Something is wrong in Greenville. Your favorite teacher, Mister Roberts, is not in school. The new substitute, Mrs Crabbridge, is really mean. What can you and your friends do about it?
Description:
A GURPS Youths on Wheeled Devices adventure
Mr Robert's, your favorite teacher, has gone missing, and no one seems to care. Even worse, the new substitute, Mrs Crabbridge, is the worst! It's up to you and your gang of misfit school kids to figure out what's going on and fix it!
This game is part of the Nick and Nose (and friends!) World Tour which brings fast, welcoming GURPS games to the table wherever we roll (3d6!) We’re dedicated to great play and may accept 1–2 walk-ups if space allows.
When a group of students from the Arvey Academy of Magic head to a pub to celebrate the end of term, they bring their secrets and squabbles with them. Surely, nothing could go wrong!
When a group of students from the Arvey Academy of Magic head to a pub to celebrate the end of term, they bring their secrets and squabbles with them. Surely, nothing could go wrong!
A gonzo, high-octane post-apocalyptic adventure set in a scorched wasteland. Civilization is gone, replaced by radioactive craters, mutant warbands, and blazing meteors that streak across the sky.
Description:
A malformed motorcycle gang didn’t just steal supplies - they took a vital gasoline truck, a crate of rocket launchers, and the governor’s most beloved possession: Immortal Normal, his 33-year-old dog who refuses to die. The town answers by sending its toughest survivors, the PCs, into the desert to hunt down three feuding gang chiefs scattered across miles of hostile terrain.
Nordvorn is gripped by strange deaths and unexplained disappearances. Animals mutilated, a young woman with an unknown malady, and whispers of a shadowy presence have spread through the city.
Description:
Something sinister has arrived in Nordvorn. Animals have been mutilated, citizens whisper of missing pets, a young merchant’s daughter fades with each passing day, and whispers of a shadowy presence have spread through the city. Only the cleverest and bravest will uncover the truth behind the city’s mysterious terror before something truly unspeakable occurs.
An original fantasy adventure using the Dungeon Fantasy GURPS rules is part of the Nick and Nose World Tour which brings fast, welcoming GURPS games to the table wherever we roll (3d6!)
We’re dedicated to great play and may accept 1–2 walk-ups if space allows.
When cultists steal sacred bones, heroes must brave the nightmare-haunted Tomb of Dreams to stop the Sleeper-an entity from beyond the stars. Face cultists, traps, and your own fears made real.
Description:
Pilgrims transport sacred bones to perform a ritual meant to seal away a Far Realm entity for another century. When cultists ambush them and steal the relics, the heroes must give chase to the dark heart of the forest to the Tomb of Dreams, where a ritual is underway to awaken the Sleeper, an ancient being trapped between worlds. The tomb is a nightmare realm of cultists, deadly traps, and fears made real. Recover the bones, stop the ritual, and prevent madness from being unleashed upon the world.
Part 1 of a 3-part campaign. Each session stands alone—join for one or play the full saga. Adapted for GURPS from Sleeper in the Tomb of Dreams by Matthew Sernett.
This game is part of the Nick and Nose (and friends!) World Tour which brings fast, welcoming GURPS games to the table wherever we roll (3d6!) We’re dedicated to great play and may accept 1–2 walk-ups if space allows.
The 1880s Wild West frontier town of Shade Gulch is plagued by a cursed gold mine unleashing magic. Can you lift the curse before the town is destroyed?
Description:
The former preacher turned outlaw, Ezekiel Crowe, robbed and murdered a local shaman, believing he had magic that would grant him riches. Ezekiel took over the local mine, in the hopes of gaining untold wealth, but in doing so he unleashed a force that has been trapped for centuries. Ever since then, weird and deadly events have been occurring around the mine. The mine owner has hired your posse to go in and remove Mr Crowe and hopefully lift the curse.
This adventure is an Introduction to GURPS (the Generic Universal Role Playing System). The rules will be taught to you in stages, no experience necessary.
This game is part of the Nick and Nose (and friends!) World Tour which brings fast, welcoming GURPS games to the table wherever we roll (3d6!) We’re dedicated to great play and may accept 1–2 walk-ups if space allows.
An archmage's tower has erupted in wild magic surges after a botched spell experiment and the resultant chaos threatens to engulf the nearby town. Can you protect them?
Description:
The archmage Malacar Veyne, once an advisor to kings, disappeared into his tower many years past. A few weeks ago, magic eruptions (portals, gravity changes, illusions, etc.) started occurring in and around the tower. These occurrences are getting more frequent and spreading farther, threatening to engulf the town of Tower’s Edge. The mayor has hired your team of adventurers to investigate!
This adventure is an Introduction to GURPS (the Generic Universal Role Playing System). The rules will be taught to you in stages, no experience necessary.
This game is part of the Nick and Nose (and friends!) World Tour which brings fast, welcoming GURPS games to the table wherever we roll (3d6!) We’re dedicated to great play and may accept 1–2 walk-ups if space allows.
In 2035, the hi-tech company Veilbreak attempted their first zero-time transport. The experiment wasn't a complete success, and the rip in space-time is causing problems.
Description:
The CEO of Veilbreak promised the first instantaneous transport before the end of the year. It was aggressive; some corners had to be cut, but on Dec 30th, 2035, the first inanimate object transfer was made. There were some glitches (the test cargo arrived mangled) and unfortunately, the target portal didn’t close, and all living beings within the building were sucked into the portal, presumed dead. DCOps (Dimension Control Operations) has dispatched your team to investigate the portal and close it ASAP.
This adventure is an Introduction to GURPS (the Generic Universal Role Playing System). The rules will be taught to you in stages, no experience necessary.
This game is part of the Nick and Nose (and friends!) World Tour which brings fast, welcoming GURPS games to the table wherever we roll (3d6!) We’re dedicated to great play and may accept 1–2 walk-ups if space allows.
The world has been having trouble sleeping. Dreams are in short supply and reality is beginning to feel the strain of what happens when imagination runs dry.
Description:
Can four friends, officers of the Toyland Union Hall (Local #1138), uncover just what is at stake…and what’s lurking under the bed?