Adventures!

101 Old Skool

The Basics

  • Arkreation!
  • Dungeons Or Dragons (Players Choice)
  • Whack-a-troll!

Old Skool Classics

  • Dragontrap
  • A Fistful Of Copper
  • A Giant Mess
  • Hobgoblin BBQ
  • Minotaur Meat
  • Reservoir Dwoirves

The Goblin Magi Trilogy

  • Hobgoblin Lunchbox
  • Pigskab’s Skewl 4 Wizzards
  • Spitrakk’s Tower

The Raving Gnobbit Trilogy

  • Over The Reaver & Through The Wyrds
  • Escape From The Dwarf Lord’s Tomb
  • Brig O’ Doom

The Dingbitt Dungeon Block

  • A Dungeon Door Opens…
  • Dingbitt’s Dunge O’ Doom
  • Dingbitt’s Dungeon Masters

The Midnite Quicky

  • From Dusk ‘Til Dead
  • Tomb Raid
  • WEGS Sucks!

202 Pirates of Penzantium

  • Pirates of Penzantium
  • Gillygam’s Isle
  • Mutiny on the Bequod
  • The Plague Ship of Skolar Phibes

Dwarf Walks Into A Bar Series

  • Dwarf Walks Into A Bar: The Toungue of Dung
  • Dwarf Walks Into A Bar: The Purloined Parrot

The Yawls

  • The Yawlamoo
  • Escape From Yawlcatraz
  • Yawlwyrd – Macabrius Rising

Miskellany

  • Journey To The Centre Of The Lost Planet Of Dr. Mawrow

The Wacky WEGS Adventures!

Below is a listing of the adventures we run at conventions. These descriptions tend to have more detail than the info found on the convention websites (as there are usually character limits to their content). So, if you’re signed up for one of our games, check out the stuff below!

For those of you who really don't know what WEGS is, there’s no better way to find out then by jumping into one of our con games. WEGS is an old school sword-n-sorcery rpg that revels in the "Let's get a game together tonight!" mentality. Flavored with an air of pulp fantasy, the rules are energized by an errant rule system which encourages players to take risks and, most of all, have fun. It's all a matter of odds and gods: the odds of making the roll, the gods of chance.

Come join us for marvelous adventure!

101 Old Skool

The Basics

Arkreation!

Sword-and-sorcery adventure with a Vegas twist awaits! It’s time to kreate your first Ark! In about fifteen minutes, you’ll kreate a robust WEGS character to call your very own. All you do is select a race (Dwarf, Elf, Goblin, Gnobbit, or Humnz) and class (Warrior, Ranger, Trickster, Mage or Sage). After a few quick dice rolls, your Ark will be ready to dive into their first dungeon encounter (and, possibly, survive!). You can even use this Ark for any WEGS sessions that you sign up for. Come take a bite out of this new sword-and-sorcery rpg. It may bite cha back! Ark! Ark! Ark!

Dungeons Or Dragons (Players Choice)

Welcome to WEGS, the Wickedly Errant Game System! What’s it gonna be, folks? Players decide the type of adventure they want to jump into. The session begins with the wickedly quick WEGS character creation and then the group picks their adventure: fight dragons, explore dungeons, assault giants, taunt some goblin slavers or encounter a minotaur or two? We’ll give you whatever you want just to get you to give WEGS a try! The perfect intro to WEGS!

Whack-a-troll! (Demo)

This quick one-hour tour of the Wickedly Errant Game System, will have you up and running with your first character in no time at all (running, that is, from a troll). All you need to do is pick an Arketype (Warrior, Ranger, Trickster, Mage or Sage) and then a race (Dwarf, Elf, Goblin, Gnobbit or Humnz). It takes about 15 minutes to create your hero and then we go face-to-face with a vicious, slobbering troll set on having you and your fellow adventurers for din-din. Think you can hack it? Then come on over to the table WEGS and give it a whack! The troll is waiting!

Old Skool Classics

Dragontrap

Well, the dying Goblin warrior did not lie - there IS an entrance to a long forgotten chamber at the end of the dried-up riverbed in the shadow of the mountain of forbidden Klezdar… And now you stand before it with a rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz. The air from within is stale and uninviting, but since when does adventure ever have good breath? Do you light torches, declare marching order and enter - or do you send in someone more stealthy to take a look around? These are the simple decisions - but they must be made quick as no one survives a night spent in the shadow of the mountain of forbidden Klezdar and lives to tell about it…

A Fistful Of Copper

“Free copper! All you want! Fill your sacks with as much as you can carry! Hang up your adventuring cloak for good!” It sounded too good to be true, but nevertheless, you paid the grizzled mage 1,000 copper pieces for the map that would lead you to the legendary Copper Cauldron. You paid an extra 1,000 for the magical incantations that you chant to make the cauldron fill with endless copper. Now you and your fellow adventurers (a rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz) have ventured deep within the heart of the Pinefalls forest and stand before the magical artifact. Surrounding the depressed hollow are the bones of many an unfortunate soul who had the same dreams and schemes as you and your compatriots. But you’re all better, smarted, wily-er and, heck, more experienced. Right? No copper pot can do you in!

A Giant Mess

A rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz find themselves prisoner in Ikkspatt, a convict-infested city with one way in and no way out. A single treacherous mountain path leads up to this blighted mountain town. Recently, a giant named Mushpot has taken up residence along this route and incurs a toll on all those who wish to pass in. He does not allow anyone out. The town officials have failed in their negotiations with the giant and are now resorting to more drastic measures. A small army of recruited prisoners (i.e. the players) are being sent down on the search-and-destroy mission. Should they defeat Mushpot, the reward is their freedom. Should they fail…

Hobgoblin BBQ

Get ready for a new twist on a classic dungeon! Inspired by the classic TSR Dungeons and Dragons Module B2 Keep on the Borderlands, the party starts as prisoners chained to the wall in the Hobgoblin lair (Room 24). Each player selects one of the six prisoners to play: the plump, half-dead merchant (scheduled to be eaten tonight in a special banquet); the merchant’s wife (also slated for the big feast); one of the two men-at-arms who serve as a guard for the merchant; the orc who will fight goblins and hobgoblins gladly; or perhaps the crazy gnoll? Can this group band together and find a way out, or are they just doomed to hang around until dinner? Find out with WEGS, the brand-new, old skool, six stat, sword-n-sorcery adventure game!

Minotaur Meat

Just like Hobgoblin BBQ, this adventure is inspired by KOTB! A stalwart band of sword-n-sorcery heroes are hired to rescue a wealthy merchant's daughter from the dreaded labyrinth of the Minotaur! Those who dare enter become dazed and confused, so it's up to the party to pull it all together, rescue the maiden and find their way back out (all the while hoping to avoid the 800 pound Minotaur lurking about)! Game starts with a quick character generation and then it's off to see the Mino! Get wicked with WEGS, the Wickedly Errant Game System! Old skool dungeon fun with a brand new set of dice under the hood!

Reservoir Dwoirves

A simple little heist gone horribly wrong. A rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz find themselves in a secret underground hide-out beneath the Great Dwarven Reservoir. The plan was simple: break into the Goblin treasure vault, snatch the gems, fly from the scene of the crime to a secret location, divide the treasure equally, depart amicably. Something went wrong though, and now everyone is sitting around with long faces in a dark chamber somewhere below the Great Dwarven Rez. Now there’s nothing but questions: Wasn’t it odd that the Goblins had guards locked inside the vault? Who took the gems? Where’s One-Eye, the Gnobbit who set this whole thing up? What’s with the seven very angry Dwarves lurking in the stairwell outside? And why is there water starting to flow up into the chamber from that grate in the center of the floor? Thank goodness you all wore your good boots today… It’s gonna get deep.

The Goblin Magi Trilogy

Hobgoblin Lunchbox

City-state enforced border patrols - nothing like ‘em. In Lunchbox, a rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz are sent three days out into the Badlands to deliver supplies to a stockade outpost and to ‘noiter the position of the enemies of state if possible… Ill-equipped but committed to returning home and collecting the thirty pieces of copper for your service, you and your companions make your way deeper and deeper into the savage lands of the great Hobgoblin Horde. Yes, thirty pieces of copper…

Pigskab’s Skewl 4 Wizzerds

We all know where the cool wizards go for their spell-ish education, but what about those who just don’t cut the mustard? They go to Pigskab’s, a dank and dismal keep in the middle of Trollspittle Swamp. The only thing worse than the swamp stench that pervades the air is the questionable qualifications of Pigskab’s disreputable instructors. Students look forward to the fortnight lottery where one of their Houses is marched out to “hedge whack”. The hedge – a mile-wide thicket infested with stench hogs, dung toads and hobgoblins. All the wizardlings have to do is “get in there and get rid of the trash”. What the wizards worry? They’ve got their magiks to get them there and back again. This scenario focuses on the WEGS magic system. Get ready to cast and blast your way to the top of the spoint heap!

Spitrakk’s Tower

The Goblin Chieftainess of Gummerstump needs the help of a rag-tag assortment of Dwarves, Elves, Gnobbits and Humnz to go where no Goblin is allowed - the ruins of the dread tower of Trollspittle Swamp. Rumor has it that if any Goblin enters the ruins of Spitrakk’s tower, that Goblin will be consumed in flames! To make matters worse for the royal line of Gummerstump, one by one the family is being consumed by an accursed fiery death invoked on them by the treacherous Goblin mage Spitrakk. Though he and his tower were destroyed over 10 years ago, the curse somehow lives on! Despite the advice of her councilor, the Chieftainess suspects that the answer lies somewhere in those ruins. Yes, you will be well-provided for and, yes, you will have her personal guard escort you all the way to the foot of the ruins - but from then on you are on your own. You ARE her only hope (just like the last group she sent out).

The Raving Gnobbit Trilogy

Over The Reaver & Through The Wyrds

Part 1 of the Raving Gnobbit trilogy.

A rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz find themselves in possession of a magical ring which allows the wearer to disappear into the Etherlands – a world of shadowy horror. So far, all who have possessed the ring have either gone mad or gone dead. So why does the Fat Man from Kazabalanka want the ring? And why has he sent his dire Reaver and some sword slingers to retrieve it? And what are those shrouded figures floating silently in the moonlight on the other side of the river? One thing is for sure, this ring is a wyrdo-magnet and it should probably be destroyed. There is one person who would know what to do with it - the Ringmaster of Spalt; but that’s such a long, treacherous journey (especially with those weird shrouded figures floating silently in the moonlight on the other side of the river and all).

Escape From The Dwarf Lord’s Tomb

Part 2 of the Raving Gnobbit trilogy.

It seemed like such a good idea to take the short cut under the mountains and through the long deserted mines of Smornia. Now, lost deep beneath the crust in a maze of endless corridors and tunnels, the party is starting to feel like they’ve gotten the shaft. With hordes of cave hobgoblins in front of them and a monstrous demon from the deep thundering on their heels, this rag-tag fellowship of Dwarves, Elves, Goblins, Gnobbits and Humnz find themselves with only one way out – FIGHT! It’s “all-for-one and one-for-all” in this mad dash for the bridge! Gnobbit ring bearer optional… Con Note: This scenario is designed to show players the explosive mechanics of WEGS combat.

Brig O’ Doom

Part 3 of the Raving Gnobbit trilogy.

A rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz are confronted with the simple task of crossing an underground bridge that stretches over a yawning abyss on the other side of which is a barricaded door that leads to the path to freedom. Behind the adventurers is a Hobgoblin horde hot on their tail. Above them are several Hobgoblin archers ready and waiting to pick off anyone foolish enough to cross the bridge. From below, the sound of immense flapping wings and the smell of burning ichor. It could be worse, but not by much… Time to act fast!

The Dingbitt Dungeon Block

A Dungeon Door Opens…

Fresh meat – that’s what the Dunge O' Doom needs! Players who sign up for this event create fresh WEGS characters and then are plunged into the Dunge O' Doom! WEGS character creation is wickedly simple and quick – just like the first dungeon encounter the players will face. After that though, they’re on their own as they join the dungeon party that is already in progress! Be warned, the action that follows will be brutally delicious...

Dingbitt’s Dunge O’ Doom

You ain’t done dungeon ‘til you done Dingbitt’s! A rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz are plunged into the randomly generated dungeon run by Dingbitt, the rabid Gnobbit trickster. Dingbitt’s magic dungeon is chock full of treasure, traps and monsters. The deeper folks delve into the dungeon, the bigger the booty (and the greater the peril, of course). It’s all up to the players to decide what it shall be – fabulous treasure, worthy opponents or, perhaps, just to find a way out? It’s amazing how priorities change when they’re no longer on Dungeon Level 1. The fate of the players all depends on how the cards fall. Session begins with a quick character generation and then the dungeon door slams shut! Get ready for action-packed, dice rolling, sword-n-sorcery adventure! A great intro to WEGS, the Wickedly Errant Game System.

Dingbitt’s Dungeon Masters

Wanna go even deeper into the Dunge O’ Doom? Players who survive the first session, can continue on in search of a way out. New players who want to jump into the fray can also get in on the action. The game starts on Dungeon Level 6, proceeds to Level 7 and concludes on Level 8. We play until the Arks escape or the dungeon walls drip with their remains…

The Midnite Quicky

A Midnight Quicky is a short WEGS scenario that begins (or ends) at midnight. These games are designed to give the players a quick late-night rpg fix as they press onward on their “game until dawn” convention quest. Quickies are all about action and speed, so don’t fret if we don’t give you too much plot to wallow through! Each quicky should run about an hour and a half.

From Dusk ‘Til Dead

Say ‘ello to my little boomstick! A few moments ago, the party’s Mage was standing in the middle of the temple ruins reading aloud from a wacky tome she discovered in a nearby crypt. Now, she’s just a bubbling mess of blood and bones on the floor. Suddenly, the sound of undead horror echoes through the temple halls and the shuffling of zombie feet draws near! You told her not to read that accursed book! Keep your boomsticks and chainswords handy – things are gonna get real messy. A bloody little intro to WEGS, the brand-new, old-skool, six stat, sword-n-sorcery adventure game with a Vegas twist! Phew!

Tomb Raid!

In “Tomb Raid”, a rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz who fancy themselves fortune hunters stand at the entrance to a long-shunned Goblin Chieftain’s tomb wherein fabulous wealth awaits to be plundered. Sure, there’s a local rumour that things are heard slithering and thumping within, but that’s just a ruse to keep the children and amateurs away...

WEGS Sucks!

Wanna see why you shouldn't poke about the tomb of a crotchety old vampire in the Wegsworld?!? In this vicious intro to WEGS, adventurers face the fangs of the nasty Vampire Lord Vorghul and some of his little minions. Get ready for some late-night, poker chip tossing, sword-n-sorcery adventure with WEGS, the Wickedly Errant Game System!

202 Pirates Of Penzantium

Pirates of Penzantium!

So, you think you’re Sinbad enough to be a wickedly errant pirate, eh? Join us then for piratical sword-n-sorcery adventure with WEGS, the Wickedly Errant Game System! In ten minutes, you’ll kreate a robust WEGS pirate to call your very own. All you do is select a race (Dwarf, Elf, Goblin, Gnobbit, or Humnz) and class (Warrior, Ranger, Trickster, Mage or Sage). After a few quick dice rolls, your character can jump into the fray! In Pirates of Penzantium, the players must defend their home port of Penzantium, as hordes of undead pirates swarm their shores! Get ready for a swashbucklin’ good time!

Gillygam’s Isle

Sit right back and you’ll hear a tale… “So what if the skipper scuttled the ship and all of ye had to swim ashore in shark-infested waters! So what if most of the crew became food for fishes on the way! The point is, we’re the lucky ones, right? We’re on dry land on this seemingly lovely, tropic isle. Thar worse things than being marooned, ya know. This could be one of them Jules Verne isles with headhunters, prehistoric crustaceans, and undead pirates creeping about. What’s that? There weren’t any undead pirates in Verne? Oh, well, there arrr now! Get ready for a three-hour tour of swashbuckling sword-n-sorcery misadventure with WEGS, the Wickedly Errant Game System!

Mutiny on the Bequod!

Arrr ye ready to rumble, mateys?!? We’ve been at sea for three months now searching for one whale that done the Cap’n wrong! I say, the Cap’n’s lost his walnuts and, by Poseidon’s beard, somethin’s gotta be done! Tonight, we’re taking this ship by storm! Tonight, our scurvy Cap’n will walk the plank and then one of us takes command of the Bequod! This is an all guts-n-glory battle-fest that pits the players against the Captain and his loyal minions. Draw yer cutlass and get ready for some sword-n-sorcery treachery on the high seas of WEGS, the Wickedly Errant Game System! WEGS is an easy system to jump in to. All ye need is a sense of adventure, you scurvy dawgs! Gimme an arrr!

The Plague Ship of Skolar Phibes!

Think you're Sinbad enough to set sail on the high seas of sword-n-sorcery adventure with WEGS, the Wickedly Errant Game System? With your ship stuck on a sandbar, the last thing you and your crewmates needed to see was the tattered sails of Skolar Phibes' plague ship popping over the horizon! Batten down the hatches and get ready to face the most gruesome band of pirates to sail the dark waters of Penzantium!

Dwarf Walks Into A Bar Series

The Tongue of Dung

(included in WEGS 101 Old Skool)

In this Dwarf Walks, a rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz are having a real slow night at the Tongue of Dung - a seedy, cut-throaty tavern in the convict-infested village of Ikkspatt. In one dark corner, surrounded by discarded tankards, a drunken Dwarf slumbers. In the other corner, the Goblin chieftain Borkfu and his gang are getting rowdy. It isn’t long before the Goblin gang turns their attentions toward the players and start to pick a fight. Keep one hand on your tankard and the other on your hilt. A great sword-n-sorcery barroom brawl!

The Purloined Parrot

(included in WEGS 202 Pirates of Penzantium)

In this Dwarf Walks, a rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz are having a real slow night at The Purloined Parrot. The Purl (as it’s called in piratical circles) is a seedy, cut-throaty tavern in the convict-infested port of Kuttpurse. Things pick up when a mangled Dwarf with one ear and half a beard stumbles in with a heavy rag-wrapped package under his broken arm. It isn’t long before the Dwarf drops dead and the mysterious package is unwrapped revealing the fabled gem-encrusted statuette known as the Maltese Yawlbatross! Its worth is incalculable, but all those who possess it end up like this Dwarf – or worse! So, who’s pirate enough to make off with the bird? Gimme an arrr!

The Yawls

The Yawlamoo

Face impossible odds WEGS style! A rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz find themselves in an all-too-familiar “holding down the fort despite outlandish odds” setting. The players are holed up at the Yawlamoo, a crumbling Dwarven mission on the edge of the sand-blasted Goblin Desert. Outside the mission a horde of Goblins and their minions have assembled and await the signal to blitz the fort. It’s time for our heroes to batten down the hatches and hunker down for a long, hard battle against impossible odds. It will only be a matter of time before the Arks start testing the WEGS Near Death Experience mechanic. It’s the Alamo meets ‘elms Deep – a chance for heroes to shine or die trying! The fate of the players all depends on how the cards fall. Phew points will fly!

The Yawlwyrd: Macabrius Rising

Sometimes it takes a hero to survive the Yawlwyrd, sometimes it just takes luck. Sometimes there are no survivors… The Yawlwyrd is a tournament scenario for WEGS Copper players but we don’t want to give too much away. It begins thus: Crimson moonlight pierces through the iron grate high above, illuminating dust laden air around you. You stand on a rusted iron dais amidst a pool of dank water. Half submerged skeletal remains of a rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz can be seen littered across the floor of this eerie grotto. Is this a portal to the Spheres or the deathtrap of a demented deity? This scenario plunges the Arks into a puzzling scenario from which escape is the only hope.

Escape From Yawlcatraz

Fifteen men on a dead man’s chest… A rag-tag assortment of Dwarves, Elves, Goblins, Gnobbits and Humnz are prisoners on the isle of Yawlcatraz, a very, very, very nasty Goblin penal colony. With the brutal guard inside and hungry troll headhunters outside, it’s hard to tell which side is safest. There’s only one way to find out – escape! Players will face an increasingly tough series of elimination encounters as they hightail it for the beach (while trying to pick up as much treasure as they go)! It’s time for the pirates to graduate or go down with the ship! Gimme an arrr!

Miskellany

Journey To The Centre Of The Lost Planet Of Dr. Mawrow!

WEGS in steam-space! A sneak peak at the WEGS I.V. (Intrepid Victorians) rules! Get ready for rivets, steam and lunar misadventure! A group of Intrepid Victorians set a course for the mysterious Lost Planet in an attempt to rescue a brilliant scientist held hostage by the evil Dr. Mawrow and his colony of insect-men. From their bumpy landing on the surface to their exploration beneath the crust, the IVs face one fantastic encounter after another. Prehistoric vegetation, bipedal bugs with ray guns, and the demented Dr. Arty Mawrow await! A jolly jaunt into Vi-Sci-Fi!