WinterCon 2009 Role-Playing Game

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Welcome to the Wintercon '09 RPG page

Roleplaying event submissions are due NOW, so please fill out the form and get us your jaw-dropping, awesome scenarios! If you don't get your materials in, you will not be included in the on-site booklet and this website - so let's rock! IMPORTANT: we have been having some issues with our host, so please copy the details of your event into an e-mail and send to John Jamieson

We are happy to have the return of the RPGA to our cons, as well as the Pathfinder Society for you 3.5 Edition D&D fans. In addition, we welcome the D-Savages, a demo team for the Savage Worlds game. Check out our tips for the morning GMs, which you can read at the end of the page. With only a few weeks before the Convention, things are really getting exciting here!

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RPG Events

WinterCon Role Playing Game Event Schedule

 

Saturday

 

 

Saturday December 5th 9:00am- 1:30pm

 


Blackmoor Wildcard
System:
Blackmoor (D&D 3.5)
Hours: 4.5
Max Players: 6
Difficulty: Easy, Will Teach
GM: Creveling
Build your character in the D&D 3.5 version of the very first D&D roleplaying world. Defeat the machinations of the Egg of Coot and the nefarious Afridhi - and sometimes your own allies! Pre-gens available. A variety of different scenarios will be available.
 


Get the @#$% to Krakow
System:
Twilight 2000
Hours: 4.5
Max Players: 4
Difficulty: Medium, will teach
GM: Ulano
Can a Squad of Allied Troops make it to the fabled Free City of Krakow?  And if so what will they do when they get there?  Well strap on your M-16s and get ready for a Post WW3 action, where at any moment you and your squad can be wasted, or survive. The continuing story of the 5th Mech Survivors, holed up in a polish town, with 8000 Soviet combat boots, planning out their next move. In effect, this is a "living campaign" that continues from convention to convention.
 

The Nightmares of Jasper Covington
System: Savage Worlds: Bureau 13 and Realms of Cthulhu
Hours: 4.5
Max Players: 8
Difficulty: Easy, will teach
GM: Alan Meranda

It’s 1930 New York City. Jasper Covington Seer of Truths, the eminent spiritualist in New York has started having strange terrible dreams. The people in the dreams are dying in the most vicious of ways. Not a problem if it’s just a dream. But when six people actually die as they do in the dreams, that’s a matter of concern. Something is going on. Bureau 13 decides to investigate the deaths and discovers a horrific darkness terrorizing New York City. This is a Savage Worlds gaming event run by the D-Savages, the Metro Detroit area Savage Worlds gaming team

 

PFS#17: Perils of the Pirate Pact
System: Pathfinder (3.5 Edition Dungeons & Dragons)
Hours: 4
Max Players: 6
Difficulty: Moderate
GM: Miles
Description:  When the Black Marquis lost all of the men he could trust on a failed treasure hunt, he did the only thing he could: turned to the Pathfinder Society for help. Offering an ancient lost text in return for assistance, the Black Marquis of Deadbridge sends you deep into the spider-haunted Echo Wood of the River Kingdoms to track down his missing pirates and recover an ancient treasure for the Society. You'll face brigands, pirates, spiders and more—but will you survive the perils of the Pirate Pact? This is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play (learn more by visiting paizo.com/pathfindersociety). If the player doesn’t have a Pathfinder Society character, a pre-generated character will be provided by the GM. Some scenarios contain mature content.

 

Witchcraft Year 1
System: Unisystem
Hours: 4
Max Players: 6
Difficulty: Rules Taught
GM: Bill Korsak
Description:  Have you ever noticed strange about the world around you? Something is always playing around the corner of your eye? And here you are starting Oakland University as a freshman...what could go wrong?

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Saturday December 5th 2:00pm-6:30pm

 

PFS#23: Tide of Morning
System: Pathfinder (3.5 Edition Dungeons & Dragons)
Hours: 4
Max Players: 6
Difficulty: Moderate
GM: Miles
Description:  Venture-Captain Dennel Hamshanks sends you to convince an Andoren druid named Hemzel to allow the Pathfinder Society to study his recently discovered lorestone, a minor magical item that unlocks some of the mysteries of the ancient Andoren druid circles. When you arrive and find Hemzel murdered and the lorestone missing, you must race against time to recover the lorestone and stop Hemzel's murderers from using it against the druids of Andoran.

This is a Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5). This scenario is designed for play in Pathfinder Society Organized Play (learn more by visiting paizo.com/pathfindersociety). If the player doesn’t have a Pathfinder Society character, a pre-generated character will be provided by the GM. Some scenarios contain mature content.

 


Blackmoor Wildcard
System:
Blackmoor (D&D 3.5)
Hours: 4.5
Max Players: 6
Difficulty: Easy, Will Teach
GM: Creveling
Build your character in the D&D 3.5 version of the very first D&D roleplaying world. Defeat the machinations of the Egg of Coot and the nefarious Afridhi - and sometimes your own allies! Pre-gens available. A variety of different scenarios will be available.
 



Gamma World
Players: 6
Difficulty: Easy (rules will be taught)
System: Savage Worlds
Setting: Gamma World(post-apocalypse science fantasy)
GM: D-Savages
Description:  Come and take a journey into the post-apocalypse madness of Gamma World! Can you band of men, machines, and mutants survive in a world where nothing is what it seems and everything wants to eat you?! This is a Savage Worlds gaming event run by the D Savages, the Metro Detroit area Savage Worlds gaming team


Doctor Qua and the Glass of Suffering
Players: 4-7 players
Difficulty: Easy (rules will be taught)
System: Savage Worlds
Setting: Stormbringer (Dark Fantasy)
Description: The crew of the Ghitu's Fire have been to most of the major ports in the known world, but there is one that they have wisely avoided until now: Imrryr, capital city of Melnibone. For 10,000 years, the bright empire of Melnibone ruled the world. The fae-like folk of Melnibone are far older than humanity. Through ancient pacts with demon gods, they shaped the elements and lands to their liking. They tamed dragons and rode them to conquest.

Age has dulled the bright empire, tarnished its beauty and weakened its people. The empire rots from within but it is still a source of great wealth. It is the promise of great riches that brought your ship to Imrryr and this greed that may lead you on the greatest adventure anyone from the Young Kingdoms has ever known!

 

Somewhere Over The Rainbow
System: Savage Worlds: Weird Wars II
Hours: 4.5
Max Players:
8
Difficulty: Easy, Will Teach
GM: D-Savages
Description: Its 1943 in the midst of WWII, both the Axis and Allies are looking for any kind of edge to win out over the other, at risk is the world! Earlier in the year, the United States Navy started testing the Rainbow Project experiment. Based on the works of Einstein and Tesla, it showed great promise to disguise warships from detection. There were some unexpected side effects to the crewman of the USS Eldridge, but the government continues testing.

Nazis operatives in the United States have picked up some sketchy details about Project Rainbow and want in on the action..

This is a Savage Worlds gaming event run by the D Savages, the Metro Detroit area Savage Worlds gaming team

 

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Saturday December 5th 7:00pm-11:30pm

 

PFS#24: Decline of Glory
System: Pathfinder (3.5 Edition Dungeons & Dragons)
Hours: 4
Max Players: 6
Difficulty: Moderate
GM: Miles
Description:  When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Pathfinder Society decides to build a new lodge there as a base to explore the many ruins of that crumbling empire. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. Can you survive the tangled web of Taldor's politics and fight off the echoes of the past or will you, too, see your glory decline?

This is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play (learn more by visiting paizo.com/pathfindersociety). If the player doesn’t have a Pathfinder Society character, a pre-generated character will be provided by the GM. Some scenarios contain mature content.

 


Blackmoor Wildcard
System:
Blackmoor (D&D 3.5)
Hours: 4.5
Max Players: 6
Difficulty: Easy, Will Teach
GM: Creveling
Build your character in the D&D 3.5 version of the very first D&D roleplaying world. Defeat the machinations of the Egg of Coot and the nefarious Afridhi - and sometimes your own allies! Pre-gens available. A variety of different scenarios will be available.
 

 


Jailbreak!
Players: 4-6
Difficulty: Easy (rules taught)
System: Savage Worlds
Setting: Necessary Evil 

The V'Sori arrived on Earth offering peace. Most of us accepted them at their word. They had conveniently arrived just in time. They had "saved" us from the K'tharen. When the world's superheroes gathered to celebrate the victory with their new allies, the V'Sori struck quickly and brutally.I remember seeing Crusader atomized on live TV. Damn it! I should have been the one to finally off that smug, do-gooder. I had the perfect plan and everything!

Now, the heroes are all dead, and Earth is under V'Sori rule. If anyone is going to free Earth from the alien invaders, it will have to be the supervillains. 





Whispers from the Beyond
System: Call of Cthulhu 4th Ed.
Hours: 4.5
Max Players: 6
Difficulty: Easy, Will Teach
GM: Sean
You and a group of strangers are drawn to an isolated farmhouse, in the remote hill country of Vermont , for the reading of a will. The estate, belonging to Mr. Henry Akeley, a distant relative of yours, is finally in order after numerous legal delays due to his mysterious disappearance years earlier. Now as you prepare for your journey into the unknown you can not help but wonder what awaits you in the wilds of Vermont , in those dark forgotten places, far from the prying eyes of the outside world. Will you find riches, knowledge, or even madness?
 


 

Get me a mimosa: tips to running a morning game

Gamemastering an event first thing in the morning can be tricky. Getting a table full of players can be problematic. Keeping them, and more importantly, encouraging them to sign up and show up for morning events the following year can be both crucial to your gaming fun and rewarding!

How to do it? Well, whatever you do - don't start off slow. Start with a BANG! Once the players are settled in, put your game face on - roll and shout, describe in vivid detail some action scene the heroes are in the midst of. That will wake em up, get their blood pumping and your game is off to a rollicking good start! It would be advisable to show a lot of mercy during this action scene - no matter how deadly your game system is. You want to get them in the mood, not annoy them. Whatever you do, DON'T crack open a rulebook - the "roll n shout" school is what is needed. Keep it moving!

If they mow down your mooks, add some more! Or have the building/ledge/bridge begin to collapse/catch on fire/displace to another dimension! Once you have them rolling, interacting with each other, and having a blast, you can tone it down and them move into your primary game - reconning your scenario works fine, or perhaps the PCs are simply unwinding after that combat. Then drop the plot on 'em and you are off and running!

Of crucial importance: ask them to please sign up for morning slots at future conventions, thank them for showing up, and leave them wanting more!

 

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