This page is for info on the long block games we're currently playing/are about to play. You can also see the proposed games for the next long block, and the games we have played recently. The block calendar has the timing of what happens when.
These are games for Block 2: 17 April – 12 June 2018. The vote to select these games was held on 03 April 2018.
We currently have spaces in several games: ask us for details.
- 1 Room allocations by week
- 2 Horror on the Orient Express
- 3 A Red and Pleasant Land
- 4 We Are A Justice Sandwich!
- 5 Quest for the King II: Return of the King
- 6 Bequest of the Hummingbird
- 7 The Lucani Gambit
- 8 In the Shadow of the Pyramids
Room allocations by week
Room allocations will go up when they are done
Horror on the Orient Express
Continued from the previous block.
MAN DIES THREE TIMES IN ONE NIGHT!
A puzzling headline begins a front-page article found in the Times of London. Three men, all identical in identification, were found dead in the same room of the Chelsea Arms Hotel. All were dispatched in a similar manner stabbed through the heart.
Then the home of a valued friend burns to the ground, severely injuring him in the process. An odd summons, a surreptitious meeting, and a thousand-mile journey begins on the legendary rail service carrying the investigators to Constantinople, the Gateway of the Orient.
Horror on the Orient Express is one of the legendary Call of Cthulhu campaigns. It contains up to nineteen adventures spanning several eras. The majority of the story takes place in the 1920s, with a number of optional scenarios occurring in different eras. The main campaign sees the investigators journey to Paris and thence to the ancient city of Constantinople. With luck, they also return home.
This adventure ran at the club some years ago, and took around 18 months to complete (without many of the optional modules). I don't expect players to have to commit to the whole campaign - as the story follows the rail route across Europe a player who misses part of the story can easily rejoin - if they don't mind missing out on the plot, of course!
- Rules System: Call of Cthulhu 7th
- Players: 4–6
- GM: Amy Hewitt
A Red and Pleasant Land
Some women, some men and most children know that dreams leak. A lifetime of thinking it that way in your sleep can make a drawer on a drafting table three or four inches wider on a side. But there are longer lives than ours. And longer dreams.
There is a Red King, and he is terrible and he is tall. He wears a red crown. The long red years have made him strange and he hides from the sun, sleeping, his strange dreams making unseen days stranger. Sleeping, he dreams of ruin and of distortion— of an Antiland, reversed and red. When he opens his red eyes in the red night there is his red land: it is inverted, rigid, and wrong.
There is a cruel Heart Queen: she is in a different castle and she is on a different mountain and she sleeps in a different wooden box but she is also hiding and dreaming. She dreams into being a world unending, unbeginning, with wonder and murder, disruption and unreason. And melancholy green gardens. And it is there now. And hers.
Their home is called Voivodja but it has other names now: The Land the Gods Refuse To See. Zeu Orb. Orb Dumnezeu. Isten Vak. The Place of Unreason.
Players will be entering this crazy land to rescue a girl called Alice, but how they choose to achieve this is up to them. The setting borrows heavily from the madness of Alice in Wonderland, twisted in its logic and sanity - this is not your typical fantasy mythical-europe setting. We will be using Lamentations of the Flame Princess for the system with one or two additional house rules in place. LotFP is an OSR title and as such the system is very easy to pick up - no previous experience required.
We Are A Justice Sandwich!
I am mighty! I have a glow you cannot see! I have a heart as big as the moon-as warm as bathwater! We are superheroes man, we don't have time to be charming! The boots of evil were made for walkin'! We know the big picture, friend. We know the score. We are a public service, not glamor boys! Not captains of industry, not makers of things. Keep your vulgar moneys, we are a justice sandwich-no toppings necessary! Living rooms of America, do you catch my drift? Do you dig?
Superhero nonsense inspired by The Tick comic books and cartoon - with only the most ridiculous heros and villains allowed. Canon characters from the series may make an appearance. Face Dinosaur Neil, Chairface Chippendale, The Breadmaster and Eastern Bloc Robot Cowboy.
Masks is a system that supports all manner of super powers, but focusses much on a heros background, limitations and complications during the action. The adventure will be player led to an extent, with villains and situations based on your characters own backstories and history.
- System: Masks
- Number of Players : 3-5
- GM: Robin Poole
Quest for the King II: Return of the King
You ventured down into the tunnels beneath the Mountains of Nuh into the treacherous depths of the Iron Mines, avoiding the Drow, tendrilous monsters, and rocky pitfalls in search of King Avamere of Spall. The Queen is dying of a mysterious illness, and treachery lies at the heart of Spall. You must return the King from the frontlines of war to root out the source of this disease!
The Last Story...
Leading his armies against invaders from the west, King Avamere of Spall has pushed further into enemy territory, and further away from home. Left to rule in his stead, Queen Orelia of Spall has been afflicted with a terrible illness that slowly ebbs her life away. As Knights of Spall, the Queen has ordered you to head west in search of the King's army - both to warn him of this evil plot, and to summon him home before it is too late.
Last known to be beyond the western border of Spall, the King's armies are weeks away following their trail of battle. In order to reach him in time you will need to take a more direct route, be it cutting across the Blackmire, striking fearlessly into the Mountains of Nuh, or treading lightly into the ancient Dwarfhold of Gardin. Will you be able to reach the King, and bring him home before it is too late?
The Quest for the King is in your hands! The party must decide their route through the world, deciding betweens routes that are fast but perilous, or safe but slow. All characters are sworn Knights of Spall with an oath of duty and honour to the land and its people. Along the way there will be trials beyond forging a path, testing your commitment to the King, and your commitment to the People.
Characters are 5th level, standard array, with any mundane starting equipment you desire. A half-page backstory and character avatar will provide further bonuses that may prove vital on your journey.
Bequest of the Hummingbird
The airship Hummingbird has crashed on the nearby sky island of Feniveer. Captain Jaro-Jan and his crew perished in the crash. Jaro-Jan had no family, and granted his crew legal ownership of The Hummingbird upon his death. As the crew of The Hummingbird also perished in the crash, now those named in their wills now have ownership of The Hummingbird. Your father/mother was a crew member of The Hummingbird and you now find yourself owning an airship. All you need to do is retrieve it from the crash site on Feniveer, repair it, and bring it home. Simple right?
- System: D&D 5e
- Number of players 1+
- GM: John Holton
The Lucani Gambit
The Principality of Lucani is in revolt, with armed gangs of peasants roving the streets of the capital, L’Aquila. Who is behind it? Is the Contarini family, treasury stuffed from commerce, making a play for the Crown? Is this a veiled attack on the principality by neighbouring Villanova? Is it just a peasant revolt? Are Castillian refugees agitating to stir things up? And how is the powerful Principality of Bernoulli positioning to take advantage of the turmoil?
As trusted agents of Prince Michele Lucani, you have been tasked to get to the bottom of things, and quell the revolt. Have at it!
Seventh Sea is a swashbuckling game of adventure. Expect daring stunts, chilling intrigue, passionate romace, and more thrills in this adventure. PC's are capital-H Heroes, baddies are capital-V Villains; there are few shades of grey. Much of game will be driven by player-authored Stories, together with the plots of various Villains involved with… the Lucani Gambit!
- Who prepares the story? The GM prepares an overall story and goals for their NPCs. The players prepare goals for their PCs. Everyone pursues their goals.
- What can players contribute to the story/setting? Their character's thoughts, actions, and backstory, plus story bits when they spend a resource (such as whimsy cards or hero points) or define a Story for their PC.
- The rules will be: followed, come what may.
- Player characters are: expected to work together. Major conflicts might erupt but you'll patch them up given some time.
- How brutal is the game? Whenever I miss a roll – and sometimes even when I make it – I want the situation to escalate.
- Doing the smartest thing for your character's survival: generally isn't a concern or focus for this game.
- After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: only going to last until the other player characters find out and do something about it.
- System: 7th Sea (2ed)
- Number of players 3–5
- GM: Neil Smith
In the Shadow of the Pyramids
Saqqara, Egypt, 1932 AD:
A telegram from your most bitter rival has summoned you to the land of the pharaohs. You have always been drawn to the mysteries of Egypt, and so are eager to find out what Dr Schroder has uncovered beneath the sands, and why he would ask for your help.
Memphis, Egypt, 1797 BC:
The Pharaoh of Egypt has been assassinated. Was it a Canaanite spy, or a sinister conspiracy within the court itself? You are loyal servants of the crown, and it is your duty to find out who killed your monarch, and see that they pay for their crimes.
These two stories will weave together across the ages, as your actions in ancient Egypt influence your archaeological investigations in the 20th century. Dark forces are stirring beneath the sands of Egypt, and the fate of the world may soon be decided in the shadow of the pyramids…
Each player will portray two characters, in different periods of history. We will then alternate between their stories, as the modern characters learn more about events in the past.
- GM: Alex Barrett
- System: Call of Cthulhu/ Cthulhu Invictus
- Players: 3-6