When a storm of unbelievable destructiveness destroys your village’s infrastructure, the Elders round up the children to send them on the first Rite of Passage in two generations. Can you and your fellow youth find a way to save the land? This is a zero level character funnel play-with-the-designer event.
Limited Capacityfull Adding this to your schedule will put you on the waitlist.
Two GMs. Eight Players. Two Rooms. Join Stuart and Suzette Dollar for a night of terror at the bottom of the world.
In the ocean depths, no one can hear you scream...
You are on the sea floor, 1500 feet below the surface. Around you there is only cold and dark -- the sun's caressing rays bring nothing to this world. The pressure is 600 pounds per square inch. This is a lethal place. There must be caution in every move you make, or the sea will claim your body and your soul. You and your companions are aboard the R S V Wallaby, a prototype research vessel of your own design. This is the maiden voyage; the attention of the world is upon you.
And you are not alone. In the hours that come, you will die. Unless you can master the fine art of Grace Under Pressure...
Dark Trails is a new role playing game created by David Baity. It is in the family of Dungeon Crawl Classics - if you think the Wild American West soaked in Lovecraftian horror, you'd be close to the mark. This adventure is a zero level funnel, each player will have two or three hopeful characters, any survivors could go on to greater adventures.
You are a young tribal defender, as yet untested. Some marauder has unearthed your deceased shaman, and has made off with his head. You and your friends have been charged with avenging this desecration and returning with the sacred remains.
Sail through endless skies, where stars shine like eyes and the black night sighs. The war is lost, and now begins the diaspora. But space is forever dangerous, and no outcome ever secure. This is an 4th level play with the designer event.
On November 23, 1969, Colonel Satchel Waide launched a mixed force of US Marines and US Army Paratroopers to attack a target in Cambodia, three years before the US secretly began operations there. The target was a dangerous Unnatural Entity which had bedeviled US forces in Burma during World War II, and Malaya in 1955. The plan was to be the culmination of the Delta Green Special Access Program's mission in Vietnam. Can you survive the horrors of the Unnatural as a heavily armed paratrooper? Find out in Operation OBSIDIAN Part I.
“ . . . when our love will ride away into eternal skies; A Symptom of the Universe, a love that never dies.” When a hero dies, only the dream remains. Who dare seek answers in the death dream of the most dangerous man in the world? This is a play with the designer experimental DCC scenario for 4th level characters.
BNS: Mind’s Eye Theater Werewolf: The Apocalypse is the Live Action Role Playing version of the classic Werewolf: The Apocalypse table top role playing games from the classic World of Darkness line by White Wolf Publishing. Within this game, the player take on the role of werewolves known as “Garou” and the Garou’s were cousins known as “Fera.” These creatures are locked in a multi-front war with spiritual desolation of urban civilization and supernatural forces of corruption, which is seeking to bring about the end of the world or the Apocalypse. It is the duty of the Garou and cousins to protect mortals, spirits, and their own kind against the forces of evil. Within the Sept of the Desert Rose, a competition is about to be held in hopes of teaching the youth of the Sept of what it means to be in the Garou Nation. To the victor go the spoils of war, but to the rest, a sense of accomplishment that they made a difference. New players will be given character template with extra creation point so that they can customize the character to their preferred play style. No dice needed in this game, we use the Rock Paper, and Scissor method to decide challenges.
Dark Trails is a new role playing game created by David Baity. It is in the family of Dungeon Crawl Classics - if you think the Wild American West soaked in Lovecraftian horror, you'd be close to the mark. This adventure is a zero level funnel, each player will have two or three hopeful characters, any survivors could go on to greater adventures.
You are a young tribal defender, as yet untested. Some marauder has unearthed your deceased shaman, and has made off with his head. You and your friends have been charged with avenging this desecration and returning with the sacred remains.
Limited Capacityfull Adding this to your schedule will put you on the waitlist.
You survived the raid in Cambodia. Now, there's the small matter of getting back to South Vietnam. Dodging the Unnatural threats of Cambodia, and the very natural and heavily armed threats of the Vietcong and North Vietnamese running the Ho Chi Minh Trail, your goal is to reach a US firebase located not far from the Cambodian border. But the Unnatural threats guard their secrets closely, and the forces of Delta Green guard theirs even closer. Can you make good your escape?
For those of you who played in Part I earlier in the day and have surviving characters, you are encouraged to bring them for Part II.
Limited Capacityfull Adding this to your schedule will put you on the waitlist.
Conan 2D20 Season of the Witch: Rated mature for violence and horror themes. While passing through Northeastern Brythunia, your band of Mercenaries drank, caroused and brawled your way into legal trouble with the King of Gorric. Slapped into Irons by the guard while inebriated the King offered you a way to avoid the noose. Look into and solve a problem of reports from a remote manorial village of one of his petty nobles. Reports of nightmares and possibly witchcraft! The king gave you your freedom, weapons and mounts back, but warned you'd be outlawed and hunted down if you rode away instead of completing the task. That and he confiscated the rest of your gold from the last job, as collateral! Can you survive the Season of the Witch...? Note: This scenario was run at the 1st Fundraiser day and is the same scenario in case you played in that. Rated mature for violence and horror themes. Pregenerated characters will be provided.
The Abyssopelagic Monastery of the Apocyan Mystics: Rumors of merfolk going missing near the ruins of ancient Thassynthos have spread like an algae bloom among the residents of Golenville. The Trench, a 10,000 ft. deep chasm along the ocean floor, is home to monstrous fish & worse, and the good folk of the city have asked you to investigate its depths near ruins of Thassynthos and find the missing merfolk. An underwater D&D 5e adventure for 4th level characters, swim speed & water-breathing recommended but not required.
Jim Davis is the co-host of Web DM, a D&D advice channel on YouTube with over 150,000 subscribers. He’s been DMing for over 20 years. He has a Master’s Degree in military history, and his deep knowledge of political and social development informs his love of worldbuilding. He’s... Read More →
Saturday October 5, 2019 8:00pm - 11:59pm MST
Muster Q
You've escaped Cambodia and the harrowing experience at Firebase India 410 and returned to civilization. But you are still marked for extermination, and have one remaining objective, getting with the bastards who abandoned you in Cambodia. But the guardians of the compound aren't all human, and are all dangerus. Can you survive the horrors of the compound and strike a blow for humanity in a world gone mad?
For those of you who played in Parts I and II earlier in the day and have surviving characters, you are encouraged to bring them for Part III to assure their destruction.
Unknown Armies is a world like our own. Political deadlock. Horrible people. The cell phone obsesses. Economic stress.
And oh yeah, magick exists. Scratch the surface of the mundane world and you'll find weird just beneath the surface. A man who can cast magick fueled by drinking rotgut whiskey by the liter. A woman who uses her ability as an X-Rated Webcam Star to cast magickal rituals. And sitting on top of it all is the 333 Members of the Invisible Clergy. As a character in Unknown Armies, you can play an ordinary human embattled by the Supernatural around you, or you can use your own unique schtick to rise through the ranks of the occult underground.
Join us for a session of Unknown Armies involving some escaped prisoners and a number of hostages (that's you all), who are about to get a taste of the weird, dangerous world of Unknown Armies.
Space is vast, dark, and hostile. Gamma rays and neutrino bursts erupt from dying stars to cook you alive; black holes tear you apart; the void itself boils your blood and seizes your brain. Try to scream and no one can hear you... hold your breath and you rupture your lungs. Space isn’t as empty as you’d think, either. Its frontiers are ever expanding. Rival governments wage a cold war of aggression while greedy corporations vie for valuable resources. Colonists reach for the stars and gamble with their lives - each new world tamed is either feast or famine. And there are things lurking in the shadows of every asteroid... things strange and different and deadly.
Things alien.
This is the official ALIEN tabletop roleplaying game - a universe of body horror and corporate brinkmanship, where synthetic people play god while space truckers and marines serve host to newborn ghoulish creatures. It’s a harsh and unforgiving universe and you are nothing if not expendable.
Stay alive if you can.
The year is 2183, little more than three years since the destruction of the Hadley’s Hope colony on LV-426, the disappearance of the USS Sulaco, and the closing of the prison and lead works on Fiorina 161. The loss of the Sulaco’s Colonial Marine unit along with these Weyland-Yutani sponsored outposts, and the implications of corporate foul play stemming from these incidents, have created an air of distrust between the company and the United Americas.
To add fuel to the fire, conflicts between the rival sectors of space have increased exponentially in the past five years. While unconfirmed, many believe that Hadley’s Hope was a test site for one of Weyland-Yutani’s bioweapons and that an enemy state sent a warship to nuke it from orbit. Others believe that the Company is working with a rogue nation to assume control of the colonies on the Frontier.