Gateway, a thriving port city of canals and commercial ventures, has of late been rocked with riots and uprisings after word of the emperor’s death spread. Many members of the city’s elite stand to gain much from the unrest and have lent aid to the agitators and rabble-rousers. This chaos shrouds the whispers that dark powers hidden in the city are on the move. Will the descendants of the men of Gog rise again?
Shadow of the Demon Lord is a dark fantasy RPG of horror and madness by Rob Schwalb, a designer on WFRP2e, D&D5e, A Song of Ice and Fire RPG and the Black Company RPG. Fans of Joe Abercrombie's First Law series will especially enjoy this scenario. The characters are a band of hard-bitten troubleshooters, living in a world darkened by the Demon Lord, risking corruption, madness, and death. Crimes will be solved, depravity faced, and nightmares overcome.
You could not believe your eyes as the merchantman came into view, fat with booty and ripe for the taking. Solar sails the size of buildings and shimmering with waves of energy. The crew were starving for the filthy lucre that they could take from the hold. Silks from Saturn, Plutonian Ales and arcanotechnology to fit the ship with.
You are the Privateer Crew of the RAS Grey Caller fighting in a space opera world. You will sail the archipelagos of the rings of Saturn, dive to the depths of the Neptunian seas and fight with the lizard men of Mars only to slip away into the Aether and avoid the reach of the Terran Navy.
A game of swashbuckling action and planetary romance.
The gods have fallen and mortals have failed to make their own. A band of newly ascended demigods travel to the distant reaches of the Raktine mountains to discover the source of strange fumes that destroy city after city. The fumes shroud a mystery beyond their wildest expectations. They must learn how best to use the power that they possess to overcome what lies in wait for them.
This is a scenario for Sine Nomine's 'Godbound', an RPG of mortals granted the power of demigods. The scenario will involve fantastical locations and antagonists, weighty choices for the PCs, and high levels of action and drama. The rules are simple, using Basic/Expert D&D as its base, and suitable for both beginner and experienced RPGers.
Imperial Operations on Typhon are stretched to breaking point, with supply lines coming under constant fire from the Heretic Traitors dug into the mountainous terrain. The main supply line, known as the Red Ball Express, is the most vital of these routes, being the only viable passage for the heavy vehicles of the Astra Militarum between the Landing Zone and the battle lines.
With heavy losses on the front, the survivors of the 92nd Cadian have been reassigned to guard duty on the convoys while they await desperately needed replacements. Little do the men and women of the Second Company know what dangers await them on the Red Ball Express
It is the 41st Millennium, and in the Grim Darkness of the far future, There is only war!
Every year since 2001 Kapcon has run a flagship larp. For the past decade or more we've decided on this game through a public process, soliciting suggestions for themes and through our NZRaG forum in the hope that some writers will be inspired. We then select whichever team comes forward with a pitch (in the unlikely even that two teams approach us, we'd have to select just one of them, and point the other one at our multi-headed friends Hydra and Chimera).
Our expectations for the flagship larp are that it be a a mass-market flagship game. Which means:
The LARP is run on behalf of the Kapcon organisation. As a result, it must be open to all Kapcon participants who wish
to be included, within the constraint of the game size. GMs cannot exclude players due to personal objections.
A flagship-scale game is a lot of work, too much to be done by a single person. We therefore expect a team, preferably including at least one experienced larp writer. Most flagship teams have been three or four people. You will spend six months writing this thing, so its a good idea to pick people you get along with.
In terms of timelines, the flagship team must have a blurb and be ready to open for signups by mid-October. We expect the game to be cast a month before the con, which means before christmas. Character sheets should go out a week or two before play, in early January, and hardcopy character packs should be provided at the con. The game area will need to be set up on the Friday before the con, and may have players wandering through it on the Saturday. If required, we may be able to lock specific rooms containing props and sets to prevent spoilers, but our ability to do so is constrained by the needs of other games (basically, we need those spaces for tabletops).
For resources, the flagship has a budget of $500 to cover snacks, set-dressing, and printing. There are people in the community who can help you with set-dressing and construction, and we can help herd volunteers for setup. Packdown has to be done on the Sunday, and its normal to have some volunteers start the packup during rounds five or six. Everything must be removed by the end of round 7, at 9pm.
He is a god of Rock, A virtuoso preformer and quite possibly the biggest mess of trouble you have ever had to look after.
As the elite body guards of the Rock God "Surge" it is your job to keep him on track, mobile and to the next gig on time. Preferably sober.
You play the security looking after a person who would make Keith Richards think he needs to slow down. It will be a game of mishaps and adventures trying to stop your boss from spiraling into destruction before the next show.
In the misty morning, at the edge of time, we've lost the rising sun... the final sign!
Seven days ago the sun didn't rise over the land, fortune tellers and seers can no longer see past this evening. It seems that the end of the world approaches, and the Metal God is silent, no longer the guide for people across the world.
Now, huddled at the bottom of Blood Mountain, through the pelting rain you see a thunderous red cloud blanketing the peak of the mountain
Up there lies answers for you... in the house of the Metal God.
Lady Blackbird is on the run from an arranged marriage to Count Carlowe.
She hired a smuggler skyship, The Owl, to take her from her palace on the Imperial world of Ilysium to the far reaches of the
Remnants, so she could be with her once secret lover, the pirate king Uriah Flint.
Just before reaching the halfway point of Haven, The Owl was pursued and captured by the Imperial cruiser, Hand of Sorrow, under charges of flying a false flag.
Dungeon World (powered by the Apocalypse) is a game of typical fantasy adventuring tropes, filled with stereotypes, monsters, swords, sorcery, and likely epic failure. It takes the best of games like D&D and shrinks the complexity down while enhancing the inter-group dynamics. It's an easy to learn, pick-up game - ideal for people more interested in a relaxed session of gaming.
For this game, players will use class templates to generate their dynamic band of hearty adventurers setting out for glory/rewards/boredom. Rather than run through a pre-generated adventure, players will construct the adventure spontaneously at the beginning, and then develop the plot as the game goes on. Use of skills will let the players themselves introduce information and plot twists, rather than having their fate pre-determined.
This game is being run as surge protection, and offers a more casual (but yet still epic) gaming experience.
The Imperial world of Caladan is a world of moderate significance, deep within the Hades Rift. A planet of azure oceans and tropical islands, there is little to interest outside parties as the planet has low strategic value to the foul Xenos who infect the sub-sector. What is clear is that shortly before all Astropathic communication was abruptly cutoff the Planetary Governor demanded urgent assistance from the Astra Militarum.
The Cadian 92nd, fresh from a campaign to purge Heretical worshipers of Chaos have been re-routed to join ten other regiments in restoring order to the isolated Ocean planet.
The players, under the command of Captain Stromm, Second Company, find themselves tasked with leading the assault to retake the Governor's palace.
It is the 41st Millennium and in the grim darkness of the far future, there is only war