Join us in Monte Carlo in the world of darkness where the games of chance being played aren't always the ones on the table. Go big or go home in this multi-genre classic World of Darkness LARP.
Description:
The Moon and Stars Casino a high class casino. Where, Mages and Merfolk stroll the halls with Vampires and Ananasi. The tension can be palpable, but here blood shed is a no no. Everyone playing the tables has an angle and a price. A gemstone with a rich history has just been put up for grabs and those who want it will go ‘all in’ to get it. But the gem isn't the only game, members of the Sabbat, Camarilla, and Anarchs are being hosted by the Giovanni in a special session to deal with the threat of a new Inquisition rising up. In some cases, the end of the world has essentially come and members of the Garou nation won't leave well enough alone. Looking to restore their lost brothers, wont be easy because. Unfortunately for them, the Changelings believe in the finders keepers rule. For a few Technocrats the job puts them face-to-face with the Reality Deviants called Mages.
Join us in Monte Carlo in the world of darkness where the games of chance being played aren't always the ones on the table. Go big or go home in this multi-genre classic World of Darkness LARP.
Description:
The Moon and Stars Casino a high class casino. Where, Mages and Merfolk stroll the halls with Vampires and Ananasi. The tension can be palpable, but here blood shed is a no no. Everyone playing the tables has an angle and a price. A gemstone with a rich history has just been put up for grabs and those who want it will go ‘all in’ to get it. But the gem isn't the only game, members of the Sabbat, Camarilla, and Anarchs are being hosted by the Giovanni in a special session to deal with the threat of a new Inquisition rising up. In some cases, the end of the world has essentially come and members of the Garou nation won't leave well enough alone. Looking to restore their lost brothers, wont be easy because. Unfortunately for them, the Changelings believe in the finders keepers rule. For a few Technocrats the job puts them face-to-face with the Reality Deviants called Mages.
Join us in Monte Carlo in the world of darkness where the games of chance being played aren't always the ones on the table. Go big or go home in this multi-genre classic World of Darkness LARP.
Description:
The Moon and Stars Casino a high class casino. Where, Mages and Merfolk stroll the halls with Vampires and Ananasi. The tension can be palpable, but here blood shed is a no no. Everyone playing the tables has an angle and a price. A gemstone with a rich history has just been put up for grabs and those who want it will go ‘all in’ to get it. But the gem isn't the only game, members of the Sabbat, Camarilla, and Anarchs are being hosted by the Giovanni in a special session to deal with the threat of a new Inquisition rising up. In some cases, the end of the world has essentially come and members of the Garou nation won't leave well enough alone. Looking to restore their lost brothers, wont be easy because. Unfortunately for them, the Changelings believe in the finders keepers rule. For a few Technocrats the job puts them face-to-face with the Reality Deviants called Mages.
The lab is on lockdown & you're trapped inside. What triggered the safety protocols & how will your team get out before the self destruct sequence activates?
Description:
Your research team has been doing important, confidential work in a small, private laboratory deep beneath the deserts of Nevada. Now you find yourselves on lockdown in the iso-lab, safety protocols engaged by someone, and with no way out. With only a few hours of life support and the clock ticking down to self-destruction, how will your team escape?
Signatories to the Unseelie Accords arrive in Edinburgh to vote on a worldshaking issue, while the future of the White Council itself hangs in the balance. A new Dark Ages threatens if talks fail.
Signatories to the Unseelie Accords arrive in Edinburgh to vote on a worldshaking issue, while the future of the White Council itself hangs in the balance. A new Dark Ages threatens if talks fail.
Signatories to the Unseelie Accords arrive in Edinburgh to vote on a worldshaking issue, while the future of the White Council itself hangs in the balance. A new Dark Ages threatens if talks fail.
When the Elder Gods are away, the Servitors will play! Join your fellow servants as you seek freedom, worshippers of your own, or maybe just a nice latte at your favorite interdimensional coffee shop!
Description:
The Coffee Shop at the End of the Universe is a quiet little hang out at tbe flaming core of the Thubin star system, where lesser gods and servitor races come to forget their worries and just relax out from under the thumb (or tentacle) of their masters. Lately, though, trouble has been stirring. Some of the races aren't content to serve, some of the gods won't settle for being lesser, and there are rumors that HUMANS have infiltrated the shop. Come play a member of your favorite "lesser" Lovecraftian creation and decide whether to join the uprising or just sit back and watch the chaos unfold with a streaming cup of java!
The few Iron Princes willing to meet have come together to discuss the fate of Eisen in the face of an impending Ussuran invasion. Can they set aside their differences long enough to save Eisen?
Description:
John Wick Presents debuts its new larp system at Gencon, with three days of immersive gaming. Council of Princes is the culmination of the weekend, where the Heroes will help decide the fate of Eisen. The circumstances of this event are still unknown, influenced by the Heroes' actions in the Freiburg Haunting events, where the Heroes must decide how to handle a strange disturbance to the land. Participation in the previous events is unnecessary. Join us in our grand finale for the Gencon weekend and help us decide how Eisen will answer this threat in an afternoon of swashbuckling adventure and political intrigue.
At the triennial meeting of the most powerful witch families of Salem & a shadowy organization is trying to infiltrate into The Council. Will the witches uncover the traitors before it's too late?
Description:
It is the triennial meeting of the seven most powerful witch families of Salem, known as The Council. This year is special because it is the Bicentennial of The Council, making it not only about the usual business at hand, but also a celebration of the ancestors who made The Council what it is today. However, rumor has surfaced that a shadowy organization is trying to infiltrate into The Council and take it over, or at least subvert it for the organization’s own purposes. The Council is of course suspicious of not only the organizations that have long been friends of the council but also of the new witches, who are coming to beg admittance into this hallowed group. Will the infiltrators be found before the night is through? Or will The Council become another puppet in the organization’s web?