A Full List of Games

This is the full list of games that are being run this year:

Be listed here, email Keary.

 

Here is the Provisional Timetable: Games

 

GM: Lynne Hardy

Welcome to the Empire of Steam

System: Cogs, Cakes and Swordsticks

Slot: 3 Saturday Morning

Description: Join us in the Empire of Steam for one of our small (but perfectly formed) games. Your group has the choice of becoming the crew of a ship (sailing, flying – anything you like!) or a gang of daring jewel thieves planning a big heist. Alternatively, you could create your very own characters from scratch and take them for a whirl! The sky’s the limit…
Prior Experience: None required
Equipment: None (will be provided)
Number of players: 4-6

GM: Lynne Hardy

Bad Habits

System: Achtung! Cthulhu/Call of Cthulhu 6e/7e/Pulp mash-up

Slot: 4 Saturday Afternoon

Description: Cape Breton Island, Nova Scotia, May, 1943. Father Francis Elliot has disappeared. In his last letter to his friend and former nun, Section M operative Sylvie Deschamps, he expressed concerns about the remote convent of St Anne’s in the Wilds. What has happened to the priest, what could the brides of Christ possibly be up to in the middle of nowhere and why are Section M so interested in getting to the bottom of the situation?
Equipment: Please bring your own dice. Pregenerated characters will be provided
Prior Experience: None required
Number of players: 5

GM: Lynne Hardy

Scritch Scratch

System: Call of Cthulhu 6e

Slot: 7 Sunday Afternoon

Description: The village of Muscoby, buried deep in the English countryside, is undergoing a programme of gentrification to reel in some much needed tourist income. However, there happens to be something of a blot on the landscape in the form of the local rat catcher’s cottage. A specialist clean up crew has been dispatched by the local council and, with a reality TV camera crew in tow, their job is to spruce the place up and make it presentable once more. How hard can that be…
Prior Experience: None required
Equipment: Please bring your own dice. Pregenerated characters will be provided
Number of players: 5

GM: John Ossoway

FORCE OF HABIT

aka Two Droids For Sister Sura

Slot: 3 Saturday Morning

System: Edge of the Empire
Description:
The galaxy is in turmoil.
In the wake of the Battle of Yavin, the Empire struggles to maintain its grip on power in the midst of bloody civil war.
On the edge of the Empire, bands of scoundrels and smugglers, bounty hunters and bandits, explorers and exiles all scramble to make a living. You are one such group – the crew of the freelance freighter Good Omens.
An “Imperial entanglement” has left you trying to keep a low profile on Ord Mantell while you make repairs to your ship. A chance encounter with an old friend in need of help quickly escalates out of control, leading you on a treasure hunt that brings you into confrontation with a local crime lord, rebel sympathisers and imperial forces. The question is – who will secure the ultimate prize: the fabled Elemental Goddess?
Number of Players: 4
Tags: Star Wars, ABY+1, Space Opera, Swashbuckling, Scoundrels and Scruffy-Looking Nerf Herders vs the Empire, Firefly, Gungan-free.

GM: Graham Spearing

The Toast of the Town
A Uresia: Grave of Heaven Adventure

System: Wordplay 2

Slot: 6 Sunday Morning

Description:
The town looks peaceful enough, but there’s a pillar of smoke from last night’s fire, burned corpses from the wreckage, and a demon strung up against the church in the market square. Dolemon Drake, a local hero, gives the call to all brave souls to join him in eradicating the devilish creatures infesting the sewers. Will our heroes join in Drake’s noble fight?

Number of Players: 5


GM: Graham Spearing

All Things Blight and Beautiful

System: Symbaroum

Slot: 5 Saturday Evening

Description:

You think that there are only five of you left. Revida and Carron were smashed by the Blight Troll and Fardi was finished by an elvish arrow. They are still hunting you. Even in Bright Davokar, the ancient forest claws and deceives. Stay together, stay together, if you can make the southern forest border then you will have escaped with your lives, and a few treasures.

 

Perhaps your loot from lost Symbaroum will sell at Thistle Hold, but how many of you will get there…?

 

Tags: Dark fantasy, Rating 15, grim and gritty combat

Number of Players: 5


GM: Paul Lawrence

Blondie: Call Me

System: Realms of Cthulhu

Slot: 4 Saturday Afternoon

Description:

The year is 1985. You are members of Her Majesty’s Extra-Secret Service ( a.k.a. ‘The Laundry’) , Workgroup Codename ‘Blondie’,  whose job remit is to investigate any discoveries of the Turing Theorem, and suppress them ( in accordance with BS 5750 ).

A Gate has opened up opposite Woolworths, and you are called out to remove the problem, and find the culprit responsible. Put that can of Quatro down, and scramble into your Xr3is.

Game Notes :

[1] Contains background elements as detailed in Charles Stross ‘Laundry’ novels, although no prior reading is necessary.

[2] The pop group ‘Blondie’ does not exist in this alternate reality, however, everything else, is ‘our’ 1980’s.

Number of Players: 6


GM: Paul Lawrence

Horror On The Trans-Atlantic Express

System: Realms of Cthulhu

Slot: 3 Saturday Morning

Description:

The inaugural journey upon Isambard Kingdom Brunel’s greatest achievement, the Trans-Atlantic Railway Crossing, was supposed to be one of great joy. Yet tragedy has befallen many of high society’s elite, bizarrely murdered by an unknown assassin. The train stops mid-ocean at the Atlantic Station. Fear not though, for help Is now on hand, via dirigible, in the shape of those fearless fighters of the rum, uncanny and inexplicable:  The Union Of Superlative Heroes !

Starring:

Marquis Le Bat

Gentleman Mint

Empress Amazonia

Duchesse La Bat

Lord Wolverton

Flatiron Knight

A Realms Of Cthulhu Steampunk Scenario, no system knowledge required.

Number of Players: 6


GM: Paul Lawrence

Tales of the Uncanny Rum

System: Savage Worlds Lankhmar

Slot: 8 Sunday Evening

Description:

Lankhmar, City Of Thieves; and last night your group butchered some of their number. Not clever, as ‘City Of Thieves’ implies they may have a Guild. They do, it’s huge, and now there is a large bounty on your heads.

Last night, your group were out on a Rum Tour in the shady area known as the Plaza Of Dark Delights. You seem to remember rolling home without any incident.  Time to find out the truth, before the bounty hunters find you.

You could drink a murder…

Number of Players: 4


GM: Paul Lawrence

Break on Through (To The Other Side)

System: Savage Worlds – Mutant Chronicles

Slot: 2 Friday Evening

Description:

‘Science Fiction meets Wuxia style Gun Kata in a battle of Good vs Evil’

(An introductory scenario to the futuristic Dieselpunk Setting of Mutant Chronicles. No setting knowledge required)

 

The planet Mercury, has a network of underground cities, inhabited by the citizens of the Mishima Megacorporation.  The planet is proliferated with Mishima controlled mines, which provide a huge source of income for the megacorp.  Today started with an earthquake growing in force over several minutes, before finally a huge decaying spire pierced one of the underground motorways, tossing cars and trucks around like rag dolls. A portal on the spire opened releasing the stench of decay, and spewed out the forces of the dreaded Dark Legion, beings from a dark dimension. Their aim: corrupt or destroy the living.

 

The fate of a world rests on the courage of five disgraced samurai…

Number of Players: 5


GM: Eugene Doherty

Equestrian Sirloin Red

System: The Laundry

Slot: 7 Sunday Afternoon

Description:

“Twinkle, twinkle, little horse

Do I love you?

Yes, of course”

 

Unicorns, the stuff of legends and latterly kids’ TV, but there’s no such thing in the 21st century, or is there? When a report comes in of a unicorn sighting in Kent, it’s up to your team from the Laundry to investigate. Odd and spooky is what the Laundry does best and, sure, after all, if it is a unicorn, that’s just a sparkly horse with a pointed head, how dangerous can it be? (based on the novella by Charles Stross)

Number of players: 4-6


GM: Eugene Doherty

Dad’s Army III – Dig for Victory?

System: Call of Cthulhu 5.5e

Slot: 4 Saturday Afternoon

Description:

In wartime everyone must do their part no matter how minor it may seem. But when simple acts of patriotism lead to mania there must be more to it than meets the eye. It’s up to you and the other stout hearted men of the Walmington-on-Sea Home Guard to step in and stem the insanity, but have you the mental fortitude to resist what has driven others to madness and worse?
Loosely based on Diggin’ Up the Past by Daniel Harms
Prior Experience: None required
Number of players: 6-7

GM: Nigel Clarke

Snowstorm in the East Bight

System: The One Ring

Slot: 4 Saturday Afternoon

Description:

“The companions arrive at a longhouse looking for shelter from a terrible snowstorm. There are fell voices on the winds that carry the snow, and the bite of the cold is ferocious. The weather shows no sign of abating; the companions must take shelter or perish.

The house contains a secret that the Company must resolve in order to survive.”

Suitable for players new to the One Ring system, no canon knowledge required.

Number of Players: Up to 6


GM: Nigel Clarke

April in Paris

System: Call of Cthulhu 7th (World War Cthulhu)

Slot: 1 Friday Afternoon

Description:

Looking for some fast francs you take a job to find a Russian Emigre general in 1938 Paris.

Number of Players: 4 – 6


GM: Nigel Clarke

The Secret of Khazad-Dum

System: The One Ring

Slot: 7 Sunday Afternoon

Description:

“It’s late Spring in 2951 of the Third Age, Erebor has recovered from the depredations of Smaug the Terrible and Thain II has ordered Dwarven scribes to find out what is known in the archives of Erebor about Moria and has sent a small advance party to investigate the situation in the Vales of the Anduin.”

Suitable for players new to the One Ring system, no canon knowledge required.

Number of Players: Up to 6


GM: Glyn White

In Harm’s Way

System: Call of Cthulhu 7th Ed

Slot: 2 Friday Evening

Description:

1930s United States, a private detective agency in Cthulhoid noir territory: Amy Cullers, a fashionably dressed and heavily made-up woman who could be any age from eighteen to thirty five needs to talk privately: ‘I need help, see, and you’re the one to do it, if anyone is. I have a proposition for you that could be a real money-spinner for us both. I got the knowledge, you got the skills to seal the deal.’ It is apparent that she is sincere and very nervous about what she is asking you to do.

Keywords: noir adult themes, death, night, rain, blood

Number of Players: 4


GM: Glyn White

The Moorbreck Horror

System: Call of Cthulhu 7th Ed

Slot: 5 Saturday Evening

Description:

The Commission of Charitable Bodies demands that the Trustees of the Moorbreck Orphanage investigate the standards of care at their home at Ormscombe in the county of Lancashire. The statistics suggest the Moorbreck Orphanage is the worst in the country for runaways and death by disease yet the Trustees have been rubber-stamping the reports of the Orphanage’s head Miss Minerva Chattoway for a decade. As the trustees stir themselves to take up the challenge, mysterious letters hint that Miss Chattoway has plenty to hide and should never have been appointed.

Keywords: Orphanages, child disappearances, gloom, misery

Number of Players: 4


GM: Glyn White

England 1820: A Theatre for Slaves, Cowards, and Despots

System: BRP (ish)

Slot: 7 Sunday Afternoon

Description:

London 1820: In the wake of the outrage against the people of Manchester – the Peterloo Massacre – down-at-heel radicals gather and plot some way to avenge their innocent countrymen. The fate of traitors or future glory awaits in ways they cannot begin to forsee.

Keywords: Regency, political assassination, London, Newgate, history rewritten

Number of Players: 5


GM: Tony Parry

The Forgotten Saga

System: Call of Cthulhu 7th Ed (Dark Ages)

Slot: 4 Saturday Afternoon

Description:

The wedding feast of Thorkell Leifsson to Fríða Biǫrnsdottir has been the success everyone at Brattahlíð anticipated. Bride and groom are well matched and are now being led to their chamber in the traditional manner.
With a chill blast of air, the doors to the long house are thrown open and the torches gutter and blow out. Falling in to the entrance is the husk of the man once know as Olafr the Reckless. He has not been seen in Brattahlíð for ten summers and was thought dead. The tale he tells makes many believe it would be better off if he was.

Number of Players: 6


GM: Tony Parry

Ripper Street – Tabula Rasa

System: Call of Cthulhu 7th Ed (Gaslight)

Slot: 5 Saturday Evening

Description:

Inspector Edmund Reid had not come up against anything as unusual this in his storied career; not even when he was hunting the Ripper. The discovery of the local Member of Parliament, Samuel Montagu, naked and apparently mindless, in a flophouse within spitting distance of the Leman Street station has caused immense consternation. It has also drawn the attention of those in power whose attention is best avoided at all cost.  Not only was Montagu naked and mindless, he was surrounded by men, women and children similarly afflicted who were drawn from all walks of London life.
It is now down to Reid, Drake and Jackson to solve this mystery ‘assisted’ by Fred Best, reporter for The Star.

Number of Players: 4


GM: Paul Mitchener

Hurry Home to Me

System: Starfall

Slot:3 Saturday Morning

Description:

 

In 1951, the great beetle-like Scarabs came to Earth and conquered, enslaving and destroying. Now, a year later, the Alliance Earth Organisation (AEO) leads the resistance against the Scarabs, coordinating the efforts of the few unconquered nations.

In this scenario, the player characters are AEO operatives sent to the ruins of London to find a crashed Scarab saucer and learn what they can. The saucer stands out from other Scarab vessels as it was shot down not by the forces defending Britain, but by another Scarab spacecraft. Could the Scarab conquerors be starting to fight amongst themselves?

Number of Players: 4


GM: Stephanie McAlea

The Derelict

System: Call of Cthulhu 7th Ed (Modern)

Slot:2 Friday Evening

Description:

When a large Reefer cargo vessel looms out of the ice and fog in the North Atlantic the crew and passengers of the ‘Delilah’ decide to take a look.  Prompted by Maritime Law they decide to search for survivors and to find out if anyone is still alive aboard the apparently abandoned vessel.  After all, the salvage rights must be worth millions, right?

Number of Players: 6


GM: Stephanie McAlea

The Case of the Dollymop Guild

System: Call of Cthulhu 6th (Gaslight)

Slot:5 Saturday Evening

Description:

When ladies of the night start to disappear in the East End of London, acclaimed consulting detectives Hudson & Brand esq. seek the help of the investigators to uncover their fate.  Spurred on by apparent indifference from the police and the well-to-do citizenry, the players characters must put an end to the disappearances before more Dollymops (prostitutes) go missing.

Number of Players: 6


GM: Stephanie McAlea

Immortal with a Kiss (Bladerunner)

System: BRP (modified)

Slot:7 Sunday Afternoon

Description:

When a prominent scientist is murdered, her killer seems to leave behind a token of love which contradicts the savagery of her death.  Clues lead the L.A.P.D. to suspect there may be yet more murders and that a Replicant is involved.

Number of Players: 6


GM: Simon Beaver

Wagons Roll

System: Runequest 6/Mythras

Slot:5 Saturday Evening

Description:

Merchant caravans of all sizes are a common sight in Prax. Nomads, oasis people and city dwellers alike travel and trade across the wastes and the Long Dry.

The caravan of Joran Trailmaster is a typically cosmopolitan group, travelling from Pimper’s Block to Pavis. Merchants, refugees and wanderers banding together to take advantage of an expert guide and to find safety, and perhaps anonymity, in numbers. For there are many dangers in the wastes of Prax – nomad raiders, malign spirits, dark Chaos creatures and the ever-present patrols of the Lunar army and their local auxiliaries.

As members of this little wagon train, you will help Joran get everyone safe and sound to Pavis. In theory it should be an easy trip with a nice group of people, on a route well travelled by caravans such as yours. It remains to be seen what dangers will appear, either from without or within.

Wagons Roll! is a game for six players set in Glorantha and using the Runequest 6/Mythras rules. No prior knowledge of either the rules or the setting is required.

Number of Players: 6


GM: Simon Beaver

The Unfortunate Legacy of Josiah Goodleigh

System: Stiff Upper Lip (Fate)

Slot:6 Sunday Morning

Description:

Josiah Goodleigh was an industrialist and philanthropist, who tragically died recently. He left behind a daughter, Emily, who is the sole heir to his sizeable fortune. Unfortunately, the legacy is not without its troubles. The patents to the two inventions which formed the basis of Josiah’s fortunes are being challenged in the courts, while rumours come of trouble being stirred up in the Goodleigh mills.

The dark mastermind behind all these misfortunes is Sir Jasper Malevolent, who has designs on both Josiah’s wealth and his daughter. Fortunately for Emily, her father foresaw the perils that would face her and has made provision for her protection. His will appoints several old friends to act as trustees of his legacy and to be responsible its administration and the protection of his daughter.

As those trustees, the players must thwart the evil schemes of Sir Jasper, secure Josiah’s legacy for his daughter, and save young Emily from a fate worse than death.

Stiff Upper Lip is my own variant of the popular Fate system. Stiff Upper Lip takes Fate and gets it to stand up straight, stop slouching and generally become a game system of which Nanny would be proud. It adapts Fate for the genre of British Empire fiction, made famous by writers such as Arthur Conan Doyle, Rider Haggard and Sax Rohmer.

Number of Players: 6


GM: Matt Sanderson

Behind a Mask of Gold

System: Trail of Cthulhu

Slot:1 Friday Afternoon

Description:

South Africa , 1890. After the Witwatersrand Gold Rush four years ago, a handful of large companies dominate the mining operations in the region, but a number of smaller companies still claim territories. It’s hard work, but there are almost boundless riches available to those who have the money and power needed to bring it out of the earth. But what else waits in the depths of the earth, waiting for the greed of man to bring it once more into the light

Number of Players: 6


GM: Matt Sanderson

Lord, Help My Poor Soul

System: Call of Cthulhu 7th Ed

Slot:2 Friday Evening

Description:

Professor Henry Reynolds is a world-renowned expert of Gothic Literature. Every year he throws a lavish Christmas party for a select few from the academic community at his home in rural Oxfordshire. This year, the theme for the party is Edgar Allan Poe. The guests will dress up as characters from his stories, play party games and revel late into the cold, snowy night. What better way to spend Christmas Eve?

Number of Players: 6


GM: Matt Sanderson

Bethmoora Awakes

System: Call of Cthulhu 7th Ed (Dreamlands)

Slot:6 Sunday Morning

Description:

Strangers, living ordinary lives, inexplicably find themselves floating down a dark river into an underground cave. Their memories are fragmented, they’ve seen and heard some odd things, and strange items are seemingly left for them where they have arrived. That’s as much as they know for sure. Where are they? Why are they here? What do they do now? An adventure set in Lord Dunsany’s Dreamlands.

Number of Players: 6


GM: Matt Sanderson

Cadenza

System: World War Cthulhu: Cold War

Slot:8 Sunday Evening

Description:

July 1974. A little after midnight, two SIS agents in the eastern Mediterranean dropped dead at the same time. The common denominator: both were listening to a coded short wave radio transmission relaying instructions to them. SIS fear that their Numbers Station in RAF Akrotiri , Cyprus , which was used to transmit the signal has been compromised. N believes this is something stranger than a Soviet attack. The investigators are being sent to the airbase to discover the truth as international relations between Cyprus and Turkey take a turn for the worse.

Number of Players: 6


GM: Ian Sandford

The Ghosts of Cable Street

System: Trail of Cthulhu

Slot:5 Saturday Evening

Description:

A distinguished, if highly controversial, British politician has been receiving anonymous death threats, no doubt originating from one of his many enemies. The timing is unfortunate being mere days before a mass march of his supporters into their opponents’ heartland. Can the party save him from becoming a martyr, more powerful in death than in life? The man is Sir Oswald Mosley, the date October 1936 and the location, Cable Street in London’s East End.

Number of Players: 5


GM: Ian Sandford

Wheeling Dealing

System: Fear Itself

Slot:2 Friday Evening

Description:

The Hunter family stubbornly turned a blind eye to it’s own secrets and lies until a routine trip to a Motorhome showroom somehow ended up in Hell.

Number of Players: 5


GM: Ian Sandford

Tomb of the Ghast Queen

System: D&D 5th

Slot:6 Sunday Morning

Description:

“The Running Man meets The Warriors”. Convicted for treason against the Ghast Queen, the evil tyrant ruling the land, the PCs are imprisoned for life with hard labour. There is only way out, to win the annual “Run the Gauntlet”, a dungeon treasure hunt and fight to the death against three other gangs. And the PCs have just been volunteered. Please note – as it is a 3 hour slot please arrive as early as possible. I will be at the table from 9am.

Number of Players: 5


GM: Glen Blyth

Title: Over the Hills and Far Away

System: Duty and Honour

Slot: 1 Friday Afternoon

Description:
It is 1809 in Spain and the British are fleeing the French. At the port of Corunna the battered British are fighting a desperate rearguard action to board ships and flee home. The French guns bellow long into the night and their drums never cease, it’s said that there’s a French soldier for every grain of sand in Corunna, and looking at their lines they might be right.  You’ve got bigger problems though, you’ve just got a new a brand new Lieutenant on the eve of the toughest battle ever fought, a Sergeant who scares you more than the French, a Corporal who’d sell you for a bottle of brandy, a deadshot who isn’t what he appears and a ‘reformed’ cutpurse drummer-boy.  Just another day for a rifleman in the glorious 95th.

“Soldiers win battles, Generals get the credit.” – Napoleon Bonaparte
Number of Players: 5

Tags: Empire!, Sharpe, Gentlemen & Scoundrels, Napoleonic Military Romp


GM: Glen Blyth

Title: La Mort de Louis

System: All For One (Savage Worlds)

Slot: 6 Sunday Morning

 

Description:

It is the year 1625 in Paris and King Louis XIII rules at a troubling time, discontent festers in the City, spies lurk in the shadows and Spanish troops are never far from French soil. The citizens chafe under their yoke, fearful of the night as strange terrors stalk the land and talk of revolt albeit in whispers. Luckily for Louis he is protected by the famous King’s Musketeers, not least of which are the famous quartet; the charming Aramis, implacable Athos, colossal Porthos and audacious d’Artagnan. Today however they face their greatest challenge, for today is the day that Louis is foretold to die.

 

“Never fear quarrels, but seek hazardous adventures.” ― Alexandre Dumas

 

Number of Players: 4

Tags: Swashbuckling, Duels, Supernatural, Horror, Intrigue, Dumas!


GM: Baz Stevens

Title: The Dire Straits

System: 13th Age

Slot: 3 Saturday Morning

Description:

Drakkenhall, city of monsters, ruled by dragons, is in full celebration mode. The Monstrous Moon March takes place at 13 o’clock tonight, just as the gigantic Koru Behemoth hits the sea on it’s annual migration path. Tonight there will be no laws or reprisals, just sheer revelry to kick off another glorious year of mayhem.
You have been assigned as Imperial observers, but the Occultist has forseen dangerous hours ahead. Can you get through to dawn unscathed? Can Drakkenhall?
13th Age is a fantasy gaming blend with the inventive narrative of indie, and the rigorous rules of d20. Newbs welcomed, old hands too.

Number of Players: 4


GM: Baz Stevens

Title: Bastion Nights

System: Into the Odd

Slot: 5 Saturday Evening

Description:

The city of Bastion is home to countless expeditioneers. Those who make it back from the Deep Country lug and carry their purloined Arcana to the finest auction house in all the known world; Bailey & Motte. Tonight is the night when the finest goods go under the hammer, including your own expeditions latest discoveries. A chance to become rich beyond the dreams of wildest avarice? or a once-in-an-incarnation opportunity to purchase the fabled Black Hole Collider.
Into the Odd is old school weirdness, with super light rules, and a bizarre and inventive setting. Newbs welcomes, old hands too.

Number of Players: 4


GM: Baz Stevens

Title: Time After Time

System: Icons

Slot: 6 Sunday Morning

Description:

The future isn’t what anybody expected it to be. Except the vile Tempus Khan! He has ground the whole world under his villainous heel and now no-one can stop him or his robot minions. But the gods of time and fate have a funny way of rebalancing the cosmic scales, when they can find suitable heroes of course. Can you change the dystopian future into a utopian present? With great power comes great responsibility.
Icons is rules light Supers gaming, loosely based on the Fate system. Newbs welcomed, old hands too. Suitable for all ages

Number of Players: 4


 GM: Nick Davison

Title: South England Anomalies

System: Primeval

Slot: 3 Saturday Morning

Description:

The truth? You can’t handle the truth.

Anamolies are appearing all over the South East of England. Dinosaurs are emerging from wormholes which appear as free-floating, shimmering, snowflakes of lights.

The Anamoly Research Institute team (ARI) is successfully returning creatures through the portals while minimising casualties and public exposure. The release of Jurassic World and the opening of new dinosaur attractions in Kent have helped cover-up the truth.

But why is this happening and can it be stopped?

Number of Players: 5


GM: Dan Barker

Title: Art-I-Ficial (Minders and Munitions)

System: Heroquest (Post Humanist)

Slot: 4 Saturday Afternoon

Description:

2054

A group of British tourists on vacation in the New Mayan Confederation of Guatemala, are being held for an act of terrorism: A Chinese diplomat to Guatemala has been assassinated at a State Function. 5 British Citizens, but UKBA say only 4 flew out. UK Gov wants this cleaned up promptly, before relations breakdown completely.

A small group of SIS operatives, Minders, are to be dispatched to get to the bottom of this. Quickly.

A Post-Humanist game for 4-5 using HeroQuest (probably)

Number of Players: 4-5


GM: Dan Barker

Title: Highly Inflammable (Minders and Munitions)

System: Heroquest (Post Humanist)

Slot: xx

Description:

2054

Things are hotting up at home. The ATC and FBI/JTTF didn’t appreciate the humour in your last Action. Contacts say it’s only a matter of time until The Man is at the door. As fun as that maybe, you are in no mood to stop now.
So when a friend of a friend offers you the opportunity for a bit of R&R (Random (violence) and Rampage) in the New Mayan Confederation of Guatemala, you jump at the chance. What’s not to love? You get to leave the country for a bit, while committing atrocities in the name of Situationism.

The Stooges are going on Vacation.

A Post-Humanist game for 4-5 using HeroQuest (probably)

Number of Players: 4-5


GM: Andrew Richardson

Title: From Two Ridge with Love

System: HeroQuest Glorantha

Slot: 5 Saturday Evening

Description:

Brave heroes are needed to carry gifts and messages of goodwill from Vailor Blue Fox, the newly elected king of the Malani Tribe, to Queen Leika of the Colymar, our ancient rivals. If all goes well, this could be the start of much happier relations between the Tribes.

Number of Player: 6


GM: Robin Poole

Title: Devil and the Deep Black Sea

System: Sixth World (Shadowrun PbtA)

Slot: 2 Friday Evening

Description:

Amsterdam, United Netherlands, 2074AD

 

The call goes out for a team of shadowrunners to perform a “Simple” kidnap retrieval job, the first complication is that the victim is currently in an abandoned Arcoblock in the toxic North Sea, and the second is that you aren’t cleared to know the anything more. But you are going to take the job anyway come hell or highly toxic water.

 

A shadowrun adventure using the Sixth World adaptation of the Apocalypse Engine

 

Number of Players : 5


GM: Robin Poole

Title: The Thin Grey Line

System: Dungeon World

Slot: 4 Saturday Afternoon

Description:

Vornheim guard are more than just city watch. With special dispensation from the Marquis De Gallica they work as the city Militia but also as the street healers, arbiters of disputes, assistants to the courts of the land as executioners of men, bailiffs and coroners.  At a push they are escorts to royalty and of course an an ear for the people who are in need. Always there with a happy smile and a can do attitude.

 

Being a member of this elite is both an honor and a great responsibility and one which needs broad shoulders to take this burden. You have all been selected as individuals both with the strength to do so and with the skills and breadth of experience which the city needs. Some of you may feel you were press ganged into service, but I assure you the bylaws of our city do not permit such a thing.

 

Number of Players : 5


GM: Robin Poole

Title: The Warren

System: The Warren

Slot: 7 Sunday Afternoon

Description:

The Warren is a tabletop role-playing game about intelligent rabbits trying to make the best of a world filled with hazards, predators and, worst of all, other rabbits. It is a game about survival and community.

 

This game takes inspiration from classic rabbit tales such as Watership Down, Fifteen Rabbits, and Peter Rabbit. It uses a heavily-modified version of the game mechanics from Vincent Baker’s Apocalypse World.

 

There are many creatures, humans included, that are bigger, stronger, meaner, or more numerous than rabbits. The seasons and the elements do not care that rabbits are only little things. Rabbits cannot hope to meet these threats head on. Only through speed, wits, and keeping a cool head can rabbits bypass the dangers of the outside world.

 

Number of Players : 4


GM: Dr. Moose

Title: Whatever Happened to Lyubov Orlova?

System: Heroquest 2 (Contemporary Action Movie Genre)

Slot: 3 Saturday Morning

Description:

Troubleshooters for hire will turn their hands to anything if there’s money in it, and the offer from an eccentric millionaire to remove a number of items from a derelict and drifting cruise ship is no madder than many other commissions that the crew of the Lodestar have taken. Of course, they’re never as straightforward as they sound, but you wouldn’t want life to be too boring, would you? Oh, and I don’t know if you heard, but the actress the ship was named after? Her body’s gone missing…

Number of Players: 6


GM: Dr. Moose

Title: The Phoney Express

System: Toon (Glorantha)

Slot: 5 Saturday Evening

Description:

Hippi Irrippi’s Speedy Couriers (“You’ll be Over The Moon about our Service!”) face their biggest challenge yet, to escort The Baggage back to it’s (f)rightful owner – whether it wants to go or not- in the dark heart of the Uphill Swamp of Harshest Tarsh!

Warning: may feature ducks, home broo & a mighty Wurlitzer!

Number of Players: 6 (more at a pinch)


GM: Jane Williams

Title: The Great Duck Point Boat Race

System: Home Grown, very rules-lite

Slot: 3 Saturday Morning

Description:

I’m told this is a classic, but infamous might be fairer. No previous knowledge of anything needed. A roleplaying game on a Gloranthan snakes and ladders board using wargaming rules. Design your boat and crew, then race around the undead-ridden Upland Marsh to win a monopoly on a Lunar trade route, doing your best to dispose of the opposition on the way, without the Governor’s Wife catching you cheating. Hint: no-one has ever yet won this race, but they’ve destroyed the town twice. There will be silly miniatures, bad puns, stupid accents, and references to Oxford/Cambridge and Asterix.

Number of players: 6


GM: Guy Milner

Title: The Beard of Lhankor Mhy

System: 13th Age in Glorantha

Slot: 4 Saturday Afternoon

Description:

A half-mask of incredible power, said to guide even the most carefree mind into the best course of action and rule of law, would be just the artifact to restore your Clan to its rightful place as peacemakers and intermediaries. So when your routine patrol rescues a half-mad hermit who claims to have seen it, even the prospect of a journey into Snake Pipe Hollow to steal it from the largest Broo clan you have ever heard of sounds worth the risk – to your elders at least. But can you brave the Chaos-infested wastes and steal the mask … or have the Lunar patrol that your informant had already encountered got there first? An adventure for up to 6 2nd-level adventurers in 13th Age in Glorantha. 13th Age is a narrative yet tactical game where the crunch of D&D meets the rangy extemporisation of indie games. No previous experience necessary; expect player-driven narration alongside tactical combat. Pre-gens provided.

Number of Players: 6


GM: Guy Milner

Title: Pagoda of Doom!

System: Feng Shui 2

Slot: 7 Sunday Afternoon

Description:

China, 69 AD. Word comes to the court that the General in the North, Hang Len, has fallen – and that an enormous iron pagoda now sits atop the bleakest peak of the mountains. From it, armies of steel demons emerge, crushing all who stand before them. Only China’s greatest heroes can face the steel demons, wind dragons, and inscrutable eunuch sorcerers to conquer the PAGODA OF DOOM and restore the North to the Empress’ rule. But they each carry with them a dark secret that may yet be their undoing! An adventure for up to 6 players using Feng Shui 2. Feng Shui 2 is the latest incarnation of the staggeringly influential action movie RPG of the mid-90s. Expect nonsensical chop-socky Wuxia action and poorly dubbed melodrama.

Number of Players: 6


GM: David Maple

System Kingdom by Ben Robbins

Slot: 1 Friday Afternoon

Description:

Kingdom is a GM-less diceless roleplaying/story game. The Kingdom refers to a community or organisation that the players all belong to. It could be a real medieval fantasy kingdom, or the crew on a deep space research vessel, or the pupils and staff at a school of witchcraft and wizardry, or a whole metropolis or just the cops down at Precinct 14.
At the start of play, the group will build the Kingdom together and then, through their characters, they explore what the future holds for the Kingdom and it’s members. The game revolves around resolving Crossroads, (yes or no decisions that shape path the Kingdom will take) players may have different ideas on which direction the Kingdom should be going and have different methods or influencing the decision. Perspective players can predict the outcome of a decision.Touchstone players are in touch with the mood of the populace, and can push the Kingdom towards Crisis if they aren’t happy. However only Power players actually get to decide what happens.

Number of Players: 3


GM: David Maple

Gods and Monsters

System: Fate

Slot: 3 Saturday Morning

Description:

It is a time of legend, humanity is still struggling to find it’s way in a world that is still taking shape. While proud of the advances they have made fashioning tools and taming fire, they still hide behind their walls at night fearful of the wild places and creatures outside.
But you do not suffer the same fears for you are immortal, a fragment of the All-mind from the dawn of creation, a god. While you manifest in humanlike bodies with humanlike minds, your psyche determines your form, warping it to match your demeanor. What’s more the world is still young enough to be molded to your whims and the will of other immortal beings like yourself.
How will you shape this world, and the lives of those in it? What tale will the humans tell of you huddled round their campfires, will you be a god they worship and praise, or one they fear and offer sacrifices to appease? Will you control the power of your own psyche, or will the shear power of it control you turning you into a Monster?
Number of Players: 4 (ish)

GM: Pete Atkinson

Title: Big Trouble in Little Prospect

System: Fate Core

Slot: 4 Saturday Afternoon

Description:
The good people of Little Prospect live in terror of The Colonel, a megalomaniac deserter from the Confederate army who likes to shoot first and ask questions later. The Colonel’s a wanted man and there’s a reckoning a comin’. They say he’s holed up in the old mine works where he’s been digging fer something more valuable than gold, something that ain’t quite natural…
Tags: Smoking Six Guns, Purdy Ladies, Tough Hombres
Number of Players: 5

GM: Ben Quant

Title: Retail Therapy

System: Dr. Who Adventures in Time and Space

Slot: 4 Saturday Afternoon

Description:
Sometimes you want a break from saving the universe and so it is that our Time Lord and his companions find themselves in the largest ever out-of-planet shopping centre, The Cornucopia. Trouble, however, has a habit of finding you, and as always all is not as it seems…
Join ‘The Locum’ and his companions as they face the dangers lurking behind a spot of retail therapy…
Any special details: Anyone welcome! No prior knowledge of system or setting required.
Number of Players: 4 – 6

GM: Ben Quant

Title: The Adventure of the Fenland Murder, a Winter’s Whodunnit

System: Pendragon

Slot: 8 Sunday Evening

Description:

A harsh winter has beset the Fens causing the player knights to be stranded in the village of Whittlesea. Still all is not lost, recompense is found by the roaring fire of the local tavern where the Christmas celebrations have continued after the feast itself. The one morning a body is found…

Number of Players: 4

GM: Ben Quant

Title: Saving SoulsRest

System: Everway

Slot: 4 Sunday Morning

Description:
The council of SoulsRest has regularly traded with the realm of Breathstone for the precious mineral from which it gets its name. This is vital for the ongoing prosperity of SoulsRest, forming a key component in their fertility rites. Over the last couple of years they have been aware of unrest there, but as the stones continued to be made available they turned a blind eye to it. This last year, however, has been disastrous. Only a handful of new children have been born in SoulsRest. Rather than sending traders when the gate next opens, the leaders of SoulsRest have decided to gather together a group of spherewalkers of stature to investigate what’s going on. Can you and your companions secure the future for SoulsRest before the gate closes again for another year?…
Everway is an unusual rpg. Set in a sphere-hopping world, characters are designed using art cards for inspiration and a few basic stats. Diceless, it relies on a combination of stat comparison, plot and interpretation of the ‘drama deck’ of cards to determine the outcome of actions. Rules-lite, the only requirement of the players is a willingness to get involved in this process – a process I take a very collaborative approach to.
No prior knowledge of the system is required.
Number of Players: 4

GM: Julian Hayley

Title: The Museum at the End of Time

System: Mutant Crawl Classics (DCC)

Slot: 4 Saturday Afternoon

Description:
So this adventure ( which was part of the Goodmans Games give away for this years Free RPG Day ) has the PC’s as youngling members of the Tribe of Cog setting out  explore the radioactive desert of Terra A.D on a Rite of Passage to propel them into adulthood. Each participant is expected to bring back to the tribe an item or functioning artifact from the time of the Ancients.
Will you all survive ( frankly this is highly unlikely ) who will bring back the most impressive artifacts and will any of you be promoted to the ranks of the Seeker Team one of  the tribes most coveted roles as a result.
Number of Players: 4 – 5

GM: Julian Hayley

Title: Nebin Pendlebrook’s Perilous Pantry

System: Mutant Crawl Classics (DCC)

Slot: 7 Sunday Afternoon

Description:
The tiny village of Bitterweed Barrow is unaccustomed to mysterious tunnels, missing halflings, or the need for brave adventurers, but now it has all three!
Can a band of gong-farmers and shoe-cobblers muster the courage to decend into the darkness and confront the terror that waits beyond Nebin Pendlebrook’s unexpectedly perilous pantry?
BIG NOTE:  the publisher of this game and other independently produced DCC scenarios, Jon Marr of Purple Sorcerer Games has kindly offered through Julian anyone who signs up to play this slot can if the give their email addresses for their RPGnow accounts and have a free pdf to download of his adventure Perils of the Sunken City.
Number of Players: 4 – 5

GM: Anthony Lee-Dudley

Title: The Dead Men There Are Waiting

System: Call of Cthulhu 7th Ed (WWI)

Slot: 3 Saturday Morning

Description:

June 5 1917 – British 2nd Army Transport Hub. Just outside of Ypres, Belgium.

Mud. Sweat. Darkness. Hunger. The Four Horsemen of your own personal Apocalypse, less glamorous than the more commonly recognised four, but considerably less fatal too.

Not that your battles have been easy. Tunnelling through the London clay of West Flanders is back-

breaking work; the never-ending toil punctuated with brief, terrifying subterranean battles with your German counterparts. Shocking in their suddenness, the violent encounters always end in the same explosive way; the dull thump of a Camoflet, followed by the Stygian darkness reclaiming the spaces beneath the earth. Keeping for itself the bodies of the dead and the souls of the unfortunate few left trapped below.

You sit with your fellow enlisted men, listening to the constant thunder of the British guns and wonder what today will bring.

Number of Players: 4 – 6

GM: Anthony Lee-Dudley

Title: The Wild Geas

System: Cold War (World War Cthulhu)

Slot: 6 Sunday Morning

Description:

Democratic Republic of the Congo 1964

The township of Kano in the Equateur region of the Democratic Republic of the Congo is a mass of hidden agendas and adversarial factions. Nations and corporations fight proxy battles using local groups as pawns.

The Commonwealth Mining Company, a British company looking at the potential mining possibilities in the area, has requested assistance from HM Government, and SIS has agreed to put some assets into play.

Section 46 are also interested in the area, though for slightly different reasons.

Ancient superstitions, warring factions and politics, what could possibly go wrong?

Number of Players: 4 – 6

GM: James Boldock

Title: Rescue at Glare Peak

System: Star Wars: Age of Rebellion

Slot: 7 Sunday Afternoon

Description:

It is a time of civil war. The Rebel Alliance has scored its major victory against the Galactic Empire by destroying the fearsome Death Star. Chased from their once-secret base on Yavin 4,the top Rebel commanders are on the move, one step ahead of Imperial pursues.

On the planet Trivar II, a new Rebel resistance group must save agents of the main Alliance Fleet from Imperial forces before DARTH VADER arrives . Capture and interrogation could reveal the secret movements of the Fleet and Rebel High Command, endangering the Rebellion itself…

No. Of Players: 4


GM: Neil Gow

Title: The Tournament of Three Roses

System: Mouse Guard (hacked for Game of Thrones action)

Slot: 2 Friday Evening

Description:

A grand tournament held in the honour of three beautiful ladies from three rival houses, attended by the greatest knights in all of the land – what greater challenge could there be for a young set of knights? The prize? Gold, glory and the favour of a great Lord!
This is a game of Kings Guard – a Game of Thrones hack of Mouse Guard, focusing on a tournament set at a time before Robert’s Rebellion. Thrust into the swirling maelstrom of bravado and intrigue of a grand tournament, our posse of knights must prove their worth, bring honour to their Houses and their Lord and maybe, just maybe, prove themselves to one of the Three Roses!
Tags: Game of Thrones, lots of player narrative, cards and dice, ‘fighting and romance and intrigue’, potentially adult themes.
No. of Players: 4

GM: Neil Gow

Title: American Die: The Reunion

System: Monsterhearts

Slot: 5 Saturday Evening

Description:

It’s been four years since you graduated and went your separate ways – some off to college, some into work and some into the armed forces, but now you’re back at High School for the traditional reunion. The Class of ’12 was a raucous one and everyone remembers the Prom… However, for some of you, things have taken a rather macabre turn towards the dark. Now, you’re being thrown back into the place you were bullied, humiliated, belittled and abused … only now, you’re the hunter, not the hunted!
American Die: The Reunion is a Monsterhearts game of students thrust back into their teenage years and all the horrors which were perpetrated upon them there and then.
Tags: Horror, Sex, Violence, most probably a load of trigger issues, Cert R18, You have been warned.
No. of Players: 4

GM: Steve Ellis

Title: A Time of Harvest

System: Call of Cthulhu 7th

Slot: 1 Friday Afternoon

Description:

No. of Players:


GM: Nick Reynolds

Title: Rustbelt

System: Blood and Water

Slot: 4 Saturday Afternoon

Description:

 The once proud city of Detroit is dying, neighbourhoods contracting and the bulldozers are moving in to clear the rotten districts as part of the Far Eastside Plan.

For some this is harder to deal with than others as their roots go back unnaturally far or unnaturally deep. Some dark houses are not empty and overlook the work crews like predators circling the waterhole.

Elsewhere the districts freshly built over the old steel bones of the city teem with hipsters and those that service their disposable faddery. Bike shops jostle with craft breweries for space.

You are refugees from both worlds, neither the bright young things, nor the dark old inhuman ones and you must try to make your way in this evolving urban landscape.

Blood & Water is James Mullen’s rules light game of people who have undergone some traumatising experience and become supernatural creatures who have had to give up their old life and band together in fellowship. Now they are trying to get by in a mostly human world and not succumb to the temptations their new life presents.

Broadly inspired by the TV series Being Human (and coincidentally, later the movie What we do in the Shadows, albeit usually less comedic), typically you are ‘classic’ monsters such as a vampire, werewolf, ghost, zombie, etc. who unable to fit in with society have been thrown together in a shared house and have to deal with the travails of everyday life that have suddenly become more difficult. A highly narrative game dealing with the difficulties of friendship and obligation, the tone and content are 100% player driven so we will establish play style during character creation.

No. of Players: 4


GM: Chris Payne

Title: The Challenge of the Tattooed Princess

System: Pendragon

Slot: 3 Saturday Morning

Description:
A wealthy tiny kingdom seeks a groom for one of their princesses. Tradition says that he must come from outside the clan and be the winner in a series of challenges. The problems? Well, this is a matriarchial society of tattoed warriors with rumours that they sacrifice shipwrecked sailors to dark gods.
No. of Players:  Up to 6

GM: Chris Payne

Title: Veronica’s Veil

System: Pendragon

Slot: 7 Sunday Afternoon

Description:
A relic (part of Veronica’s Veil) has been stolen by an eloping Monk and nun and believed to have been sold. Knights are sent to retrieve the object. The problem will be persuading the new owners to part with it (faeries) and getting it back home safely as the knights venture into the unknown beyond Hadrian’s Wall.
No. of Players:  Up to 6

GM: Eschille

Title: Arthurian themed Boardgames

System: Assorted Boardgames

Slot: 2 Friday Evening

Description:
The Pendragon Eschille warm up for this years Continuum with a selection of Arthurian themed boardgames with a playing time generally of 40-60 minutes. A few other themes may find their way into the box. Games will be for 2-6 players and with two of us we think we can oversee three groups (possibly more).
No. of Players:  up to 12 possibly more

GM: Evil Gaz

Title: Double Dealing

System: Savage Worlds (Lankhmar)

Slot: 5 Saturday Evening

Description:
In a burned out habadashery in the bowels of the city, a group of independent “free agents” ply their trade without paying dues to the Theives’ Guild. A dangerous position, but a lucrative one if you can find the work. As luck would have it, a noble woman has been disadvantaged by some merchants, and our plucky crew have the opportunity to rescue her valuables and make themselves a tidy profit into the bargain. What could possibly go wrong?
No. of Players:  5

GM: Andrew Jones

Title: The Pyramids of Oadby

System: Runequest 6/ Mythras/ Luther Arkwright

Slot: 6 Sunday Morning

Description:
Something has gone wrong in the parallels- no parallel before has discovered Richard III’s bones in 1986 and reported ancient Egyptians in the streets of Oadby. For the first time ever, WOTAN is worried about Leicester. A science fiction game set in the universe of Bryan Talbot’s Luther Arkwright. (No setting knowledge required)
No. of Players:  Up to 4

GM: Andrew Jones

Title: And the Dragonewts are Dancing…

System: HeroQuest Glorantha

Slot: xx

Description:
What happens to the Dragonewts when the first dragon for 300 years is summoned to destroy the Temple of the Rising Moon? And how does it link to your initiation when you heroquested by accident? This Glorantha will vary. Character generation will be “as you go” (unless you want to bring a pre-gen…)
No. of Players:  Up to 4

GM: Frederico Ezequiel Sohns

Title: The Princess and the Oracle

System: Nibiru

Slots: 1, 2 , and 3

Description:

Welcome to Nibiru: a huge space station, home to millions, where stories of mystery, horror, drama and struggle are written on a daily basis. The characters play the role of Vagabonds; people that awake with no memories of their pasts. However, they will soon discover that their forgotten memories hold more significance than they could imagine, and that the key to their past lies in securing their future. Nibiru uses a novelty system that builds your character as you recover your lost memories. It is designed to put your story first, and to help you and your fellow players tell tales of self-discovery set in an unusual and wondrous sci-fi setting full of mysteries and opportunities for adventure.

Players: 3-4


GM: Scott Dorward

Title: Death to El Jefe!

System: System: Hot War (mechanics only, different setting)

Slot: 1 Friday Afternoon

Description:

Revolution has come to the Caribbean island of Corto Maltese, again. The forces of the hated despot known as El Jefe — a former revolutionary himself — are on the run. This time things will be different. This time the people will be free. Amidst the chaos, four men are thrown together by circumstance. Each is very different, but tied to the others in a way none of them could have imagined. The turmoil of the revolution presents an opportunity for each to shape events in his own image, but who will prove the strongest?

Number of Players: 4 (Adults only)


GM: Scott Dorward

Title: The Way of All Flesh

System: Call of Cthulhu

Slot: 2 Friday Evening

Description:

Reverend Cobb and his family have just moved to the small town of Boreham, in rural Massachusetts. The First Congregational Church has been without a rector since the disappearance of Reverend Winthrop earlier in the year. However unfortunate the circumstances, this may become a time of renewal for the Cobbs and the people of Boreham.

The reverend has challenges to overcome, however. Winter is here, and with it, long, dark nights and heavy snow, cutting the town off from the rest of the world. The townsfolk have become reclusive, and attendance at the church has dwindled. Surely the arrival of a new rector will bring the congregation back. Or maybe the problem is not that the locals have lost their faith, but that they have found a new one…

 

Number of Players: 4 (Adults Only)


GM: Scott Dorward

Title: The Forcing Move

System: World War Cthulhu: Cold War

Slot: 4 Saturday Afternoon

Description:

Reykjavík, Iceland, 1972.

The World Chess Championship is an unlikely front in the Cold War. As Bobby Fischer and Boris Spassky face off over the chessboard, a small team of SIS officers find themselves engaged in their own game of move and countermove over a potential defector. An already tense situation tips over into nightmare and madness as another, more eldritch threat emerges.

Number of Players: 4 (Adults Only)


GM: Scott Dorward

Title: The Way of All Flesh

System: Call of Cthulhu

Slot: 5 Saturday Evening

Description:

Reverend Cobb and his family have just moved to the small town of Boreham, in rural Massachusetts. The First Congregational Church has been without a rector since the disappearance of Reverend Winthrop earlier in the year. However unfortunate the circumstances, this may become a time of renewal for the Cobbs and the people of Boreham.

The reverend has challenges to overcome, however. Winter is here, and with it, long, dark nights and heavy snow, cutting the town off from the rest of the world. The townsfolk have become reclusive, and attendance at the church has dwindled. Surely the arrival of a new rector will bring the congregation back. Or maybe the problem is not that the locals have lost their faith, but that they have found a new one…

Number of Players: 4 (Adults Only)


GM: Scott Dorward

Title: William Shakespeare’s ‘The King in Yellow’ presents The Tempest

System: Lamentations of the Flame Princess

Slot: 6 Sunday Morning

Description:

Prospero, erstwhile Duke of Milan, has been stranded on a remote island for many years. Here he has raised his daughter, Miranda, assisted by the loyal spirit Ariel and his brutish and rebellious slave Caliban. Over time, Prospero has hatched a plan, using magic to draw those who betrayed him to the island using a sorcerous tempest. Once they are in his clutches, he will put everything right, building a new life for Miranda and restoring himself to his rightful position.

Something has gone wrong. The storm has not brought the bounty that Prospero expected, bearing nightmares and unwanted revelations instead. Who amongst them will survive, identity intact, when strange winds blow in from Carcosa?

 

Number of Players: 4 (Adults Only)


GM: Tim Partridge

Title: Cerulean Spa

System: tremulus

Slot: 6 Sunday Morning

Description:

In need of a pick-me-up? Come visit our exclusive spa where the naturally radioactive waters will reinvigorate you. Our crystal clear blue water contains Radium, the miracle element hailed by doctors as the cure for many conditions. The warm 68 degree spring was for centuries a closely guarded secret of the local indians. Was this the legendary fountain of youth that Juan Ponce de León never found?

Our new 18 hole golf course is opening soon. Come and join us June 23 for the celebrations!

This scenario has been run at various conventions during 2015

Equipment: Please bring something to write with and 2d6. Characters will be provided

Prior Experience: None Required

Number of players:  2 – 5


GM: Damon Warr

Title: The Adventure of the Legacy (or Escape from Dunwich)

System: King Arthur Pendragon

Slot: 8 Sunday Evening

Description:
Her Ye! Hear Ye! The Lord on Dunwich has died (his ship lost to storms) and a tournament is to be held to find the new Lord of Dunwich. Only noble Knights of Saxon descent may compete. “This is a unique opportunity for a young Knight to become a Lord, with his own Castle and retinue.” What’s more an invitation has arrived by messenger to you.
No. of Players: 

GM: Simon Burley

Title: Falcon’s Peak

System: The Black Hack

Slot: 3 Saturday Morning

Description:
From all the way back in Dungeon Magazine #3. The classic scenario. Described in reviews as “the OSR adventure all the others wish they were”. And my personal favourite old-school “Special Ops D&D” adventure.
Using the terrific new The Black Hack rules. (A great chance to try out the system.) We can get through this great slice of old-school fun in a single slot.
No. of Players: 5

GM: Simon Burley

Title: Flight into Oblivion

System: The Cthulhu Hack

Slot: 4 Saturday Afternoon

Description:
You’re on the cheap overnight flight back from New York to the UK – you know, the one where the night only lasts about 2 hours – when things take a turn to the bizarre…..
A low budget mystery/horror film – probably a student film made on that aeroplane standing set some film colleges have, with airport scenes and special effects cut in later when they’ve got a budget – along the lines of The Langoliers, The Ninth Gate, Source Code and Constantine.
Using the terrific new Cthulu Hack rules. (A great chance to try out the system.) Can you work out what’s going on before your time is up? Flight into Oblivion is a scenario of mystery and horror. A slowly building feeling of dread followed by absolute torment – unless……….
No. of Players: 5

GM: Simon Burley

Title: All of Time and Space

System: Manifold (Code of the Spacelanes)

Slot: 5 Saturday Evening

Description:
Set in the worlds of Dr Who. You can make any character from across Time and Space – just not anyone who’s every appeared on the TV series. Somehow you’ve all washed up aboard a runaway Tardis.
IF you can get along with your shipmates, and
IF you can work out how to land the bloody thing and
IF you can manage to get the doors open
There’ll be mysteries to solve and adventures to be had…………
Played using one of my lightweight game systems (2d6, easy to learn, fun!) this is the scenario I’ve run to acclaim at convention after convention. (If you think you’ve played it before, don’t worry, I’ve got another adventure to waiting outside the Tardis doors to substitute if necessary.)
No. of Players: 5

GM: Steve Hatherley

Title: In Whom We Trust

System: Call of Cthulhu 6th Ed

Slot: 6 Sunday Morning

Description:
Set in 1938, it concerns the fate of the Haswell Expedition in the Amazon jungle. It is a trip that few are likely to survive…
Not recommended for arachnaphobes.
Number of Players: 5 or 6

GM: Tim Gray

Title: The Promised Land

System: Symbaroum

Slot: 6 Sunday Morning

Description:
You meet around the campfire, waiting to make the perilous journey from the ruin of the old realm to the new lands over the mountains.
Symbaroum is a new fantasy RPG from Sweden, broodingly atmospheric with great art and a light trad-ish system. This is the starter adventure from the book, designed to give a simple taster.
Number of Players: Up to 5