Games for August 2016

Curse of Strahd (D&D 5e)
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner — and you are invited.
This campaign is based around light Gothic horror roleplaying, with significantly less combat and dungeoneering than a typical D&D game. Don’t sign up if you’re looking for a hack-and-slash; do sign up if you want to:
• Explore a mix of fantasy empowerment and subtle horror,
• Balance exploration and socialising with combat,
• Play as crusaders – or defilers – in a dark land, or
• Experience an update of one of the best regarded D&D modules ever.

Sun, Sea, Sand… and Slaughter (D&D 5e)
‘The Fair Isles Shipping Company sought teams of hardy adventurers to sail the Whitewyrm Seas, claim the treasures of the Ziggurat of Ahkantoum and return within one month for presentation at the Summer Ball of his undimming radiance, the eternally benevolent Harim Da’Sal.
The GEEKs (Great Explorers and Expert Killers) accepted this challenge and, traversing the wild oceans with their jolly goblin crew, have uncovered a continent of warring fishmen and lizardfolk, blood red ore seeping through the soil that turns those mining it into gnashing maniacs and explosive attempts by the Fair Isles to expand their empire. All this and Gods too!
Party participants as perpetually petrified pigeon perches. Sentient shambling swamp swarms swallowing stricken, screaming striving saviours. A party in peril without a plan. Hopeless heroes facing hostile hordes.
Intrigue! Derring Do!
Alliteration!

The Shackles of Loyalty (D&D 5e)
A slice of bad luck (or is it fate) lands the disparate PCs in a chain-gang sent to fortify the northern borders of the Ductalian empire from raiding pirates. Between learning to operate a siege machine, the effects of the other prisoners, long patrols and terrifying commanders, will they live long enough to slip free of the shackles that keep them loyal to their task?

Coil of the Twin Serpents (D&D 5e)
For over two centuries, the former penal colony of Silver Reach has stood as a gateway to the lush jungle world of Mazimaru. Now a formidable trading post of the new world, merchants and adventurers alike are attracted to the promise of fortune on its distant shores.

However, the city is not short of troubles; the people find themselves beholden to the cruel taskmasters who vie for control of a city now overseen by the church of Bane, whilst an awakening within the native Saurial, an ancient and civilised mix of lizard and serpent kin, now threatens the stability of the continent.

Gangs of Necromunda (Modified BRP)
Descend into the depths of the underhive of Hive Primus, the largest hive city of Necromunda. Many people delve the depths of the bad zones, looking for opportunities, escaping the law, or looking for adventure. Whatever reasons you have come, your goals are best served by joining one of the many gangs of the underhive. Do you have what it takes to make your fortune and survive? Or will you become one of the many corpses that find their way to the recycling vats?

Millennium (Modified BRP)
Last time on Millennium the team found themselves stranded on an alien colony ship with a mysterious ally who seemed to know more than they were letting on. As the team explored it became obvious that not all was as it first seemed. The crew were remarkably similar to humans, the technology, though advanced, based on similar principles and a chance encounter with a survivor left them with even more questions. What was the alien not telling the team? What were the other strains of The Devourer? Was the ship crewed by progenitor humans and were they meant to find it? Why were the VI’s keeping secrets and what happened to the Ulysses? With the team having escaped a Keeceeka ambush in a salvaged corvette it’s time to uncover the truth about what’s really going on.