Paranoia, Intrigue, Prophets, & Latinum on Lagrangia Station.
Description:
The Lumarian Civil War has ended. Merchants, mercenaries, miscreants, and missionaries meet once again on Lagrangia Station to rebuild Lumarian society. But all is not well. Paranoia grips the Alpha Quadrant, and war with the Dominion seems inevitable. Anyone could be a Changeling in disguise, even you. Join us for year two of our Deep Space Nine LARP. Pre-generated characters and lighter mechanics. Costuming encouraged! Knowledge of Star Trek: DS9 optional. If you know the difference between a Klingon and Vulcan, you know enough to play. We will have > 40 characters available, so visit our facebook page, and fill out our character survey, even if you don’t snag a ticket.
A zombie-like outbreak on your plane caused it to crash in a frigid mountain range. You & the other survivors must now take what you can & try to make it back to civilization. Can you survive?
A zombie-like outbreak on your plane caused it to crash in a frigid mountain range. You & the other survivors must now take what you can & try to make it back to civilization. Can you survive?
That Is Not Dead Which Can Eternal SLUMBERPARTY!!!!!
Summary:
Its a sleepover for the kiddie cultists. Tonight is about eating junk food, playing games, & summoning an elder god, but which one?
Description:
Dad is out of town and the kids have gone wild. Typical slumber party hijinks were planned, but then you found the Ouija board in the attic. To hell with spin the bottle…now you have a REAL game to play! Tonight is about eating junk food, playing games, and summoning an elder god, but which one? Find out at this Cthulhu inspired slumber party!
Note: While this is a Teen friendly game, we want potential players to note that this is a horror scenario and may contain dark themes, including the occcult, personal horror, and descriptions of gore/violence. We encourage younger players to discuss with adults whether or not this is the game for them.
The Vicar's Club is among the most exclusive of London in 1839, but do the rumors of decadence & debauchery contain elements of truth? What secrets lurk within the club walls?
Description:
The Vicar's Club is among the most exclusive of London in 1839. While its members may not all be aristocrats; they are all adventurous and fascinating. And the rumors of a secret society, a club within a club, only add to the Club's allure. Tonight, club members and guests are invited to a formal dinner, wherein some startling announcement is to be made. So why are some members secluded in the club room, unwilling to come forth? Do the rumors of decadence and debauchery contain elements of truth? What secrets lurk within the club walls?
Power has shifted. Old gods die. New gods rise. Cultists are coming together to decide where to put their belief. Old gods & new must vie for power in the rankings of The Cultist Convention!
Description:
In the wake of the great rift which opened at The Coffee Shop at The End of the Universe , the balance of cosmic power has shifted. Old gods have died, new gods have arisen, and the worlds most influential cultists are coming together to decide where to put their belief. Old gods & new must vie for power in this elite gathering known as The Cultist Convention! Come play supplicating gods and powerful cultists in this Cthulhu inspired scenario!
Sailors have gathered in the tavern they call Angel By the Sea, stranded by a monster storm. With no place to go, they tell tales of the sea in hopes of calming themselves and perhaps the sea itself.
Description:
On a cold morning in September of 1890, the morning sun dawned with a blood red sky. By midday, a whale carcass, or at least that's what they call it, has washed ashore. By early evening, sailors gathered in the tavern they call Angel By the Sea are stranded by a monster storm that rages outside, the wrath of the sea itself, they say. With no place to go, telling tales of the sea can calm the hearts of sailors, and perhaps the sea itself. But some tales are not true, others, more true than should be, and others nothing but tall stories. And even the tellers may not all be what they seem...
Sailors have gathered in the tavern they call Angel By the Sea, stranded by a monster storm. With no place to go, they tell tales of the sea in hopes of calming themselves & perhaps the sea itself.
Description:
On a cold morning in September of 1890, the morning sun dawned with a blood red sky. By midday, a whale carcass, or at least that's what they call it, has washed ashore. By early evening, sailors gathered in the tavern they call Angel By the Sea are stranded by a monster storm that rages outside, the wrath of the sea itself, they say. With no place to go, telling tales of the sea can calm the hearts of sailors, and perhaps the sea itself. But some tales are not true, others, more true than should be, and others nothing but tall stories. And even the tellers may not all be what they seem...
Fly the not-so-friendly skies in this Cthulhu-inspired scenario & find out what REALLY caused 1 of the greatest disaster in history. Will you stop it, or be the spark that sets it in motion?
Description:
Everyone knows the story of the Hindenburg… or at least They think they do. Fly the not-so-friendly skies in this Cthulhu-inspired scenario & find out what REALLY caused 1 of the greatest disaster in history. Whose side will you be on, and what part will you play? Will you work to stop the tragedy, or be the spark that sets it in motion? Find out in this Cthulhu inspired scenario!
The height of Vaudeville & the troupe is out of luck - cursed some say! There's 1 last chance for the revue of a lifetime. Stars, stage hands, management - all are needed as the Show Must Go On!