PC fee is $10.
Game location and blurb forthcoming.
PC fee is $10.
Game location and blurb forthcoming.
Camper game PC fee is $50 with pre-reg, $60 onsite. NPC fee is $10, free for a group of three or more. NPC’s don’t have to pre-reg, just pay onsite.
For parking, please print out this signed document: https://drive.google.com/open?id=0B6H0jtDz_sXraDZjU2pYOUhsNVE
That is your parking pass and is required by the ranger.
This location has a gate code, you will need it to enter. Gate Code will be posted on the DK Facebook Page a couple days before the game: https://www.facebook.com/groups/dyingkingdoms
“There’s a palace we know
That reaches to the sky
Where villains live
And Hope dies.”
For centuries, a small band of ancient elves have been working in the shadows, disgusted by what they consider the dilution of the blood and degeneration of the elven folk. They have manipulated governments, orchestrated bloodbaths, and worked with various agencies in order to accomplish their goal: the restoration of true elven power.
They will succeed. No matter how many humans or lesser elves must die in the process.
A small band of heroes participated in a daring raid on one of their strongholds, hidden deep in the wildlands of Loch Nuir: Parthoniel’s Blood Palace. There they encountered grotesque monsters and rivers of blood. The magical fortifications there rival Verrakis, with walls that cannot be scaled, and moats that can melt flesh from the bones off a Becchan Knight. Even the surrounding wildlife have been bent and twisted due to the strange magics wrought there.
These heroes barely managed to escape, and have called for aid. The Pure Ones know their secret has been discovered, and are shoring up their defenses. The time to act is now. If the Blood Palace does not fall, then thousands may die across the globe. Maybe more.
Rumor has it that the Imperator of Bech, and the Emperor of the Illumin Empire could be casualties of the rituals the Pure Ones have planned. Casualties that could throw the nations of the west into war for decades to come.
But the Pure Ones chose the location of their secret fortress well. If armies march upon Loch Nuir, the Pure Ones will have time to flee with their stores of blood. If armies march upon Loch Nuir, the great clans of Culberon will be forced into deadly motion.
And so, heroes mass in secret near Loch Nuir. Well…they mass as secretly as they can. The Blood Palace must must fall. But can it be taken? Can the Pure Ones truly be defeated? Only time will tell…
PC fee is $50 to pre-register and $60 onsite. NPC fee is $10, or free with three or more NPC’s. NPC’s don’t have to pre-register and can pay onsite.
Game location and blurb details forthcoming.
PC fee is $50. Pre-registration ends Friday June 30th at midnight.
If you miss the pre-reg, pay $60 onsite. If you are paying for one day, pay onsite.
NPC volunteers is $0.
In the frosty northern wastes of Ruvasta, Alda Amoth, and Estel engage in dark blood rituals to accelerate their schedule. After centuries of work, they have collected nearly everything they need to accomplish their goals. But recent setbacks have made them realize that they are more vulnerable than previously imagined.
Therefore they work to obtain the one source of blood that they have not been able to secure in vast quantities: Svartalfar.
Rumor has it that a small village lays on the borders of Ruvasta, inhabited by those who followed Tarkalla into the north, then refused to live under her rule. But the village has been obscured with powerful Fae enchantments.
So it is that the disciples of Bereth q’Mahn labor night and day to strip the mists that shroud this village. They fabricate horrors within the dreaming, and prepare their monsters to lay siege to the town once it is exposed.
Should they succeed, they may have the power to strip the life from the entirety of the Svartalfar race in one fell swoop.
Will our heroes be able to gain the trust of the paranoid inhabitants of Gwarthaim? Will they be able to prepare the village for the inevitable siege by the Pure Ones? Will they slay the daughters of Balan and Braigil as they slew Parthoniel and Tinnil? And what will become of the village once Tarkalla hears of their betrayal?
Only time and the actions of the brave will tell…
From Beaumont/Banning, California, travel south on Highway 243 . Take a left turn onto Black Mountain Trail/Forest Route 4S01 and continue just over 2 miles. Forest Route 4S01 turns slightly left and becomes Black Mountain Truck Trail, which leads to the campground.
This is a table top day on Saturday at 2pm , and a court game on Sunday, also at 2pm
This is at Strategicon. We do not charge for the event, but the convention does. Details can be found at: http://www.strategicon.net/
Game blurb and details forthcoming.
PC fee is $10.
Table blurbs forthcoming.
Dying Kingdoms Camper Game. Pre-reg price is to PC $50. Registration is open till a week before game. If you do not pre-reg, onsite price is $60. NPC price is $10, free if you come with a group of 3 or more. If you want to pay for the NPC price, you can just pay onsite, you don’t have to pay online. There is no pre-reg price difference.
Directions: From the Los Angeles basin side of the San Gabriel Mountains: drive to La Canada via the I-210 (Foothill Freeway) to the State Highway 2 (Angeles Crest Highway) exit. Turn north towards the mountains. Stay on State Highway 2 for 25.6 miles to the lower Chilao Road (Forest Service Road 3N21); turn left onto lower Chilao Road. Follow signs for Meadow Group Camp Ground; The first 2 forks in the road head right, the 3rd fork head left. Gate will be on your left. If you get to the fire station you have passed it. If it’s locked, use the combination to open the gate. Gate code is 7196 on the combination lock. The gate is right by NPC camp so likely we’re not going to keep locking it while folks are still arriving
The co-ordinates for Google maps are :
This is slightly different than what on the Meadow Group Campground page, please use these as they more accurate for the site we are using
High King Atrius is dead! Circadia is conquered! The Council of Ephors held hostage to ensure their compliance. The Armies of the West rally to liberate the people of Circadia.
While Bechan and Illumin forces secure a beachhead at Zayknthos, an elite cadre meet in Summerholt to launch a chirurgical strike behind enemy lines. Will the Ebony Claw repel the Armies of the West? Will the Sauren Empress see through our heroes cunning plan? Or will the strike teams accomplish their missions before Sauren reinforcements arrive?
Only time will tell…
The Sauren invasion has been driven from Circadia. There is much devastation, and it’s likely the “Black Scales” are not defeated for good. But for the moment there is peace, and the people can focus on rebuilding, and actually get a good night’s sleep.
Except a good night’s sleep is becoming a rare commodity……
A Verrakin sailor wakes suddenly from a nightmare. The Grimjaws had returned, and once more she found herself hurriedly loading people on her ship to sail clear. Except this time there was an explosion. She turned just in time to see her ship and all souls onboard consumed by flames, and in the dancing shadows cast by the sickening sight, a man in a hat chuckles….
An elf wakes from a nightmare. He was standing with his kin defending his home from an immeasurable horde of skeletons and zombie. He watched his family and friends cut down around him, unable to help because he had forgotten how to use his sword. Then a vampire grabbed him and ripped into his throat, all while a dark figure watches and gloats…
A troll wakes from a nightmare. The community she had begun so that her kind could finally gather in peace was devastated by a plague — friends, family, and children dying in horrible pain from a disease they thought long gone. Leaning against a tree, a familiar figure smiles….
A Culberran wakes from a nightmare. His hands were covered in the blood of the victims he had ripped apart at the command of a mad fae who speaks in an odd accent….
A Skjanos farmer wakes from a nightmare. His village had been engulfed by frost, people frozen to death in the streets while Svartalfar witches called down a blizzard around them, one of whom wears a long coat…
An Ikhteni wakes from a nightmare. The Bender of Flesh had returned, wearing an unusual hat…
Children wake screaming from nightmares, but receive poor comfort from their parents. The adults mutter the usual soothing words, “It’s not real; they can’t hurt you,” but their voices shake and the terror lingers, because they cannot be sure.
**Step… step… step…**
A figure walks from dream to dream, and in its wake, the Dreaming twists and turns, corrupted by the presence. It watches. It studies. It experiments. And each time it learns more of this place that its kind normally cannot visit.
And the place learns more of it too…
Hidden away on the Amber Isle, Colando gathers his gear in preparation for travel. He must hurry to join with the heroes if this opportunity is to be seized. The Collector has made a mistake. It will take courage and it will take sacrifice, but the Collector can be stopped.
But they must be swift, before the walls between reality, Dreaming, and Nightmare collapse.
PC fee is $20. Npc’ing is free.
***Saturday, 11/19, special update: The group site is full, and they will not accept any more people camping overnight. However, you can come in normal clothes on Saturday, buy a day pass, and change onsite. Park in the day parking lot. The game will provide refunds for people turned away due to space issues. ***
PC fee is $40, NPC fee is $10. NPC’ing is free with a group of 3 or more. If you want to pay for the NPC price, you can just pay onsite, you don’t have to pay online. There is no pre-reg price difference.
This site charges for parking. We have made the game fee lower to compensate. The cost is $12 per day ($24 total).
From the mines of Iron Gorge, the forests of Culberron, and the ashes of Onetas the heroes of the North have repulsed the Sauren Threat. Now they join the armies of Bech and Illumin, and the navies of Mirror Bay and Pacifica, in support of the Grand Coalition of Aswahi Nations as they lay siege to the final stronghold of the Ebony Claw: the fortified city of Zambutu. Travelling with them is Statiliamessalina, Anointed Empress of the City of Fang and Sun, seeking her birthright as ruler of a reborn Sauren nation.
But lurking behind their walls, the Ebony Claw have called upon ancient crystal magics. Chicahtocmahuizticcihuatl, Queen of the Onyx Scales, Chosen of the Ebony Claw, Avatar of the Triune Serpent has ordered the construction of fortifications the likes of which the world has never seen. The Aswahi and the Generals of Bech and Illumin have been stifled in their assault on the grand southern city, which sits upon a great plateau, now reinforced with magical barriers and deadly traps. Not even Thaedrid’s vampire shock troops from the Crimson City of Llaqta Yahuar, nor allies from friendly Sauren tribes, have been able to penetrate the defenses.
The Illumin Legions have begun to build a ramp to circumvent the narrow paths, so that the armies can assault the city itself. But in order to accomplish this feat, someone must create a breach in the defenses lining the paths.
Can the same insertion force that struck behind enemy lines in Circadia brave these arcane horrors? Will the armies of the North prevail in their desperate attempts to circumvent the heavily fortified paths through engineering? What exactly do the strange sounds soldiers claim they hear in the dead of night signify? What are the Sauren planning?
PC Pre reg fee is $40. Onsite fee is $50. NPC fee is $10, free if 3 or more. If you NPC there is no need to pre-reg, nor can you pay through registration, just pay onsite.
This location charges for parking $12 a day ($24 total). We have lowered the game fee to compensate for this.
Game details and blurb forthcoming.