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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 5: 21 November 2023 – 16 January 2024. The vote to select these games was held on 31 October to 7 November 2023.

Odyssey of the Dragonlords (continued)

Odyssey of the Dragonlords

Dramatic Pitch – Thylea is a foreign land, set across a great expanse of ocean. Great Beasts wander her plains, and fey creatures haunt her woods. Centaur tribes war for control on the steppes, and reptilian savages battle across her islands. Settlers have struggled to survive on this land at the beginning, forever having to choose between appeasing the cruel Twin Titans or fighting a losing battle against the land’s natives. In time on Thylean shores arrived great champions of the old world, the Dragonlords! They heralded an upheaval and overthrew the Titans, and thus the Oath of Peace was forged and so followed 500 years of peace. The Oath of Peace is now coming undone and the Titans once again tighten their grip upon the mortals…

NOTE: The game will follow the pre-published modules with homebrew elements and stories mixed in. Playable classes and races from other D&D publications welcome!

Game details

  • (continued; Returning Players have priority)
  • System: D&D 5e
  • Players: 4–6
  • Location: In Person
  • Level: Starting at 12

Journeys through The Radiant Citadel (continued)

Radiant Citadel w-Concord Jewels.png

Halcyon, the fractured Dawn Incarnate, has tasked our band of eclectic adventurers, known as Owl Patrol, with gathering the scattered crystals of it's being, and return them to their full form. Having removed Tirras Brokenhorn, a large player in the criminal underbelly of the Radiant Citadel, Owl patrol now look to help appoint a potentially better replacement in Madame Samira Arah. Samira is aware of the group's quest to reunite Halcyon and, as the leader of the Guild of Jewellers, has access to the piece of Halcyon they require. She is willing to give the Bastite piece over to Owl Patrol, if they help her become one of Zinda's ruling elite, the Kings of Coin.

This could be the game for you if you like: Glittering night markets, undersea cities, angel-ruled city states, and a rich tapestry of stories in never-before-seen lands.

Game details

  • GM: John Holton
  • System: 5e
  • Players: 3-6 (with returning players having priority)
  • Location: In person

Wicker Valley (continued)

Motw.jpg

Wicker Valley is a small rural town known for its festivals and charming B&B’s. On the outskirts of the Wicker Forest National Park, it sees a lot of hikers and nature enthusiasts year round. Of course, sometimes hikers don’t always make it out of that forest. Lately it seems nature has been a lot more dangerous.

Will you be a Hunter like the Winchester boys, a government agent like Mulder or Scully, or The Chosen One like Buffy. Because the monsters are real and someone needs to step up and protect the regular folks.

Game details

  • System: Monster of the Week
  • Players: 3-5
  • GM: Heather
  • Location: In Person

Under Hollow Hills

Under-hollow-hills-cover.jpg

There is a travelling circus under the Hollow Hills. It travels by moonlight, small wagons creaking in the night silence. It travels lost roads, where fireflies and whisps hover to watch it pass, where goblins peer down from their treebranch perches, or owls. It travels the night world and the day world, fairyland and the living earth, and places otherwise, and no border can keep it.

You are its performers and its crew, its ringmaster, its clowns and tumblers, its lookouts and roustabouts, its planners and problem-solvers, its stars. You are its celebrated headliners and you are the fugitives who travel, opportunistically, with it. You are the mysteries it poses, the dramas it performs; you are music, juggling, acts of death-defying peril, pratfall comedy; you are moments of beauty and moments of loss. You are the circus and the circus is you. You have dangerous secrets to tell.

You go where you go and you perform where you choose. To you, a human child's birthday party in a vacant lot is the same as a command performance of the great Crowned Heads of Fairyland. (And more like stuffed heads, saith the Hob.)

Wherever you perform, you change: you change the seasons, you change the fortunes of those you perform for, you open their eyes, you awaken their hearts, you lull them to sleep. You change yourselves. This is the game: we change.

Step up, step up. Come great, come small, come revellers all!

The structure will be episodic, as you move from performance to performance. But as you travel, you change yourselves, you change the circus, and you change the world. All those changes will play out, and who knows what the final destination will be?

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, plus anything else that meets the group's approval and follows from the moves.
  • The rules (including agreed house 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? What's at stake is clear in each conflict.
  • Doing the smartest thing for your character's survival: isn't even a concern or focus for this game. But insults given and favours owed? They're vital.
  • 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.

Game details

Hell Among the Hedgerows

Root.jpg

The Marquise de Cat led her armies to victory over many of the clearings, but the Eyrie Dynasties rise again to oppose her. Meanwhile, the mice, rabbits, and foxes of the Woodland do not sit idly by - the Woodland Alliance, a homegrown rebellion, has emerged, promising to free the Woodland from any oppressors.

In the midst of this war, you and your friends - vagabonds all - travel between the clearings, taking on jobs no one else can or will do. You choose whom you serve, if anyone... but everyone knows you may tip the balance of the War.

Root: The Roleplaying Game is the officially-licensed tabletop RPG based on the award-winning Root: A Game of Woodland Might and Right board game by Leder Games. In Root: The RPG, you play vagabonds, individual outlaws whose adventures and alliances define the Woodland forever.

Game details

  • System: Root (PbtA)
  • Players: 3-5
  • GM: Robin
  • Location: In Person