Games for June 2022

Campaign Title: The Devils Backbone 17 – Getting Lost in a Bad Book

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: One block (which in C&V years is 48 months)
Number of Players: 6
Game Description:

With Cantrips and Violence coming 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.

Will they actually side with old “frenemy” and drunken Necromancer, or will they and him remember the grudge?  These kinds of old feuds are just so hard to keep track of,  so what if C&V burned down his house and killed him and his family (with the exception of Wednesday, wait has anyone seen her lately, Wednesday? Wednesday????? WEDNESDAY!!!) he may or may not have cloned them after kill hundreds of people of the island resort and releasing the Quaken, C&V may have killed him again and he may now have their counterparts from the shadow fell out to kill them, and he may be using them to take over hell.  But he did send then expensive furniture, twice.

However at the same time but in another dimension completely.

Identity Crisis have travelled or as they are protesting to anyone or thing that will listen, and that’s a lot where they are, they have been kidnapped, to the bright and sunny Fey Wilds.

After looting (coughs in hand), I mean “investigating” the dead Tiefling, they pick up a book that takes them to The Tranquillity of the Restful Lilly, a temple and Spa filled with 3 completely normal and total average elves, who were not at all hags.  Well the party had a long and considered discussion about saving the people stuck in paintings, a more direct solution came to one of the party who threw all the paintings in the healing pool of water.  After the screams died down, IC decided everyone was safe, totally not dead, very much alive but probably living on a farm now.

After fighting the hags and saving a cursed medusa, they walked away with more helpful loot and the wizard especially likes this new orb that heals him when any magical healing is given out.  They make there way to investigate the princess who’s in prison, and hopefully find their way home, they haven’t even tried tapping their slippers together so they are far from being successful.

Following a map which is absolutely 100% actuate, 60% of the time, they make their way towards the dream grove to seek further answers.  Knowing that the Summer Princess has been imprisoned for 1000’s of years for war crimes and she is starting to break free with the help of her consort Lord Volron.  He is a totally normal and not weird in any way human, who has been in the fey wild since before her capture and hasn’t aged at all, not one bit at all, like a totally normal human being, he is now aided by the Princess new servant Hugo.  All the queen is asking for is a little help to resolve this issue.  She would like her daughters prison reinforced or she worries they will have to deal with her more permanently.  Of course, the party heard “kill the princess”

After coming across a Maze of Crystals within the Dream Grove, a dungeon demi plane filled with small rooms with puzzles and traps and a large crystal shape structure where they must face Rich the Litch, the group decide to rescue a small and cute creature.  That was going absolutely fine, until one of the parties is killed by the cutest and tiniest gnome mind flayer ever, and I mean dead dead, like no healing is going to help dead, like there isn’t a brain left.  Securing her safety becomes their top priority and the Queen jumps at the chance to help, a small pledge of fidelity later they are part of the Queen of the Fey Wild personal army and their druid is returned to her prefight condition, they now spend a lot of time on hold trying to talk to the queens receptionist with many useful questions, at present they are sounds of hold music “you are number 10,769 in the queue but your call is very important to us and we will be with you shortly”.

But more importantly they have a new mortal enemy, the mighty, the deadly, the cutest little mind flayer ever The H’utch. Unable to kill him due to his plot armour +1 they have resorted to helping the queen and hoping he pops up later.

After finding another crashed Mind Flayer ship call “HMS Obvious Trap”, the group decided to leave that thing along, only crazy people would go down there, absolutely above their paygrade and that quest is in red with a skull against it… as you guessed dear reader, that lasted 5 maybe 10 seconds before they climbed down a 60 foot cliff to investigate. Finding multiple people suspended in stasis and being juiced into an orb, and a purposely sabotaged ship but its captain, mister plot armour himself, The H’utch, their to do list is obvious 1 release the captives (done), 2 capture orb (done) 3 destroy orb (wait these things are indestructible).

After managing to get the Queen on speed dial she tells them to go to Mox a market vendor at the Pleasure Palace and top secret guild for the queens people. The inevitable ensued and they have now outed Mox as an agent of the queen and have put him under attack.

Finding out the orbs are the corrupt fate orbs that have kept everyone safe from the princess all this time, they have decided to take the orbs to the Silverhillians to get cleaned and try to restore the magical barrier.

With three orbs still to find, a list of components to help with the cleansing, a shaved human sized pink Armadillo, a party member kidnapped, not enough turnips to last them more than a few days, a bowl of sometimes correct visions, assassins on their tails, a mortal enemy that they cannot find, orbs that have attuned to them and are sucking their life force, wildlife that will not act correctly, (for goodness sack why is that rabbit floating), no idea where they are going or how they will get home and the blessing of Naga what could possibly go wrong.

Please tune into the next pitch to find out how they get on finding the Fate Orbs.

GM’s Note: We have a full table at the moment with no spaces

Campaign Title: Tenacious Trailblazers

System: Forbidden Lands
Genre: Fantasy
Content Rating: Mature
Player Experience: Any experience, including new players
Duration: 12 weeks
Number of Players: 3-5
Game Description:
For over 300 years the Blood Mist engulfed the land, killing those who dared to walk at night and strangers in supposed safe places. With the Blood Mist receding 5 years ago, the Kin have started making tentative steps to reclaim their lands. It has not been as easy as they expected: the Mist has caused changes to the land, turning buildings into dust heaps and allowing dangerous creatures to take control. Knowledge of the lands have been lost to the unyielding sands of time with only scraps of legends remembered. A group comes together to explore the lands for themselves. Some seek safe places which their Kin can use to make new communities, some desire vengeance through banishing the monsters, some pursue the possibility of wealth and others delve to reveal the secrets hidden within the legends.

Rumours Abound!
The legend of Ensgroth hints at an anvil that can forge weapons that are unbreakable through mortal means. The Betharian fable whispers of stones imbued with magic. Qormusta’s myth may offer a glimmer of an insight that could change the world. Would these interest our group, or does survival take precedence in this perilous region? In this open-world survival game you are not heroes on a quest or mission, but raiders and rogues looking to flourish and thrive in a cursed land.
GM’s Note: This is a light and easy to learn system, and all relevant materials will be provided. We will be making characters together at the first session. You only need to bring yourselves, something to make notes on and a desire for exploration.

Campaign Title: Stories of the Sword Coast 2

System: 5e
Genre: Fantasy Content
Rating: 15A
Player Experience: All Welcome
Duration: 1 block
Number of Players: 3 – 5 (Currently Full)
Game Description:

Strange weather, vicious monsters and a rampaging white dragon all threaten the stability of the northern Sword Coast. However, with the stronghold of civilisation – Neverwinter – locked down due to plague, the remote frontier town of Phandalin is very much on its own in dealing with these troubles. Or almost alone, with a group of woefully inexperienced adventurers having been recruited to lend what aid they can. Hoping to gather strength and forge alliances to deal with these threats, our would-be heroes have so far managed to gain the aid of a short-sighted manticore, secure the assistance of some highly inventive gnomes and (crucially to some members) made a considerable amount of coin along the way. But with sightings of wererats, machinations of an orkish shaman, the malignant influence of old gods and townsfolk with secrets of their own to hide, could there be sinister purpose masked behind all this chaos? Only time, fate and the roll of the dice will tell. GM’s Note: Based off the the Dragon of Icespire Peak starter set, with fun being the focus. Although currently full, the game may have opportunities for guest appearances for those looking to try out TTRPG’s.

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. Descend in to the exiting depths of the PIT! Who knows what’s down there lost city’s , mad wizards ,gigantic crabs !?The possibility’s are endless
GM’s Note: I’m a new GM so please forgive rough edges. Ongoing game. Current players will have priority for places.

Campaign Title: Scholars and Salt (3rd block)

System: D&D 5e
Genre: Fantasy Content
Rating: 15
Player Experience: All experience welcome
Duration: ongoing
Number of Players: 4-6 (1 free slot)

Game Description: The Great Library of Candlekeep and the fishing village of Saltmarsh exist awkwardly side by side since Candlekeep appeared on the cliffs above the town on a stormy night over a decade ago. The mages mostly keep to themselves and Saltmarsh has recently been revitalised with the establishment of a mithril rich mine nearby. Of late however the relative peace has been interrupted by the emergence of 2 potential threats to the town: The apparent resurgence of the piratical sea princes, long thought vanquished but now suddenly armed with elemental magics, and the coming together of local Sahuagin clans. Of these are linked is still a mystery to be solved. Our party of brave adventures have ingratiated themselves with both the town and library, gaining feral cats, tiny dragons, gold and a few insights into their own natures in the process. Their next adventure takes them to the lair of some nearby lizardfolk in the hope of finding out more about their adversaries.

DMs notes: this campaign is a mash-up of the ‘Candlekeep mysteries’, ‘Ghosts of Saltmarsh’ and ‘Princes of the apocalypse’ 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 free seat and the story is only just getting started!

Campaign Title: Battlestar Myriad 2

System: BRP
Genre: Sci-fi
Content Rating: 16+
Player Experience: All players welcome.
Duration: Multiple blocks, will depend upon interest
Number of Players: 4-7 (1 space available)

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 Battlestar Myriad has now found other ships that have escaped the genocide and they are beginning to get the necessary resources together to survive, however the Cylons are never far away. They are hounded by the enemy who they now know have infiltrated the fleet. The Cylons look like us now and it is impossible to tell who may be a Cylon. They know that there are 12 models, but have only discovered one of those models so far, the blonde pilot who killed a woman who looked exactly like her. The fleet has many dangers to face, but humans are a resourceful group, if only they can stop fighting amongst themselves for long enough to pull together. So say we all!

GM’s Note: Ongoing campaign. Priority given to returning players.

Campaign Title: The Floating World

System: Modified BRP
Genre: Historical Fantasy (Feudal Japan)
Content Rating: Mature Content
Duration: Ongoing
Number of Players: Full!

Game Description:

The year is 1 Kanry? (November 1603 by the Western Calendar), first year of the rule of Emperor Ieyasu Tokugawa. War has once again gripped Japan in the wake of his vicious coup, and weary armies amass for battle under dozens of banners. Unlikely heroes though they are, a theatre troupe has braved the ruins of Kyoto; faced the ghosts of the past and present, and emerged more powerful – though not without cost. They now set their sights to the east, to Edo, though it’s a long journey up the Tokaido and there’s worse than enemy soldiers lurking by the dark roadsides. Sometimes, they actually manage to put on plays!
GM’s Note: This is a returning campaign – no spaces left, sorry.

Campaign Title: The Plucking of Memories (Blood Harvest 4)

System: D&D 5e
Genre: Urban Spellpunk set in the Ravnica universe
Content Rating: 18+
Player Experience: All players welcome. This is a continuation of a previous block, new players welcome to apply but preference given to current players
Duration: ongoing
Number of Players: 4-6 Game
Description: The memories of an eldritch threat blooms in the mind of ancient creatures, and through it the barriers begin to fade. Having been warned of the real reason they’ve been put together, the Guardians of the Guildpact now hurry to stop the final undoing of a mighty spell. And they must do it alone, as 10,010 years of strife between guilds have made it impossible for the 10 powers of this world to cooperate.
GM’s Note: The adventure uses the Ravnica D&D setting as a backdrop. August games will be played online, as I will be travelling.

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 whisper on the winds has morphed into a murmur and the fires of destruction, chaos and madness burn steadily. 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. After nearly a full season dedicated to locating and restoring the legendary magical forge known as the Nebula Forge, Just Cause have finally succeeded. The forge enabled the group to craft powerful magical items, including a ring incorporating one of the magical stones the group have guarded, releasing some of its power. Furthermore, the group successfully crafted magical lenses needed by wizard allies to complete a powerful magical scrying device to locate The Cult of True Creation.

With strong alliances formed with the Patrin Family of Woostead and the Giants of the Nebula Forge thanks to rescuing a captured noble, defeating a dragon and routing a vampire, Just Cause returned triumphant to the dwarven controlled nation of Arryn. Finally the lenses were installed into the contraption and their holy quest could continue. Peering through the scrying device Just Cause gazed upon their adversaries each continuing to enact the cult’s abhorrent plans. With the addition of communications that have finally reached the group providing further intel and options of offence, Just Cause face a difficult choice concerning their next steps to safeguard Creega.

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 Hills Between

System: D&D 5e
Genre: Dark Fantasy
Content Rating: Mature Player
Experience: Any experience, except absolute RPG first-timers
Duration: 12 weeks in the first instance, depending on interest
Number of Players: 3-5

Game Description: A ragged monk arrives at the gates of Merchant Guild in Emberwatch. He claims to be a member of the Order of Eternal Spring, a reclusive monastic community deep in Beaconwood Hills, about eighty miles east of the city. Two days later, the famous Horatio Lawson, the head of the Merchant Guild, announces a relief mission he would lead himself. The situation in the Beaconwood Valley, he says, is critical. The harvest was nearly destroyed by torrential rains and without help many might not survive coming winter. The wolves are getting bolder and their attacks on livestock are now an everyday occurrence. To make the situation worse, an orcish warlord has demanded tribute from the already suffering community. But is this the whole truth? The taverns of Emberwatch are awash with rumours from the east. There are tales of a mysterious baron who took residence in the castle of Warlton Keep, deep within the Beaconwood Hills, a few miles away from the monastery. Doomsayers claim Baron Everard is in fact a demon and has cursed the valley. Enchanted trinkets, reportedly created in Warlton Keep, are occasionally on offer from Emberwatch traders. Nobody has heard from the last caravan that departed for the Keep five weeks ago… A caravan with food supplies and weapons will depart immediately for the monastery. The Guild took to purchasing supplies for the mission in bulk quantities at good prices, caravan guards and workers are promised handsome payment. The monks promise to pay well, but many doubt whether they actually have any gold. It is a surprise to all that Horatio Lawson, known for his ruthless pursuit of riches, would go on a relief mission if he didn’t see a business opportunity there. Nevertheless, you ended up as part of the caravan and these disturbing thoughts haunt you as you leave Emberwatch through the Masons Gate and ride along the goods-laden wagons towards the rising sun…

GM’s Notes: A new homebrew world D&D campaign with characters starting at Level 1. Note it’s not a typical heroic fantasy adventure – it’s much darker, and many choices are open to characters – the “right” one is not always obvious or possible. Characters might have individual agendas – while direct PvP won’t happen (hopefully), players may keep secrets from each other. I am returning to the club after a 2-year break due to restrictions, get in touch via Discord DM if you want to know more about the campaign before deciding whether to sign up.