You don't know what adventure Ken will be running. Neither do I. Ken probably doesn't either - he'll be deciding at the last minute. But you can be sure it will be dangerous. No, make that "deadly".
Bureau 13 investigates a hotel with ghosts and a weekend gathering of Paranormal Investigators.
Description:
You are an agent for the most secret government agency you’ve never heard of: You are an agent of the 13th Bureau of Justice: Bureau 13. The old Barrington Regency in Vancouver, Washington was quiet hotel long known for its elegance, charm, outrageous prices, and general catering toward the affluent. And it's haunted by what the staff calls the Room Service Crew. Obviously, Bureau 13 channels picked up on this, as soon after a team of amateur parapsychologists were ejected by the spirits, a swarm of curiosity seekers and crazies descended on the hotel to cause havoc. That's when your team was assigned to investigate this event. How hard could it be?
When Sammy Davis Junior discovered the Swords of the Fallen Templars, he thought he could use them for good. But the time of the Quickening has started, right in the middle of cocktails.
In the past, you have faced foes from this world and worlds beyond. You are the Ravens - investigators of the mysterious in the spirit of the X-Files with a touch of horror and a dash of humor.
Description:
In 9 years at GenCon, the Ravens have faced foes from this world and worlds beyond. Why should this year be any different? Ongoing adventure of The Ravens - investigators of the mysterious in the spirit of the X-Files with a touch of horror and a dash of humor. Rules light, emphasis on role playing.
In the past, you have faced foes from this world and worlds beyond. You are the Ravens - investigators of the mysterious in the spirit of the X-Files with a touch of horror and a dash of humor.
Description:
In 9 years at GenCon, the Ravens have faced foes from this world and worlds beyond. Why should this year be any different? Ongoing adventure of The Ravens - investigators of the mysterious in the spirit of the X-Files with a touch of horror and a dash of humor. Rules light, emphasis on role playing.
It is World War II Poland. An undercover mission is assigned to a troupe of performers. The lives of POWs and important information is on the line. A play test of a new storytelling system.
Description:
A war zone is no place for an acting troupe. Even one that is trained in combat. Yet you find yourselves behind enemy lines in Poland. The mission is intelligence and possibly the freedom of fellow soldiers held in a local POW camp. This is a play test of a new storytelling system I am developing. Mature themes will be explored.
As their name states, the Remarkable Wrong-Righters exist to right wrongs. But what if the wrongs are being committed by fun-loving villains who want to set things right?
Description:
Superheroes just wanna have fun. That's the motto of the Remarkable Wrong-Righters. But as their name state, they also exist to right wrongs. But what if the wrongs are being committed by fun-loving villains who want to set things right? Role-playing emphasized.
Rotated to a 'quiet' posting after far too long on the front lines at Tolkeen, the squad of battle-fatigued Coalition soldiers are called on yet again; can the squad ride to the rescue?