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 4: 22 October - 10 December. The vote to select these games was held on 8 October.

We currently have spaces in one game: ask us for details.

Room allocations by week

Week Beechey Hall 2.1 2.2 2.3 3
22 October Milo & Sunshine Princes of the Apocalypse
Horror on the Orient Express
Cthulhu Gaslight Red Sky Charters Rumble in the Jungle Tarsius Problem
New World
29 October New World Milo & Sunshine
Cthulhu Gaslight
Princes of the Apocalypse Horror on the Orient Express Tarsius Problem Rumble in the Jungle
Red Sky Charters
5 November Horror on the Orient Express Red Sky Charters
New World
Rumble in the Jungle Milo & Sunshine Princes of the Apocalypse Tarsius Problem
Cthulhu Gaslight
12 November <Vacant> Tarsius Problem
Horror on the Orient Express
Rumble in the Jungle
Red Sky Charters New World Cthulhu Gaslight Princes of the Apocalypse
Milo & Sunshine
19 November Milo & Sunshine Rumble in the Jungle
Red Sky Charters
New World
Horror on the Orient Express Princes of the Apocalypse Tarsius Problem <Vacant>
26 November New World Rumble in the Jungle Cthulhu Gaslight Princes of the Apocalypse Red Sky Charters
Horror on the Orient Express
3 December Horror on the Orient Express Tarsius Problem Red Sky Charters Rumble in the Jungle Princes of the Apocalypse New World
Cthulhu Gaslight
10 December <Vacant> Princes of the Apocalypse
Tarsius Problem
New World Red Sky Charters Cthulhu Gaslight Rumble in the Jungle
Horror on the Orient Express

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

The Continuing Adventures of Milo Tealeaf and the Sunshine Experience

Continued from the previous block.

Since leaving your home village of Shambles, you’ve had quite the time of it. Giant Rats! Dryads! Skeletons! GERBLINS! You’ve seen a lot. You could say that you’re... very experienced. You’ve even snagged intern positions with the Adventurers’ Guild. Everything’s going so well!

Now, though, while trapped in the house of a long-dead mad mage trying to solve his stupid-ass skull puzzle, your AG tablet didn’t have any signal, and it turns out you’ve missed an urgent call to aid the town of Cartrest when it was under attack by the very goblin hoarde you’ve been trying to track across the Deep Dark Wood. Dagnabit!

Can you still prove to the Adventurers’ Guild that you deserve full membership and all the boons it offers? Can you do so whilst avoiding the interminably irritating paladin, Artemius, and his gang of asshats? Find out next Long Block, in the Continuing Adventures of Milo Tealeaf and the Sunshine Experience!

Game details

  • System: D&D 5e (Level 4)
  • Setting: Homebrew
  • Players: 4-6 [Priority to Returning Players]
  • GM: Jess E

Red Sky Charters

Harmony. A Native town of 4000 in the tropical island paradise of the Zion Islands, on the alien waterworld of Poseidon. The discovery of nearby deposits of Long John, the raw ingredient of immortality treatment, has brought 90,000 newcomers in the past three years. It's a fast-moving, free-wheeling kind of place, with Natives, prospectors, the GEO Earth government, Hanover Industries Incorporate State, and the local New Gaia Collective all looking to keep control of things.

In the middle of this is Red Sky Charters, a small family business with a bar and a long-range hydrofoil, doing all sorts of odd jobs for people around Harmony. You do what you must to keep body and soul together, without doing anything that will haunt you when you look in the mirror.

You recently somehow acquired a case full of Long John, worth millions. All you need to do now is sell it, without getting robbed or killed in the process.

Same page description

  • Who prepares the story? No-one plans anything. PCs and NPCs just do what seems right at that moment. This might or might not lead to a good story.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory; everything else is owned by the GM.
  • 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

Princes of the Apocalypse

Continued from the previous block.

Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.

Game details

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

The New World

You are convicts, found guilty of some slight or another against the Empire of Valasta. Fortunately for you your crimes were too petty to earn you a trip to the gallows. The authorities feel that you can still contribute to society, albeit from a great distance.

You are sentenced to transportation to the New World, and will be conveyed from this place to the plaza of the Star Gate, and thence to the penal colony of Fort Forell. There you shall be assigned such tasks as best suit your skills, and make new lives for yourselves as pioneers upon that mysterious Other Sphere.

This will be a kind of pulpy, steampunk D&D game, where the players are prisoners, on their way to a new life in a new world.

Game Details

Rumble in the Jungle

You are a crew of explorers and artefact hunters in the Third Horizon, so when a renowned dealer of antiquities contacts you on Coriolis to help him acquire an ancient idol that was found in Portal Builder ruins in the verdant jungles of Kua, your interest is piqued. It sounds like an easy job, but then so did the rescue mission on the Ghazali.

The first chapter of this story is written, but where you take it is up to you - a Coriolis-based sandbox story, it loosely continues from the previous long block (returners get priority). I intend to try out a ground-based mission, but I am sure there will be a chance to take to the stars and show off your Exo-Skills!

Game Details

  • GM: Frank G
  • System: Coriolis
  • Players: 3–5

Cthulu Gaslight Compendium

A collection of up to 4 new scenarios to play over the 8 weeks. Setting 1890s UK. More details to come on Voting Night.

Game Details

  • GM: Paul Fricker
  • System: Call of Cthulhu
  • Players: up to 6

The Tarsius Problem

An unlikely group of adventurers must seek to return home after being ripped away from their day-to-day lives by a mysterious magical artifact. However, not everything appears to be as it seems in this far away land, can the party trust the outwardly friendly citizens of Tarsius... or even each other.

The first session will be heavily focused around character creation and introductions. If you can't make the first session of the long block please don't apply as this will impact campaign mechanics.

Game Details

  • GM: George B
  • System: Standard D&D 5E Campaign with some home-brew content thrown in
  • Players: 5-6