Confirmed Games
Due to an unfortunate happenstance, we lost several of our confirmed games listings on this page. We are trying to reconstruct the list, but it may not be complete by the time of the convention. Please go to our Warhorn pages for a complete listing of all confirmed games at CoastCon 36. For Pathfinder Society games being run, please go to http://warhorn.net/coastcon-2013-pfs/. For other games, proceed to http://warhorn.net/coastcon-36/.
maCnarB Gaming - http://macnarbgaming.com/
We are excited to announce that maCnarB Gaming in Gautier, MS is sponsoring CoastCon 36 gaming room!! They have been most generous by supplying lots of prize support.
Pre-Registering
If you are considering gaming while at CoastCon (and let's be honest, you're on this page, right?), you might want to pop over to our Warhorn site to preregister for the game of your choice. You can find our entire gaming schedule there, and register to play any games that strike your fancy. To register for Pathfinder Society games being run, please go to http://warhorn.net/coastcon-2013-pfs/. To register for other games, proceed to http://warhorn.net/coastcon-36/. If you don't see the game you are running listed, please contact the Game Operations Director ASAP.
MechCorps Battle Pods - http://getinthepods.com

Compete against other pilots in this emersive game where you are in control of a giant robot, armed to the teeth with lasers, machine guns, missiles, and cannons.For those who have not yet experienced the BattleTech Cockpit Simulator Pods, the Tesla II cockpits created by Virtual World Entertainment featuring the BattleTech: Firestorm software, are fully enclosed military style simulators that feature 7 screens, over 90 control systems, and a 12 speaker surround sound system. When seated in the pod, the player pilots one of a selection of BattleMechs onto one of 25 landscapes to compete for battlefield superiority with those seated in surrounding cockpits.
We will start you off with a training video where you will learn the basics of Piloting a Battle Mech. You will then select your mission type and your choice of 'Mech. Your first mision will be in a "Trainer" mode that is simple to learn and easy to jump in and have fun.
After your battle, you will be able to see how you did as you receive a Mission Debriefing that offers a scoresheet showing your performance in the battle and a "Mission Review" video that allows you to watch a reply of the battle!
Artemis Spaceship Bridge Simulator - http://www.artemis.eochu.com/
Artemis simulates a spaceship bridge by networking several computers together. One computer runs the simulation and the “main screen”, while the others serve as workstations for the normal jobs a bridge officer might do, like Helm, Communication, Engineering, and Weapon Control.Artemis is a social game where several players are together in one room (“bridge”) , and while they all work together, one player plays the Captain, a person who sits in the middle, doesn’t have a workstation, and tells everyone what to do.
Artemis will be running all day Saturday at CoastCon 36! Play the custom mission, "Wrath of Con", written specially for CoastCon 36!
SCHEDULED GAMES AT COASTCON 36
This schedule is tentative and may change. Be sure to check back often for updates.
Magic the Gathering Tournaments
Once again, Kite and Anchor has offered their services to run our Magic the Gathering tournaments! There will be a EDH/Commander tournament on Friday night, a Sealed Deck Gatecrash on Saturday, and a Standard tournament on Sunday. And of course, 8 player drafts all weekend long!
Live-Action Role Playing
LARPs are back! Nexus will be returning this year, with games starting at 5 PM on Friday and running all day Saturday. In addition, Solar returns and will be running games from 10 AM until dark on Saturday and from 10 AM until close on Sunday. Finally, for your after-dark LARPing needs, look no further than Red Revolution, back to mete out more punishment!
The CoastCon 36 Gaming Room has been generously sponsored by MacNarb Gaming of Gautier, MS! MacNarb Gaming has supplied us with a wealth of prize support, a small sampling of which is shown here. Prize support has also been provided by Pinnacle Entertainment Group, Flying Buffalo, the National World War II Museum, and Alderac Entertainment Group.
FRIDAY, MARCH 15
2 PM to 6 PM
Monster Mash Tourney
GM: Greg Spanier
Four arenas of carnage... pre-made minis battle it out till the last one stands. Then the top player at each table plays for the title of champion!
Ravenloft (D&D Next)
GM: Barry Favors
Classic Ravenloft revamped as a DND NEXT game! Pregens available or bring your own. All players must sign a WOTC agreement.
Gold Dragons and Sale Swords (A Song of Ice and Fire)
GM: Eric Dear
Roleplay in the world of George RR Martin's A Song of Ice and fire, and the fantasy world of Westros. This scene will take place two years before the book A Game of Thrones starts. All six characters will be provided, and I will discuss the game mechanic before we start. Newcomers to the game are welcome.
"In a Game of Thrones you win or you die"
2 PM to 12 AM
Kaijudo League (Kaijudo)
GM: Greg Spanier
Play Kaijudo against as many peeps as you want, when you want. After winning, post your results on the tally sheet. Top 3 players win a prize given on Sunday at noon. Decks must consist of at least 40 cards and no more than 3 of any one card.
3 PM to 7 PM
Adventurer's Guild (Sir Gareth's Keep - Playtest)
GM: Gareth Johnson
Years of peace has but one downside: boredom. In a large village, you and a small group of friends/acquaintances have decided to quench your thirst for adventure by forming an Adventurer's Guild. For your first adventure, you intend to explore an abandoned mine, once occupied by goblins. Before going out, you'll need to gather some gear and make some plans. Who knows what you'll find...
This is an adventure for 3-4 players. Pre-generated characters will be available to choose from, but you will be encouraged to create your own at the table. You will be one of the very first to taste the Sir Gareth's Keep role-playing system. An opportunity to give feedback through a short survey will be given at the end of the session. Players that fill out the survey may choose to have their names included in the credits as initial play-testers, when the game system is formally published.
SATURDAY, MARCH 16
11 AM to 3 PM
The Eyes of a Stranger (Call of Cthulhu, 6th Edition)
GM: Eric Dear
New players welcome! Characters will be provided. This adventure is set in 1890's Gaslight England. With Jack the Ripper understory this adventure comes from the Sacraments of Evil set.
12 PM to 4 PM
The Great Space Race
GM: Michael Wilt
Players pilot their spaceship around the hex-based track, dodging all sorts of obstacles (mines, black holes, the other players' ships, etc) in an attempt to be the first to complete 3 laps. The Great Galactic Emperor has decreed The Great Space Race on! Can you, as representative of your ill-fated species, pilot your starship to victory? You must, for those who fail to win doom their species to total annihilation. Keep your tentacles to the floor and your eyestalks on the finish line as you navigate your way through minefields, asteroids and wormholes, but just don't forget - stay away from the Space Amoeba!
OGRE (OGRE)
GM: Brian Rayburn
Ogre is a two-player science fiction wargame, played with counters on a hex map. In the basic scenario, the Defender has a building to protect, his Command Post. To do this, he gets infantry, tanks, hovercraft, and artillery. The Attacker gets one unit, a self-aware cybertank called an Ogre. The Ogre is a soulless, unfeeling killing machine armed with cannons, missiles, and several feet of armor that takes a nuke to crack. And on the wasted battlefields of The Last War, everything fires tactical nuclear shells, even the infantry. Ogre takes 10 minutes to learn, and plays in 30 minutes or less.
2 PM to 6 PM
Moradin's Circlet (D&D Next)
GM: Greg Spanier
The drow are coming up from the depths to find artifacts for Lolth... by draining their magical essence, Lolth's elitist hope to give over the domain of magic that was once Mystra's to control. You group must go into an ancient dwarven temple and recover the circlet of Moradin before the drow! (pre-gens will be available)
The Beast of Geshtien (AD&D 1st Edition)
GM: Mike Dixon
A small farming community is plagued by thievery and the mayor is powerless to stop them! Who or what is behind these crimes? Brave and inquisitive adventurers are needed to solve the mystery and bring peace to the people of Bemuen. An Adventure for character levels 1-4, 5-7 Players.
3 PM to 7 PM
The Pallid Plague (Tier 1-7) (Pathfinder Society - Pathfinder RPG)
By Mark Moreland. A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). Reports from Andoran's Darkmoon Vale indicate that a new plague is causing the deaths of untold fey. The Pathfinder Society sends you there to aid the nymph queen in stopping the plague and finding and destroying its source. When the plague spreads to the human population of Falcon's Hollow, the need to find a cure grows more frantic. Can you save the many denizens of Darkmoon Vale from certain death?
The City of Strangers—Part II: The Twofold Demise (Tier 1-7) (Pathfinder Society - Pathfinder RPG)
By Joshua J. Frost. A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours.
The Immortal Conundrum (Tier 5-9) (Pathfinder Society - Pathfinder RPG)
By Larry Wilhelm. A Pathfinder Society Scenario designed for Levels 5–9. When the Pathfinder Society receives an invitation to a dinner party at the Thuvian Embassy, hosted by the guardian of this year's six doses of the infamous sun orchid elixir, the Decemvirate sends a team of Pathfinders to represent them and uncover the nature of the event. Can the PCs navigate the complex social landscape of Absalom's elite and gain access to the mysterious vault known as the Conundrum, or will they face public ridicule or worse in the face of the steepest competition in the Inner Sea?
The Goblinblood Dead (Tier 1-5) (Pathfinder Society - Pathfinder RPG)
By Jerall Toi. A Pathfinder Society Scenario designed for levels 1–5. More than a decade has passed since the Goblinblood Wars left the nation of Isger in shambles, and the Pathfinder Society uses the many abandoned roads through the county's interior to smuggle valuable relics. But when a series of attacks on the Varisian caravans carrying the illicit cargo puts the route in jeopardy, it falls to the PCs to investigate and rid the region of the threat to the Society's operations.
First Steps—Part II: To Delve the Dungeon Deep (Pathfinder Society - Pathfinder RPG)
By Stephen Radney-MacFarland. A Pathfinder Society Scenario designed for 1st level characters. You venture for the first time into the massive haunted dungeons beneath an abandoned siege tower in the deadly Cairnlands, where you will experience firsthand the true dangers of being a tomb-delving Pathfinder.
Conquest’s Tools (Star Trek the Next Generation Role-Playing Game)
GM: John Grigsby
By Dave Biggins. “Captain’s Log, Stardate 48173.9: The ship has been assigned to transport Dr. Suklar, a prominent Romulan expert on quantum singularities, to the U.S.S. Montgomery, currently conducting a study of Collapsar 49. Although I applaud the open sharing of any scientific knowledge, I can’t help but to think of the Smith Gambit in chess where the pawn is used to lure a bishop to a hidden knight.”
Out in the Black (Serenity)
GM: Noah Noble
By Tracy and Laura Hickman. There are lots of stories about the final days of the Unification War. Some tell about lost treasures of uncountable wealth. Some tell of curses and damnation. Others still tell of mutiny, treachery, and pirates. But only one legend combines them all, a story that leads to Frisco - the most dangerous, lawless mining town in the 'Verse. Here it will take fast-thinking, careful diplomacy, and a steady gun hand to walk away breathin'. Everyone in the town has an agenda, even the little red-headed school marm who seems awfully familiar...
Adventurer's Guild (Sir Gareth's Keep - Playtest)
GM: Gareth Johnson
Years of peace has but one downside: boredom. In a large village, you and a small group of friends/acquaintances have decided to quench your thirst for adventure by forming an Adventurer's Guild. For your first adventure, you intend to explore an abandoned mine, once occupied by goblins. Before going out, you'll need to gather some gear and make some plans. Who knows what you'll find...
This is an adventure for 3-4 players. Pre-generated characters will be available to choose from, but you will be encouraged to create your own at the table. You will be one of the very first to taste the Sir Gareth's Keep role-playing system. An opportunity to give feedback through a short survey will be given at the end of the session. Players that fill out the survey may choose to have their names included in the credits as initial play-testers, when the game system is formally published.
4 PM to 8 PM
Deep Fried Deepone (Call of Cthulhu 6th Edition)
GM: Eric Dear
In the Swamps of the Acadia in South Louisiana many people now bombarded by tourist that want to see the wetlands and the wildlife due to the growing popularity of reality TV. Show like "Swamp People" have stirred the adventurer in many. Now on a fun boat ride some of these tourist will find they are things in the swamp that have still never been identified by mankind. This adventure puts the common person against nature and the supernatural.
5 PM to 10 PM
Space Crawler (Warhammer 40K)
GM: Michael Wilt
300 pts of troops and/or elites plus a 150 point HQ with a Maximum of 3 units. Many corridors and rooms that represent a space hulk, a large disabled ship floating in space. Players will complete objectives while eliminating enemy forces.
6 PM to 9 PM
The Battle of Arsuf (Field of Glory v.2)
GM: Walt Burgoyne
On Sept. 7, 1191 armies commanded by two of the most famous names from the Crusader period, Saladin (Salah al-Din Yusuf ibn Ayyub) and Richard I (the Lion-Hearted) met on the road from Acre to Jaffa.
The Crusaders were marching towards Jerusalem, staying near the beach in order for their ships to resupply them. The armies of Islam attempted to disrupt the column, and draw the Crusaders' knights (always hungry for battle) out of Richard's disciplined march column.
Version 2 of the well-received Field of Glory rules set promises a historic, yet quicker and easier to play, game. The system also enables players to pit armies from across time and distance in tournament play.
Prize support will be provided by the referees. This is an introductory tournament and all players are welcome, regardless of experience.
6 PM to 10 PM
D&D Miniatures - 100 Gladiator (D&D Miniatures)
DM: Manuel Dennis
D&D Miniatures 100 point Gladiator 2 figures, no figure over 75 points, total cost 100 points short maps, 35 minute time limit.
8 PM to 12 AM
Voice in the Void (Tier 1-7) (Pathfinder Society - Pathfinder RPG)
By Rob McCreary. A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). Mystery strikes again at the problem-plagued Blackros Museum in Absalom and its curator, Nigel Aldain, needs your help. When a famed Osirian tomb raider returns to Absalom and disappears in the museum's basement, Aldain fears the worst. When strange sounds echo from below and several of the curator's night watchmen go missing, he panics and begs the Society to investigate the mystery and save his museum from the darkness that infests it.
The Citadel of Flame (Tier 1-5) (Pathfinder Society - Pathfinder RPG)
By Steven Robert. A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4–5). Once the home to a cult preaching self-sacrifice by immolation in order to achieve paradise, the Citadel of Flame in Qadira's Meraz Desert was presumably wiped out decades ago after Sarenrae dervishes led a crusade to end its morbid message. An enormous sandstorm swallowed both the citadel and the army attacking it, burying both beneath hundreds of feet of sand. Thought lost forever, the citadel's rediscovery prompts the Pathfinder Society to send you deep in the unforgiving Meraz to finally close the book on Qadira's most mysterious cult.
You Only Die Twice (Tier 5-9) (Pathfinder Society - Pathfinder RPG)
By Hyrum Savage. A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5-6 and 8-9). The Pathfinder Society sends you into the undead-ruled nation of Geb for an undercover mission, not disguised as undead, but temporarily transformed into a shambling, zombie version of yourself. Can you survive the ordeal to return to the land of the living, or will your final grave be among Geb’s bones?
The Sanos Abduction (Tier 3-7) (Pathfinder Society - Pathfinder RPG)
By Jerome Virnich. A Pathfinder Society Scenario designed for levels 3–7. The Pathfinders are sent to the Sanos Forest in central Varisia to assist an agent researching the fey who inhabit the remote wood. But like many seemingly routine tasks in a Pathfinder's adventuring career, the simple support mission quickly turns into an adventure the PCs aren't soon to forget—presuming they survive.
First Steps—Part III: A Vision of Betrayal (Pathfinder Society - Pathfinder RPG)
By Larry Wilhelm. A Pathfinder Society Scenario designed for 1st level characters. Dispatched on an envoy mission overland from Absalom to port city Escadar, you must weather the harsh wilderness of the Isle of Kortos before you can hope to meet with the representative of the elusive gillmen, and only then come face to face with the greatest threat to the Pathfinder Society.
The Shattered Statue (Pathfinder or Advanced Dungeons & Dragons 1E)
GM: John Grigsby
By Jennell Jaquays, CoastCon 36 Gaming Guest of Honor. “A mutual friend has praised your skills highly. If you seek rich reward and the opportunity to delve into mysteries ancient and lost, bring this bottle forthwith to my demesne in the village of Volkumburgh. Together we may seek to bring mankind the lost wonder of the awtawmatawn.” A mysterious note, a disappearing 5-foot-long religious relic, and the ruins of two magical schools. What do these things have in common? How deeply are your party members involved in all this?
I will be letting the players decide how this adventure will be run; using the Pathfinder ruleset or traditional AD&D First Edition rules. When you sign up, cast your vote on which system to use and we'll let the majority decide!
Arkham Horror
Arkham Horror is a cooperative game for 1-8 players ages 12 and up. Players can select from 16 unique playable investigator characters, each with unique abilities, and will square off against the diabolical servants of 8 Ancient Ones, including Ithaqua, Hastur, and the terrible Cthulhu! No fan of the Cthulhu Mythos will want to miss the opportunity to participate in this classic Call of Cthulhu board game by Richard Launius!
Zombie Madness
GM: Manuel Dennis
Escape a dungeon filled with zombies and other zombie-like denizens. Uses many miniature zombies, uses d20 and d10, uses tiles from D&D Adventure Systems and Dungeon Command. Uses chests for treasure. The game takes from 1 to 2 hours to play and everyone gets to impact the game.
9 PM to 1 AM
Gladiator Battle Royale
GM: Gino Agnelly
The savage splendor and pageantry of ancient Rome lives again in this game of man-to-man gladiatorial combat. Each player assumes the role of one of a gladiator pitted in a contest of arms to the death. Superbly trained and equipped for the sold purpose of entertaining the citizenry with their life and death struggles, each man must fight with all the skill he can muster for his very survival. There is no question of bravery in the arena. It is kill or be killed and each man must muster all the skills and cunning he can summon in this most desperate of battles for survival. There can be only one victor in the arena and no second chance for the loser. For missus can be granted the fallen only at the whim of the emperor, and all too often mercy takes the form of a quick end on an opponent's blade. Let the games begin! In GLADIATOR each player is represented by hand painted 28mm figure which stands erect as long as the gladiator does. There are four classes of gladiator varying in type by armor and armament. Within each class of participants vary according to individual ratings for training, strength, agility, constitution, combat capabilities, and types of armor worn. Regardless of rating, each gladiator will have some strength with which to exploit his opponent's weaknesses. Knowing how best to utilize these advantages is the key to survival and winning the game. Each player records his movement secretly in an attempt to gain a positional advantage over his opponent. Movement orders are then revealed and executed simultaneously. If in position to attack, each player then secretly allocated his available combat factors to any of a series of offensive maneuvers aimed at various parts of his opponent's anatomy of defensive maneuvers to protect himself from an adversary's attack. Combat is resolved, wounds inflicted and recorded, and checks made for incapacitating results. Play then proceeds in like manner until one gladiator is victorious. Ultimately , a gladiator's supreme goal is to become the Emperor's champion and win his freedom. Alliances may be formed in the Battle Royale but treachery is an ever present reality for only ONE can stand as CHAMPION.
SUNDAY, MARCH 17
10 AM to 12 PM
Kaijudo League (Kaijudo)
GM: Greg Spanier
Play Kaijudo against as many peeps as you want, when you want. After winning, post your result s on the tally sheet. Top 3 players win a prize given on Sunday at noon. Decks must consist of at least 40 cards and no more than 3 of any one card.
D&D Miniatures - 100 Gladiator (D&D Miniatures)
GM: Manuel Dennis
D&D Miniatures 100 point Gladiator 2 figures, no figure over 75 points, total cost 100 points short maps, 35 minute time limit.
10 AM to 2 PM
Assault on the Kingdom of the Impossible (Tier 1-5) (Pathfinder Society - Pathfinder RPG)
By Craig Shackleton. A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2 and 4-5). The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.
The Beggar's Pearl (Tier 1-7) (Pathfinder Society - Pathfinder RPG)
By James F. Mackenzie. A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). When a thief arrives at the Pathfinder Lodge in Almas bearing stolen artifacts and writings pointing the way to a lost dwarven gallery, you are sent into the rugged Aspodell Mountains to find the famed dwarven explorer last known to be searching for the gallery as well as the gallery itself. Once there you find a tangled web of darklands creatures in the thrall of a charismatic cult leader with ties to the darkest shadows of the First Realm.
In Wrath’s Shadow (Tier 3-7) (Pathfinder Society - Pathfinder RPG)
By Mike Shel. A Pathfinder Society Scenario designed for levels 3–7. 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.
The Golemworks Incident (Tier 5-9) (Pathfinder Society - Pathfinder RPG)
By Larry Wilhelm. A Pathfinder Society Scenario designed for levels 5–9. When the Golemworks in Magnimar starts reporting some “problems” with their most recent batch of golems, the PCs are sent to investigate in the hope that the Pathfinder Society can get on good terms with the influential arcane organization.
Severing Ties (Tier 1-5) (Pathfinder Society - Pathfinder RPG)
By Ron Lundeen. A Pathfinder Society Scenario designed for levels 1–5. The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come.
Farmageddon (Kobolds Ate my Baby)
GM: King Torg
How many kobolds does it take to end the world? Since Vor wasn't invited to this years Annual Picnic of the Gods, he was understandably perturbed. In fact he was so annoyed that he was just about to crash the party and give the rest of the gods a piece of his mind when he realized that he couldn't; the other gods had barred his access to the Demi-plane of Picnics! That really made Vor angry. Very, very angry. How angry was he? Vor was so angry that he decided that if he couldn't enjoy the picnic then NO ONE ever would. He selected 'volunteers' from the ranks of his devoted kobold followers and charged them with a simple mission--destroy the Demi-plane of Picnics, or else!
The Job (Alpha-Omega)
GM: Noah Noble
By Jason Corley. In the depths of the ruined wasteland, a massive pyramidal city, the Central Promontory Arcology, looms over the landscape, glistening with power, tarnished with corruption. Around it, the shanties and shacks of squatters and traders sprawl in the looming shadow.
Hidden in the depths of the Arcology is the target - an Item of enormous value, stolen, sold, re-sold, and now in the paranoiac clutches of powerful executives and scientists. Their investigation of the Item is causing mysterious breakdowns, twisted dreams and insanity, but they push ahead with their research no matter what. Outside the walls, lurking in the castoffs and hangers-on clinging to life beyond the defenses of the city, the team makes their plans, and then their move. No tactic is too underhanded, from bribery to sabotage to violence to get what they’re after before it’s too late. They’ll face strange creatures infesting the machineries of the city, criminal gangs demanding tribute and a security system second to none before they even lay eyes on the Item…and then they’ll have to escape with it.
The Real Deal (d20 Modern)
GM: Gareth Johnson
An adventure for 1-6 players. Create a 1st level character as close to yourself (in real life) as possible, using the character creation rules in the D20 Modern Core Rulebook, with the following exceptions: Use the Planned Generation (or "Point Buy 25") rule for generating your ability scores, choose an additional talent or bonus feat appropriate for your class, gain 4 additional skill points to distribute, and all skills are considered in-class (no cross-class skills) as long as it fits your character (you).
Be prepared to use your imagination and make decisions in-character. Players of all skill-levels welcome. In-game rules will be light, but beginners to the D20 rules may want to find some help in creating their character.
Steve Jackson Dice Games (Zombie Dice/Cthulhu Dice)
GM: Jay Woodruff
Looking for something fun to do? Have 20 minutes (or less) to kill? Then look no further! Come by and try out a couple of dice games by Steve Jackson Games. You can be a zombie searching for brains in Zombie Dice. First zombie to eat 13 brains wins! Or perhaps you prefer to steal your opponents sanity and drive them mad in Cthulhu Dice... unless Cthulhu drives everyone mad first of course!

