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Venture: A Distilled Fantasy One-Shot
Length: 12 hoursGM: Alexander Webb
Type: RPG
System: Venture
Players: 4
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
A party of 4 find themselves in a foreign land where they are swept up in a chaotic web of overlapping storylines across 12 hours of play, using a custom ruleset where crunchy tactical combat and freeform roleplay blend to give even the most subtle character their time in the spotlight.
Website: www.kazisworkshop.com
Xia: Legends of a Drift System
Length: 5 hoursGM: Nick Battjes
Type: Board
System: Xia: Legends of a Drift
Players: 5
Provided: All materials provided by GM
Variations: Embers of a Forsaken Star, Missions & Powers expansions
Rules Knowledge: Beginners Welcome
Game Content: Very Complex
Xia is a sandbox game that I've taken to describing as a Han Solo simulator. Players are spaceship captains, free to explore the randomly generated map gaining fame (victory) points for doing things like trading goods, destroying other ships, completing quests, and just rolling natural 20s. It can be as high or low conflict as the players would like it to be.
It is pretty darn complicated. It can be run as a short, medium, or long game. Depending on how experienced the players are, I'd like to either do a short and medium game or one medium-long game (you can vary it by deciding how many fame points are required to win).
New players are very much welcome! I played for the first time at a con and would love to pay it forward by welcoming other people to this awesome game.
We'll be using the two of the expansions: Embers of a Forsaken Star and Missions & Powers.
Battle for Markab
Length: 10 hoursGM: Samuel Horton
Type: Sci-Fi Miniatures
System: Battletech
Edition: Star League
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Experience Useful
Game Content: Mainstream
You are the 8th Sword of light. Honor requires you to attack a vital fuel/ammo base on the planet Markab. A mercenary unit (Team Banzai) is defending this base for the Davion unit Crusis Lancers. Davion has claimed this border world to free it from Draconis Combine rule.
Year 3033, Star League tech level.
The Shadow over the Mojave
Length: 6 hoursGM: Devon Apple
Type: RPG
System: Retrocalypse
Players: 5
Provided: All characters provided by GM
Power Level: 3
Variations: Updated
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
The scorching wastes of the Mojave whisper of missing persons and waking nightmares. A pilgrimage cuts a path across the desert wastes, following a man who refuses to stay dead. Hired to investigate the source of these disappearances, you must descend into a forgotten corner of the Fallout wasteland, where history is fractured and something ancient stirs beneath the sand.
Bitter Harvest
Length: 4 hoursGM: John Lynch
Type: RPG
System: Legend in the Mist
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
It's the annual harvest festival in the village of Delfi! Join your fellow villagers for a night of feasting, dancing, and... death? This isn't how the harvest festival is supposed to go! Can you save your community and get to the bottom of the mystery in time? If you like folk horror, rustic fantasy, and ancient mysteries, this game is for you!
Legend in the Mist is a brand-new TTRPG from Son of Oak Games. It focuses on rustic fantasy and small heroes who have to solve problems with wits and determination as much as sword and spell!
Website: /riddleandrook.com/
The Haunting of Dresden Manor (Vaesen)
Length: 4 hoursGM: John Lynch
Type: RPG
System: Year Zero
Edition: Vaesen
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Amanda Dresden is dying… because something in her new home is killing her. Can you solve the mystery before the clock runs out? The Haunting of Dresden Manor is an investigative Gothic horror mystery, played using the Vaesen rules system. Players take on the role of Victorian investigators and resolve conflicts between the human and supernatural worlds. This mystery uses numerous physical clues to immerse players in the mystery. Enter the manor… if you dare!
Website: /riddleandrook.com/
That's some Furry-logic
Length: 6 hoursGM: Christopher Merrill
Type: RPG
System: Stargate SG-1 Roleplaying Game (D20 5e)
Edition: D20 5e
Players: 6
Provided: All characters provided by GM
Power Level: 3
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Mission Briefing: A MALP sent to P2X-976 sent back images of ruins in a valley not far bellow the Stargate's landing area. We are sending you, SG4, to scout the area, and evaluate any findings in the area for future research teams.
In-universe this is set modern day, there are only 4 SG teams but none of this is necessary for this game. If you want more info see the website.
Website: Stargateinsurrection.com
In Search of the Unknown - D&D 5th ed - A Seakog Production
Length: 4 hoursGM: Beth Krestoff
Type: RPG
System: Dungeons & Dragons
Edition: 5th edition
Players: 5
Provided: All characters provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
To celebrate Dundracon’s 50th anniversary, come explore D&D throughout the decades.
In the Search of the Unknown is a classic dungeon crawl. Many years ago, two wealthy adventurers, Rogahn the Fearless and Zelligar the Unknown, built a hidden complex known as the Caverns of Quasqueton. Eventually, they gathered their own army and went on an expedition where they met their demise. Rumors swirl around the great treasures hidden somewhere in the Caverns of Quasqueton.
The adventure is going to be played six times, starting with Original D&D and then replayed using each edition of D&D - from AD&D to D&D 5th ed.
Come remember the past and celebrate the longest-running concurrent gaming convention on the West Coast.
In Search of the Unknown - D&D 4th ed - A Seakog Production
Length: 4 hoursGM: Beth Krestoff
Type: RPG
System: Dungeons & Dragons
Edition: 4th Edition
Players: 5
Provided: All characters provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
To celebrate Dundracon’s 50th anniversary, come explore D&D throughout the decades.
In the Search of the Unknown is a classic dungeon crawl. Many years ago, two wealthy adventurers, Rogahn the Fearless and Zelligar the Unknown, built a hidden complex known as the Caverns of Quasqueton. Eventually, they gathered their own army and went on an expedition where they met their demise. Rumors swirl around the great treasures hidden somewhere in the Caverns of Quasqueton.
The adventure is going to be played six times, starting with Original D&D and then replayed using each edition of D&D - from AD&D to D&D 5th ed.
Come remember the past and celebrate the longest-running concurrent gaming convention on the West Coast
In Search of the Unknown - D&D 3rd ed - A Seakog Production
Length: 4 hoursGM: Nick Krestoff
Type: RPG
System: Dungeons & Dragons
Edition: 3rd Edition
Players: 5
Provided: All characters provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
To celebrate Dundracon’s 50th anniversary, come explore D&D throughout the decades.
In the Search of the Unknown is a classic dungeon crawl. Many years ago, two wealthy adventurers, Rogahn the Fearless and Zelligar the Unknown, built a hidden complex known as the Caverns of Quasqueton. Eventually, they gathered their own army and went on an expedition where they met their demise. Rumors swirl around the great treasures hidden somewhere in the Caverns of Quasqueton.
The adventure is going to be played six times, starting with Original D&D and then replayed using each edition of D&D - from AD&D to D&D 5th ed.
Come remember the past and celebrate the longest-running concurrent gaming convention on the West Coast
In Search of the Unknown - AD&D - 2nd Ed - A Seakog Production
Length: 4 hoursGM: Nick Krestoff
Type: RPG
System: Dungeons & Dragons
Edition: A D&D - 2nd Edition
Players: 5
Provided: All characters provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
To celebrate Dundracon’s 50th anniversary, come explore D&D throughout the decades.
In the Search of the Unknown is a classic dungeon crawl. Many years ago, two wealthy adventurers, Rogahn the Fearless and Zelligar the Unknown, built a hidden complex known as the Caverns of Quasqueton. Eventually, they gathered their own army and went on an expedition where they met their demise. Rumors swirl around the great treasures hidden somewhere in the Caverns of Quasqueton.
The adventure is going to be played six times, starting with Original D&D and then replayed using each edition of D&D - from AD&D to D&D 5th ed.
Come remember the past and celebrate the longest-running concurrent gaming convention on the West Coast.
In Search of the Unknown - A D&D 1ed - A Seakog Production
Length: 4 hoursGM: jason krestoff
Type: RPG
System: Dungeons & Dragons
Edition: A D&D - 1st edition
Players: 5
Provided: All characters provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
To celebrate Dundracon’s 50th anniversary, come explore D&D throughout the decades.
In the Search of the Unknown is a classic dungeon crawl. Many years ago, two wealthy adventurers, Rogahn the Fearless and Zelligar the Unknown, built a hidden complex known as the Caverns of Quasqueton. Eventually, they gathered their own army and went on an expedition where they met their demise. Rumors swirl around the great treasures hidden somewhere in the Caverns of Quasqueton.
The adventure is going to be played six times, starting with Original D&D and then replayed using each edition of D&D - from AD&D to D&D 5th ed.
Come remember the past and celebrate the longest-running concurrent gaming convention on the West Coast.
To celebrate Dundracon’s 50th anniversary, we wish to run one adventure using every edition of D&D. We have three GMs and wish to run the game in order – from Session P to Session 5. Each game is 4 hours with five players.
In Search of the Unknown - Original D&D - A Seakog Production
Length: 4 hoursGM: Jason Krestoff
Type: RPG
System: Dungeons & Dragons
Edition: Orginal
Players: 5
Provided: All characters provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
To celebrate Dundracon’s 50th anniversary, come explore D&D throughout the decades.
In the Search of the Unknown is a classic dungeon crawl. Many years ago, two wealthy adventurers, Rogahn the Fearless and Zelligar the Unknown, built a hidden complex known as the Caverns of Quasqueton. Eventually, they gathered their own army and went on an expedition where they met their demise. Rumors swirl around the great treasures hidden somewhere in the Caverns of Quasqueton.
The adventure is going to be played six times, starting with Original D&D and then replayed using each edition of D&D - from AD&D to D&D 5th ed.
Come remember the past and celebrate the longest-running concurrent gaming convention on the West Coast
All Aboard The Infinity Train - a DIE! One Shot
Length: 6 hoursGM: Liz Ruifrok
Type: RPG
System: Die! RPG
Players: 5
Provided: Characters created at game
Power Level: Beginners welcome
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
You are all teens, sent to a summer camp. The losers, camped together in the same cabin. You might not all get along, but you all have a common link. Something you did caused you to be pulled onto the Infinity Train. Solve the mystery of the train, and get out before you get trapped there forever.
The Hollow Queen's Bargan
Length: 8 hoursGM: Robert Anderson
Type: RPG
System: Pathfinder/Starfinder
Edition: 1st Edition
Players: 8
Provided: Characters can be provided by GM
Power Level: 22nd (20 and 2)
Variations: High Level
Rules Knowledge: Experience Useful
Game Content: Mature Themes
PLAYER INTRODUCTION: The dead are rising. An ancient labyrinth has opened. And the ghost responsible claims she is trying to save the kingdom.
Legendary heroes descend beneath the Kingdom of Hager after a forbidden relic opens a doorway into ruins sealed since the fall of the kingdom's former rulers.
Waiting inside is Queen Orrasha the Hollow, the ghost of Hager's fallen queen.
A demonic army approaches, and Orrasha offers the heroes a bargain: give the dead queen a way to return to the living world, and Orrasha will help defend Hager.
The heroes must explore an ancient labyrinth, battle or evade supernatural enemies, uncover the truth behind Hager's past, negotiate with a dangerous ghost, and ultimately determine Orrasha's fate.
Redeem her. Destroy her. Or bind her to protect the kingdom
The Shadow and the Tiger
Length: 8 hoursGM: Robert Anderson
Type: RPG
System: Pathfinder
Edition: 1st edition
Players: 8
Provided: Characters can be provided by GM
Power Level: 14th
Rules Knowledge: Experience Useful
Game Content: Mature Themes
PLAYER INTRODUCTION: You are a group of 14th-level adventurers visiting the powerful fantasy kingdom of Hager, a realm that overthrew a brutal demon-worshiping government only a generation ago. Hager is now ruled by King Nelios, a powerful but generally good ruler who has spent years defending the kingdom from demons and other supernatural enemies.
Now something impossible has happened.
Two King Nelioses have appeared in the royal palace.
Both look, sound, and behave like the king. One orders Hager's armies to defend the borders. The other has commanded the guards to admit mysterious merchants connected to the Abyss, the supernatural realm of demons.
No one knows which king is real.
Suspicion quickly falls upon David, the king's trusted High Chancellor. David possesses a dangerous secret: David is actually a doppelganger, a magical shapeshifter capable of assuming another person's appearance. Only a handful of people know the truth, and revealing David's identity could destroy David's reputation or even convince the royal court that David created the false king.
Meanwhile, Queen Sekhmara, a supernatural hunter with the ability to recognize creatures by scent, has become mysteriously ill. Sekhmara believes the second king is not an ordinary impostor, but the sickness prevents Sekhmara from tracking the creature.
Your characters must investigate the palace, discover which king is real, clear David of suspicion without exposing David's secret, and help restore Queen Sekhmara through the sacred trials of the ancient cat goddess Baset.
But the investigation leads to something far more dangerous than a shapeshifter.
The false king may actually be a supernatural piece of King Nelios himself, torn from the king by the powers of the Abyss and given its own physical form.
Your mission: uncover the impostor, protect the innocent, restore the Queen, and decide the fate of a living shadow that believes it is the rightful King of Hager.
Beyond the Frozen Wall
Length: 8 hoursGM: Robert Anderson
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2024
Players: 8
Provided: Characters can be provided by GM
Power Level: 22nd
Variations: Epic - House
Rules Knowledge: Experience Useful
Game Content: Mature Themes
D&D 5e Epic • Level 22
PLAYER INTRODUCTION: You are a company of adventurers hired to investigate a mysterious disaster in the dangerous northern frontier of the River Kingdoms. A little-known noble, Princess Evan the White, has established a remote colony beyond the mountains, but the settlement has suddenly stopped communicating with the outside world.
Your expedition begins aboard Evan's magical flying flagship. After crossing frozen mountains and violent storms, you arrive to discover something unexpected: the colonists are still alive. By day they remember nothing unusual, but each night they rise from their beds and silently walk toward the mountains.
Their tracks lead to an ancient barrow carved with forgotten dragon symbols. Something powerful waits inside, something connected to Navere, an infamous shadow dragon remembered as the Destroyer of Worlds. The creature possesses information about an approaching Abyssal threat, but it will not surrender that knowledge freely.
Your mission: discover what is controlling the colonists, protect the settlement, investigate the ancient barrow, and decide whether dealing with the shadow of a terrible dragon is worth the price.
The Emerald Vault Job
Length: 8 hoursGM: Robert Anderson
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2024
Players: 8
Provided: Characters can be provided by GM
Power Level: 14th level
Rules Knowledge: Experience Useful
Game Content: Mature Themes
D&D5e (2025) • Level 14
PLAYER INTRODUCTION: The most secure strongroom in Hager (an obscure River Kingdom) has been robbed without a broken lock, a silenced guard, or a failed ward. The thief ignored mountains of wealth and stole only the Horn Key; a relic sealed away after the fall of Baphomet’s cult. The Emerald Vault (The “Known” Local Thieves Guild) cannot ask the Crown for help without exposing its weakness, so its guild masters turn to outsiders: heroes clever enough to solve an impossible crime, ruthless enough to bargain through the dockside underworld, and daring enough to steal the relic back before an ancient door is opened again.
A Familiar Tower
Length: 4 hoursGM: Tim Linscott
Type: RPG
System: Knave
Edition: 2e
Players: 6
Provided: All characters provided by GM
Power Level: 3
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
A decade after the wizard Esmis Mer disappeared, his manse still hums with secrets, treasure, and exotic magic. Step inside his impossible tower and twist its logic to your advantage. Those who master its secrets may escape with wonders. Those who don’t… tend to hang around.
A Familiar Tower is an OSR-style puzzle dungeon about finding your own solutions to problems with your wits, equipment, and your knowledge of the environment. It is equal parts escape room, logic puzzle, and traditional dungeon crawl.
End of the World as we Know It
Length: 6 hoursGM: Alisha Walton
Type: RPG
System: Cybergen
Players: 6
Provided: All characters provided by GM
Variations: Friday Night Fire Fight
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The dark future of 2020 brought us the collapse of American civilization and the rise of The Incorporated States of America. Corporations rule, edgrunners run, and the masses grind out a living in the cities left behind or band in nomad packs out in the Wastelands.
Now, in 2027, a new threat emerges: The Carbon Plague. 10% of adults that contract it die; over 18 million deaths in the ISA alone. Officially, minors are immune. Unofficially, some of the kids who contact the plague are physically altered by the nanites granting them super-human powers. Behind the scenes corporations are scrambling to get their hands on these children: either to experiment on them, brainwash them into becoming future super powered corps, or eliminate them as the walking plague carriers they are.
Today is just another day for you and your friends at New Harbor Mallplex in Night City. That is, until Sita throws up what looks like liquid metal in the middle of the food court.
The Thing: Infection at Outpost 31
Length: 3 hoursGM: Afshin Coleman
Type: Board
System: The Thing Board Game
Players: 7
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Stranded in the frozen wasteland of Antarctica, players must work together to gather supplies, clear sectors, and repair their outpost. However, an alien infection is spreading through the base, and some of your crewmates are secretly shape-shifting Imitations bent on total sabotage. As the paranoia rises, you must hunt for weapons and perform blood tests to root out the monsters hiding among you. Can you successfully defend the base and escape on the helicopter?
Website: /boardgamegeek.com/boardgame/226634/the-thing-infection-at-outpost-31
Cthulhu: Dark Providence
Length: 3 hoursGM: Afshin Coleman
Type: Board
System: Cthulhu: Dark Providence
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Cthulhu: Dark Providence is a deck-building and hidden-role board game. It is re-implementation of Wallace's A Study in Emerald, officially shifting the setting into the Cthulhu: Death May Die universe. Players travel across influential cities, shifting alliances, and executing secret agendas to determine the destiny of a nation on the brink of ruin.
Battlestar Galactica the Board Game
Length: 4 hoursGM: Afshin Coleman
Type: Board
System: Battlestar Galactica
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Battlestar Galactica: The Board Game is a semi-cooperative sci-fi game based on the 2004 TV series. 3 to 6 players are tasked with guiding the human fleet to safety while dealing with crises and fighting off a hidden threat: one or more players are secretly Cylon traitors working to sabotage humanity from within.
Website: /boardgamegeek.com/boardgame/37111/battlestar-galactica-the-board-game
Battle of Isandhlwana
Length: 4 hoursGM: Robert Dailey
Type: Historical Miniatures
System: Fist Full of Lead
Players: 6
Provided: All miniatures provided by GM
Power Level: any
Variations: Big battles
Rules Knowledge: Experience Useful
Game Content: Mainstream
Zulu Battle using Fist Full of Lead.
Battle of Isandhlwana
Length: 4 hoursGM: Robert Dailey
Type: Historical Miniatures
System: Command and Colors
Edition: Tricorn
Players: 6
Provided: All miniatures provided by GM
Power Level: Some knowledge of rules prefered
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Large battle fought between the British and Zulu's using the Command and colors system.
Hope Inhumanity
Length: 4 hoursGM: Charles Picard
Type: RPG
System: Hope Inhumanity
Edition: 2nd Edition
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Play ordinary people surviving the extraordinary journey through a post-apocalyptic landscape. Fight off hunger, sickness, and other desperate survivors who want what you want: to find a safe destination where hope still lives.
Pilgrim's Progress
Length: 4 hoursGM: Charles Picard
Type: RPG
System: Prince Valiant: The Storytelling Game
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
One of the earliest forays into rules light play, Prince Valiant: The Storytelling Game combines the deep Arthurian knowledge of RPG designer Greg Stafford (Pendragon, Runequest, Glorantha) with the world created by artist Hal Foster for his long running Prince Valiant comic strip. Designed to be played anywhere, Prince Valiant: TSG is so easy to learn you'll be playing knights of derring-do in no time!
Cthulhu Dark - The Cable
Length: 4 hoursGM: Charles Picard
Type: RPG
System: Cthulhu Dark
Players: 5
Provided: Characters created at game
Power Level: n/a
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
In 1858 magnate Cyrus Field backed the most audacious high-tech project of the 19th century: laying an undersea telegraph cable across the bottom of the Atlantic Ocean. As crew on the USS Niagara, you'll discover the awful truth of that expedition... and why it was doomed to fail! Cthulhu Dark is a rules-light take on Mythos gaming that centers the experience of ordinary people confronting cosmic horror. Be prepared for themes of body horror, compulsion/addiction, and mind control.
Kaliphate: Fountains of Tenandria
Length: 8 hoursGM: Pol Stafford
Type: RPG
System: Rolemaster
Players: 5
Provided: All characters provided by GM
Variations: RMSS
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The founding heroes of the Kaliphate recently stopped the High Priest of Baruk from unleashing one of the ancient terrors on the world: the Shibboleth. In the results of that chaos, the Kaliph has called on the heroes to return the sacred Scepter to the Temple of Thoth in Tenandria. But of course, there are complications....
Website: /rpg.irun.games/kaliphate/
Stealing Stories for Oakland
Length: 6 hoursGM: Pol Stafford
Type: RPG
System: Stealing Stories for the Devil
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
You set out from a paradise of peace and technology to explore the multiverse. Getting a distress call deep in the otherness of worlds, your ship hurtled back across worlds and time, some of you awake and living out lives instead of sleeping through the brilliant dark to arrive not at a paradise, but in Oakland, CA, in the smoky strangeness of the early 21st century - an impossible millennia before you departed. The world is coming undone by fragments of hatred digging themselves into your home world's past. To no one's surprise, the most virulent of them is in Oakland, CA. Your group of Liars has been picked by the ship's Intelligence to enter the Oakland anomaly and return with the shard.
Website: /rpg.irun.games
True Sight
Length: 8 hoursGM: Pol Stafford
Type: RPG
System: Palladium RPG
Edition: 2nd Edition
Players: 5
Provided: All characters provided by GM
Power Level: 6-8
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
In the lonely streets of Fahran's Outpost, people have been disappearing. Goody Cara was just found - not disappeared, but murdered in an arcane fashion in her working greenhouse.
Riders have called for aid from the Eastern Dominion, and the call has been answered:
Gavin and Illyria, Witch Hunters, and their faithful footman and canny hound have been dispatched to root out and reveal what wickedness lies beneath the stones of the Outpost. No one is ready for what will be revealed in True Sight.
Website: /rpg.irun.games/true-sight/
A Foxbat for All Seasons
Length: 8 hoursGM: David Rakonitz
Type: RPG
System: Hero System
Edition: Champions(4th/5th ed.)
Players: 6
Provided: Characters can be provided by GM
Power Level: Max 60 point attacks, 33 PD and 33 ED.
Variations: Minor
Rules Knowledge: Experience Useful
Game Content: Mainstream
Foxbat and his Calendar Gang are running amok. Test your strength against Festivus. Face the might of the Great Gourd and other loonies. Yet, behind the chaos, something more sinister stirs. Time for heroes to save the day!
Mistborn: The Deckbuilding Game
Length: 4 hoursGM: James Krestoff
Type: Card
System: Mistborn Deckbuilding Game
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The world of Brandon Sanderson’s blockbuster Mistborn series comes to life on the tabletop in this deckbuilding game from acclaimed designer John D Clair. Fight other super-powered Mistborn as you race to complete missions in a city of mist and shadows.
Mistborn is a standalone deck-building game in which you “purchase” cards as you play to build and improve your deck. Burn metals to activate cards. Each metal has its own strengths: damaging opponents, earning mission points, and manipulating allies. There are multiple ways to win! Defeat your opponents in furious allomantic battles or complete a series of perilous missions before your enemies do.
Play head-to-head against your friends, or take on the The Lord Ruler in solo or co-op play!
TarotWeaver
Length: 4 hoursGM: Jerad Mullicane
Type: RPG
System: TarotWeaver - Revised
Players: 5
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
TarotWeaver is a tabletop roleplaying game inspired by the whimsical worlds like Adventure Time and Over the Garden Wall. Under the watchful eye of The Oracle, Weaver's move through the fantastical world of the Prismatic Vale. Gameplay is simple, using a tarot deck instead of dice.
Website: /jm665.itch.io/tarotweaver
Time Without Tide
Length: 6 hoursGM: John Lewis
Type: RPG
System: Time Without Tide
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Time Without Tide is the upcoming RPG from Chaosium. Enter the foggy, faux-Victorian, post-apocalypse world of Saltport, the last bastion of humanity. You are a delver, a mercenary adventurer journeying into the fog to fight monsters, find treasure, and rescue weirdos. Lonely Phareflaw is an adventure designed to introduce you to Time Without Tide. Pregen characters will be provided along with dice and everything you need to play. Come check out this RPG before it is released!
Time Without Tide
Length: 6 hoursGM: John Lewis
Type: RPG
System: Time Without Tide
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Time Without Tide is the upcoming RPG from Chaosium. Enter the foggy, faux-Victorian, post-apocalypse world of Saltport, the last bastion of humanity. You are a delver, a mercenary adventurer journeying into the fog to fight monsters, find treasure, and rescue weirdos. Lonely Phareflaw is an adventure designed to introduce you to Time Without Tide. Pregen characters will be provided along with dice and everything you need to play. Come check out this RPG before it is released!
Ghost Court
Length: 2 hoursGM: Amber Willburn
Type: LARP
System: Ghost Court
Edition: Original
Players: 20
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Family-Friendly
Genre: Supernatural court procedural
Costume Suggestions: None needed
Ghost Court is a live-action party game about spectral justice in a small claims court.
Play focuses on a few players at a time, as the judge and court officers hear testimony while the rest of the players take turns as plaintiffs and defendants arguing over the petty disputes between the living and the dead.
Cases last a few minutes and are ridiculous. Will you be an over-the-top landlord, aggrieved at a scheduled haunting gone off the rails? Will you be a sad poltergeist who only wants to make a bad smell? In Ghost Court you might get to be both.
Obsession - Learn to Play
Length: 4 hoursGM: David Lowe-Rogstad
Type: Board
System: Obsession
Edition: 2nd Edition
Players: 5
Provided: All materials provided by GM
Variations: Standard Game, no Expansions
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Learn to play Obsession the board game
The Sineater's Cradle
Length: 4 hoursGM: David Lowe-Rogstad
Type: RPG
System: Cthulhu Dark
Players: 5
Provided: Characters can be provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
A family has gone missing in the California Redwoods. You have until nightfall to get them home safely. A Cthulhu Dark mystery in the 1930's.
Body Hopping for Fun and Profit: Erasmus Exskellington Has Lost His Mind!
Length: 4 hoursGM: Chris Harget
Type: RPG
System: Homebrew
Players: 6
Provided: Characters created at game
Power Level: High-powered
Variations: Bodies you download into are Equipment Packs
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
An old rich dude’s downloaded consciousness has disappeared and he can’t thaw out or hop again until it’s found or ruled legally borked. Your team needs to find out what’s become of it…before certain events transpire. Lightweight Transhuman Space homebrew, character creation takes 5 minutes.
Website: /docs.google.com/document/d/1EGMSv2v3fXs4jA1lAJpCFFwVqGFWKMz9la43xM0K7Jg/edit?usp=sharing
Welcome to Nightvale: Emergency Prepardness Seminar
Length: 6 hoursGM: Michael Garcia
Type: RPG
System: Essence20
Edition: Welcome to Night Vale RPG
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
In case of an emergency, do not stay calm, carry on. Panic, carry nothing, and run until the breaking of the dawn!
Welcome to Night Vale!
Thank you for coming to the Night Vale Emergency Preparedness Seminar hosted here in our Night Vale Recreation Center. What is emergency preparedness? What is a seminar? If you’re asking yourself these questions, then you are in the wrong place. No, don’t try to leave! The Sheriff deputies will arrest you for impersonating a seminar attendee. Looks like you’re in it for the long hall. Good luck!
Website: /startplaying.games/gm/60d12d7f7dfa1a0009311e78
Drive-Thru Aramageddon
Length: 6 hoursGM: Michael Garcia
Type: RPG
System: Apocalypse World
Edition: 2nd Edition
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
After World War III, it wasn’t radiation that made us sterile, it was the cure. Baby Blues, the little pill that warded away the tumors have prevented children from being born for the last twenty years. You can’t escape it. It’s in our water, our food, and our blood. Mankind’s clock is about to run out, but there is hope. Pandora’s Gate, a nexus of highways and urban blight, is now home to the first pregnant person in twenty years. You are part of a team of apocalyptic bad-asses and your mission is to drive into the city and get them out before bloodthirsty raiders, greedy city dwellers, or the military dictatorship find them. Get into your car and get your motor running because the road is long and it’s paved in blood.
Website: /startplaying.games/gm/60d12d7f7dfa1a0009311e78
Scribal Error
Length: 6 hoursGM: Will Wright
Type: RPG
System: Mothership
Players: 6
Provided: Characters created at game
Power Level: Beginning
Variations: Modified Death States
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
The Crew of the CSV-XSHI-01 Damascene is a redundancy, an emergency system to be activated only in the most dire of circumstances. On a successful mission they would remain dormant, as aware as the ship's backup batteries or ammunition stores.
Wakey Wakey!
Situation: Desperate. Technology: Built by the lowest bidder. Crew: Expendable.
Survive. Solve. Save. Pick one.
Website: willrobot.com

X-Wing Mario Kart Season 4
Length: 8 hoursGM: Wayne Fisher
Type: Sci-Fi Miniatures
System: X-Wing Miniatures
Edition: 1
Players: 6
Provided: All miniatures provided by GM
Power Level: 30pts
Variations: Mario-Kart home-brew
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
The galaxy's Veterans of the Hyperlanes are back, once again racing closer to a planet's surface than anyone with a low midichlorian count should! They say racing isn't cheap and winners pay off debts to the Hutts... The losers, well, those spare power inverters have to come from somewhere don't they?
Race track incorporates mystery boxes that are picked up as you fly by, granting Mario-Kart styled upgrades, weapons, and maneuver boosts to enhance game play.
All ships/pilots provided by Jedi-Master-of-Ceremonies.
Here There Be So Many Dragons...So Many
Length: 10 hoursGM: Derek Cochran
Type: RPG
System: Dungeons & Dragons
Edition: 5.5E
Players: 6
Provided: Players must provide own characters
Power Level: 12th
Variations: 5.5e Core Content - No Legacy or Partner Content - Stats: 16,16,14,14,12,10
Rules Knowledge: Experience Useful
Game Content: Mature Themes
It is the final days of resistance. The Age of Dragons has come and ruin has come with them. Fire and lightning rain from the sky as the last alliance of free folk and giants seek to buy time for a last ditch exodus to safety.
Come Sail Away
Length: 8 hoursGM: Chris Bruno
Type: RPG
System: Dungeons & Dragons
Edition: 5th ed/5.5
Players: 8
Provided: Characters can be provided by GM
Power Level: 18
Variations: 5.5, but 5th for anything that is better or prefered by you. Wildspace
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Adventuring, Heroic Endeavors, Thwarting Evil, it can all be exhausting. That is why your organization has given you a free Luxury Cruise through wildspace. Join others in your organization, or meet new heroes from across the spheres. Nothing will go wrong, Promise!
Characters can be provided, if you bring your own please make it lvl 18, please use only core 5E and 5.5E books. NO THIRD PARTY OR HOMEBREW PLEASE. your character can start with 2 Common, 4 Uncommon, 3 Rare, and 1 Very Rare items not counting consumables. They also have 20,000gp to spend on equipment and consumables, like potions (Potion price Common: 50gp, Uncommon:100gp, Rare 1,000gp, Very Rare 5,000gp).
The Great Dungeoneers' Tournament!
Length: 6 hoursGM: Colin Fowler
Type: RPG
System: Pathfinder
Edition: 1e
Players: 4
Provided: Characters can be provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Do you dream of fame? Are you running a bit short on fortune? Fret not, adventurer, and compete in the Great Dungeoneers’ Tournament! Exploration, puzzle solving, incredible violence* -- be ready to demonstrate it all! And best of all, whatever loot you find is yours to keep! Is it too good to be true? No! It’s the Great Dungeoneers’ Tournament -- sign up today!
*The organizers of the Great Dungeoneers’ Tournament are not liable for any undesirable aftereffects of the demonstration of incredible violence upon tournament participants.
Enough characters will be provided, but you’re welcome to bring your own if you want! Guidelines: Keep it to Paizo-published content, no races more powerful than advanced, and build a 5th level character with no more than 8000gp worth of items.
Museum Mystery
Length: 4 hoursGM: Colin Fowler
Type: RPG
System: City of Mist
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Disaster! The Metropolitan Museum of Natural Sciences has sunk into the watery depths of the mysterious Canyonlands. Museum Director Dynah Soar is convinced the fall was no accident, and she's hired you to dive down into the sunken museum to find out its cause. Of course, she'll pay you extra for every priceless relic you rescue along the way.
City of Mist is a narrative-driven noir urban fantasy roleplaying game. In it, you play as Rifts, otherwise ordinary people who channel the power of stories to perform supernatural feats while trying not to lose themselves to the narrative they wield.
The Quest to Save Locrys
Length: 4 hoursGM: Colin Fowler
Type: RPG
System: Legend in the Mist
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
A Doom approaches! The idyllic hamlet of Locrys has stood prosperous and peaceful for generations, both protected and sustained by the Lakeswell around which the settlement formed. But an insidious iridescence pollutes the water supply, and dark veins pierce the crystalline forests to the north. You and your fellow brave townsfolk must find the source of the infection and put it to rest to save your home from an uncertain fate.
Legend in the Mist is a narrative roleplaying game designed to support story-driven rustic fantasy games. It uses the Mist Engine to marry narrative and mechanics, letting the characters’ narrative strengths and weaknesses influence their mechanical actions. Combined with the classic 2d6 dice roll and three-tiered outcome from the Powered by the Apocalypse engine, Legend in the Mist flexibly provides engaging, narrative-driven gameplay.
Strange Gravity
Length: 6 hoursGM: Jesse Harder
Type: RPG
System: Realis
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Your body aches as you slowly open your eyes. Above you, gliders pass between islands floating in the sky. You appear to have been sleeping on the cold hard ground for some reason. You have no idea where you are, how you got there, who the others around you are, or, in fact, who you are. You have no memories from before the moment you woke up and you have no idea why. Though maybe it has something to do with the enormous, intricate, clearly arcane circle on the ground around you.
“Realis is both a place—a cursed orbital sphere of 1,000 mystical moons—and a game—one of collaborative storytelling in a world of mystery, magic, and impossible technology.” The central unit of power in Realis is the **Sentence**, a statement that is absolutely true—until it isn’t. Come join us for a storytelling experience at the junction of science fiction and fantasy driven by countless interactions between unstoppable forces and immovable objects.
What is Realis? Check out the website.
Website: /www.kickstarter.com/projects/crum/realis/description#h:What-is-Realis-
Fight for Magna Carte
Length: 4 hoursGM: Clif Castle
Type: Historical Miniatures
System: Lion Rampant
Edition: 2nd
Players: 6
Provided: All miniatures provided by GM
Power Level: Some miniatures knowledge
Variations: Slight GM mods
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Baron’s War, Barons rebel against harsh laws and land grabs by King John (28mm)
Test of Honour
Length: 4 hoursGM: Clif Castle
Type: Historical Miniatures
System: Test of Honour
Edition: 2nd
Players: 6
Provided: All miniatures provided by GM
Power Level: Beginners welcome
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Samurai skirmish, each player runs a small group of Samurai warriors (28mm).
Moonglows Hallow: Evening at the Night Market
Length: 6 hoursGM Troupe: The Council
Type: LARP
System: Homebrew
Players: 20
Early-Assigned Seats: 10
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Undead Mystery Marketplace and Party
Costume Suggestions: Comfort, mobility, and atmosphere are more important than historical accuracy.
The mysterious events at the Night Market were solved; all is returning to normal. But can a market for the undead, where the currency is dreams, memories, and the occasional body part, ever be truly normal?
Just outside the city of Pontevedra, an unusual market has been set up by the undead and their (mostly) allies. Here ghosts, ghouls, skeletons, banshees, zombies, and even the occasional vampire share mystical, memorable, and sometimes gruesome wares with each other and with the living who dare to enter the underground bazaar.
But there’s been a murder in Pontevedra, and some want to link it to the market and its unseemly inhabitants. And the wards that were failing during recent disturbances are slow to come back online.
Moonglows Hallow, the most numinous night of the year, is usually a time of celebration – this year there’s a wedding, an auction, an election, and a passing of the proverbial (or is it literal?) torch. But there’s also an investigation, a betrayal, and a sense that change is afoot; change that could save or destroy the market once and for all.
LARPers will play characters from the Night Market or the City of Pontevedra as they “enjoy” this mystical midnight gala. Some characters will be undead. Others, living beings with their fate tied up in the Night Market. Characters will explore various mysteries or opportunities as the regular events of Moonglows Hallow continue through the night.
Will the Night Market survive this Moonglows Hallow? Its entire fate may rest in your hands.
[Note: There may be some contests of wit, but there is little to no player on player violence or fighting – it’s a party after all. There will be a ton of improv and acting in character.]
Simple, suggestive costuming is encouraged as much as elaborate outfits. Choose one or two distinctive pieces that express your character: a merchant's sash, a weathered cloak, unusual jewelry, a ritual mask, a veil, or a striking accessory. Undead characters might hint at their nature through pale makeup, faded clothing, veils, funeral adornments, or otherworldly touches rather than overt horror effects. The market welcomes every style, from ancient spirits and elegant ghosts to scavengers, scholars, smugglers, and curious wanderers. Street clothes for the city locals are also fine!
The Widow's Web
Length: 8 hoursGM: Daniel Bodon
Type: RPG
System: Dungeons & Dragons
Edition: Modified 5e
Players: 8
Provided: Characters can be provided by GM
Power Level: 8
Rules Knowledge: Expected
Game Content: Mature Themes
Welcome to the arena. Every hundred years, the Umbral drow of the city of Karik'Marz gather to test their bravest champions in the crucible of the Widow's Web, a deadly tournament to determine the next ruler of the city. You have been chosen to represent your great house in this tournament. Now you must prepare.
The Widow's Web is an elimination-style tournament using modified Fifth Edition rules. A detailed description of what to expect can be found on the website
Website: /sites.google.com/view/widows-web-introduction/home
Hero Kids
Length: 6 hoursGM: Bill Dash
Type: RPG
System: Hero Kids
Edition: Basic
Players: 4
Provided: All characters provided by GM
Power Level: Easy
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
I'll run multiple games with map board and mini's based on the Hero Kids RPG system that I've run for the past few years. This year's games will be based on classic castle and dragon type scenarios, although monsters and the evil queen might show up. Prizes for the winners. Come on by Kids Room and help defend Castle Inabag!
Website: /www.heroforgegames.com/hero-kids/
Kids Game Day
Length: 6 hoursGM: Bill Dash
Type: Board
System: Kids Games
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Ten fun and easy games for young players. Board games, dice games, puzzle games, and other. Last year's favorites plus a few new ones. Prizes for winners. Come on by Kids Room and let's play!
Pickup Tricks
Length: 4 hoursGM: Kristopher Pohlman
Type: RPG
System: Scum and Villainy
Players: 6
Provided: Characters created at game
Power Level: New characters
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Welcome to Procyon Sector, the frontier of the Hegemony. You and your crewmates make a living flying fast, running quiet, and shooting first.
Planet Mem - beaches as far as the eye can see, cities rising out of the ocean, tourists and archaeologists rubbing shoulders with the locals. Pity you're here on business. There's a contract out on a local techie, to be brought in alive, non-negotiable. The catch? They're the one who issued the contract. They must want a vacation.
Daggerheart - Ossuary of Karak
Length: 8 hoursGM: Christian Moore
Type: RPG
System: Daggerheart
Edition: 1st
Players: 6
Provided: Characters can be provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Attention! Heroes of Sacrament. The wards have broken, and Karak awakens. He will revive within hours, there is no time to waste. Descend into the forgotten depths of the Ossuary of Karak, you are Sacrament's only hope.
Self made dungeon in the Age of Umbra campaign frame. The Ossuary of Karak is an undead themed dungeon. The town of Sacrament has dedicated itself to maintaining the runes that keep Karak asleep. The runes have shattered and Karak awakens. You have 8 hours to reach his tomb, and reset the wards. There is no time for reinforcements. It is up to the local heroes of Sacrament to stop this catastrophe before it begins.
Vaesen - A Winter's Tale
Length: 4 hoursGM: Stephen Prizant
Type: RPG
System: Year Zero
Edition: Vaesen
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Winter themed adventure from Seasons of Mystery. The investigators travel to the snow-covered forests of Ingria east of the Baltic Sea, where they are challenged by a mysterious adversary under the glittering winter stars.
A Ravenous Heart
Length: 6 hoursGM: Kris Miller
Type: RPG
System: Age of Vikings
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
While you are traveling to the Althing, supernatural powers alter the very laws of nature. Only the heroes stand against the villain's plan to seize all knowledge and gain unrivaled power over Iceland!
Website: www.tactics-0.org
Saints, Sinners, and Socialites
Length: 6 hoursGM: Rebeka Trubowitch
Type: LARP
System: GM Fiat/mix
Players: 14
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Victorian gothic
Costume Suggestions: 1910s/turn of the century
It’s 1910 in San Jose and you have been invited to the house of the reclusive Sarah Winchester for a seance unlike any other. She hasn’t allowed anyone but her servants inside in four years, ever since the 1906 San Francisco earthquake. This party is sure to be the event of the season in this agrarian little town. Your fellow visitors at the mansion will be socialites, members of the press, world renowned spiritualists, and experts in the occult. Are you there to speak with a long lost loved one? To see and be seen by the well to do? To witness the farse? Everyone has their reasons for coming tonight, and when the clock strikes midnight, the spiritual realm will awaken.
Master of Orion: Ad Astra
Length: 5 hoursGM: Bart Larrenaga
Type: Board
System: Master of Orion: Ad Astra
Edition: First
Players: 4
Early-Assigned Seats: 7
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Very Complex
Master of Orion: Ad Astra is a 4X game of space exploration and conquest. Choose from a roster of six unique races and become the leader of a spacefaring civilization. Manage the population, spearhead technological advancements, and oversee critical infrastructure development. Employ espionage to stop your rivals' advances, and should they fall short, ready your forces for conflict. In the end, the galaxy will yield to your indomitable will, one way or another.
Queen Alice
Length: 4 hoursGM: Bart Larrenaga
Type: Board
System: Queen Alice
Edition: First
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
In Queen Alice, you belong to the ‘Court on the Other Side of the Looking-Glass’ and your mission is to prepare Alice's coronation banquet. Whoever does the best job will become the new Queen's right-hand person and therefore win the game. To achieve this, you must convince the different chess pieces that inhabit this world to help you with the preparations.
Conan: Worms of the Earth
Length: 7 hoursGM: Michael Skeen
Type: Board
System: Conan: Worms of the Earth
Edition: Conan by Monolith
Players: 4
Provided: All materials provided by GM
Variations: Solo/Co-Op Rules
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
The game is Conan by Monolith, and players will be using the game's solo/co-op variant rules. The game is a scenario driven adventure, and the players will play through a three scenario campaign trying to accomplish mission goals. Success or failure at any given scenario will impact the subsequent scenario. The campaign is based on the classic Robert E. Howard story Worms of the Earth. The campaign will be perilous for Crom shows no mercy.
Website: /boardgamegeek.com/boardgame/160010/conan
The Forge of Fury (1st 3rd)
Length: 8 hoursGM: James Paquette
Type: RPG
System: Dungeons & Dragons
Edition: 5th
Players: 4
Provided: All characters provided by GM
Power Level: 3
Variations: 2014
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Fun dungeon crawl for 4 players starting at 3rd level. Players of all levels of experience are encouraged to come explore a ruined fortress that has become the home of a group of orc raiders that are terrorizing the countryside. Players will be provided with prebuilt characters fit to make a balanced and functional party. The game will be using D&D 5e (2014) ruleset. While the full Forge of Fury module is prepared it is likely that given the time constraints of the convention only the first level of the dungeon will be completed. Although it is certainly possible that more of the adventure could be done by an experienced group of players it should not be expected to complete the entire module during the time allotted.
All That Glitters
Length: 6 hoursGM: Dominic Ivy
Type: RPG
System: Candela Obscura
Players: 5
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Lightkeeper Arayes,
A man has fallen gravely ill in Whitecreek. I fear he may not survive the week's end. His name is Bennet Lindeman, from the Whitecreek Prospectors' Company. The local infirmary collected him after he collapsed by the riverbank. The nurses are labelling his condition as some kind of skin plague, but... I've never seen anything like it. The spots are square, angular, and hard as hickory. I know the nurses out here don't have the Briarbank education, but this is something different entirely.
Please send a Circle to look into this issue. I fear the prospectors' extended stay in Whitecreek will only result in more cases like this. If the Periphery catches wind of this, they'll shut the operation down... and there will be riots.
Yours,
C.S.
Of Tongue and Ink
Length: 6 hoursGM: Dominic Ivy
Type: RPG
System: Call of Cthulhu
Edition: 7th Edition
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Look what's happened to him. Look how thin he's gotten, how tired his eyes are. And that black tongue... none of this is right.
William Reeves was a good man. Attractive, studious, well-mannered. His untimely death caught his parents and peers by surprise. A few suspect there is more to his passing than the police let on, which is where you come in.
As friends and colleagues of the departed (or those all too curious about his situation), you must take it upon yourselves to discover the mystery behind Reeves' strange demise. This is a tale of shadows and sorrows, but if you're correct, you can stop the tragedy from repeating itself.
Indian Mutiny 1857 - Siege at Baba Ram
Length: 4 hoursGM: Bob Bergman
Type: Historical Miniatures
System: Homebrew
Players: 6
Provided: All miniatures provided by GM
Power Level: Age 12 and over. Suitable for beginners up to experienced gamers
Variations: Fast play Indian Mutiny rules (homegrown)
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
1857. Northern India. A large force of several thousand mutinous sepoys (native infantry) of the Bengal Army, infantry from the private armies of several native princes (rajahs) and several Pathan (Afghan) clans has surrounded the British Residency at Baba Ram in Northern India. British Major General Lord Bumblebottom, visiting Baba Ram on state business, has quickly taken command of the garrison. All players are on the same side, defending against the attack. Highlanders, Riflemen, Gurkhas, Sikhs, and even Harry Flashman shows up. Brought back after several years, this is a fast-paced nail-biter of a game.
Indian Mutiny 1857 - Siege at Baba Ram
Length: 4 hoursGM: Bob Bergman
Type: Historical Miniatures
System: Homebrew
Players: 6
Provided: All miniatures provided by GM
Power Level: Age 12 and over. Suitable for beginners up to experienced gamers
Variations: Fast play Indian Mutiny rules (homegrown)
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
1857. Northern India. A large force of several thousand mutinous sepoys (native infantry) of the Bengal Army, infantry from the private armies of several native princes (rajahs) and several Pathan (Afghan) clans has surrounded the British Residency at Baba Ram in Northern India. British Major General Lord Bumblebottom, visiting Baba Ram on state business, has quickly taken command of the garrison. All players are on the same side, defending against the attack. Highlanders, Riflemen, Gurkhas, Sikhs, and even Harry Flashman shows up. Brought back after several years, this is a fast-paced nail-biter of a game.
Battle for Greyport
Length: 3 hoursGM: Jonathan Buchalter
Type: Board
System: Battle for Greyport
Edition: 1st
Players: 5
Provided: All materials provided by GM
Variations: All expansions
Rules Knowledge: Beginners Welcome
Game Content: Very Complex
The city of Greyport (where the Red Dragon Inn is) has come under attack! Brave adventures, can you save the ale, I mean, the town? Battle for Greyport is a cooperative deck building game set in the same world as Red Dragon Inn. Victory will rely on the choices you make and a few die rolls and often comes down to the edge of the knife between victory and defeat.
Website: slugfestgames.com/the-red-dragon-inn-battle-for-greyport/
Eclipse: Second Dawn for the Galaxy
Length: 6 hoursGM: Jonathan Buchalter
Type: Board
System: Eclipse: Second Dawn for the Galaxy
Edition: 2nd
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Very Complex
A game of expanding your territory, economy, and technology. Each action you take provides new options for your blooming empire, from seizing more territory to gain more resources, fighting the abandoned security of the ancients for Reputation (and more resources), discover lost tech, invent new tech of your own, customize you fleet to make it stronger, faster, and/or deadlier. But beware, every action comes at increasing cost, and if you can't keep pace your domain will suffer the consequences. Eventually the confines of the galaxy will bring players into contact with each other, and it will be on them if they seek diplomacy for resources or conflict to take territory from each other. Said conflict will be shaped by what ancient tech the players have found and what new tech they have invented themselves, meaning conflicts are rarely the same from game to game. Players will have 8 rounds to make their choices before the game will end, and the player with the most Reputation will be heralded as the leader of the galaxy and the winner of the game.
Website: /boardgamegeek.com/boardgame/246900/eclipse-second-dawn-for-the-galaxy
Slay the Spire
Length: 6 hoursGM: Jonathan Buchalter
Type: Board
System: Slay the Spire
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Very Complex
Based on the video game of the same name, this co-operative deck building game invites you to climb the living tower, facing enemies and finding opportunities along the way as you and your fellows struggle to reach the top and face your destiny. Play as one of four heroes, the resilient and strong Ironclad, whose potent strikes and hardy armor hold the line; the dexterous and deadly Silent, master of small blades and poisons; the risen machine Defect, wielder of powerful orbs with continuous effects; and the serene Watcher, whose graceful forms let them dictate the rhythm of battle. Each hero comes with their own set of cards with multiple options to build off of, leading to increasingly asymmetric decks and play styles as the game develops. but beware, for the enemies will grow along with you as you climb.
Website: boardgamegeek.com/boardgame/338960/slay-the-spire-the-board-game

Tokyo Slayers Club Episode 5: Revenge is Sweet
Length: 4 hoursGM: Kourtney Hobart
Type: RPG
System: Homebrew
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Tonight is the night! You have spent all your yen on tickets to see your favorite band; “I Dream of Wagashi.” Led by Kenji Matsuma, the band burst onto the music scene with songs that weave stories of ancient tales igniting fire and light into their fans. You have their posters on your wall, you have all the merch, including the exclusive and very rare mini plushies of each band member.
Seiko! Now let’s see, tickets? Check. Wallet and Phone? Check. Limited edition leather band jacket and poster for each member to sign? Check! Hey look, they are doing a live interview of the band on the news before their big concert. Wait… What? The security guards are rushing them backstage. No, those aren’t security guards, they’re youkai! Over the chaos, a song is being played from what sounds like a poorly tuned piano.
Slayers of old, warriors rare, come find your obsession if you dare!
Finish the legend and save her soul,
Before the twelfth bell begins its toll.
Where shadows lurk and youkai hide,
Find the door where worlds collide.
Say the words and open the door,
Set her to rest or your songbirds will be no more.
The Masque, The Cask and the Raven
Length: 6 hoursGM: Kourtney Hobart
Type: RPG
System: Call of Cthulhu
Edition: Cthulhu by Gaslight
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The young and powerful Prince Prospero has gathered his closest friends and renowned figure heads of the Macabre across the country not only to celebrate his birthday, but to hopefully find a way to escape the plague known as “the Red Death” rampaging across the land. The death toll has climbed to several hundreds. The afflicted become dizzy and feel sharp pains, followed by blood seeping from their pores, and by mid-day, they are dead. It has taken most of the poor and destitute, and has now moved on to the aristocratic houses. Prince Prospero has spared no expense with the lavish party. There is music, dancing, a feast for kings, jesters and revelers. There are enough provisions to keep the company comfortable until the danger has passed. The prince has even hired a mystic fortune teller to keep the guests entertained and perhaps to even catch a glimpse into the future. His objective? Distract his guests from what may be an impossibly long wait, as they decide how to be spared from the plague. It seems like a good plan, but the guests have ideas of their own. What sort of madness will develop when guests are deprived of the outside, and left to their own devices for the foreseeable future? What kind of chaos will ensue when all social constructs and matters of propriety are out the window? Can death be cheated, or is this merely a fool’s errand? One thing is certain; it will be a party to remember.

Puddle? I said Portal
Length: 4 hoursGM: Alexander Hughes
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 5
Provided: Characters can be provided by GM
Power Level: 3
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
An oasis village of fairies and pixies are in dire need of help! Their Oasis has been invaded by a mysterious muck, will you answer the call? Be the heroes, save the village!
Miraculous Origin - Mixup in Paris
Length: 6 hoursGM: Jim Gettman
Type: RPG
System: Hero System
Edition: 5E with simplifications
Players: 5
Provided: Characters can be provided by GM
Power Level: 40 AP, 8 DC, SPD 4, 16 Def., 7 CV
Variations: No speed chart, END, energy damage/defense
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
In another universe, a kwami picks you to team up and defeat Hawk Moth.
Arcane S1:E1 - Nexus for the Universe
Length: 6 hoursGM: Jim Gettman
Type: RPG
System: Hero System
Edition: 5E with simplifications
Players: 5
Provided: All characters provided by GM
Power Level: 40 AP, 8 DC, SPD 4, 16 Def., 7 CV
Variations: No speed chart, END, energy damage/defense
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Arcane: Claggor, Mylo, Powder, and Vi Steal the Power Crystals (Hero RPG). Home brew Zaun kids in Hero 5E can be considered if there are open seats.
Dale Rats
Length: 4 hoursGM: David McCracken
Type: RPG
System: Pathfinder/Starfinder
Edition: 1st Edition
Players: 6
Provided: Characters can be provided by GM
Power Level: 5-7
Rules Knowledge: Experience Useful
Game Content: Mainstream
The Dale Rats are at it again. Explore The Dale, where plagues of vermin threaten the very foundation of society. Who's pulling the strings this time: the witch, the vampire, or the self-proclaimed Rat Lord? And where are these new breeds of gelatinous cubes coming from? You are a band of adventurers here to save the land.
BLOODCOVE!!
Length: 6 hoursGM: Adam Batterbee
Type: RPG
System: Pirate Borg
Players: 5
Provided: All characters provided by GM
Power Level: 3
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Join forces with your scurvy shipmates to solve the mystery of your missing ship and then swashbuckle it back.
Twilight Imperium 4 - Thunders Edge and PoK
Length: 12 hoursGM: Clay Tevebaugh
Type: Board
System: Twilight Imperium
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Experience Useful
Game Content: Very Complex
Twilight Imperium (Fourth Edition) is 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.
Slay the Spire: The Board Game
Length: 4 hoursGM: Cody Sanders
Type: Board
System: Slay the Spire
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Slay the Spire: The Board Game is a co-operative deck-building, dungeon-crawling adventure. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and finally become strong enough to slay the Spire!
Slay the Spire: The Board Game
Length: 4 hoursGM: Cody Sanders
Type: Board
System: Slay the Spire
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Slay the Spire: The Board Game is a co-operative deck-building, dungeon-crawling adventure. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and finally become strong enough to slay the Spire!
Wanderhome
Length: 6 hoursGM: Jackson Gaydon
Type: RPG
System: Wanderhome
Players: 6
Provided: Characters can be provided by GM
Power Level: Fresh characters
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
A pastoral fantasy roleplaying game where you take on the roles of animal-folk traveling from place to place, experiencing both the changing seasons and your own personal growth. In this one shot, we will either explore a location provided by the GM, or handcraft one together as a group before exploring it as characters. Set aside your swords and dice, for no violence will be found in the Hæth! Bring your tokens (they will be provided by the GM if you have none!) and cozy, cheerful, melancholic, and introspective vibes to this RPG based on the Belonging Outside Belonging system!
Website: /possumcreekgames.com/pages/wanderhome
Infinite Revolution
Length: 6 hoursGM: Jackson Gaydon
Type: RPG
System: Infinite Revolution
Edition: Overdrive Edition
Players: 5
Provided: Characters can be provided by GM
Power Level: Fresh characters
Rules Knowledge: Experience Useful
Game Content: Mainstream
Infinite Revolution is a tabletop roleplaying game about “hope in the face of entropy, breakneck battles in the void of space, and the brilliant burn of the human spirit.” You play as Revolvers, “humans whose inner fire burns so hot, quick, and bright their atoms would flare to ash if not for an implanted paracausal turbine called the Revolver Drive. The Veil, a race of entropic alien predators, have swallowed the stars, and they're coming for the rest of your solar system next. It's time to take it back—for yourself, for your loved ones, and for everyone back on Earth. They're counting on you.”
Infinite Revolution features a tightly designed combat engine designed around staying fast rather than staying alive and a refreshing spin on fiction-first Forged in the Dark mechanics for the various crises that your Revolvers must stop! Pregen characters will be provided by the GM, but any fans of the game are welcome to bring their own freshly made characters!
Content Warning: A significant component of this game is that player characters (Revolvers) can always do more at the cost of permanent damage to their drive cores. Damage it enough times and you permanently burn up in a blaze of glory; be it fracturing across all time and space, erupting into a supernova visible from Earth, or becoming a new constellation, heroic self-sacrifice is a major theme that is baked into the mechanics themselves.
Website: /brittlstar.itch.io/ir-overdrive
Endearment
Length: 2 hoursGM: Adrian Romero
Type: Board
System: Endearment
Edition: first
Players: 4
Provided: All materials provided by GM
Variations: none
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
It is a time of elegance, wit, and exacting decorum, and you, a handsome young lady of respectable family and pleasing address, have just completed the perusal of a most delightfully engaging novel. You begin to consider, were you a heroine upon such pages, whether your character would be marked by wit and charm, vigour and capability, honour and wealth. Amidst the genteel diversions and drawing-room delights so prettily described, your heart begins to fix not on the trifles, but on the heroine’s romance, and you find yourself, perhaps unwisely, wishing for a story not unlike her own.
Endearment is a strategy board game where you take on the role of one of Jane Austen's beloved heroines as you traverse Regency England, improve your traits, and engage in social rivalries in pursuit of a timeless romance. The game is played over a series of Chapters.
At the start of each Chapter, Settings and Characters are added to the game board, and a Plot card is drawn. Then players take turns visiting Town to gain Persuasion from the Tea House, buy Dresses from the Modiste, and invite or search for Characters in the Character deck and discard. Once all players have performed their Town actions, players take turns visiting Settings and interacting with Characters in a series of rounds until all Settings have been visited and the Chapter ends.
As with any Jane Austen novel, the game ends with a wedding (or sometimes more than one wedding)! Once one or more players are married, the current Chapter is completed, the game ends, and bonus points are scored. The player with the most Endearment wins!
Handle With Care - An Original D&D Adventure
Length: 6 hoursGM: Dominic Ivy
Type: RPG
System: Dungeons & Dragons
Edition: 5e and/or 5.5e
Players: 6
Provided: Characters can be provided by GM
Power Level: 5th
Variations: Can be discussed at table
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
No one refuses Lord Belnaire of Leide.
Two months ago, the esteemed Lord requested a collection of magical weaponry from forgemaster Kaideln Omenwright, for a considerably high sum of gold. For the last year, Kaideln's notoriety had only grown as one of the few smiths capable of enchanting magical weapons in Cape Leide, operating out of a small isolated forge a few days ride from Belnaire's estate. According to the Lord, Kaideln has been in consistent communications with him up until roughly two weeks ago. Additionally, Belnaire had sent a personal guard to investigate this silence... none of whom have returned since.
More frustrated than worried, Lord Belnaire has requested aid from the brave folk of Cape Leide to find out what happened to his shipment. Oh, and also the forgemaster.
Join us for a tale of magic and mystery as you discover the fate of the arcane smith... and whether or not you can save him!
The Last Great Gameshow on Earth!
Length: 8 hoursGM: David Etheridge
Type: RPG
System: Gamma World
Edition: 4th Edition
Players: 6
Provided: All characters provided by GM
Power Level: 6th
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Come on down! You're the next contestant in the Apocalypse!
Deep in the radioactive wasteland, a mysterious television station has come back to life, offering six lucky mutants the grand prize of a lifetime: unlimited food, clean water, and power! All you have to do is survive the show!
Face murderous robots, bizarre challenges, the Wheel of Mutation, and the dreaded Supermarket Sweep of DOOM!
Earn Showtime Chips for outrageous heroics, spectacular stunts, and gloriously absurd antics!
But something sinister lurks behind the flashing lights and canned applause. Join us for a hilarious, dangerous, action-packed Gamma World adventure where EVERYBODY'S A WINNER! (Except the losers. We recycle those)
Twilight Imperium 4th edition
Length: 12 hoursGM: Matthew Chasm
Type: Board
System: Twilight Imperium
Edition: 4th
Players: 6
Provided: All materials provided by GM
Variations: Base game, Prophecy of Kings, Thunder's Edge, Discordant Stars
Rules Knowledge: Experience Useful
Game Content: Very Complex
Base game with Prophecy of Kings, Thunder's Edge, and components from Discordant Stars
CBR+PNK
Length: 4 hoursGM: Joshua Zhanson
Type: RPG
System: CBR+PNK
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
In CBR+PNK (Cyber plus Punk) you play as a team of RUNNERS—mercs, criminals, activists living on the edge and running in the shadows of a gritty, ultraviolent world.
In each game we play an entire new cast of characters making their LAST RUN.
CBR+PNK runs on a super-condensed version of John Harper's Forged in the Dark system, specially tweaked for action-packed ONE-SHOT sessions.
Website: /emanoelmelo.itch.io/cbrpnk-core
The Muppets Present: Clue: The Movie: The D&D Game
Length: 6 hoursGM: Joe Gannon
Type: RPG
System: Dungeons & Dragons
Edition: 5th Ed (2024)
Players: 6
Provided: All characters provided by GM
Power Level: 11
Rules Knowledge: Experience Useful
Game Content: Family-Friendly
A group of Muppets were invited to a mysterious mansion. Their host, Mr. Boddy, may or may not have blackmail material on some or all of them. To the surprise of the Muppets (but let’s face it, not to ours), Murder Most Fowl occurs, and it’s up to Our Heroes to figure out what happened.
Dramatis Personae:
Wadworth the Butler: A Famous Hollywood Personality
Mr. Boddy: Sam the Eagle
Mr. Green: Kermit
Mrs Peacock: Gonzo
Professor Plum: Dr. Bunsen Honeydew (accompanied by assistant Beaker)
Colonel Mustard: Scooter
Miss Scarlet: Miss Piggy
Mrs. White: Camilla the chicken
The Muppets Present: Clue: The Movie: The D&D Game
Length: 6 hoursGM: Joe Gannon
Type: RPG
System: Dungeons & Dragons
Edition: 5th Ed (2024)
Players: 6
Provided: All characters provided by GM
Power Level: 11
Rules Knowledge: Experience Useful
Game Content: Family-Friendly
A group of Muppets were invited to a mysterious mansion. Their host, Mr. Boddy, may or may not have blackmail material on some or all of them. To the surprise of the Muppets (but let’s face it, not to ours), Murder Most Fowl occurs, and it’s up to Our Heroes to figure out what happened.
Dramatis Personae:
Wadworth the Butler: A Famous Hollywood Personality
Mr. Boddy: Sam the Eagle
Mr. Green: Kermit
Mrs Peacock: Gonzo
Professor Plum: Dr. Bunsen Honeydew (accompanied by assistant Beaker)
Colonel Mustard: Scooter
Miss Scarlet: Miss Piggy
Mrs. White: Camilla the chicken
Sheriff of Nottingham
Length: 4 hoursGM: Douglas Weed
Type: Board
System: Sheriff of Nottingham
Edition: 1st Edition
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Robin Hood needs your help getting contraband into Nottingham to fuel the rebellion. All you have to do is get past the crooked Sheriff of Nottingham in this game of bluffing, guile, and outright deception.
Website: /www.youtube.com/watch?v=OG0zfMslfQs
Runequest: Boldhome Confidential
Length: 6 hoursGM: Michael Blum
Type: RPG
System: Runequest: Roleplaying In Glorantha
Players: 5
Provided: Characters can be provided by GM
Power Level: Not more than new rune level, or six rune points or une spells
Variations: Slight variations to turn order in combat, spirit combat, etc.
Rules Knowledge: Experience Useful
Game Content: Mainstream
It's Dark Season 1626 in Boldhome, the capital of Sartar. Kallyr is dead, but Argrath is still in Prax -- the Lunars were driven out a year ago, and in the wake of the Liberation old grievances are resurfacing, the gangs are recruiting rowdy rebels, and Chaotic cults which the Lunars carefully watched now fester unseen. You are being asked by the city guilds to investigate and resolve some outrages, subversions and even Lunar sabotage. The game system is Runequest: Roleplaying in Glorantha. Characters can be provided, or players can provide their own “Storm tribe” characters, with no more than six (6) rune points and rune spells.
Under a Blood Red Moon
Length: 8 hoursGM: Alan Alexander
Type: RPG
System: Chronicles of Darkness/World of Darkness
Players: 6
Provided: All characters provided by GM
Power Level: 18 or older. Mature. Beginners welcome.
Variations: Modified rules. Not canon-compliant.
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
In 2003, six US Army soldiers are sent on a rescue mission in the early days of the Iraq War. Absolutely nothing goes as planned or expected. NOTE: Although this game will use modified Chronicles of Darkness rules and will have elements of supernatural horror, it will not be based on any iteration of White Wolf/Onyx Path canon. Abandon any preconceived notions about Vampire, Werewolf, Mage, and everything else at the door.
Doom on Dinosaur Drift
Length: 4 hoursGM: Chris Rutkowsky
Type: RPG
System: Honor + Intrigue Swashbuckling RPG
Players: 6
Provided: Characters can be provided by GM
Power Level: Standard Starting Characters
Variations: Intriguing Options
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
All was lost... then you awoke on a strange and hostile world, where you saw not only two red suns in a crimson sky, but the surface of a planet above you. You are on Dinosaur Drift, a floating island on the mysterious planet Rubicon 4, where derelicts and lost civilizations across time and space have appeared without explanation. Ancient temples, magical creatures, robots, and dinosaurs all pose a potential threat unless you can find a way off this rock. But you better hurry... something's coming! Play as a choice of historical, fantasy, or science fiction heroes in this science fantasy adventure of planetary romance inspired by Mongo and Barsoom.
Players may bring their own characters (for any genre) as long as they are starting-level characters. If you want me to look over your character, come visit our Discord
Website: /discord.gg/7H5mT7dVj5
Mojo Presents: The Uncanny X-Men
Length: 4 hoursGM: Chris Rutkowsky
Type: RPG
System: BASH! Ultimate Edition
Players: 6
Provided: All characters provided by GM
Power Level: Any
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Hey, it's me, the host with the most, everybody's favorite potentate of programming, the regent of ratings, the Magnificent Mojo! Folks, you are in for the ride of your lives! We've got spills! Chills! Thrills! Romance (awwwe). Names will be taken! Scores will be settled in this knock-down-drag-out-no-holds-barred action X-travaganza (see what I did there). So tune in to Mojo's first annual inter-dimensional telethon. The X-Men will be our special guests (whether they like it or not).
Website: /discord.gg/7H5mT7dVj5
Leaving Earth
Length: 5 hoursGM: Gregory Wong
Type: Board
System: Leaving Earth
Edition: Base game
Players: 5
Provided: All materials provided by GM
Variations: Rules version v4n.
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Players manage their own space program in this game of planning and risk management. This game is a bit math-heavy, but it only involves basic arithmetic. This is just the base game. No expansions.
Website: /boardgamegeek.com/boardgame/173064/leaving-earth

Assault on Echo Base
Length: 6 hoursGM: Gregory Wong
Type: Sci-Fi Miniatures
System: Memoir '44 variant
Edition: 1st
Players: 6
Provided: All miniatures provided by GM
Power Level: Beginner
Variations: SW-44
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.
Spire: Eye of the Beholder
Length: 6 hoursGM: Peter Hymel
Type: RPG
System: Spire: the City Must Fall
Players: 5
Provided: Characters can be provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Spire is an ancient city which stretches into the sky. At the top, the beautiful aelfir, the high elves, who languish in their frozen estates throwing lavish parties. At the bottom, you: the drow whose lives have been exploited for generations to fund their life of excess.
You are not just any drow, though. You are an undercover cell of semi-religious extremists serving the Ministry of Our Hidden Mistress. Fueled by occult magic and spite, you work in the shadows to fight for something that matters. Make no mistake, this will eventually kill you, but maybe you'll make a difference before your loved ones sell you out to the Solar Guard or your mind breaks from the stress.
Content warning: Abuse (emotional, mental, physical), dehumanization, medical trauma, mutilation, slavery
The 3% Deviation
Length: 8 hoursGM: Dwayne Fox
Type: RPG
System: Call of Cthulhu
Edition: 5th edition Cthulhu now
Players: 6
Provided: All characters provided by GM
Power Level: moderate
Variations: Some slight from Different worlds article
Rules Knowledge: Experience Useful
Game Content: Mature Themes
A rogue comet on a collision course with Earth, untested crew on a prototype ship's maiden voyage, what could go wrong in the vastness of space? Final chapter of DunDraCon's space saga A Message from Titan. (5th edition Cthulhu now, GM to supply characters, Mature setting).
Giant Killer Robots
Length: 4 hoursGM: Dennis Seiffert
Type: Sci-Fi Miniatures
System: GKR: Heavy Hitters
Players: 6
Provided: All miniatures provided by GM
Power Level: Beginners welcome
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
GKR: HEAVY HITTERS is an advertising-driven, televised combat sport where mega corporations fight for lucrative salvage rights and advertising dominance in Earth’s abandoned cities. But more importantly, they need you! Your skills as a pilot and tactician are needed to win, gaining your Faction more fans, and more importantly, loyal consumers.
Untold Treasure- A Pirate’s Tale- D&D 5e
Length: 4 hoursGM: Sophia Caramagno
Type: RPG
System: Dungeons & Dragons
Players: 5
Provided: All characters provided by GM
Power Level: 5e
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Inclusive, LGBTQ Friendly, Beginners Welcome, Collaborative Storytelling, Roleplay Encouraged
Join a crew of Roguish Pirates as they get swept away by adventure, face fearsome storms, fight monsters of the sea, encounter mythical aquatic creatures and hunt for lost treasure in this lighthearted D&D 5e adventure.
Since this game will include collaborative storytelling, be ready to contribute to building the world, story or NPCs and to respond positively to the contributions and improvisations of other players.
This is a Yes, And... style game. Characters will be provided.<>Rules for my Table and Trigger Warnings can be found at StClairAdventureGuild.com
Website: StClairAdventureGuild.com
Professor Power Plans Payback
Length: 8 hoursGM: Don Satow
Type: RPG
System: Hero System
Edition: 6th
Players: 6
Provided: Characters can be provided by GM
Power Level: 12DC, 8CVs, 5 Spd
Variations: 5th, no find weakness/lack of weakness
Rules Knowledge: Experience Useful
Game Content: Mainstream
The people of Pleasanton perceive the perils of Professor Power. The previous year, the Protectors of Pleasanton piffled the Professor’s plans to power up his pupils. Peeved, the Professor procured a pristine posse to punish the Protectors of Pleasanton.
The Freighter Coralus
Length: 3 hoursGM: Antonio Morton
Type: LARP
System: Yes and improv
Players: 8
Early-Assigned Seats: 4
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Hard Space Science Fiction
Costume Suggestions: All gray clothing. I will have name badges prepared for each character.
You are the crew of the Coralus, a rickety old freighter carrying much-needed relief supplies to a settlement on the planet Ithaca, which has been cut off by ion storms for the past year. Twenty minutes ago an accident occurred, forcing the crew to make a critical decision. This game will include several short improv exercises to enhance enjoyment of the game.
TOON TOWN: THE GREAT TOON TOWN TAKEOVER!
Length: 4 hoursGM: Patrick Hamilton
Type: RPG
System: Toon
Players: 8
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
HOLY SMOKES! SOMEBODY'S STEALING FOUNDERS' DAY!
The biggest celebration in Toon Town is about to become its biggest catastrophe! Parade floats are running wild, fireworks are going haywire, two kids are floating away in a runaway balloon, and the legendary Golden Toon Trophy has vanished!
Behind the madness lurks the outrageously vain Baron Bluster and his gang of cartoon criminals. Their diabolical plan involves a mad scientist, a mysterious Magnifico-Ray, and a mechanical monstrosity that could turn Toon Town upside down!
Now it's up to YOU to save the day!
Step into a world of impossible stunts, ridiculous gadgets, spectacular chases, and catastrophically bad decisions. Outsmart the villains, rescue the innocent, and unleash your wildest cartoon creativity in an adventure where falling anvils are an occupational hazard and getting flattened is just a temporary inconvenience.
Eight heroes. Four villains. One absolutely disastrous parade.
Can you save Toon Town before the final curtain falls?
It's time to get TOONED!
TOON TOWN: THE GREAT TOON TOWN TAKEOVER!
Length: 4 hoursGM: Patrick Hamilton
Type: RPG
System: Toon
Players: 8
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
HOLY SMOKES! SOMEBODY'S STEALING FOUNDERS' DAY!
The biggest celebration in Toon Town is about to become its biggest catastrophe! Parade floats are running wild, fireworks are going haywire, two kids are floating away in a runaway balloon, and the legendary Golden Toon Trophy has vanished!
Behind the madness lurks the outrageously vain Baron Bluster and his gang of cartoon criminals. Their diabolical plan involves a mad scientist, a mysterious Magnifico-Ray, and a mechanical monstrosity that could turn Toon Town upside down!
Now it's up to YOU to save the day!
Step into a world of impossible stunts, ridiculous gadgets, spectacular chases, and catastrophically bad decisions. Outsmart the villains, rescue the innocent, and unleash your wildest cartoon creativity in an adventure where falling anvils are an occupational hazard and getting flattened is just a temporary inconvenience.
Eight heroes. Four villains. One absolutely disastrous parade.
Can you save Toon Town before the final curtain falls?
It's time to get TOONED!
Disney Ruins D&D 2: the Unexpected Sequel
Length: 6 hoursGM: Ben Lopez
Type: RPG
System: Feng Shui
Players: 6
Provided: All characters provided by GM
Variations: First Edition
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
The last movie somehow made a profit, so Disney has decided they can squeeze more blood from this stone. They're rushing another poorly miscast and horribly written D&D movie into production. Play as miscast actors in stereotypical D&D roles to navigate around the plot and rescue the Princess!

Drop-in SET
Length: 2 hoursGM: Caitlin Nealon
Type: Card
System: SET
Players: 30
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Do you like patterns? Matching symbols together? Great.
Are you a weird little SET freak? Do you struggle to find people who are willing to play with you? Even better.
Drop by and play one of the simplest card games out there. We'll have several games running: teaching for beginners and no-holds fast-paced games for my fellow unhinged SET gremlins.
River to Light
Length: 6 hoursGM: Caitlin Nealon
Type: RPG
System: Ten Candles
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
It was the last day of summer. Campers were gone, only a small handful of staff left to shut down the camp for winter. In the middle of the afternoon, everything went dark. No sun, no moon, no stars. Just you, your fellow staff, and the deep, dark woods. Supplies are running low. You can see the faintest hint of lights at the horizon, over the river. Can you make it there in one piece?
Note: Ten Candles is a narrative-based survival horror game. All PCs will die by the end of the game. X card and lines and veils will be used. 18+ preferred.
Clank: Catacombs
Length: 4 hoursGM: Jay Fitch
Type: Board
System: Clank: Catacombs
Edition: Clank Catacombs
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
The catacombs of the skeletal dragon UMBROK VESSNA are mysterious and dangerous. Portals transport you all around the Dungeon depths. Wayshrines offer vast riches to intrepid explorers. Prisoners are counting on you to free them.
Ghosts, once disturbed, may haunt you to death.
Each trip into the catacombs is unique, as you lay tiles to create the dungeon. Find your fortune and escape the Dragon.
Gray Lady Down On Europa
Length: 6 hoursGM: Thomas Vallejos
Type: RPG
System: GURPS
Edition: 4th
Players: 6
Provided: All characters provided by GM
Power Level: 300 to 350 points
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Alternate 1970: Europa, the Jovian moon with liquid water as much as 60 miles deep. The latest place in the Solar System to send a manned expedition in the current year of 1970. Finally, we will know if there’s life in Europa’s water.
It all started on March 24, 1943, with Project Hermes, the Tesla Dimensional Translation Device, and the U.S.S. Goldsborough DD-188, equipped with the TDTD, which proved near-instantaneous intercontinental travel a reality. A crash program to convert Landing Ships, Tank, aka LSTs, into Continental-hopping, war-winning transports and train their crews and pilots for this task was approved minutes after a second successful demonstration. 14 months of trial and error, and the rescue of the USS LST-336 from Low Earth Orbit by Seaman 1/c Francis “Frank” Black, later Commander, USN. Black was awarded the Medal of Honor and a field promotion to Ensign for this action.
Later on June 6, 1944, TDTD-equipped ships landed Anglo-American Commandos and Rangers at the Berghof in Southern Germany where General Patton personally shot Hitler.
That was shown in his biopic. George C. Scott deserved the Oscar.
Other landings captured German and Japanese Headquarters. Patton’s cousin, Colonel Lewis B. “Chesty” Puller, USMC, captured Emperor Hirohito in the Imperial Palace in Tokyo a week later.
Stalin’s Spies tried to get the secret of the TDTD. They failed. They got the secret to the Atomic Bomb. Stalin devised a plan to send 50 airliners, each with an atomic bomb to the World’s major airports. A Russian defector warned the CIA. A week later, it was over. Stalin and his supporters were arrested and tried at the UN for crimes against humanity. They were sentenced to imprisonment. That prison was on Luna.
China has been relatively quiet.
Now we have bases on Luna, Mars, Ceres, Io, and now on Europa.
The TDTD-equipped U.S.S. TRITON went under the Ice on Europa and all contact has been lost. Your briefing starts soon.
You will be briefed because you are a member of a special ops team that performs a variety of missions. Not the least of which is search and rescue. You are part of a team of experts who have been on more than a dozen ops in all kinds of conditions. This is the first time you will be underwater on another world.
Dungeon Fulfillment Center
Length: 8 hoursGM: Les Child
Type: RPG
System: Dungeons & Dragons
Edition: First Edition
Players: 7
Provided: All characters provided by GM
Power Level: 5-7
Variations: House Rules
Rules Knowledge: Experience Useful
Game Content: Mature Themes
Dungeon Fulfillment and Resetting Department. After each use by adventuring groups, our trained staff will remove dead adventurers and monster encounters, reset traps, restock standard treasure locations, clean up excess blood and other spilled bodily fluids, and reset programmed random event areas.
Day 1, ‘Tomb of the Goblin King’ dungeon, area G26. Standard sponge run, clean, reset and restock. Tranquilized goblins in transit cages staged at service entrance, treasure allocation standard plus 7. * Note: chest in room 27 was damaged and replaced, secret door in hallway 3 still sticking.
Excess blood removal required, as the pit trap caught 2 human sized entry components. Most armor is salvageable but heavily stained. Logs indicate 3 of the last entry components managed to leave the dungeon, though 37% of treasure items were not found.
Day 2, ‘Tomb of the Goblin King’ dungeon, area G26. Nick calls an emergency meeting of staff to level 3, room 17. In the northeast corner of the room is an archway with a stair leading down. There has never been a 4th sub-level of this dungeon.
“Ok, well this could be a problem,” said Nick, crew chief of DFRD 3.
Darla walked up to the archway, examining the stair. “Yeah, no signs of wear on these stairs, no indication anything or anyone has used them. And where the heck did this archway even come from? We’ve reset this dungeon at least 12 times and it wasn’t here before.”
Trag, our half orc peered down the stairs, “not seeing any heat signs down there. But what I want to know is, is this a new exit, a new entrance, or does it go to a whole new level below?” Trag scratched himself in annoyance, “Hate to say it, but we need to go down and investigate. We can’t certify the reset with this here.”
Nick nodded, “Agreed. We need to check this out before we can leave. The Gobbo resupply are still out and most of the loot has been dispersed. I say we go down and see what this is.”
Glifford, the mage advisor held up a hand, “Hang on a minute. We can’t just stroll on down there and hope it’s just an empty area. We need to gear up first, and be ready for anything we might find.
Numnum the Feisty piped up, “Since we don’t have any of our own adventuring gear with us, we’re going to have to scavenge from the ones who didn’t make it out of the last run… plus we’ll need to use some of the loot we’ve already restocked. Otherwise we go down unprotected. Assuming we don’t have any big surprises down there we can always clean and restock the stuff we borrow from dungeon inventory."
Darla wrinkled her nose, “Ewww. That means some of us will have to wear the armor of the two components who got caught in the pit trap. That always produces more bodily fluids than just blood, and you know it."
Nick smiled, “True, we’ll have to draw straws for the soiled armor. But I think we’re all in agreement, this new entrance or whatever it is needs to be investigated before we can finish this reset."
Trag dug mites out of his ears in annoyance, “Pity we can’t just send the gobbos down to check it out. I’ll take the chainmail of the fighter component that got pitted. It should fit me. The other one was probably an elf, though. She fell face first so it’s hard to tell."
Garwell the dwarf snorted, “Well, let’s get fitted, the day’s half over already and we don’t know how long we’ll be down there."
Nick produced the dungeon checklist, “Alright. Trag and Garwell get the pit items that are good enough to use. Darla, please go grab the random magic items from the secret caches on 1 and 3. Numnum, get the range weapons and ammunition from the components and the hidden armory on 2. Everyone report back here when you have the gear together." Nick took a measured look down the mystery stair, “ I haven’t done a dungeon since I took this job. We’ll see how much of the rust it knocks off."
The team split up, gathering whatever they could. Semi-retired adventurers all, they wondered what the rest of the day would bring.
Long Shot: The Dice Game
Length: 2 hoursGM: Melodie Murphy
Type: Board
System: Long Shot
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
In Long Shot: The Dice Game, you and your opponents will strategize and push your luck as the action unfolds in a tense race of eight horses. During the game you buy horses, place bets, influence race movement, and utilize special abilities. The roll of the dice determines which horses move and the options available each turn, so be ready to adapt your plans. Once three horses cross the finish line, earnings are totaled. While there are many ways to earn money during a horse race, only the player that makes the most money will be declared the winner. Will you play it safe, or risk it big on a long shot?
Shadow Hunters
Length: 2 hoursGM: Melodie Murphy
Type: Board
System: Shadow Hunters
Players: 8
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Shadow Hunters is a hidden role survival game in which three groups — the Shadows, bloodthirsty monsters of the night; the Hunters, humans who fight to slay them; and the Neutrals, civilians caught in the middle of this ancient battle (each with their own personal agenda) — struggle against each other to survive.
You belong to one of these groups and must conceal your identity from others since you don't know whom you can trust — at least not initially. By closely watching other players' actions and using Hermit cards to gather information, you may be able to find out who your allies and enemies are. Or, perhaps they'll end up revealing themselves to use their character's unique special ability.
Beware though, once the battle lines are drawn, the bloodletting begins! Will Shadows devour their foes? Will the Hunters reign victorious? Or will a Neutral civilian manage to achieve their goal amidst the chaos?
----
We will start with a teaching game quickly followed by a second match with different characters (time permitting). Please arrive on time as I will get things started pronto. This is an easy to understand game so beginners are more than welcome. However, note that player elimination is an integral part of the experience.

Finspan plus Sharks & Reefs expansion
Length: 4 hoursGM: Gee Roman
Type: Board
System: Finspan
Edition: 2025 Edition
Players: 5
Provided: All materials provided by GM
Variations: Original game with 2026 Sharks & Reefs Expansion
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Finspan is a relaxing, strategic, tableau-building game fun for all ages.
Find and observe aquatic life as you dive through the ocean’s colorful Sunlight Zone, the ghostly Twilight Zone, and the pitch-black Midnight Zone. Grow your collection of fish, discover freshly laid eggs, hatch eggs into young, and form schools of fish. The winner is the player with the most points gained from fish, eggs, young, schools, and achievements.
To liven up the game, I’m also adding the Sharks & Reefs expansion, which introduces new coral reef habitats and more incredible sharks! Play powerful reef fish, unlock fish abilities, and score bonuses at the end of the game.
Website: /boardgamegeek.com/boardgame/436126/finspan
Camp Grizzly
Length: 4 hoursGM: Gee Roman
Type: Board
System: Camp Grizzly
Edition: 2026 - Second Edition
Players: 6
Provided: All materials provided by GM
Variations: Complete with 8 expansions
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Survive the night. Escape the killer. Maybe make out first.
You’re a camp counselor at Camp Grizzly. Unfortunately, Otis—the homicidal maniac in the bear mask—is hunting you. Search cabins. Rescue campers. Find weapons. Make questionable decisions. Work together… or save yourself. Along the way, expect horror-movie cameos, plot twists, close calls, and the occasional sexy encounter in the woods.
Your goal? Collect the objectives, unlock one of four Finales, and survive long enough to find out how your story ends. Semi-cooperative. Survival horror. Darkly funny. Bear mask.
What could possibly go wrong?
Website: /boardgamegeek.com/boardgame/449895/camp-grizzly-second-edition
Star Trek: Tethys
Length: 2 hoursGM: Antonio Morton
Type: LARP
System: Yes and Improv
Players: 6
Early-Assigned Seats: 3
Provided: Characters created at game
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Star Trek: During the time of Deep Space Nine
Costume Suggestions: None needed, though the game is set between Star Trek the Next Generation and Star Trek Voyager eras
Star Trek: Tethys is a 2-hour larp for 4-6 players. Set in the Star Trek universe, players are the crew of a crashed shuttle named Tethys. While waiting for rescue, the team must try to piece together what happened to them through the power of collaborative storytelling.
End of All Things
Length: 8 hoursGM: Walter Manbeck
Type: RPG
System: Hero System
Edition: 6th
Players: 6
Provided: Players must provide own characters
Power Level: 600-1200 pts
Variations: No vehicle characters
Rules Knowledge: Expected
Game Content: Mainstream
Emperor Apocalypse has defeated the top hero teams across three universes. Take up the mantle to stop his plan to re-make reality to a single universe under his sole rule.
Deadlands: Night Train
Length: 6 hoursGM: John Sampson
Type: RPG
System: Deadlands: Classic
Players: 5
Provided: Characters can be provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
One of the more famous adventures set in the weird west by John Goff
Dead of Winter
Length: 4 hoursGM: Eric Rauscher
Type: Board
System: Dead of Winter
Edition: Original
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
A survival zombie game that is not really about killing zombies, but instead working cooperatively to survive in the dead of winter.
The Vampire Lord Must Die - MÖRK BORG - Good Time Games
Length: 4 hoursGM: Catalina Elginsmith
Type: Fantasy Miniatures
System: MÖRK BORG
Edition: Current
Players: 5
Provided: All miniatures provided by GM
Variations: The Return of Ymir variant
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
The sun is quickly setting. The carriage is racing. The Vampire Lord needs killing.
Strahd von Zarovich, vampire lord of Ravenloft has been terrorizing the land, hunting for his long lost bride. You and your companions, along with the vampire hunter Doctor Rudolph von Franz must get to the Vampire Lord's castle and end his reign of terror!!
System: MÖRK BORG
CW: This is a horror game with mature themes. May not be suitable for all audiences.
Website: /www.thereturnofymir.com/event-updates
The Vampire Lord Must Die - MÖRK BORG - Good Time Games
Length: 4 hoursGM: Christopher Knox
Type: Fantasy Miniatures
System: MÖRK BORG
Edition: Current
Players: 5
Provided: All miniatures provided by GM
Variations: The Return of Ymir variant
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
The sun is quickly setting. The carriage is racing. The Vampire Lord needs killing.
Strahd von Zarovich, vampire lord of Ravenloft has been terrorizing the land, hunting for his long lost bride. You and your companions, along with the vampire hunter Doctor Rudolph von Franz must get to the Vampire Lord's castle and end his reign of terror!!
System: MÖRK BORG
CW: This is a horror game with mature themes. May not be suitable for all audiences.
Website: /www.thereturnofymir.com/event-updates
The Vampire Lord Must Die - MÖRK BORG - Good Time Games
Length: 4 hoursGM: Christopher Knox
Type: Fantasy Miniatures
System: MÖRK BORG
Edition: Current
Players: 5
Provided: All miniatures provided by GM
Variations: The Return of Ymir variant
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
The sun is quickly setting. The carriage is racing. The Vampire Lord needs killing.
Strahd von Zarovich, vampire lord of Ravenloft has been terrorizing the land, hunting for his long lost bride. You and your companions, along with the vampire hunter Doctor Rudolph von Franz must get to the Vampire Lord's castle and end his reign of terror!!
System: MÖRK BORG
CW: This is a horror game with mature themes. May not be suitable for all audiences.
Website: /www.thereturnofymir.com/event-updates
Tales of The Arthurian Knights
Length: 4 hoursGM: Seth Montes
Type: Board
System: Tales of The Arthurian Knights
Edition: 1st
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
In Tales of the Arthurian Knights, you are a hero or heroine in a story of adventure and awe! You and your fellows will travel the land at the behest of the renowned King Arthur. Through a series of quests, you will make impactful choices that will steer the course of your journey. Secure your place in history by achieving glorious feats, lest your efforts be doomed to obscurity. Gather your band of Knights around the table to enjoy your own epic tale as it unfolds!
Website: /boardgamegeek.com/boardgame/377704/tales-of-the-arthurian-knights
Bonanza!: All That Glitters is not Dilithium
Length: 6 hoursGM Troupe: Team Volare' Productions
Type: LARP
System: L.A.R.P.S.
Edition: 1st edition
Players: 20
Early-Assigned Seats: 10
Provided: All characters provided by GM
Variations: some GM Fiat
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Sci-Fi - Star Trek TOS
Costume Suggestions: Star Trek, Kirk/Pike series
Star date: 2263: The survey results are in and this planet in the Neutral Zone is full of heavy minerals and dilithium deposits! As per the treaty, as long as there are no natives on the planet, the first group to build a base gets it! The Federation Starship Endeavor has maintained maximum warp speed to get there first, only to arrive at almost the exact moment the Klingon vessel I.K.S. Charghwi' and the Romulan ship R.I.W. Cestus Pax arrived. Sensors also detect structures on the planet surface, but there is some form of extreme planetary interference with scans, making transporters impossible. Time to take a shuttle down to the surface and open negotiations. A Team Volare' Production.
An Opera Unceasing
Length: 4 hoursGM: Jenna Pohlman
Type: RPG
System: Call of Cthulhu
Edition: 7th edition
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
La Demoiselle aux Lanternes premiered at the Paris Opera House. A smashing success for all those who attended but for the rest of the city, no one returned from the inaugural showcase. Utterly baffled, the police have called upon the best investigators to assist in the matter.
Mystery at the Night Market
Length: 4 hoursGM: Mary Beene
Type: RPG
System: Dungeons & Dragons
Edition: Basic 5E
Players: 6
Provided: All characters provided by GM
Power Level: 6th level
Variations: There is very little fighting in this game, it is mostly solving puzzles and solving a mystery.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
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 only 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?
This reprise of the 2026 adventure welcomes a new band of the undead and nearly-dead; past players should sit this one out to preserve the mystery.
Burn Twice as Fast
Length: 4 hoursGM: Lucas Kotowski
Type: RPG
System: Legacy System
Players: 4
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Enter The Link in this virtual reality cyberpunk heist set in the far future of Perisseia City. The city of “Always Day” is the crown jewel of earth. A completely man-made metropolis in the center of the Atlantic ocean, it is the next leap in mankind's ability to create. Its hive of networks, cyberlinks and virtual reality pods make it an unparalleled connective experience for the 1.8 billion people who call it home. Make your new life, in the daylight of Perisseia City.
Play as Linkrunners in this Cyberpunk adventure. You will be a specialized criminal taking a suspicious job from your shady corporate clients to engage in espionage and the crippling of their competitors. This is how you make your way out of the Vents and rise out of the pits of Perisseia City.
This game is for players of any experience level. Pre-generated characters will be provided!
Website: www.legendarybucket.com

Rat Diplomacy: Learn to play and GM Daggerheart with a full-system adventure
Length: 8 hoursGM: Michael Cohn
Type: RPG
System: Daggerheart
Players: 6
Provided: Characters created at game
Power Level: 1-3
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
This is a homebrew adventure designed to teach the mechanics of Daggerheart. You'll experience all the system's unique features that support narrative-driven roleplay -- including the free-flowing combat spotlight system that blends narrative-first play with cool moves and distinctive class features. You'll also learn and experience campaign frames, character creation, environment and enemy motivations and special moves, leveling up and choosing loadouts, and more! It sounds like a lot but I've run this several times for both new TTRPGers and experienced players of 5e and other systems.
The story: You and your friends were enjoying the light, forestal house microbrew at the Wizard's Tower Microbrewery and Taproom, when the proprietor Glowkindle shrieked in alarm. Suddenly you've taken on a job to deal with the giant rats in his basement. You might discover other things down there, like a network of tunnels, a mysterious green moss, and... Democracy? Expect a combination of combat, social encounters, and team problem-solving.
The Last Train to Perdition
Length: 8 hoursGM: David Etheridge
Type: RPG
System: Deadlands Classic
Players: 6
Provided: All characters provided by GM
Power Level: Beginning
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The Perdition Belle is making the night run out of Virginia City bound for Salt Lake City.
Then it passed through a tunnel--and came out eleven years later.
Now the moon is wrong, dead passengers are boarding at forgotten stations, and the next stop is a town that burned to the ground in 1866. Somewhere ahead waits Mercy Gorge, where another train met its fiery end.
Six strangers. Six secrets. One night to discover what really happened aboard the Blackwater Limited before history repeats itself.
Of Dragons and Elves
Length: 6 hoursGM: Obi Kaufmann
Type: RPG
System: Dungeons & Dragons
Edition: 5.5E
Players: 4
Provided: Characters can be provided by GM
Power Level: 8
Rules Knowledge: Expected
Game Content: Mainstream
With ancient Oondarr stirring once more beneath Siluvaria, Alustriel sends an elite company beyond the dragonroads and into the old wyrm’s buried kingdom to reclaim elven artifacts lost centuries ago. Pass unseen through blackened halls, recover the weapons, and escape before Oondarr scents the blood of interlopers, for there is no return for those discovered beneath his mountain.
Website: /daotyr.net/
Prince of the Faydark
Length: 6 hoursGM: Obi Kaufmann
Type: RPG
System: Dungeons & Dragons
Edition: 5.5E
Players: 6
Provided: Characters can be provided by GM
Power Level: 7th
Rules Knowledge: Experience Useful
Game Content: Mature Themes
As an illithid conspiracy moves to break the power of Edderoth and open Gildensong to a draconian insurgency, the mysterious Night Warden summons a band of heroes into the service of the Seelie Court and the elves of Silverymoon. Their path leads deep into the Faydark and onto the perilous Shadow Road, where scattered relics of elder Ethylistyr may be assembled into a forgotten device with the power to drive the mind flayers from the world forever.
Website: /daotyr.net/
Shore Leave
Length: 8 hoursGM: Shannon O'Halloran
Type: RPG
System: Shadowdark
Players: 6
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
The city of San Sebastian once loomed as the gateway to the West, but today, it stands as one of the centers of culture and commerce.
Each year, San Sebastian celebrates the Week of Waves, where the Navy, the most powerful fleet the world has ever seen, brings its ships into port to both show off its military technology to the civilians, and allow the sailors a week of reveling ashore.
This year, however, something is afoot, and the Mayor lies dying of a deadly but slow-acting poison baked into his favorite cake! (It was still, by all reports, a scrumptious cake.) The Mayor has torn through the budget to pay for a powerful antidote, but it never reached his lips. The caravaners say it must have gotten mixed up in the deliveries to the city's many pubs!
The Police Chief and their goons blanketed the city with reward posters, and word of the bounty has of course reached the sailors reveling across the city. Whosoever finds the antidote and returns it to the Mayor will earn their weight in coin, such as to never have to work another day once their naval enlistment runs out. For 6 bold, enterprising sailors, this is an offer much too good to pass up.
This game takes place in an Eberron-inspired campaign setting using the Shadowdark game system, and adapts the Barkeep on the Borderlands module written by Prismatic Wasteland to both the setting, and to a one shot format. Barkeep on the Borderlands is a pubcrawl, an adventure that replaces a dungeoncrawl with tavern crawling, and incorporates robust drinking rules.
Public Access
Length: 6 hoursGM: Morgan Hua
Type: RPG
System: Carved from Brindlewood
Edition: Public Access
Players: 5
Provided: Characters created at game
Power Level: Normal young adults
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Public Access is a tabletop roleplaying game that takes players through the strange and uncanny valley of Deep Lake, New Mexico. Players take on the roles of curious adults who revisit their rural hometown, and who are thrust into a series of increasingly weird and dangerous mysteries as they search for answers to an urban legend from their childhood: what happened to TV Odyssey?
Carved from Brindlewood (CfB) game system is different from the standard investigative procedural. It uses modified Powered by the Apocalypse mechanics to tell collaborative detective stories.
Emergent Solutions: The GM does not decide the solution to the mystery before the game starts. Players gather clues and theorize the solution dynamically during play.
See https://www.kickstarter.com/projects/gauntlet/public-access-analog-horror-mystery-ttrpg/description
Website: /morganhua.blogspot.com/
Rusted Gun
Length: 8 hoursGM: Les Child
Type: RPG
System: Last Great Empire
Edition: Ghost Empire
Players: 7
Provided: All characters provided by GM
Power Level: All
Variations: Tactical combat
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Our intelligence has discovered a stack of spent nuclear fuel rods left behind at a long-abandoned nuclear reactor site. We have been tracking a terrorist group who are planning to use the active isotopes in the rods to put together a dirty bomb. We're sending your team in to extract the rods for permanent destruction. We estimate there are 12-15 zirconium rods, each weighing 5 to 7 pounds. The reactor site has been closed for 14 years and much of the infrastructure is in poor condition, so be careful where you step. The rods will have to be carried manually to an extraction point 1.5 clicks due north of the facility's north fence line. Drones have recorded only nominal levels of radiation at the warehouse structure where the rods are located. The team will have radiation detectors and will be quarantined and tested upon successful extraction.
The Stone Remembers
Length: 8 hoursGM: Chris Muoio
Type: RPG
System: Vaesen
Players: 6
Provided: All characters provided by GM
Power Level: Slightnly above starting characters
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
London sits tenuously on the brink of fire and fear. Vaesen and humans stand on the brink of a war of brutal prejudice that will leave ruin, heartbreak, and sorrow in its wake for something far darker to consume.
A Familiars Quandry
Length: 6 hoursGM: Jeff Boles
Type: RPG
System: Dungeons & Dragons
Edition: 5.5E
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Experience Useful
Game Content: Family-Friendly
The wizard of Taberknack Tower is known to care dearly for his familiars.
We begin our adventure on the first floor of the wizard's tower, which functions as Mister Taberknack's workspace.
You watch as the old wizard dips a ladle into a cauldron. He pours a heaping scoop of a steaming, iridescent liquid into a wide-mouthed potion bottle. A salute to the longevity and pursuit of animal-kind!
Mister Taberknack downs the potion. Interesting... he says before, POOF! A puff of rainbow smoke fills the room and something splatters to the ground. As the smoke clears, you see a rainbow ooze where the wizard once stood.
Are You Dead Yet?
Length: 8 hoursGM: Jeff Boles
Type: RPG
System: Dungeons & Dragons
Edition: 5.5E
Players: 6
Provided: All characters provided by GM
Power Level: 7
Rules Knowledge: Experience Useful
Game Content: Mainstream
It began as such a good day. You had been on the trail of the evil priest, Marcus Augustine. Using all your skills, wisdom, and luck, you tracked him down to this ruined tomb. Once perhaps a great temple, now little remains of it but rubble.
The undead that the priest summoned were no match for you. His loyal henchmen were not much of a challenge either. Even Augustine fell rather quickly. Just when you were thinking things were going too easy, you found out you were right: things went sideways.
Heroes are remembered for their deeds, their courageous acts, the content of their character, and their sacrifices, but not for their motives. Special achievements typify them as role models, brave souls, and heroes. Do you have what it takes to accomplish the impossible?
A race against time in a roleplaying opportunity.

My Little Pony: Tails of Equestria
Length: 4 hoursGM: Travis Murphy
Type: RPG
System: Tails of Equestria
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Tails of Equestria is a rules-lite RPG based on the hit series My Little Pony: Friendship is Magic. Players role-play pegasus, unicorn, and earth ponies adventuring together in the magical world of Equestria. They’ll strive to embody the Elements of Harmony – Honesty, Generosity, Kindness, Laughter, Loyalty, and Magic – and use the Power of Friendship to overcome obstacles both big and small.
This game will serve as an introduction to the system as well as tabletop role-playing games in general so no gaming experience is necessary. However, familiarity with My Little Pony: Friendship is Magic is highly, highly recommended. Like the show, the tone of the game will be firmly family friendly for fun loving players young and old.
The Borniko Job
Length: 6 hoursGM: Erik Alfkin
Type: RPG
System: Scum & Villainy
Players: 6
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
You, and the rest of the crew, would love to go legit, but it's just too hard to make ends meet hauling cargo in the Procyon sector. Pickings have been slim lately, and the Counters Guild has been on your case since that one incident (you prefer "misunderstanding" but whatever). Well, the good news is that the Borniko Syndicate may just have a job for you that'll keep you in cred for some time to come.
World Shapers
Length: 6 hoursGM: Erik Alfkin
Type: RPG
System: FATE system
Edition: Accelerated
Players: 6
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
You are divine beings, immortal demigods, present in an ancient world of stone and bronze, of sprawling city states and vast territories of unconquered wild tribes. As players, you will define the specifics of the cultures of this world, what role your demigods play, and what the stakes are. Your powers are great, but not infinite.
Red Markets, Road Work Ahead II: Minas Tirith Blues
Length: 6 hoursGM: Colin Thompson
Type: RPG
System: Red Markets: Profit System
Players: 5
Provided: All characters provided by GM
Variations: 1st Edition
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Local 420 has traded their horses for a pickup and are making good time across what was Nevada. But they're out of money and nobody in Dog Town is hiring.
Good news, there's a failed pre-crash city-state nearby, Minas Tirith, home to the Grey Tribe Exodus from California. Built on a hill and dedicated to STEM jobs, it didn't work well but mercifully everybody died to zombies.
The easy loot was looted, but the Loaves and Fishes branded security cameras remain. Each loaded down with precious chips, linked to efficient solar panels and designed to survive 100 years. Your guy in Trabajo will pay top bounty for these. You just have to swing through the city, grab the cameras and keep on keepin on. Easy.
Red Markets is a game of economic horror in an unevenly distributed zombie apocalypse.
Triangle Agency: Dead Quiet
Length: 8 hoursGM: Peter Hymel
Type: RPG
System: Triangle Agency
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Welcome to Triangle Agency! As the newest members of the field team, you'll be tasked with tracking down physical manifestations of powerful thoughts, or anomalies and capturing them to ensure public safety, the stabilization of reality, and most importantly, shareholder growth! Your first day will see you attending orientation where you can learn all about the (non-classified) values we share as a corporation before heading out on your first mission! Failure to attend in business casual clothing may result in a demerit.
Triangle Agency is a satirical blend of the SCP Foundation and corporate horror where you'll solve mysteries using reality-altering powers which will inevitably ruin my plans as the GM, your plans as players, or both.
The New Beacons of Bay City: Issue #1
Length: 6 hoursGM: Patrick Riley
Type: RPG
System: Icons: Superpowered Roleplaying
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Bay City was once a thriving metropolis, a global financial powerhouse, a leading technology incubator, and a trendsetter in culture, art, fashion, and cuisine. In those days, the Bay City Beacons watched over and protected the city. These superheroes were more than crimefighters—they helped build and unite communities that fostered justice, equality, and prosperity.
All that changed in the aftermath of the Qinqead invasion. Though the Earth’s superhumans rallied to repel the alien force, the destructive toll was great and Bay City was hit worse than many. In the aftermath, the few surviving members of the Beacons were unable to hold back an influx of supervillains, rising crime, and growing corruption. Two-and-a-half decades later, Bay City is in need of New Beacons.
[Icons: Superpowered Roleplaying] As escalating violence portends a citywide gang war and a mysterious killer continues to elude police, the New Beacons shine rays of hope onto Bay City. Characters provided. Beginners welcome.
Heat: Pedal To The Metal
Length: 2 hoursGM: Corban Fowler
Type: Board
System: Heat
Edition: 1st
Players: 8
Provided: All materials provided by GM
Variations: All expansions
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Based on simple and intuitive hand management, Heat: Pedal to the Metal puts players in the driver's seat of intense car races, jockeying for position to cross the finish line first, while managing their car's speed if they don't want to overheat. Selecting the right upgrades for their car will help them hug the curves and keep their engine cool enough to maintain top speeds. Ultimately, their driving skills will be the key to victory! Drivers have to be careful as the weather, road conditions, and events will change every race to spice up their championship.
—description from the publisher
INVINCIBLE: ZERO HOUR
Length: 8 hoursGM: David Etheridge
Type: RPG
System: Invincible RPG by Free League
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The world has superheroes. Unfortunately, it also needs them.
Buried beneath Chicago is one of the Global Defense Agency’s darkest secrets—a classified project so dangerous that Cecil Stedman ordered it erased from existence.
It wasn’t.
Now ZERO is active.
Across Chicago, GDA systems are failing. Supervillains are escaping containment. Something is watching the world’s most powerful heroes, studying how they fight, how they think—and how to stop them.
Then the countdown begins.
08:00:00
You have eight hours.
Race across Chicago, battle supervillains, uncover a conspiracy the GDA would kill to keep buried, and discover what Cecil created when he tried to prepare humanity for the day when someone powerful enough to save the world became powerful enough to destroy it.
But the deeper you go, the harder one question becomes to answer:
Who protects the world from the people powerful enough to save it?

OGRE The Mountains, to the GEV Fields Beyond: 2
Length: 4 hoursGM: Ix Nichols
Type: Sci-Fi Miniatures
System: OGRE
Edition: 6th Edition
Players: 8
Provided: All miniatures provided by GM
Power Level: No experience necessary, all nukes provided
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
It’s summer in 2079, and the Combine has launched an offensive across the Pyrenees into southern France. This is game 2 of 2, To the GEV Fields Beyond: Combine forces are pushing across the farmlands of southern France, where a Paneuropean counterattack tries to cut the Combine supply line. We’ll bring to life the nuclear battlefield of 6th edition OGRE with 3D hex terrain and 1/300 scale sci-fi tanks, artillery, powerarmored infantry, and of course, the huge cybertanks called OGREs.

OGRE The Mountains, to the GEV Fields Beyond: 1
Length: 5 hoursGM: Ix Nichols
Type: Sci-Fi Miniatures
System: OGRE
Edition: 6th Edition
Players: 8
Provided: All miniatures provided by GM
Power Level: No experience necessary, all nukes provided
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
It’s summer in 2079, and the Combine has launched an offensive to cross the Pyrenees into southern France. This is game 1 of 2, OGRE the Mountains: as dawn breaks over the Pyrenees, Combine forces invade southern France, and the meager Paneuropean garrison does its best to stem the flood of enemy armor and troops. We’ll bring to life the nuclear battlefield of 6th edition OGRE with 3D hex terrain and 1/300 scale sci-fi tanks, artillery, power-armored infantry, and of course, the huge cybertanks called OGREs.
Operation B.O.G.U.S.
Length: 6 hoursGM Troupe: 2 Geeks, 1 Game
Type: LARP
System: GM Fiat and L.A.R.P.S.
Players: 16
Provided: All characters provided by GM
LARP Experience: Beginners Welcome
Game Content: Mature Themes
Genre: Amusing sci-fi
Costume Suggestions: Casual postwar attire for operating an isolated station near the North Pole
Project Botanical Operation for Global Storage (BOGUS): The world is a different place after WW2. Nuclear weapons threaten all life on the planet. A generation ago, the League of Nations determined that the world needed a vault to keep seeds and plant lines pure as part of its mission to prevent the ghastly damage that future wars might wreak. The League disbanded before the project was fully implemented, but the United Nations kept its funding intact upon replacing the League. An elite group of scientists, soldiers, and administrators are needed to guard the world's biodiversity.
Led by world-renowned scientist Dr Shankland, this project should be an elite posting, but the United Nations barely remembers this project exists. Problems have plagued this project: is it bad planning or sabotage? Outside interference or internal issues? Juggling competing Projects scattered around the world, the UN has lowered Project BOGUS' status multiple times. From Status: Ultra Priority to Status: Don't Ask is a long way down. Shipped to the middle of nowhere, you are stuck here at Project: BOGUS. It's up to you whether you want to keep your head down, scheme to get sent home, or make your best effort to succeed.
Do not ask what Project: BOGUS can do for you, but what you can do for Project: BOGUS!
Renegade Legion: Centurion
Length: 5 hoursGM: Oliver Bollmann
Type: Sci-Fi Miniatures
System: Renegade Legion: Centurion
Players: 5
Provided: All miniatures provided by GM
Power Level: Introductory/Beginner
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
It is the year 6830. TOG controls 80% of known space. Only a handful of opposition remains. Are you ready to take to the cause?
Grab command of 250 tons of armor, shielding, lasers, missiles, and gauss cannons, screaming over the terrain on anti-gravity fields at hundreds of kilometers per hour! The Renegade Legion line was FASA’s other big sci-fi miniatures game line released at the dawn of the 90s. Centurion details ground combat in the 69th century, with movement that captures the feel of flying tanks and featuring a novel template damage system.
This will be an introductory scenario, with no prior experience with the game necessary. Come check out why RL still has its fans to this day!
Website: /lynxthoughts.com/gaming/
Recycled News! You seek it! Then hide it...
Length: 10 hoursGM: Whitney Preston
Type: RPG
System: Basic Roleplaying System
Players: 7
Provided: Characters can be provided by GM
Variations: Slight for Player enjoyment
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Recycled News! You seek it! Then hide it...
Trail of Cthulhu: Pulp or Be Pulped!
Length: 6 hoursGM: Adrian Romero
Type: RPG
System: Trail of Cthulhu
Players: 5
Provided: All characters provided by GM
Power Level: Mid-level
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Epic globe-trotting pulpy 1920’s struggle against Cthulhu, using the very lite Trail of Cthulhu system. As we begin, your investigators have already had their first confrontation with the terrifying cosmic horror that threatens our very reality, and have emerged victorious. Now they pursue loose ends with awareness of the deadly and maddening stakes. Things you will not find in this session: railroading, dead ends, red herrings, excessive meandering investigative conversations, historical nitpicking. Things you may find: garroting/defenestrating/subway-shoving thugs, red string and corkboard, jazz clubs, expressive smoking, historical inspiration, ghastly corpses, tweed, tramps (steamer, gum-chewing, and rail-riding), rope, over-moist and unshod footprints, quite possibly biplanes, vast intelligences from beyond space and time, fungi. This game is great for both new and experienced gamers who can make bold choices and use their voices, 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. We'll use the Trail of Cthulhu rules, which are straightforward and very well-designed. No experience of these rules or other RPGs is necessary.
6 Hours, 5 Players, 1 Elder God.
¡Subsector Sargasso!
Length: 6 hoursGM: Adrian Romero
Type: RPG
System: Stars Without Number
Players: 5
Provided: All characters provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
SciFi adventure using a very simple system called Stars Without Number closely related to OSR D&D. Think classic Traveller and Firefly and the melancholy SciFi that inspired them. Your tramp freighter hides some surprises … a couple of big guns, advanced sensors, an impressive little laboratory, a proper sickbay, even a plush meeting room. More important than all this, you carry a trader’s license, a letter of marque, and a writ allowing you to survey and explore, and thereby win General Knowledge bounties. Your crew is an odd collection, all with just a few things in common: you want to get paid, keep flying, and along the way, live by a code or serve a higher cause. But whose code or cause prevails? Captainless, you’ll have to figure it out among yourselves. Pick from pre-gens and we’ll warp to someplace in crisis depending on player interest and familiarity. As a GM I’m trying to provide an interesting situation where I don’t know what’s going to happen. So this is a good game for both experienced and absolute beginner players who can make bold choices and use their voices, chew some scenery, BS some science, and turn the scenario into a story. You can play this game multiple times; there are many worlds to visit, where you may find the Snow Moas of Air-Loom, the House of Echoes, the Sleeping Sands of Blackmoon, the Death Station, Savage Salvage, the Stygian Library, and, of course, ¡Bugs!
6 hours, 5 players, 1 planet with a problem
The Crawl Into the Place of the Thing: Deep Delve
Length: 8 hoursGM: Adrian Romero
Type: RPG
System: Shadowdark
Players: 6
Provided: All characters provided by GM
Power Level: 4
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Old School Renaissance style 8 hour exploration of one of several old or new classic dungeons, depending on player interest/familiarity, using the extremely simple, fast, and fun Shadowdark, based on D&D 5e with all the boring bits cut out. Pick from an alphabet of pre-gens and we'll dive into dangerous choices! 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 voices, 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.. Since we have more time than typical con games, we can sink our teeth into longer adventures and possibly let the characters return to safety, level up, and paint the town red before returning to their perilous quest. You can play this game multiple times; there are many places to go, like Chaotic Castle of the Xyntillan Heir, Swamp Sanctum of the Savage King, Incandescent Grottoes of the Dream Dragon, Sunken Citadel of the Ghastly Gardener, Shrine of the Jaguar Princess, Subterranean Streets of the Wandering City, Time-Lost Towers of the Lion and the Snake, Stony Tooth of the Furious Forge, and more.
8 Hours, 6 players (and maybe 1 crasher), 1 Dungeon.
The Crawl Into the Place of the Thing: Short Sharp Shock
Length: 4 hoursGM: Adrian Romero
Type: RPG
System: Shadowdark
Players: 5
Provided: All characters provided by GM
Power Level: 4
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Old School style 4 hour run through one of several old or new classic short dungeons, chosen from a selection based on player interest/familiarity, using the extremely simple, fast, and fun Shadowdark, based on D&D 5e with all the boring bits cut out. Pick from an alphabet of pre-gens and we'll dive into dangerous choices! My intention as DM is to offer a fast and fantastical game focused on creative player 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 voices, 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. You can play this game multiple times; there are many places to go, like Sky-Villa of the Peacock God, Sandy Socket of the Crimson Eye, Trembling Caldera of the Sickle Dancer, Lost Caves of the Worm-Witch, Glacial Vault of the First War, Ensorcelled Feast Hall of the Woeful Wedding, Jungle Temple of the Secret Serpent, Flooded Locus of the Cosmic Turtle, Lava Lake of the Terror Birds, Fey Tomb of the Dusk Queen, Gladiatorial Mausoleum of the Sun-Shattered Tears, and more.
4 Hours, 5 Players (and maybe a crasher), 1 Dungeon
Blade Runner RPG: Ordinary World
Length: 6 hoursGM: D D Blake
Type: RPG
System: Blade Runner RPG
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
You are part of a small group of counterfeit replicants. You are illegal on Earth and the off-world colonies alike. You were manufactured in underground bio-labs by a rogue billionaire who is now in prison. You are hunted by both LAPD blade runners and the superhuman Nexus 9 agents of the Wallace Corporation. Will you despair? . . . And I don't cry for yesterday / There's an ordinary world / Somehow I have to find / And as I try to make my way / To the ordinary world / I will learn to survive. -- Duran Duran
Shadows Over Camelot
Length: 3 hoursGM: Seth Montes
Type: Board
System: Shadows Over Camelot
Edition: 1st. Edition
Players: 8
Provided: All materials provided by GM
Variations: Merlin's Company Expansion
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Shadows over Camelot is a cooperative/semi-cooperative hand-management and deduction-based board game for 3–7 players.
Each player represents a knight of the Round Table and they must collaborate to overcome a number of quests, ranging from defeating the Black Knight to the search for the Holy Grail. Completed quests place white swords on the Round Table; failed quests add black swords and/or siege engines around Camelot. The knights are trying to build a majority of white swords on the Table before Camelot falls.
Moreover, one of the knights may be a traitor, pretending to be a loyal member of the party but secretly hindering his fellow knights in subtle ways, biding his time, waiting to strike at the worst possible moment...
Website: /boardgamegeek.com/boardgame/15062/shadows-over-camelot
Secret Hitler
Length: 2 hoursGM: Seth Montes
Type: Board
System: Secret Hitler
Edition: 1st. edition
Players: 10
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Secret Hitler is a dramatic game of political intrigue and betrayal set in 1930s Germany. Each player is randomly and secretly assigned to be a liberal or a fascist, and one player is Secret Hitler. The fascists coordinate to sow distrust and install their cold-blooded leader; the liberals must find and stop the Secret Hitler before it's too late. The liberal team always has a majority.
The objective of the liberal team is to pass five liberal policies or assassinate Secret Hitler. The objective of the fascist team is to pass six fascist policies or elect Secret Hitler chancellor after three fascist policies have passed.
Website: /boardgamegeek.com/boardgame/188834/secret-hitler
[Blades In The Dark] - On A Knife's Edge
Length: 6 hoursGM: Chris Stone
Type: RPG
System: Blades in the Dark
Edition: 1st edition
Players: 5
Provided: All characters provided by GM
Power Level: Beginners welcome
Variations: A few house tweaks to Harm.
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
“As you know, Madame Quarla runs a lucrative blade-smithing business in Nightmarket. Bluecoats, Billhooks, Revolutionaries, Grinders, and even the Imperial Military have contracts with her to forge the means to their violence. The Dimmer Sisters have no mercantile interest in the Doskvol knife trade. What we want is much more specific...”
Blades in the Dark is a gritty, highly collaborative RPG where the players are desperate scoundrels struggling to survive as a criminal gang in the haunted, industrial city of Doskvol. This 6-hour one-shot session features a brief world/rules intro, pre-gen character selection, an introductory 'score' (On A Knife's Edge), followed by 'downtime' where your scoundrels recover and level-up, and a second score based on your crew's decisions and preferences.
NOTE: Mature themes and language, similar to an R-rated heist movie. May include graphic violence, creepy supernatural encounters, criminal activity, drug use, and self-harm. Will not include sexual content.
The On A Knife's Edge one-shot starter scenario is based on a treatment by Olin Kirkland.
Website: /www.stoneagedistractions.com/
Enter The Nebraskalands
Length: 6 hoursGM: Lucas Kotowski
Type: RPG
System: Enter The Nebraskalands
Players: 6
Provided: Characters created at game
Power Level: Intern
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
“Welcome to Nebraska, a terrible place where it's never Christmas and always Nebraska. You are stranded in the wastelands of the galaxy, separated from society and common decency by a blanket of brands, advertising, psychotic corn cults and the looming threat of the Corporate Utility Negotiations Team. Join up with this satirical sci-fi adventure at the edges of space. Brought to you by Subway™”
Website: /www.legendarybucket.com/
Communopoly!
Length: 6 hoursGM: LAURA-ANN CHARLOT
Type: Board
System: Monopoly
Edition: Home Brew
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Welcome to The Worker's Paradise! Do you have the cunning, ruthlessness, and luck, to not only survive, but to also get ahead and thrive, in the Soviet Union under Joseph Stalin? This home-brew real estate trading board game is loosely based on traditional 'Monopoly', but with some major plot twists, and more ways to fall afoul of The State than you can shake a vodka bottle at. Make a bad D12 die roll, or simply land on NKVD Headquarters as you travel around the board, and you could end up in a Gulag forced labor camp, fall out of a 10th story window onto some bullets, or simply disappear for no reason at all other than picking a bad 'No Chance' card and rolling a Nat 1! Pick a 'good' card from the 'Communist Test' or 'No Chance' card decks, and you might be awarded a Sputnik Keepsake Souvenir, an almost-new Lada automobile or VAZ moped, or even a Communal Chicken Coop with 6 hens! Or you might find yourself suddenly in charge of the Chernobyl Nuclear Power Plant, desperately trying to arrange a rental of the Volga Water Works before the reactor overheats and explodes, showering adjacent properties with radioactive fallout. You could be simply minding your own business, and suddenly be accused of distributing Anti-Soviet propaganda, or hiding an American spy in the basement of your apartment block. Oops! you rolled a Nat 1, and the KGB plants false evidence in your bedroom closet: you are arrested, then Disappeared!. A wild and fun game for 6 players, plus the GM/Banker. NOTE: In this variant, all players will play the entire 6 hours; if you die or get disappeared, you re-spawn your character, so don't worry about dying early in the game and having to sit out the remaining game time. The winner is determined by the total value of cash accrued 'in-hand', and cash 'smuggled to the West', plus the value of real properties held, plus the value of personal property held at the end of the game, such as that Sputnik Souvenir, or the Chicken Coop. NOTE: If your character dies during the game, you forfeit all real property back to the state, and re-spawn with a new token, but you keep your personal property and all cash smuggled to the West. So it's almost impossible to guess in advance who's going to win: Player #3 might have 3/4 of the property under their control, but very little cash smuggled to the West, and then roll a Nat 1 after being arrested on suspicion of espionage, and have to start over. Another player who has very little real estate, but who has smuggled out 50,000 rubles, and not had the bad luck to make a bunch of poor die rolls, could be the winner.
Takedown of Gornoth Horskûn (D&D 5e)
Length: 6 hoursGM: LAURA-ANN CHARLOT
Type: RPG
System: Dungeons & Dragons
Edition: 5th Ed (2014)
Players: 6
Provided: All characters provided by GM
Power Level: Level 7
Variations: The GM will likely introduce anachronistic technology, but will not allow Feats, Stats, Armor, Spells, or weapons from sources other than the WOTC 2014 Player's Handbook.
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
A D&D adventure in Faerûn. Your team of six 7th Level Adventurers has entered into a contract with the Council of Governments of the Sword Coast, to take down one Gornoth Horskûn, a petty Warlord based in the Evermoors, who has begun to send raiding parties against neighboring towns, and who appears to be supporting bands of Pirates that are disrupting river trade all over the region on several tributaries of the River Desarin. You are to break up this troublemaker's operation, and arrest him if possible; if he resists, deadly force is authorized. A group of 20 Waterdeep City Guardsmen sent to investigate, and who disappeared without a trace, may still be alive in captivity: rescue them if you can, or at least try to discover their fate. Reconnaissance of the area 8 weeks ago indicates that Horskûn's group may have taken over some abandoned silver and copper mines around Startop, so you may have to infiltrate both above ground and below ground areas. The game will be a balanced mix of role playing, storytelling, and combat. Players looking for an all-combat game are forewarned that stealth, patience, and thinking outside the box will be required for a successful outcome in this game. A good Thief who can slip past a sleepy door guard without tripping an alarm, will be just as valuable as a Fighter or Berserker. The GM will provide character sheets for a Wizard (School of Evocation), Eldritch Knight (Fighter), Arcane Trickster (Thief), Cleric (Knowledge Domain), a Ranger or Barbarian, and either a Paladin or a second Cleric (Life Domain). The game will more or less follow the 5th Edition (2014) Player's Handbook and Monster Manual. Players should note that the GM will probably introduce anachronistic technology. There will be three NPC's assisting your team: a pair of wisecracking Gnome Artificer brothers named Jake and Elwood Skorningden, and their cousin Heidi.The payment offer for your services is 1,200 GP for the Team plus 5 Silvers per person per day for expenses. Transportation will be provided. The GM will provide character sheets.
Carabande
Length: 6 hoursGM: David Gabriel
Type: Other
System: Carabande
Edition: Carabande
Players: 8
Variations: N/A
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Ladies and Gentlemen! Kids of all ages! Start up your fingers!!! Yes, it is time to play that classic convention game... Carabande! Flick your race car around the track and try to be the first to cross the finish line! Fun for all ages, easy to learn, plays up to 8 at one time and most games only last 30 minutes.
John Company (1710)
Length: 6 hoursGM: Jefferson Krogh
Type: Board
System: John Company
Edition: 2nd
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
John Company is an interactive historical game about the rise and fall of the British East India Company from the designer of Root, Pax Pamir, and Oath. John Company is a business game with an important twist: players must collectively steer the fate of a single, sprawling organization. They must navigate its vast bureaucracy while reckoning with the consequences of their actions on the Indian subcontinent.
We will play the 1710 scenario, which lasts no more than 5 turns. For new players, we will do a rolling teach.
Cosmic Encounter at 50: Back To The Beginning
Length: 4 hoursGM: Jefferson Krogh
Type: Board
System: Cosmic Encounter
Edition: Eon (1st)
Players: 5
Provided: All materials provided by GM
Variations: As chosen by the group
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
To celebrate the 50th anniversary of the publication of Cosmic Encounter, we will break out the original Eon edition. Come revisit the groundbreaking science fiction board game that is still going strong today. All nine of the original expansions will be available, should the players be up for extra twists and turns!
New players welcome!
Epic Boss Battle
Length: 8 hoursGM: Stephanie Carter
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2024/2014
Players: 6
Provided: All characters provided by GM
Power Level: 20
Variations: TGE, XGE, etc
Rules Knowledge: Expected
Game Content: Very Complex
No plot, no backstory, just kill the BBEG! All-out hack-n-slash! Immersive terrain and minis.
I6 Ravenloft, but Shadowdark
Length: 4 hoursGM: Eric Boeing
Type: RPG
System: Shadowdark
Players: 5
Provided: All characters provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The original I6 Ravenloft, run in Shadowdark. Explore Castle Ravenloft, face Strahd, and enjoy some fast-paced gothic horror fun.

7th Sea: City of Five Sails
Length: 2 hoursGM: Tristan Muntsinger
Type: Card
System: 7th Sea
Players: 10
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Very Complex
Come play 7th Sea: City of Five Sails, a swashbuckling, duel-focused expandable card game set in the bustling world of Five Sails. This is a welcoming, open-table event for new players and veterans alike.
Beginner-friendly: I'll teach rules from scratch and walk you through your first turns.
No deck required: I'll have loaner decks available (and can help you pick one).
Play format: Casual matches with light coaching as needed; if enough experienced players show up, we can also run a small bracket/round-robin.
Playtime: A game takes ~60 min after a ~30 min teach.
Drop in, learn the system, and get some games in -- no prior experience required.
The Bishop!
Length: 4 hoursGM: Mike Cochran
Type: RPG
System: Traveller
Edition: Mongoose 2nd Ed.
Players: 5
Provided: All characters provided by GM
Power Level: Medium
Variations: The highest tech item is probably the Pontiac.
Rules Knowledge: Experience Useful
Game Content: Mature Themes
The Bishop is an RPG based upon the 1972 Monty Python sketch The Bishop. Five players play five vicars roaring about North London in a 1969 Firebird, attempting to thwart Devious and save the day. The game system is Traveller, and don't worry about that. Anyone can play this game, the only requirements are having seen the Bishop sketch recently https://www.youtube.com/watch?v=DxaCQuisdek and subsequently still wanting to play.
Epic Boss Battle
Length: 8 hoursGM: Stephanie Carter
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2014/2024
Players: 6
Provided: All characters provided by GM
Power Level: 20
Variations: TGE, XGE, etc
Rules Knowledge: Expected
Game Content: Very Complex
For the past few days, you've been attending the 50th Annual Dungeoncrawlers & Dragonslayers Convention in Waterdeep. A particularly festive mood pervades the gathering of heroes this year, and you've been contentedly signing autographs, kissing babies, and regaling aspiring young adventurers with epic tales of your exploits. There isn't much else to do lately anyway. The Sword Coast has been peaceful for decades, legendary heroes such as yourselves having cleared out most of the available foes worth fighting. Indeed, there is barely anything left but wild boars in the forest to level up on!
Today, the Convention has several panel sessions to choose from: Advantages & Disadvantages of Diplomacy with Aberrations; The Significance of Polyhedrons in Sword Coast Culture; DO Split the Party!; "The Classics" Costume Contest; Fully Armored Cage Fight; Dragon Eggs: A Dangerous Delicacy; Aesthetic Perspectives on Calligraphy for Scroll Scribing; Advances in Clockwork Artificery; and Gardening Tips for Carnivorous Plants - Keep Them Alive AND Keep Your Fingers!
In the midst of your selected seminar, you hear a distant roar that chills your spine, but also warms your blood and awakens your dormant hero instincts. Someone shouts "We need some heroes out here! A seriously EPIC dragon is destroying the city!"
*This is a D&D 2024 game with emphasis on terrain & minis. Extensive D&D 5.0/5.5e rules knowledge is expected for 20th level play. All characters provided by DM.*
The Infiltration (with Robots)
Length: 3 hoursGM: Peter Bauer
Type: Sci-Fi Miniatures
System: Starguard!
Edition: 1
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
The Infiltration (Robots): While the Nautiloid's psionic pilots are distracted by the Auxiliaries, Fembots infiltrate the bio-organic vessel and fort! Their lack of organic brain signatures makes them partially resistant to psionic detection.
Fabian Road Starguard!
Length: 3 hoursGM: Peter Bauer
Type: Fantasy Miniatures
System: Starguard!
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Fabian Road Starguard! scenario, your forces conduct a raid on a Nautiloid-established beachhead—a high-risk environment guarded by psionic terrors and bio-organic defenses.
The Igel at the Crossroads Winter 1941
Length: 3 hoursGM: Peter Bauer
Type: Historical Miniatures
System: Spearpoint
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
This scenario models a battered German infantry company holding a critical village (Built-Up Area, or BUA) against a Soviet tank battalion attempting to seize the junction.
Gnawing Through (Summa Sector)
Length: 3 hoursGM: Peter Bauer
Type: Historical Miniatures
System: Spearpoint
Players: 6
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
In early February, Marshal Timoshenko shifted tactics from failed frontal charges to a methodical gnawing through of Finnish defenses using concentrated artillery and heavy tanks.
Shadows of a Candy Crown
Length: 4 hoursGM: Peter Bauer
Type: RPG
System: Traveller
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Traveller: The characters are drawn to GL-9 Glistenleaf, a surreal, dangerous planet whose entire biosphere resembles a twisted version of a Candy World. Strange energy spikes, missing persons, and faction conflict threaten
The Oculoid (Crawling Eye)
Length: 4 hoursGM: Peter Bauer
Type: RPG
System: Traveller
Edition: Traveller 2300
Players: 6
Provided: All characters provided by GM
Power Level: Beginner
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Traveller in 2300 - the Travellers must ascend the mountain, survive the freezing elements, and stop an invasion of telepathic, cold-dwelling alien monstrosities before they descend on the valley resort.
The Lullaby of Drowned Stars
Length: 6 hoursGM: Ryan Hulse
Type: RPG
System: Exalted
Players: 6
Provided: All characters provided by GM
Power Level: 1
Variations: Some homebrew to make system work better
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Children have gone missing from a remote island, and whispers speak of strange lights, forgotten ruins, and something lurking beneath the waves. As the heroes arrive to investigate, they must uncover what happened to the children before the island claims even more.
Blade Runner: Electric Dreams
Length: 8 hoursGM: Tom McVey
Type: RPG
System: Blade Runner RPG
Edition: 1st
Players: 3
Provided: All characters provided by GM
Variations: Rules as Written
Rules Knowledge: Beginners Welcome
Game Content: Very Complex
In Los Angeles in 2037, a year after the legislation of the Nexus-9 models, a Blade Runner has been murdered and another abducted. Can you solve the case? A 6-8 scenario using Free League’s Blade Runner RPG, based on the Year Zero System.
Light the Pyres and Kick the Fires (PF1e)
Length: 10 hoursGM: Jason Carpenter
Type: RPG
System: Pathfinder/Starfinder
Edition: PF1e
Players: 6
Provided: Characters can be provided by GM
Power Level: 10
Variations: 20-pt buy; 62K wealth; no third-party, summoners, gunslingers, or evil PCs
Rules Knowledge: Expected
Game Content: Mature Themes
To stop a chain ritual from completion, either light or disrupt the fire in a protected place...and again...and again...and the clock is ticking.
I will play rules out of the book; just a few minor house rules that I will explain to start the game that won't affect your build. 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.
This is a tactically oriented game that will also present plenty of opportunities for RP, but RP will not be forced on you. Create PCs using official Paizo Pathfinder 1E content. Use average HP rounded up, max at first level. I will have a few playable PCs on hand; please have a PC ready to go that meets the requirements. Strong combos and min-maxing are fine, but I will rule out PCs relying on supercheese or exotic stuff that I can’t understand, even if it’s legal.
FAST, HOT, AND COMMIE-FREE IN 30 MINUTES OR LESS!
Length: 4 hoursGM: Thom Hall
Type: RPG
System: Paranoia
Edition: Second Edition
Players: 6
Provided: Characters can be provided by GM
Power Level: Red Clearance
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
ATTENTION CITIZENS:
Welcome to your latest Sector-Approved Special Duty Duty. The Computer, in Its infinite wisdom and benevolent generosity, has selected your RED Clearance Troubleshooter Team for a critical, high-priority logistics operation.
Failure to complete this assignment with utmost enthusiasm, efficiency, and flawless execution will be considered treason. Treason is punishable by immediate summary execution, clone replacement, and a severe reduction in your posthumous happiness rating.
FAST, HOT, AND COMMIE-FREE IN 30 MINUTES OR LESS!
Length: 4 hoursGM: Thom Hall
Type: RPG
System: Paranoia
Edition: 2nd Edition
Players: 6
Provided: Characters can be provided by GM
Power Level: Red Clearance
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
ATTENTION CITIZENS:
Welcome to your latest Sector-Approved Special Duty Duty. The Computer, in Its infinite wisdom and benevolent generosity, has selected your RED Clearance Troubleshooter Team for a critical, high-priority logistics operation.
Failure to complete this assignment with utmost enthusiasm, efficiency, and flawless execution will be considered treason. Treason is punishable by immediate summary execution, clone replacement, and a severe reduction in your posthumous happiness rating.
The Killing Blow or One Thousand Leagues Across the Barren Sands
Length: 12 hoursGM: Arthur Prospero
Type: RPG
System: Dungeons & Dragons
Edition: 2nd
Players: 7
Provided: All characters provided by GM
Power Level: 5-7
Variations: Al-Qadim & Dark Sun variants
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
AND SO IT WAS that by the light of the silver moon, the forces of the Crown Prince of Al-Wasul finally stormed the cursed tower of the mad necromancer Akantha the Undying to liberate the people from her terrible black reign! But! Before the killing blow could be struck, these heroes were flung across the great desert by ancient magics. Meanwhile, a circus troupe at the edge of the Baharatan jungles finds themselves in the unenviable position of being able to assist the would-be sultan in his quest across the desert...but there is a price!
Arabian Knights, Wizards sworn to Osiris, Bedouin Rangers, Muslim Imams, Assassins! Courtesans! These and many other eccentric eastern delights await the fair player of this desert epic! There will be a break for both lunch and dinner.
Battlestar Galactica: Darkness Before Daybreak
Length: 6 hoursGM: Mike Hutchinson
Type: Board
System: Battlestar Galactica
Edition: first edition
Players: 6
Provided: All materials provided by GM
Variations: some elements from all expansions included
Rules Knowledge: Expected
Game Content: Mature Themes
Come and play Battlestar Galactica! Are you a Human or a Cylon? This is an experts game of Battlestar Galactica with elements of all the expansions for the game, focusing on the Ionian Nebula variant. Players 18 and over please. Rules knowledge and Galactica experience expected.
Dungeon Crawler Carl TTRPG - Crawl to Survive!
Length: 8 hoursGM: Steve Cunningham
Type: RPG
System: Dungeon Crawler Carl RPG
Players: 5
Provided: Characters can be provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Welcome Crawlers to Dungeon Crawler World! Congratulations! Your planet has been claimed for mining rights by the Borant corporation and they have officially begun the process. Now I know what you're thinking, Why is everything destroyed and why have these weird staircases opened up all over the place?! You don't need to worry about that! All you need to do is descend the stairs and earn your place in the history books. Eighteen floors of fun await you and whoever happens to be near you when you descend, how far will you make it?
This game will be run in the new Dungeon Crawler Carl RPG. You will play as a crawler trying to fight to survive as long as possible. Gain levels, loot, absurd achievements, and, if the audience takes a shine to you, FABULOUS PRIZES!* You will make your own character, whether based on yourself or whoever you would like to be, and with a team of fellow crawlers you will tackle the legendary dungeon. We will go as deep as we can within the time limit, until everybody dies, or, maybe, some of you will get far enough to take a deal and actually survive this wild ride!
(*Note: Prizes may not be fabulous...or existent).
Colossus, Arise! - Dungeon Crawl Classics RPG
Length: 4 hoursGM: Jon Wilson
Type: RPG
System: Dungeon Crawl Classics
Edition: There is only ONE.
Players: 5
Provided: All characters provided by GM
Power Level: 8th
Variations: Sure, why not?
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
The cosmic balance of law and chaos is unexpectedly upturned, threatening an endless plunge into upheaval, madness, and destruction on the back of the unceasing rise of Eternal Chaos. Stop it if you can in this 8th Level Dungeon Crawl Classics RPG adventure! Characters provided. New players welcome, but this is the deep end of the game, so be ready for the riptide.
Website: /goodman-games.com/
Illuminati the Card Game
Length: 4 hoursGM: Anthony De Maria
Type: Card
System: Illuminati the Card Game
Edition: 2nd Edition
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Illuminati is a card game made by Steve Jackson Games, inspired by the 1975 book series The Illuminatus! Trilogy by Robert Anton Wilson and Robert Shea. The game has ominous secret societies competing with each other to control the world through various means, including legal, illegal, and even mystical.
Illuminati the Card Game
Length: 4 hoursGM: Anthony De Maria
Type: Card
System: Illuminati the Card Game
Edition: 2nd edition
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Illuminati is a card game made by Steve Jackson Games, inspired by the 1975 book series The Illuminatus! Trilogy by Robert Anton Wilson and Robert Shea. The game has ominous secret societies competing with each other to control the world through various means, including legal, illegal, and even mystical.
Cthulhu Wars
Length: 4 hoursGM: Jill Gelster
Type: Fantasy Miniatures
System: Cthulhu Wars
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The Old Ones have risen! Monsters walk the Earth! Humanity is finished, but the struggle continues. Which Great Old One will rule the ruins of Earth? Now, you take charge! Choose 1 of 8 asymmetric factions to battle over the Earth to see who gets to devour it!
No experience necessary. The rules are easy to learn and each faction proceeds to break the rules in different horrifying ways.
Stolen!
Length: 8 hoursGM: Jim Puder
Type: RPG
System: Hero System
Edition: 4th/5th
Players: 6
Provided: Players must provide own characters
Power Level: Up to 14 DC, 35 PD/ED, 5-7 Speed, OCV/DCV 9-13 on a sliding scale
Variations: No more than two levels of Find Weakness on any target, no cosmic power pools, do not mess with the speed chart
Rules Knowledge: Experience Useful
Game Content: Mainstream
PowerKnight, a well known and respected superhero, has had his armor stolen. He is recruiting people to help him find out who stole it and get it back. Meanwhile, the thief has been using it to commit multiple crimes, causing mayhem and a loss of trust in PowerKnight. Will you help him get his suit back, and in the process, restore his reputation?
AS WE RIDE THESE DUSTY, ELDRITCH TRAILS. A Black Order Adventure.
Length: 8 hoursGM: Darin Owen
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 5
Provided: All characters provided by GM
Variations: Yes
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
October 1879. Members of The Order of the Black Feather, find themselves heading west towards Utah, on orders from Archbishop Gibbons and President Hayes. Rumors of a Mormon excavation in the San Juan mountains would normally not be of any concern, but three days ago an ancient obsidian statue was stolen from the Smithsonian, and the culprits were members of an illegal Danite cult led by the blasphemous, unholy Lich himself, Joseph Smith. Saddle yer horses, load yer Colts, and join in the posse to discover what eldritch malfeasance is at work near the ancient valleys of the American southwest.
ALL FOR ONE! Chapitre Deux: THE VENETIAN GAMBIT. A Black Order Adventure.
Length: 8 hoursGM: Darin Owen
Type: RPG
System: Call of Cthulhu
Edition: 7th
Players: 5
Provided: All characters provided by GM
Variations: Yes
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
June 1629. Members of L'Ordre du Fleur de lys Noire, find themselves in the dark, salt drenched canals, and alleyways of Venice, as dark forces rally against these Papal envoys of Cardinal Richelieu. The Mantuan Succession is in full swing as Hapsburg assassins, Spanish Inquisitors, and ancient societies stand arrayed against the members of L'Ordre as they seek to uncover the connection between the Council of Ten, and the Isola Della Morte. Swords are drawn, pistols are primed, and eldritch confrontations are the plat du jour, as our heroes once again find themselves on, Service secret de Sa Majeste.
Murder House, a DCC funnel
Length: 4 hoursGM: David Brubeck
Type: RPG
System: Dungeon Crawl Classics
Players: 5
Provided: All characters provided by GM
Variations: 0-level funnel
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
A group of strangers receive unexpected invitations to the mysterious Ives Manor for the reading of a wealthy recluse's will. They hope their fortunes have changed for the better, but the crumbling estate hides dark secrets. As the night deepens, sinister forces begin to stir. Trapped and hunted, the guests must unravel the chilling mystery of the manor before the horrors within claim them all.
As an investigative mystery, players must contend with otherworldly monstrosities, mind-bending puzzles, and cunning riddles throughout.
This is a Dungeon Crawl Classics funnel. Each player will receive 3 level-0 characters. Some will die, but if you are clever and lucky, your characters may survive.
The Chained Coffin/Shudder Mountains (DCC)
Length: 10 hoursGM: Helen Brubeck
Type: RPG
System: Dungeon Crawl Classics
Players: 5
Provided: All characters provided by GM
Power Level: 0 to 5
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Welcome to the Shudder Mountains, where serpent-men, aliens, and demons have all left their mark, creating superstitions and unnatural occurrences that have become the stuff of folk tales. The people who live here are hardy, yet wary, always ready for trouble yet embracing life in a way that the lowlanders could not imagine. (Dungeon Crawl Classics).
This is a TWO DAY session, playing from noon to 10 pm on Friday AND 10 am to 8 pm on Saturday (in open gaming). Players are committing to BOTH DAYS of play. We will start with a funnel and play through a few adventures, leveling along the way, culminating with The Chained Coffin (a level 5 adventure): a gilded coffin wrapped in adamantine chains must be delivered through the Deep Hollows to stop a rising evil.
Contact HelenB on the DunDraCon Discord server with any questions.

Clank: Catacombs
Length: 4 hoursGM: Jay Fitch
Type: Board
System: Clank: Catacombs
Edition: Clank Catacombs
Players: 4
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
The catacombs of the skeletal dragon UMBROK VESSNA are mysterious and dangerous. Portals transport you all around the Dungeon depths. Wayshrines offer vast riches to intrepid explorers. Prisoners are counting on you to free them.
Ghosts, once disturbed, may haunt you to death.
Each trip into the catacombs is unique, as you lay tiles to create the dungeon. Find your fortune and escape the Dragon.
The Devil's in the Details
Length: 8 hoursGM: Chris Muoio
Type: RPG
System: The Household
Players: 8
Provided: All characters provided by GM
Power Level: Starting
Variations: Rules for Glamour
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Littlings fall into an epic adventure across the household to rescue a wartime comrade from the olden spirits and even older pacts that threaten the fragile peace and long standing intrigues dating back to the time of the Master's disappearance from the household. From the highest rafters to the deepest depths of the basement, all eyes turn to every little detail of the actions of the smallest insignificant littleling whose hands will turn the tide of history. One way or another.
A Night of Gold and Silver
Length: 6 hoursGM Troupe: Redhouse Bardic Productions
Type: LARP
System: Dreams of Dierdre/GM Fiat
Players: 18
Provided: All characters provided by GM
Variations: Modified (High Narrative Focus, Low Mechanics)
LARP Experience: Experience Useful
Game Content: Mature Themes
Genre: High Fantasy
Costume Suggestions: Midwinter Ball aboard a Floating Nobles Ship
A Night of Gold and Silver is an Arthurian style fantasy Secrets and Powers LARP.
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 to throw the grandest midwinter party in all the land on the Frell Family's Concerto, 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?
Dungeons & Dinosaurs
Length: 6 hoursGM: Norm Albert
Type: RPG
System: Dungeons & Dragons
Edition: 5th
Players: 6
Provided: All characters provided by GM
Power Level: TBD
Variations: Dr Dhrolin's Dictionary of Dinosaurs
Rules Knowledge: Experience Useful
Game Content: Mainstream
Pulp adventure in a lost world of dinosaurs and lizard men. Protect the herd from poachers & giant predators. Hunt rare creatures for powerful wizards, tame mighty beasts and thwart the plans of the lizard king.
Throne of Stars
Length: 6 hoursGM: Michael Siverling
Type: RPG
System: Quantum Starfarer
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Space Opera in the style of Poul Anderson and Issac Asimov where Players are Agents of the Terran Empire
Journey through the Impossible
Length: 6 hoursGM: Michael Siverling
Type: RPG
System: Nugget
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Victorian adventure in the worlds of Jules Verne and H. G. Wells. Airships! Submarines! Dinosaurs! Good Manners!
The City on the Edge
Length: 8 hoursGM: Les Child
Type: RPG
System: Dungeons & Dragons
Edition: 1st edition
Players: 7
Provided: Characters can be provided by GM
Power Level: 5-7
Variations: House rules
Rules Knowledge: Experience Useful
Game Content: Mature Themes
Your group happened to be in a small barony, a few dozen villages and small towns scattered around the countryside. This largest town was a place to give the mounts a rest, and relax from your travels. The well paying commission you were heading towards was still a couple days away, there was no reason to push hard to get there. The village posting board had a fairly new flyer, about a small town on the edge of the barony that hadn't been heard from in recent months, 'investigators' were wanted to go and find out why. Transport and a nominal fee were offered. A milk run you thought, a few days ride each way, probably just an orc band disrupting the road between. Why not?
Savage Worlds - Deadlands Noir
Length: 4 hoursGM: Michael M Kelly
Type: RPG
System: Savage Worlds
Edition: Adventure Edition
Players: 6
Provided: All characters provided by GM
Power Level: Veteran
Variations: Deadlands Noir
Rules Knowledge: Experience Useful
Game Content: Mature Themes
The Devouring Storm (La Tempête Dévorante).
New Orleans, 1948. The City of New Orleans has enacted proposals to renovate City Park and make it a safer and more accessible public gathering place. However, an Ancient Evil stirs in the depths of the park, and these renovations have inadvertently awakened It. Under the cover of darkness and storm, It plans to break free, threatening not only the entire city, but the fabric of reality itself! Unless a brave group of Veteran heroes can stop It in time!
Star Trek Adventures: Mind Medley
Length: 4 hoursGM: Michael M Kelly
Type: RPG
System: Star Trek Adventures
Edition: Second Edition
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Medical Log, Stardate 2615.4 The USS Excelsior NCC-1718 has been commanded to make all due speed to Melete II, where a disease of unknown origin has sickened colonists there. However, Melete II is a non-Federation colony in Betazoid Space. Betazed has been invited to but has not yet joined the Federation. We must be careful not to tread on any political toes as we work to contain this life-threatening outbreak.
Cthulhu Circus Imperium
Length: 4 hoursGM: Sam Slaughter
Type: Sci-Fi Miniatures
System: Circus Imperium
Edition: Classic
Players: 6
Provided: All miniatures provided by GM
Power Level: Any level
Variations: Cthulhu Circus Imperium
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
In the year of our Caesar 6797, throngs of New Rome citizens gather at the legendary Circus Imperium, the historic, centuries-old speedway to witness the thrilling Terran Overlord Government-sanctioned air-chariot race.
Caesar Morghulhus, a high priest of Azathoth, is passionate regarding the race, and has conscripted cultists from every major Old One religious order to participate in the roles of chariot drivers and escort gladiators. Though the air-chariot race is infamous for its unbridled violence, Morghulhus has elevated the dangers tenfold by introducing supernatural elements into the legendary competition. Hail Caesar!
Cthulhu Circus Imperium is a variant of the classic chariot miniatures racing game Circus Imperium, released by FASA over 40 years ago. Players control 25 mm air-chariot drivers, gladiators and fearsome duos of race-beasts. The race chaos is being raised to madness-inducing due to the lethal Lovecraftian elements populating the event. Beginners are welcome, and all miniatures, dice and game materials are provided. Hail Caesar or else!
RALLY OVER INNSMOUTH - GASLANDS
Length: 4 hoursGM: Sam Slaughter
Type: Mixed-Genre Miniatures
System: Gaslands
Edition: Gaslands Refueled
Players: 6
Provided: All miniatures provided by GM
Power Level: All levels
Variations: Gaslands Cthulhu
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
One hundred years after the FBI’s raid ended the horrors of Innsmouth, the secluded coastal town now lies in ruin. However, its Atlantic salt marshes are restless once again, for a group of unscrupulous race organizers have chosen the clandestine site for a deadly contest.
The bloodthirsty masses will witness this drone-televised event with an insatiable desire for speed, violence and mayhem, dark history be damned. Two teams of condemned combat airboat drivers will face off in a gladiatorial-style battle-race, so named the Rally Over Innsmouth. The victors of this conflict will revel in full criminal pardons, fortune and glory, while the losers will be grisly sacrifices to the survivors of the Esoteric Order of Dagon.
Rally Over Innsmouth is a competitive team-combat, 25 mm miniatures scenario for the popular dystopian racing game, Gaslands. Beginners are welcome, and all miniatures, dice and game materials are provided. Players control battle vessels in a perilous, aquatic “death-race” event, where courage, cooperation and mother luck will be crucial if they dare to claim victory!
All Roads Lead to Robhill
Length: 8 hoursGM: Mark Cumming
Type: RPG
System: Hero System
Players: 6
Provided: Characters can be provided by GM
Power Level: 200 pts.
Variations: Fantasy Hero
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
It was the final stop of a long caravan into the remnants of the Jlmori forest called the Expanse. Today you were to meet up with some old friends, a nomadic tribe of elves called the Wyrtweard, who see themselves as caretakers of the forest till Jlmori’s return. The Expanse is quieter than usual as you approach the knoll where you are to meet with the tribe. When you arrive at the meeting site you find the remnants of a battle, hurt and dying members of the Wyrtweard lay about some still clutching weapons, others sitting in shock of what had transpired. Brigands had attacked just after dark the night before and took the young and those they could subdue, taking them to the east, toward the city of Robhill.
Pirate Borg: Into The Maelstrom
Length: 4 hoursGM: Lane Mullin
Type: RPG
System: Pirate Borg
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Experience Useful
Game Content: Mature Themes
Grab you mates and row up to what will likely be your last sea story. There be vampyres on the Maelstrom and you and your lot are tasked to deal with them. This is a deadly adventure that is ideal for players with previous RPG experience (not necessarily Pirate Borg) or for groups that simply don't mind if the PCs die or are frequently in serious danger.
Mail the GM
Noah's Arc Security: Case of the Chinese Urn
Length: 6 hoursGM: Marc Willner
Type: RPG
System: Feng Shui
Edition: 2
Players: 6
Provided: All characters provided by GM
Power Level: N/A
Variations: All Ascended Animals
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Why are a group of Evil Sorcerers stealing and breaking cheap copies of a Chinese-style vase? Can a group of down-at-the-heels PIs find out and stop whatever Evil Scheme they are planning? And who is in the ominous black SUV?
Spacer Bill Ugnuck's Wacky Races Pt.1 Phoenix Shipyard Rumble
Length: 6 hoursGM: Dennis Seiffert
Type: Sci-Fi Miniatures
System: Full Thrust
Edition: 2nd edition
Players: 8
Provided: All miniatures provided by GM
Power Level: Beginner
Variations: Vector movement
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
This is the race that started it all over 10 years ago. Are you bold enough to fly your ship through the bustling Phoenix Shipyards?. Avoid incoming and outgoing cargo vessels to win the title of best race jockey in the sector.
This game utilizes 2D vector movement with “pool table” physics for an unforgettable experience.
Deadlands® Dark Ages: The Sinister Secret of Saltun
Length: 4 hoursGM: Scott Woodard
Type: RPG
System: Savage Worlds
Players: 5
Provided: All characters provided by GM
Power Level: Seasoned
Variations: Deadlands: Dark Ages
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
While traveling near the coast, a local thane asks the group to check on the allegiance of Saltun, a nearby town that has somehow been spared the worst of the Northmen’s raids despite lying well within their reach.
The year is 877. This is not the age as it was. This is the age as it was in its people’s darkest nightmares. The place is Britain. Danish raiders plunder the land. The last kingdom teeters on the edge of annihilation. It is a dark and blighted land steeped in terror, and that fear stirs the attention and ambition of ancient evils.

Mutant Crawl Classics: The Museum at the End of Time
Length: 4 hoursGM: Scott Woodard
Type: RPG
System: Mutant Crawl Classics
Players: 5
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
With each new generation of younglings, the Tribe of Cog tests their youths' fitness to serve their neolithic society as adults by sending them out on The Rite of Passage. The purpose of the Rite is two-fold. First and foremost, the younglings are tasked with going out into the untamed wilderness, surviving on their own for over one week, and each bringing back to the tribe one functioning artifact of the ancients. Secondly, it is to be hoped that the stresses of the Rite will trigger the "Metagenesis." For mutants, manimals, and plantients, the Metagenesis is the sudden full-flowering of their mutated genetic code and its attendant mutations.
Saturday Night Baron Munchausen: An Evening Of Camaraderie And Amusing Tales
Length: 4 hoursGM: Doc Cross
Type: RPG
System: Baron Munchausen RPG
Players: 8
Provided: Characters created at game
Power Level: Verbose
Variations: No actual alcohol or money will be involved.
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
While the Baron sends his regrets, being on a delicate mission to restore peace between the Amazons and the Vikings, he nonetheless invites a select group to meet with Doctor Cross, a sterling individual, for an evening of telling tales concerning DunDraCons and other Great Adventures In Gaming of the past. While not suitable for children, servants, or the French, others of a more respectable stature are invited to participate, or just observe. Storytellers should bring an acceptable persona. Costumery is optional.
Website: /doccross.blog/
The Reality Key 2027
Length: 4 hoursGM: Doc Cross
Type: RPG
System: Toon
Edition: Deluxe Edition
Players: 10
Provided: All characters provided by GM
Power Level: Hahaha! NO!
Variations: Maybe
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Way back in 1989, Doc ran his first Toon game at DunDraCon. It mixed toons with characters from other genres, all searching for The Reality Key. So to celebrate 50 years of DunDraCon, he's bringing it back. Things are about to get seriously funny, y'all. Audience seating should be provided.
Website: /doccross.blog/
CAS-2: Rise of the Blood Olms (Cairn)
Length: 4 hoursGM: Doug Woos
Type: RPG
System: Cairn 2e
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Venture out to a newly-discovered cave system! Encounter strange beasts and find strange magical relics! Don't die--or if you do, make it count! Cairn is an adventure RPG in the tradition of older editions of D&D: it has few rules and emphasizes player creativity and agency. Rise of the Blood Olms is a one-shot adventure written for Cairn by its creator, Yochai Gal. Pre-generated characters, dice, etc. will be provided. CW: fantasy violence, cannibalism.
Who is the Master of Poison?
Length: 10 hoursGM: Todd Westerlund
Type: RPG
System: Pathfinder/Starfinder
Edition: 1st Edition
Players: 6
Provided: Characters can be provided by GM
Power Level: 10th
Variations: All characters will be Drow, Duergar, Mind Flayer, or Minotaur.
Rules Knowledge: Expected
Game Content: Mature Themes
You are on a night raid to the surface. The return tunnel has collapsed. You find a guide back to the Underdark. He is murdered by someone in the party. The famous Master of Poison is amongst you! Only one of you will survive.

































