KapCon now has an official Discord server for pre- and post-con chatter. Here's an invite:
(I will need to renew this sometime in late November; if it expires, please email kapcon@gmail.com).
KapCon 2027 is on Saturday 23rd and Sunday 24th of January. Monday 25th is a statutory holiday for Wellington workers and can be used for recovery.
The pandemic is still with us. Please check our Covid-19 policy before attending.
KapCon is a not-for-profit role-playing game convention run annually in Wellington, New Zealand, every January. Over a hundred people get together for a weekend of role-playing, in a diverse range of styles and systems. Over the weekend, more than 30 individual games are run, with volunteer GMs (or storytellers, narrators or facilitators) running games between one and six times over the course of the convention.
Virgina, 1933.
Prohibition laws state that no alcohol is to be made or sold. Cities are dry, but 'moonshiners' in the country make illegal spirits to sell for criminal profit. Franklin County is the undisputed Moonshine Capital of the World, and a new batch has hit the speakeasies from the state capital of Richmond to Washington D.C. They call it "Black Honey Lightning." Those that taste it swear off other batches, and after enough drink they are driven to a sudden, violent madness, screaming about a heartbeat in the earth and begging to be cut open "to let the dark heart out."
You are a makeshift task force of Federal Agents. G-Men, Revenuers, Postal Auditors, Foresters, and Health Service. No one agency was the first to open a file, and this needs to be handled. Now. Whoever was available was put on a train to Richmond. Your orders are simple: from Richmond, take the train into the backcountry, trace the supply line, and smash the master still.
In the backwoods of Appalachia there's the opposition you know, reluctant locals, corrupt cops, and violent moonshiners. And things you don't, the mountains that watch, the trees that sparkle, and somethings sleeping below the coal mines that have been waiting uncountable years to be tasted.
Check your weapons, prepare your investigation, watch your step. Something is aware of you.
Content Warnings:
Cosmic and folk horror, claustrophobia, extreme graphic body horror (self-harm / mutilation under the influence of supernatural delirium), violence, and corporate and industrial decay.
People have disappeared walking the city at night, bats hang from every eave, and exsanguinated bodies are found in alleyways. A vampire lord has laid claim to the city and other vampires have flocked to his side. Fortunately these other vampires are less meticulous than the lord, leaving a trail right to the basement of a wealthy residence. You hear prisoners within. Can you save the captives before the vampire lord returns?
This one shot is action oriented and is almost exclusively combat, showing off different win conditions for fights at a higher level.
Draw Steel is a 2d10 system where you don't roll to hit, you roll how effective your hit is. This one shot for 7th level heroes was made by me for KapCon 2027. Characters will be provided. I'll have dice available, but if you want to use your own then you'll need two d10s and one d6.
Content Warnings - Blood, Momentary Anti-party Mechanic, Vampires, Violence.
Deep within the Sablewood forest the light from a Spire has gone dim.
With unease spreading through the forest, a group who have recently arrived in the village of Hush, is asked to assist the spire keeper in brining the light back.
They must navigate through the ever moving paths of the Sablewood under shadowy canopy of its giant trees. Will they avoid the sly winged Styxwolf and the predatory Eligator. What secrets will they learn of the mysterious Spires. Or will they fall foul of the corruption they encounter.
This adventure is based on epilogue of the Daggerheart quickstart adventure "The Sablewood messengers"
No previous Daggerheart experience is necessary as I have (hopefully) designed this as an easy to learn as you go scenario.
You've heard the stories, of course. Grew up hearing tales of the ancient kingdom. How the world used to be. It all seemed so nice. You can't help but wonder if the world could be that way again.
As you get older, you study the histories more closely. Not just the tales, but what was written by those present at the time. What historians have said about it after. You begin to notice inconsistencies, mentions of things that just don't make sense with each other, that don't quite align. You discover knowledge of those ancient days - something buried that could help your people in this time of need.
So to seek it out, you become a leader, a political force, bent on securing a better world for your people. A future that looked something like that peaceful, ancient kingdom. There's just one thing standing in your way.
The other kingdoms want that very same relic.
The Vow is a Political, Competitive Role Playing Game, in which players role play as the leader of a people. This game is still in development and playtesting, but if you're interested in playing something a little different and a little experimental (and putting in your feedback to make it better) then this is the game for you! This will be the third session of a continued story - the actions taken by players in the first two sessions will inform the world that is left to you and its history. Come for one, or come for multiple sessions to see how the world changes over time!
May contain violence. Lines, Veils, and X Cards will be used.
Years ago, the realm was united. It was a time of peace, a time of simplicity and tranquility. But the death of the good King Duncan threw the realm into chaos, with his children left squabbling over the remaining pieces.
You are one of his descendents, inheritor of the realm of his children, destined to rule over your corner of the kingdom. Don't take this responsibility lightly, as it isn't a small undertaking. There is much to be done, and your people ask so much of you. Do you truly feel like you have things under control? You must ensure it looks that way - at the slightest sign of opportunity, the other kingdoms will jump on it.
But perhaps, working together, you could reclaim something of the peace and tranquility that came before. After all, this was once one whole kingdom. It could be a whole and peaceful kingdom once more. All it needs is someone bold, with the vision to bring that world about again.
Although, who said you needed to work together to achieve that vision?
The Vow is a Political, Competitive Role Playing Game, in which players role play as the leader of a people. This game is still in development and playtesting, but if you're interested in playing something a little different and a little experimental (and putting in your feedback to make it better) then this is the game for you! This will be the second session of a continued story - the actions taken by players in the first session will inform the world that is left to you and its history. Come for one, or come for multiple sessions to see how the world changes over time!
May contain violence. Lines, Veils, and X Cards will be used.
The good King Duncan has died. He was well loved by the people, and we shall all mourn his passing. Nevertheless, the sun still rises, and we must go on.
His kingdom is left to you, his children, divided equally to rule as you please. He had hoped that you would rule with grace, civility, and honour. Whether this is true remains to be seen.
Your people look to you for guidance, as you grow to rule your corner of the Kingdom. They need leadership, and someone who can provide for them in times of need. They can be demanding at times, but I trust that you shall rise to the challenge and show the people that you are deserving of your inheritance.
Whether you can get along with your siblings is a different story.
The Vow is a Political, Competitive Role Playing Game, in which players role play as the leader of a people. This game is still in development and playtesting, but if you're interested in playing something a little different and a little experimental (and putting in your feedback to make it better) then this is the game for you! This will be the first session of a continued story - the actions you take will inform the world and history that is left to players in the following session. Come for one, or come for multiple sessions to see how the world changes over time!
May contain violence. Lines, Veils, and X Cards will be used.
Forty years ago, London was stolen by bats. Now it resides in a cavern known as The Neath. It is a gothic underworld where Hell is close, immortality is cheap, and the screaming has largely stopped.
It is now 1899, by order of the Traitor Empress. The Fifth City is similar to the London that was on the surface, in that there are people, they have jobs, they dance, drink, and make families. It is different to the London of the surface in that there are more than traditional men and women down here. Clay Men, Rubbery Men, Tomb Colonists, Devils and more walk the streets. Items one might not consider 'real' can be traded. And love stories are banned.
In Veilgarden, many an artfully inclined youth seeks the means to expand their perception. Prisoner’s Honey is one such method, the drug that bodily conveys its user into dreams. But even Prisoner’s Honey has its limits, especially for an artist with aspirations of grandeur. They might try anything that offers a new perspective, no matter how unknown and untested the substance…no matter how much it might change them. This is a story of such ambition. What it does to the seeker. What it does to the people who love them. What it might cost.
The Disappearance of the Transfigured Poet is the adventure in the quickstart of the Fallen London TRPG, and we will be using pregenerated characters. Knowledge of the system is not needed, and knowledge of the Fallen London setting is appreciated but also not needed.
The dragons are slain. The dungeons are cleared. Your knees are done.
You and your old party have hung up your swords and bought a tavern. Now you have a leaky roof, a pot of stew that never seems to empty, and a town full of people who need a warm meal and a kind word. Some of them might be adventurers who remind you of yourselves.
Haggle at market, weather a storm with strangers, host the festival, and throw your own regulars out of a brawl. Stewpot is a cozy game of tavern-keeping, found family and second chances, and no one has to save the world.