Games for November 2016

Sun, Sea, Sand and… Slaughter
‘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!

Coil of the Twin Serpents
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.

Murder on the Hellstromme Express
Game description: Take a ride on one of the most advanced trains of the day, barreling out of Chicago straight for the Kansas Scientific Exposition and the cutthroat competition to win a contract with Hellstromme Industries. What could possibly go wrong on a train full of competitive Mad Scientists who routinely tinker until reality has bent (or straightened) to their will?  What will your posse do with all that time on their hands, much less the axle grease and the blood?

Watch out for mysterious concoctions, dangerous elixirs, ravaging machina, hair-raisin’ peril, and ol’-fashioned human motivation of all sorts if you want to make it to Kansas in one piece.

Supernatural: Dark Isles
“Saving people, hunting things, the family business.”

Athelhampton Hall has a reputation for being haunted, but most people think that’s just a load of old superstition. It is definitely old, so old that it’s picked up a fair few legends and stories. They say that a Grey Lady stalks the rooms in the east wing. There’s also a spectral ape that’s occasionally seen, and was apparently the experimental subject of one of the former lords of the manor. However, it’s all been quiet recently… right up until a BBC film crew decide to use it as a location for their latest period drama. That’s when things start to get really weird.

To make matters worse, this is only the beginning of something bigger and more terrifying than just one haunted house. It’s just lucky that there are Hunters out there to protect the innocent from whatever that might be.

Hoard of the Dragon Queen
The Sword Cost of Faerûn, wild and untamed, brims with possibilities for budding adventurers. Protectors of the innocent, seekers of ancient lore, power-hungry mages and underhanded tricksters vie for fortune and recognition, and there is no shortage of work for young men and women willing to travel these lands.

But away from the bustling cities, something sinister stirs, and the first tremors of its approach are just beginning to be felt in the outskirts of civilisation. A dark shadow looms over the prosperous hamlets and towns of the Greenfields, and a glint of gold proves to be a powerful lure. Things are about to become very interesting… and as the threat of annihilation forces erstwhile enemies to make common cause, the need for heroes is more desperate than ever before!

Out of the Abyss
Deep beneath the surface of the world lies the Underdark, a realm of endless labyrinthine tunnels and caverns where the sun never shines. This realm is filled with races and creatures too numerous to count or list, and foremost among these are the dark elves – the drow. Hated and feared even by their fellow dwellers in darkness, the drow raid other settlements in the Underdark as well as the surface wold, taking prisoners back with them. Rendered unconscious with poison, then collared and shackled, these prisoners are eventually sold as slaves or entertainment in the dark elves’ subterranean cities.

You have had the misfortune of falling to such a fate. Captured by the drow, you are prisoners at a drow outpost, awaiting transportation to Menzoberranzan, the City of Spiders. Your only options: submit to the dark elves, or escape and find your way back to the surface…

The Shackles of Loyalty
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?