Current games

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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 3: 6 August – 23 September. The vote to select these games was held on 23 July.

We currently have spaces in several games: ask us for details.

Room allocations by week

Week Beechey Hall 2.1 2.2 2.3 3
6 August Princes of the Apocalypse Horror on the Orient Express Five on Adventure Edge of the Map Last Voyage of Ghazali Darkening of Mirkwood
13 August <Vacant> Princes of the Apocalypse Five on Adventure Horror on the Orient Express Zug Zug Edge of the Map
20 August Five on Adventure <Free> Zug Zug Princes of the Apocalypse Edge of the Map Horror on the Orient Express
27 August Darkening of Mirkwood Princes of the Apocalypse Zug Zug Five on Adventure Last Voyage of Ghazali Edge of the Map
Horror on the Orient Express
3 September Edge of the Map Darkening of Mirkwood Five on Adventure Horror on the Orient Express Princes of the Apocalypse Last Voyage of Ghazali
Zug Zug
10 September <Vacant> Horror on the Orient Express
Darkening of Mirkwood
Zug Zug Last Voyage of Ghazali Edge of the Map Princes of the Apocalypse
Five on Adventure
17 September Horror on the Orient Express Princes of the Apocalypse Darkening of Mirkwood Five on Adventure Last Voyage of Ghazali Edge of the Map
Zug Zug
24 September Five on Adventure Horror on the Orient Express Zug Zug Edge of the Map Darkening of Mirkwood Last Voyage of Ghazali
Princes of the Apocalypse

Horror on the Orient Express

Continued from the previous block.


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!

Game details

  • Rules System: Call of Cthulhu 7th
  • Players: 4–6
  • GM: Amy Hewitt

The Edge of the Map

Continued from the previous block.

In a world of myth and magic, there might actually be dragons… We are pioneers, heading into unexplored territory in search of a new life. For one reason or another we have chosen to leave civilisation behind and venture into the wilds. No one knows what lies beyond the Barrier Peaks, and few explorers have ventured there and returned. But war, plague or another calamity has meant that the settled lands that were once our home are no longer as appealing. We’re sure we can make a bright future for ourselves in the Wilderlands, even if we have to fight to do so.

How it will work

This will be a fifth edition Dungeons & Dragons campaign with a difference. The position of DM will rotate among the players as the campaign progresses, with each participant writing an “episode” before handing the reins to the next player. I will fill the role of “showrunner”. I will run the first episode, and liase with the rest of our “writers room” about their ideas. I will work to schedule the episodes in a sensible order, giving everyone sufficient time to plan their games. I will also have an episode up my sleeve in case we need to fill a gap at short notice. These episodes will probably last two weeks, so that we have time to explore that story before moving on to the next. We’ll gradually fill in a map as we go, so no one will have an overall idea of where we are going until we discover it! By the end of the campaign we should have created a new, shared world, which any of us can use for other games going forwards. My hope is that this will give some players who don’t generally DM a quick and easy way to try it out, and hopefully get hooked! Not everyone in the group will need to DM, but hopefully most will consider giving it a try. Ideally we need three or four GMs to get this to work. If it proves successful we may run into the short block, or pitch a second long block, to ensure that everyone who wants to gets a turn in the DM’s chair.


  • Session 1: Character Creation, and concept meeting. We will build our characters, and work together to figure out the basic parameters of the world and setting. I will discuss ideas with those planning to DM, and we shall set up an approximate schedule for when each DM is to take over.
  • Session 2: The Edge of the Map, I will run the introductory adventure, as our characters set off into the wilderness
  • Session 3: DM 2 takes over…
  • Session 4: DM 2 wraps up their episode and hands over to the next DM…
  • Session 5: DM 3 takes over…
  • Session 6: DM 3 wraps up their episode and hands over to the next DM…
  • Session 7: DM 4 takes over…
  • Session 8: DM 4 wraps up their episode and hands over to the next DM…

Game Details

  • GM: Alex Barrett, John Holton, Cameron Parmar, et al.
  • Players: 3-4 additional players and the advertised GMs.
  • System: Dungeons and Dragons fifth edition.

The Darkening of Mirkwood

Continued from the previous block.

The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on – unless a fellowship of heroes step forward and hold back the gloom.

This is a Middle Earth / Lord of the Rings campaign that tells the story of the growing power of the Necromancer (Sauron) in the years between the events in The Hobbit and The Lord of the Rings. The PCs will be people with a stake in Mirkwood, perhaps Free Folk in and around the forest. They will have homes and families to defend and draw strength from. They will be heroes, struggling against the forces of Darkness as they grow and strengthen.

The One Ring is a system designed to emulate the feel of the Lord of the Rings books, with heroes performing great deeds despite the corrupting influence of the Shadow. As with Lord of the Rings, the landscape is a key part and journeys through the wilderness are a big part of play.

This could easily become a multi-block campaign if people want it.

Note that I'm not a Middle Earth expert, so there will be plenty of scope for this game to diverge from "canon".

Same page description

  • Who prepares the story? The GM prepares the overall shape of the story, linear or branching. Players run their characters through these events.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory, plus occasional story bits when they make certain kinds of rolls, subject to GM's approval.
  • 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? Tell me what the consequences of failure could be before I do something. But sometimes, there are no good choices.
  • Doing the smartest thing for your character's survival: sometimes isn't as important as other choices.
  • After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: where the character becomes an NPC, right away or fairly soon.

Game details

  • Proposed by: Neil Smith
  • System: The One Ring
  • Players: 4–6

Princes of the Apocalypse

Continued from the previous block.

Details to follow.

Game details

  • Proposed by: Kieran Magill
  • System: D&D 5ed
  • Players: 4–6

The Last Voyage of the Ghazali

Echoes from the past, voices speaking about the important task ahead. Captain Ia Kaschares: “The Tsurabi colony has sent us a distress call and we are part of the response team. What we can expect to find after the jump to Taoan is not clear. You’ve all heard the message. We are being escorted by a Legion destroyer, the Zafirah, and we make the final jump immediately after her.”

The urgency of the present: Flashing red and white lights, blaring alarms, a heavy head, unresponsive limbs. You must have come out of stasis too soon. No orders, no updates – just the cold floor beneath your feet and a body reluctant to move. Your fingers remember the code to your footlocker, and you clumsily put on your gear. You ask for more light, your voice hoarse. Nothing happens. You call out to the central computer but get no answer. You look at the spiral staircase climbing upward into the dark. Flashing white pulses in the red light strips along the floor.

Emergency lighting.


System details

A MYZ Engine (D6) game like Tales from the Loop, Coriolis pitches itself as Arabian Nights in Space and goes for a Firefly vibe. Its cultural background is amazingly detailed, with religious and corporate factions, alien technology and emerging mystical powers.

If you want to find out more about the system / setting, have a look at the first two videos on this playlist.

Same page description

  • Who prepares the story? The story is based on the published scenario by the same name
  • What can players contribute to the story/setting? Character creation is a joint effort, i.e. the crew of a ship gets created together and you can basically pick as a group what you want to play. Traders, Space Jockeys, Spies, Mercenaries ... the Horizon is your oyster. You also get to design your ship!
  • The rules will be: followed, as far as I can remember them... first time running this.
  • Player characters are: expected to work together. You may have different individual agendas, but you are one crew and you need to work together to survive...
  • How brutal is the game? Combat is quite deadly and characters can go splat quickly, but we will find a way to keep the player going.
  • Doing the smartest thing for your character's survival: will feature as necessity

Game details

  • Proposed by: Frank G
  • System: Coriolis
  • Players: 3–6

Five Go On An Adventure

The villagers of Shambles are sick of your shit. You and your friends grew up in this cosy countryside village, where very little that's interesting or exciting ever goes on. It's a slow, comfortable sort of a place, but the five of you have always wanted... more. Always wanted to be just like the cool adventurers that sometimes travel through the village. They're awesome heroes, living their best lives!

You've been practising investigating, had a go at some daring rescues... ok, sure, it turned out they didn't need rescuing, but it's still all good practice! Yes, there was The Incident with the barn, but it's all in the name of heroics...

The other villagers are somewhat... unappreciative of your efforts. Something about you causing infinitely more trouble than you're worth. They want you and your friends and that bloody dog gone, and they want you gone yesterday.

So it looks like the five of you are hitting the open road, armed with nought but basic weapons and some big hero dreams.

It's time to meet your DESTINY! What could possibly go wrong?

This is a lighthearted adventure romp set in a homebrew world, running on 5e. Emphasis on silliness, fun and team bonding. Should be a super fun introduction for beginners, or a nice relaxing jolly for more experienced players. The game embodiment of chaotic good. Heroes wanted, apply within!

Same page description

  • Who prepares the story? Me, the DM. Hello! The adventure is inspired by an assortment of published modules, adapted and set in a homebrew world.
  • What can players contribute to the story/setting? This adventure will be character-focused - your choices and group dynamics are what will make it awesome!
  • The rules will be: largely followed by me, but narrative and drama are more important than rigid rule following. By the players, probably... bent almost to breaking point.
  • Player characters are: 100% on the same team. You are best friends since childhood, and there needs to be camaraderie.
  • How brutal is the game? If you're super stupid, you will die. To avoid being handed a new character sheet mid-game, work as a team!
  • Doing the smartest thing for your character's survival: is somewhat important, but a degree of reckless bravery, especially to protect your friends, is to be rewarded.

Game details

  • Proposed by: Jess
  • System: D&D 5ed (homebrew setting)
  • Players: 5

Zug Zug

The game is set in the World of Warcraft where players will be exploring the continent of Kalimdor or The Eastern Kingdoms depending on who the players wish to pledge their allegiance to.

The game rules are based on DnD 5e but uses custom classes and races to match the setting.

If you don't know anything about Warcraft setting then don't worry it will just be a normal fantasy exploring game with investigation, combat and role play.

Game details

  • Proposed by: Andrew T
  • Players : 3–6
  • System : D&D 5e ish