Games for January 2023

Campaign Title: The Devil’s Backbone 21 – The Professor starts his lesson!

System: D&D 5e
Genre: Fantasy “This is a work of fiction. Any similarity to actual people (living or dead), actual events, tv, films or any official source material, is purely coincidental.”
Content Rating: Mild adult content, shallow humour, poor choices and misunderstood (by the DM) pop culture references.
Player Experience: All experience welcome (although full table at the moment)
Duration: Continuous
Number of Players: 6
Game Description: Identity Crisis have travelled through the Feywild and come out the other side 100% unharmed, totally nothing bad happened and no one got killed at all, what so ever….EVERYTHING IS FINE!!

With orbs collected, the Princess dealt with, and all of the innocent people saves, Identity Crisis will defiantly get round to checking that just as soon as they are done with, absolutely everything else in the universe.
They now find themselves on the Snow flake island back in the material plan, with Professor Skank in hand and a warning of Yeti to not defile the island, they stand in front of the GrimSkalle castle ready to find the Codicil of White and try to help the 6 Towns. With a wizards ghost and finger in a sentient bag of holding, Vellyane with them (totally not going to betray them) and a new travel guide what could possibly go wrong. In another part of time and material plan the friends and family of Cantrips and Violence have tried to assist the plight of C&V well they were in Hell. A ghost house of death to explore and an artifact to find and heros to be made of themselves. After creepy dolls, the outside of the house being different to the inside, zombies and the destroyed rooms of an arch mage, the party walked away declaring it a completely success.

They have no artifacts; a shadow fell dragon that is currently stoned and under the influence of command beast; and one of the party turned evil and promising revenge on everyone……and that dear viewers ended better that this humble DM thought it would.

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

Campaign Title: A.E.G.I.S Academy – Masks

System: Modified Apocalypse Engine (2d6 rolls)
Genre: Superhero Fantasy with a moderate dose of Futurism Sci-Fi
Content Rating: 16+ innocents may die and your character may be hurt in the line of duty
Player Experience: All experience welcome (see content rating please) but must be ok with heavy player dialogue driven story
Number of Players: 4
Duration: 1 Block

Please consider that Masks is a heavily player narrative driven game, its about coming of age and finding your place in the world. If your uncomfortable with roleplaying / heavy dialogue this may not be he right game for you as it’s generally up too the players to push the story forward through theatre of the mind. If your still interested GREAT your 50% of the way there, here’s the synopsis!

Over the course of 80 or so years of superheroes, Halcyon City has seen three relatively distinct generations of superheroes rise and fall. These three generations are known colloquially as the Gold Generation, the Silver Generation, and the Bronze Generation. And now…there’s a new generation rising. The children of other superheroes or brand new superpowered individuals with the help of A.E.G.I.S (this world’s SHEILD equivalent), all trying to figure out who they are in the midst of Halcyon City’s own special brand of wonder and insanity. You are that new generation! You are all taking the entrance exam for the A.E.G.I.S Academy, an education institution which trains individuals in preparation for their superhero licence exam in 2 years time as you currently 16/17 years old. This is a highly competitive entrance exam, the staff are well-known superhero’s of the Silver Generation, who look forward to seeing your potential during the exam and teaching those chosen to enter the school, in particular the most renowned hero in Halcyon City ‘Torchbearer’ has recently taken up a teaching position. For the past five years the crime rate of notorious villains has drastically dropped, some see this as evidence superhero’s are winning whilst others are worried about something more menacing is lurking in the underworld of Halcyon City. Mainly crime committed by ordinary citizens is what occurs on a daily basis, ever since the end of ‘The Clash’ 45 years ago resulted in most villains being captured, but new villains have taken there place but have seemingly vanished. Leading some to question if superhero’s are no longer needed! As the villains are either locked up or have vanished. Will this period of peace called ‘The Calm’ remains?

GM Note: There will be a session zero on 4th January in-person and a planned mid-game ‘break’ on week 6 so I can do a player check in over discord as this is the first time DMing masks campaign.

Campaign Title: Battlestar Myriad 4

System: BRP
Genre: Sci-fi
Content Rating: 16+
Player Experience: All players welcome
Duration: 12 weeks
Number of Players: 3-6
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. In the space of 24 hours, the Cylons wiped out millions of humans and destroyed the 12 Colonies. A small fleet of human ships has survived against the odds, but its challenges are not over.

A raid on a Cylon outpost revealed that Commander Byron, their leader through the crisis, is a Cylon, although this is as much a shock to Byron as everyone else. Unfortunately, the news of the Cylon in their midst then leaked to Catius Mallow and Leonidas Crolp. Acting Commander Tileus faced a mutiny which he put down with the help of his former Commander. However, the fight was not without losses and Marine Major Galager was severely injured. If it had not been for Byron’s rapid actions with the EMP then things could have been worse.

Meanwhile, Astrid’s daughter has some unusual imaginary friends, and talks about looking forward to seeing the “pretty stars”. Costa still talks to a Six in his head and Byron has his own hallucination to deal with. Seeing people who aren’t there seems to be a growing issue within the fleet.

Everyone is more paranoid now that it is so clear that the military were infiltrated at a high level, something which is at the forefront of everyone’s minds when Colonel Wilson of the Venture begins acting strangely and orchestrates the kidnapping of Astrid’s daughter.

The fleet is more divided than ever and it is up to those in positions of power to bring the fleet back together and lead them forwards in their search for Kobol. But with other forces at play, perhaps this remnant of humanity is reaching the end of the road.

GM’s Note: This is an ongoing campaign. Priority will be given to returning players. So say we all!

Campaign Title: Ravenloft: Into the Mist (Season 2)

System: DnD 5e
Genre: Dark Fantasy/Horror
Content Rating: 16+
Player Experience: All players welcome, no experience required.
Duration: Multiple blocks
Number of Players: 5-7 (Current players have preference, there is one space left)
Game Description:

Travelling through the mists of Ravenloft our heroes find themselves trapped in the twisted land of Barovia, realm of the dark vampiric lord Strahd Von Zarovich. Having been informed that their only hope of escape lies through the destruction of the vampire, our heroes begin their epic quest to defeat the darkness once and for all. Will they stand triumphant, or will they be consumed by the terrors of the mists. Ravenloft is a horror-based DnD 5e campaign, based on the Curse of Strahd adventure. At present there are six players in the group with room for one more.

Campaign Title: Tenacious Trailblazers Chapter 3

System: Forbidden Lands
Genre: Fantasy
Content Rating: Mature
Player Experience: Any experience, including new players
Duration: 1 Block (this is the 3rd time I have said that!)
Number of Players: 3-6
Game Description:

It remains Summerrise in the Forbidden Lands, and our tenacious trekkers have found a place to call home. The fact that it was originally the Water Troll’s lair that they have reclaimed only indicates the environmentally friendly outlook of our group. Their stronghold is now under the care of 2 guardians and a pet Pennus, and building work has commenced to accommodate their various passions. Making their way to the mountains, the party gained a new addition of a friendly halfling when the dwarf was left sleeping off a hangover whilst his colleagues decamped and forged ahead. Gaining spiritual insight and valuable information, they were then critical in aiding a community with horrors beneath the earth, their reputations only growing with each act. Heading back home, a travelling show provided prizes and a chance to show off, bringing another two into the safety of an alliance. Striving to achieve the mission from (a) god, the trailblazers have now reached The Shroud, where blood mists and forest fires have threatened their onward journey. A trip down memory lane for one of the travellers has brought them up against the Rat King with their swarms of rats and carrion birds; they won through despite exploding boils, saving the old and young of a village. Still their journey continues…. Together they have survived attacks, monsters and events which they surely would have succumbed to alone. Each day brings new hardships as they try to discover this world that has emerged after 300 years of the blood mist. Fragments of legends are aligning, though whether they are all they seem to be is yet to be brought to light. What next for our trailblazers? As their travels continue the only certainty they have is that they must survive. Acquiring new skills and talents help them achieve that goal, but it is a fine line between success and death. In this open-world survival game, anything could lie ahead. Dare you travel in the Forbidden Lands?

GM’s Note: This is a light and easy to learn system, and all relevant materials will be provided. You only need to bring yourselves, something to make notes on and a desire for exploration.

Campaign Title: Guilds of Emberwatch

System: D&D 5e
Genre: Dark Fantasy
Content Rating: 16+
Player Experience: Everyone welcome
Duration: 12 weeks in the first instance, depending on interest
Number of Players: 3-5
Game Description:

The town of Emberwatch was once known as the Last Outpost. Located on the right bank of the mighty Darkwater, it guarded the only bridge spanned across the river. Beyond the bridge laid the Peaks, a barren land populated only by exiles, criminal syndicates, orcish tribes and monsters, and dwarfs who mined underneath the mountains. Today, Emberwatch, with more than 20,000 inhabitants, is the third largest city in the Realm. It is now better known as Gateway to the Peaks. Main roads to the east leading to dwarven settlements are now (relatively) safe and allow trade to flourish. Adventurers flock to the city from all over the Realm, expecting riches awaiting them on the eastern bank of Darkwater. Those few who return come back with exotic goods and even more exotic stories. And this is where the adventure begins… 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 illustrious 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. Torrential rains nearly destroyed the harvest; without help, many might not survive the coming winter. The wolves are getting bolder, and their attacks on livestock are now an everyday occurrence.

But is this the whole truth? The taverns of Emberwatch are awash with rumours from this area of the Peaks. 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 a demon and has cursed the valley. Enchanted trinkets, reportedly created in Warlton Keep, are occasionally offered by 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 purchased supplies for the mission in bulk quantities at good prices, and caravan guards and workers were promised handsome payment. The monks promise to pay well, but many doubt they have 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. The setting is closer to dark fantasy rather than heroic fantasy. In game terms, this means that
– You will have to make difficult decisions
– NPCs (other than monsters) will rarely be 100% good or 100% evil
– Not all battles are winnable
– sometimes survival is good enough.

Players will create characters before the first session – and are encouraged to create backstories which will be incorporated into the campaign. The campaign is open world to some extent and can be adapted to player’s preferences (particularly when it comes to the balance between combat and intrigue sections). Please contact me on Discord or speak to me on Wednesday if you have any questions.

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 servants 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.

Just Cause’s alliance with the Valoriand wizard duo of Fiddle and Bod has paid dividends in their goal to hunt and thwart the Cult of True Creation. Using a powerful scrying device Just Cause tracked the cult to Areshdjeba, the capital of the desert nation of Tirene. Their sleuthing and investigation led Just Cause to form a delicate alliance with a sworn enemy from Badur’s past to ensure that the Cult did not succeed in stealing powerful artefacts from the sacred tomb of the prophet Amun. While successful in their mission, it wasn’t without consequence, spending a few nights in prison for breaking into the tomb. Banished from Areshdjeba and awaiting a meeting of the Golden Council of the Archipelago Just Cause continue to pursue the Cult, this time bound for the jungle nation of Heiromia. The group are spurred on by a secondary mission to free the presumed dead brother of Balshor from his perceived slavery seen in their most recent scry.

GM’s Note: Ongoing game. Current players have priority but welcome new players. Homebrew world and campaign. Freedom for players to explore, develop backstories and establish themselves within the world and narrative.

Campaign Title: Scholars and Salt (5th block)

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

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 both brave and off adventures have ingratiated themselves with the town and library, gaining feral cats, tiny dragons, gold and a few insights into their own natures in the process. They have discovered threats to the town that originate both from the skies and the seas as well as the outer plains, but the path to combat these threats is yet to be uncovered.

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 (mostly) stock 5e, anything official goes, starting the block at lvl5, standard array / point buy with a free feat (but limited to one at character creation). Preference will be 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 troupe continue their trek towards Edo, navigating the wintry landscape of central Japan, the chilly political climate, and an increasingly visible presence of spirits, ghosts and monsters.

GM’s Note: This is a returning campaign – no spaces left, sorry.

Campaign Title: A Growing Enigma (Blood Harvest 6)

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: 4-7
Games Description:
Having discovered the Who behind recent events, our heroes now venture into the depths of Ravnica to discover the Why, attempting to comprehend what could connect the mad scientist to the ancestral conflict with the Nephilim and the present conflict between guildless and the guilds, hopefully before the situation further deteriorates.

GM’s note: Ongoing campaign, preference given to current players for spaces.