RPGs are a major part of each WARPCON. This past year the convention was host to 14 separate scenarios accross the weekend. These scenarios all used different systems for play including, Scion, Higher Powers and also some homebrew systems. Our hope is to continue to host as many scenarios this for the coming year. We rely on you, our attendees to create the scenarios and run them.
Submissions for this years convention will be open soon at the link below.
Submit RPGRPGs
Fury Souls: Descent to Radtown
Players: 5
System: Powered By The Apocalypse
Writer: James Lloyd-Jones
Escaped from the Great Ward, wandering now in Stroya, the land of the gods, five Mutants take up the mantle of Chosen. The world is dying. The Source must be linked. With the beacon at the peak of a ruined city active, now they must travel through the rusting depths to find an ancient hangar in the nuclear hellhole of Radtown...
Pax Cthuliana
Players: 6-8
System: Systemless/Call of Cthulhu
Writer: Jon Williams, but the scenario is a kickstarted scenario written by 2 Starving Gnolls
WARNING - This is a double slot RPG. There will be an hour break in the middle.
Pax Cthuliana is a systemless investigative rpg set in 1920s London. You must use your knowledge of the Mythos to solve a puzzle before time runs out for the world! You have had visions of London being consumed by water and a great evil awakening. Minimum playtime 6 hours (double slot)
Escape From Kontina
Players: 5
System: Crucible
Writer: James Lloyd-Jones
Kontina - a wretched hive of pirates and outlaws, nominally ruled by the King of Pirates, Djuka Mandalthraxus. The Dragon-Emperor's youngest daughter, seeking to assassinate her criminal uncle, has been captured and it's up to you to extract her without starting a war.
Courage, Power, Wisdom
Players: 6
System: Dungeons & Dragons 5th Edition
Writer: Chris O' Donoghue
In the Kingdom of Hyrule, an ancient legend tells of a great Evil that is defeated by the Princess of the Hylians aided by a chosen Hero of the Gods, only to arise again in an endless cycle. There are signs that this Evil is once again stirring, but the current Hylian King has no children and there is no sign of a chosen Hero. To fight this evil, a grand unified force is to be formed from the armies of every kingdom, and a militia of ordinary citizens must be trained to defend not only themselves but everyone from the everyday threats that exist in the world.
The Order of the Holy Cluck
Players: 4-6
System: Dungeons & Dragons 5th Edition
Writer: Cork D&D Meetup
A fledgling group of adventurers is hired by a member of a religious order to retrieve an object of holy significance ...a chicken?
Very Like A Whale
Players: 6
System: Trail of Cthulhu
Writer: Gareth Hanrahan
The storm was a violent one, felling trees and damaging property all along the coast. Several ships were driven aground by the surging waves. The carcass of a large aquatic creature, possibly some species of whale, was washed ashore at Long Strand Beach. Several professors of zoology from the local university, along with a throng of sightseers, have come down to the beach to see this prodigy of nature, untimely ripped from the ocean’s depths…
The Dark Waters of Dulver
Players: 3-5
System: Dungeons & Dragons 5th Edition
Writer: Ashecroft
The waters of a sacred temple have darkened, and an evil presence has taken hold within. The townsfolk fall ill to this strange curse that has seeped out and into the land, but what lurks within is not the only danger...
A case unlike any other!
Players: 3-6
System: Dungeons & Dragons 5th Edition
Writer: Matthew Toner
A group of misfit interns at a detective agency are given their first proper assignment and are sent to the city of Erast to investigate the disappearance of the Lord Mayors son, but is there more to this case than meets the eye?
Don't Tell the Bride
Players: 3-6
System: Victoriana 3rd Edition
Writer: Sean Mooney
Your group is at a wedding reception when you discover a murder plot, that’s a normal day for our brave detectives but there is a problem; you don’t want to spoil the bride’s important day so the group must hide their investigation and still appear to be enjoying the festivities. Your group must save the day without ruining hers.
This is a BYOB (or anything you want to drink) game where players must try to match their characters drinking glass for glass (or find clever ways to avoid taking a drink) while trying to conduct a secret investigation at an upper class Victorian wedding.
First Edelwiess
Players: 5
System: Fate Advanced
Writer: Davy Spratt & Legendgerry productions
Rumours are that there is another film reel out in the neutral zone as members of the east coast and west coast resistance this needs to be recovered at all costs from other interested parties for the greater good...... A fate game for 5 reckless patriots.
March of the Crimson Musketeers: Day of the Dupes
Players: 4-6
System: Customized FATE
Writer: Daniel Adams
The year is 1630. A world familiar but slightly different to ours, where magic, danger, mystery and great deeds are still the order of the day. Europe is aflame. The Old Church of Rome struggles against the new Reformed faiths, with many believing that the Devil, the Old Gods and their agents stalk the land and fan the flames. In France, the young king Louis XIII struggles to reform his realm and reclaim power from the old noble families, rotten with corruption, ambition, greed and infernal pacts. In this, he also has to contend with the influence of his mother and her cabal of astrologers and occultists. Only one man stands between the King and his enemies, defending the realm from anarchy: Armand Jean du Plessis, Cardinal de Richelieu. He has created an elite, secretive and unconventional order to help him in this task: the Crimson Musketeers. And today, November 11th, the Day of Dupes, is to be one of its defining moments.
Sesame Street: Out for the Count
Players: 5
System: Dungeons & Dragons 5th Edition
Writer: Legendgerry
There you were, wandering the streets teaching kids right from wrong, left from right when Woosh!! A strange fog enveloped you, as it dissapates you find yourself in a dark grim land full of scary noises. You found some bloodstained weapons and set out to find the owners to give them back their things.
In the distance you see a spooky looking castle and you can hear a faint laughing voice counting off something.
On the road ahead you see a little old lady pushing a handcart "Hey! Excuse me?....Hey Lady! Could you tell me how to get to........."
D&D for absolute beginners
Players: 4-6
System: Dungeons & Dragons 5th Edition
Writer: Pa O'Sullivan
Dive head first into the worlds most popular RPG! D&D for absolute beginners, is a level 1 adventure, designed to teach new players how to role-play without feeling like a lecture.
Red Currency
Players: 4-5
System: 7th Sea 2nd edition
Writer: Oisin Barale
The Guilder, the currency of Theah has become Vesten's greatest invention at modernising trade. Every merchant in world uses it for every deal and transaction. With this Vesten's merchant guild, The Vendal League, has have become the king and queens of trade. Now, some people seek to dethrone them from their seats and they are starting with the Guilder. Our heroes must find the root to all of this.
Glimmer Gang: Return of the Raven Queen
Players: 4
System: TBD
Writer: Fergal Monster
Fadó Fadó, Long Long Ago...
The Heroes of Legend defeated the Darkness and all was sunshine and rainbow.
But now, the Isle of Dreams is a shattered paradise, a Morrigan is sowing woe.
Four teenage acquaintances find themselves in a mystical land where the sugar coating has turned sour.
Now, the weight of a world really is on the shoulders of these not-really-friends in this dark hour.
Pirates of the Land
Players: 3-5
System: Dungeons & Dragons 5th Edition
Writer: Paul Chambers
The sea is no place for a rock gnome, so, logically, be pirates on land. Piracy requires fast transport, so, logically, it should be pulled by land-sharks. Wyvern riders patrol the surface, so logically, it should be able to go underground. And it needs a cannon, which logically, should be as powerful as possible. Crazy inventor-pirates in a shark-powered-land-submarine. What could go wrong?
A Grotz flag iz deepest red
Players: 4-6
System: 'Dark Heresy' ish. Mostly
Writer: Xander Cosgrave
Aight Gitz! We iz getting ready to fight our way offa Gorkamorka and bring da grot revolushun to the grotz all over the galaxy. Few problems though, firstly, the mekz don't want us escaping. Secondly, the entire gretchin revolushunory cowncil, red gobbo included, have disappeared, and thirdly, well we don't actually know if anyone has any shipz we can uze to get offa dis rock. So we'll need to sort that out first. Doesn't matter tho, there's a specter haunting gorkamorka, and itz da specter of grot-freedom-ism
The Escape
Players: 6
System: Homebrew
Writer: Rowland Cooper
The sounds are what you notice first. Muffled through the soft shell of your egg. Slowly you learn to understand the sounds and realise whatever is making the sounds is speaking. Then you learn to recognise different voices. After a while your shell starts to feel a little cramped, and your instincts kick in telling you to get out. So you being to squirm and wriggle and eventually, you break free!
Sterile red warm light hits your eyes. It’s both pleasing and startling. You move around, adjusting to your newfound freedom. Then the poking starts. Long, thing metal things that pierce your skin and take little bit of you. You are helpless to stop it as a white gas makes you drowsy and compliant. Soon, you will figure out how to escape.
A game for up to 6 baby dinosaurs looking to escape the lab they were made in.
Come Down to The Carnival
Players: 4-6
System: Word of Darkness
Writer: Cael O'Toole
The Circus has come to town. It is time to face one of the darkest corners of your hostile world. They took from you, and now you are going to reclaim what is rightfully yours. Even if it means allying with ancient enemies and rivals. You will enter a place ruled by demons, monsters, and madmen. It is important to bring a few of your own. After all, you will need all the help you can get to survive The Midnight Circus
Blood and Iron RPG: Requiem for the Fallen Part Two
Players: 4-6
System: Modified Victorianna 1st edition
Writer: Dudley Martin
It is the beginning of the year of our lord 1866, the Taiping rebellion enters its sixteenth year, and the American civil war enters its sixth, with no end in sight. The rich become richer and the poor become poorer, the blood of the innocent is shed for the material wealth sought by so many.
But, War. War never changes.
The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Britain conquered most of the world to feed its voracious engines of industrialization.
But war never changes.
Western Colonialism has spread across the globe, plundering material wealth and leaving death and destruction in its wake. Looking upon colonial populations as inherently lesser than Europeans, the Colonial powers rape and pillage with little to no regard for those suffering under their rule. Oppressed peoples throughout the British Empire await a time to rise and liberate themselves. But the forces of the Empire remain powerful and in control.
The storm of war threatens the Empire. An enemy has emerged on English soil, with forces that threaten the security and peace of the centre of the Empire. The state funeral may be over, but the needs of the fallen remain. The British military has a policy of leaving no man behind and you have people who need to be rescued. A new phase in the coming war commences, as forces of the empire undertake a dangerous mission behind enemy lines.
No matter what happens there will be suffering. Because war, war never changes.
WARPCON XXIX - Web Design by Ultan Casey