• info@coastcon.org
  • Biloxi, MS

CoastCon Gaming

ROLE-PLAYING GAMES

IMPORTANT: If you are intending to run games at CoastCon and expect to get a free membership, you MUST contact the gamemaster before Feb 15! Those who are not registered will be expected to pay regular membership costs!

To Our Valued Miniatures Gamers: The venue has decided to charge us for the stage pieces normally used for miniatures gaming, so we are unable to provide them for free. You will be using regular tables unless you make arrangements with me to purchase stage pieces at the rate of $30 per piece for the weekend, but I must know ASAP, as they must be ordered!

We are looking for GMs to run role-playing games, board games, cards games, and LARPs. Please contact the gamemaster for details on how you can join us! We would especially like to have some old-school games in attendance, though that is certainly not our focus! To clarify, there will be all manner of games at the convention. You can reach the Game Operations Director through this link. Remember that if you run 12 hours of games over the course of the weekend, your membership is free!

CoastCon 45 would like to thank Double Exposure and their Envoy program for their support with the play-to-win board games!

Double Exposure Envoy Program

We would also like to say a thank you to Gulf Coast Gaming Events for generously offering the use of their amazing mobile board game library!

ENVOY TOURNAMENT SCHEDULE

Friday 7PM – 10PM – 16 players, 4 tables

The 2023 Mississippi State Finger Guns at High Noon Championship

A fast-paced game of strategy, negotiation, and pure hilarity – battle royale style. Craft your plan, convince the crowd to join in, then count down and draw your finger guns. Hand gestures show everyone’s actions and targets. Eliminate players with pistols, dynamite, and power shots, or stand to the side and lasso up an ally. Last player standing is the winner! The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at CharCon 2023 (as well as a free badge to CharCon 2023)!

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Friday 9PM – 12AM – 16 players, 4 tables

The 2023 Mississippi State Coup Championship

You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive… In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at CharCon 2023 (as well as a free badge to CharCon 2023)!

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Saturday 10AM – 1PM – 12 players, 4 tables

The 2023 Mississippi State SHOBU Championship

A beautifully crafted 2-player abstract strategy game from Smirk & Laughter. Your turn is in two parts. First, a player may move one of their stones up to two spaces in any direction, including diagonally, in what is called a passive (or set up) move. Second, they take a more aggressive move, which must be the same direction and number of spaces as the first move. It is this second move that allows you to push stones across the board – or off the board’s edge. Remove all four of your opponent’s stones from just one of the four boards to win. The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at CharCon 2023 (as well as a free badge to CharCon 2023)!

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Saturday 1PM – 4PM – 16 players, 4 tables
The 2023 Mississippi State Bohnanza Championship

Plant, then harvest bean cards in order to earn coins. Each player starts with a hand of random bean cards, and each card has a number on it corresponding to the number of that type of beans in the deck. You can’t rearrange the order of cards in hand, so you must use them in the order that you’ve picked them up from the deck – unless you can trade them to other players, which is the heart of the game. The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at CharCon 2023 (as well as a free badge to CharCon 2023)!

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Saturday 4PM – 7PM – 16 players, 4 tables

The 2023 Mississippi State Coralia Championship

Send your ROV (Remotely Operated Vehicle) down to find specific species in the coral reefs. Keep your eyes open as to whether one or the other sunken pirate treasure can not be traced. A few pearls are also welcome to end up being not only a respected researcher but also a wealthy one. This Dice Placement game is about winning the most points with a little luck and making the right decisions. The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at CharCon 2023 (as well as a free badge to CharCon 2023)!

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Saturday 7PM – 10PM – 16 players, 4 tables
The 2023 Mississippi State Silver Championship

Your village has been overrun by savage werewolves, which are represented by the number on each of the cards that make up your village. To get rid of these fanged fiends faster than the neighboring villages, use your residents’ special abilities and your powerful secret weapon: A silver amulet. Call for a vote when you think you have the fewest werewolves, but be careful; everyone else gets one more turn to save their own village first… The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at CharCon 2023 (as well as a free badge to CharCon 2023)!

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Saturday 9PM – 12AM – 16 players, 4 tables
The 2023 Mississippi State Skull King Championship

Brent Beck’s Skull King is a trick-taking game similar to Oh Hell!, Wizard and Spades, with players needing to state how many tricks they think they’ll win each round. Pirates and other special cards add to the strategy. The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at CharCon 2023 (as well as a free badge to CharCon 2023)!

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Sunday 10AM – 1PM – 16 players, 4 tables

The 2023 Mississippi State Dimension Championship

Dimension is a fast-paced, innovative puzzle game that takes place in three dimensions with 60 colorful spheres. All of the players play at the same time. Everybody tries to position the spheres on their trays to earn as many points as possible. The task cards indicate how the spheres must be placed to earn points. Complete these tasks while racing against the timer. You get a point for each sphere you use and a bonus token for using all five colors, but you lose two points for each task card you don’t follow correctly. Prove to your opponents that you are the master of multi-dimensional thinking! The winner of this tournament will get a trophy, a copy of the game, plus a seat at the final round of the Southeast Regional Championship at CharCon 2023 (as well as a free badge to CharCon 2023)!

GAMING SCHEDULE

FRIDAY
1 PM – 5 PM: PIRATE RANSOM (D&D 5E)
Pirate Admiral Adam has summoned the party to help deliver a ransom to get his son back, however on the high seas some people have ambitions of their own. This adventure is great for those that love role-playing or like discovering mysteries. Plenty of action and many ways for the party to go, there are almost endless possibilities out on the water. (I will have pre-generated characters available and you can bring one of your own that is Adventurers League legal using standard array for the stats). For 2-5 level 4 characters. GM: Chris Wright.

4 PM – 6 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

5 PM – 7 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players. GM: Ed Stockton.

6 PM – 8 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

6 PM – 9 PM: COALITION
Coalition is a social negotiation game of intrigue and shifting alliances for 6-20 players. At the city-state’s constitutional convention, four Parties jostle, plot, and backstab their way to power in a game with a unique shared-scoring system. In Coalition, no one scores alone, yet only one Party will seize the day. Will you be able to find your allies, accrue your Influence, and dominate your Council? Or will you simply become a pawn in another Party’s bid for power? GM: Hayden Fisher.

6 PM – 10 PM: ALL FOR ONE AND ONE FOR ONE (D&D 5E)
The party once was as any party was, a bunch of adventures searching fame and fortune. However, when the Evil Wizard Markital tricked them, they all got sucked into one body. Though the body is big and strong and really fast, the party sometimes has to fight for control, as if one person wants to go dancing while the other wants to sleep. It’s a constant battle of wills. See if you can work together long enough to finally get the curse lifted, or how much chaos can happen in the attempt. This game runs slightly differently than most games but as long as you like role-playing and have fun with characters, you will enjoy trying to will your way through, even if it is your first time playing D&D. (I will have pre-generated characters available) For 3-4 level 5 characters. GM: Chris Wright.

6 PM – 10 PM: JERIMOND’S ORB (D&D 3E)
A curse has struck the village of Treefell. Once a prosperous town, the whispers of unending prosperity have been replaced by reports of strange monsters roaming the fields.  Can you find the truth of the rumors, and discover what became of Jerimond’s Orb? Pre-generated characters are provided. 4-6 slots. GM: Kevin Jones.

7 PM – 9 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players. GM: Ed Stockton.

8 PM – 10 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

8 PM – 12 AM: THE TURNING OF THE LEAVES (Savage Worlds RPG)
A strange rage is affecting the normally-docile fey and forest animals around the village of Axefell. Unless the heroes can track down the source, the isolated villagers are doomed! For 3-5 players (pre-generated characters are provided). GM: John Grigsby.

9 PM – 11 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players. GM: Ed Stockton.

SATURDAY
10 AM – 12 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

10 AM – 1 PM: THE REUNION (Wyrd RPG)
A group of estranged high school friends are brought back together for a private reunion after being apart for over 3 years. The location is an abandoned cabin in Harpe Island State Park that they once used as a hang-out when they were young. Unknown to them, something else has returned to the wooded area around the cabin. Will it be a happy reunion? Or, will it end in blood and pain? Grab a character and join us for The Reunion! For 3-5 players (pre-generated characters are provided). GM: Jesse W. Craig of Charisma Kills Studios.

11 AM – 1 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players. GM: Ed Stockton.

12 PM – 2 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

1 PM – 3 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players. GM: Ed Stockton.

1 PM – 4 PM: COALITION
Coalition is a social negotiation game of intrigue and shifting alliances for 6-20 players. At the city-state’s constitutional convention, four Parties jostle, plot, and backstab their way to power in a game with a unique shared-scoring system. In Coalition, no one scores alone, yet only one Party will seize the day. Will you be able to find your allies, accrue your Influence, and dominate your Council? Or will you simply become a pawn in another Party’s bid for power? GM: Hayden Fisher.

1:30 PM – 4:30 PM: PALADIN (Wryd RPG)
It’s midnight in the desert. On a long dark stretch of New Mexico highway, a group of friends are on their way to Taos for the funeral and soon find themselves in a terrifying struggle to survive. You and your fellow gamers take on the role of these unsuspecting travelers in this action-packed horror ride. Grab a character and join us for Paladin! For 3-5 players (pre-generated characters are provided). GM: Jessie W. Craig of Charisma Kills Studios.

2 PM – 4 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

2 PM – 6 PM: THE SPIDER PROBLEM (D&D 5E)
The Viscount has hired the party to help the sleepy little town of Westin to help the mayor with a little problem. The real problem though is there are wild spiders everywhere, and there is nothing little about them. Work together as a party to get the aid of the sorcerer Grimbly Pickles, and stop the spider menace. In this adventure there are times for role-playing, sneaking, fighting, and possibly even some puzzle-solving. (I will have pre-generated characters available and you can bring one of your own that is Adventurers League legal using standard array for the stats) 2-5 level 3 players. GM: Chris Wright.

2 PM – 6 PM: TEMPLE OF ETERNAL FLAME (D&D 3E)
You have been forcibly recruited by a mysterious wizard by the name of Lord Bayne, and given a simple request “Retrieve the wick of the Sapphire Lamp, and in return, you may have your freedom, plus a token of my appreciation.” You must enter the great pyramid, known as the Temple of Eternal Flame, and locate the Sapphire Lamp. Pre-generated characters will be provided. 4-6 slots.

3 PM – 5 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players. GM: Ed Stockton.

4 PM – 6 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

5 PM – 7 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players. GM: Ed Stockton.

5 PM – 8 PM: AMATEUR HOUR (Apocalypse Pizza RPG)
You’ve spent your life in the Imperial army. You’ve fought mutants on the frontlines, aliens in the Great Wilderness, and bandits along the Ikyrrian Highway. Years in service of the Empire with nothing to show for it. Not anymore. Now you’re a company mercenary. Fame and fortune can be yours. All you need to do is survive your first mission. The cameras are rolling. Adrenaline is pumping. You can feel the weight of the metal pizza container in your pack. Will you get it there on time, or die satiating the
bloodlust of the home audience? Grab a character and join us for the first official Apocalypse Pizza playtest! For 3-5 players (pre-generated characters are provided). GM: Jessie W. Craig of Charisma Kills Studios.

6 PM – 8 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

6 PM – 9 PM: COALITION
Coalition is a social negotiation game of intrigue and shifting alliances for 6-20 players. At the city-state’s constitutional convention, four Parties jostle, plot, and backstab their way to power in a game with a unique shared-scoring system. In Coalition, no one scores alone, yet only one Party will seize the day. Will you be able to find your allies, accrue your Influence, and dominate your Council? Or will you simply become a pawn in another Party’s bid for power? GM: Hayden Fisher.

7 PM – 9 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players. GM: Ed Stockton.

8 PM – 10 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

8 PM to 12 AM: ICE FANG (Savage Worlds RPG)
Something old lies in the frozen wastes of the Arctic. Something older than the Soviet research station and the Nazis who have seized it. Something older even than the Viking longship frozen in place; a lasting memorial to the adventurers of the past and a warning to those of the present!

Whatever these ancient secrets are, Hitler wants to discover them. And that means your hand-picked squad has to prevent that from happening. Here, in this barren desolate expanse of snow and ice, your team must face unnatural horror and natural disaster to prevent a discovery that could mean the opening of a new front in the war: a new front that would spell the beginning of the end for the allied effort in Europe. For 4-6 players (pre-generated characters provided). GM: John Grigsby.

8:30 PM – 11:30 PM: A NIGHT OF CINEMA
It’s Halloween. You can your friends have been invited to the St. Kambien drama clubs annual party. This years location… the long abandoned home of silent movie star, Aaron Fauntleroy, deep in the forest of Hallow Wood. It’s also the place where the Oak Haven Paranormal Society disappeared several years prior. Sounds like a great idea, right? Grab a character and join us for A Night of Cinema! For 3-5 players (pre-generated characters will be provided). GM: Jessie W. Craig of Charisma Kills Studios.

9 PM – 11 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players. GM: Ed Stockton.

SUNDAY
10 AM – 12 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

10 AM – 1 PM: BLACK FRIDAY (Wyrd RPG)
It’s the holiday season and the Oak Haven Mini-Galleria staff is making final preparations for the hoards of shoppers ready to tear each other apart to get the best deal. Unfortunately for our skeleton crew, something’s not quite right… perhaps even sinister. You and your fellow gamers take on the role of these employees trying to survive another year of the holiday spirit. For 3-5 players (pre-generated characters provided). GM: Jessie W. Craig of Charisma Kills Studios.

10 AM – 1 PM: COALITION
Coalition is a social negotiation game of intrigue and shifting alliances for 6-20 players. At the city-state’s constitutional convention, four Parties jostle, plot, and backstab their way to power in a game with a unique shared-scoring system. In Coalition, no one scores alone, yet only one Party will seize the day. Will you be able to find your allies, accrue your Influence, and dominate your Council? Or will you simply become a pawn in another Party’s bid for power? GM: Hayden Fisher.

10 AM – 2 PM: TEMPLE OF ETERNAL FLAME (D&D 3E)
You have been forcibly recruited by a mysterious wizard by the name of Lord Bayne, and given a simple request “Retrieve the wick of the Sapphire Lamp, and in return, you may have your freedom, plus a token of my appreciation.” You must enter the great pyramid, known as the Temple of Eternal Flame, and locate the Sapphire Lamp. Pre-generated characters will be provided. 4-6 slots.

11 AM – 1 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players. GM: Ed Stockton.

12 PM – 2 PM: FORGES OF RAVENSHIRE
Grab a hammer and some steel, it’s time to forge! The Blacksmiths Guild of Ravenshire is in need of a new Forgemaster. You and your fellow smiths are competing to see who can make the most money and become the new Forgemaster. Forges of Ravenshire is played over 4 seasons or rounds. Each season starts with the gathering phase where players will acquire contracts, recruit guild members, and gather resources. Players roll their dice workers and place one of them on an available location to gather resources. Then retrieve a different dice worker to gather even more resources. However, the various workers are from different guilds and when retrieved will activate the guilds you have invested in. All players will take turns placing one of their workers and retrieving another worker 3 times. After the gathering phase is the production phase. Take those 3 dice workers you have taken and now place them on different areas of your forge to gather more resources, make charcoal or steel, and forge contracts to make money. At the end of every season, check to see if any special titles have been earned. Titles bring prestige and hard-earned money. Finally, roll your 3 dice workers again and prepare the town of Ravenshire for the next season. 1 – 4 players. GM: Ed Stockton.

1 PM – 3 PM: CULT OF THE DEEP
You are a cultist, trying to establish your faction’s rise to power. Fight over rituals and mythical monsters as you seek victory and control of the cult. A player will take a turn by first rolling their dice up to 3 times. They then decide where to commit their dice: to rituals to gain altar effects to temporarily empower themselves, finish a ritual in order to gain its powerful effects permanently, stab other cultists, gain life, or give life to other cultists. If a player is killed, they are not eliminated. Instead, they become a wraith. They will roll dice on their turn still, just less. They cannot commit dice like normal but instead haunt the dice of enemies and allies by giving, replacing, or discarding dice. 5-8 players.GM: Ed Stockton.

1 PM – 3 PM: NECESSARY ROUGHNESS (Apocalypse Pizza RPG)
It’s your unit’s first operation with the company and it’s gone sideways. During an ill-advised shortcut through the ruins of Sitta, your teammate charged with carrying the pie was gunned down and the package stolen! The vid-drones are flying above, beaming
this embarrassing incident to the televisions of millions. You and the remainder of your team must get that pizza back or die trying. Your reputation is on the line! Grab a character and join us for Necessary Roughness! For 3-5 players (pre-generated characters are provided). GM: Jessie Craig of Charisma Kills Studios.