Wellington Anniversary Weekend January 21st - 22nd 2023

LARP: Drink Me

Facilitator: 
Jen Hay

Written by Betsy Isaacson

Three mysterious travelers, all hailing from Victorian London, run into one another at a place of great power and mystery -- the famed Cave of Elixir. Within the cave there are six potions, which could perhaps grant their deepest desires, and they all seem heedless of any price they might have to pay.

Alexander Clay doesn't age and doesn't die -- he's as beautiful now as he was at twenty-five. This wicked immortal has spent heartless decades seducing and discarding a string of innocent lovers. What could he possibly want with a cave of potions and wishes? He already has eternal life at his fingertips, so what could be worth risking madness and destruction?

Vesper Von Eternity lives a life of danger and adventure on the edges of the empire. She's stared down tigers, tamed snakes, studied with mystics and riddled with rajahs. In more "civilized" climes, the public thrills to reprinted accounts of her exploits. But some tragedies can't be averted with fame or guts or brains, so Vesper is determined to claim the magic she needs before it's too late.

Edgar Eakins might have been celebrated for his genius in a more tolerant age, but his obsessions and eccentricities have left him on the outskirts of London society. This shabby, sunken, despised man is rumored to have wrought hellish wonders in his taboo scientific experiments. His true goals, however, remain unknown...

It is no coincidence that these three have come across one another. Now they must parley, and palaver, and gamble their fortunes, and risk their very lives -- and drink.

--

Note Drink Me is only 1-hour long
Trigger warnings: Suicide; Sexuality

System: 
LARP

The Deadlight - Call of Cthulhu, sequel to the Corbitt House

Facilitator: 
Keeper

When the seal on the metal coffer in Greenapple Acre Cottage was broken without the proper precaution, an entity was released from the burnt human ashes within and into the world.

It is a dark and stormy night on a lonesome road outside Arkham. The scenario involves a group of 2 to 5 investigators quite literally running into a chain of unnatural and nightmarish events that are a threat both to the lives and sanity of all who are entangled in them. Note that pure manpower is not likely to avail in the situation presented, as experience and old-fashioned guesswork will likely provide more value in this case.

Call of Cthulhu is typically set in the interwar period between 1919 and 1939. The Cthulhu Mythos, as it has come to be called, orignates with the writings of HP Lovecraft. Subsequently a number of other authors added to the corpus, which is why it is called the Cthulhu Mythos and not the Lovecraft Mythos. Many other RPG systems now exist set in the mythos, not always in the 1920s.

Call of Cthulhu is a game of cooperative investigation but unlike many other RPGs is quite dangerous. Sanity and your very life are always at risk. It is gritty and apart from the Fantasy Horror elements, aims to be quite realistic. A stab or a gunshot can kill you outright. However, smart investigation and care can mean all the investigators can survive and solve the mystery. Players used to high hitpoints and magic potions of healing may be disappointed.

System: 
Call of Cthulhu

How to GM panel

Facilitator: 
Paul Wilson

So you want to run a game But dont know where to start?
Are you looking to hone some skills?
Come and joins us at the Gm roundtable for a discussion on running games and some techniques to help you on your journey

We plan to cover:
Simple prep
Dont play for hours without your players
The Asymmetric nature of games
Your side of the game does not look like a players
How to engage in a dialogue with players
Roleplaying is a conversation lets model that.
Improv for beginners
getting beyond “ yes, and “
Basic safety tools
X Card , Line and Veils Script Changes, social contract
How to use your biggest assets at the table. Your players
Player roles and how you can get them to help you

If you want to cover a topic please contact the moderator
Paul Wilson
Pauliewilson@gmail.com

System: 
n/a

The Corbitt House - Call of Cthulhu - beginner friendly

Facilitator: 
Keeper

This scenario takes place in Lovecraft Country, and is suitable for up to 6 beginner investigators. Can you survive the Horror with your mind and body intact? In Call of Cthulhu games, that is the real challenge.

A landlord, Mr. Knott, asks you to examine an old house in central Boston, known as the Corbitt House. The former tenants, the Macario family, were involved in a tragedy and the owner wishes to understand the mysterious happenings at the house and set matters straight. Mr. Knott been unable to rent the house out since the tragedy and hopes that you can clear things up and restore its good name. He offers to reimburse you for your time and trouble.

Call of Cthulhu is typically set in the interwar period between 1919 and 1939. The Cthulhu Mythos, as it has come to be called, originates with the writings of HP Lovecraft. Subsequently a number of other authors added to the corpus, which is why it is called the Cthulhu Mythos and not the Lovecraft Mythos. Many other RPG systems now exist set in the mythos, not always in the 1920s.

Call of Cthulhu is a game of cooperative investigation but unlike many other RPGs is quite dangerous. Sanity and your very life are always at risk. It is gritty and apart from the Fantasy Horror elements, aims to be quite realistic. A stab or a gunshot can kill you outright. However, smart investigation and care can mean all the investigators can survive and solve the mystery. Players used to high hitpoints and magic potions of healing may be disappointed.

System: 
Call of Cthulhu

Ancient Rumblings

Facilitator: 
Grant Robinson

“Right, let’s get right to it, shall we? I need a few good deniable assets for a quick dungeon dive into the Containment Zone. You interested? Of course you are! This is what you do, and you lot are pros. Meet me in two hours, 10 PM at the Buried Treasure in Southside, a few blocks west of the Zone."

This is a Mission for Shadowrun 5th Edition. There will be a selection of pre-generated characters, or you are welcome to bring along your Missions-compatible characters.

System: 
Shadowrun

Dune: Adventures in the Imperium - Desertfall

Facilitator: 
Rory

Based on the foundational science fiction novel, and other adaptations, this intro game will transport the player characters to Arrakis - the desert planet and only source of the spice, Melange, in the known galaxy.

Players will operate at an Agent level, to become involved in household politics and intrigue and investigate spies in their midst.

6 players. 2D20 system - need lots of d20 dice, or at least 2. Everything else included. Probably aimed at a mature audience although nothing you wouldn’t see in a PG movie.

System: 
2D20

Untrue Detective

Facilitator: 
RJL

It is the end of 1968.

Martin Luther King has been assassinated. Robert Kennedy has been assassinated. Soviet forces have invaded Czechoslovakia. There are Black Power riots across America. The Zodiac Killer murders his first victims.

On Christmas Eve, in Apollo 8, Jim Lovell, Bill Anders and Frank Borman—became the first humans to see the dark side of the moon.

On New Year's Eve, Raymond J. Quant, a property developer, is found dead in the empty street of a new Los Angeles development.

System: 
Custom

Dungeon World: A Litany of Scratches

Facilitator: 
IdiotSavant

The High Uttvelt is a natural labyrinth of impossibly high cliff walls, cut with deep gullies. Long ago, a thriving monastery stood on its edge, guarding a sacred healing spring and sending groups of monks west to pay for fine goods with silver. But decades ago the monks stopped coming, and the area was overrun with Drakes. But maybe some of their silver is still there...

This is a Dungeon World starter, based on on one of the adventure starters in the Trilemma Adventures book.

System: 
Dungeon World

Numenera Demo: The Kingdom Chalice

Facilitator: 
Rey

This is a demo, so we’re going to move quickly through the first act of the adventure. Like any RPG, we’d normally play through a lot of this stuff, giving the players a chance to take action, explore, ask questions, and discover much of this information through play instead of exposition. But today we’re going to zip through it to get to the heart of the adventure.

You live in the Ninth World. Legend has it that there have been eight previous worlds, each of which built great civilizations that flourished for millennia, spoke to the stars, reengineered the earth, creatures, and themselves, and mastered form and essence. Some people call that magic, but the wise know that these were technologies of the ancients.

The Ninth World struggles through a dark age, even as you are surrounded by the ruined splendor of the prior worlds. These remains often contain wondrous discoveries for those brave enough to face their many dangers. The purposes of the ancients’ leftovers are inscrutable and their effects often downright weird, but they can be a boon to people and societies toiling through this age of ignorance.

You and your friends learned of an ancient treasure called the Kingdom Chalice, rumored to cure the ill, grant knowledge and wisdom, and bestow heroic powers on its holder. Perhaps you seek it to bring enlightenment to your home cities, to pursue greater knowledge, or to access the riches or power such an item would surely bring. The Kingdom Chalice rests in an ancient city reached via a landmark called the Mouth of the Sky. But in days of searching you found no mouth, no city, and no chalice.

You stopped in an isolated village to rest and resupply. While supping with the village elders, an aging farmer appeared with a message of despair. “The earth bleeds,” she explained. “Where this dark blood seeps from the ground, my crops wilt and my animals lie ill.”

You followed as the elders investigated, and after some hours of tramping the partially wooded landscape, discovered that this dark fluid isn’t seeping from the earth—it’s raining, in a rarefied mist, from the area of a strange portal. There, a literal hole appears in the air, about 40 feet or so up, with several strange objects hovering below it. Through the hole, looking in from below, the sky seems different, and vague structures loom overhead!

System: 
Numenera

Cypher System Demo: Predation

Facilitator: 
Rey

This is a demo, so we’re going to move quickly through the first act of the adventure. Like any RPG, we’d normally play through a lot of early stuff, giving the players a chance to take action, explore, ask questions, and discover much of this information through play instead of exposition. But today we’re going to zip through it to get to the heart of the adventure.

We’re basing this demo in part on our Predation campaign setting. We publish several settings for the Cypher System, but you can also use it to run almost any campaign you can imagine, from gothic horror to superheroes to sci-fi to conventional fantasy.

In Predation, you live in the late Cretaceous period. For decades, an organization called SATI sent “commuters” from the future back to the Creatceous for purposes of research and exploration. The commuters built labs, research centers, and even small towns, and travelled back and forth between their time and this time. But then, for unknown reasons, the time travel suddenly stopped working.

That was decades ago—before you were born. Grevakc—a world of technology and dinosaurs — is the only world you’ve known. There are tens of thousands of people living in the Cretaceous, but it’s mostly a dangerous wilderness.

You and your friends were hired to help a river merchant who runs between isolated jungle settlements. Deep into uncharted territory, you picked up a weak radio signal and recognized it as the beacon for a SATI time drop.

Have the SATI labs in the future somehow “fixed” time travel? Or has this drop been lost in the jungle for decades? Either way, it’s almost certainly a fortune in valuables, so you’ve disembarked and set out to discover it!

System: 
Cypher System
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