Games for May 2018

Campaign Title: The Floating World 2: Float Fast, Float Furious
System: Modified BRP
Genre: Historical Fantasy
Players: 5
It’s been three months since Yuki Yukimira overthrew Kato Kiyomasa and became daimyo of Kumamoto Han, and unofficial Shogun of the newly independent Kyushu. She tasks her loyal retainers with travelling deep into Honshu to seek the truth to two important questions – are there any survivors of the imperial family, and where’s the real Tokugawa Ieyasu?

As the troupe journey farther from home and deeper into the belly of the demon, they’ll encounter new allies, new foes and new ways to get completely drunk as they take their theater show on the road. Who knows what awaits them in bustling Osaka?

Campaign Title: In tribute to all who have gone before
System: D&D5
Genre: Pre gen Fantasy
Players 5
Running Tales from the Yawning Portal + a few other ‘interesting’ encounters

Campaign title: Storm King’s Thunder – How do you see a giant King??
System: D&D 5e
Genre: Fantasy
Players 5
Ages ago, giants and dragons wages wars across the Savage Frontier. These battles are long forgotten by the human civilizations of today, but ancient relics remain. And now, the land shudders once more with each thunder of giant footsteps.

A trip to an oracle at the eye of the all father has set the adventurers once more around the Savage Frontier in search of a way into the Giant’s Lords court. Will the party once more bring peace to the area, or will those teleports go awry again???

Campaign Title: From the Wasteland
System: D&D 5E
Genre: Fantasy
Players 6
The party found themselves in the center of the Chorne Amel a land thought to be nothing but barran space instead they find themselves in a hub of shattered dimensional energy. They stand in the Inaugurate the original magical university and the pregenerator for the citadel of Evereast. They’ve seemingly cracked the mystery that brought them here, but the solution is yet to be found and the whole continent is held in danger as long as the magical radiation still effects the outside world, bringing sickness, madness and death. And even if a solution can be found consequences will effect the whole world…

Campaign Title: Within the Heart of Darkness
System: Deadlands (Savage Worlds)
Genre: Weird West
Players 5
The ceasefire between the United and Confederate States of America still holds as a tangled web of intrigue and deceit is unpicked from afar. However, the plans of the Reckoner’s and their servant, Jasper Stone, continue unimpeded.

Stone carries the Heart of Darkness, a black ghost rock diamond tied to Mayan myths of devastation and destruction. He now travels the West to improve its potency and fulfil the Reckoners desires.

Two ancient tomes hold answers; one can bring about the apocalypse, the other can stop it. Both are in Stone’s possession and no-one has a ghost rock diamond that can rival the size and clarity of the Heart of Darkness. No-one, except perhaps Dr Darius Hellstromme.

Perhaps something can be done with the name of the bloodthirsty Caribbean pirate, Captain Harkness. There is power in a name, albeit an incomplete one, and this evil wretch animates the cold and dead body of Jasper Stone. Subdued, yes, cowed, definitely, but possibly reachable and unlikely to favour their host.

Against this backdrop the posse struggles on. Great archeological discoveries have been made…that cannot be talked about. Former colleagues venture off to discover, what they believe is, the Fountain of Youth ahead of a prestigious conference. Family members have made pacts with demons too terrible to contemplate. A raven spirit guide fears making the same mistake twice with his latest stupid boy. Still, some have found a modicum of peace and forgiveness. At least until the shouting from Austin starts again.

Campaign Title: The Devil’s Backbone
System: D&D 5e
Genre: Fantasy with maritime and treasure-hunt elements
Players 6
The archipelago known as the Devil’s Backbone is a long and winded string of islands, most of which are uninhabited, and some even unexplored. They are a draw for fortune seekers, adventurers and treasure hunters who believe the islands are full of secrets. You find yourselves on board a cargo clipper headed for these southern isles. Your reasons for getting on the first ship available are your own, and you’re probably glad to leave them behind. When the ship arrives at its destination you can start anew, and maybe even find your fortunes in the unexplored south. That is, if you’ve got what it takes…

Campaign Title: Gangs of Necromunda
System: BRP*
Genre: Sci-Fi; Warhammer 40,000
Players 5
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?

Campaign title: Tyranny of Dragons (Season 7)
System: Dungeons & Dragons, 5th edition
Genre: High fantasy
Players 6
The Cult of the Dragon has cast a dark shadow over the land. They have looted, killed and enslaved, and they stand ready to complete their goal of summoning Tiamat, the Queen of Dragons, bodily into the world. Nobody dares oppose them.

Wait. Nobody? Not quite nobody — the Knights of the Floating Wizard have told the Council they need supplies, rallied their guys and mastered the element of surprise. While a castle rises to transport their allies to the Well of Dragons for a final desperate assault, our heroes are presently taking a break in one of the safest and most secure facilities in Thay. They’ll be back in time to lead the assault. Probably. If they find a way to leave.

Campaign Title: Crystal Seas – Torindor (Part 4)
System: D&D 5e
Genre: High Fantasy
Players 6
Two weeks from the Imperial heartlands, tucked into the crags of the ancient forest of Torindor lies the tiny village of Kilhold, now home to scores of labourers, soldiers, scholars and adventurers eager to plunder the abandoned, ruined city of Tel’Anarath. Yet even now the city has not given up all its secrets; the region’s crystalline obelisks, barriers between worlds, ebb with untamed magical energies, the fate of the cities previous residents still remains unknown to all, and dragons stalk the ruins seeking their relics of old.

But further investigations may have to wait. Midwinter has arrived and an unnatural cold hangs in the air. Darkness has engulfed the steep valleys of the forest, the moon and stars themselves fading from the night sky, and with it the foul servants of the fey hag Mirabethim, Matron of the Long Night, have descended from the caverns of the ragged Bonepeak mountains with their sights set on conquest.

Campaign Title: Into the Mists 2
System: D&D 5e
Genre: Gothic Horror (Ravenloft)
Players 5
The mists have trapped you in a dimension of dread: Barovia, a cursed land of nightmares. Ghosts haunt the streets, and werewolves prowl the forests, and the howls of other beings echo every corner of the land. Escape?! Escape is a hopeless endeavour… The local diviners can see your fate, every step and misstep, in the lay of their cards and, well… Try to stay alive, if you can.

Based off of the Curse of Strahd sourcebook with some divergence from the original material and homebrew rules.