Proposed short-block games
This page is for games that are on offer for the next short block. The Proposed Long Block games are on a separate page. If ideas in here sound interesting to you, please contact the GM in question.
These are the proposed short block games for Block 3: 10 September 2024 – 24 September 2024. Because many short-block games are organised ad hoc on the night, this is necessarily incomplete.
Week 1
(Including pitches for the next long block.)
The Rune Thief (Continued from previous short block)
Something terrible is about to subvert the order of things in Midgardr, threatening the true foundations of reality and knowledge.
Dare you face the Rune Thief?
- Proposed by: Dev D
- System: Dungeons & Dragons — 5th Edition
- Players: 3-7
- Location: Club Venue
- Weeks: 1-3
Week 1: Smoke on the Marshes
Something terrible is about to subvert the order of things in Midgardr, threatening the true foundations of reality and knowledge. Dare you face the Rune Thief?
We pick up as the party faces off against cannibal raiders that have besieged the village of Fenmark, having only left a handful of survivors. With their leader slain what shall the depraved raiders do next?
The Hundred Acre Wood
Winnie the Pooh sat at the foot of one of the Six Pines Trees and thought hard. This was worrying, because as a bear of very little brain, he was not used to thinking. But here he was, and now here was Piglet, who was carrying a sword just like Pooh was, scurrying towards him.
“Oh Pooh!” Cried Piglet. “Something strange has happened!”
“It has,” Pooh agreed as Tigger came bouncing towards him, followed by a very flustered looking Owl. “But I believe I have found a Clue.”
He pointed at a piece of paper with writing on, which was lying on the ground. Owl pulled the paper towards him and read it aloud.
“Find the others. Then bring everyone to my house. CR.” He read.
Pooh nodded. Things were starting to make sense. “We have been given a Very Important Task by Christopher Robin. And we must begin at once.”
This is the introduction to what I hope will eventually be a full Winnie the Pooh themed campaign. Pregen characters will be provided.
- Proposed by: Sue S
- System: Pathfinder — 2nd Edition Remaster
- Players: 4
- Level: 1
- Location: Club Venue
- Weeks: 1-3
Unknown F'Fotube
Forbidden City of the Overeers, F'Fotube, deep in the dark dark death zone where noone comes back from. Thats the place you goin. You are among the lizardfolk and each of you has commited a sin against the biodomes that they worship and bask in. Word is, there is a massive damn treasure out there, deep deep in the ancient precursors, the Hyooman treasures inside must be immense. Untouched since the before times.
You are gonna make a profit, and pay off your debt to the reptiles. Maybe. Or just run off with the lot into the mountains.
- GM : Robin
- Game : Mutant Genlab Alpha / Mutant Year Zero
- Level : Classified
- TL;DR : Post apocalyptic furries and robots
- Players : 5
- Weeks : 1-3
Our Traveling Home
Our Traveling Home is, essentially, Howl's Moving Castle the game.
It's a game about queer romance, found family, and finding healing through belonging. During play, you will tell stories about a collection of oddballs and misfits trying to make their new chosen family work in the face of opposition from the Outside World that is trying to tear them apart. But while the stakes are high, this game will always have a happy ending. The queer romance will resolve happily and everyone in the family will get to have a happily ever after.
It's a GMful game, meaning we're all sharing the traditional roles of GM and player.
- Proposed by: Neil Smith, GMful
- System: Our Traveling Home (Firebrands based)
- Players: 3–4
- Duration: 3 weeks
- In person (masks preferred)
Beginners D&D: A Tale of Two Cities!
What better way to break into D&D than with a group of fellow beginners.
Welcome to Baldur's Gate, a veritable nest of rats and vipers clinging to the rocky slopes overlooking the Chionthar River. Following the river farther east would eventually lead you to Elturel, capital of the holy land of Elturgard-or at least that was the case until a few days ago. The flood of refugees from Elturel has gotten worse since news first arrived that the city has fallen. Everyone is saying Baldur's Gate is next, but no one truly knows. A mercenary army called the Flaming Fist has been hired by the Patriars to protect their interests in Baldur's Gate, and by extension, the city itself. The Flaming Fist has gained even more power since their charismatic leader, Ulder Ravengard, claimed the title of Grand Duke a few years ago, but now Ravengard is missing. In his absence, the Flaming Fist has sealed the city's gates to staunch the flow of refugees. No one is allowed in or out, or almost no-one. A patrol of flaming fist guards conscripts anyone that looks capable with a weapon and drafting them to help defend the city. Your small group is has been selected, each of you handed a contract that you are told will grant you entry to the city and lodgings in the Flaming Fist barracks. Your orders are to speak to Captain Zodge at the Basilisk Gate. As you arrive you see Flaming Fist soldiers trying to control an angry mob of commoners eager to leave the city. Armed with only a vague description of Captain Zodge (a tall man with long black hair and a leather eye patch) you watch as fight breaks out between soldiers and commoners. Just another day in the City of Blood.
Week 1: This week will focus on character generation.
Week 2: The aim will be to complete an encounter.
Week 3: The adventure continues!
- GM : Adrian
- Game : D&D 5E
- Level : 1
- TL;DR : Entry Level D&D set in Baldur's Gate
- Players : 5
- Weeks : 1-3
The Alchemist’s Lantern and other Stories
Your rickety wagon trundles along a dirt road, through a forest as old as time itself. Gnarled branches, thick with autumn leaves, reach out for you like grasping hands within the ever-swirling mist. Up ahead light shines out from grimy windows beneath a creaking tavern sign. But the voices coming from the inn are subdued tonight. The Ghost has been seen again…
It is the year 1674 and the world is undergoing a magical industrial revolution. New clockwork technologies are spreading across the land, while magically powered cloudships fill the skies, and the cogs of industry turn ever onwards. In this age of enlightenment, magic is becoming a science, codified and quantified by a host of arcane artificers…
But there is more in heaven and earth than is dreamed of in their philosophies… You are travelling folklorists, peripatetic chroniclers, who wander from one small backwater to the next, trying to record the superstitions and practices of an age that is falling into myth… You know what lurks within the shadows: ghosts and demons, spirits and faeries, Dark curses, blood-stained histories, and the echoes of long forgotten pacts.
You know all too well that the old powers which the Church denies are just as dangerous as they ever were. They flourish amidst the disbelief of this less credulous age, for there are few now with the tools to face them…
This game will by and investigative game of gothic horror set in a fantasy world with an Eastern European aesthetic. It will draw inspiration from Slavic and Germanic folklore, casting the PCs in a role similar to that of the Brothers Grimm. This game might play out over a couple of consecutive short blocks. I have ideas for three or four mysteries and there is plenty of potential for more, but I don’t know whether each will be an evening, or two, or an entire block. Each little ghost story will be fairly stand alone, so players can drop in an out as the desire takes them.
There is a slight content warning for this one. Expect horror and mystery, harrowing ghost stories, grim fairy tales, and the shadows of transgressions both old and new… Ghosts arise from bloody events, so we won’t shy away from issues like murder, persecution, social injustice etc. I’ll provide some basic pre-gens which can be customised to suit the players.
- Proposed by: Alex Barrett
- System: RP heavy, combat light D&D
- Players: 2-6
- Duration: 3 weeks
- Location: In Person
Week 2
The Rune Thief (Continued from week 1)
Week 2: The Deadmens Pact
The Hundred Acre Wood
Continuing from Week 1.
Unknown F'Fotube
Continuing from Week 1.
Our Traveling Home
Continuing from Week 1.
Beginners D&D: A Tale of Two Cities!
Continuing from Week 1.
The Alchemist’s Lantern and other Stories
Continuing from Week 1.
Week 3
The Rune Thief (Continued from week 2)
Week 3: The Eye and the Wolf
The Hundred Acre Wood
Continuing from Week 2.
Unknown F'Fotube
Continuing from Week 2.
Our Traveling Home
Continuing from Week 2.
Beginners D&D: A Tale of Two Cities!
Continuing from Week 2.
The Alchemist’s Lantern and other Stories
Continuing from Week 2.