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Proposed games

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This page is for games that are on offer for the next long block, 2024 Block 3, starting 16 July 2024, vote on 25 June - 2 July 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)


Dramatic Pitch –

The Oath of Peace has ended. Titan of the Sea, Oceanfather Sydon and his cult is laying waste to the city of Mytros. Blood runs freely like rain, smoke covers the city sky blocking out the rays of sunshine, a mad Dragon rampages across city streets and the order of the dragonlords flees in front of adversity.

Will the Oracles Prophesied prevail? Or will the self proclaimed 'Destined' fall as the story of their Odyssey nears the end of the First Act?

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)

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

Horror on the Orient Express (continued)



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



At the turn of the 20th Century, the world came under attack by beings from another world, as Martian tripods scoured the surface of the Earth seeking to conquer humanity and take our home from us. The invaders fell to that simplest of organisms though, the bacteria, and thus England prevailed, but only just.

Six months after the defeat of the Martians, the rebuilding of London limps along, with different factions from the House of Lords to the Navy all squabbling over how best to distribute the meagre resources that can be scraped together. Into this conflict come the remnants of Martian technology, poorly understood devices of great power, scattered over the land with the fall of the Martians.

Stationed on the salvaged torpedo vessel Thunderchild, now moored on the banks of the Thames as a symbol of the rebirth project, your team is tasked with recovering those pieces of technology which have fallen into the wrong hands, in the hope that they can be used for the betterment of all. However, you have received secret orders from your previous employers or peers to the effect that the machinery can only be entrusted to them and their vision for London, England and the world!

The Hot War RPG is a game of trust, betrayal and monster hunting in post-apocalyptic London; Thunderchild relocates that story to London in the aftermath of The War of The Worlds. The PCs are members of factions like the nobility, industrialists, police, army, navy, universities or even Bohemians and anarchists, secretly, who are nominally working together to investigate, neutralise and retrieve instances of Martian technology being misused. Your PC will also have secret orders from their faction, however, that may require you to betray your comrades without being caught at it, as well as a personal agenda that could undermine everything.

Game details

  • GM: James M
  • System: Hot War (d10 dice pool system with opposed rolls, personalised traits and relationship mechanics)
  • Players: 4 or 5 (New players welcome)
  • Location: National Film & Sci-Fi Museum
  • Contents: Post-Apocalypse, deprivation & suffering, secret missions, monster hunting & fighting, internal politics, betrayal & personal drama

Shadow Over Gloomshire


The coach rumbled forth on the old overgrown forest road, and the horses were galloping frantically as if trying to outrun the quickly encroaching darkness. The sounds were different here. The meditative hooting of owls, or the rustling in the trees from the wind, was nowhere to be heard. In fact, there were no sounds at all.

Nervously, you opened the crimson curtain and peered out of the tiny window. You saw nothing but the pine trees passing by and the violent silhouette of the horses in the lantern light. Then it struck you. The driver was nowhere to be seen. Panicked, you yelled for the coach to stop, banging on its ceiling, but it seemed oblivious to your distress. Dark thoughts entered your mind, and you realized you had to escape this furious race to the grave. You clenched your teeth and swung open the door, tumbling into the ditch below the road. The coach continued its mad dash, the sound of hooves against dirt abandoning you, along with your hope.

Cut and bruised, with thorns and poison ivy stuck everywhere, you dared a glance over the edge of the ditch. There was an old man, dressed in rags and covered in dirt, shoveling earth back on to a small mound. Lightning struck nearby, illuminating the whole scene and showing a moss-clad tombstone, and a skeleton in the man's wheelbarrow. He turned around and looked at you with milky eyes and a crooked smile. "Welcome to Gloomshire!"

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.

Much is awry in Gloomshire. Find out what the deal is with the mansion on the hill, shop for your very own tombstone at Odd Ends, or go treasure hunting in the graveyard. But no matter what, do not enter the temple!

Game details

  • GM: Sue S
  • System: Dragonbane
  • Players: 3-5
  • Location: in person
  • Content: classic fantasy adventure, gothic horror