this single level dwelling boasts easy walkabilility around the city and access to the pool and fitness center on site.
--
Is this the one? Is it finally your opportunity to get a decent price on a place? You've heard some things about the building, but you're not superstitious, and real estate is forever. Besides, after 3 years, you don't even have to disclose deaths on site in this state unless a buyer specifically asks. This place may be the perfect investment in your future.
262 WW II Air Combat: Defending The Reich
Saturday 11 AM on Hall of Cities Table 19 for 6 HoursGM: Chuck Staedler
Type: Historical Miniatures
System: Sky's the Limit!
Players: 6
Provided: All miniatures provided by GM
Power Level: General gaming experience
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Take to the sky as a Luftwaffe fighter pilot attempting to shoot down American B-17s intent on bombing targets over Germany. Choose from a variety of fighter types, including Bf109s, Bf110s, Me410s, and FW190s. This is an open-ended game: Players can come and play anytime during the game's running time. Sky's the Limit! rules taught for those unfamiliar with the system.



















