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: 03 July – 21 August 2018. The vote to select these games was held on 19 June 2018.
We currently have spaces in several games: ask us for details.
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
“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
May You Live in Interesting Times
“Murder was in fact a fairly uncommon event in Ankh-Morpork, but there were a lot of suicides. Walking in the night-time alleyways of The Shades was suicide. Asking for a short in a dwarf bar was suicide. Saying 'Got rocks in your head?' to a troll was suicide. You could commit suicide very easily, if you weren't careful.”
You live in Ankh-Morpork, relatively fresh into your chosen career. A young wizard, an eager guardsman, a person of negotiable affection... the possibilities are endless in the city known as the Big Wahoonie! Meanwhile however, an old dear has opened up a small restaurant in the Shades; a sinister dark part of the city where curiosity didn't just kill the cat, it threw it in the river with lead weights tied to its feet. Theres a lot of drama revolving around this little eatery, and for some reason lots of people seem to want to involve you!
The system is crunchier than a very crunchy thing. In its essence however nearly every roll boils down to "roll 3d6 and try get under your skill number" so we'll work together to find a happy medium. Due to the depth of the system Im working under the assumption that while the planned adventures should wrap up in the 8 weeks I'd like to return to the Disc in future long blocks (though not consecutively, got to have a break!) so time spent in character creation will be worth it.
The setting is Terry Pratchett's book series Discworld: knowledge of the setting is not required but it would admittedly be helpful . Generally its a fantasy medieval setting with a few specific technological advancements, sprinkled with a dash of 'British humour' - its played light heatedly with plenty of dry humour and sarcasm. If you want a quick visual primer, please watch this trailer.
- System: Discworld GURPS 4e
- Players: 4-6
- GM: Oli Palmer
War of the Lords
The world seems so dark and unclear. Things start coming back to you. Your childhood, your life, your memories...
The last thing you remember is being in the middle of a big fight as part of the "War of the Lords" as it had been called by the citizens of the world.
You open your eyes, looking straight up into the sky. Everything is spinning as if a strong force has knocked you from your feet. Was it a spell you failed to dodge or an attack from something or someone ... ? You can't seem to recall. None of that matters now. Instinct kicks in and you rise to your feet, armor still weighing heavily on your body. Your eyes start to focus and you see your weapon at your feet. The sound of battle is still echoing around you.
You stand up straight and the first thing you notice is the wall of dirt surrounding you.
"I must've fallen into a ditch..."
The light of the moon illuminates a stone which appears to have some inscription. It's a tomb stone with your name on it! You scramble out of your grave but nearly fall back in as you see an army of Undead walking towards a hill just a stone's throw away. Atop the hill there is a man mounted on a horse, pointing his sword in the direction that the undead army is marching.
Why are the undead not attacking you? How did you not notice it before now? The stench of death eminates from your body...
"My god... I'm undead!"
I have run this campaign previously at the club for the longer standing members. So hopefully by rerunning it I will have learnt from the last time and I'm a better GM now I'm older and wiser.
- System: Dungeons and Dragons 5th edition.
- Players: 4-6
- GM: Andrew Terrell
Masks: A New Generation
A giant robot is smashing down Main Street Your best friend tried to kiss you Your mum thinks your grades need work Your mentor thinks your team is bringing you down Oh, and your costume is ripped! Just another day in Halycon City.
Masks is a Superhero roleplaying game, withe nonsense and ridiculousness. Focus is placed on heroes backgrounds and personalities, limitations and complications. This is aimed to be partly player led, with the stories being driven by the character's backstories.
- System: Masks
- Number of players: 4-6
- GM: Kieran Magill