Proposed games

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Block 2: 17 April 2018 - 05 June 2018, vote on 03 April 2018.

This page is for games that are on offer for the long block.

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.

A Red and Pleasant Land


Some women, some men and most children know that dreams leak. A lifetime of thinking it that way in your sleep can make a drawer on a drafting table three or four inches wider on a side. But there are longer lives than ours. And longer dreams.

There is a Red King, and he is terrible and he is tall. He wears a red crown. The long red years have made him strange and he hides from the sun, sleeping, his strange dreams making unseen days stranger. Sleeping, he dreams of ruin and of distortion— of an Antiland, reversed and red. When he opens his red eyes in the red night there is his red land: it is inverted, rigid, and wrong.

There is a cruel Heart Queen: she is in a different castle and she is on a different mountain and she sleeps in a different wooden box but she is also hiding and dreaming. She dreams into being a world unending, unbeginning, with wonder and murder, disruption and unreason. And melancholy green gardens. And it is there now. And hers.

Their home is called Voivodja but it has other names now: The Land the Gods Refuse To See. Zeu Orb. Orb Dumnezeu. Isten Vak. The Place of Unreason.

Players will have the chance to explore the Place of Unreason, deciding their own fates within Voivodja. The setting borrows heavily from the madness of Alice in Wonderland, twisted in its logic and sanity - this is not your typical fantasy mythical-europe setting. We will be using Lamentations of the Flame Princess for the system with one or two additional house rules in place. LotFP is an OSR title and as such the system is very easy to pick up - no previous experience required.

Game details

We Are A Justice Sandwich!


I am mighty! I have a glow you cannot see! I have a heart as big as the moon-as warm as bathwater! We are superheroes man, we don't have time to be charming! The boots of evil were made for walkin'! We know the big picture, friend. We know the score. We are a public service, not glamor boys! Not captains of industry, not makers of things. Keep your vulgar moneys, we are a justice sandwich-no toppings necessary! Living rooms of America, do you catch my drift? Do you dig?

Superhero nonsense inspired by The Tick comic books and cartoon - with only the most ridiculous heros and villains allowed. Canon characters from the series may make an appearance. Face Dinosaur Neil, Chairface Chippendale, The Breadmaster and Eastern Bloc Robot Cowboy.

Masks is a system that supports all manner of super powers, but focusses much on a heros background, limitations and complications during the action. The adventure will be player led to an extent, with villains and situations based on your characters own backstories and history.

Game Details

  • System: Masks
  • Number of Players : 3-5
  • GM: Robin Poole

A Poison Tree

It is the near future. Coldbrook House in Monmouthshire has been almost a ruin for as long as anyone can remember. It was once the family seat of a wealthy sheep farming family, but that was centuries ago. Time has taken its toll, and for a long time the house was deserted. Now, life has returned to the house. Other things have come there too. Some things never left, and they are calling for help, because time is almost up.

This is a playtest of the opening act of the final chapter of the Poison Tree campaign that myself, Scott Dorward and Paul Fricker have been working on for some time. You do not need to have played any of the rest of the campaign leading up to this as it is a relatively self-contained story, but returning players are most welcome.

Game Details

Quest for the King II: Return of the King

The Kingdom of Spall

You ventured down into the tunnels beneath the Mountains of Nuh into the treacherous depths of the Iron Mines, avoiding the Drow, tendrilous monsters, and rocky pitfalls in search of King Avamere of Spall. The Queen is dying of a mysterious illness, and treachery lies at the heart of Spall. You must return the King from the frontlines of war to root out the source of this disease!

The Last Story...

Leading his armies against invaders from the west, King Avamere of Spall has pushed further into enemy territory, and further away from home. Left to rule in his stead, Queen Orelia of Spall has been afflicted with a terrible illness that slowly ebbs her life away. As Knights of Spall, the Queen has ordered you to head west in search of the King's army - both to warn him of this evil plot, and to summon him home before it is too late.

Last known to be beyond the western border of Spall, the King's armies are weeks away following their trail of battle. In order to reach him in time you will need to take a more direct route, be it cutting across the Blackmire, striking fearlessly into the Mountains of Nuh, or treading lightly into the ancient Dwarfhold of Gardin. Will you be able to reach the King, and bring him home before it is too late?


The Quest for the King is in your hands! The party must decide their route through the world, deciding betweens routes that are fast but perilous, or safe but slow. All characters are sworn Knights of Spall with an oath of duty and honour to the land and its people. Along the way there will be trials beyond forging a path, testing your commitment to the King, and your commitment to the People.

Characters are 5th level, standard array, with any mundane starting equipment you desire. A half-page backstory and character avatar will provide further bonuses that may prove vital on your journey.


Bequest of the Hummingbird


The airship Hummingbird has crashed on the nearby sky island of Feniveer. Captain Jaro-Jan and his crew perished in the crash. Jaro-Jan had no family, and granted his crew legal ownership of The Hummingbird upon his death. As the crew of The Hummingbird also perished in the crash, now those named in their wills now have ownership of The Hummingbird. Your father/mother was a crew member of The Hummingbird and you now find yourself owning an airship. All you need to do is retrieve it from the crash site on Feniveer, repair it, and bring it home. Simple right?


  • System: D&D 5e
  • Number of players 1+
  • GM: John Holton