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: 4 December 2018 - 5 February 2019. The vote to select these games was held on 21 November 2018.
We currently have spaces in several games: ask us for details.
- 1 Room allocations by week
- 2 Dead of Winter
- 3 The Court of the Raven King
- 4 Return to the Islands of Purple-Haunted Putrescence
- 5 Horror on the Orient Express
- 6 Terra Incognita
- 7 Hoard of the Dragon Queen
Room allocations by week
Note that the club is not meeting on 25 December and 1 January.
|4 December||Horror Orient Express||Raven King||Dead of Winter||Dragon Queen||<Vacant>||<Vacant>|
|11 December||<Vacant>||Raven King||Dead of Winter||Dragon Queen||Horror Orient Express||Purple Putresence|
|18 December||Horror Orient Express||Raven King||Dead of Winter||Dragon Queen||Purple Putresence||<Vacant>|
|8 January||<Vacant>||Raven King||Dead of Winter||Dragon Queen||Horror Orient Express||Purple Putresence|
|15 January||Horror Orient Express||Raven King||Dead of Winter||Dragon Queen||Purple Putresence||<Vacant>|
|22 January||Horror Orient Express||Raven King||Dead of Winter||Dragon Queen||Purple Putresence||<Vacant>|
|29 January||Horror Orient Express||Raven King||Dead of Winter||Dragon Queen||Purple Putresence||<Vacant>|
|5 February||Horror Orient Express||Raven King||Dead of Winter||Dragon Queen||Purple Putresence||<Vacant>|
Dead of Winter
Continuation of Offical playtest. play testing a new campaign for Call of Cthulhu set in 1930s Russia. New players welcome should finish in 2 or 3 sessions.
If we finish early will run a short Cthulhu ivictus or Gaslight era game.
- System: Call of Cthulhu 7th Edition
- Players: 3-5
- GM: Matt Nott
The Court of the Raven King
In 1812, in the most ancient and auspiciously considered City of York, there existed a group of worthies whose task it was to make agreeable the wild and outrageous lords, ladies and louts of the underworlde. This council learned as they were could scarce be considered friends, that is to say that not one member could ever quite agree with another on any subject and were given over to find great pleasure in the discovery of new things to disagree upon.
Each had the wretched or esteemed fortune to have been chosen for their respective post by their peers in factions of the worlds spiritual and temporal. The Darkened company of the Praedator, The Folk of the Grey, The Magisters of the Arcane and the Ranks of the Warm blooded.
Theirs was a dangerous and naught envied task. To shew no fear before dragons, or to calm the unquiet dead or mayhaps to solve the strange matters that cause a faerie to quarrel with a wizard. But who else has the authority? None in all of Yorkshire it is said, and even less abroad.
I tell you this tale because, in the manner of a parlour game, you are cordially invited to take part in a recreation of their antics for mutual entertainment! I myself shall act as narrator in the game known as Urban Shadows with its unseemly modern elements removed. I invite a quartet of ladies and gentlemen from our esteemed role playing society to join me in the jape.
- GM : Robin Poole
- System : Urban Shadows
- Players : 4
- Tags : Urban Fantasy, Horror, Napoleonic era, Viking Folk, Yorkshire Foklore Ungentlemanly Conduct, Jonathan Strange and Mr Norrel, Monsters, Corsets and Curses
Return to the Islands of Purple-Haunted Putrescence
I first ran this two years ago. The players fell in love with a robot that could only make pistachio ice cream. They defeated a gang of lizard riding barbarians, taking the leader's penis and nailing it to a plaque on a pub wall (and programming it flop around and "sing" like those tacky singing bass things). They defeated a team of robotic ninjas and reprogrammed them into a singing barbershop quartet. They reset the world several times, and eventually broke reality after coming head to head with the writer of the campaign-setting in a bizarre fourth wall break.
It's tacky weird science-fantasy romp in a world filled with monkeys firing lazer pistols from the backs of pterodactyls, mad wizards enslaving anyone they can find, impossibly shaped heroes doing great feats of stupidity in the name of justice... just lots of silliness and gonzo humour. For visual inspiration, go YouTube "Heavy Metal 2000".
The plot/goal is "survive, as you fall-forward from one chaotic scene to the next". The erratic nature of the game would also suit players who are worried they can't make every week. As a note, I am starting a new job and as such there may be sessions I have to cancel but I will try and avoid this where possible.
Note: This has lots of mature (and immature) content, 18+.
- System: Troika!
- Players: 4-6
- GM: Oli Palmer
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
- This game is running outside the club, to reduce pressure on the venue's space.
Hoard of the Dragon Queen
It started off in the town Greenest and it is under attack by mercenaries, kobalds and a dragon, they're murdering and robbing the townspeople, usual bad guy stuff.
The adventure has started but it's still in chapter 1.
We have a laugh and don't take it to seriously to be warned. The group also likes combat so I try and focus on that whilst still progressing with the story.
Spoilers ahead: Dragons will be featured and the main big bad group is the cult of the dragon which you will be following across the sword Coast trying to prevent an ancient ritual
- System: Dungeons and Dragons 5e
- Players: 3–5
- GM: Ryan Blake-Morris