Proposed games

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This page is for games that are on offer for the next long block, 2026 Block 2, starting 12 May 2026, vote on 21 April 2026.

Please include a same page description of your game, to help people understand the play style.

Proposed short-block games are on a separate page. Upcoming long games and Upcoming short games are more speculative game proposals. The Wish list is for games you'd like to see on offer.

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: D&D 5e
  • Players: 3-6 (with returning players having priority)
  • Location: In person

The Tales of Madahar (continued)

A fairly typical D&D 5th Edition adventure: feats encouraged, combat... Happens. Now using the gritty reality optional rest rules.

The kingdom of Madahar is a fairly decent place to live. The towns have hospitals, the elderly retire, and the children don't even start working the fields until 13! Unfortunately, just as night follows day, where sentient creatures reside war will ever follow. A war that has lasted for over a hundred years, waged against their neighbors which has left their border barren and desolate, with undead creatures created in this wasteland often wandering into the otherwise (relatively) peaceful border villages.

The so-called Dead Owl Society continues their adventure, as despite killing him, Kredan - the necromancer antagonist to the party - is on his way back, likely to raise a new undead army to complete his goal of taking over the nation of Madahar. Weeks have passed since he nearly took over the city of Toropo, and he has (it is believed) announced his return with the unnaturally permanent assassination of the Queen and First Prince. With the King's full support behind them, the Dead Owl Society depart for the distant shores of Valhalla and the Shadowfell, chasing down two of the remaining three ancient heroes and the artifacts they hold. Will this be enough to finally put an end to Kredan's scheming? Maybe... But will they get through two entire subplots in a single long block? Hah...

Game details

  • GM: George W-J
  • System: D&D 5e
  • Players: 4-7 (returning players priority)
  • Location: In person
  • Level: 8+

Curse of Strahd (continued)

Curse of Strahd.jpg

Under raging storm clouds, a lone figure stands silhouetted against the ancient walls of Castle Ravenloft. The vampire Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness.

Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power-and of madness. His once handsome face is contorted by a tragedy darker than the night itself.

Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his ken, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds.

He knew they were coming, and he knows why they have come-all according to his plan. He, the master of Ravenloft, will attend to them.

Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind—or perhaps a lone wolf-fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited.

Game details

  • GM: Heather
  • System: D&D 5e
  • Players: 4-6 (returning players priority)
  • Location: In person

Echoes of an Edda (continued)

Holmgang.png

Svilland is a land of last resort. The ancestors of its people have escaped here from the deadly Black Winter of the north.

Through its three ages, they have founded civilizations, and kingdoms. Still, Svilland remained and will always remain a land of people that are on the edge of massacre. The cycle keeps repeating itself as the new replace the old, and those who settle here are never relieved from their need to survive.

Svilland has a ruthless, grim, and dark atmosphere. People here come to share in these qualities with the challenges they face over time posed by the land, its inhabitants, and its divinities.

The Gods and Goddesses of Svillanders demand bloody sacrifices and viciously test mortals to see their worth. The admiration of the divinity is not inherent here; it is earned, often through deadly means. The pantheon of Odin the Allfather does not provide protection and power out of the sheer power of love.

The cultures of Svilland reflect this deadly cosmology as well. Kings and queens need to be tough and fierce warriors, as much as they need to be respected by their kin. Political struggle and raids on villages are a common part of Svillanders’ way of life. Consequently, adventurers in Svilland are not well-greeted everywhere, because of the mistrust between different ancestries, or even clans.

A good reputation is hard to earn in Svilland, but it is well-respected once it is earned. The good news is, as many places are under the constant threat of hostile clans, jarls, or monsters in the wilderness, there is always a fight to be fought to prove yourself worthy of Valhalla.

Be wary on your travels. Always keep an eye on the horizon and set up patrols among your party. Those who are arrogant enough to underestimate this unrelenting land, may soon find themselves become the hunted.

Game details

  • Proposer: Dev
  • System: Homebrew (5e core)
  • Players: 4–6 (4 spots available, two spot available but new players may have to sit out a session before their PC's can join the narrative.)

Beast Feast! (continued)

The rustic village of Elmore nests atop a strange perch - the labyrinthine Plover Caves, home to creatures as delicious as they are dangerous. As the powerful magic protecting Elmore begins to falter, its bravest residents must venture underground to save the day... and find their place on the food chain.

What secrets might our unlikely heroes find beneath the surface? Which delicacies will prove to their tastes? Just how deep will they delve to save their home? And - most importantly - will they munch, or be munched?

Beast Feast is one of Daggerheart's core campaign frames - placing this game somewhere between prewritten and homebrew. It follows a party of newfound, humble adventurers - hardly trained with swords or staves, their trusty rakes, mops, and cooking knives will have to do! We'll keep a recipe book to name and describe the party's greatest (or tasteless) culinary creations.

Players are encouraged to make humble villagers of Elmore. PCs must be willing to work with the party and actively engage with the campaign, with at least one motive that aligns with the plot. Maybe they want to protect their family back above ground; maybe they’re here to map the depths; maybe they’re here to write their debut cookbook - etc.!

Same page description

  • Who prepares the story? The GM will prepare the overall shape of the story, linear or branching, and give hints to provide direction; sometimes with areas where the players can drive their exploration.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory (within the bounds of the premise); everything else is owned by the GM, who occasionally asks for player input (e.g. "you notice something strange about the trees here, what is it?"), subject to approval.
  • 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? Most combats shouldn't pose a lethal threat, but bad rolls and boss fights could be deadly.
  • 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, and where the character becomes an NPC, right away or fairly soon.
  • Player character secrets are... shared with the GM, and optionally with fellow players.

Game details

  • System: Daggerheart, with Beast Feast's special equipment, harvesting, and cooking mechanics.
  • GM: Callum B
  • Tone: lighthearted and comedic, a little absurd, sometimes creepy - and be warned: the deeper we go, the darker things get...
  • Content warnings: occasional gore, maybe some light body horror, Lines and Veils TBD as a group; PC death is a possibility.
  • Players: 2–5 players, beginners welcome.

Masks of Nyarlathotep (continued)

It’s gone 7pm on the 15 January 1925, you move through the quiet, dark, snow and slush covered streets in Harlem on your way to see your friend Jackson Elias. Jackson, a well published, reserved and mentally sound man and, more importantly, someone you would call a friend, sounded strangely worried and on edge the last time you spoke with him earlier in the day, has asked that you meet him today as he needs some help following up some news?/information? about the Carlyle expedition.

In the street you see some more people apparently heading the same way…. A wave, a smile, a nod as you pass the street lights or shop fronts … other friends of Jackson you have met at different events over the last few years.

You reach and enter the hotel Chelsea where he asked to meet. At 8 pm, Jackson does not like anyone to be too early … or late…. You knock hard on the door of room 410, which swings open and... Roll initiative

This is the (modified) classic, as in first published in 1984, globe spanning CoC game where you will do things to prevent things - come on you do not want the plot spoiled do you?

In terms of game length, this depends on what the party does and in what order, but it will take a number of long blocks to complete. In that respect I have no issues with players coming or going. Similarly, I expect that as this is a fairly dangerous adventure for characters (physical and mental) that players may well go though multiple characters either voluntarily or otherwise…

WARNING To paraphrase my favourite podcast: This is an adult game, played by adults, and you should be an adult too!!!

This is Call of Cthulhu set in 1925, so as well as the normal horror etc the game also includes both overt and covert racism and misogyny. The game/adventure also includes references to gender based violence and extremely inappropriate related behaviour. I have looked to see if it would be possible to remove these, but without rewriting the entire adventure (so it would not be Masks ..) it is not possible.

Finally, while I feel this should go without saying, what the NPCs etc have or do during the game in relation to the three areas listed above do not reflect myself and while characters may consider acting in accordance with prevailing but far from ubiquitous expectations for that time any player behaving that way will be asked to leave the table.

Game details

  • GM: David J
  • System: Call of Cthulhu (7th edition) + minor in-house rules
  • Players: 2-6
  • Location: in person

The Great Pendragon Campaign (continued)

Pendragon core book cover.webp
The land of Logres is on its knees, threatened by Saxons from outwith and fractured by competing warlords within. A young squire, Arthur, has drawn the sword from the stone. Is this the new High King foretold by Merlin? Will he have the strength to unite the land and defeat its enemies?
How will you balance the demands of power and honour?

Pendragon is a classic game from legendary designer Greg Stafford. You'll play knights in the time of King Arthur. As well as skills and equipment, Pendragon characters are defined by their personality traits and passions. Often, they draw strength from those traits; sometimes, the traits rule the characters' actions in the moment. (To emphasise: sometimes, characters act according to their emotions, outside the control of the player.)

Pendragon is a long-term, generational game. You'll playing one "adventure" per year with your knights acquiring Glory, holdings, and a family in the meantime. By the time we get to the end of the campaign, eighty years after it starts, we'll be playing the children or grandchildren of the original PCs. (All the original characters have retired, with three players taking their children.)

The whole GPC will take at least ten blocks to play through. I'll probably offer one or two blocks at a time, then have one or two off for other games. I'm expecting that people will come in and out between blocks; new players will probably take over existing PCs.

We're at the start of a new phase, so this is a perfect time for new players to join.

Same page description

  • Who prepares the story? The overall shape of Arthur's reign is fixed; PCs may participate in these events, and be personally affected by them. There's a lot of other stuff happening that's up for grab by the PCs.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory. Everything else is owned by the GM, but we'll take suggestions from everyone.
  • 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; this could well lead to a changed roster of PCs.
  • How brutal is the game? Combat is brutal, but the best way of winning Glory. PCs are expected to take bold actions and live with the consequences, good or ill.
  • 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 that shouldn't even happen. The PCs all basically good people.

Game details

Strength of Thousands: Kindled Magic (continued)

Strength of Thousands: Kindled Magic

The Magaambya is perhaps the greatest and oldest academy of magic in the world, and its students know they are supported by the strength of thousands of students who've come before them. History, magical lore, and much more can be found within the walls of the school, but students of the Magaambya aren't confined to the campus. They are expected to learn from, and share knowledge with, the wider world—and that wider world has plenty of adventure to offer!

You've just arrived at the Magaambya as one of its newest students, ready for study, service, and student life in general. But if it wasn't already difficult enough deciding which branches of study to pursue, trouble is brewing at the Magaambya, and it may take more than just hitting the books to make it through your first term.

Kindled Magic is part 1 of the 6-part Strength of Thousands adventure path, set in the Afro-fantasy setting of the Mwangi Expanse. Expect a mix of character interaction and development, solving mysteries, investigating magical phenomena, and battling strange monsters. Contains spiders and other bugs.

Game details

Stars and Steel (continued)

The year is 5016u, the civilisation of earth is long gone, restarting from fresh 5000 years ago.

For those on Earth (now Cradle) and other inner worlds, life is utopian. For you, born far off in the diaspora, life is anything but. Living underground, a life dictated by what resources the planet can export, a way out is considered a fairy tale.

There are rumours however, of a high-class shipping vessel, looking for crew, docking in orbit. There is one catch though, in order to be accepted into this crew, and escape this sunless existence, you need to be a lancer. A best-of-the-best mech pilot, specialising in mech-to-mech combat. Do you have what it takes to make the mark, or at least pass as someone who can?

Same page description

  • Who prepares the story?; The GM, the game is mostly mission based but an overarching story will be/ has been crafted.
  • What can players contribute to the story/setting? Whatever they want, subject to GM's approval. Existing lore on the setting exists, but is flexible to interpretation.
  • The rules (including agreed house rules) will be: followed, come what may.
  • Player characters are: Mech pilots pursuing their own agendas. They might work together, they might work against each other. You will piloting mechs you design and outfit with equipment and systems you unlock as you play.
  • How brutal is the game? This game is, with some acceptions I will try and make, a war-game. Player characters may die, with some playstyles, it’s a certainty. But in the Hi score-fi setting, there are loopholes to dying.
  • Doing the smartest thing for your character's survival: sometimes isn't as important as other choices.
  • 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, and where the character becomes an NPC, right away or fairly soon.
  • Player character secrets are: open. Characters have secrets from each other, but all the players know everything.

Game details

  • GM: Tom Evans
  • System: Lancer
  • Players: 3-6
  • Location: In person