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: 18 September – 6 November 2018. The vote to select these games was held on 4 September 2018.
We currently have spaces in several games: ask us for details.
- 1 Room allocations by week
- 2 Scion - The Tides of Revelation
- 3 Horror on the Orient Express
- 4 Terra Incognita
- 5 Dragon's Hoard
- 6 Dead of Winter
- 7 Maze of the Blue Medusa
- 8 The Watch
- 9 Untitled D&D
Room allocations by week
|18 September||Blue Medusa||Horror Orient Express||Dragon's Hoard||Tides of Revelation & Dead of Winter||Terra Incognita & The Watch||<Vacant>|
|25 September||Blue Medusa||Tides of Revelation||Terra Incognita||Dragon's Hoard & Horror Orient Express||Dead of Winter & The Watch||<Vacant>|
|2 October||Blue Medusa||Dead of Winter||The Watch||Tides of Revelation & Dragon's Hoard||Terra Incognita & Horror Orient Express||<Vacant>|
|9 October||<Vacant>||The Watch||Horror Orient Express||Tides of Revelation & Dragon's Hoard||Terra Incognita & Dead of Winter||Blue Medusa & Untitled D&D|
|16 October||Blue Medusa||Terra Incognita||Dead of Winter||Tides of Revelation & The Watch||Horror Orient Express & Untitled D&D||Dragon's Hoard|
|23 October||Blue Medusa||Dragon's Hoard||Terra Incognita||Tides of Revelation & Dead of Winter||The Watch & Untitled D&D||Horror Orient Express|
|30 October||Blue Medusa||Untitled D&D||Dead of Winter||Terra Incognita & Horror Orient Express||Dragon's Hoard & The Watch||Tides of Revelation|
|6 November||Blue Medusa||Untitled D&D||Tides of Revelation||Horror Orient Express & Dead of Winter||Terra Incognita & Dragon's Hoard||The Watch|
Scion - The Tides of Revelation
Welcome to The World, a modern universe like our own, people still post on Facebook, look thing up on google and travel around in cars, the one difference, in The World the old gods never went away, monotheism rose, the Pope still lives in the Vatican but equally the High priest of Athena still holds sacrifices at the Parthenon in Athens. The reason for this are Scions the children of the gods, half mortal and half divine, many of them exist, only a few of them ever learn of their heritage, and even less fulfil their destinies. The players will be the unacknowledged children of gods, not that they know that, who find themselves drawn to the small Californian town of Revelation where they will start to discover the truth of where they have come from and where possibly they may be going
- System: Scion
- Players: 4-6
- GM: Jon Carter
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
- Worse things happen at sea... This game is continuing from the current block, as we join the crew of the HMS Venture on their historic voyage of discovery. Returning Shipmates will naturally have priority.
“They stand before the rising tide, and in the bitter sway,
Light lamps to guide them home again, who’ve sailed so far away,
And watch and wait for those who’ve sailed beyond the sight of land.
And never now shall come again, to that familiar strand.”
“Requiem for lost Mariners”
Since time immemorial the exotic cargoes of the Orient have been transported along the winding “silk roads”, a perilous route across five thousand miles of desert and wilderness, through a dozen petty kingdoms, and an empire where the use of magic is punishable by death.
The great trading houses of the Utter East have long offered a lucrative contract to any nation, guild, or merchant company who could chart a shorter maritime route. However, the western ocean has remained a perilous frontier. There has never been a reliable method of measuring longitude from the deck of a moving ship and so no one who set out on such a voyage has ever succeeded.
You are the officers and crew of the HMS Venture. For years you have patrolled the coast, dealing with smugglers, wreckers, and the occasional privateer. Now your nation’s wizards believe that they have solved the “longitude problem” and a crew is being assembled to sail beyond the edges of the map, to explore strange new lands, seek out new civilisations, and attempt the circumnavigation of the world.
Dare you embark on a mission of exploration the likes of which the world has never seen? After all… here there be dragons…
This will be a swashbuckling adventure of exploration on the high seas. I will have lots of maps, you will have a tall ship, and a star to steer by. Exactly what happens will depend on which course you chart, and how well you navigate. Expect to encounter; storms, pirates, islands, sea monsters, pirates, sextants, and probably more pirates. I suspect that this game will run for a couple of blocks. As tempting as "Around the World in Eightis Weeks" would have been as a title, it will take a bit longer.
- System: Dungeons and Dragons 5th edition.
- Players: 2-6
- GM: Alex Barrett
“When you play the game of thrones, you win or you die.”
Even years after the fall of House Targaryen, their legacy is not forgotten. When a band of ruffians bound for the Wall seek shelter for the night, one of them reveals a secret that sparks a quest across Westeros and even the Narrow Sea to Braavos, seeking the clues to reveal the location of untold riches: part of the Targaryen treasury, spirited away in the final days of Robert's Rebellion! But our heroes are not the only ones seeking the lost dragon's hoard, and their rivals will stop at nothing to beat them to it and claim it for themselves. In the end will it be riches…or ruin?
Players will be a part of the same House, created during character creation. The Quickstart rules will give you an idea of how the system works, which can be found here: 
Warning: This could, on paper, span multiple blocks but we can review during the block if the preference is to have it run one block after the other, or to allow breaks between.
- System: A Song of Ice and Fire: Game of Thrones Edition
- Players: 3-5
- GM: Oli Palmer
Dead of Winter
Cant say much about this as I don't know the details myself. All I know is we will be play testing a new campaign for Call of Cthulhu set in 1930s Russia.
- System: Call of Cthulhu 7th Edition
- Players: 3-5
- GM: Matt Nott
Maze of the Blue Medusa
It's a D&D-style game
- System: Lamenations of the Flame Princess
- Players: up to 6
- GM: Paul Fricker
Winner of the most recent Indie RPG Game of the Year award
Four months ago, The Shadow attacked without warning, overwhelming the border clans with superior numbers and the unnatural strength of the Shadow-held. Accustomed to dealing with raiders, the border clans initially attempted to fight back, but the men of the clans were too susceptible to the call of the Shadow; during those early desperate battles, most men turned against the clans, swelling the ranks of the Shadow’s army.
The chaos that resulted almost shattered the clans. News of the Shadow created new feuds and fanned the flame of old hatreds. But ultimately, as the Shadow’s army pushed further and further into clan lands, clan divisions were set aside in the name of survival. It was clear that if the clans were to remain free of the Shadow’s taint, they would have to stand together.
You are a soldier of the Watch, tasked with defending the new border and reclaiming the land taken by the Shadow. You have lost so much in a short time—clan, custom, land, and loved ones—that it sometimes leaves you breathless. You stand together with your comrades-in-arms in defence of the people, but though the clans were dissolved the old fault lines are always there, just below the surface. The Shadow seeps into those fault lines, hoping to shatter the strength of the people once more.
Only women are in the Watch: the few surviving men are too valuable and too susceptible to risk in the fight.
This is a game of heroic people, stepping up to an unequal fight against an overwhelming supernatural enemy. The focus of the game will be on the spaces between missions, where people heal, recover, and let off steam after a mission, and prepare for the next one. Rivalries between Watch members, whether because of clan loyalty or purely personal, are never far from spilling over. The effects of the war are tracked by ratings in Harm, Camaraderie, Weariness, and Jaded; as PCs become Jaded, they become more powerful but more susceptible to the Shadow.
We'll define the details of the Shadow (and what it does to its victims) in the first session.
(Yes, it is a bit similar to Night Witches, but The Watch seems to have much better support for making the game interesting between the various missions. I have much higher hopes of this game going well.)
- Who prepares the story? The GM has an outline of a progressing series of Missions which will drive things forward. Within that structure, 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, plus story bits when a Move requiers it.
- The rules will be: followed, come what may.
- Player characters are: expected to work together. Major conflicts might erupt and never see reconcilation.
- 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: 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: a meaningful moment, powerful and an example of excellent play. It's also where the character becomes an NPC, right away or fairly soon.
- System: The Watch (Powered by the Apocalypse)
- Players: 3–5
- GM: Neil Smith
- Note: the game is likely to involve issues of gender and sexuality; exeryone's expected to handle it with maturity.
An improvised campaign of D&D 5e to cope with an influx of new members.