Games for September 2021

Campaign Title: The Devils BackBone 14 – The Tide has Turned

System: D&D 5e
Genre: Fantasy: We have definitely wistfully glanced at the covers of Rime of the Frost Maiden and Descent into Avernus
Content Rating: Mild adult content with innuendos and shallow humour.
Player Experience: No Previous experience of D&D or RPGs required
Duration: Until the Rime consumes Hell
Number of Players: 6 with returning players
Game Description: The D.U.C.K.S wait. They are eternal. They are malevolent. They are fallible? Forcing a meeting between Cantrips & Violence and Identity Crisis purely to entertain an unseen audience could have caused a butterfly effect nobody saw coming.

C&V are making stealthy progress through the nearest level of the 9 hells, carrying a celestial artefact like a beacon as they continue to make friends and influence people. Their transport is becoming rapidly filled with a menagerie of pets and companions, could one of them be the peach of General Azuriel’s armoury? With the limited space in the van, after a quick swap, which Elf on the parcel shelf is the correct one – does anybody Kaer anymore?

Time running out, the Material Plane is melding with the lower planes and the Devil’s Bottom is soon to be a soggy one, a certain Dark Lady has turned one of her many heads towards C&V and has given them a special gift. The only thing she wants in return is their Celestial companion, their eternal souls and total submission. The very metal Tortle will soon be coming back at the head of his Dragon army to get an answer.

Given the time on their hands C&V have taken a quick diversion to kick down the door of one of the local warlords and decided to pick a fight with Fiona, the beholder. Fiona, the Beholder who is experimenting with Aboleths, fiends, undead and water from the Styx. Yup.

Enough backroom deals have been done to warrant a pause and a weary sigh when a ‘friendly’ Nigh Hag asked if any claim has been made to their souls – what would the Great Dolphin think?

Meanwhile, much much further North, following a frosty meeting between father and daughter, Identity Crisis have returned to The Ramshackle unaware of what would be waiting for them. Ancient Dragons hopefully don’t bear grudges towards thieves, mindflayers rarely chase down their escaped slaves and surely the Frost Giant plaguing the dreams of the barbarian and remembered by the ranger with the correct amount of legs can be added to the list of things not to worry about. Back home and sample some of the ever abundant food.

Now what kind of favour did Vellynne and her hoarde of Kobolds want again, surely nothing major – please don’t look too closely at the pale one, maybe it’s just woken up.

Campaign Title: The Blood Harvest

System: 5E
Genre: Fantasy/Spellpunk/Urban
Content Rating: 18+
Player Experience: All players welcome.
Duration: 12
Number of Players: 6
Game Description: Welcome to Ravnica, a vast, sprawling city that covers the whole of the known world, a spire-studded cityscape covered with lofty cathedrals, squat courthouses, towering apartments, sprawling tenements, cobblestone plazas, and broken ruins of once majestic buildings. There, creatures of every ancestry live together, going about their daily business in the bustling markets and shadowy back alleys of the city. It teems with intrigue and adventure, driven by the conflicts between the ten powerful Guilds that rule the city. These ten guilds stand as the foundation of power on Ravnica. Each maintains a distinctive identity and civic function; none are satisfied with the amount of power they have. The only thing stopping them from going into war is a magically enforced treaty between them, called the Guildpact, which forbids open conflict between the guilds and has resulted in a precarious peace, at least in the open. However, the guilds still vie for power in the shadows fighting for the smallest scraps of influence, looking to tilt the balance of power in their favor.

Although the relationship between the guilds has never been calm, things are more uneasy than ever. And the guildless, those who are not directly affiliated to any of the guilds, are usually the ones to pay the price, either in coin or in blood. However, they seem to have hit the last straw, as a new movement, who call themselves the Gateless, has started to form, with the goal of destroying the Guildpact and ending the oppression of the guilds. Knowledge of the group first came to the fore after they have claimed responsibility for the destruction of a Selesnya farm, in a massacre that has become known as the Blood Harvest. In response to the massacre, the Office of the Guildpact has assembled a task force with the goal of stopping the Gateless.

Who are you going to side with? Are you joining the Gateless and helping break down the chains of oppression that tie the guildless down or are you joining with the Office of the Guildpact and making sure that the only thing stopping a total war, and the death of thousands is protected at all costs?

GM’s Note: The adventure uses the Ravnica D&D setting as a backdrop. December might be run online as I might be out of the country. Also open to the possibility of players running one-shots from time to time for variety.

Have made a small document explaining the setting a little bit found here.

Campaign title: One Shots and a Long Shot

System: Various, but mainly 5E with some homebrew
Genre: Fantasy
Content Rating: 15A
Player Experience: All players (New & Experienced)
Number of players: 4-6 (1 slot free)
Game Description: We are continuing our one shots with various systems and settings, but are aiming this time to have a longer 5e campaign be the bulk of the block. This may be extended or shortened based on how it goes. Below is the pitch for that:


To look at it from above, where gods sit and prayers seldom reach, you’d see a mirrored land, a simple pattern once repeating . The two continents face each other tip to tip, almost touching like lovers’ lips, either readying to kiss or  perhaps (and far more likely) murmuring of conspiracy towards their residents. Kept  separate only by the Twisting Strait and flanked on either side by the Sisters, they follow each others lead, growing wider as they part further, ever and on. But a second glance from a perch less lofty would quickly reveal this geographical symmetry to be only seeming.

Stonewards, the further you go the more it becomes as it is, cold and hard, and past the last place of home the mountains expand in number and size until they defeat the horizon.

Towards Sand, the forests give way to the marshes give way to the desert that gives only to itself.

Calm lies quiet and still, breathing only the faintest of breaths, stirring weakly like a dreamer. Her twin Cruel  thrashes and shrieks, trapped in a sleep far less pleasant

And right in the centre sits ancient Silfra, city of many cities. Home to millions, graveyard to more. If where the continents meet are to be lips, then here are surely their teeth. Squat castles as molars and great towers as canines. Certainly there are enough mouths here, this being the place where all rivers end.

So, that is the place. But what of the times?

Troubled, to say the least.

After hundreds of years of stability, the balance of power has gone from a slow shift to a sudden lurch, with the fall of Chamar having gradually morphed from rumour to fact. Fearing the appearance of weakness, some of the Stoneward Provinces look to court members of the hundred kingdoms, a fact not missed by the Old Empire.

With old enmities and new alliances being tested, such tensions bring with them the opportunity for adventure or, to those of a less idealistic bent, at least a chance to earn a few coin.

GM Note: This will be a low level campaign with a bit of everything, with the intention of giving me a bit of GM experience. Returning players given priority but new are more than welcome.

Campaign Title: The Floating World

System: Modified BRP
Genre: Historical Fantasy (Feudal Japan)
Content Rating: Mature Content
Player Experience: All welcome, although the focus is usually heavy on character roleplay over stats and rules.
Duration: Ongoing?
Number of Players: 3-6 (2 slots available)
Game Description: The year is 1 Kanry? (October 1603 by the Western Calendar), first year of the rule of Emperor Ieyasu Tokugawa. His army is at the gates of Osaka Castle, the city is torn in two as the fight for control of the criminal underworld and the city itself continues. At the heart of the conflict is an unassuming theatre troupe, who aren’t really too sure how they got there, let alone how they’ll get out.

GM’s Note: This is a returning campaign – we’ll be attempting to move “offline” to the hall but still having one player dial in from abroad. If the hall’s internet connection isn’t strong enough the game will go back to being online and something else will fill the Wednesday slot.

Campaign Title: The Kazakov Defection

System: Call of Cthulhu 7e (World War Cthulhu: Cold War)
Genre: Horror Content Rating: 16+ (to be discussed with players)
Player Experience: All players welcome.
Duration: 12 weeks
Number of Players: 4-6
Game Description: It is 1974, and the Cold War is in full swing. Word is received from the Istanbul station that a KGB agent, Vadim Kazakov, wishes to defect. The defection of Kazakov would represent a big win for the West and the intelligence is being taken seriously. You and a team are dispatched to assess if the defection is genuine or an elaborate deception. If it is genuine then you will arrange for his transport to the West.

However, you are the servant of two masters, and also work for Section 46, a covert organisation within a covert organisation. It is staffed by members of the SIS and CIA, and the Kazakov defection is a useful cover for you to investigate the disappearance of a major occult Brotherhood who have previously controlled Istanbul’s underground. Someone new has taken over and there must be a reason behind the shift. It’s hard to disentangle the occult from the espionage in Istanbul, and both missions have possibly terrible consequences if you’re unsuccessful.

The dominant mood is paranoia and mistrust. The East and West are on the constant brink of war. One wrong move could lead to the Cold War turning hot and the end of civilisation without any input from the horrors of the Mythos.

Campaign Title: The lonely shore

System: D&D 5e
Genre: Fantasy with a touch of lovecaft ish horror
Content Rating: Probably best for a mature audience
Player Experience: Any type of player
Duration: At present one block,but open to potential extension
Number of Players: 4 to 6
Game Description: During the summer season, the town of Salt Light is a pleasant if quaint seaside resort on the Dragons claw peninsula. It is popular with artists who are drawn there by the desolate beauty of the dunes and scholars and mages visiting the nearby famed Imperial Arcane Institute (and associated archaeological sites). The seafood is also excellent.

Winter is an entirely different matter however, and everyone who can leave does so. To miss the ferry is to be stranded in a strange and isolated place with limited resources.

You found yourself one of the last visitors left in the town hoping to catch the last ferry of the season up the coast, but it never arrived.

Unfriendly locals , dwindling supplies and there is ….something moving out in the dunes . We are not even going to speak of the strange and unsettling lights over the ocean.

It doesn’t matter what brought you here you’re only goal now is to get out before the winter truly sets in.

GM’s Note: I’m a new GM so please forgive rough edges, I can’t make one week in November and potentially one other week may need to be run on line.

Campaign Title: Whispers of the Ancients

System: D&D 5E
Genre: Fantasy/Action & Adventure
Content Rating: Mature
Player Experience: All players (new/experienced).
Duration: Full block+
Number of Players: 3-5
Game Description: Welcome to the Creegan Archipelago, a thriving continent in the northern hemisphere of Statera. Since its colonization around 1000 years ago, civilization has spread across the continent, founding 16 countries. Creega boasts astounding natural beauty, new discoveries and an atmosphere that thrums with magical essence.
Though not all is well in Creega… Dark plots are taking hold in the shadows, pests and monstrosities are becoming more numerous and war continues to threaten the eastern isles. The whisper on the winds grows louder, and the spark once carried with it has found its home in the pyres of destruction, chaos and madness… The fire has begun to burn.
On the heels of a sinister mysterious cult that seeks vengeance on the God for ancient wrongs; The Cult of True Creation, Just Cause have travelled far and wide to understand the cult’s motives. In communion with a Ki-Rin of Tymora within a mountain top monastery, Just Cause learned of ancient forbidden knowledge. Notably, the cult may be seeking to free a powerful ancient being known as Ululate, whose origins date back to the creation of Statera, from it’s demiplane prison. Additionally, the magical stones they’ve been guardians of and that the cult have been using in their rituals are pieces of the Appratu Aurorae; fragments of the tools the Gods used to sculpt and create the multiverse before sundering and scattering them. The gift of this knowledge angered some Gods and following a conflict with other divine beings, Just Cause were charged with a holy quest by an archangel of Amun-Ra himself; put an end to the Followers of True Creation.

In their quest to track down the escaped cultists, Just Cause have travelled to the wondrous peaks of the Star Mountains in Olinon. The group seek the Nebula Forge, a legendary magical forge that could enable them to craft powerful magical items using pieces of the Apparatu Aurorae they have collected. Additionally, the forge is critical to the construction of magical lenses that their wizard allies need to complete the Astral Viewfinder; a powerful magical contraption that could locate their cultist adversaries. However, the group’s journey has not been so straightforward… With news of the death or disappearance of a noble adventurer in the mountains on her own mission to find the forge, Just Cause find themselves sneaking through the halls of a disturbed vampire’s castle in a quest to free her and reach the forge.
GM’s Note: Ongoing game. Current players have priority but welcome new players. We have space for at least 1 new player. Homebrew world and campaign. I relish backstory (liaise with me and let’s make your idea happen). Freedom for players to explore, develop backstories and establish themselves within the world and narrative.

Campaign Title: Let the streets run red

System: Vampire the Masquerade 5th ed
Genre: Horror (personal, political), Intrigue
Content Rating: Mature players
Player Experience: Dedicated weekly players, new and seasoned role-players welcome Duration: A block
Number of Players: 3-5
Game Description: Changes are coming for The Camarilla in Chicago. The new Prince Kevin Jackson has agreed to let members of The Lasombra clan join the Camarilla in his city if they deliver their elders to be judged for the crimes against the sect that The Lasombra did since the formation of the Ivory Tower.

Chasing a lead about some potential problems for the Camarilla in the Chicago land, the coterie found themselves in Gary, Indiana. Other than the new Camarilla and Anarch leadership in Gary, the coterie has discovered that Gary houses a bigger threat to both vampire factions, The Second Inquisition. With stealing the information from The SI, can the coterie save the Kindred of Gary? What will the Camarilla leadership do with this information, and who is the mysterious employer Mr. M.? In the balance between their humanity and the Beast, to what end is the coterie willing to go to maintain the Masquerade?

GM’s Note: Ongoing game. The new story should start with the new cycle, so new players can be easily brought in.