Proposed games

From Milton Keynes RPG Club

This page is for games that are on offer for the next long block, 2025 Block 4, starting 26 August 2025, vote on 5 – 12 August 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

Crown of the Kobold King (continued)

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"Only the Desperate and the Brave" is the motto of Falcon's Hollow, a small town in Andoran known for its tough and resilient people. And they have to be; not only is the Hollow in the iron grip of the lumber consortium, but it sits on the edge of the Darkmoon Forest, prowled by feral creatures and the restless dead, and under the shadow of the volcano known as Droskar's Crag.

There are worse things in the darkness than kobolds, but after a thorough search of the old Dwarven tunnels, there are a lot less of them than there were. But now the 1% know that the dark goings on down here are tied to the old stories of the Whispering Tyrant and how he was imprisoned by the Shining Crusade. And of course, there is still the small matter of the Kobold King as the party head deeper into Droskar's Doom.

Crown of the Kobold King takes three classic Pathfinder adventures and updates them into a beginner friendly campaign for Pathfinder 2e.

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+

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)

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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: something that shouldn't even happen. The PCs all basically good people.

Game details

Echoes of an Edda (continued)

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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 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

Like It's 1999

As the end of the 20th Century approaches and the whole world gets ready to celebrate with the biggest party in history, a disparate handful of tourists arrive on the Mediterranean island of Al Amarja, a strange place not shown on most maps & guides. People come here looking for a good time or specialized services, the kind they can't find anywhere else on Earth, but leaving the island is not as easy as arriving there, and Customs & Immigration make arriving really difficult.

Over the Edge is a rule-light, trait-based game about the strange island of Al Amarja and it's one major city, The Edge, a place where Orwell's 1984 rubs shoulders with Thompson's Fear & Loathing in Las Vegas, a place where weird conspiracies are real, but much weirder than you thought, and where anyone can find what they are looking for, unless it finds them first. The occult, aliens, psychic powers, mutants and things you've never even imagined are thrown into the mix for good measure.

ATTENTION! This is a strongly character driven game, therefore the backstories & agendas of the PCs will determine the course of the story, with the GM just muddling about with it and throwing unexpected obstacles in their way, mostly involving the other PCs. Some suggested PC types are:

  • An attorney seeking the heir to a vast estate, last seen somewhere on the island.,
  • A celebrity attempting to escape their fans for a while in a place where they are less well known.
  • An over-privileged dilettante partying their way across the Mediterranean and this is just their next stop.
  • Someone seeking vengeance against those who destroyed their life.
  • An artist seeking inspiration in the drug-friendly sub-culture of The Edge.
  • An artificial lifeform hoping to shake the pursuers off its tail.

Content Warning: sex, drugs, violence, bad language, etc, etc. This is an adult game suitable only for players aged 18+; safety tools will be in use.

Same page description

  • Who prepares the story? The players provide story hooks through the backgrounds & agendas of their characters; the GM cooks these into a plot that engages all PCs in unexpected ways.
  • What can players contribute to the story/setting? Whatever they want, subject to GM's approval, which should be as forgiving as possible.
  • The rules (including agreed house rules) will be: followed, come what may.
  • Player characters are: pursuing their own agendas. They might work together, they might work against each other..
  • How brutal is the game? Don't hurt my character without warning. Tell me what the consequences of failure could be and let me back out if I don't like it.
  • 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: a meaningful moment, powerful and an example of excellent play.
  • Player character secrets are: open. Characters have secrets from each other, but all the players know everything.

Game details

  • GM: James Mullen
  • System: Over the Edge
  • Players: 4-6
  • Location: in person

Beast Feast!

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.