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Session: 6
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601 Goblin Quest
Sunday Noon in 144 for 4 HoursGM: Mary Russell
Type: RPG
System: Goblin Quest
Players: 5
Variations: Homebrew setting and monsters
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Who would leave goblins unattended to roam, no one knows but now you and your goblin pals are indeed left on your own. What adventures happens are up to you lets see what happens when we poke the sleeping bear.
602 Thulian Echoes, Part 2
Sunday Noon in 145 for 4 HoursGM: Rich Fraser
Type: RPG
System: Cairn 2e
Players: 8
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
When Titus sacked Jerusalem, it is said that during the chaos an enterprising sorcerer made off with a King's ransom in silver and disappeared to far off Thule. A century later an enterprising party of explorers made a failed bid to reclaim it. Armed with their notes, are you able to succeed where they failed over a thousand years prior?
Website: /www.worldanvil.com/w/details-and-data-jerry247/a/session-zero-and-primer-article
603 I Gladius: The Avernus Chapters
Sunday Noon in 236 for 10 HoursGM: Derek James
Type: RPG
System: Dungeons & Dragons
Edition: 5E 2024
Players: 6
Provided: Players must provide own characters
Power Level: 7th
Rules Knowledge: Experience Useful
Game Content: Mature Themes
Come for the glory. Come for the spectacle. Come to face death itself. But through all the fanfare and bloodlust, come for your one chance at escaping the Blood Games of Avernus.
You and your crew of survivors were drawn to, imprisoned by, or insane enough to find yourselves on the Plane of Avernus. Perhaps a summoning gone wrong or as a refugee of Elturel. Now you are bound to to your master of iron. A willing or unwilling pawn in his quest for glory in the Pit. But as the stakes grow higher, you are given one opportunity at escape. One opportunity to become legends.
D&D 5e 2024
Players provide own characters
Power Level: 7th
Restricted Classes: No Summoning Magic or Firearms
Standard Races Apply: No monster races
Standard Point Buy: 27 plus a bonus +2 to one stat
Equipment to be provided at Game
604 Salvage
Sunday Noon in 237 for 6 HoursGM: Keith Weitzel
Type: RPG
System: Dungeons & Dragons
Edition: AD&D
Players: 6
Provided: Characters can be provided by GM
Power Level: 2
Variations: Minor House rules
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The world is vast, and your boots are still new upon its roads. The ink on your character sheet is barely dry, yet already the call of adventure stirs in your chest. You remember the stories told by firelight of heroes who braved dungeons, of dragons whose wings darkened the skies, of treasures waiting in forgotten halls. You may not yet know the weight of a sword, the sting of a spell, or the thrill of victory hard-won and the agony of defeat. But you know this: the journey begins here, and though you are novices, you are adventurers all the same.
Now, it is your turn. The dice clatter like distant thunder, promising fate and fortune. The tavern door creaks open, and with it, the first step into a realm where every choice matters, every shadow hides a secret, and every friend beside you is part of a tale yet to be written. Old friends return, new legends stir, and the echoes of past adventures call you forward.
You and your companions have been hired by a down-on-his luck former trade captain whose flagship vessel, the mighty Emperor Of The Waves, which was lost in a storm. Its loss ruined him, and he’s desperately hoping you can investigate and regain some of the magical items that were lost with the ship. It may be his only chance to regain his glory, a glory you might be able to share if you’re successful. You’ll be exploring ruined decks, slowly descending into the depths of the mighty ship in a nautical dungeon crawl with compartments infested and flooded with seawater.
So gather your courage, steady your hearts, and step forward. The dungeon awaits, and the story of your legend is ready to be told. The map is unfurled, the tale is yours to shape. And though years have passed, the magic remains—ready to welcome you back to where it all began, Advanced Dungeon and Dragons!
This is a light-hearted Advanced Dungeon and Dragons adventure for 2nd level characters. Novices and players of all ages are welcome.
605 Bibliomancy
Sunday Noon in 238 for 6 HoursGM: Steven Drouin
Type: RPG
System: Bibliomancy
Players: 5
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Libraries across the globe are under attack. Books are disappearing in puffs of purple-green mist. You are a book, violently brought to life, and bound to defend the written word. Learn to draw power from within yourself and unravel the mystery of these coordinated assaults.
Bibliomancy is a new mystery/horror TTRPG that uses player brought books as the characters for the session. Books should be approximately 200 pages in length. You will be destroy your book as part of gameplay. GM will bring extra books just in case.
606 The Ghost Ship Carthage
Sunday Noon in 240 for 6 HoursGM: Richard Robertson
Type: RPG
System: Fragged Empire
Edition: Rag-Tag
Players: 5
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
At 03:13 hours standard Haven time, on Octo 14th 1005 AX, the Archon medical frigate Carthage issued a general distress call. At 5:05 hours on Octo 16th, Legion VESPER force Epsilon boarded the vessel. An hour later, the ship went silent, charted a course for deep space, and was never heard from again.
– Vital Emergency Stellar Protocol Expedited Recovery (VESPER) Force After - Action Report on the Carthage Incident.
Adventure Background
As the crucible of the Great War consumed the Archon Empire with impunity, its searing heat gradually melted the Archons’ ironclad ethics to slag. The Carthage began as a medical ship on a mission of mercy to the Kaltorans of Haven, but as the Archons’ cause grew every more desperate, she received a dread new purpose: harvest Kaltoran refugees, and Nephilim prisoners of war to develop new bio-weaponry for immediate deployment on the front.
Fragged Empire: Rag-Tag
Fragged Empire is a post-post-apocalyptic sci-fi setting where your people are just now returning to space following a century of hiding during the aftermath of a galactic war where the Nephilim and their X'ion master successfully defeated the Archons and their servile nations. It's a universe that leans heavily into themes of cultural tension and exploration, with a dash of trans-humanism, nation-building and a hope for a better future.
RAG-TAG will see you and your friends take on the role of a character from one of eight core species who join together to form a rag-tag band of misfit mercs that pilfer the corpses of ghost ships, explore ancient ruins, respond to SOS signals, fight pirates, defend frontier colonies, hunt monsters and explore uncharted worlds! Those of you who survive will do so through cunning, grit, teamwork and luck.
640 Mountain of Madness
Sunday Noon on Ponderosa Table 2 for 4 HoursGM: Seth Montes
Type: Board
System: Mountain of Madness
Edition: 1st
Players: 5
Provided: All materials provided by GM
Variations: none
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Work together to reach the Lovecraftian peak, while dodging insanity cards.
1931: Your scientific expedition discovers a new and intriguing mountain range in the middle of the Antarctic polar circle. Under these challenging conditions, the survival of your team will depend on your ability to communicate with each other and to coordinate your efforts to overcome each obstacle — but what you discover on the way to the highest peak will strongly test your mental health. Will you even be able to understand yourself despite the madness that gradually insinuates itself into your mind?
https://boardgamegeek.com/boardgame/214293/mountains-of-madness
651 X-Wing Mario-Kart
Sunday Noon on Hall of Cities Table 14 for 6 HoursGM: Wayne Fisher
Type: Sci-Fi Miniatures
System: X-Wing
Edition: 1
Players: 5
Provided: All miniatures provided by GM
Power Level: Friendly Flying 30pt max
Variations: Power ups, Bumping rules, Re-spawn checkpoints
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Welcome pilots to the 3rd annual DunDra Eve Classic! Wayna-de-Hutt is looking forward to winning big backing the ex-imperial pilot that triumphed last solar rotation!
Will the spice runner make a comeback or will the rebel pilots cross the finish first?
Fly over mystery boxes(?) and watch out for those blue shells and space bloopers!
671 My Jam
Sunday Noon in Salon B/C for 4 HoursGM: Peter Svensson
Type: LARP
System: American Freeform
Players: 20
Provided: Characters created at game
LARP Experience: Beginners Welcome
Game Content: Mainstream
Genre: Urban Fantasy
Costume Suggestions: Wear something cool you can dance in! This is a magical school dance and you're all teenagers!
My Jam is a larp in which players embody high-school musarchs—magicians whose powers are focused through music—at the biggest dance of the year. During the dance you’ll be able to hang with your friends, pick arguments with your frenemies, and moon over your crush, just like any other high school dance. But when your music is playing, you become the most powerful being on the dance floor—and maybe the entire gymnasium! At the end of the night, one of you will be elected Dance Monarch and enact a powerful ritual that can permanently change the world.
652 Napoleonic Naval Battles
Sunday 1 PM on Hall of Cities Table 21 for 4 HoursGM: Bob Bergman
Type: Historical Miniatures
System: FORM ON THE ADMIRAL'S WAKE
Players: 8
Provided: All miniatures provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Command a 3 ship squadron of powerful Napoleonic ships of the line to destroy the enemy fleet. Unlock your inner Admiral Nelson with fast play and hex-based gaming action. Popular with the South Bay Gaming Club and played regularly at game conventions in the SF Bay Area.
607 Monty Python's Co-Curricular Mediaeval Re-enactment Programme
Sunday 2 PM in 136 for 4 HoursGM: John Ottenhoff
Type: RPG
System: Monty Python's CMRP from Exalted Funeral
Players: 9
Provided: Characters can be provided by GM
Power Level: Beginner
Variations: Standard game from the main book
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
It's. . . Monty Python's* RPG Co-Curricular Mediaeval Re-enactment Programme. A very silly serious** educational fart game! In it, participant characters (PCs) will engage in a quest that may (or may not***) include such annoying terrifying monsters such as (but not limited to) killer rabbits, carnivorous desserts, the Black Beast of Aaargh, snarky fairies. . . and the French. PCs could be rewarded with gold, magic items like the Holy Grail, or they could just learn that the true reward was the friends enemies they made along the way.
This game uses the polyhedral dice found in roleplaying games (like that one from a group of magic-users that live on a beach) but additionally uses the more rare d14, d16, d18, and d30 dice. A set of dice will be at the table or players may bring their own.
Players can can bring their own character or use one of the handy hand-made pre-generated ones that will be available.
* Knowledge of Monty Python *not* required, but may prove useful if it is not, in fact, entirely useless.
** Don't worry if you are a chronically un-funny person. The game tends to generate lovely comedy around even the most serious persons.
*** Quest contents not guaranteed. May also contain potty jokes, llamas, fruit bats, innuendos, breakfast cereals, and other assorted nonsense. Side effects include laughter and on exceedingly rare occasions, spontaneous thumb loss. Most participants say these side effects are hilarious. Recommended for ages between 12 and 102.5 years. Use as directed.
Publisher Web Site:
https://www.exaltedfuneral.com/pages/monty-python-role-playing-game
Website: /www.facebook.com/groups/1119884806349171
608 Blue Alley
Sunday 2 PM in 138 for 6 HoursGM: Eric Boeing
Type: RPG
System: Dungeons & Dragons
Edition: 5E (2024)
Players: 6
Provided: All characters provided by GM
Power Level: 4
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Blue Alley (D&D 5E 2024): A 4-hour Dungeons & Dragons adventure set in Waterdeep for up to 6 level 4 players. Players explore the infamous Blue Alley, a maze filled with traps, monsters, and treasure, originally written by M.T. Black and Alan Patrick. Pre-generated 4th-level characters will be provided. Up to 6 players.
609 Tomb of Horror
Sunday 2 PM in 143 for 6 HoursGM: Jerry McCoy
Type: RPG
System: Dungeons & Dragons
Players: 6
Provided: All characters provided by GM
Power Level: 7-9
Variations: Old School Essentials (OSE)
Rules Knowledge: Experience Useful
Game Content: Mainstream
In life the magic user was powerful but unremarked. Vowing to change the narrative, he desired to make everyone remember him forever. He achieved that in his unlife. His name was Acererak.
Today, many adventurers know of the tale of Acererak's climb through infamy but few dare utter his name aloud for fear of atteacting his attention. He was a powerful lich who held sway over these lands many centuries past. But all creatures, not matter how powerful, have one thing in common. They have an appointment with death. And that was Acererak's ultimate end, or so they say.
A grand and deadly tomb was built while Acererak was it the height of his powers, foreseeing this day. And when the dark energies that sustained him were finally all spent, Acererak's remains were finally sealed.
But whispers and rumors never die. Quiet tales, half told and innuendo tickled the minds of adventurers as stories began circulating that maybe Acererak wasn't truly dead. And what a tale would be told of those who sought him out and finally defeated this menace to all life.
And yet others tales were told that perhaps he was dead and his tomb would surely house some of the most fabulous riches.
Which one was either true, this was a tale worthy of you to take up. And it just so happened and old sage had discovered the location of his burial mound. And that's all you need, really. Just the location of that one special cairn, and you can do the rest. Easy, right?
This is the classic Tomb of Horrors from the AD&D days which will be given a small facelift with the OSE rules. Come explore the world's deadliest dungeon (or so the stories go).
610 Return to Redwater Rock
Sunday 2 PM in 149 for 4 HoursGM: Colin Fowler
Type: RPG
System: Avatar Legends
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
You and your merry band of adventurous do-gooders find yourselves on the coast of the Earth Kingdom, in dire need of a seaworthy boat. And old water tribesman named Hanta has just the thing: a mid-size cutter in the southern style, just right for a group of your size. His price is simple; he requests your aid in visiting his wife’s grave out on Redwater Rock, the island where they used to live. There’s just one problem — Redwater Rock is known to be crawling with brigands, and these days goes by a different name: Pirate Island.
Avatar Legends is an adventure roleplaying game set in the universe of Avatar: the Last Airbender. The game uses the Powered by the Apocalypse engine combined with a nuanced and strategic combat system to let you play a bender of any element, a weapons master, or even an inventive gadgeteer as you explore the fun and familiar world of the show. Adventure on Pirate Island is set in the era of Avatar Roku before the onset of the 100 Years War.
611 What the Sea Taketh, the Sea Keepeth
Sunday 2 PM in 234 for 6 HoursGM: Sean Phelan
Type: RPG
System: Obscure RPG
Players: 5
Provided: All characters provided by GM
Power Level: Standard
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
You're members of the U.S. Coast Guard's Aviation Rescue Swimmers (ASTs), investigating the mysterious disappearance of the cruise ship, Splendid Sojourn. Communication was lost as it sailed from Florida to Barbados — and was never heard from again...until now.
Obscure is the Found Footage Inspired Horror RPG.
Website is to Obscure's completed Kickstarter, which has information on game.
Website: /www.kickstarter.com/projects/sunze/obscure
642 The Gods War
Sunday 2 PM on Ponderosa Table 1 for 4 HoursGM: Tom Granvold
Type: Board
System: Glorantha
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Glorantha: The Gods War is a game of competing pantheons for control of the world. The gods build temples to gain power and bring their forces into the world to defend there temples and attack those of the other gods. The gods can gain additional powers by completing herquests. Each pantheon is different with different abilities. This game is simular to Cthulhu Wars, but set in the world of Glorantha, which is the setting used in the role playing game Runequest. No knowledge of Glorantha is needed to play this game. No experiene with The Gods War is needed and is open to all who have some board game experience.
653 The Return of Ymir
Sunday 2 PM on Hall of Cities Table 9 for 3 HoursGM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Ymir Borg
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Your fingers hurt, your lips are chapped, you are far from home, and by the gods do you miss home…
You and your companions, plus a frost giant named Grog, who may be the smallest frost giant you have ever seen (not that you have seen a lot of frost giants) have marched for eight straight days through the Ghakis Mountains, engaging in
Grog, has implored you to help him win back his beloved Boreletta from the legendary giant Ymir, who has proclaimed he’s returned from the land of the dead, to lead the frost giants to great victory against the Known World!!
Grog just wants his girlfriend back…
Grog will pay you 500 gold coins each for your help in successfully reuniting him with his love and driving Ymir from Jotunheim.
Now, on the dawn of the ninth day, you awaken, scanning the horizon, you see your destination… Castle Jotunheim… home of the Frost Giants!!
As you gaze out into the morning haze... stealing glances at this blue brute in your company, you find yourself asking, “How did we end up in this mess?”
The answer, as always, is because you were broke
Website: www.thereturnofymir.com
613 Epic Fantasy Hero
Sunday 4 PM in 132 for 6 HoursGM: Jim Gettman
Type: RPG
System: Hero System
Edition: Fantasy Hero (V4?)
Players: 7
Provided: Characters can be provided by GM
Power Level: 150 + 100 disad + up to 100 XP
Variations: No END, DEF instead of PD and ED
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Middle Earth thrives. Dwarves run Moria. Time to clear the tunnels below.
Website: /docs.google.com/document/d/1B7MJd-LCgqKSJUAUbvxtxbfqqHTRSRxZdBWuvgcQuRg/edit?usp=sharing
614 Tales from Tulket: The Mask of Many Faces
Sunday 4 PM in 134 for 6 HoursGM: Lucas Kotowski
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2024
Players: 6
Provided: Characters can be provided by GM
Power Level: 5
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
“Welcome aboard Troy’Byon’s Magical Flying Menagerie! The premier travel service for adventure across the lands! Enjoy our comfortable quarters, personable crew and be sure to ignore the strange Harlequin’s that roam the deck! I’m sure that they are perfectly safe…”
__
The Mask of Many Faces is a murder mystery set upon the deck of an airship. Explore the ship, its crew and the terrible inevitable murder that is written into the script of those bound to the ship.
This game focuses on mystery, surreal horror and the uncanny. It is a good beginner adventure and is LGBTQ+ friendly!
Website: /linktr.ee/legendarybucket
615 Dr. Cthulhu vs. The Phantom Crime League
Sunday 4 PM in 139 for 6 HoursGM: Jeff Hatch
Type: RPG
System: Pulp Adventure
Players: 6
Provided: All characters provided by GM
Power Level: Pulp Hero
Variations: 3rd Edition Playtest
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
in 1939 Necropolis is under siege by a series of crimes. Criminals strike and are never found. The crimes range from murder to theft, and no trace is found. The commissioner has requested the assistance of Dr. Cthulhu and his Minions of Madness to track this Phantom Crime League and put a stop to their crimes. Will the heroes be able to teace the villains to their hidden lair? Who is behind the crimes? How do they seemingly disappear?
616 The Delian Tomb
Sunday 4 PM in 140 for 6 HoursGM: Nick Uhlig
Type: RPG
System: Draw Steel
Players: 6
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The Delian Tomb is a learn-to-play intro adventure for Draw Steel, a new heroic fantasy game based around fast, fun, tactical gameplay. You never miss, or have to waste your turn on a spell that fails. Everything you need to learn and play will be provided, just show up and have a great time!
617 Dungeon of the Dead Three
Sunday 4 PM in 141 for 6 HoursGM: Alexander Hughes
Type: RPG
System: Dungeons & Dragons
Edition: 5e 2014
Players: 6
Provided: Characters can be provided by GM
Power Level: 4
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Come explore the deadly dungeon of the dead three, located in the ever popular Baldur's Gate. Band together & survive the dangers below.
Citizens are disappearing, tensions are rising. The flaming fist is drafting your party into service. Will you get to the bottom of this mystery? Can you stop the grim future that the cultists have put into motion
Create your own PC or use a provided pregen.
Please use official species & subclasses.
618 And now... The Weather
Sunday 4 PM in 142 for 6 HoursGM: Beth Krestoff
Type: RPG
System: Essence20
Players: 5
Provided: All characters provided by GM
Variations: Welcome To Night Vale Roleplaying Game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Hello dear listeners… This is a story about you. All five of you. As citizens of our friendly desert community, where the sun is hot, the moon is beautiful, and mysterious lights pass overhead while we all pretend to sleep, you seem to have found yourselves tangled up in quite the scandal. How exciting! Will you be able to resolve this curious conundrum on your own or will the Sheriff’s Secret Police have to solve it for you? Between you and me, listeners, you do not want that. Not at all, dear listeners… Not. At. All… And welcome to Night Vale.
619 The Zeppelin is the Problem?
Sunday 4 PM in 144 for 6 HoursGM: Pol Stafford
Type: RPG
System: Stealing Stories from the Devil
Players: 6
Provided: All characters provided by GM
Power Level: Introductory
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
You have returned from a planned adventure in the far future multiverse to the wrong time. Not the 39th century paradise Earth you expected, but the deeply problematic 21st century. And you've ended up in Sacramento... California. Pollutants. Diseaseas. Suburban Malaise are all serious challenges in this period. So how the hell are you going to assimilate and ascend an ancient tower in the old downtown area. Ravens are guarding the tower and nordic symbols have literally bled out of the building... how will you handle all these anachronisms, restabilize reality and return home?
620 Conan: The King's Mound Expanded
Sunday 4 PM in 145 for 6 HoursGM: Gene Lancaster
Type: RPG
System: Conan: The Hyborian Age by Monolith Games
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
New Players Welcomed!
Rumors have been told of an ancient burial mound that none dare venture to; where gold, jewelry, and ancient artifacts await for those foolish enough to enter.
Warnings were overheard of the false king and his skeletal warrior guardians. It is said that those who have visited the mound have never returned.
This is an Introductory scenario for Conan: The Hyborian Age by Monolith Games which has been expanded. The rule system is light and will be taught during play. Everything needed to play will be provided; Dice, Pencils, Character Sheets, Maps, Character Tokens, etc.
621 Neon Knights: GOBLIN QUEST
Sunday 4 PM in 148 for 4 HoursGM: Mark Bachofer
Type: RPG
System: Goblin Quest
Edition: Neon Knights
Players: 9
Provided: Characters created at game
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Goblins.
Not the merriest of creatures, nor the most noble. But these mischievous fellows are often painted with a crueler brush than they deserve. Goblins are crafty, sharp (in all senses of the word), and tenacious – but above all else, goblins are survivors.
They’d have to be, in order to pull off their latest heist.
Every week, the butcher's cart heads to market, full of sweetmeats, succulent sausages, and rump roasts. Such a mouthwatering target has been often coveted by you and your fellow goblins - but today will be the day that you finally make it yours.
Of course, it's best to have a place to escape the consequences of your actions afterwards. Fortunately, you know of the perfect place. Set into a nearby hillside, flanked by solid stone pillars, there's a heavy oaken door. And you're sure with a little effort, you can pry it open...
In GOBLIN QUEST, the players take on the role of Goblins! These Goblins are played with the Neon Knights rule system, a simple d6 fail-forward system. Last year, this system was used to run The Tallest Tail, an adventure of lumberjacks and were-beavers. In this year's game, there aren't any rodents afoot, but players are given a secret Goblin Quest. At the end of the adventure, if you have completed your Quest, you will receive a special prize – but watch out! If you are too obvious in your attempt, others may attempt to usurp your Quest!
622 The Winter Maiden
Sunday 4 PM in 230 for 8 HoursGM: Steve Kani
Type: RPG
System: Cyberpunk
Edition: 2nd Ed.
Players: 6
Provided: Characters can be provided by GM
Power Level: 70ish Character Points. No Skills over 5
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Edgerunners, I have contacted you directly because I need the best investigators, fixers, techies and solos - regardless of which network or corporation employs you or who you have done jobs for in the past. I need people I know. I need you to track down a new entity that is trying to dismantle my network. Some minor surgery may be required. Actually, it's pretty major surgery but we employ the best surgeons in the world and I'm paying for it. Don't worry, you'll be fine.
623 One of Our Nukes is Missing...Again!
Sunday 4 PM in 231 for 4 HoursGM: Chris Harget
Type: RPG
System: SpyMovie RPG
Players: 8
Provided: Characters created at game
Power Level: Elite
Variations: Light, fast, funny
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The fate of the free world is in your hands! You’re skilled, cunning, nervy spies, rife with questionable coping mechanisms and tragic backstories that make you the best! You've recovered stolen nukes before, but this time it's serious. Sheik Baron Von Hashimoto, a Rogue Nazi Yakuza Arms Dealer Ex-KGB Terrorist, claims no one will stop his nefarious plan! Players choose from a dozen spy archetypes, allocate 4 stats, customize from a quick menu of trademarks and flaws. Creation takes 5 minutes. Rules are fast and breezy.
Website: /docs.google.com/presentation/d/1dmrJu5q1zGW05MSafHl3iKDNTf4asAztpFmhSq1O5QY/edit?usp=sharing
624 The Sacred Serpent and the Grand Cyclops
Sunday 4 PM in 239 for 6 HoursGM: Arthur Prospero
Type: RPG
System: D100 System/Call of Cthulhu
Edition: 7th
Players: 5
Provided: All characters provided by GM
Power Level: Mafiosi
Variations: No Luck. You're Lucky enough already.
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Our biggest de colore distilling operation in southern Illinois has been disrupted. Stills busted. Friends of ours in that community killed. We've had problems with these lily whites and their dry-as-a-bone fraternities in the past, but this is hitting our bottom line. In retaliation, Don Citti Of the St Louis operation Has declared woe unto the Klan. Sounds fine to us, fuck those racist Cafone bastards. The Consigliere however, is not so sure. These secret societies usually have connections in the community that run pretty deep, and we don't need the law saying the Cosa Nostra is attacking honest citizens. He's sending a few of us into the sticks to take a look around. But we better hurry. Because in a week the Capo Regime are going to unleash holy hell on the Ku Klux Klan.
625 Road work ahead: Donner, Party of Five
Sunday 4 PM in 241 for 6 HoursGM: Colin Thompson
Type: RPG
System: Other
Edition: Red Markets
Players: 5
Provided: All characters provided by GM
Power Level: Mid career takers
Variations: First Edition
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Road Work Ahead Part 1: Donner, party of five
Job offer: Donner Lake Militia Fort went and had their enclave fall. Dunno why, dunno how, don't care. The point is there was a courrier there when it happened. He's dead, also don't care. But the package is fine. Anybody willing to swing by and grab the package before the casulties wake up could get a bunch of bounty if they get it to Little Big on the Nevada side. Successful takers can navigate wilderness, be real sneaky, and run like hell. Contct WeedLordBoner69 at Last Farm.
Red Markets is a game of economic horror amid a zombie apocalypse. You are Takers, mercenaries who do jobs in the zombie wasteland dreaming of buying your way into a better life.
Five years into the zombie apocoplyse, Local 420 has to mount up and navigate the ruined remains of civilization on the first leg of their journey to the score of a lifetime.
626 Dungeon Crawler Carl
Sunday 4 PM in 242 for 8 HoursGM: Chris Eckman
Type: RPG
System: Homebrew
Players: 5
Provided: Characters created at game
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
Greetings, esteemed volunteer! Welcome to the World Dungeon, a state-of-the-art subterranean death labyrinth brought to you by the Syndicate’s proudest purveyor of terror and reality entertainment, the Borant Corporation. Consider yourself “lucky” to be a part of Dungeon Crawler World, an event that’s not only legally sanctioned but apparently essential for intergalactic viewers who need a bit of… let’s call it high-stakes drama in their lives. You and your fellow Crawlers are now the proud property of Borant until one of two things happens: you make it past the Tenth Floor (which, statistically speaking, you won’t) and gain citizenship, or… well, that one’s too depressing. So, sue me, there’s three things… Let’s focus on the bright side, shall we?
You’ve made it this far, meaning you’re one of the select few who survived the Transformation Event and managed to avoid the tempting warmth of oblivion. Now, by stepping into the dungeon, you’ve agreed to a unique opportunity: clawing your way to freedom as a Crawler. Once inside, the System AI—yes, that’s me—will assign you a unique Crawler Number and a Crawler Name, which will be emblazoned in your HUD for the edification of your future fans. And if you’re still wondering what a HUD is, don’t worry—it’s all very intuitive, assuming you can read.
GM Note: It is good to know what Dungeon Crawler Carl is, but you do not need to have read the book, you will have fun all the same!
643 Slay the Spire: The Board Game
Sunday 4 PM on Ponderosa Table 2 for 5 HoursGM: Jonathan Buchalter
Type: Board
System: Slay the SPire
Edition: 1st
Players: 4
Provided: All materials provided by GM
Variations: None yet, exspansion on the way.
Rules Knowledge: Beginners Welcome
Game Content: Very Complex
Slay the Spire
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
644 Spirit Island (Teaching)
Sunday 4 PM on Sierra Table 4 for 4 HoursGM: CJ Bridges
Type: Board
System: Spirit Island
Players: 4
Provided: All materials provided by GM
Variations: Full expansions
Rules Knowledge: Beginners Welcome
Game Content: Very Complex
Teaching Game of Spirit Island! Cooperative game of settler destruction. Play as a spirit protecting the island from invaders.
Some board game experience is important as the game is quite complex, but difficulty/complexity can be tuned at several levels. I'm planning to teach 4 new players (and not play), so beginners to Spirit Island are really encouraged to apply (use priority if you need to!). I'd like to get first or second time players primarily. Please stop by even if not selected by the algorithm. That said, the table may expand some if other experienced anchors/willing teachers join in and table space allows - specifics TBD. Anyone's free to sign up, but I'd love to get the new players (did I say that already?).
All expansions/horizons content will be included (yes, this is fine for first time players!), and a few limitations are expected to keep the game "normal" (e.g. no Finder or Ocean which warp gameplay for everyone at the table).
648 Red Dragon Inn
Sunday 4 PM on Sierra Table 1 for 4 HoursGM: Chris Akers
Type: Card
System: Red Dragon Inn
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
In Red Dragon Inn, you and your friends are a party of heroic, fantasy adventurers. You've raided the dungeon, killed the monsters, and taken their treasure. Now you're back, and what better way to celebrate your most recent victory than to spend an evening at the Red Dragon Inn. You and your adventuring companions will spend the night drinking, gambling, and roughhousing. The last person who is both sober enough to remain conscious and shrewd enough to hold onto his Gold Coins wins the game.
654 Mythic Battles: Ragnarok
Sunday 4 PM on Hall of Cities Table 3 for 4 HoursGM: Mark Indiveri
Type: Fantasy Miniatures
System: Mythic Battles 1.5
Edition: Ragnarok-Isfet
Players: 4
Provided: All miniatures provided by GM
Power Level: Medium
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
All the Gods are at war! Command legendary heroes, unleash terrifying monsters, and lead warbands drafted from Greek, Norse and even Egyptian mythology in an epic clash for immortality. Learn as you Play - choose your Pre-Drafted dream team of deities and warriors from the likes of Zeus, Ra, Thor, Horus, Poseidon and Bast, and battle for divine glory. No experience necessary; all rules will be taught as we play. There are only 2 card types, Unit Activation Cards and War Cards - use them both to drive your gloriously painted miniatures into battle and power insane abilities to confound your opponents!
Website: /boardgamegeek.com/boardgame/415112/mythic-battles-isfet
645 Tales From The Loop: The Boardgame
Sunday 5 PM on Sierra Table 2 for 4 HoursGM: Jason Unck
Type: Board
System: Tales From The Loop: The Board Game
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Board Gaming in the ’80s That Never Was
655 The GEV Fields Beyond
Game Cancelled
656 Trazyn's Tournament
Sunday 5 PM on Hall of Cities Table 8 for 6 HoursGM: Raymond Metzger
Type: Sci-Fi Miniatures
System: Warhammer 40k
Edition: 10th
Players: 8
Provided: Miniatures can be provided by GM
Variations: Official Games Workshop Combat Patrols. If you have your own, please bring them. Otherwise they can be provided
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Once again, Trayzn the Infinite is bored. Terribly bored. The only thing that can cure a boredom of this cosmic scale, is to be entertained by his collection. As the leader of a group of warriors that have been imprisoned in his timeless museum, you have an opportunity you can not pass up. In exchange for amusement, Trazyn has promised the winner of the tournament freedom; to be returned to the real world. Will you be able to lead your forces to victory, and escape the clutches of the immortal collector? Or will you and your troops remain trapped; locked inside a temporal prison until the next bout of his boredom?



















