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Session: 8
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801 All About The Mani
Monday 8 AM in 132 for 8 HoursGM: Jesse Harder
Type: RPG
System: City of Mist
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Even from several streets away, you can already hear the music, a dozen different tunes clashing and echoing between the giant-sized hotels, each casino trying to outdo its competitors. Day or night, you can see beams of light blazing in a myriad of colors against the dark clouds, which cover this den of vice like a blanket. There is no better place for a heist than Fortune Row, The City’s district of glitz and glamour. And though the vaults of the myriad casinos store more wealth than any gambler could ever dream of, you’ve set your sights on a far more valuable score: luck itself.
In the narrative-first, urban-fantasy, noir game of City of Mist you play as Rifts, ordinary people with extraordinary powers. These powers come from a Mythos, a force of myth, legend, folklore, and story, which wishes to have its tale retold through you.
802 Mystery at 3M
Monday 8 AM in 134 for 8 HoursGM: David Guon
Type: RPG
System: Traveller
Edition: MegaTraveller (GDW)
Players: 6
Provided: All characters provided by GM
Power Level: Rules Knowledge: Useful. Mature content
Variations: Gateway Sector
Rules Knowledge: Experience Useful
Game Content: Mature Themes
On the remote desert-world of Caster (2035 Cinder/Gateway) a mining settlement has gone off-line. No one responds to any communications and the mag-lev line shows as blocked. Mining executives and starport authorites want to know what has happened and has asked the crew of the Phoenix Hawk to find out.
This scenario is a follow-on to Fate of the Ad Astra (DDC-46) and Liberty Port: Revonis (DDC-47), and Shoals of Fire (DDC-48).
More role-play than combat, but be sure to pack your laser!
803 Magic Gone Wild
Monday 8 AM in 136 for 8 HoursGM: Les Child
Type: RPG
System: Dungeons & Dragons
Edition: 1e
Players: 8
Provided: All characters provided by GM
Power Level: 5-7
Variations: House Rules
Rules Knowledge: Experience Useful
Game Content: Mature Themes
You are a part of a decidedly failed adventuring group. All your decent treasure, including most of your good magic items went one by one to level training, resurrections, and restitution. The few remaining trinkets you have are utility items. The only work you can get is guarding caravans nobody has any interest in assaulting, or providing security for social events.
Well, until Tuesday...
804 Glenhold Outbreak
Monday 8 AM in 138 for 8 HoursGM: Aaron Blomenkamp
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 6
Provided: All characters provided by GM
Power Level: 13
Rules Knowledge: Experience Useful
Game Content: Mainstream
Time is short before the Pyroclast Division arrives at the town of Glenhold. Glenhold suffers from a plague and the local healers have been unable to stop the spread. The town is currently locked down to contain the spread. You, as a member of a special squad from the Imperial Order of Dawn, have orders to stop the outbreak before the Pyroclast Division is brought in. What will you do to save Glenhold?
805 Let it Snow
Monday 8 AM in 141 for 6 HoursGM: Robert Weidman
Type: RPG
System: Dungeons & Dragons
Edition: 2024 Rules
Players: 6
Provided: Players must provide own characters
Power Level: 10
Variations: Magic Items-1 Rare, 2 Uncommon, 6 Common
Rules Knowledge: Experience Useful
Game Content: Mature Themes
In the frozen reaches of the world, beyond the northernmost peaks where daylight burns dim and the winds sing and sting like banshees, legends whisper of a divine artifact.
806 The Whispers of the Endless Gale
Monday 8 AM in 143 for 8 HoursGM: Robert Anderson
Type: RPG
System: Dungeons & Dragons
Edition: 5th Edition
Players: 8
Provided: Characters can be provided by GM
Power Level: 16
Rules Knowledge: Experience Useful
Game Content: Mainstream
Yan-C-Bin, the Prince of Elemental Air, desires to strip all other planes of their atmosphere and stability, leaving them as barren, wind-scoured voids. Find a way to stop the “Air-Siphons” before your personal plane and or home world is consumed by a Tornado of Magical intensified Air and turned into “A Living Storm”.
• Starting Gear: 5,000 gp plus1d10 x 250 gp, three uncommon magic items, one rare item, normal starting equipment
• Start Stats: Standard Array
• Also. One Additional Feat to Start
• Please No-3rd Party
807 There Can Only be One!
Monday 8 AM in 146 for 8 HoursGM: Ron Correll-Feichtner
Type: RPG
System: Unisystem
Players: 7
Provided: All characters provided by GM
Power Level: Character Archteypes from the TV show. In between Seasons 4 and 5 of the TV show.
Variations: Buffy The Vampire Slayer RPG, Eden Studios
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Just when you were hoping for a break, Evil once again comes to town! Of course, this is Sunnydale. So did it ever really leave? Join Buffy and the rest of the Scoobies as they fight vamps, demons, and turn back the forces of evil who once again want to open the gates of the Hellmouth. This time, the threat has ties to the past! Can Buffy and the gang prevail once again!
841 Trogdor: The Board game
Monday 9 AM on Ponderosa Table 1 for 2 HoursGM: Jonathan Buchalter
Type: Board
System: Trogdor: The Board Game
Edition: Kickstarter
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
THE TROGDOR COMES IN THE NI~IGHT! Play as the keepers of Trogdor as you help guide the mighty burninator as he lays waste to Peasantry with beefy arm and scorching flames! Trogdor is a co-operative game for up to 6 players, where each player takes it in turns to guide The Burninator in his quest to bring Burnination to the lands as you dodge pesky knights and bowmen. But beware, for legends speak that the Troghammer comethod!
Website: trogdorboardgame.homestarrunner.com
808 Derailment at St. Faustina Station
Monday 10 AM in 137 for 6 HoursGM: Patrick Riley
Type: RPG
System: Wildcard Roleplaying System
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
After a deadly subway accident, several strangers find themselves in a chthonian labyrinth. To reach their next destination, they must overcome numerous trials, defeat formidable monsters, and confront their own demons.
809 Ruins of Castle Gygar (Monday Session)
Monday 10 AM in 139 for 6 HoursGM: Ben Longman
Type: RPG
System: Dungeons & Dragons
Edition: 1981 B/X
Players: 6
Provided: All characters provided by GM
Power Level: 2-4
Variations: Old School Essentials, Ascending Armor Class and some light house rules
Rules Knowledge: Experience Useful
Game Content: Mature Themes
The Ruins of Castle Gygar is almost a West Marches style campaign, where sessions are run through the year at different conventions, with different players taking on the roles of different characters.
Explore the environs around Jotunsburg including the Dungeon outside of Jotunsburg and the Ruins of Castle Gygar.
It is run via Old School Essentials (1981 Basic/Expert D&D) and uses Ascending Armor Class. It will occasionally incorporate 0-level characters to refresh the stock of available characters.
This game is intended for adult players and children will be turned away.
810 The Sablewood Messengers
Monday 10 AM in 140 for 4 HoursGM: Walter Manbeck
Type: RPG
System: Daggerheart
Edition: 1st
Players: 5
Provided: All characters provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Dive into the heart of adventure! Your need to deliver a mysterious package to a village deep within the Sablewood forest, to someone called the White Fire Arcanist.
Long Description:
Your party is tasked with delivering a mysterious package to Hush, a village deep within the Sablewood forest, to someone called the White Fire Arcanist. The adventure features six pre-generated characters, including Marlowe Fairwind (Loreborne Elf Sorcerer), Barnacle (Underborne Ribbet Rogue), Garrick Reed (Highborne Human Warrior), Khari Nix (Ridgeborne Giant Guardian), and Tegan Saphire (Slyborne Faerie Bard). Designed to be a self-contained experience, guiding players through the mechanics of Daggerheart, the adventure provides opportunities for players to interact with the world and contribute to its narrative by diving into collaborative storytelling, exploration, combat, and social interaction. Players will learn the rules of the game as they delve deeper into the mystery unfolding before them!
811 Murder in Ape City
Monday 10 AM in 142 for 6 HoursGM: Norm Albert
Type: RPG
System: D6 System
Edition: Planet of the Apes
Players: 6
Provided: All characters provided by GM
Variations: Magnetic Press Play
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
The unthinkable has happened! Ape has killed ape! Join the investigation and help restore peace and order to Ape City.
812 Lost Citadel of the Scarlet Minotaur
Monday 10 AM in 144 for 4 HoursGM: Lisa Beasley
Type: RPG
System: Shadowdark
Players: 6
Provided: Characters can be provided by GM
Power Level: 1
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Explore the ruined citadel, where stories tell of legendary treasures. And of the Scarlet Minotaur, wrathful guardian of its domain
813 The Hoard of the Sea Wolf King
Monday 10 AM in 145 for 6 HoursGM: Gil Trevizo
Type: RPG
System: Shadowdark
Players: 6
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
For as long as your people have sailed these waters, the clans of the Sea Wolves have sent their youth into the pitch-black caves of Old King Skorgald to battle draugr, trolls, and things unspeakable, hoping to bring back treasure that would prove themselves worthy to take on the wolfskin. Now your time has come, to face your fate and return with glory and honor, or join the bleached bones of the many who fell to the Sea Wolf King. This 0-level gauntlet adventure (published in Cursed Scroll #3) serves as an introduction to Shadowdark, a gritty low-fantasy RPG similar to Basic D&D with modern elements.
814 The Corruption of Skyhorn Lighthouse
Monday 10 AM in 147 for 6 HoursGM: Muffy Barkocy
Type: RPG
System: Dungeons & Dragons
Edition: 5e
Players: 5
Provided: Characters can be provided by GM
Power Level: 8
Rules Knowledge: Expected
Game Content: Mainstream
Embark on a thrilling underwater adventure in The Corruption of Skyhorn Lighthouse, a Dungeons & Dragons adventure designed for 8th-level characters. Strange creatures are attacking the seas, and the keeper of the lighthouse has been accused of summoning them. Team up with a mysterious triton to uncover the truth, explore dangerous coral caves, and face off against a sinister force lurking in the depths. Will you save the seas or succumb to the darkness? Perfect for fans of mystery, exploration, and epic battles!
815 When Push Comes to Shove
Monday 10 AM in 148 for 4 HoursGM: Andrés Pérez-Bergquist
Type: RPG
System: Draw Steel
Players: 5
Provided: All characters provided by GM
Power Level: 1st
Variations: None
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
An evil cult seeks to unleash a forgotten horror, and it’s up to you to stop them! Trek through dark woods, scale high mountain peaks, and delve into the heart of an ancient dwarven forge to do battle with them and their minions across a variety of 3D terrains with plenty of treacherous drops hungering for enemies to be kicked over the edge. Enjoy robust tactical fantasy combat and learn as you play the highly-anticipated Draw Steel RPG. All characters provided, no prior experience necessary.
816 Drumer and the Whale
Monday 10 AM in 230 for 2 HoursGM: Arthur Ulfeldt
Type: RPG
System: Cyberpunk
Edition: Cyberpunk RED
Players: 5
Provided: All characters provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Neon glare fades to black water, and something down in Night City Bay is singing—a strange ULF signal pulsing from the deep like a whale with a grudge. A pattern-obsessed dataworker hires your crew for what sounds like simple salvage: get under the waves, find the source, drag it topside, get paid. But in Night City, treasure is never just treasure—it’s a trigger, and once you bite, the ocean bites back.
842 Battlestar Galactica: Darkness Before Daybreak
Monday 10 AM on Ponderosa Table 2 for 6 HoursGM: Mike Hutchinson
Type: Board
System: Battlestar Galactica
Edition: First Edition
Players: 6
Provided: All materials provided by GM
Variations: Elements of all Expansions Included (mostly Exodus)
Rules Knowledge: Expected
Game Content: Very Complex
Come and play the thrilling board game based on the SyFy reboot of Battlestar Galactica. Elements from all expansions will be included (but mostly from Exodus) Rules knowledge expected. Players 18 and over preferred.
Website: /www.fantasyflightgames.com/en/products/battlestar-galactica/
843 Foundations of Rome
Monday 10 AM on Sierra Table 1 for 3 HoursGM: David Reed
Type: Board
System: Foundations of Rome
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Compete against other architects to construct the greatest monuments, marketplaces, and housing projects bringing you the greatest glory in Rome, the eternal city.
844 Iron Dragon
Monday 10 AM on Sierra Table 2 for 4 HoursGM: Blake Ogle
Type: Board
System: Iron Dragon
Edition: 1st
Players: 6
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Iron Dragon takes railroading games where they have never gone before — to a land filled with elves, cat-people, trolls and magic. Genetically engineered dragons pull trains across dangerous and unexplored territory. Connect cities, fight off forest creatures, and explore the underground to build a railroad empire.
Based on the Empire Builder system, this fantasy game puts classic building strategy and money management tools in a new venue. Players use erasable crayons on a special board and operate a rail empire. Perfect for an evening of fun and adventure with family and friends.
In Iron Dragon, probably the most elaborate of the crayon rail games from Mayfair Games, players are set within a fantasy world attempting to create an extensive and profitable rail network. Players use crayons to draw their rail lines on the game board itself and use their existing rail lines to pick up and deliver commodities for payouts dictated by cards.
In addition to the standard mechanisms of Empire Builder, Iron Dragon introduces Foremen, which reduce terrain building/river crossing costs depending on their race (elves get a discount in the forest, dwarves get a discount in the mountains, etc.) and Ships, which allow trains to cross the sea between continents, avoid bottlenecks on land, or jump between two unconnected rail networks. Resources are much more segregated by region, with each region specializing in a few resources based on their back story (which is written in the manual).
851 The Witcher The Old World
Monday 10 AM on Hall of Cities Table 1 for 6 HoursGM: Gregory Betchart
Type: Fantasy Miniatures
System: Witcher The Old World
Edition: First
Players: 5
Provided: All miniatures provided by GM
Power Level: Beginners welcome
Variations: Monster expansions, grenades, more quests, possibly epic monsters and Skellig
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
The Witcher: The Old World With Expansions for five players.
852 X-Wing Convoy Raid & Transport Interception
Monday 10 AM on Hall of Cities Table 2 for 4 HoursGM: Steffen Metzger
Type: Sci-Fi Miniatures
System: X-wing
Edition: 2
Players: 8
Provided: All miniatures provided by GM
Power Level: Beginner
Variations: N/A
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Convoy Raid:
The Imperials are supplying their surrounded troops on Christophsis, intercept this crucial transport and capture it. Be aware though, there are Black Sun pirates roaming the sector.
(3 Teams: Imperial, Rebel Alliance, Black Sun)
Transport Interception:
The Corporate Sector Authority is having a high priority meeting near the Mon Cala Sector. Shuttles are seen carrying these important figures. destroy these shuttles so we can liberate the sector.
(2 teams: CSA, New Republic)
Battle for Sullust (If we have time):
With the Empire Fractured after our victory at Endor, many warlords want to claim leadership. The Imperial Remnants are attacking Sullust from the north while the Eriadu Authority strike from the South. We have most of their forces separated from the battle, so try to defeat the remaining forces at Sullust.
(2-3 Teams: Eriadu Authority, Imperial Remnants, New Republic)
853 Cthulhu Wars
Monday 10 AM on Hall of Cities Table 5 for 4 HoursGM: Jill Gelster
Type: Sci-Fi 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.
854 The Return of Ymir - The Last Game
Monday 10 AM on Hall of Cities Table 9 for 3 HoursGM: Christopher Knox
Type: Fantasy Miniatures
System: Mörk Borg
Edition: 1e
Players: 5
Provided: All miniatures provided by GM
Variations: Ymir Borg
Rules Knowledge: Beginners Welcome
Game Content: Mature Themes
You are stil here? Cool! Let's play one last game!
-
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
845 Arkham Horror
Monday 11 AM on Ponderosa Table 1 for 5 HoursGM: John Holmes
Type: Board
System: Arkham Horror
Edition: 2005 edition
Players: 5
Provided: All materials provided by GM
Variations: None
Rules Knowledge: Beginners Welcome
Game Content: Mainstream
Arkham is a Massachusetts town, so we will have some good old fashioned New England town hall democracy. The investigators will get to *vote* on which lurking Ancient One is lurking in the void, lusting for ruin, destruction and world domination!. Preserve our traditional New England way of life!
Website: /www.arkhamhorror.com/
846 Roll Player
Monday 11 AM on Sierra Table 3 for 3 HoursGM: Katie OBrien
Type: Board
System: Roll Player
Players: 5
Provided: All materials provided by GM
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Mighty heroes don’t just appear out of thin air -- you must create them! Race, class, alignment, skills, traits, and equipment are all elements of the perfect hero, who is ready to take on all opposition in the quest for glory and riches.
In Roll Player, you will compete to create the greatest fantasy adventurer who has ever lived, preparing your character to embark on an epic quest. Roll and draft dice to build up your character’s attributes. Purchase weapons and armor to outfit your hero. Train to gain skills and discover your hero’s traits to prepare them for their journey. Earn Reputation Stars by constructing the perfect character. The player with the greatest Reputation wins the game and will surely triumph over whatever nefarious plot lies ahead!
817 Beast Killer Project: Incursion
Monday Noon in 149 for 4 HoursGM: Lucia Ogle
Type: RPG
System: Dungeons & Dragons
Edition: 5th Edition 2024
Players: 5
Provided: Players must provide own characters
Power Level: Tier 3 (levels 11-16)
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
A modern fantasy, written by the GM. Lots of player improv and world-building encouraged.
Horrible things are happening in the port city! Rifts have opened over the city, and monsters like no one has ever seen are tearing everything apart with fists, tendrils, and what-have-you. The high-level wizard and city's unofficial protector is nowhere to be found! Strangest of all, a member of her conservation organization contacted you about imminent inexplicable events just a day before all this happened. What's really going on here? Where have these creatures come from? What does an environmental nonprofit have to do with it all? Will the city be utterly destroyed? Part three of the Beast Killer Project!
847 Codenames & Codenames Pictures
Monday Noon on Sierra Table 4 for 1 HourGM: Antonio Morton
Type: Board
System: Codenames
Edition: 1st Edition
Players: 8
Provided: All materials provided by GM
Variations: Codenames & Codenames Pictures
Rules Knowledge: Beginners Welcome
Game Content: Family-Friendly
Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames — single-word labels like disease, Germany, and carrot. Yes, carrot. It's a legitimate codename. Each spymaster wants their team to identify their agents first...without uncovering the assassin by mistake.
In Codenames, two teams compete to see who can make contact with all of their agents first. Lay out 25 cards, each bearing a single word. The spymasters look at a card showing the identity of each card, then take turns clueing their teammates. A clue consists of a single word and a number, with the number suggesting how many cards in play have some association to the given clue word. The teammates then identify one agent they think is on their team; if they're correct, they can keep guessing up to one more than the stated number of times; if the agent belongs to the opposing team or is an innocent bystander, the team's turn ends; and if they fingered the assassin, they lose the game.
Spymasters continue giving clues until one team has identified all of their agents or the assassin has removed one team from play.



















