Wellington Anniversary Weekend January 22nd - 23rd 2022

Ironsworn: Beginnings

Facilitator: 
Anarchangel

You are a hero sworn to undertake perilous quests in the Ironlands. As an Ironsworn, you will explore untracked wilds, plunge into subterranean caverns, fight desperate battles, forge bonds with isolated communities and uncover the lost secrets of this harsh land.

Are you ready to swear iron vows and see them fulfilled--no matter the cost?

In this session you will create Ironsworn and the iron vows they have sworn, and play to find out whether they can fulfil those vows. We will also set the setting dials for further games of Ironsworn run in Games on Demand over the rest of the weekend. There is no requirement to play in further games and no requirement that you play in this one to play in the others at GoD, it's just a neat way of building a shared set of stories and experiences over the course of the convention.

Content Warning: depending on the table horror elements are likely, also murder is highly likely. We will use the Script Change safety tool, Open Door policy, and begin with a discussion of lines and veils.

System: 
Ironsworn

Planet Mercenary: Salvage Run

Facilitator: 
Taiveraad

The capitol ships need repairs, but the price of materials has skyrocketed. The Commodore doesn’t want to afford it and has decided to turn a few idle ships and crews to the task of looking for salvage during the refit.
That would be you.

She’s had analysts scour the hypernet for every salvage rumour they can find and given you a list. Your freshly recruited crew were rival gangs last week, your fellow officers are… special, and you’re learning first-hand just how much empty the universe has in it. But hey, at least no-one is shooting at you. Right now.

System: 
3d6 Mayhem

Role for Initiative

Facilitator: 
Campbell Wright

Do you love Critical Role? Chain of Acheron? Acquisitions Incorporated? Or perhaps you prefer live shows such as D&D Live at BATS theatre, Dungeons and Comedians, or the live Fate of Isen show? Do you ever watch these shows and think: "This is great, but I want to be the one on stage playing D&D!" Well look no further than Role for Initiative, the experimental live D&D show where you play the heroes, the monsters, AND the villains! Somewhere between a LARP, an Improv Comedy Show, and Live D&D, Role for Initiative takes a well known format and twists it for the stage. Instead of watching a D&D show, you'll be playing in it, and instead of rolling dice, you may find yourself throwing them...

Role for Initiative is currently a show/format in progress. Games run as part of KapCon will be experimental and used to test the format of the show for performance as part of the New Zealand Fringe Festival. While I am facilitating the show, and will try to keep it audience appropriate, due to the improvised nature and audience participation, the show could contain some potential triggering content and may not be appropriate for younger audiences.

System: 
N/A

The Prophecy Heist

Facilitator: 
Chris Haddock

In the wake of the Alchemist's Conference, a band of criminals set out to perform the biggest heist in Kaldera's history! The Soup of Prophecy is said to grant the common folk unfiltered views of the future, a path to infinite wealth and power! However before the heist can even be planned the extracts of the famous Fallivaro must be stolen, to provide the ingredients for a potion that will obscure the thieves from the future sight of the Seers. If everything went to plan, they should have the formula now…..

Or do they!?

Fate is a narrative roleplaying game - the outcome of the story is more often than not a collaborative one, rather than the GM determining the consequences. Your character's aspects and backstory are integral to their stats, and can impact on how the game plays out.
Kaldera is a custom setting using the Fate 3 rules. Kaldera is a land of magic, where the fundamental building blocks of the universe exist in the form of Glyphs, ancient symbols that are used to write spells. Every spell is different, because each Glyph contains a myriad of interpretations - the Glyph for Fire also means Passion, for passion burns hot like a flame. It also means life, as warmth is vital to survival, but can mean danger too - because fire burns! Three Glyphs combined with the intention of the user creates a spell. Your characters in Kaldera are expert users of Glyphs, the only limit is your imagination!

This game, The Prophecy Heist, is the second in a two part game. The events of the game will be influenced by the choices of the players in The Alchemist's Conference!

System: 
Fate

The Alchemist's Conference

Facilitator: 
Chris Haddock

The annual Alchemist's conference has come to Kaldera, along with all the chaos it can bring. Barry's Boys are planning a grand heist of the Seer's council, but before they rob from those who literally see the future they have to whip up some spells to fog the eyes of the wise. Rumour has it the grand Alchemist Fallivaro has concocted just such a formula.

That's where you come in. Barry has hired you as a deniable asset - you'll be performing the heist of Fallivaro's new formula, before his Boys pull off the main heist later in the week. You'll need to plan your approach, come up with some sneaky spells to get the goods, then make it out without the Heat catching you!

Fate is a narrative roleplaying game - the outcome of the story is more often than not a collaborative one, rather than the GM determining the consequences. Your character's aspects and backstory are integral to their stats, and can impact on how the game plays out.
Kaldera is a custom setting using the Fate 3 rules. Kaldera is a land of magic, where the fundamental building blocks of the universe exist in the form of Glyphs, ancient symbols that are used to write spells. Every spell is different, because each Glyph contains a myriad of interpretations - the Glyph for Fire also means Passion, for passion burns hot like a flame. It also means life, as warmth is vital to survival, but can mean danger too - because fire burns! Three Glyphs combined with the intention of the user creates a spell. Your characters in Kaldera are expert users of Glyphs, the only limit is your imagination!

This game, The Alchemist's Conference, is the first in a two part game. The events of this game will affect the events in The Prophecy Heist!

System: 
Fate

Call of the Deep

Facilitator: 
Emlyn

This trip was just supposed to be a nice break from the stress of University. It wasn't supposed to end like this. It was just a stupid abandoned Manor, there surely wouldn't be anything actually dangerous there. Right?

You are a group of Uni friends, on a remote trip away, and you've made the potentially fool-hardy decision to explore an abandoned seaside manor. What was supposed to be a fun romp, turns into a nightmare, as something stalks the halls, and mysteries lie within every room and hallway. Will you escape? And if you do, will you be the same person who entered?

This is a Homebrewed Dread game. The Dread system uses a Jenga tower instead of dice, with each action being a "Pull" of the tower. As such this game requires a level of manual dexterity. Otherwise, it is heavily narrative and RP focused.

System: 
Dread

Cat Trek: The Search For Mittens

Facilitator: 
Michael Foster

Mittens, Wellington's most prominent citizen, has disappeared. Is it an accident, a plot by jealous can openers, or something more sinister? The wise and respected elder cat Lola has summoned the best and bravest cats to find out what has happened.

System: 
Call of Catthulhu

HAXXOR REVOLUTIONARIES

Facilitator: 
Tim Crow

The year is 1999 and you have just woken up. Reality as you know it is a lie – you were just part of THE GRID, a simulated world created by GRIDBOTS who, for some reason, have decided that human bodies make excellent batteries.

Now you’re awake, it’s time to take control. Manipulate THE GRID, work with other HAXXOR REVOLUTIONARIES, take down the G-MEN, and free humanity by finding THE CHOSEN.

People born IN GRID travel between THE GRID and REALITY to fight G-MEN and hack the system. People born OFF-GRID run support by HAXX and fly hoverships.

Your mission is to fly to broadcast depth, and find THE SEER. She will tell you where to find the prisoners, then you must go and BREAK CHAINS AND FACES.

THE GRID is a 1 page RPG by ursdice and can be found at: https://ursidice.files.wordpress.com/2020/11/the-grid.pdf

All you'll need is 2-3 d6, scrap paper to jot down some character notes and pencils!

Grab your trenchcoats and sunglasses HAXXOR REVOLUTIONARIES, and get ready to JACK IN to THE GRID.

System: 
The Grid

[Summerland] Like Leaves in the Wind

Facilitator: 
Marcus Bone

One night, for no apparent reason, a vast and ancient forest appeared across the land as if it had existed there for hundreds of years. Destructively superimposed on all that existed before it, the forest devastated the works of man. Nothing escaped the blanketing of the trees, not even the tarmac of the roads or the buildings of the city centres. Life as we know it ceased: structures collapsed; roads, rail lines and runways were choked; and anything that may have helped with a swift recovery was lost. For a short while a state of emergency was broadcast over all available media, but soon these reassuring words fell silent. As devastating as the Event was, much worse was to follow.

It became apparent that this forest, soon to be named the Sea of Leaves, was not like any ordinary, mundane wood. Ancient, foreboding and somehow alive, it was a wild place, full of cunning, dangerous animals, and permeated by the Call, a siren-song, a lure that sucked the weak-minded, the desperate and the lonely into its depths. Within weeks over eighty per cent of people succumbed to the Call and entered the depths of the wood, never returning. Those that remained clung together however and wherever they could, slowly forming close-knit communities in locations that could be protected from the dangers of the wood.

System: 
Summerland (homebrew Open D6)

The Grand Wannabe Adventurer School Tournament

Facilitator: 
Julz Burgissser

It's the end of the school year at Wannabe School, the starting place of all truly great adventurers in Isen. Which means it's time to showcase everything you've learnt this year in the school's Grand Tournament! Sign up for as many competitions, duels and challenges as you like, there's something for everyone. The giant Golden Trophy with it's gleaming ruby shining brightly at the top of it, has been placed on the trophy table and it towers over the smaller awards. Everyone wants to be crowned Tournament Champion. Everyone wants to take that trophy home. Will it be you? Play to find out!

Set in the homebrewed World of Isen, created by Brad Zimmerman. Session DM’d by Julz Burgisser who plays Marley Kraff in the D&D 5e actual play podcast ‘Fate of Isen’ available for download on iTunes, Spotify and all good podcasting apps. See www.fateofisen.com for more details on Isen.

‘The Grand Wannabe Adventurer School Tournament’ is a homebrewed one shot adventure created by Julz to teach people how to play and use their characters skills, while playing in a learning supportive environment, based in The World of Isen created by Brad Zimmerman. The one shot is played over 3.5 hours (can be altered to suit timeframes shorter or longer if needed) with pre-generated level 1 characters.

Warnings: This session is fairly fun and super welcoming of all ages, abilities and who folx are or want to be. Due to the game being set at Level 1, no D&D knowledge is needed. This game is designed to teach and as such I would ask players with more game knowledge that still want to attend, to roleplay along in the spirit of that. I like to keep my players safety in mind at all times and run a respectful table with safety tools to keep it that way. Any questions regarding this, please ask.

AVAILABLE PRE-GEN CHARACTERS Dwarf Barbarian, Gnome Druid, Human Bard, Half-Elf Ranger, Halfling Wizard, Tiefling Rogue

System: 
Dungeons & Dragons 5th Edition
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