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Shadowrun Missions: Sprawl Wilds – Manhunt

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GM: Brad Kelley
Game System: Shadowrun
Min – Max number players: 3-6
Start Time: 9AM
Session Length: 4Hours+

The runners are hired to haul ass out to the Barrens and bail an ex-Lone Star Officer out from under a paracritter siege.

The Quiet Year

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GM: Jeremiah Frye
Game System: The Quiet Year
Min – Max number players: 1-3

Start Time: 7PM
Session Length: 4Hours+


Game description: “For a long time, we were at war with The Jackals. But now, we’ve driven them off, and we have this – a year of relative peace. One quiet year, with which to build our community up and learn once again how to work together. Come Winter, the Frost Shepherds will arrive and we might not survive beyond that. But we don’t know about that yet. What we know is that right now, in this moment, there is an opportunity to build something.”

The Quiet Year is a map game. You define the struggles of a post-apocalyptic community, and attempt to build something good within their quiet year. Every decision and every action is set against a backdrop of dwindling time and rising concern.


Dark Heresy: On a Collision Course with Destiny

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GM: Matt Harrop
Game System: Dark Heresy 1st Ed.
Min – Max number players: 4-6
Start Time: 9AM
Session Length: 4Hours+


Game description: Five days ago, the ship INV Righteous Destiny dropped out of the Warp. It had been lost to the Warp for over 600 years and it is now on a collision course with the planet Scintilla, capital of the Calixis Sector. You have been hastily assembled at the behest of Inquisition to investigate the space hulk and its mysterious message before the Imperial Navy obliterates it.

5e Adventures in Middle-Earth: The House of Arthedain.

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GM: Mad Jay
Game System: D&D 5E
Min – Max number players: 3-5
Start Time: TBD
Session Length: 4Hours

Smaug has been defeated, the Battle of Five Armies has been won, and Bilbo has returned to the Shire. But much danger still remains, and from the Orc-holds of the mountains to the dark and corrupt depths of Mirkwood a darkness waits, recovering its strength, laying its plans, and slowly extending its shadow…

In Dale, King Bard sends out a call for brave adventurers to journey to Laketown and assist him in restoring the glory of the North.

Adventurers come from all the Free Peoples of Wilderland and beyond, all heeding the call to adventure. Spurred on by diverse callings – whether it be the lure of the road, the hunger for ancient lore, or the simple urge to defend hearth and kin, adventurers from across Wilderland are preparing to explore Middle-earth and to battle the rising threat of The Shadow wherever it may be found.

Out of Rivendell you join a ranger on a quest to reclaim his ancestral home in the ruins of Arthedain.

Play adventurers in Middle Earth with D&D 5E. Pregens will be available, bring your appetite for adventure and your dice!

Down and Out in Punjar 50K

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GM: Jarrett Crader
Game System: DCC RPG
Min – Max number players: Any (tournament style)
Start Time: 2PM
Session Length: 4Hours+
Drop-In (No RSVP required)

Game description: It’s another boring Soresday night in the stinking city of Punjar. You’re nursing your seventh Pan-Galactic Gargle Blaster, trying to erase the horrible images of what happened to your last crew when the door is blown apart. In steps Captain Treacle, infamous ne’er do well and all around miscreant, with a huge grin on his face and a pair of flintlock pistols in his filthy hands. ‘LET’S DO SOME CRIMES!!!’ he yells. So, what do you do?

A DCC RPG Tournament Style game. NO EXPERIENCE NECESSARY. COOL GOODMAN GAMES SWAG. PRIZES. GET IN!!!

The Rising

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Game System: Into the Odd
Min – Max number players: 2-5
Start Time: 9AM
Session Length: 4Hours+
Game description: The year is 1922, a year and a half after the end of the Tellurian War between Earth and the fey courts. The town of Prallis is on the shores of a lake, and the fish-people that live in the lake attacked the town all through the war. Now that the war is over, the fish-people seem to be massing for another rush–a bigger rush. Can the townspeople fend off the attack?

They need tough veterans of the Tellurian War to stand by them and defeat this fishy menace. There’s some cash from the town–but finders, keepers. A raid on the underwater temple may be in order, if anyone survives.

No experience required. We will make simple characters on the spot and get started. We will play Guns of Telluria, an adapted version of Into the Odd.

The Haunting of Coldwall Manor

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Game System: Into the Odd
Min – Max number players: 2-5
Start Time: 2PM
Session Length: 3Hours

Game description: October, 1922, a year and a half after the war between the fey and the humans concluded in an uneasy cease-fire. You play veterans of that war, and you’ve been hired by Boss Vance. He bought a mansion to renovate and sell at a profit, but the workers won’t go near it; apparently there’s ghosts, or fey, or something disturbing the peace of the place.

You aren’t afraid, are you? Not after what you saw in the Tellurian War. Then again, maybe you’ve got a better reason to be afraid than the civilian imagination can furnish…

Simple rules, character generation at the table, newcomers welcome, no experience required.