Games for April 2023

Campaign Title: The Devil’s Backbone 22 – Consequences have come back to bite the Devils Bottom

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:

With C&V helping to get Azurial back on the celestial mountain and Identity Crisis resolving the issues of the frozen north, the whole world can breathe a sigh of relief.

Except they didn’t happen at about the same time, or on the same day, these two events occurred at the exact same moment, sending ripples through the weave so strong that every living creature on the material plane (and beyond) felt it.  With consequences no one foresaw or knows now.

For many the passing of time in the last 6 months have meant the have forgotten that earth shattering feeling or have shrugged it off as one of those days. However, some people are not so lucky.

6 individuals stand on the docks of Neverwinter, away from home, poor and no idea what will happen next, the only thing they know is they now have a ride on a ship, that seems to be “borrowed” and a weird pair running the show.

You stand there alone, know that the world changed in some way and that you have changed with it.  With no understanding of what that means or how it works, but there it is that feeling again, complete knowledge that there was a change, a shift, that potential was unlocked and a new way is coming.  And worst of all that something knows about you and has a plan.

Shortly after the “event” or weave ripple, you have started off on a journey to who knows where and for what purpose, you have been traveling for a number of 10day, but a week ago you found yourselves in the dock area of Neverwinter listening to streams of people ask a boat captain for passage.  You are sat eating food bought with your last few coppers and wondering why you are here, and then you know, you need to get on that boat and you need to go where it’s going.  So as the Captain listens to a stream of people trying to get passage and to get an audience with the visitor on the boat, a Noble women of some power, and you see them turned away, what can you say that will get you on that boat.  You do not know why but you HAVE to get on that boat.

Without knowing how you got there you find yourself stood in front of the Captain.  She says “I’m Captain Coppertrees, what’s your story?” And you find yourself telling her of yourself, that you are searching for answers with no questions in mind.  She hands you a slip of paper confirming your passage on the boat to the Devils Backbone and specifically Morgans Ridge.

2 days later you find yourself on the docks, your few belongings with you and an almost empty boat except for the crew, in front of you.  You look on the hull to see the name, realising you never which boat to get on but knowing this is the one, the Salty Serpent, what a weird name for a boat!

Standing on the deck of the boat is the captain looking annoyed and grumpy, you hear her say

“this better be worth it, stealing a boat from them always means I end up owing them a faviour, these people better be who you think they are”.  The tall woman stood next to her, with impossibly blue hair and eyes that you know can see into your soul says “they will not even notice its gone, they were away so long, and only returned 6 months ago, they are still getting over the hangover, besides they have Polly to deal with” and with a wave of her hand and without yelling she says “come on ladies and gentlemen get on board we have places to be” and you think you hear as a whisper “you have a world to save”.

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

Campaign Title: Battlestar Myriad 5

System: BRP
Genre: Sci-fi
Content Rating: 16+
Player Experience: All players welcome
Duration: Multiple blocks
Number of Players: 3-7 (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. 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.

The ragtag fleet is following the path of the Galleon, the last ship to escape the fall of Kobol in the hopes of finding the kidnapped daughter of Astrid Holt. Although they continue to be waylaid due to political intrigue and mutinous forces within the fleet. Not everyone agrees with the policies that Governor Justinian has put in place, or his choice of military leaders. The tension remains between the humans and Cylons within the fleet. They have also been joined by a damaged but functional Cylon basestar which is crewed by Variant Cylons, and returned Colonel Wilson to them.

Commander Tileus found himself influenced by the Book of Star Shadow, which was responsible for the death of the crew of the Polestar. Captain Costa, the Myriad’s rebellious ace pilot, had his true identity revealed when he was called upon to fight with a group of entities (described as demons) that emanated from the Book of Star Shadow. He was aided in the battle by Major Darius, Major Gallager, and Colonel Wilson, who all seem to have been deemed to have a role to play. Costa departed with the Ship of Lights, who provided the weapons need to defeat the demons.

Now the fleet faces a new dark nebula, that they must traverse to reach their goal. It produces feelings of misery and depression to all those who enter it, and is said to be all that remains of the death of a Titan. Will Commander Tileus manage to bring the fleet safely through the darkness or is he the wrong man for the job? Only time will tell.

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

Campaign Title: Tenacious Trailblazers Chapter 4

System: Forbidden Lands
Genre: Fantasy
Content Rating: Mature
Player Experience: Any experience, including new players
Duration: 1 Block (planned final block)
Number of Players: 3-6
Game Description:

The beginning of Summerwane finds our Trailblazers having explored a decent portion of Ravenland, killing monsters and bringing their creative solutions to the problems they have found. Our champion of a god has had to leave the group to continue their divine mission with the hope that the rest might be up to the task of working out what is going on. Despite their good intentions they are distracted by meeting a young Wolfkin and helping them try to find their missing friend – a young orc girl. A chance encounter with a rock troll not only gifts them some treasure and an artifact but leads to the development of high-level behavioural experiments on a mummy with the desire to create a new form of transport known as the mummy-motorboat.

As they continued to follow the trail of the Wolfkin’s friend the hagfish have been surprisingly helpful with the information they shared. Coming upon the Travelling Show once again, now bigger and better with a big top tent and accompanying festival traders and food providers, their search leads them to meet Brooks Smirking-Viper aka The Ringmaster. Backstabbers end up sleeping, and the ensuing combat is combined with a show from the minstrel who does not miss out on any opportunity to perform. Demonic goldfish are deployed, magical mishaps abound and weird dreams cause confusion.

Upon waking from this seeming nightmare, our gang are confronted by the horrendous aftermath of mass slaughter sacrifice and begins to appreciate the relentless power wielded by The Ringmaster.

The halfgoblinling is finally sorted out by their god ? but are now saddled with a divine conscience. The wolfkin has managed to assemble a small group of orc children in the hope of finding his friend, continuing his search despite the whispers that she has died. The minstrel has had their own religious moments and is currently required to create a musical group with 6 random strangers whom The Ringmaster has transported whilst they dreamt. Despite notions of fame and renown with “The Dust Brothers and the Orc-estra”, the task could prove deadly to all involved and the clock is ticking before they will be in the presence of The Ringmaster again.

Survival is paramount in The Forbidden Lands, yet to endure is no longer enough. Now our Tenacious Trailblazers have to use all their knowledge, talents and skills to try to avert the impending doom that could forever change the Kins and the Lands they occupy.

In this open-world survival game, anything could lie ahead. Dare you risk your life for the Forbidden Lands?

GM’s Note: This block is planned to be the conclusion for Tenacious Trailblazers. Although the game is currently full, if any seats become available new characters will be welcomed. It is an easy to learn system with all relevant materials provided.

Campaign Title: Guilds of Emberwatch part 2

System: D&D 5e
Genre: Dark Fantasy
Content Rating: Mature
Player Experience: Any experience, including new players
Duration: Ongoing
Number of Players: 3-5
Game Description:

The mighty Darkwater delimits the eastern boundary of the Realm – the other side belongs to exiles, orcish warlords, and, according to stories, legendary monsters. Emberwatch, formerly an outpost guarding the only bridge across the river, is now the third largest city of the Realm and commonly referred as the Gateway to the Peaks. Adventurers from other major cities flock to cross the Darkwater to seek treasure or fame (but more likely find their death).

Our party of adventurers started as guards on a relief caravan going from Emberwatch towards Monastery of Eternal Spring – an outpost of exiles deep in the Peaks. The caravan never reached its planned destination. On its way it was diverted to Warlton Keep, a large prosperous town in the mountains, ruled by mysterious Baron Everard, a subject of many supernatural stories told in Emberwatch taverns.

On arrival to Warlton Keep, the adventurers learnt that a group of soldiers disappeared on their way when attempting to deliver a valuable magical item to a private collector. One of these soldiers, Malcolm, was one of the adventurer’s brother, so the party decided to investigate. They tracked an orcish war party and uncovered a surprising collaboration between the orcs and the monks at Eternal Spring.

The adventurers managed to successfully save Malcolm and (most of) his companions from the prison they were held in, but in process they become entangled in a web of intrigue involving a powerful necromancer and a collection of ancient draconic artifacts.

GMs Note: This is an ongoing campaign and current players have priority. As the party are currently a group of four, we will have at least one space. Please note that despite using D&D 5e mechanics, it is a dark fantasy campaign with much intrigue, morally grey NPCs, encounters where running away is the only way to survive, and some mature content. PCs are currently at Level 4.

Campaign Title: Scholars and Salt (6th 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 one stormy night over a decade ago. The mages keep to themselves, and Saltmarsh has recently been revitalised with the establishment of a mythrill rich mine nearby. An equilibrium has been found between the town and library. However, The Piratical Sea princes have revealed their hand and moved against the neighbouring naval town of Seaton, striking a heavy blow. Now Saltmarsh lies undefended from threats both above and below the ocean.

Our party may be the most effective fighting force that Saltmarsh has to bear to protect itself from the Pirates of old and their Sahuagin allies.

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: Ravenloft: Into the Mist (Season 3)

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 (currently full)

Game Description:
Our heroes have escaped Vallaki, explored the mysterious tower and saved the Wizard of the Wines vineyard from the forces of darkness, but at a terrible cost. Their friend Rictavio lies dead and they have attracted the attention of the dark lord Strahd, who is now aware that they are protecting Ireena. Will the players be able to continue to be able to keep Ireena safe, will they unveil the secrets of the amber temple, will they be able to free the land? Or will they fall like many others to the fangs of the vampire Strahd. Ravenloft is a horror-based DnD 5e campaign, based on the Curse of Strahd adventure. At present there are no available places.

Campaign Title: Whispers of the Ancients

System: D&D 5E
Genre: Fantasy/Action & Adventure
Content Rating: Mature
Player Experience: Any
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.

Most recently, thanks to access to a powerful scrying device Just Cause have tracked a sect of the cult to the jungle nation of Heromia. To his surprise, enslaved by the cult contingent and their hobgoblin allies was Balshor’s long lost brother, Buck. The cult sought access to an ancient jungle temple and tomb, presently occupied by a tribe of Yuan-ti, wherein lay another Apparatu Aurorae fragment. The cultist sect were unsuccessful and were captured by the Yuan-ti, presenting Just Cause with a race against time to catch up to the cult contingent before any harm could come to Balshor’s brother. Thankfully, Just Cause managed to reach Buck, though his mental and physical condition has been shattered. Although, Buck’s condition may be the least of Just Cause’s worries… Having broken free from his confines, Forcas, the leader of the cultist contingent, faces off against the Yuan-ti to secure the relic and his freedom. In doing so Forcas has opened a rift to an aberrant plane and brought forward an unfathomable creature to defend him. Just Cause must face off against Forcas, the creature and the remnants of the Yuan-ti to close the rift, thwart the cult and save themselves and Buck…

GM’s Note: Ongoing game. Current players have priority but welcome new players. Homebrew world and campaign. Group at level 13 and approaching endgame campaign arc.

Campaign Title: Moondrop

System: Torg Homebrew
Genre: Dark Fantasy
Content Rating: Mature
Player Experience: Any experience (my first time GM’ing Torg so we’ll learn together!)
Duration: Potential for multiple blocks
Number of Players: 4-6

Game Description:
In the age before memory, the moon shattered as the gods of humanity died and the world was ravaged by cataclysm. The survivors clustered around the only safe places, the old temples, and sites of power. Sanctuaries in a world now filled with primal wilderness and nightmarish creatures.

For millennia this was all anyone knew, time passed, and the world changed. The worship of the gods and religion was forgotten or forbidden. New powers and cultures emerged. The peoples of the world migrating as sanctuaries weakened and faded, seeking the new ones that sprung from the wilds. Relying on technology, faith in each other and alchemical magic to hold back the night.

And then the first Moondrop fell. A vestige of a dead gods power, giving the wielder the ability to call forth that god anew. For some a miracle, for others the curse of beings who had failed them damning the world to chaos.

The girl who found it became the seer, a traveller, weaving tales of a future unwritten and peoples unborn. Yet some saw her as a threat. Driving her into the darkness beyond the sanctuaries and destroying her texts. But not before a prophecy was spread. That in the year of the three stars a comet would pass, and the Moondrops fall. Giving those who found them a chance to take up the gods powers and restore them as their champions or fail and let humanity fade away.

GM’s Note: Newly written campaign around a concept I came up with about a month ago and tweaked game mechanics. Horror elements and mature content likely with some intrigue, feuding families and moral questioning.

Campaign Title: The Fall of Titans (Blood Harvest 5)

System: D&D 5e
Genre: Urban Spellpunk set in the Ravnica universe + Homebrew setting
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: 5

Games Description:
The final chapter in the Blood Harvest Campaign. How will the Guardians of the Guildpact stop the Sea Horse and prevent Ravnica from falling under dominion of the Nephilim.