RPGs

Leprecon 38 will be playing host to a wide selection of tabletop RPGs over Friday, Saturday and Sunday, with morning (11-2), afternoon (3-6) and evening (7-10) slots available.  Pathfinder Society games tend to run slightly longer, so those games are on a 4 hour time-slot, with morning (10-2) and afternoon (3-7) slots available.  You’ll find a list of games and a brief description of them below! Please note that all time are provisional and may change before the Convention itself.

RPG tickets are €3 unless otherwise specified.


Friday

Evening (7PM-10PM)

Crimson Skies: The Mystery of the Missing Swan by Daniel Adams

Anchorage, Alsaka, 1937. The city reeks of booze, diesel, and bellicose Russians. Which makes it like home for the sky pirates that prowl Canada, North America, and the Pacific, much like you and the Black Swans. You stagger back from last night to the tower where your zeppelin, the Huntress, is docked. As you clamber aboard, Vitaly, the squadron’s head mechanic, wears a worried frown. It seems the skipper, the feared and enigmatic Black Swan herself, never came home last night. Looks like it’s time to gather the others. She is always home first.

A Warbirds Game

Never Land by KB

In the Occult Underground, myths can have a basis in reality. For example, J.M. Barrie’s eternal child, who refused to grow up, and was surrounded by children who had ‘fallen through the cracks’ and remembered nothing of their former lives. Now… who says the children weren’t pulled in through the cracks? And who says they didn’t have family who cared for them and followed after? And, finally, what sort of mind would someone who’s never grown up have? Questions Barrie didn’t answer, but that are being answered for us now.
– Dirk Allen, personal memoirs (unpublished)

An Unknown Armies (2nd Edition) Game

The Prince of Augustana by Craig Shackleton (Pathfinder Society, 7-11)

When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder lodge in Andoran and demands to be recognized as Andoran’s one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?

A Pathfinder Society Game for Tiers 1-5


Saturday

Morning (11AM – 2PM/PFS 10-2)

Supernatural: Family Ties – Shadows in the Dark by Dudley Martin

Enfield, Illinois is a small, quiet Midwestern village. Well usually quiet. Quiet, if you ignore the strange lights and sounds at night, the strange things lurking in the woods and fields around the village and the legends that link this part of Illinois to the Devil. But the residents of Enfield are used to such happenings and take them in stride, as any good bible-reading, god-fearing folks will do. They named the locations of activity so as to avoid them. They locked their doors, barred their windows and kept inside after dark. This worked up until last week, when Enfield went dark and no communication has come out of the village since. Bobby Singer has asked you to investigate and find out what happened. Gas up the RV, load your weapons and get ready! Enfield awaits!

A Supernatural RPG Game

A long way home by Nick Whyte

Two weeks ago you marched to war. Your hoplite armour was resplendent in the dusty valley, you were kings among men. That was before the battle. Before the slaughter. You only just managed to get away. Now you and Zeus knows how many other small bands of hoplites are on the run skulking in forests, scavenging for food and exhausted. You heard somewhere that there was a fleet coming to aplos beech to rescue survivers but that’s more than a hundred miles through enemy territory. You have to make it. You have to….

A Mazes and Minotaurs Game

Shades of Ice—Part I: Written in Blood by Joshua J. Frost (Pathfinder Society)

When the Decemvirate sends the PCs to the viking city of Trollheim in the frigid northern Lands of the Linnorm Kings to deliver a package to an allied scholar there, the Pathfinders soon find themselves unwelcome visitors. Forced to navigate the rugged, isolated city and interact with the standoffish natives, can they deliver their cargo to its target, or will they find themselves exiled from the city… or worse?

A Pathfinder Society Game for Tiers 1-5

Tyranny of Winds, Part 3: Caught in the Eclipse by Jason Evans (Pathfinder Society)

The Society’s investigations have borne fruit, but they’ve also awakened a terrible foe. To avert disaster, the PCs embark for the lawless frontier harbor of Port Eclipse, where one of the Society’s allies disappeared while seeking a powerful weapon. In this shadowy urban landscape, it’s up to the PCs to find the lost operative, track down this relic, and bring it to bear against the ancient evil that now threatens them all.

A Pathfinder Society Game for tiers 3-7

Afternoon (3PM-6PM/PFS 3-7)

Blood and Iron: The Vengeance of Heaven by Dudley Martin

The year is 1865 and all is not well with the Empire. An influential merchant, Augustus Elliot Whittock, III, associated with the Exchequer’s office has gone missing in the South China Sea while enroute to a meeting with the officials of the Qing Dynasty regarding trade concessions. Intelligence is pointing to the pirate Shào Yue who is known to hunt in that area, regularly attacking western shipping. She is associated with the Taiping Heavenly Kingdom and is both influential and dangerous. Whittock must be rescued and delivered to his appointed meeting. Once more the Empire is counting on you!

A Victoriana (Modified 1st Edition) Game

Betrayal on the High Seas by Lloyd Gyan

The onslaught of the treasure ship Rico was beyond smooth. Both the captain and his partner’s ship came out of the fog, taking them by surprised. The Rico’s cannons offered little difficulty, the Rico’s men even less. The treasure was numerous, enough to retire to their own personal island. Now to bury it until the heat is over.
And that’s when the problems started.
Betrayal on the high seas is a Fate accelerated adventure about pirates, swashbuckling, good times gone bad, and everything inbetween for 1 to 6 players.

A Fate Accelerated Game

Shades of Ice—Part II: Exiles of Winter by Joshua J. Frost (Pathfinder Society)

Following the trail of the insidious Shadow Lodge from Trollheim to the icebound city of Whitethrone in the witch-ruled nation of Irrisen, the PCs must locate the hidden lodge of their contact’s kidnapper. Can they get past the city’s defenses, infiltrate the Shadow Lodge headquarters and rescue the Pathfinder Society’s valuable ally, or will they—like so many before them—find their bones ground to make Baba Yaga’s bread?

A Pathfinder Society Game for Tiers 1-5

The Chasm of Screams by Tim Hitchcock (Pathfinder Society)

When the Decemvirate sends the PCs on a mission into the desolate Mindspin Mountains to retrieve a much-needed alchemical reagent from a hermitic ex-Pathfinder known as the Phitoness of Axioms, the players soon find themselves deep in the mythical howling caves commonly referred to as the Chasm of Screams. Can the brave adventurers survive the harsh environment and defeat the demented thralls of the powerful, icy master of the oft-avoided cavern? Or will their cries of pain join the chorus of tormented voices that already echoes from the Chasm of Screams?

A Pathfinder Society Game for Tiers 7-11

Evening (7PM-10PM)

The Library of the Lost by Dave Hayes

To the Brujah, Carthage was the centre of the ancient world, home of all knowledge and philosophy. It’s destruction left a scare that still aches between them and the Ventue to this day. But what if a bit of the third city sill existed? What if a Ventue hand not followed the orders to destroy everything and salt the earth? What if she had spirited away it’s most precious treasure.
And the Brujah Primogen, has found a map to this treasure. You all owe her and boon and she is calling it in. Time for adventure, in a classic sense.

A Vampire the Masquerade (2nd Edition) Game


Sunday

Morning (11AM-2PM/PFS 10-2)

Curse of Fausaint By Charlie O’Neill

Fausaint… the name of that accursed duchy sends shivers down the spines of the bravest knights of the realm. Over a century ago, the Duke Louic made a pact with evil so he could claim the throne. While his attempted coup failed, his duchy was claimed by devils and became shrouded in darkness. Since then knights have quested into Fausaint seeking to lift its curse. Now a group of valiant heroes, the scions of noble houses, have sworn an oath to lift the curse. The question is, will they succeed where previous heroes failed?

A GURPS (4th Edition) Game

Warbirds of Thena by Nick Whyte

Thena stands alone against the armies of Heraklia. Argos having fallen last year. The Heraklians used a new weapon: giant bronze birds ridden by elite warriors. They shattered armies and now they’re here for your home.
But Thena is ready. Thenian beast masters have called Giant eagles and tamed them. Now you ride them and battle the giant Bronze birds of the enemy.
You are your city’s last defence.
You are the Warbirds of Thena.

A Mazes and Minotaurs Game

Shades of Ice—Part III: Keep of the Huscarl King By Jesse Benner (Pathfinder Society) 

Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society’s destruction; who will find it first?

A Pathfinder Society Game for tiers 1-5

Weapon in the Rift by Nathan King (Pathfinder Society)

Dire need begets great innovation, and Ghalcor, a cleric of Iomedae, created a revolutionary new weapon to fight the demons that poured out of the Worldwound at the end of the First Mendevian Crusade. Unfortunately, the fiends overwhelmed Ghalcor and his assistants before they could arm and trigger the weapon, but complex fail-safes sealed off Ghalcor’s tower and kept the device from falling into abyssal hands. As the Fifth Mendevian Crusade rages on, Ghalcor’s secret weapon could be the factor that turns the tide, so the Pathfinder Society has agreed to find a way past the indiscriminate safeguards to secure the device for the crusaders—a task complicated by their pushing past enemy lines.

A Pathfinder Society Game for tiers 5-9

Afternoon (3PM-6PM/PFS 3-7)

Mexican Gulf Dos: El Tigre y Monstruo Rojo y El Hombre Millones Y Uno y Señor Bandito y Padre Águila contra Generalissimo Draculazor y Frankenxolotl y Bearnado Rex y Gojzilla Americano y El Hijo de Cthulhu by Los niños del Sol (Icecream & Nuge)

¡MAGNÍFICO!

A Savage Worlds extravaganza for 5 lovers of Luchadors in giant robots vs Foul Tempered Kaiju

Cogs and Sprogs by Ian Power

What do you do if your very way of life is threatened? How do you face an enemy no one has defeated, an enemy that comes in the night and leaves nothing but screams and tears and heartache? What do you do? You gather your friends, the people you trust, and with nothing but a screwdriver and your blankie you… Hold on… I thought I said I wasn’t writing another one of these things?

A GURPS Discworld game for 6 dwarven toddlers who aren’t afraid of the bogeyman… totally not afraid.

The Penumbral Accords by Owen K.C. Stephens (Pathfinder Society)

The daughters of Absalom’s mysterious Blakros family have long been among the most pursued maidens in the Inner Sea. Now the family’s matriarch approaches the Pathfinder Society to help her break a centuries-old pact with the denizens of the Plane of Shadow to save her twin daughters from a life of servitude at the hands of the Onyx Alliance. Heading into the fan-favorite adventuring location of Blakros Museum, the PCs have only a short amount of time to break the Penumbral Accords and solidify the Pathfinder Society’s ties to the powerful Blakroses.

A Pathfinder Society Game for tiers 1-5

In Wrath’s Shadow by Mike Shel (Pathfinder Society)

In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to return with the knowledge and wealth they’ve unearthed.

A Pathfinder Society Game for tiers 3-7