Proposed games

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This page is for games that are on offer for the next long block, 2025 Block 3, starting 10 June 2025, vote on 20 – 27 May 2025.

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)

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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

Horror on the Orient Express (continued)

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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!

Game details

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.

A lot has happened to everyone's (least - depending on who you ask) favourite adventuring party over the last few weeks. For a start, they have another new name - the "Dead Owl Society" (yeah I know). And as a little aside while searching for a funny new name, they have been fighting undead, in the service of the necromancer Kredan, and even managing to find his secret lair where he plots to invade the nation. While they're at it they found the ancient druid Seren, and freed her from her centuries long curse, adding the powerful nature spirit Undine to their ranks. While Kevin prepares to fight Kredan on his own terms, the armies of Madahar prepare to stop an undead army at their borders, and the party are sent off to clear out and investigate the supposed tomb of Malkohir, one question remains above all else - how many owls will die this time?

Game details

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

Keys from the Golden Vault (continued)

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Some jobs require more than simply wielding a sword or slinging a spell. Whether it’s procuring a well-guarded item or obtaining crucial information from an imprisoned contact, these tasks require careful planning and flawless execution. Keys from the Golden Vault is a collection of one-shot heist adventures from levels 1–11.

The adventure will be run from the city of Waterdeep (located on the Sword Coast) as the crew base, and a different sponsor given from the official publication (not the Golden Vault).

I will be DM'ing the heists. The players will take turns to DM short stories in-between adventures for each other if they desire to have storylines and roleplay outside of the heists. The game is what you make of it!

Game details

  • GM: Nikki A
  • System: D&D 5e
  • Players: 4-6
  • Location: In person

Same page description

  • Who prepares the story? I will be running the heist adventures from the book, the players will prepare stories in-between their quests. The players can prepare long-term goals for their characters and explore them between quests.
  • What can players contribute to the story/setting? Whatever they want in-between heists in the city of Waterdeep. The main GM will be there to support and advise as required.
  • The rules (including agreed house rules) will be: followed, unless ignoring the rules makes for a good story. Willing to run variations of official rules.
  • Player characters are: expected to work together. Major conflicts might erupt and never see reconciliation. They may be pursuing their own agendas. They might work together, they might work against each other. Players should be prepared that their character may die or leave the group during play and may be required to introduce a new character to the group.

Curse of Strahd (continued)

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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

The Great Pendragon Campaign (continued)

Pendragon core book cover.webp
It is the Time of Anarchy. King Uther is dead, along with most major nobles. There is no king to replace him. Logres is descending into warring fiefdoms, and the invading Saxons will take full advantage of Britain's weakness.
The county of Salisbury, home of the player-knights, has so far avoided the worst effects, but it's only a matter of time before The Anarchy comes knocking. What will you do when it does?
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.

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: where the character becomes an NPC, right away or fairly soon.

Game details

Echoes of an Edda - Longblock 0

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

Through it's 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