Welcome to High Frequency Active Auroral Research Program, AFB Gakona, Alaska. A boring place, until they turned on the machine. Good luck surviving the eternal shift at the center of spacetime.
Description:
Welcome to the High Frequency Active Auroral Research Program! They call it HAARP. You all call it the rear-end of a two year stint at Air Force base Gakona, Alaska. Nothing ever happens at HAARP, or, at least nothing used to happen; until they turned on the machine for the first time. Now, everything ever happens there, all at once. Can you and your buddies survive one, eternal shift at the center of all spacetime?
Welcome to High Frequency Active Auroral Research Program, AFB Gakona, Alaska. A boring place, until they turned on the machine. Good luck surviving the eternal shift at the center of spacetime.
Description:
Welcome to the High Frequency Active Auroral Research Program! They call it HAARP. You all call it the rear-end of a two year stint at Air Force base Gakona, Alaska. Nothing ever happens at HAARP, or, at least nothing used to happen; until they turned on the machine for the first time. Now, everything ever happens there, all at once. Can you and your buddies survive one, eternal shift at the center of all spacetime?
Olmstead's report of Innsmouth would be unbelievable, but enough rumours surround that odd town that you're going undercover to find evidence of real, verifiable crimes - not this fish-men nonsense.
Description:
Considered in isolation, the account given of events in Innsmouth by young Mr. Olmstead would be utterly unbelievable - but enough rumours and incidents cluster around that isolated, unfriendly town to warrant a closer look. As Federal agents, your task is to travel to the sea-port of Innsmouth and carry out an undercover investigation. Look for evidence of bootlegging, forgery, organised crime. Real, verifiable crimes, not the nonsense about fish-men and sea-gods spouted by that unstable young chap. You're not nervous, impressionable antiquarians like him; you're sober, level-headed G-Men. You'll find the truth in Innsmouth.
Olmstead's report of Innsmouth would be unbelievable, but enough rumours surround that odd town that you're going undercover to find evidence of real, verifiable crimes - not this fish-men nonsense.
Description:
Considered in isolation, the account given of events in Innsmouth by young Mr. Olmstead would be utterly unbelievable - but enough rumours and incidents cluster around that isolated, unfriendly town to warrant a closer look. As Federal agents, your task is to travel to the sea-port of Innsmouth and carry out an undercover investigation. Look for evidence of bootlegging, forgery, organised crime. Real, verifiable crimes, not the nonsense about fish-men and sea-gods spouted by that unstable young chap. You're not nervous, impressionable antiquarians like him; you're sober, level-headed G-Men. You'll find the truth in Innsmouth.
Olmstead's report of Innsmouth would be unbelievable, but enough rumours surround that odd town that you're going undercover to find evidence of real, verifiable crimes - not this fish-men nonsense.
Description:
Considered in isolation, the account given of events in Innsmouth by young Mr. Olmstead would be utterly unbelievable - but enough rumours and incidents cluster around that isolated, unfriendly town to warrant a closer look. As Federal agents, your task is to travel to the sea-port of Innsmouth and carry out an undercover investigation. Look for evidence of bootlegging, forgery, organised crime. Real, verifiable crimes, not the nonsense about fish-men and sea-gods spouted by that unstable young chap. You're not nervous, impressionable antiquarians like him; you're sober, level-headed G-Men. You'll find the truth in Innsmouth.
The king needs heroes to deal with a traitorous noble house. But things are not so cut & dry, and a simple job bringing the family to justice turns into a desperate battle for the kingdom itself.
The king needs heroes to deal with a traitorous noble house. But things are not so cut & dry, and a simple job bringing the family to justice turns into a desperate battle for the kingdom itself.
The king needs heroes to deal with a traitorous noble house. But things are not so cut & dry, and a simple job bringing the family to justice turns into a desperate battle for the kingdom itself.
RPGs & LARPS have the ability to change our perception of the world around us. How do we encourage a diverse base of players & GMs? Themes include inclusivity, diversity, & game design.
Description:
RPGs and larps have the ability to change our perception of ourselves and the world around us through engaging plots and memorable characters that welcome us to inhabit another person's life. They can create real memories of imagined moments that we take with us. How do we create an environment where all players are welcome and safe? How do we encourage a diverse base of both players and GMs/directors/storytellers into bring their unique world view to the stories that we tell? This panel covers themes of universal access, diversity when we immerse ourselves in our game of choice, and promoting good role play through great game design. It features a diverse panel of experienced RPG storytellers exploring these issues. Come join the conversation!
Betrayal, monsters, traps - can you escape the island? Level 4-5.
Description:
You wake up on an island, no gear and no memories. Why are you here? How do you escape?
Enjoy a low level adventure filled with puzzles, monsters and plot twists.