
Games Listing
Early Session
Artemis: The Spaceship Bridge Simulator
Have you longed to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no one has gone before and blow things up?
If you answered yes, WE WANT YOU! Artemis simulates a spaceship bridge by networking several computers together. One computer runs the simulation and the “main screen”, while the others serve as workstations for the normal jobs a bridge officer might do, like Helm, Communication, Engineering, and Weapon Control.
Artemis is a social game where several players are together in one room (“bridge”) , and while they all work together, one player plays the Captain, a person who sits in the middle, doesn’t have a workstation, and tells everyone what to do.
Dueling Dragons: Blue and Gold Flash (AD&D 3.5)
You are ground support at the High Clerist Tower in one of two dragon armies-Gold with Golden General (Laurana); or Blue for the Blue Lady (Kitiara). The goal is to injure or kill the other side's dragon and rider. There will be two teams of 4. The Blues will be DM'd by Jazmin and the Golds with Mike Garcia. Pregens will be available; however you may create your own character (ecl 12).
Team Laurana Pregens:
Elistan - Human Cleric
Sturm Brightblade - Human Fighter
Flint Fireforge - Hill Dwarf Fighter/Master
Gilthanas Kanan - Qualenesti Elf Noble/Fighter/Wizard
Tasslehoff Burrfoot (with Fireflash) - Kender Rogue/Handler
Team Kitiara Pregens:
Dulcar - Human Cleric
Bladek - Sivak Draconian Fighter
Oskar (with dragon cohort) - Human Dragonrider/fighter
Rimasalas - Silvanesti Elf Wizard/Wizard of High Sorcery
Vindair - Nomadic Human Fighter
Maaya - Civilized Human Rogue
Guardians of Wildholme (D&D: Basic)
Something is poisoning the ents in the forests around Wildholme. They are becoming still, unable to keep watch over the borders that protect the land. Who will rise to their aid? Time is running out, soon they shall be still forever.
In this adventure, players will take the part of a group of guardians who protect the woodland realm and the settlements nearby.
A number of new, custom classes will be available, such as:
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Forest Gnome (yes, there will be pointy hats)
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Gambler (c'mon, I don't owe you THAT much)
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Wanderwood (ent, who wouldn't want to be Treebeard?)
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Alien Elf (Pointy ears, logical countenance. And a special stun attack, aim for the neck)
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Carven (like a wooden Mr. Data)
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Paladin of Space (a space knight marooned on a medieval world)
Some more standard choices (magic-user, fighter, cleric, etc...) also will be available, but consider trying something new. Live a little.
This game is very beginner (and veteran) friendly. Whether it is your 1st or 500th game, you'll be able to play this game. Pregenerated characters will be available and we'll make sure everyone is comfortable with all the rules.
Monsters and other childish things (Five Nights at Freddies)
Freddies Pizza shop has been closed for 5 years after mysterious reasons and now they are having a grand reopening celebration. You have been invited to your best friend's pizza party and if you want to be in the cool club don't you? Then, after that things get a bit strange. Do you want to know more,then sign up and find out what is the mystery of Freddies?
Character creation at table. Character sheets will be provided.
System with be using alot of D10's I have enough ,but you can bring your own sanctified dice.
Fugitive (D&D: 5E)
Zarrin was a priest of Life who struggled with his seeming powerlessness over the tragedy of Death. His obsession to defeat death led eventually to his fall from grace (a well-known tale across the barony). In grief, he turned to the foul art of necromancy. Instead of protecting the people, he terrorized them, becoming the beast which mothers described to their children to keep them out of the forest. Some believed him to be merely legend, others thought him a long-gone fugitive hiding in the dark places; but now he has been identified and detained in the village of Coppice. The constable contacted the baron, who has sent deputized marshals to collect the criminal for trial. You are those marshals. Plucked from the best of the militia, your reputation for getting the job done precedes you. Collecting a prisoner and returning him to justice almost seems too easy . . . almost.
This game is focused on NOVICE players wanting to learn D&D. However, necromancy is a messy business and not for the faint of heart. There will be some gore and elements of suspense (hopefully).
Only the pre-generated characters provided are allowed:
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Corporal (Dwarf Fighter 2)
A well-liked fighter who is more quick and smart than strong, the Corporal is a young and unusual Dwarf but a classic leader who aspires to be a knight in service of the Duke (or even the High King) someday (he doesn’t even mind riding a horse but prefers large ponies). Serious but quick with a smile and an encouraging word for companions, s/he is a good teacher and cares for those in his/her charge. S/he is also good but reserved friends with the Half Elven Mage Carric/Caelynn. Preferred weapons/armor: Spear, long sword, hand axe, crossbow.
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Church Representative (Human Cleric 2)
Zasheir (or Yasheira) is not a part of the militia but has been assisting in the investigation and hunt for Zarinn for at least a year. S/he has perhaps the best working knowledge of the evil necromancer. S/he therefore was a natural to accompany the guards of his transfer back to the capital. S/he is outwardly a very stern person who abhors necromancy and seeks to stamp it out where s/he can. Of course, to do so, one must carefully study the enemy. Preferred weapons/armor: Mace.
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Ministry of Magic Official (Half-Elf Mage 2)
Carric/Caelynn is extremely proud of his/her Elven heritage and can come off as aloof or arrogant on first impression. However, s/he is very task oriented and gets things done. An excellent and intelligent student, Carric/Caelynn has impressed both the Ministry of Magic and the Militia enough that s/he serves as a somewhat permanent advisor to the decidedly non-magical Corporal and has been through several investigations and assignments at his/her side despite the typical Dwarf/Elf rivalry. Perhaps Carric/Caelynn is less frivolous than most Elves and the Corporal is less serious than most Dwarves so that they meet in the middle. Preferred weapons/armor: Staff.
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Baron’s Representative (Halfling Rogue 2)
A fast talker with a silver tongue who is known for an ability to get out of any sticky situation (whether physical or metaphorical) and a genuinely delightful personality, Finnan/Phaela actually impressed the Minister of Protocol enough to gain a position as a representative. However, the boring life didn’t suit so Finnan/Phaela talked his/her way into a position with the Ministry of Justice, a much more exciting and profitable role. S/he is not a member of the militia but knows the Corporal and the twins quite well. S/he often practices with the rapier against Jorah (or Johanna). Preferred weapons/armor: Rapier, dagger.
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Soldier (Human Fighter 2)
Jorah (or Johanna) is kind of a showoff. However, s/he is also very good at swordsmanship so can back up his/her flashiness with real skill. S/he often practices with the rapier against Finnan (or Phaela). S/he is also always the life of the party, eminently capable of small talk, charming everyone around and enthralling them with tales of daring. It’s a trait that s/he knows gets on the Corporal’s nerves but s/he has always been able to get back in his/her good graces. S/he believes in three things in life: the Corporal, his/her twin sibling and the finesse of a good rapier in the right hands. While issued a long sword as part of the militia, s/he rarely carries it since s/he prefers the rapier. Due to their close relationship as twins, Jorah (or Johanna) and Morn (or Miri) have some unique skills that only they and their Dwarven companion know. Preferred weapons/armor: Spear, long sword, rapier or crossbow.
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Soldier (Human Fighter 2)
Morn (or Miri) is a twin to Jorah (or Johanna) but in personality is very much an opposite. S/he is reserved and observant, preferring to assess situations before jumping into them and if violence is necessary, s/he likes to resolve it as quickly as possible with minimal risk to him/her or allies. In battle, s/he moves in quickly and dispatches enemies without flourish. S/he is stronger than his/her sibling due to long days of practice with heavier weapons but does not have the finesse. Due to their close relationship as twins, Jorah (or Johanna) and Morn (or Miri) have some unique skills that only they and their Dwarven companion know. Preferred weapons/armor: Spear, long sword, short sword or hand axe.
Late Session
Artemis: The Spaceship Bridge Simulator
Have you longed to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no one has gone before and blow things up?
If you answered yes, WE WANT YOU! Artemis simulates a spaceship bridge by networking several computers together. One computer runs the simulation and the “main screen”, while the others serve as workstations for the normal jobs a bridge officer might do, like Helm, Communication, Engineering, and Weapon Control.
Artemis is a social game where several players are together in one room (“bridge”) , and while they all work together, one player plays the Captain, a person who sits in the middle, doesn’t have a workstation, and tells everyone what to do.
Euro Open Games
Looking to learn a new Euro game? Experienced but longing to play one and help new players learn? The Perkins will be running several of the best including 7 wonders (with expansions), Keyflower, Puerto Rico, Power Grid, Carcassonne and possibly others.
The Parade (Adventures in Oz)
It's been a year after the events of "Frozen"-and there's been a parade in Queen Elsa and Princess Anna and company's honor. But what could go wrong?
Pre-generated characters will be provided.
The Specter of Shady Creek (D&D: 5E)
A mad bard spins a yarn about a quiet little town where spooks and ghosts are as common as rocks in a field. But beware, for outsiders have a habit of disappearing in the night, and the roads are patrolled by the most sinister of spirits, the Spectral Cavalier of Shady Creek. Just the sort of thing to occupy a band of young ghost hunters! Inspired by and loosely based on the greatest of all Halloween tales; “The Legend of Sleepy Hollow.”
Pre-generated characters will be provided.
Good Fences make Good Neighbors (Chill 3.0)
A young boy is missing in Cleveland and one of the detectives suspects that more than foul play is afoot. Since the Cleveland SAVE office is severely understaffed, you are called together from other areas to uncover if The Unknown is truly involved. Of course, time is of the essence.
*** This is a demo of the brand new Chill 3.0 rules published by Growling Door Games. All of us will be novices including me ***
Pre-generated characters will be provided:
BASIL “BB” BOTTOMLEY
Bounty Hunter, Bailbondsman, Thrillseeker. BB is a Americanized Australian who makes the most of the reputation of his original countrymen and can be both tenacious and reckless. Now living in Los Angeles, he loves his work: both the "bring'em back alive" style of chasing fugitives and the uncovering the dark of The Unknown.
JENNIFER "GINGER" JOYCE
An increasingly well known investigative reporter, Ginger balances her "day-time" job with her role at SAVE. Of course, the roles complement each other nicely. She is driven and competitive and is intently curious but smart and knows when danger mandates a different path.
THOMAS SIMPSON
Dr. Simpson is a medical doctor who joined SAVE after encountering "evil spirits" in the rural places in which he first practiced. His studies and his interests have taken him from his home in Chicago to places around the world includng the most impoverished areas of the US, Europe and Africa.
MARIA GALLEGOS
A recent naturalized US citizen, Maria is a passionate, hot tempered Filipina who witnessed firsthand an attack of the vampire-like Manananggal. This was in her childhood but that just means that she never stopped believing in things that go bump in the night like the rest of us. From that moment on she has fought The Unknown.
RORY CALHOUN
Rory is the only one of the five investigators stationed in Cleveland. He's also the youngest and least experienced; a local college student at Baldwin Reserve University. Rory has actually never encountered The Unknown and only got involved with SAVE after discovering a box of letters his now ill (advanced dementia) father hid in his room. Rory is a transgender man having made the transition right before starting college.
All Day Tables
Avocado Games
Featuring B.E.E.S.: The year is 2112 and the machines being produced now run on quintessence, a fully renewable energy source held in Spirits. In 2040, Dr. Russel VanOrman Quine discovered that Spirits contain energy that can never be destroyed. Even when used to power heavy machinery, this energy source (quintessence) dissipates into the ether, returning to its unknown source. All we need to do is collect it.For this purpose Dr. Russel Quine designed the VanOrman Machine, a powerful machine that absorbs the quintessence that is free-floating inside of each and every spirit. The spirits are temporarily absorbed with the quintessence until it is used, then the ghost returns to its path, its mood improved by the temporary feeling of usefulness.
DPH Games
Demos will include ‘Flip’ the Bird & Cat Game; Cache Me If You Can! and Psychological Warfare.
Frugal Mule Games
Demos will include Stoned, Stoned in Space, Alive After 5 and Senor Miguel's Marvelous Mule Train.
Open Gaming
Bring a game you want to play or sign out one from our library! Grab a friend or a new acquaintance and learn a new game, play an old classic or whatever you want. Titles in our library include: Life, Sorry, Memoir '44, Zombie 15', Catan, Ticket To Ride, Battlestar Galactica, Resistance and many more.