Aaaawwooooooooo
Was that..? Shit, a wolf’s howl. You hear another, and another joins them. You shiver, drawing your cloak tight. Wolves don’t come this far down the mountain, especially not where there are campfires burning. You hope.
Thick fog rolls over your campsite. Thick enough to obscure your fire. You can’t even see your hand in front of your face!
Aaaaaawwwooooooooo
Closer this time. You stand, hand on your weapon, ready.
This is a modified version of Death House, the introductory adventure published alongside Curse of Strahd, a 5th edition Dungeons & Dragons adventure modified for 5e 2024 rules.
This adventure is ideal for beginners! No Dungeons & Dragons knowledge required.
Welfare notes:
Death House is a Gothic Horror (fantasy) story and as such has many dark themes. Themes in this game include: violence (non-sexual), neglect, death, madness, the occult.
There will be no ‘on-screen’ or explicit sexual violence, racism, sexism, homophobia or transphobia and the same will not be tolerated from players.
Please let me know any limits, triggers or no-go areas beforehand or as we play.
We will employ a Red Card/Yellow Card system *during* gameplay. To use a yellow or red card, just say “yellow/red card”. You do not need to explain why (though you can if you want).
The little town of Redwater, Texas. Home to a good five hundred souls and the Quincey Morris University.
It is a time of curiosity, debauchery and intensity. The Swinging Sixties is in full swing, and it is summer break of 1966. Not a lot of songs reference the Summer of '66, but to hell with that, it's time to party!
However, there are a lot of tales.
Wright Patman Lake, the biggest lake for miles, has a few myths about it, such as the infamous Minotaur Scare of '63 where a group of six almost all died in the woods around Wright Patman and the last one blamed it on minotaurs.
Or, of course, the Mud Drownings in '62, where another group all drowned because they got stuck in the sediment at the bottom, and their clothing was caked in hardened mud.
But come on, those things don't exist... Right?
"Good afternoon, chummers. Name’s Goober. I’m looking to hire. My omae says to talk with you. If you check around, you’re gonna find I have a good reputation, and I keep my promises.
Good people, friends of mine, have gone missing from a tiny little neighborhood community. I want you to find out what happened to the people who lived there and bring them back alive if possible.
Are you in?"
This is a Shadowrun Mission, Season 7, episode 6.
The residents of a shantytown in Depression-era Massachusetts find their small community under assault from unknown forces. Working to overcome their own infirmity and the indifference of the authorities, the investigators - residents of the shantytown themselves - need to find out who or what is preying on them before those they hold dear are destroyed.
This is a scenario for Call of Cthulhu 7e by Scott Dorward. The players take the role of pre-generated investigators who work together, risking their sanity and wellbeing to solve mysteries
Small larp signup for KapCon 2018 is now open. If you'd like to sign up for any of the larps being run on Sunday, then please fill out the form here:
https://goo.gl/forms/86IciHtps3Fcvbo83
I'm using a form this year because its easier than emails. As usual, I'll be running a "shark week" for larps, and if anything is over-subscribed, allocating spaces randomly. If there are still spaces after that, then its first come, first-served.
Also, as a general con update: we now have over 50 registrations. We're most of the way towards filling the timetable, but we'll still need ~15 more sessions of gaming to fill out the con, including a few more games in rounds one and two. I expect those will drift in over the next month, so no panic yet. But if you'd like to save me from running around with my hair on fire later, the best way of doing so is to run a game.
The inquisition is scouring the land looking for practitioners of magic. Shockingly they have a lead. They have found someone that is rumored to know a practitioner... that practitioner is you!
Can you save your friend before they are tortured to death? or even worse, give you up?
This a homebrew system loosely based on a cross between Magicka (the computer game/mage suicide simulator) and paper, scissors, rock.
You are the Nobilis, humans elevated to godlike status in order to protect the core concepts of the world while your masters, the Imperators, fight an endless battle with beings from beyond space and time - The Excrucians - who seek to unmake everything.
You have nearly complete power over a concept. You could be the Noble of Air - controlling all aspects of the concept of Air. Not just air but the IDEA of air. The essence itself.
You could be the Noble of Lost Things and have control over all things misplaced or forgotten.
Whoever you are, you and your fellow Nobilis have been sent an unusual invite. One that could save creation once and for all. Or doom it. For the head Deceiver, the most famous and most powerful Excrucian has invited you to a ball. An event where it claims to find a peace between those from beyond Creation and those who protect it.
Obviously it's a trap. You'll want to pick your best formalwear for this battle.
Nobilis is a freeform diceless RPG that uses resource management to keep the pressure on as you play gods who are sworn to protect creation. Quirky, imaginative, and engaging - this is a classic game of divine power in a strange modern day setting.
Be prepared for anything.
Three to five Feegles o' the Heather Slopes Clan are sent to the town of Small Onion by their Kelda after she forsees sommat a-fallin' Pansy, grand-bairn of the old Hag there. A story of fightin', stealin', and boozin' - an' for every other problem you can alwa' steal a hat an' a big coat and operate it wi' sticks. The bigjobs won't know the difference.
Feegles are Pictsies - tiny little kilt-wearing people covered in blue tattoos and a bad attitude (w' a heart o' gold o course tho ye ken). Very tough and strong, but not a' that clever, so to speak. They are a creation of (GNU) Terry Pratchett. Knowledge of Feegles and the discworld they live on is useful but not necessary. Willingness to gie' any scunner a looks at ye funny a face full a heid, though, tha's a reck-u-uirement.
It was supposed to be the greatest day of your life, the pinnacle, you doubted it could ever be cooler than this; you were invited to a birthday party! But now you're here you're not so sure: someone's widdled in their shoe, the little kid next door is hyped on sugar, the birthday boy is crying, and now you all have to play Pass the Parcel. Just pray they don't get round to Charades or Pin the Tail on the Donkey.
Join the horror of a 5 year old's birthday party: the laughs, the tantrums, the food stains. But it's OK - nobody loses an eye!
But Nobody Loses An Eye! is a modern day live roleplaying game about the magic, chaos and terror of childhood, for 8-12 people. The characters are children in the 4-7 age bracket, at a fifth birthday party. While there are some competing goals and personality pressures in the game, But Nobody Loses An Eye! is mostly about giving people licence to let loose their inner five year old. The game will take about two and a half hours to run, including setup and debriefing. This game has a realist setting and is rules light. It also has a low entry threshold for people who have not attended a live roleplaying game before. While the overall tone is rather silly, there are some characters who have sad themes.
Dunhaven. The largest city in the world, the gateway to the new continent, home of freedom of thought and the new ideals. A place where nobles and common folk alike work together for the betterment of all.
Dusk City. The other side of Dunhaven. Home of The Right Kind of People. A place where all criminal underbosses work together for the betterment of all.
A diverse crew of criminal specialists have been called together to pull off a grand heist. Earn wealth, prestige, and most importantly - influence. But rumours of the heist are spreading, and the heat is on for this job to go off without a hitch.
Dusk City Outlaws is a fast paced and fun game about heists in a fantasy city. Players will be creating criminals at the top of their field and through the mechanics of the rules they will role-play the planning, preparation, and execution of their heist.
Each session will involve a different heist that is chosen based on the combination of characters the players choose.
One of Dusk City's greatest strengths is how it encourages clever thinking and planning from players without getting bogged down in hours of debate. Don't worry about analysis paralysis - DCO keeps the heat on and provides systems to prevent endless player debate while keeping things enjoyable and engaging.
Also complications can always arise that risk disrupting plans, so be ready to think on your feet!