Games for January 2024

This game block will run until end March 2024

Campaign Title: The Devil’s Backbone 25

System: D&D 5e
Genre: Fantasy Fever Dream
Content Rating: This is a work of fiction. Any similarity to actual people (living, dead or fictional), actual events, tv, films or any official source material, is purely coincidental and should be considered an accident.
Content Rating: Mild adult content, shallow humour, poor choices and misunderstood (by the DM) pop culture references.
Player Experience: Experienced RPG players who like the variety of all aspects of the game, it’s a Role Play heavy game.
Duration: The end of time
Number of Players: 5 but full at the moment

Game Description:

Its that time again dear readers where I summarise the calm and collected planning of these bands of adventures and try to remember everything that happened in three months……good luck everyone.. here we go. Following their entrance into the Lion City with surprise that it was real and that it existed quickly taken over by the surprise that it was a small pocket dimension cursed to live at the bottom of the sea for all eternity, with the bells toiling and the day resetting, with no memory except the Paladin/Bard are they doomed to live here forever. With a pair of succubus running the show they must be bad guys…right? Turns out they were trapped here for that The follows of The Morrigan could take and sacrifice a demon baby well it was still innocent but didn’t want the haste of the angry demon parents. With a handshake between a paladin and a demon and an agreement made (defiantly not a deal those are bad) they used a teleportation circle within the pocket dimension to leave. After escaping they started there drudge across the Dead Mans Meer to get to Neverwinter to try to get a ride back to Morgans ridge. With all the windows and artifacts in hand they must return to the temple of Danu.

 Adventures insue that included signing to a shambling mound to ask him not to eat them, fighting a black dragon who had a nasty slavers collar on that controlled its actions and a couple of close calls in the swamps they make there way back to Never winter. ON the travels Special Officer Honeybottom, resistant companion of the group relaised she was the new Keeper of Secrets and started to unlock what that might mean for her….small spoiler she is not going back to that desk job counting forms in Waterdeep. Finding there way to the Purple Winged Club to face one of the Morrigans champions and a key part of the curse that is currently on our Sorlock fighting ensued and another of there side fell. One of the items looted (cough) I mean investigated from the bodies was a set of chess like pieces in Black and Purple stone and one set in White and Blue that are perfect images of the two groups, who are the two humans??? Why is the dwarf figure of their kidnapped companion now changing colour and faceless and how can they be used??? More investigation will be needed.

On returning to Morgans ridge the group found a very antsy Brightbird who’s human “cousin” had come to tell her there were issues at home with a new death cult rising up. Without hesitation our group jumped into a portal made by a drunk druid and Hoped for the best. With Aarakora being murdered, Tabaxis being killed and a necromancer on the lose using a family of dragons with death collars on to provide them enough sacrifices to keep the Morrigan happy and raise the siblings mother from her grave. Nothing bad can happen there then. Mean while as all this is happening C&V decide to go to a mystery party they have been invited too, with a creep Dragon Cult themed ball that they are mysteriously the last too, they meet a couple of old friends, Arken the Cruel has started working with Violence and Cantrips and Despair was at the party. After Arken and Despair leave the party, one at least voluntarily they find a couple of juicy pieces of information, Tiemat has decided to ask for a diplomatic discussion with the Morrigan to solidify her powers in hell and Yampy has returned to try to become the most favioured of The Morrigans Champions, after his take over of hell wasn’t a complete success hes setting his eyes on the whole of the material plane instead, only problem is hes a necromancer who keeps changing bodies so who knows what he looks like now. With Champions to kill, slavers to destroy, Yampy to find what else will be install for the adventures next time I round up the last block….. we shall see!!!!!

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

Campaign Title: The Dracula Dossier

System: Night’s Black Agents (GUMSHOE)
Genre: Modern Action/Horror
Content Rating: Teens or thereabouts; horrors are predominantly fictional
Player Experience: Suitable for new players and old
Duration: Probably 2-4 blocks
Number of Players: 3-5

Game Description: You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly.

Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions.

But now it’s time to start asking them again. Because it turns out that Dracula isn’t a novel; it’s an after-action report of a nineteenth-century attempt by British intelligence to recruit a vampire, and it’s getting people – people you care about – killed.

Night’s Black Agents is a rules-modest investigative action game, where you play former spies fighting a vampire conspiracy. This game revolves around players reading an annotated version of Dracula and deriving clues and information from it; it also features hidden goals and so (possibly) light player-versus-player content.

GM’s Note: Suitable for any players; a love of modern spy fiction, or (re-)reading Dracula, is a plus.

Campaign Title: Waterdeep – Dragon Heist part 3

System: D&D 5e
Genre: Fantasy
Content Rating: mild adult content
Player Experience: none required
Duration: ongoing
Number of Players: 4-6 (currently full)
Game Description:

A heavily homebrewed take on Waterdeep: Dragon Heist. The adventure is set entirely within the titular city of Waterdeep, a heaving metropolis in which the PCs are small fish in a large pond who accidentally stumble into a power struggle between the city’s various quarrelling factions.

Having made a name for themselves in the city, the players have set about investigating the strange downfall of Lord Neverember and the disappearance of the fortune he embezzled from the city. All while variously getting side-tracked by haunted mansions, swashbuckling cat burglars, gang wars, and purple pawn shops

Campaign Title: The Road Goes Ever On

System: Free League (The One Ring)
Genre: Fantasy
Rating: Mild adult content, dark themes
Player Experience: All are welcome (But if we do get a full table I will have to sadly turn away any visitors, well-wishers or distant relations!)
Duration: Trialling for one block, if it goes well, I will see how long it continues.
Number of Players: 4 to 6 with 7 being absolute limit.

Game Description: It is the year 2965 of the Third Age (1365 Shire Reckoning) and the Shadow is returning. Twenty-four years ago, an alliance of Elves, Men and Dwarves defeated hordes of Gundabad Orcs and Wargs under a sky darkened by Giant Bats between the valley of The Lonely Mountain and the Ruins of Dale, inaugurating a new era of prosperity for the Free Peoples of Middle Earth. Alas, twenty years is a long time for peace to last and in many dark corners of the land a shadow is lengthening once again…rumours of strange things happening outside the borders of civilised lands are spreading with increasing regularity, trade caravans from the City of Dale and the Kingdom of Erebor are beginning to reduce in number, sightings of Warg packs running down from Angmar to Cardolan are becoming increasingly common, war drums and war horns blow frequently from the lands of Rhudaur and Dunlend and rumours monger about ruins of the lost realms containing treasures to make a man rich until his death bed…most brush these off as simple chitter chatter to scare children who misbehave; but not all. These are restless warriors, curious scholars and simple wanderers, always eager to seek what was lost or explore what was forgotten. Ordinary people call them adventurers and, when they prevail, hail them as heroes. But when they fail…no one will even remember their names…

Campaign title: Alfheim vol. 3: The Search for Spock Henryk

System: Old-school Essentials (Basic/Expert D&D)
Genre: Fantasy
Content rating: Mild innuendo
Player experience: Open to all
Duration: Open-ended
Number of players: 4-6 (full)
Game description:

The party have claimed a wizard’s tower as their own, explored the Valley of the Singing Stones, rescued the foolhardy Count Hesper from an eternity trapped in stone, and won entry to the fortress city of Grey. Will they discover the power behind the serpent cult? Will they find the missing King Henryk? Or will they fritter their thousands away in the many gambling dens the city has to offer? This is a sandbox campaign in which the players set their own goals, investigate any of the many (many) hooks the GM throws at them, and decide the fate of many. Players can expect lots of opportunities for roleplaying, fast but usually avoidable combats, whimsical magical items and absurd regional accents.

Campaign Title: Ravenloft: Into the Mist (Season 5)

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:

The three items of power have been acquired by the players, but at terrible costs. Now the players stand almost ready to take the fight to the Dark Lord himself, they just need to get a couple of small, not at all deadly things sorted first…Meanwhile the Dark Lord himself prepares to make his own moves, with the fate of Boravia hanging in the balance.

Ravenloft is a horror-based DnD 5e campaign, based on the Curse of Strahd adventure. At present there are no available places.

Campaign Title: Betamax Blues: Final Exams

System: Tales from the Loop
Genre: Sci-Fi/Mystery
Content Rating: Mature – mild threat, frequent innuendo.
Player Experience: Any, open to new players
Duration: Expected to be final block, but potential for one more.
Number of Players: 5-8 (currently full)

Game Description:

In the quest to understand the truth, our kids have taken it upon themselves to infiltrate the loop and find out what really happens in there. Their discovery: aliens exist and are being experimented on! The question now is, who should the kids be more scared of: the aliens, the agents trying to protect the secrets of the Loop, or the scientists who are willing to cross all lines in their pursuit for knowledge?

In our final block we will find out what the kids do with this information, and the impact it has on the town and their families.

You play kids in the 1980s, who are between the ages of 10 and 15. Living in Cornwall near the Loop, a giant particle accelerator built in the 1960s, strange things seem to happen. The adults seem oblivious to these occurrences and so it is up to this group of kids to explore and investigate the weirdness associated with the Loop.

GM’s Note: This is a role play heavy game with no official combat and no player character deaths. Ed will be GM for the majority of this block.

Campaign Title: Battlestar Myriad 8

System: BRP
Genre: Sci Fi
Content Rating: 16+
Player Experience: All players welcome
Duration: Multiple blocks
Number of Players: 4-7 (2 spaces)

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 Battlestar Myriad and its Rag Tag Fleet have finally shaken off the yoke of the Cylon occupying forces and jumped away to relative safety. They are now faced with a new challenge – the dead have resurrected in the same manner that Cylons do, but a number of questions remain unanswered. Are these people still the friends and family that they once were? Are they even human anymore? Do they have souls? Feelings are running high amongst the people within the ships of the fleet and the Oracle tells everyone she can about the blasphemy in their midst.

However, the test of Aphrodite’s Veil lies ahead and perhaps the old stories of treasure and monsters are true. The same questions remain about why Lena is so important, who is her father and why she draws the future. There are more pressing issues around why the rebel Cylons have set up camp on board the Myriad and what exactly Nereus has done to them all. Can the snake of rebirth, the apple of knowledge, the tree of life, the light of sentience, and the electricity of retribution combine to complete the prophecy and eventually lead the fleet home? Perhaps, but only if everyone works together and Leonidas Crolp is not known for his love of cooperation.

GM’s Note: This is an ongoing game and priority will be given to existing players. So say we all!

Campaign Title: Guilds of Emberwatch, Season 5

System: D&D 5E
Genre: Dark Fantasy
Content Rating: Mature
Player Experience: All welcome
Duration: Multiple blocks
Number of Players: 4-5 (full)

Game Description: Welcome to the Peaks. The area east of Darkwater, where adventurers, exiles and criminal gangs cross into, usually not to ever return. The only bridge spans the river just outside the gates of Emberwatch.

A party of adventurers crossed that bridge more than four months ago and have since then achieved reasonable successes under protection of the powerful Baron Everard, the absolute but (apparently) benevolent ruler of Warlton Keep.

This, however, wasn’t enough for them. They found a legend of four ancient draconic artifacts which, when held together, would summon Argon – a powerful red dragon who had ruled the Realm millennia ago with an iron fist. Two of the artifacts – the Sceptre and the Crown appear to be now (not without the adventurers’ assistance in exchange for earthly riches) in possession of the dragonborn of Sladefort who seek revenge on humankind.

The other two – the Pendant and the Ring have long been lost. One of the ancient dragonlords who wielded them crossed the Mountains of Darkness centuries ago never to return. This might be for the best…

But the adventurers decided they want the Pendant in their hands. This means they found themselves in the far north, crossing the sky-reaching Mountains of Darkness at the height of winter. As they soon realised that it’s close to suicide, they decided to go for the underground tunnels. These appear to have been abandoned for centuries. But are they? And what awaits on the other side?

GM’s Note: This is an ongoing campaign and current players have priority. 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 8.

Campaign Title: Moondrop Season 4

System: Torg Homebrew
Genre: Dark Fantasy
Content Rating: Mature
Player Experience: Any experience
Duration: Until the players campaign is done (maybe).
Number of Players: 4-6 (1 spaces available)
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 filled with primeval wilderness, corrupting mists, and nightmarish creatures.

It has been 3000 years since the cataclysm and the comet of the three stars has heralded the fall of the Moondrops. Remnants of the dead god’s powers and consciousness. Giving those that find them a chance to become the god’s champions and restore them to power.

Unfortunately, things are not proceeding as hoped.

The Champions have fled Ebonstown. The city is in lockdown as the Ebonsova and their Grey allies search for the remnants of the skinwalker cult and scramble to assess the damage done to the Sanctuaries protections.

Among them stalks Hush, Nightmare Champion, disguised in Grey, as keen as the allies to find those who killed his disciples and enact his revenge.

Yet despite the chaos left in their wake The Champions recently found a moments peace.

The Primal Champion Lady Woods has seen them to safety and The Princess of Amai Mizu has healed their corruption. Stories have been told, secrets of the past revealed, and a way forward gleaned. The Champions now rewrite their history, forge new identities, and hopefully make new friends.

But time is passing quickly and word of events in Ebonstown has spread among the Great Houses. The Grey are on the hunt and know much, but maybe not all of it is true. The Cult, whilst dealt a painful blow, stretches its tendrils, unleashing its minions, creatures and worse. Hush, having seen into the mind of one of The Champions knows their weakness.

Will The Champions be able to stop what is coming or is their attention turned elsewhere? For the Golden Crescent offers many opportunities and The Champions have need of power and alliances.

GM’s Note: This is an ongoing dark fantasy game with horror elements, mature content, political intrigue, feuding families, moral questioning, and player character choices having a big impact on the world.

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. The fires of destruction, chaos and madness have burned for some time now… they look to be morphing into a roaring blaze…

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, Just Cause have found themselves at the forefront of the continent’s official response to the Cult of True Creation. Set with a mission by the Golden Council themselves, the leaders of the nations of Creega, Just Cause travelled to the wasteland tundra nation of Averfall. After liberating the town of Kori in an attack of coordinated chaos, an arduous journey across the frozen wastes, and a time twisting, mind bending infiltration of the magical fortress known as The Marble Bastion, Just Cause returned triumphant to the continent capital of Gullsete. Through an impressive display of magical prowess Just Cause enfeebled the mind of Malic Ironsack (Kalow’s brother…) preventing him from stealing The Timekeerers Hourglass – a powerful magical artefact capable of manipulating time, thus preventing a likely disaster… Back in Gullsete Just Cause continue to liaise with The Golden Council awaiting and planning for the next phase in the process of putting a stop the Cult of True Creation…

GM’s Note: Ongoing game. Current players have priority but welcome new players. Homebrew world and campaign. Group at level 15 and approaching endgame campaign arc.