This Web page contains a brief description of all my convention events. Most of the events are designed to be run in a four-hour convention slot. Some of the events were originally designed as eight-hour games, back when I was younger and had more energy.
Now I try to run only four-hour games, although I will on occasion make an exception. If an adventure length is bolded in the description below, it means that it's longer than four hours.
If you have any questions, let me know.
Here's a list of the systems for which I have convention games.
Game systems I'm currently running:
Game systems I no longer run:
[All Flesh Must Be Eaten] [Angel RPG] [Buffy the Vampire Slayer RPG]
[Deadlands: Hell on Earth] [Memento Mori Games (octaNe/InSpectres/Against the Reich!)] [TORG]And here's the list of the adventures themselves:

|
Hollow Earth Expedition Adventure Title |
Description |
| Whitfield vs. The Swarm |
4 hours 1 GM, 6 players It's 2030, seventeen years after the Bugs conquered the Earth. Your home, Whitfield, is one of the few remaining human settlements. Can you save it from the approaching Swarm? |
| The Disappearance of the Handsome Dan |
4 hours 1 GM, 6 players Last radio message received from the research vessel Handsome Dan: "Mayday! Mayday! We are off the coast of Borneo. We're taking on water and we've been boarded by... Good God, what is THAT?!" |
| The Columbia Affair |
4 hours 1 GM, 6 players Mysterious deaths. Shadowy figures. Madmen and guns. What’s behind the strange happenings at a respected university? |
| The Search for the Soul of the Earth |
4 hours 1 GM, 7 players Millionaire Edgar Richmond's prize possession was lost during an earthquake. He's looking for hardy men and women to recover it. Spelunking equipment will be provided. |
|
Unknown Armies Adventure Title |
Description |
| The End of an Era |
4 hours 1 GM, 6 players An inexplicable act of violence shatters the innocence of six people and raises horrifying questions about the true nature of humanity. This game is for mature role-players. |
| Discord |
4 hours 1 GM, 6 players You work in the Violent Crimes investigative unit for a tabloid newspaper. What could be more fun? Even better, business has been spectacularly good of late.... |
| A-Hunting We Will Go |
4 hours 1 GM, 6 players Six friends gather for a relaxing weekend at a remote hunting cabin. It’s a replay of the eternal sagas: Man against Nature, Man against Beer, and Man away from Wife. And there’s no one around for miles but you and your buddies. No one. |
| Reprise |
4 hours 1 GM, 6 players It’s the hottest story you’ve come across in years: a serial killer who strikes often and leaves behind plenty of evidence. So why haven’t the cops nabbed him? Can you figure out who he is before they do? Pulitzer Prize, here we come! This game contains imagery and subject matter that some people may find disturbing. It is intended only for mature role-players. |
| When Darkness Falls |
6 hours 1 GM, 6 players For years, a cold war has raged between Pittsburgh's leading crime family and the police force. But things are about to heat up, in a very big way. |
| The Tangled Web |
4 hours 1 GM, 6 players (or 7, at GM discretion) The patrons and employees of The Third Eye New Age Shop are having a hard time separating truth from falsehood as they investigate a very unusual crime. |
| Remembrance |
4 hours 1 GM, 6 players There's something you have to do. But what is it? Somewhere you have to go. But where? Why can't you remember?? |
| Vanguard |
4 hours 1 GM, 6 players In 2046, Mars
Station Courage became the first crewed station on Mars. Their
mission: |
| As I Lay Dying |
4 hours 1 GM, 6 players Isn’t it amazing how a severe accident can reveal truths you never imagined? Somebody’s gonna pay… |
| Overboard |
4 hours 1 GM, 6 players Driven by revenge, an allied adept has turned rogue. Everybody wants him. Can you find him before his enemies or the Sleepers do? |
| Thy Will |
4 hours 1 GM, 6 players Some murders make you question the killer's humanity. Others make you question his sanity. This murder will make you question everything you've ever believed. Players in this game must be comfortable having their characters discuss morality and real-world religions. |
| A Hole in the World |
4 hours 1 GM, 6 players Victor Kjeldsen always gets what he wants. Always. Now he wants the only thing you can't do without. |
| Buried Secrets |
4 hours 1 GM, 6 players Politics: Equal parts persuasion, prostitution and poker. The trick is to never let them see you sweat. Now someone knows something they shouldn't. What will you risk to make sure everything you've worked for doesn't come tumbling down? |
| The Haunting of Devon Court |
4 hours 1 GM, 6 players In a quiet, suburban neighborhood, six high school friends become the target of a malevolent supernatural force. |
| Collision on I-81 |
4 hours 1 GM, 6 players What’s supposed to be a simple week of training starts off with a horrific car accident. And things get worse from there. |
| Ashes of Innocence |
4 hours 1 GM, 7 players Despite the usual pressures on a young family (demanding job, bills, sick kids), the Dewalts were getting by. And then the nightmares started. |
The listings that follow are game systems that I no longer run at conventions. I still enjoy the systems very much, but I only have so much time. Something just had to give, so these games have been retired.
|
All Flesh Must Be Eaten Adventure Title |
Description |
| Roadkill |
4 hours 1 GM, 6 players In this tale of survival horror, six friends, returning from vacation, end up in a Wyoming ghost town. Can they get out, or will they become ghosts as well? |
|
Angel Adventure Title |
Description |
| Heads, You Lose |
4 hours 1 GM, 6 players Angel, the vampire with a soul, (from the TV show of the same name) and his crew need to find out who's responsible for a series of brutally mutilated corpses. |
| One for the Road |
4 hours 1 GM, 6 players A straightforward case takes a bizarre twist. Suddenly, the whole crew at Angel Investigations is fighting the deadliest adversary they’ve ever faced. Familiarity with the TV show would be helpful. |
|
Buffy the Vampire Slayer Adventure Title |
Description |
| Artifice |
4 hours 1 GM, 6 players (or 7, at GM discretion) Bloodless corpses are hardly a novelty in Sunnydale. But lately, the usual vampire MO has taken a bizarre twist.... This adventure takes place in the third season of the show. |
| Fun and Games |
4 hours 1 GM, 6 players "Oh! Listen to this, Buffy! ‘The UC-Sunnydale gaming club is proud to host SunnyCon, a game convention. Everyone is invited to attend.’ That sounds like a great way for us to meet other freshmen and normal people! Doesn’t it? I mean, ’cause, that would be cool…" This adventure takes place in the fourth season of the show. |
| Are We There Yet? |
2 hours 1 GM, 6 players The power of the Hellmouth awakens an old, unspeakable evil. Yup, it must be Tuesday in Sunnydale. This adventure takes place in the third season of the show. |
|
Brood (unfinished) |
4 hours 1 GM, 6 players The bloodsuckers of Sunnydale are up to some new hijinks. Buffy and the Slayerettes have to stop the carnage before things get really bad. This adventure takes place in the second season of the show. |
| Death on a Major Scale |
5 hours 5 GMs, 30 players Uh-oh! Looks like another apocalypse headed this way. This game is set in the Buffyverse of the TV show, after Season 7. Click here for more details. This is a live action role-playing event (LARP) that uses the same Unisystem rules as tabletop Buffy. Well, mostly. |
|
Memento Mori Adventure Title (System) |
Description |
| No Shrieking After 10 p.m. (InSpectres) |
2 hours 1 GM, 8 players Each night, a quiet neighborhood is visited by a spectral force. Who are they gonna call? You, of course! Apparitions got you apprehensive? Afraid the neighbors will gossip about your goblins? Call InSpectres, the nation's first fully licensed and insured supernatural investigation and elimination service. We fight the forces of darkness, so you don't have to! |
| The Town-Eater (octaNe) |
2 hours 1 GM, 8 players Something’s wiping entire towns off the map. Your group of colorful, post-apocalyptic characters aims to help -- because that’s what heroes do. If Mad Max married Tank Girl, and Buckaroo Bonzai performed the wedding, octaNe is what you’d get. Kind of. |
| Reign of Blood, Parts I and II (Against the Reich!) |
4 hours 1 GM, 6 players Part I: 1939. The SS is about to embark on an expedition to the South American Andes. Someone needs to keep an eye on them. Part II: 1941. Back in Europe, the war is in full swing, and the Nazis are about to write a new chapter of terror. |
|
Deadlands: Hell on Earth Adventure Title |
Description |
| Rx |
4 hours 1 GM, 6 players Six strangers find themselves unlikely companions as they brave the post-apocalyptic wilderness to find the one man who can help them. |
| The Forgotten |
4 hours 1 GM, 6 players You find yourselves witness to an act of unspeakable carnage. Is this the isolated work of one madman, or the opening volley in a war between mutants and normals? |
| Birds of Prey |
4 hours 1 GM, 6 players A Combine caravan has commandeered all of the medical supplies from one of the towns under its rule. People will die if the medicines aren't replaced or recovered in short order. |
| Rest Stop |
4 hours 1 GM, 6 players A band of travelers takes shelter from inclement weather in an abandoned settlement. But their relief at finding shelter is tempered when they discover that "abandoned" isn’t really the right word. |
|
Torg Adventure Title |
Description |
| 4th and Ten |
4 hours 1 GM, 6 players Why has the Cyberpapacy established a base in the Living Land? Whose side is Nippon Tech on? And why is everyone talking about a football? |
| A Bitter Pill |
8 hours 2 GMs, 8 players The CEO of a pharmaceutical firm has been kidnapped. His company’s board of directors wants you to find to him before their stock value plunges. |
| The Body Human |
4 hours 1 GM, 6 players A prominent leader of the French Resistance lies in a coma. His fate, and the fate of all France, is in your hands. |
| The Breakfast Cabal |
4 hours 1 GM, 6 players You're an apprentice mage who's on the outs with the faculty at the Academy of Magic. You've been assigned to stay after school to finish up some menial work in the magic lab. But this simple drudgery suddenly goes horribly awry... |
| Doomsday Gambit |
4 hours 1 GM, 6 players Until recently, our troops on the West Coast had little difficulty containing the forces of the Living Land. Recently, that has changed as Baruk Kaah has unleashed his latest secret weapon. It’s up to you to figure out what’s going on. |
| The Enemy of My Enemy |
4 hours 1 GM, 6 players The Vikings and the High Lord of the fantasy reality are on the outs. Is this a Good Thing for Core Earth (the High Lord has lost a major ally), or a Bad Thing (Core Earth now has another adversary)? The answer is partly up to you. |
| Experiment #7 |
8 hours 2 GMs, 6 players You're on Death Row in a Tharkoldu prison, and the Executioner 'bot has just come levitating in... (Due to its graphic nature, this adventure is intended for mature players.) |
| Heart of Darkness |
8 hours 1 GM, 6 players When the chance for a Caribbean vacation came up, you jumped on it as a long-deserved break from the Possibility Wars. At last, peace! Quiet! Sunshine! Then you found out you’re the bodyguard of the President of Haiti… |
| KA-BOOM!! |
4 hours 1 GM, 6 players Pharaoh Mobius has been amassing huge quantities of high explosives in a former toy factory! What's that evil mastermind up to this time? |
| Moment of Crisis |
4 hours 1 GM, 6 players Life is tough. It's tougher still when you're an Ord. Can you survive your "simple assignment" long enough to transcend and reach your full potential as a Storm Knight? OR You're just an average Joe or Jane who's been given an assignment to recover something that has the potential to save many lives. By the time the assignment's over, you could be a hero -- or as some call them, a Storm Knight. |
| Pulp Factions, or, Secrets in the Desert |
8 hours 1 GM, 6 players One of Mobius’s bombers, carrying a top-secret cargo, has crashed in the Egyptian desert. Nobody knows what was on it, but everybody wants it! |
| Reunion |
4 hours 1 GM, 6 players Billy Diode, perhaps the greatest cyberdecker that the French Resistance has ever known, has been captured. He’s being held in a Church Police garrison, where he’ll be subjected to Damnation at midnight. The Resistance has come up with a plan – a desperate one – to get him out. |
| Wizards and Vikings and Uzis, Oh My! |
8 hours 1 GM, 6 players Ayslish Vikings raid a Norwegian town to plunder its… iron mine?? What’s wrong with this picture? |
| You Oughta be in Pictures |
8 hours 2 GMs, 6 players The head of a Los Angeles film studio with known connections to the Nile Empire has found a way to bring movie monsters to life! Can you stop him before the likes of King Kong ravage downtown LA?! |
| The Lost Armory |
4 hours 1 GM, 6 players Millennia ago, an obscure Egyptian Pharaoh foresaw the Possibility Wars and built an armory which has since been forgotten. Perhaps, if you can find this armory, it will contain something that will help defeat the High Lords... |
This page created 02/07/02
Last updated 01/15/12