GREYHAWKE GAME CON

Tabletop Roleplaying Sessions

Choose your adventure! All sessions are first come first served.

12:00 – 4:00 PM
SESSION 1
4:15 – 8:15 PM
SESSION 2
SESSION 112:00 – 4:00 PM
Devil's Due
Pirate Borg, the Worst Pirate RPG Ever Made! SESSION 1 • 12:00–4:00 PM 6 Scallywags, Reprobates, or Luckless Landlubbers

Adam Busenbark — Table 4

Pirate Borg is a rules light game with an older edition D&D feel, custom built to facilitate scurvy-ridden rum-soaked pirate adventures in a dark and twisted version of the Caribbean. Life is cheap, (un)death is prevalent, and new characters roll up rather quickly! Join me for a four hour sandbox session where you'll get to choose your own misadventure as you try to survive the debt you owe to an infamous pirate captain.

After nearly dying on your last voyage, you were saved by the infamous pirate captain Fredrick “Sea Devil” Black. The captain then unceremoniously dumped you onto the docks of an unfamiliar port. Nothing in the Dark Caribbean is free, and you instinctively know that Black will be back with high expectations. You have the four hours of our session to fix your situation. Go treasure hunting in hopes of paying off your debt, steal a ship and make a run for it, find a defensible location and dig in your heels for a fight. Do whatever you can, as fast as you can, as you've only got four hours, and this Devil always gets his due.

Beyond Hogwarts
FAST RPG SESSION 1 • 12:00–4:00 PM 6 PLAYERS

Woody Babb — Table 2

Congratulations, you and your classmates have just graduated from the Hogwarts School of Witchcraft and Wizardry! It’s 1888 during the height of Victorian England’s glorious Steampunk era. Recently, a gateway into a long-lost arcane realm has been discovered and Hogwarts has been entrusted to research and explore this dark domain. An elite group of alumni have been selected to do their post-graduate work here for a semester. Under the supervision of Prof. Ambrose Thorncroft, you will study strange flora and fauna, visit enchanted sites, encounter supernatural creatures, and face vile threats that could endanger the Muggles as well as the Wizarding World.

Scooby Doo: Things That Woe Bump in the Night
FAST RPG SESSION 1 • 12:00–4:00 PM 6 PLAYERS

Larry Babb — Table 3

Scooby and the gang visit Jericho, Vermont and it doesn’t take long before they get the feeling that something sinister is going on at Nevermore Academy. It’s time to split up and look for clues! Join Mystery, Inc. and special guest star Wednesday Addams for this Lovecraftian twist on the classic Saturday morning cartoon.

Everybody Dies at Midnight
DRAGONBANE SESSION 1 • 12:00–4:00 PM 6 PLAYERS

Bruce McCarthy — Table 5

Level/Requirements: No level requirement

Experience Required: None, completely beginner-friendly. I’ll teach the rules at the table.

You may use the Dragonbane character creation site to create characters quickly and jump right into the adventure: Dragonbane Character Creation Site

Adventure Synopsis:
Welcome to Lastwick, where tonight is the biggest celebration of the year.
The beer is free. The music is loud. The entire village is celebrating.
Because at midnight, everybody dies.
It has happened every year for 117 years. When the clock strikes twelve, every man, woman, and child in Lastwick drops dead—and when the sun rises, they wake up perfectly fine.
At least, that's what's supposed to happen.
This year, the clock strikes twelve and the villagers fall dead... but the adventurers don't.
Then the graves begin to open.
With dawn approaching and Lastwick's dead refusing to stay buried, the heroes must descend beneath the village, uncover the secret of the Last Night, and destroy the ancient evil that has been waiting 117 years for its chance to escape.
Tonight, everybody dies. The question is whether they'll wake up.

Hook: The Last Toast at the Silver Hart
D&D 5E, 2024 rules {With Homebrew} SESSION 1 • 12:00–4:00 PM 6 PLAYERS

DM Setti — Table 1

Level 4

Tone: Suspense, mystery, magical crime, pursuit

At The Silver Hart, a lonely tavern on a rain-soaked road, the fire burns low and the windows rattle without wind. The characters shelter inside as the storm abruptly falls silent.

The door opens by itself. Silver light spills across the floor, and every shadow points to a nervous merchant clutching a locked iron coffer. A woman whispers from above, “Sisters, he brought it after all.” The fire turns blue and glasses frost over.

Five astral elf women emerge from the darkness, tall and still in wolf-gray cloaks trimmed with silver. Their star-bright eyes mark them as the Wolffe Sisters, infamous thieves who leave no footprints.

One smiles. “No heroics. We are only here for what was stolen from us.”

A starlight blade appears at the merchant’s throat. The coffer and bar’s strongbox spring open, coins rise like fireflies, and one sister strips valuables from the crowd faster than sight. The others watch the adventurers as if expecting them.

SESSION 24:15 – 8:15 PM
Souls for the Taking
RISING LEGENDS SESSION 2 • 4:15–8:15 PM 6 PLAYERS

Clint Menezes — Table 6

For months, your hometown has suffered under the threat of a ruthless bandit gang. Travelers have vanished on the roads, farms have been raided, and the townsfolk are afraid to venture beyond the safety of their homes. With the local guards stretched thin, the responsibility falls to a brave band of adventurers to track the bandits to their hideout and put an end to their attacks.

Follow the trail into the surrounding wilderness, uncover the bandits’ hidden camp, and face the criminals who have been terrorizing your home. But be warned — the bandits know the land, they have prepared defenses, and they may have more dangerous plans than simple robbery. Protect your friends, defend your hometown, and show these outlaws that your community will not be an easy target.

Delve into a deep and unique fantasy world to explore and fight for survival. This all d12 tabletop roleplaying game focuses on heavy character customization and teamwork. Rising Legends allows you to watch your character leave their mark on history.

You may build your character online at GrinningDemonGames.com or we offer prebuilt characters.

Call of Clue-thulhu
FAST RPG SESSION 2 • 4:15–8:15 PM 6 PLAYERS

Woody Babb — Table 2

On a stormy night, ten strangers arrive at a dark, foreboding mansion. Each has come for a purpose, but not everyone will see the dawn. Take the role of Colonel Mustard, Miss Scarlet, or one of the other characters from the classic board game in this Victorian tale with a Lovecraftian twist. It’s a suspense-filled whatdunit that you won’t soon forget!

Fallout
FAST RPG SESSION 2 • 4:15–8:15 PM 6 PLAYERS

Larry Babb — Table 3

Welcome to the retro-futuristic world of Fallout! Explore the radioactive wasteland of post-apocalyptic America and scavenge through ruined cities to get the resources you need. Take the role of Vault Dweller, Survivor, Ghoul, Brotherhood Initiate, Super-Mutant, or Mister Handy Robot and band together to avoid Feral Raiders and Mutated Creatures. With your laser gun in one hand and a cool, refreshing Nuka-Cola in the other, there's nothing you can't handle!

Van Richton’s Guide to Ravenloft: in Valachan the Domain of the Hunter
DND 5E SESSION 2 • 4:15–8:15 PM 6 PLAYERS

Tyler Stacy — Table 4

A rag tag group of six individuals are pulled from their world to participate in a hunt. As the Prey. In order for this world to survive, blood must be spilled in a ceremonial hunt to appease the hunger of the land. A jungle filled with danger and beauty.

It is a race against the clock, the predators, the other teams, and of course the cold and shadowy hunter. Two possible finish lines. Secrets that could destroy everything.

Death awaits all who fail or refuse to run, the only way to live is to play and win this deadly game of cat and mouse.

Premade level 6 5th edition character sheets from the D&D website will be used for this game.

Return of the Mind Goblin
D&D 5E (2014 edition) SESSION 2 • 4:15–8:15 PM 6 PLAYERS

Logan Willoughby — Table 5

Years after a brave group of adventurers fought through goblin hordes to defeat the evil Mind Goblin, a new group must rise to the challenge to ensure another does not rise to power.

Level 5 player sheets and pencils will be provided, please bring own dice.

The Breach at Jyn Murmal
D&D 5E, 2024 rules {With Homebrew} SESSION 2 • 4:15–8:15 PM 6 PLAYERS

DM Setti — Table 1

Level 5

Tone: Dark fantasy, survival horror, mystery, dangerous exploration

Jyn Murmal
Far east of Brightwater, beneath the jagged Five Nation Mountain Range, the mining boomtown of Jyn Murmal rose on silver—and the promise of fortune. Then miners uncovered Vortwuldorr, a bluish-gray metal no tool could scratch and no warrior could dent. It was not a vein, but a wall buried deep inside the mountain.

The Breaking
The ruthless Diamondpick Syndicate claimed the discovery. With a priceless diamond-headed hammer, dwarven miners, clerical support, and orc enforcers, they battered the wall until it split. Beyond lay a silent stone chamber: no movement, sound, or smell. The miners celebrated and pushed onward. No one noticed the canary had died.

The Sickness
Fourteen people died the first day. By the third, victims were collapsing in the streets. Five days after the breach, Jyn Murmal is quarantined: no one enters or leaves. The afflicted suffer nausea, fever, hair loss, and uncontrolled bleeding. Humans and elves fall fastest; halflings and gnomes resist longer; dwarves endure best, but even they are weakening. Whatever lies beyond the wall is poisoning the city.

The Offer
Each character receives a secret invitation to a candlelit room above a tavern. A refined high elf waits with an armored loxodon, a threatening minotaur, and five pouches overflowing with gold and gems. He offers the fortune if the party enters the forbidden mine, discovers what lies beyond the breach, and ends the threat. He provides ten vials of murky green liquid—two per character—to delay the poison, along with ten platinum pieces each and a week of lodging. If the party cannot stop the danger, they must escape and ask the barkeep for a shot of Dragon’s Tears; their employer will find them. The elf and his guards then vanish, taking the promised fortune with them and leaving only the supplies.

The Question
The mine is sealed, the city is dying, and something unseen waits in the dark. What do you do?