Games for April 2022

Campaign Title: Battlestar Myriad

System: BRP
Genre: Sci Fi
Content Rating: 16+
Player Experience: All players welcome.
Duration: Multiple blocks, will depend upon interest
Number of Players: 4-6
Game Description: The Cylons hadn’t been seen or heard from for many years, which was why their attack on the 12 Colonies was so unforeseen and unplanned for. They were machines, war machines, created by humans, but they evolved and took human forms. In the space of 24 hours, they wiped out millions of humans and destroyed the 12 Colonies.

The humans fled their homeworlds, going to the stars in ships to seek sanctuary. The Battlestar Galactica managed to lead a rag tag fleet of civilian ships out of the system and to eventual safety, but this is not their story. Battlestar Myriad also limped away from the battle and in its damaged state went unnoticed by the Cylons.

You play one of the “lucky” humans to join the Battlestar Myriad and its accompanying fleet. It is a difficult journey, beset by betrayal and paranoia as anyone could be a Cylon. Can you hold your small fleet together and survive long enough to reach Earth?

Players can take on the role of the Command staff and crew of the battlestar or civilian captains, officials and crew within the fleet. Knowledge of the BSG Mini-series is useful, but not necessary.

So say we all!

GM’s Note: Ongoing game. Current players will have priority for placNew campaign. I’m a story-led GM so this will be rules light. I am taking applications for Commander.

Campaign Title: Stories from the Sword Coast

System: D&D 5e
Genre: Fantasy
Content Rating: 15A
Player Experience: Any and all
Duration: One block, possibly more
Number of Players: 3-5
Game Description: The great roving wilds of the of the Sword Coast have always played host to their fair share of trouble and danger. Recently however, more and more monstrous creatures have been sighted in the region, with attacks on traveling merchants and isolated farmsteads becoming increasingly common. Worried that these malicious forces will soon be upon them, the frontier town of Phandalin has put out the call for adventurers – or at least those that aspire to such a title – to come to its aid. But will such a call be answered?

GM notes: This is my take on the Dragon of Icespire Peak starter module. As such it would suit new players well, but experienced ones are equally welcome.

Campaign Title: The Devils Backbone 16 – Get a better chair this one is bad for your health

System: D&D 5e
Genre: Fantasy “This is a work of fiction. Any similarity to actual persons, living or dead, actual events or any official source material, is purely coincidental.”
Content Rating: Mild adult content, shallow humour, poor choices and misunderstood pop culture references.
Player Experience: All experience welcome
Duration: Never ask a 1 block game it’s age!
Number of Players: 6
Game Description: Cantrips and Violence may have reached the end of the Highway in Hell. Unerringly managing to insult each of the major Devils involved in the Blood War they’ve decided to burn all their assets in a daring assault on the Archduke of Hell’s military fortress. Triumphantly getting almost near the Front door, they flee for their lives and get to enjoy a breakfast meeting with their old friend and drunken Necromancer (what kind of ass talks business over breakfast?) they decide that their best chance is to align themselves with his ambitions and furniture choices. After all, he has taught Jeff to count to 2 now – is there any greater demonstration of power? Storming into the battle to decide the fate of all those who are still clinging on to the Devil’s Bottom astride a flying golden Mammoth, they steal a generals golden elf, and dispatch him quickly in a golden ball of love – has everybody adopted Yampy’s design motifs now?
With the strong skills in diplomacy that they are known for, they’ve managed to attract the Archduke of Hell’s attention by taunting her with all she lost when she turned away from the light (that was probably golden too). Face to Face with the fallen angel of war, turned Fiendish juggernaut of destruction, can we assume they have a plan? Do they even have a reason to get so involved in this skirmish when all they had was good intentions of getting their cart driver back.
Meanwhile, Identity Crisis have been enjoying a little relaxing downtime in the oddly abundant North – the strangers lurking around the Ramshackle and 2 party members heading off to play with the dark magical artifact of the insane Duergar chief who thought the Mind Flayers were just friendly mildly fishy chaps is surely no reason to worry.
Also not concerning are the ‘memories’ floating back from the future and the voice of a slightly drunk tiefling from far too far south bouncing around telling them that hey may well have Hope! Gifts have been delivered, good luck offered but given all the swearing and bragging about Druidic disintegration powers it’s clear this may not all be intentional! Vellyanne has returned to call in a favour. She wants to go visit the angry embodiment of Winter’s Wrath who, ironically has zero chill right now. To get there, all she wants is a book hidden away in a fortress on the Sea of Moving Ice, which happens to be home to possibly illiterate Frost Giants -what on earth are they using the book for? She also wants the strangely rotund Professor Skank , all they have to do is figure out who kidnapped him (?) and where he’s hidden. The White Dragon they angered last time they were up there has surely forgotten them now.
Meanwhile more people are being lost to the snowy plains only to shortly return days later with no memory but the burning desire to return home. One person has returned reborn, Borg of Naga has felt truly enlightened since meeting his god strutting around as a moose. Brick Brickson has no plan, no home and no socks – classic Brick! The ruins of Caer Dinevals seem the logical place to start, hoping to meet Hugo 1 they end up being joined Raffety, a man of mystery and many powers that mostly make the Barbarian feel strangely impotent – it may just be tip but 2 inches is 2 inches! An altered shrine to Sune, impossibly old languages, a perfectly preserved Tiefling guarded by gargoyles means the game is afoot and there are clues to mysteries to be… … …Looted! After careful consideration of the mysteries, the trapped loot transports Borg away – maybe for more enlightenment, after the second round of tea and crumpets the impulsive group follow the gnarled dwarf through and find themselves in the Bleak Isle of sunshine, fresh food, Spa treatments and a trio of friendly ‘Elven’ ladies. The Tranquility of the Restful Lilly seems a little bit wild and a little bit Fey and of course nobody will be rushing to look at the dilapidated temple particularly after ALL the warnings from the new Kobold friend

Campaign Title: Scholars and Salt (2nd block)

System: D&D 5e
Genre: Fantasy
Content Rating: 15
Player Experience: All experience welcome
Duration: ongoing
Number of Players: 4-6
Game Description: 17 years ago: The air shimmers, and upon the cliffs of Saltmarsh a thin tower of white stone appears from nowhere, then another and more and more forming a tangled mess of spires majestic, arcane and magnificent. Nearly 2 decades after the appearance of the Candlekeep library of the arcane above the fishing town of Saltmarsh, the region has found a new equilibrium. The Town and the Library have their own niches to fill and broadly keep themselves to themselves. The discovery of a potentially rich vein of mythrill near to the town now threatens to upset this balance. Some see this as an opportunity to revitalise the town’s economy and as a source of a vital resource for magical research. Others see it as another disruption to their way of life, remembering a time when the crown’s attention was far to the north and an enterprising businessman could make his fortune through hard graft (and maybe a little grift) on the open seas. The party have ingratiated themselves with both the townsfolk and the library by exploring a pair of mansions which each held secrets of a very different kind. But their adventures are only just beginning.
DMs notes: this campaign is a mash-up of the ‘Candlekeep mysteries’ and ‘Ghosts of Saltmarsh’ official campaign modules. There’s lots of opportunity for adventures both nautical and magical, we’ll see where the mood takes us! If you’ve read/played these modules before in might dampen your fun, but I’ll leave it up to you. I’ll be running stock 5e, anything official goes, starting the block at lvl3, standard array / point buy with a free feat (but limited to one at character creation). Preference will be given to returning players, but there is at least one, maybe two, free seats and we’ve only just completed the first adventure from each book.

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. Can you wrangle very unhelpful wizards ,handle defiantly not cursed books and are up for an exiting crab fight ? If so you may still get out alive…
GM’s Note: I’m a new GM so please forgive rough edges. Ongoing game. Current players will have priority for places.

Campaign Title: The Bloom of an Ancient Threat (Blood Harvest III)

System: D&D 5E
Genre: Fantasy/Spellpunk/Urban
Content Rating: 18+ Player
Experience: All players welcome.
Duration: 1 block
Number of Players: 6 (preference given to current players)
Game Description: Two of the ten gates stand alight, beams of mana bursting into the sky. Below the Orzhov Gate, members of the Office of the Guildpact, uncover an ancient forgotten threat, sealed within. Little is known of why the Gateless have been pursuing the opening of the Gates, and how the sealed monstrosities within them play into their plans. But however, it may be, it probably doesn’t bode well for Ravnica City. And thus the task of thwarting those plans rests upon the members of the Gateless taskforce, who must do what they can to protect the seals and stop the Gateless from achieving their goals.
GM’s Note: The adventure uses the Ravnica D&D setting as a backdrop. This is a continuation of a previous block, new players welcome to apply but preference given to current players.

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 colonisation around 1000 years ago, civilisation 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 and war continues to threaten the eastern isles. The wind carries a whisper that grows ever louder… The spark once carried with it has found its home in the pyres of destruction, chaos and madness… The fire slowly burns… Tasked with a holy quest by angels on behalf of the Gods themselves, the adventuring group known as Just Cause have travelled far to stop The Cult of True Creation, a mysterious cult that seeks vengeance on the Gods for ancient wrongs. Entrusted with forbidden knowledge, Just Cause learned that the cult may be seeking to free a powerful ancient being known as Ululate, whose origin dates back to Statera’s creation, from its demiplane prison. In addition, the magical stones they’ve guarded and that the cult have been using in their rituals are pieces of the Appratu Aurorae; remnants of tools that the Gods once used to sculpt and create the multiverse before sundering and scattering them.
In their quest to discover the cult’s new location, Just Cause travelled to the Star Mountains in Olinon. The group sought the Nebula Forge, a legendary magical forge that could enable creation of powerful magical items and, critically, components needed by their wizard allies to complete a powerful magical contraption that could locate their cultist adversaries. After an arduous journey that involved freeing an inquisitive noble from the clutches of a crazed vampire, Just Cause located the forge. However, the forge had lain dormant for centuries due to the icy powers of a white dragon named Gorgandr, the Frost Eternal, that had laired beneath the mountains and cooled the forge. After a gruelling battle, Just Cause heroically slaid Gorganr. The fires of the undermountain now begin to warm the forge once more and Just Cause’s quest to use the forge is nearing its conclusion. Soon the group shall be able to track down the Cult of True Creation in a bid to stop their diabolical plans… Although they might have to deal with the small matter of a vampire lord with a taste for vengeance first…

GM’s Note: Ongoing game. Current players have priority but welcome new players. 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: 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 (1 slot available)
Game Description: The year is 1 Kanry? (November 1603 by the Western Calendar), first year of the rule of Emperor Ieyasu Tokugawa. His failure to capture Osaka has lead to outbreaks of rebellion and fresh conflict across Honshu, heralding another war. But for a small theatre troupe, caught in the middle of all this, it’s the ruined capital of Kyoto that has their attention. Why is the palace still burning after three months? How did a castle appear overnight in the centre of the city? Does the fledgling Kingdom of the Amaranth stand a chance against the Storm Cats, the Grey Host, the Ikko-ikki and a thousand angry ghosts haunting the former imperial city? And more importantly, who’s going to pay them?

GM’s Note: This is a returning campaign – new players are welcome, and I’ll talk you through anything you’re unsure about.

Campaign Title: The Roleplay Buffet (one-shots and short-shots)

System: many differing types
Genre: various
Content Rating: Mature (a reflection of the GM, not necessarily the games!)
Player Experience: New players, Casual Players, Hardcore roleplayers: experience does not matter just enthusiasm! Duration: 12 weeks
Number of Players: 3-6
Game Description: Offering tasty and delicious roleplay with a variety of systems and genres. The menu includes Fiasco, Numenera, Tales from the Loop, Troika, Forbidden Lands and one page rpgs. Guest GMs are welcome: whether it’s something you want to test, a new system you want to try, or you just have a bloody great idea for some flavourful roleplay.

GM’s Note: I am away the first week of the block (6th April) but that does not mean you cannot have fun without me (although I will have FOMO!). I am receptive to any suggestions of games and will discuss with the group what we play and when.