Proposed games
This page is for games that are on offer for the next long block, 2024 Block 4, starting 1 October 2024, vote on 10–17 September 2024.
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.
Odyssey of the Dragonlords (continued)
The Titan’s have fallen at the hands of the ‘The Destined’, a group of mere mortals. The four Gods who stood against the Titans for 500 years have returned to their realm.
The Destined were elevated to the status of Heros. They each in their own ways ushered in an era of peace and prosperity. And each one of them eventually going their own way in life.
Yet fate may not be done with them yet. Ekoh, an Oread who claim to have escaped from the isolated Kingdom of Aresia brings news that the Aresians are preparing to assault Mytros now that the Gods have left. As public sentiments shift in her support the heroes are ambushed by unknown assailants.
At their most vulnerable, isolated from their friends, they are defeated. However all may not be lost, as the King of Mytros commands the heroes to band together once more and come to the defence of Mytros.
NOTE: The game will follow the pre-published modules with homebrew elements and stories mixed in. Playable classes and races from other D&D publications welcome!
Game details
- (continued; Returning Players have priority)
- System: D&D 5e
- Players: 4–6
- Location: In Person
- Level: Starting at 14
Journeys through The Radiant Citadel (continued)
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)
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
- GM: Amy Hewitt
- Rules System: Call of Cthulhu 7th
- Players: 4–6
Shadow Over Gloomshire (continued)
The horror in the temple may have been defeated, but a shadow still hangs over the village of Gloomshire. Evidence uncovered while exploring the temple and graveyard point to the involvement of Konrad Van Walden, eldest son of the rulers of Gloomshire, in the recent undead uprising. Priestess Minerva is sure to want to know the truth, for the safety of the people of Gloomshire. And of course this trip is sponsored by the University of Pondsberg, and Professor Hugh Quackman would not consider any research into Gloomshire's history to be complete without a visit to the Van Waldens.
When it comes to secrets, Gloomshire always has more to offer.
Shadow over Gloomshire is an adventure for Dragonbane that revolves around the remote village of Gloomshire, located in a dark forest valley with a terrible history. It is written by Robin Fjärem who is known for The Frozen Temple of Glacier Peak and Salthaven among other works.
Game details
- GM: Sue S
- System: Dragonbane
- Players: 3-6 (returning players have priority)
- Location: in person
- Content: classic fantasy adventure, gothic horror
The Great Pendragon Campaign
- The Great Pendragon Campaign begins during the reign of Arthur’s father King Uther, when player knights can participate in the events of Arthur’s conception. The long and brutal Interregnum of Saxon wars is forever altered when Arthur draws the Sword from the Stone to start his great and glorious reign. The Boy King leads his knights through periods of consolidation and expansion until the entire Western world is brought under his sway. Then, to High Adventure! Knights gain Glory and lands in the periods of Romance and Tournaments, and at last engage in the greatest adventure of all, The Quest for the Holy Grail. Then, amidst tragedy and broken dreams, the Twilight Period draws the epic to a close.
- Eighty years of campaign detailed year-by-year provide the background, on-going events and adventures that define structure of King Arthur’s glorious reign.
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.
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.
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
- GM: Neil Smith
- System: Pendragon
- Players: 3-5
- Location: in person
The Tales of Madahar (continued)
- A fairly typical D&D 5th Edition adventure: feats encouraged, combat... Happens, stereotypes? I've had a few, and I may also finally trial the gritty reality I said I'd consider last time. Players new to D&D welcome, a start at level 5 isn't too insane.
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 newly minted team of "Vilbog and friends" (apparently) have made themselves a number of allies and enemies since they arrived in Madahar. Having uncovered a sinister plot that could go all the way up to the king, and stopped a dark ritual performed by the self-proclaimed "Apostle", many questions remain unanswered. How deep do the Redwood's illegal dealings run? Who are the mysterious Master and Khafra? Why is everyone so interested in a random guy called Salahar who just runs a magic shop? Many adventures, some of which might even be plot relevant, await.
Game details
- GM: George A
- System: D&D 5e
- Players: 4-7
- Location: In person
- Level: 5-7/8/9 (we'll see)
Crowsmantle
- When you were a child, you and your friends were spirited away to a magical world where you became heroes and saved the world from an evil force. Then you came home again and no-one believed your stories; you perhaps even came to disbelieve them yourself.
- Now you're an adult and that strange other world has called out to you again, but seen from a mature point of view, you might realise that not all is as it seemed when you were a child.
Crowsmantle is partly inspired by The Chronicles of Narnia but more generally by isekai fiction about ordinary people finding themselves caught up in a realm of fantasy. Beyond the basic rules of play and the premise of returning to that world as an adult, everything else is made up by the players through play. This game will appeal to you if you like:
- Drawing maps and making sketches of characters, beasts and other things.
- Writing lore and backgrounds for places, people and nations.
- Homebrewing character classes, spells and magic items.
- Being epic and heroic but still grounded in the world you know.
Game details
- GM: James M
- System: PbtA
- Players: 3-6
- Location: In person