You are the Grinning Ravens gang, a group of up-and-coming gangsters in Doskvol, a haunted Victorian city. Trapped between the leviathan-demons of the inky-black Void Sea and the anti-ghost lightning fence, the Grinning Ravens must seize their fortune from whomever stands in their way.
Will you go up against the Spirit Wardens, the bronze-masked anti-ghost squad? Or will you support them in their war against the Dimmer Sisters and the street-witches? Will you seek enough coin to live out your retirement comfortably, or push for fame and glory? Will you succumb your vice, your traumas, or plain old gunfire, or will you live to run another score?
A fast-paced, fiction-first game of heists, ghosts, flash-backs and making it all up as we go along.
System experience useful but not required. Younger and teen players are welcome, but the game as-written requires you to feel comfortable saying "NOPE!" to the GM.
The Berlin Wall has fallen, signalling the end of the Cold War, of spies, secrets, and the threat of totalitarianism. It is a time to build bridges and to rebuild the world. As with charity, the best rebuilding begins at home, and to rebuild you must destroy.
This is a scenario about finding a way to remove the tumour growing in the heart of The Establishment and throwing that baby out - without losing the bathwater. The scenario is likely to play out as a series of raids and confrontations, and for sure, not everyone is getting out alive or in one piece.
The game is inspired by the masers of Cold War action, Robert Ludlum and Ian Fleming*, but this being a roleplaying game, of course there's more going on than checking the slide on a Beretta or setting the timers to the same six minutes you always use.
* As unproblematic as I can make his style of action anyway.
The Berlin Wall has fallen, signalling the end of the Cold War, of spies, secrets, and the threat of totalitarianism. It is a time to build bridges and to rebuild the world, but there are plenty of secrets left to grow anew in the ashes of burned spies. Now you know the truth, you've got to either disappear forever, or fight.
This is a scenario about what spies do when they finally learn a secret they can't keep, can't bury, and can't forget. Can they use what they know to serve their country, or will they be destroyed for the Greater Good? Depending on the approach taken, this could be a tense chamber piece of trust, or a more free-wheeling chain of investigation to climb the ladder of lies.
The game is inspired by the masters of Cold War paranoia and moral ambivalence, Graham Greene, Frederick Forsyth and John le Carre, but this being a roleplaying, of course there's more going on than sweating through confidential files and breaking alibis.
The Berlin Wall has fallen, signalling the end of the Cold War, of spies, secrets, and the threat of totalitarianism. It is a time to build bridges and to rebuild the world. But there is freedom, and there's freedom: when a junior government minister begins to behave erratically and take sudden trips abroad, questions must be asked. Asking questions is your business.
This is a scenario about a covert mission behind the fallen drapery of communism to trail a government minister and determine whether they're merely guilty of political crimes, or something more serious. Infiltrate, find the truth, and exfiltrate. Depending on the approach taken, this could run as something between a heist, a snatch-job, and an assassination. It's fairly certain not everyone makes it out of this one alive.
The game is inspired by the masters of Cold War infiltration, Frederick Forsyth and Len Deighton, but this being a roleplaying, of course there's more going on than trench-coats trudging through the snow and sweating in hidden listening posts.
This year we are not offering a flagship, but we are seeking small larps to run as part of the normal gaming stream.
Our game-spaces are school classrooms. While they can fit 20 people for a larp, it gets a bit crowded, so 12 or less is probably a better number. We can offer more space in round 4 (the old flagship round), since there are usually people who skip the evening. So if there’s a couple of people wanting to run 20-player games in that slot, we can probably make it work.
We can access the NZLARPS Wellington gear library for set dressing, there’s not a lot of time between games to set dress and pack up, so low-prop games probably work better. We can take signups for your game if it requires costume of pre-casting.
We would like to run at least one small larp per round, so that’s at least 7 games. If you have something you think works, then please fill out the form here
"We have just arrived in the Hargreaves 55 system. Mother has identified multiple... there's no other word for it. Superstructures. How did over fifty survey runs miss these. Some are as large as moons. The captain has ordered that the colonists be kept in stasis while we investigate. We request Colonial Marines support as soon as possible. We will initiate first contact protocols immediately."
It sounds impossible. A colonist ship on a routine trip to another world has found evidence of intelligent life other than humans. Sure there have been stories all across the Outer Rim colonies, but nobody believed them. Hundreds of surveyed worlds and we had all become convinced that humanity was alone in the universe.
Now you're on the USCSS Tempest, travelling on a direct route to an uncharted system. Nobody has heard from the colonists since they began to investigate the superstructures they'd found. Based on the data sent back, there is no disputing that the structures are artificial.
But nobody has heard anything more. Are they dead? Are these aliens hostile? Your team is heading to sleep for the final jump to Hargreaves 55. Who knows what awaits you when you arrive... better be prepared for anything, Marine.
"Wake for the Lost" is an action horror game that draws upon the results of the preceding "Children in the Graveyard" session. Your experience will be impacted by the decisions the previous players made. Your marines will be dealing with the fallout of that session, making for a unique adventure. Did anyone survive from the colonist ship? What did they find? Which object did they explore? Have they started an interstellar war?
Or will you be facing something so alien, you can't describe it?
A manor that speaks of old money grandeur sits slowly decaying on a large overgrown section. The owners have all long ago departed in bloody circumstances surrounded by rumours and fear. Considered haunted and cursed, it’s been left by the town of Wistal to fall into disrepair. No one ever goes into Schwartzkonig Manor, or if they do, they've never come back out to say so. It’s the perfect place for a bunch of teens to tease each other about being too chicken to enter, especially on the day of the most spooky celebration in Isen. Until one of them actually does. Now you’re standing outside the gates and you can feel the Manor’s eyes on you …waiting to see what you’ll do. It’s up to you to save your friend. Will you be brave enough to enter? Will you survive what’s inside?
Using the system Dungeons & Dragons 5th Edition, 4 - 6 level 1 characters will explore a Haunted House, fighting the monsters that live there, solving problems and depending on their rolls seeing visions of someone mysterious in the house. This is designed to be a session that can also teach new players how to play, so come along to learn if you want!
Warnings: While this session is fairly fun and super welcoming of all ages, abilities and who folx are or want to be, there are one or two moments of blood filled scenes. Just the usual spooky house stuff but I like to be upfront and keep my players safety in mind at all times. Any questions regarding this, please ask. I'm more than happy to adjust if we have a whole group that is uncomfortable with these things or if some kids want to play.
'Hallowed Festival of Frights' is 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 United Americas sent your colony ship out years ago to colonise the newly discovered exoplanet Hargreaves 55 b. Earth like, with all signs of having a breathable atmosphere open for low cost terraforming, ownership of the world was hotly contests across the national blocks of Earth.
Now you awake from your sleep to news that while you have arrived in the Hargreaves 55 system, what millions of dollars worth of astronomical equipment missed was a number of superstructures across the system. No sign of life. Some are as large as small moons.
Now your mission has changed. Work out if this is a first contact situation. Find out what these structures are for. Are they inhabited. Is Hargreaves 55 b inhabited? While the colonists remain sleeping, you, the crew, must deal with the one situation nobody prepared you for.
"Round the beggar from Varassa all sat in a ring,
and by the campfire they sat and heard his song.
And about walkers and wolfkin and every terrible thing,
and of his fear he sang to them all night long:
“There is something beyond the mountains, beyond the howls beyond the mist, there is something behind the veils, behind hearts cold as stone.
Hearken, something walks and whispers, walks and lures you in and whimpers:
Come to us, for this earth shall ever be ours and ours alone!”
In this open-world survival roleplaying game, you’re not heroes sent on missions dictated by others - instead, you are raiders and rogues bent on making your own mark on a cursed world. You will discover lost tombs, fight terrible monsters, wander the wild lands.
For years the Forbidden Lands have been blocked off by the Blood Mist. Communities have had to survive and develop without any contact with each other. Now the mist has mysteriously lifted, and the world is open for exploration.
Become part of a living world RPG where the actions of previous players has an impact on the world, what towns exist, what you will find in the dungeons and fortresses. No two games will be the same, and you'll get to experience a unique story built around unique PCs with randomly generated histories that will tie into every decision and experience you have.
Enter the Forbidden Lands and discover this darkly fascinating world.
In the seventies, monsters and demons ruled supreme - killing and haunting and wrecking all sorts of schlocky horror. But that was ages ago, that was your parent's time. Sure, your mom may have been recruited as an incubator for a Satanic cult, or your Dad might've been the best exorcist known to humanity. Maybe you inherited some kind of power your mom used at a prom one time or a list of people who still Need to Pay from your dad... but it's time to make your own way in the world, isn't it?
A group of Gen X, Xennial and Millenial monster hunters with something to prove, a legacy to embrace or outrun, or possibly someone to avenge. When they rock into town to solve the latest mystery it's either to set things right or make a bigger mess.
Who will survive and what will be left of them?
Imagine Disney's Descendents but the parents were all the leads in Seventies horror movies. Time to get into the Mystery Machine and see what you can make of yourself.
Pre-made characters, knowledge of Big Name 70s horror movies recommended
e.g Rosemary's Baby
The Omen
Carrie
The Wicker Man
The Exorcist
Friday the 13th
Halloween