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: 23 June – 11 August. The vote to select these games was held on 9 June 2020.
We currently have spaces in a few games: ask us for details.
Two years ago, in the Winter War, the Guard held off the weasels, but a great cost. Part of that cost was the fall of the town of Walnutpeck. Refugees in Sprucetuck and Gilpledge want to go back to their home. The Guard have been tasked to reopen the town, and your patrol is to take the lead. You'll have to cope with the dangers of the wilderness, the ever-present threat of weasel attack, and the mediating between the conflicting desires of the mice in the Territories.
Mouse Guard is a game of anthropomorphic mice, but it's not cute. It's about people struggling to make a difference for good in a hostile and dangerous world. It's about stepping up and being a hero when the easy thing is to run and hide.
- Who prepares the story? The players prepare long-term goals for their characters and pursue them. The GM prepares set-piece missions and the PCs participate in them. Everyone respects how these must combine to create good play.
- What can players contribute to the story/setting? Their character's thoughts, actions, and backstory; plus occasional story bits when they spend a resource (such as whimsy cards or hero points) or 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? Don't hurt my character without warning. Tell me what the consequences of failure could be and let me back out if I don't like it. At the same time, if you do dumb things, you character will die quickly.
- 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.
- Proposed by: Neil Smith
- System: Mouse Guard (2ed)
- Players: 3–5.
Haunts and Shadows
The Wolverton Research Group have found missing people, retrieved stolen property, and most recently taken on Jack the Ripper and his vampire baristas.
But the mission to protect people from supernatural predators is far from over, and the schemes of vampires, wizards and fae present a threat that only a team of liminals can handle.
Liminal is a game of urban fantasy and folk horror, taking inspiration from works such as Rivers of London, Neverwhere and The Dresden Files.
- Proposed by: Sue S
- System: Limnal
- Players: 3–6 (returning players have priority)
The Great Mist
In the world of Eberron, on the continent of Khorvaire, where the 5 nations of the Last war ended 4 years ago.The war came to an abrupt end when the nation of Cyre was destroyed over night. No one knows why or how all that is known is that day is known as the "Mourning" and is now marked as the end of the war. As members of the "Clifftop Adventures Guild" you have been selected to fulfill a contract on behalf of one the great 12 houses to travel to a town that borders what was once the nation of Cyre and investigate a new disease that the village has succumbed to. Is this disease the cause of the great mist that now surrounds where the great nation of Cyre lied or is there something else the citizens of Khorvaire need to worry about.....
This is an adventure that is designed for new DnD players since it will be taking players from lvl 1 and is aimed at new players to the club. The game will be ran via roll20 webcams are not required but is a preference.
- Proposed by: Andy T
- System: D&D 5e
- Players: 3–6
Amongst the glittering, crystal towers of Chiaroscuro chaos is growing. While urban Delzahn nobles plot to control the Tri Khan's heir, their nomadic cousins look on with contempt of the softness of their kin. In the windswept desert there is a whisper of a new god with their eye on Grandmother Bright's domain. The Realm, as ever, fears rebellion in its satrapies, and word on the street is the Wyld Hunt are coming, lured to the city by the presence of hidden Anathema.
That’s you, the Anathema, newly minted demigods branded demons by a world that believed you wiped out a thousand years ago. What will you do with the power you have been blessed with by the Unconquered Sun? Help Grandmother Bright defend her city, interpose yourself between the city's future leader and the nobles that would use him for their own gain or carve out an empire of your own.
The intention for this game is that it is largely player led, I will provide a setting and some antagonists, but the players will be expected to bring their own goals to drive the plot. Week 1 will be character gen and we will discuss character motivations, goals and where that plot is likely to go.
I would prefer players that have and are happy to use webcams. I find it quite difficult to run games for disembodied voices, I’m sorry if this rules out anyone that would otherwise be interested.
- Proposed by: Tom D
- System: Exalted 2e
- Players: 3–5
Keep on the Shadowfell
Is 5th ed at the club not tactical enough for you? Do you long for a simple game with tough enemies and complex tactics? Do you want to prove me wrong and prove 4e is horrible? Then come along to Keep on The Shadowfell.
4th edition gets a pretty bad rap but it's pretty damn good. We can run with pregens or you can make your own characters! Psionic Battleminds, Martial Warlords and Divine Seekers among the classes missing from 5e.
(Continuing from the previous long block.)
- Proposed by: Will M
- System: D&D 4e
- Setting: The Forgotten Realms
- Players: 4-5
- NB: I'm not changing it to 5e
Prisoners of the Wardrobe
The Time Lords of Gallifrey. An ancient, powerful, civilisation that was billions of years old when the Earth was still young. With the aid of their time ships, referred to as TARDISes, they were able to freely traverse the space-time continuum and were the near absolute masters of time and space. And then, just like that, they were gone. Ancient dusty legends, remembered only by the elder civilisations, say that they were wiped from existence in a terrible war that encompassed all of time and space. No more Gallifrey. No more TARDISes. No more Time Lords. Erased from reality, existing only in myths and half-remembered fables.
So it comes as a bit of a surprise when a non-existent TARDIS kidnaps a small group of Londoners ...
Yes, it's Doctor Who (only without the big blue box)! Adventures in time and space, everything that ever happened or ever will ... it all awaits you.
- Who prepares the story? The GM prepares the overall shape of the story, linear or branching. Players run their characters through these events. The GM gives hints to provide direction.
- What can players contribute to the story/setting? Their character's thoughts, actions, and backstory, plus occasional story bits when they spend a resource (such as whimsy cards or hero points) or make certain kinds of rolls, subject to GM's approval.
- The rules (including agreed house rules) will be: Followed, come what may.
- Player characters are: Expected to work together. Major conflicts might erupt and never see reconciliation.
- How brutal is the game? Whenever I miss a roll – and sometimes even when I make it – I want the situation to escalate. Combat in Doctor Who can be pretty lethal if you just walk up to a Dalek and challenge it to do its worse, but Doctor Who is rarely about standing toe-to-toe with alien monsters.
- 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: something the player and the GM should have set up ahead of time.
- Proposed by: Martin Goodson
- System: Doctor Who/Vortex (requires only a couple of d6, very easy to run online)
- Players: 3–5