The Object - Ancient Egyptian artifact, The Place - The Chicago Field Museum, The Budget: Shoestring. Let's plan a heist and see how good our problem solving is in the moment.
Description:
Tonight, we plan the perfect heist… or at least the best one we can manage with what we’ve got. In this fast-paced, collaborative storytelling game, players become the crew behind an ambitious museum theft. You’ll case the museum, debate risky strategies, invent clever tools, and improvise solutions when everything inevitably goes wrong. Every decision shapes the plan, and every twist forces the crew to think on their feet. Success depends on teamwork, creativity, and quick thinking.
1955. Hopewell Institute investigators are sent to a town gripped by violent crime and a mysterious countdown broadcast. The signal is real. The clock is running.
Description:
In 1955, the Hopewell Institute stands as America’s premier paranormal research facility, called when events defy explanation. When military intelligence intercepts a strange broadcast that appears to be counting down, attention turns to a town suddenly gripped by escalating violence.
Hopewell investigators are deployed, bringing their own unusual abilities to the field. The signal persists. The tension rises. Something is building.
To stop what’s coming, they must decode the message, uncover the source of the chaos, and act before the countdown reaches zero.
A top secret Arctic mission crashes in the Cold War’s frozen frontier. A recovery team races the Soviets to reach the wreck, the survivors, and the truth before the ice claims it all.
Description:
When a top secret Cold War mission vanishes in the Arctic after a catastrophic plane crash, a hastily assembled recovery team is sent north with urgent orders: secure the mission, find any survivors, and ensure nothing falls into Soviet hands.
The wreck lies far off known routes, scattered across unforgiving ice. Questions surface immediately. Was the crash an accident, or sabotage? Why was the aircraft operating so far north in the first place?
As the team pushes into the coldest front of the Cold War, they must contend with brutal conditions, limited time, and the growing suspicion that the mission carried more than anyone was told.
Let us explore the depths of an estate that has no intentions of ever letting go. What happens when you try and stop something that has had centuries to prepare.
Description:
An unlikely group of explorers get dragged into one of the most complex cases the Order of Silence has ever faced. It's up to them to finally put an end to the Darkest House, an entity whose only desire is for ruin and hate.
Deathmatch Island Productions presents a once in a life time adventure to the exclusive Adrift Island! Occultist on a Life or Death Game show, what could ever go wrong?
Description:
An island where anything that has ever been lost can reappear. Whether memories or mementos, they reside here forever. Competitors should beware, there seems to be something supernatural at work behind the scenes.
Seneca Falls, 1848. Women and their allies gather to demand their place in history. As voices rise and change begins, a silent presence judges from the gallery above.
Description:
Inside the Wesleyan Church, women gather to demand recognition, agency, and a voice in shaping the future. Speeches are written. Alliances form. History begins to shift. Yet not every witness sits among the delegates.
From the upper gallery, something unseen lingers through every meeting, every declaration, every moment of courage. It listens as names are signed and convictions harden.
As the movement finds its voice, a quiet question emerges: who else is listening…and what do they intend to do with what they hear?
("The Silent Gallery" is a scenario written and facilitated by a female creator, which prioritizes and celebrates femme perspectives. While all are welcome to take part, the focus of this game is on amplifying the feminine journey. We warmly invite ALL femme-identifying individuals to take the lead in telling this story.)
Strange activity draws a UN team to a remote island where ancient monoliths stand silent. One is beginning to crack, and whatever lies inside was never meant to be free.
Description:
Unusual activity surrounding a remote island prompts the UN to send a team of scientists, scholars, and a reporter to investigate. What they find are towering monoliths unlike any known structure, older than record and impossible to ignore.
Closer study reveals their purpose: they are not monuments, but prisons.
Now one monolith shows signs of failure. Hairline fractures spread. Instruments register impossible readings. The team must uncover how these structures were made, why they exist, and whether they can be repaired before whatever waits inside breaks free.