Games from 1a

These were the great games offered before the inaugural Spaghetti ConJunction 1a.

Many  more magnificent scenarios were offered on the day. Thanks to all the excellent Referees who ran games.

We expect a similar crop of high quality innovative adventures to be on offer at Spaghetti ConJunction 1b. Watch this space!

Morning Session

The Ballad of Bill Carson’s Gold

This is the story about the Alliance and their acts of betrayal and deceit.

And all those Browncoats who all died upon their feet.
And good ol’Bill Carson who hid the independent gold.
Whose location to this day remains completely untold.”

The song is very popular amongst the people living on the Rim, yet many have tried to find the gold but struck out.
Now Bill Carson himself has been sighted on the Rim.
Does he have the gold?

Tags: Firefly, Serenity, Newbie Friendly, character-driven.

GM: Darran

System: Cortex+

Players:

Slot: Morning

 

The Chameleon

Description: Another disturbing adventure for the Incident Response Team. They have bested a rogue AI and escaped an icebase overrun by hostile forces, but can they catch the horrific serial killer The Chameleon, before it strikes again?

The Chameleon has killed 7 people in less than 7 weeks in 7 very different ways, can the IRT sift through all the information and piece together the clues in time?

Notes: Investigation, Horror, Serial killer

GM: G’Andy

System: Savage Suverain (Savage Worlds)

Players: 3-6 players

Slot: Morning

 

Dropship Down

Description: Intelligence said the enemy wasn’t in this area. Guess what? Those non-existent enemy just shot down your transport! There’s good news and bad news. The good news is there is no risk of fire. The bad news is that’s because you are sinking into a lake…

Tech Level: bullets and body armour rather than lasers and forcefields.

Tags: military science fiction, war, behind enemy lines, percentile dice; all ages accepted

GM: Dr Bob a.k.a. Amanda

System: percentile dice. Blue Planet 1st ed, with some bits stolen from 2nd ed and added story points. I like story points!

Players: 3 to 6

Slot: Morning

 

 

The Gearworks Dungeon

Description: The Dwarf kingdoms are in uproar! A living dungeon lays waste throughout their kingdoms, and it is just days away from the brewing town of Stonehelm. The Dwarf Lord has summoned his boldest and bravest heroes to stop the dungeon, led by legendary Rondo Stonehelm. They have not returned. So now, he turns to the heroes to defeat the mechanical dungeon and save the kingdoms.

13th Age is a narrative d20 system that combines the satisfying crunch of Dungeons & Dragons with the freewheeling player narration and story ownership of funky indie games. Pre-generated adventurers are provided.

Notes: suitable for new players

GM: Guy Milner

System: 13th Age (5th level)

Players: up to 5

Slot: Morning

 

Giantslayer

Description: Yegor Bonecruncher is the most ferocious hill giant in the land. When he begins terrorising the small village of Frickley, the inhabitants have only one hope – the legendary warrior, Jahia Giantslayer.

The PCs undertake a dangerous trek through the High Forest to find her, battling wild fey magic all the way. But can Jahia live up to her own legend?

Notes: Suitable for all ages, beginner-friendly.

GM: Richard Jansen-Parkes

System: D&D 5E

Players: 3-6 players

Slot: Morning

 

The Great Martian Tripod Race

Description: Franklin is the first human competitor in tripod racing history, but his team has hit a few problems. His corporate sponsor is tied up in a hostile takeover bid, so the money has dried up. The Martian tripod racing clan is out to stop him, to keep tripod racing for Martians only. Who knows what dark deeds they will resort to? As the members of Franklin’s race team, can you overcome all obstacles and get him to the starting line?

A game of Scientific Romance and Steampunk adventure, set on the Victorian colony of Mars. Pregenerated characters are available but – ideally – you’ll make you own on the day. It’s quick and easy and massive fun!

(Written by Martin Pickett.)

Notes: This is a fun and exciting game and suitable for all ages and types of players. People with an affinity for Steampunk and/or British History or classic Sci-Fi will find it particularly enjoyable.

GM: Simon Burley

System: The Code of Steam and Steel. My own lightweight steampunk rules. Just 2d6, easy to play. But when you roll doubles, truly magical things start to happen.

Players: 2-6

Slot: Morning

 

Lord Dudley’s Menagerie

Description: In 1975 auteur director Luis Zorge agreed with London Weekend Television to produce a late evening action series. The Queen’s Men threw historical accuracy to the wind, mixing action, adventure, espionage and horror into something quite unique, before it was abruptly cancelled.

This is the story of that Elizabethan spy series, and just what happened when Marlowe, Dee and co. searched for a lost heiress in an abandoned chimerical menagerie.

It’s also a tale of poor set design, hammy actors, DVD commentary and bad 1970s perms.

Notes: no mature content, suitable for new players.

GM: Matt Matchell

System: The Queen’s Men/The Agency

Players: 2 to 5

Slot: Morning

Pandora’s Box

Description: Prepare yourselves for a psychological sci-fi thriller. It is 2450, and you are the Unstoppables, infantry veterans and propaganda darlings of the Corps. You committed a heroic action that helped win the Minos Campaign, and are doubly renowned as every squad member survived three years of one of the deadliest campaigns. The game opens as you awaken from stasis after being sent off to fight in another campaign. You are being urged by marines to evacuate after an attack on their base, and the story propels from there. But where the hell are the lab techs that would normally wake you and check you out and why is the lab door blasted down? Only one way to find out!

Notes: this particular game should be appropriate from 10+. The darkness and goriness of the game will be scaled as appropriate to the players.

GM: Christopher Dean

System: I Love the Corps – a cinematic sci-fi action/horror, where each player is a marine. Uses a versatile 1D6 system.

Players: between 2 and 6.

Slot: Morning

 

Perfect World

Description: July 3rd, 1952 and the warm summer night over Hoover Hills is disturbed when a strange green light is seen to descend to Earth… Dismissed by the authorities as a stray firework, only a plucky & rebellious band of teenagers believe it is something more sinister. Can they overcome their differences to fight off an alien invasion of their town? And is that even the worst they have to fa#e?

Tags: Sci-Fi, Horror, Monster Movie, Unreliable Narrative

GM: James Mullen

System: Dead of Night

Players: 3-6

Slot: Morning

 

Strikeforce Shantipole

Description: In the Roche Asteroid Field, a secret Rebel project nears completion. Headed by Commander Ackbar, the Shantipole project has developed a powerful new starfighter (the B-Wing) for the Alliance arsenal.

But first, Shantipole must be safely escorted back to Alliance High Command. That’s where you and your team come in. With a freighter, sealed holodisc orders, and a good blaster at your side, your ship emerges from hyperspace — right in the middle of a TIE/Recon starfighter patrol!

And they told you this was going to be a routine mission…

Based off the classic 1988 WEG module, but using the HeroQuest 2 rules it’s all Star Wars!

GM: Steve Ellis

System: HeroQuest 2

Players: 5+GM

Slot: Morning

 

The Wounded Wisp

Description: A Pathfinder Society Scenario designed for levels 1–2. More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it’s up to the Players to solve a puzzle whose pieces are scattered across Absalom—and whose prize dates back to the Society’s darkest years. “The Wounded Wisp” is an evergreen, re-playable scenario designed to help introduce players to the history of the Pathfinder Society and Absalom’s greatest sites.

Notes: William will be running this scenario twice – once in the morning and once in the afternoon. The Pathfinder Roleplaying Game extends and modifies the Revised 3rd edition Dungeons & Dragons (D&D) game rules published by Wizards of the Coast under the Open Game License.

GM: William Cheung

System: Pathfinder (Society Organised Play)

Players: 3-6 (I can stretch to 7)

Slots: Morning

 

Afternoon Session

28 Trains Later

Description: You are passengers on a steam train. The game begins as you awaken after the carriage has mysteriously overturned. Once you escape the carriage, what you do from there is up to you… find a safe place or escape the island? Either way… death is coming for you. And not in the form you’d expect. This is a survival comedy/horror. Though it should be hilarious, it will also be incredibly gross.

GM: Christopher Dean

System: I Love the Corps: a cinematic sci-fi action/horror. Uses a versatile 1D6 system.

Notes: This particular game is not for the faint of heart, and will be excessively brutal and gory. Mature (18+) gamers only.

Players: Between 2 and 6.

Slot: Afternoon

 

The Dead Boarder

Description: Mr. James Gardiner, a recluse who lives in a Providence, Rhode Island boarding house, has not been seen or heard from for two days. A number of other tenants have a reason to see if he is in his room. A 1920s America set mystery investigation.

Notes: Call of Cthulhu is a game of horror. As such it is probably not suitable for anyone under the age of 13. This scenario is specifically designed for those new to roleplaying and / or Call of Cthulhu.

GM: Neil Ford

System: Call of Cthulhu 7th Edition

Players: Up to 6.

Slot: Afternoon

 

The Gonnes of Nava Rûn

Description: A crack team of goblin commandos attempt assault the cannon emplacement in the old Dwarven fortress of Nava Rûn. Will they survive? Will they bring glory to the army of his grace, The Twilight Lord? What use is that jar of eels and a ritual spork?

A slightly satirical game of grotesque goblin commandos, trying their best not to get killed or put on latrine duty.

Notes: no mature content, suitable for new players.

GM: Matt Matchell

System: The Filthy Dozen

Players: 2 to 5

Slot: Afternoon

Interstellar Rescue: Mindjammers are Go!

Description: It’s Thunderbirds meets space opera.

The inhabitants of the recently-recontacted colony world of Olkennedy are using Commonality high-tech, but don’t really understand it. It goes wrong a lot, often catastrophically.

The Commonality sponsors Interstellar Rescue, a mixed group of
Commonality and Olkennedian personnel, to rescue those involved in these failures and perhaps persuade the Olkennedians that the Commonality have their best interests at heart.

Faced with a series of disasters, will the heroes be able to save the day? Will the people love them or hate them? And what will their SOs think of the sacrifices they must make?

Tags: Fate, SF, rescue, heroes; no special requirements, under-18 friendly

GM: Neil Smith

System: Mindjammer 2nd Ed.

Players: 4-6

Slot: Afternoon

 

Kong Island Rangers

Description: You know the score. There’s this mysterious island somewhere out in the ocean and your film crew/explorers/special ops team has decided to investigate. This will be a totally new Giant Monster/Anime mashup.

Pre-generated characters are available, but – ideally – you’ll create brand new, island-exploring, characters as part of the game. It doesn’t take very long and is great fun. Fay Wray, Jack Black, Tom Hiddleston, Samuel L. Jackson or someone from your own imagination. The world’s your oyster! (Probably a giant man-eating oyster.)

Notes: This is a fun and exciting game and suitable for all ages and types of players. However, fans of the King Kong, Godzilla, Pacific Rim or Power Rangers films should find it particularly enjoyable.

GM: Simon Burley

System: THE CODE OF SHŌJO AND SHŌNEN. My own lightweight Anime rules. Just 2d6, easy to play. But when you roll doubles, truly magical things start to happen.

Players: 2-6

Slot: Afternoon

 

The Score

Description: “Smiling” Seth Waterman has a plan: with his older brother to provide muscle and a couple of mates he owes favours to helping out, he’s going to stick up a security van loaded with cash. All he needs to do is plan the perfect heist and nothing will go wrong…

Notes: This is an almost entirely player-led narrative, the plot will be what you make of it as you plan out your heist.

GM: James Mullen

System: The ‘Hood (PbtA)

Players: 3 or 4

Slot: Afternoon

 

The Wild Sheep Chase

Description: Adventure, danger and a decent dose of downright weirdness erupt when the party’s attempt to grab a rare afternoon of downtime is interrupted by a frantic sheep equipped with a Scroll of Speak to Animals. Soon they are dragged into a magical grudge match that will test their strength, courage and willingness to endure extremely baa’d puns.

Will our heroes be able to overcome a band of transmuted assassins on the hunt for a mutton dinner and fend off an extremely bitter ex-apprentice packing a dangerously unstable magic item?

There’s only one way to find out…

Notes: Suitable for all ages, fairly beginner-friendly.

GM: Richard Jansen-Parkes

System: D&D 5E

Players: 3-6 players

Slot: Afternoon

 

The Wounded Wisp

Description: A Pathfinder Society Scenario designed for levels 1–2. More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it’s up to the Players to solve a puzzle whose pieces are scattered across Absalom—and whose prize dates back to the Society’s darkest years. “The Wounded Wisp” is an evergreen, re-playable scenario designed to help introduce players to the history of the Pathfinder Society and Absalom’s greatest sites.

Notes: William will be running this scenario twice – once in the morning and once in the afternoon. The Pathfinder Roleplaying Game extends and modifies the Revised 3rd edition Dungeons & Dragons (D&D) game rules published by Wizards of the Coast under the Open Game License.

GM: William Cheung

System: Pathfinder (Society Organised Play)

Players: 3-6 (I can stretch to 7)

Slots: Afternoon

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