A distant signal is detected, sending a group of survivors into the wilds of a world moved on. This post-apoc adventure pits them against forgotten tech, dangerous terrain, and a looming threat.
Description:
A strange, fragmented signal crackles through an ancient radio, drawing a small band of survivors into the untamed wilds of a world that has long since moved on without them. In this GURPS post-apocalyptic adventure, players confront warped remnants of human technology, treacherous terrain reclaimed by nature, and hostile forces shaped by decay and neglect. As clues accumulate, the group uncovers a hidden, escalating threat whose consequences reach far beyond the ruins ahead. What begins as a simple investigation becomes a race against time to protect everything they call home.
An original GURPS adventure set in a post-apocalyptic world of danger and wonder.
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.
A haunting melody lures villagers to the nearby swamp. The adventurers must uncover its source, face hidden dangers, and break the curse before all is lost to The Bitter Song of the Black Mangroves.
Description:
In a remote village perched on the edge of a dark mangrove swamp, a haunting song has begun luring villagers to their doom, spreading fear and desperation. A group of travelers band together to uncover the source of the eerie melody, navigating treacherous waterways, natural hazards, and an unraveling mystery tied to the swamp’s ancient secrets. With the village on edge and time running out, the heroes must act quickly to end the growing curse and stop The Bitter Song of the Black Mangroves.
An original GURPS adventure set in a strange and beautiful land inspired by southeast Asian folklore. Originally run at GenCon 2025.
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.
Alone on a lonely road, the lights fail and fear rises. Something watches. Can you last the night? A rules-light modern survival horror game.
Description:
A violent storm strands strangers on a lonely road. Power flickers, visibility drops, and the night feels… wrong. Something unseen stalks the darkness, testing nerves and resolve. Every choice matters—do you act or hide, help others or save yourself?
In this tense adventure, you are not heroes. You survive by managing fear, protecting each other, and deciding when to push your luck—and when to stay hidden. Expect claustrophobic suspense, moral dilemmas, and escalating dread in a single session designed to keep hearts racing and hands trembling.
This rules-light modern survival horror GURPS 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.
Heroes must venture into a nightmare realm to destroy the ritual anchor before the Sleeper awakens. Face twisted cultists, living nightmares, and your deepest fears made real in a surreal underworld.
Description:
After narrowly escaping an earlier calamity, heroes learn the cult’s ritual succeeded, opening a conduit to the nightmare realm where the Sleeper is imprisoned. As the entity nears awakening, a mysterious messenger reveals the only hope: enter the Sleeper’s prison and destroy the ritual anchor sustaining the breach. The heroes must brave a surreal underworld of impossible geometry, living landscapes, and nightmares made real, facing twisted cult remnants and deadly manifestations of their deepest fears before time runs out and reality is unmade.
Part 3 of a 3-part campaign. Each session stands alone—join for one or play the entire saga. Adapted to GURPS.
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.
Dear Professor Stoneking has exciting news, and he wants to share it with you in person. Take your exclusive invitation to a mysterious facility on Luna. What could be so important?
Description:
A GURPS Space/Powers Adventure
An eclectic group of folk have been invited to join Professor Stoneking for dinner and a most exciting discovery! What could the old archaeologist be doing in an exclusive base on the moon?
Learn the basics of GURPS - what you can do, how to do it, and how well you can do it. Be an artist, a professor, a jet jockey, or an aspiring actress. What could these folk have in common? And will they be able to work together to unravel the mysteries of Tranquility Base?
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.
Dear Professor Stoneking has exciting news, and he wants to share it with you in person. Take your exclusive invitation to a mysterious facility on Luna. What could be so important?
Description:
A GURPS Space/Powers Adventure
An eclectic group of folk have been invited to join Professor Stoneking for dinner and a most exciting discovery! What could the old archaeologist be doing in an exclusive base on the moon?
Learn the basics of GURPS - what you can do, how to do it, and how well you can do it. Be an artist, a professor, a jet jockey, or an aspiring actress. What could these folk have in common? And will they be able to work together to unravel the mysteries of Tranquility Base?
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.
Complete the job and secure the asset at 600 kph. MegaMeridian Rail is a sealed city in motion; monitored corridors, electronic eyes, no exits. It doesn't stop, slow down, or forgive. Time to move.
Description:
A run at 600 kph. MegaMeridian Rail is a sealed city in motion, layers of passengers, commerce, and corporate security hurtling across borders without slowing. Corridors are monitored, doors lock remotely, and electric eyes never blink. Every car has a purpose, every system a failsafe, and every mistake rumbles down the line. You’re inside a moving machine that responds to disruption with precision force. Plans will fracture, alarms will blare, and exits will vanish just when you need them most. Stay ahead of the systems, outpace security, and adapt fast: or ride the rail to the end of the line.
An original GURPS adventure set in a neon and chrome dystopian future.
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.
Play with the Nick and Nose Team! Complete the job at 600 kph. MegaMeridian Rail is a sealed city in motion; monitored corridors, electronic eyes, no exits. It won't stop, slow down, or forgive.
Description:
A run at 600 kph. MegaMeridian Rail is a sealed city in motion, layers of passengers, commerce, and corporate security hurtling across borders without slowing. Corridors are monitored, doors lock remotely, and electric eyes never blink. Every car has a purpose, every system a failsafe, and every mistake rumbles down the line. You’re inside a moving machine that responds to disruption with precision force. Plans will fracture, alarms will blare, and exits will vanish just when you need them most. Stay ahead of the systems, outpace security, and adapt fast - or ride the rail to the end of the line.
An original GURPS adventure set in a neon and chrome dystopian future.
This special game is played with the members of the Nick and Nose World Tour, bringing the same fast pace, sharp banter, and high-energy style from the road to the table.
A slick, cinematic 1960s spy thriller. In the shadows of the Cold War, British Intelligence uncovers a stolen Russian drug that could rewrite minds, shift power, and tip the balance of the world.
Description:
The Soviets have sourced a powerful amnesia drug from a secretive inventor. After months of searching, MI:6 has discovered the middleman for the drug. Elite agents must parachute on to a luxury cruise ship to find the name of the inventor. From there, the agents are embroiled in a global race with the KGB to find the scientist and stop him from selling the drug… or persuade him he’s selling to the wrong side!
Survivors, trapped underground after a cataclysm, must navigate dangerous tunnels, face alien creatures, and escape before light runs out and the depths consume them in this dark fantasy adventure.
Description:
A dark fantasy sword-and-sorcery adventure with a chilling twist on the classic dungeon crawl. After a cataclysm shatters a great city, desperate survivors are trapped deep underground, cut off from the world above. In the ruins of a fallen civilization, they must navigate deadly tunnels, evade traps, and confront alien horrors lurking in the dark. As resources dwindle and sanity frays, the survivors must work together to survive, make hard choices, and find a way out before the darkness claims them.
Part 2 of a 3-part campaign. Each session stands alone—join for one or play the entire saga. Based on 'Nightcrawlers' by Gildor Games, adapted for GURPS.
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.