Games for August 2018

Campaign Title: The Room Where It Happens (Part 1)
System: Savage Worlds (Deadlands: Reloaded)
Genre: Weird West
Content Rating: 18+ (mature/adults only)
Player Experience: Suitable for new and experienced players. Best for dedicated weekly players. Duration: 1+ blocks (start of a multi-block campaign)
Number of players: 3–5
Game description: The summer of 1882 is shaping up to be as hot, sticky, and humid as the last ten combined. There’s worse ways to keep cool than whiling away the hours on a paddle steamer on the Mississippi, taking in the sights as you sail by day after lazy day. From St Louis to New Orleans, the river towns of the Confederate States of America await your pleasure. Though the uneasy peace brokered between the Confederate and United States isn’t far off everyone’s minds, its hard to give a damn with all the frivolities available to those who’d prefer to forget…or be forgotten. The New Dynasty has been ploughing the waters for eight months without incident, but rumours still dog its wake. Whispers follow it to every town, talking of some bloodstained mystery that happened two years ago. Those who whisper too long, or too loudly, don’t return when the boat leaves port. The whispers continue just the same. Despite the rumours, the most powerful people in the South meet to talk, deal, and scheme together at the gambling tables and dance floors of the New Dynasty. Here, amongst it all, you are truly in the room where it happens.

GM’s Note: Deadlands is an alternate-history Western, with mad science, voodoo, card-sharp wizards, and horrors from beyond. This is a new campaign set in the same world as previous games, with all the consequences accumulated so far, suiting new and old players alike.

Campaign Title: The Fall of Evereast (Into the Wastelands the final chapter) (Part 3), Tales of the Shacklemen – Shipwrecked!!! (Part 1)
System: D&D 5E
Genre: Fantasy
Content Rating:
The Fall of Evereast: Likely bad language (when needed) so 18+.
Tales of the Shacklemen – Shipwrecked!!!: My content is 18+ (Just my preference for players).
Player Experience:
The Fall of Evereast: Knowledge of 5e expected: High RP, political, action adventure.
Tales of the Shacklemen – Shipwrecked!!!: Preferred regular attendance, role play confidence (all levels), system knowledge (all levels) but a passing knowledge of D&D 5e is useful.
Number of Players: 4-6
Game Description: The walls between the dimensions have been sealed but at a cost. The seemingly eternal source of magics holding Evereast aloft are fading from this plane, something was released the sealing to what end the heroes know not and as the party hurries home yet more problems await. Returning to a hub of society there will be new challenges, fresh adventures and new encounters, but time is not on anyone’s side and the city will fall…
Followed by: The crew of the SS Gaelors Wail are washed to the shore and only the officers have survived. The land of Jaspera stands before them arid and hostile. Will these vigilantes be able to acquire a ship and free the slaves they came to liberate?

Campaign Title: “Don’t play with fire, sharp objects, or ancient artifacts.” (Part 1)
System: Hero System
Genre: Very near future action and adventure
Content Rating: PG – yes, there will almost certainly be gunfire, but of a Glen A. Larson type
Player Experience: Pretty much any. I’m assuming most people won’t be familiar with Hero System, so it’s a fairly level playing field. Suitable for casual drop in and out as well as weekly play.
Duration: This block, at least to start with
Game description: A brief timeline:
Late 19th century – hundreds of mosques destroyed in Armenia
1914 – the historic library of Leuven burned down by the German army
1966 onwards – the cultural revolution in China destroys countless historical sites
1975-79 – the Khmer Rouge destroy hundreds of temples in-between murderous lunacy
80s and 90s – many historic sites damaged or destroyed in the Balkans
2001 – Taliban blows up the Buddhas of Bamiyan
2011 – over 40 historic mosques are destroyed in Bahrain
2012 – the holy man shrines of Timbuktu are demolished
2014 – the Tomb of Jonah and city of Hatra destroyed
2015 – temples of Bel and Baalshamin demolished, plus most of Nimrud
2016 – Mosul library burns
2017 – the Umayyad Mosque in the old city in Aleppo is destroyed.
2020 – civil war breaks out in China resulting in destruction on a huge scale
2022 – the disintegration of the USA accelerates worldwide chaos
2028 – Now. Enough is enough. The British Museum decides that Something Must Be Done and puts together a small elite force to send forth and rescue historical artifacts before it’s too late. That force is you. Yes, you. Go get ‘em.
Wanted: Mercs, explorers, academics, gentlemen/lady thieves, intelligence types, archeologists, etc.

GM’s Notes: You’ve probably heard Hero is a really complicated system (if you’ve heard of it at all). Well, it isn’t. I grant you character generation can take a little longer, but that’s because it’s all decided by you – no random factors. If you fancy playing, start giving a little thought to what sort of character you’d like to create!

Campaign Title: Adventures in the Hyborian Age (Part 1)
System: Conan 2d20 [https://www.modiphius.com/conan.html]
Genre: Sword & Sorcery (Fantasy) [https://en.wikipedia.org/wiki/Sword_and_sorcery]
Content Rating: Mature
Player Experience: Knowledge of system not expected, consistent attendance desired.
Number of Players: 3-5
Game Description: From the barbarian north, to the pictish wilds of the far west, and the ancient and strange lands of the south and east, the civilised lands of the Hyborian kingdoms exist in uneasy balance. Aquilonia hungrily eyes up it’s neighbours’ holdings whilst the Hyrkanians threaten to sweep from the eastern steppes, the savage Picts raid from the west and the barbarians are an ever present danger in the north.

These are the lands of the Hyborian age, in a time between the sinking of Atlantis and the great cataclysm that shaped the world as we know it today. This is your home and this is where you will carve a name for yourself with blade and bow! Travel exotic lands as you fight as mercenaries, plunder as pirates, explore long forgotten tombs, and battle evil sorcerers and unthinkable horrors from time before man.

Fate has brought you together. Now is the time for your adventures in the Hyborean Age!

By Crom!

GM’s Note: All materials required to play the game will be provided, players do not need to own any of the Conan 2d20 rulebooks. Your imagination and a handful of d20s is all that will be required!

Campaign Title: The Devil’s Backbone 2: Deuces are Wild (Part 2)
System: D&D 5e
Genre: Fantasy with maritime and treasure-hunt elements
Content Rating: Some mild adult content, innuendos and shallow humour.
Player Experience: Newcomers and veterans alike are welcome.
Number of Players: 3-6.
Game Description: 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. Do you have what it takes to make it in the race for fame and fortune and face the islands’ treacherous dangers?
The game will focus on treasure hunters, fortune seekers and explorers and will use official and unofficial D&D published material as a basis for parts of the story. The game will follow character development through the heroic tier levels (5-10).

GM’s Note: The DMs will switch seats playing and running the game sometime in the first few weeks of the block. While new players are very welcome, priority will be given to continuing players from the previous block.

Campaign Title: Seekers in the Swamp (Part 1)
System: D&D 5e
Genre: High fantasy
Content Rating: Contains adult themes; player discretion is advised.
Player Experience: Newcomers and experienced players alike are welcome, as long as they can commit to attending most sessions and are interested in plot and character development.
Number of Players: 4-6
Game Description: The stormy Lucidian Ocean crashes furiously against the rocky coasts of eastern Tal’Dorei, chewing inlets into the coastline and waving vast banks of impenetrable fog across the waters. Most ships that brave the tempests dock at the port town of Stilben, doing brisk trade with the burgeoning republic. The city is nestled in the sticky depths of the K’Tawl Swamp, and the lingering stink of marsh water and sulfur mingles with the humidity and the ever-present buzz of insects to produce an air of misery around Stilben’s outer districts. The city’s poor and disenfranchised, disparagingly called “muckdwellers”, struggle to make a meager living in the swamp’s murky waters. And yet, for all its flaws, Stilben is also a place of opportunity. Cultures clash, peoples mingle, and the opportunities are there for the taking — if you can but find the courage to seize them.

GM’s Note: The game is set in Matthew Mercer’s Exandria setting, popularised by the Critical Role stream. No familiarity with it is assumed, though I am aiming for a similar style of game.

Campaign Title: Chrononauts (Part 3)
System: BRP Genre: Sci fi/steam punk/time travel
Content Rating: PG
Player Experience: None required
Number of Players. 4-7
Game Description: Time travel is real and actually not that difficult to achieve. Discovering the secret of time travel is simple enough that individuals throughout history have done it with enough ingenuity or luck. Time machines are portable devices, usually small enough to fit into a pocket. They are very personal and precious items, powered by a small chunk of Chronosium crystal. A small society of time travellers now exists, welcoming new members who share their ideals. They call themselves the Chrononauts and are led by Ada Lovelace and the Founders, and operate from a base known as the Hub. At the centre of the Hub is part of the largest Chronosium crystal ever found, the Shard, which Ada has turned into a computer to monitor the timeline. The Chrononauts have strict rules about altering time. They describe anyone who alters time for their own gain (either ideological or monetary) as a Narcissist. It is against these people that the Chrononauts fight, and try to restore the time line to its pre-time travel state (referred to as the Pre-Change Alpha Timeline or PCAT).

Last season saw a small team of Hunters caught up in the middle of a temporal war, with both sides creating damage to the timeline. One faction were trying to prevent a Narcissist called Choronzon from being released from his eternal prison where he had been trapped by the descendants of Atlantis. The Chrononauts suffered a devastating biological attack, leaving their Founders dead or incapacitated. It is time for someone to step up and take charge because at the moment the Chrononauts are without leaders.

GM’s Note: This is an ongoing campaign so priority will be given to existing players, although new players are welcome too.

Campaign Title: Storm King’s Thunder – Into the depths + One shots etc to finish the block (Part 5)
System: D&D 5e
Genre: Fantasy
Content Rating: Better for mature players
Player Experience: Weekly players, not suitable for inexperienced players due to fairly high party level (9).
Number of players: 4-5
Game description: 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. The adventures have gone from the highest peaks to the deepest depths to find a way to re-establish the ordning of the giants and are now beginning to get to the bottom of the situation. Will the party be able to complete their quest, or will the allure of a profitable business get in their way?

GM’s Note: This is a continuation of an ongoing campaign. Priority will be given to existing players. New players are welcome and will start at a level comparable to the party. This will hopefully complete the adventure by the end of the block. Any spare weeks may continue to explore areas of the campaign or take the form of one shots or alternative games.

Campaign Title: A Company of Adventure (Part 1)
System: Dungeons and Dragons 5e
Genre: High Fantasy
Content Rating: 16 (Contains fantasy violence and references to alcohol/inebriation)
Player Experience: None required.
Number of Players: 4-6 Game
Description: After centuries of peace darkness has begun returning to the land. Evils that were long thought vanquished have stated to awaken and at the centre of it, an ancient horror of unfathomable power. In the midst of this, a small group of unlikely heroes have found themselves in ownership of a derelict Guild of Adventurers. Can they push back the darkness and restore the guild to its former glory? This campaign is set over many in-game years (with in-game time passing between sessions),  and utilizes the Downtime system to illustrate what happens during this time.

GM Note: This campaign is set in an original setting. Players will have the opportunity to create their own nations/cultures/deities which will be incorporated into the wider setting and story (or if they prefer, they can use pre existing ones).

Campaign Title: Tales from the Crystal Seas (Part 5)
System: D&D 5e
Genre: High Fantasy
Content Rating: Mature – Frequent peril, violence.
Player Experience: All welcome
Number of Players. 4-6
Game Description: Darkness has engulfed the steep valleys of the forest, the moon and stars themselves fading from the night sky. The vast crags of the ancient forest of Torindor now shrouded from sight by the rituals of Mirabethim, Matron of the Long Night. The crystalline obelisks are restless, splitting the earth and sea asunder, ebbing with untamed magical energies from the worlds beyond. The planes themselves spill forth, and those that seek to exploit their power are drawn to the realm. Tombs of ice flow down the Argent from the vast, broken glaciers of the Bonepeak Mountains, the Dragonkin within seeking their own vengeance upon the world, even in their undeath. Within it all and weary from battle, the Imperial colonists of Kilhold rest and wait, striving to unlock the secrets of the fallen city of Tel’Anarath, resilient against those who would seek their end.

GM Notes: Crystal Seas is an ongoing D&D campaign set in a homebrew world. Continuing players will have priority but new players will be welcome and will join in with the party at level 8.