Wellington Anniversary Weekend January 20th - 21st 2024

Its tomorrow!

KapCon is tomorrow! Doors open at around 8:15am, and the first session starts at 9. We've had some last minute registrations, which brings the final pre-registration count to a round one hundred adults - plus 18 adventure squaddies who registered by email. So, we officially have an adventure horde on Sunday. I hope we have enough dragons for them to slay.

On Sunday, doors will open ~9:15, and the first session will start at 10, to give everyone a bit of a sleep-in.

The registration form has been disabled, and the KapCon account will not be monitored over the weekend, because I will be gaming. If you're onsite, do it at the desk. If you're offsite, then I'm basicly reading stuff at midnight on Saturday after the larp, or on Sunday morning before the con. I'll catch up with stuff afterwards; hopefully I won't miss anything important.

Shadowrun Anarchy: Legacy Code

Facilitator: 
Manuel

In 2072, in a dystopian world ruled by megacorporations, magic has returned. Dragons, Wizards, Shamans, Orks, Elves and the like share the streets, boardrooms and the virtual reality of the Matrix with everyday humans - and stranger things still lurk in the shadows. On the periphery of this world are shadowrunners - criminals for hire that work as deniable assets for the rich and powerful. Some are in it to make a diffference, others for the thrill, others again just for the cash.

About a decade ago, your characters were all affected in some way by the Crash 2.0, a massive failure of the worldwide computer network called the Matrix that erased identities, claimed many lives and brought down governments and corporations. Some, however, benefited from the chaos, profitting from the suffering of others. One of these is now rich and powerful. But one of his victims may get revenge from beyond the grave, and you are hired to deliver that revenge (and get paid handsomely for it). Are you in?

[A note on the system: Shadowrun Anarchy is a rules-lite-ish version of the shadowrun system. The version we will be using is not 100% the anarchy system as written, as some aspects may not work well in the context of a Con game, but no prior systeem knbbowledge is needed]

System: 
Shadowrun Anarchy

The Ultimate Labyrinth

Facilitator: 
David Lemire

Heroic Lord Shrakán hiQoyélmu, of the Clan of the Golden Bough, has disappeared from ‘the round’ in Béy Sý. ‘The round’ refers to the endless series of feasts, ceremonies, processions, hunts, and parties that constitute the life of the nobility all across Tsolyánu, the Second Imperium. The disappearance coincided with two celebrated arrivals: that of the emperor’s youngest son, Prince Dhich'uné, from his years of priestly training in the forbidden city of Sárku; and that of the mysterious Livyáni legation, upon its way to Avanthár. The two parties entered Béy Sý at nearly the same time, as though by prior negotiation. Prince Dhich'uné’s small party eventually made its foot-worn way to the city’s gladiatorial arena, there to witness the spectacular advent of the Livyáni, who descended from dark and baroquely detailed aircars.

It was at the arena that young Lord Shrakán was last seen.

System: 
GURPS

A battle of Boggins

Facilitator: 
Kairaku

Your dreaming and your cat is talking to you.

I’m gonna let you in on a little secret, your cat says. "You aren’t in charge. Sure, I know you like to think you are, and with your guns and lights and cars, you can kill just about anything you want. But killing a thing with a gun or a car isn’t the same as killing it with your claws, and that’s where you all fall short. When it comes to fierce fighting, your kind are about as helpless as kittens.

That’s why, every thousand years, we win the contest, and why, every thousand years, you all come in dead last. Your champion shows up all half-witted and naked, no more ready for battle than a white blister ready to be popped. You’ve
got no teeth and you’ve got no claws, and you just don’t remember how to fight. It’s a shame, really. You know why? Because the less you know about protecting yourselves, the more we have to know about protecting you..."

System: 
Cat

The Knight's Tale

Facilitator: 
Kairaku

The Carind Royal Tourney is a yearly event held outside the city of Carind in northern Algandy. Hosted by King Vergang himself, the event draws the mighty and valorous from all over Legend.

You and your party are in attendance and the Tourney this year is like tinder waiting for a match!

System: 
Dragon Warriors

Of Leaves and Stewed Hobbit

Facilitator: 
Luke Walker

The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can.

The company search for the Easterly Inn, a piece of the Shire in the land of the Beornings, only to find that the Wild is still the Wild and it takes more than Hobbit cooking to keep adventures at bay. In no time, the companions become involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills.

This is a scenario set in JRR Tolkien's Middle Earth in the time after the Battle of Five Armies. It uses the D&D5e system as presented in Cubicle 7's Adventures in Middle-Earth. It is suitable for all ages and experience. It is a simple tale in the vein of The Hobbit and will appeal to fans of Tolkien, as well as fans of fantasy RPGs both old and new.

System: 
D&D 5e - Adventures in Middle Earth

Star Trek Adventures : Signals

Facilitator: 
McGiG

A month ago, Starfleet picked up an unusual alien signal emanating from the Seku system, deep inside the Carina Nebula within the Shackleton Expanse. The runabout Susquehanna was initially dispatched to investigate, but the crew failed to report and is presumed lost. Starfleet has asked the USS Venture to investigate the source of the signal and locate the missing runabout.

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This game is using Modiphius' 2d20 system, tuned specifically for a Star Trek feel. The setting era is 2371, so towards the end of the TNG, middle of DS9. System knowledge isn't needed as it's pretty straight forward. The session is based on a living campaign session developed by Modiphius.

System: 
Star Trek Adventures (2d20)

Planet Mercenary: Strada Alta Chapter 4: Can you ever truly leave the family?

Facilitator: 
Will Huggins

The media circus following your unprecedented success on Khilosh has finally begun to die down and you have all begun the daunting task of trying to upscale your personnel to match your new fleet. Naturally it’s at this delicate time that your past returns to haunt you, with a desperate request from your uncle. He wishes to retire, and he needs an escort away from the remote mining operation he’s managed on behalf of the family for nearly two decades. The media will whip themselves into a frenzy at the very idea of you all becoming involved in family business again, but he was the only one who supported you when you wanted out and you owe him.
All you need to do is show up with enough firepower to deter his opponents without spooking them so you can get Uncle Vasso and his immediate family off the mining station with their fortune and without anyone getting shot on either side because you don’t want a family feud…. without the media finding out. What could go wrong?
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“Travel the Galaxy! Meet Fascinating New Life Forms, Then Kill Them!”
Set in the universe of the long running webcomic Schlock Mercenary, Planet Mercenary is a fast paced and hopefully humorous game about trying to make money by shooting people but in this instance your job is to minimise the chaos. Good luck with that.
Knowledge of the game system is not needed, knowledge of the comic is a bonus!

System: 
Planet Mercenary: 3d6 Mayhem

Call of Catthulhu: The Great Escrape

Facilitator: 
Nicoletta De Maio

You are a cat. As such, the world has obviously been put in place for your convenience. So why then, you ask yourself, do you find yourself locked up at the local SPCA after your latest caper? What could have possessed them to go look for you, trap you in a corner and stick you in a cage next to a bunch of lowlifes that clearly deserve to be here much more than you do? All you did was chase that rat along the ledge, after all. It wasn't your fault that that flowerpot stood where it did, and that the two-foot below walked past at that precise moment.

This will not stand. You and your fellow cats haven't been guiding two-footkind according to the principles the Great Idea for the last ten millennia, subtly influencing their minds to make the world more suitable for you, just to let it come to this. This is outrageous, and clearly not the way things were intended to be. Besides, that big hairydog in the bottom row just started snoring, and it's getting on your nerves.

You're getting out of here. As fast and as quietly as possible.

System: 
Call of Catthulhu

Wicked Lies & Alibis

Facilitator: 
Alasdair Sinclair

You are the Prime Suspect in a Murder Investigation

The world is changing; a great economic depression wipes out the life savings of rich and poor alike.

But the party goes on for the wealthy and well-heeled, determined to ignore the impending financial crisis and dance long into the night.

Now a brutal murder threatens to shatter this world of privilege, influence and power. One of your own is dead and a Great Detective has been summoned to solve the case.

Yes you had a motive, and perhaps even the means and opportunity to commit the murder, but you're certainly not the only one...

Clear your name and uncover the real killer, before it's too late!

Wicked Lies & Alibis is a whodunnit roleplaying experience set in the age of Art Deco. Players generate characters at the table from a selection of cards, and play through several establishing scenes in the lead-up to a murder. The remainder of the game is resolved through accusations, alibis and flashbacks as the characters seek to avoid suspicion by incriminating one another.

System: 
Wicked Lies & Alibis
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