Games played in 2023

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Block 5: 21 November 2023 – 16 January 2024

Odyssey of the Dragonlords (continued)

Odyssey of the Dragonlords

Dramatic Pitch – Thylea is a foreign land, set across a great expanse of ocean. Great Beasts wander her plains, and fey creatures haunt her woods. Centaur tribes war for control on the steppes, and reptilian savages battle across her islands. Settlers have struggled to survive on this land at the beginning, forever having to choose between appeasing the cruel Twin Titans or fighting a losing battle against the land’s natives. In time on Thylean shores arrived great champions of the old world, the Dragonlords! They heralded an upheaval and overthrew the Titans, and thus the Oath of Peace was forged and so followed 500 years of peace. The Oath of Peace is now coming undone and the Titans once again tighten their grip upon the mortals…

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 12

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: 5e
  • Players: 3-6 (with returning players having priority)
  • Location: In person

Wicker Valley (continued)

Motw.jpg

Wicker Valley is a small rural town known for its festivals and charming B&B’s. On the outskirts of the Wicker Forest National Park, it sees a lot of hikers and nature enthusiasts year round. Of course, sometimes hikers don’t always make it out of that forest. Lately it seems nature has been a lot more dangerous.

Will you be a Hunter like the Winchester boys, a government agent like Mulder or Scully, or The Chosen One like Buffy. Because the monsters are real and someone needs to step up and protect the regular folks.

Game details

  • System: Monster of the Week
  • Players: 3-5
  • GM: Heather
  • Location: In Person

Under Hollow Hills

Under-hollow-hills-cover.jpg

There is a travelling circus under the Hollow Hills. It travels by moonlight, small wagons creaking in the night silence. It travels lost roads, where fireflies and whisps hover to watch it pass, where goblins peer down from their treebranch perches, or owls. It travels the night world and the day world, fairyland and the living earth, and places otherwise, and no border can keep it.

You are its performers and its crew, its ringmaster, its clowns and tumblers, its lookouts and roustabouts, its planners and problem-solvers, its stars. You are its celebrated headliners and you are the fugitives who travel, opportunistically, with it. You are the mysteries it poses, the dramas it performs; you are music, juggling, acts of death-defying peril, pratfall comedy; you are moments of beauty and moments of loss. You are the circus and the circus is you. You have dangerous secrets to tell.

You go where you go and you perform where you choose. To you, a human child's birthday party in a vacant lot is the same as a command performance of the great Crowned Heads of Fairyland. (And more like stuffed heads, saith the Hob.)

Wherever you perform, you change: you change the seasons, you change the fortunes of those you perform for, you open their eyes, you awaken their hearts, you lull them to sleep. You change yourselves. This is the game: we change.

Step up, step up. Come great, come small, come revellers all!

The structure will be episodic, as you move from performance to performance. But as you travel, you change yourselves, you change the circus, and you change the world. All those changes will play out, and who knows what the final destination will be?

Same page description

  • Who prepares the story? No-one plans anything. PCs and NPCs just do what seems right at that moment. This might or might not lead to a good story.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory, plus anything else that meets the group's approval and follows from the moves.
  • The rules (including agreed house rules) will be: followed, come what may.
  • 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? What's at stake is clear in each conflict.
  • Doing the smartest thing for your character's survival: isn't even a concern or focus for this game. But insults given and favours owed? They're vital.
  • 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.

Game details

Hell Among the Hedgerows

Root.jpg

The Marquise de Cat led her armies to victory over many of the clearings, but the Eyrie Dynasties rise again to oppose her. Meanwhile, the mice, rabbits, and foxes of the Woodland do not sit idly by - the Woodland Alliance, a homegrown rebellion, has emerged, promising to free the Woodland from any oppressors.

In the midst of this war, you and your friends - vagabonds all - travel between the clearings, taking on jobs no one else can or will do. You choose whom you serve, if anyone... but everyone knows you may tip the balance of the War.

Root: The Roleplaying Game is the officially-licensed tabletop RPG based on the award-winning Root: A Game of Woodland Might and Right board game by Leder Games. In Root: The RPG, you play vagabonds, individual outlaws whose adventures and alliances define the Woodland forever.

Game details

  • System: Root (PbtA)
  • Players: 3-5
  • GM: Robin
  • Location: In Person


Block 4: 5 September 2023 – 24 October 2023

Odyssey of the Dragonlords (continued)

Odyssey of the Dragonlords

Dramatic Pitch – Thylea is a foreign land, set across a great expanse of ocean. Great Beasts wander her plains, and fey creatures haunt her woods. Centaur tribes war for control on the steppes, and reptilian savages battle across her islands. Settlers have struggled to survive on this land at the beginning, forever having to choose between appeasing the cruel Twin Titans or fighting a losing battle against the land’s natives. In time on Thylean shores arrived great champions of the old world, the Dragonlords! They heralded an upheaval and overthrew the Titans, and thus the Oath of Peace was forged and so followed 500 years of peace. The Oath of Peace is now coming undone and the Titans once again tighten their grip upon the mortals…

TL;DR – Come to undertake epic feats of Heroism! Stay for the criticism levelled at you by every single NPC you help…

Come to fight and slay the evil(?) Titans! Stay to nearly not plan the nitty gritty of actually how to kill immortal Titans…

Come to acquire immensely powerful magical item! Stay to have said item stolen next session by an aggroed NPC…

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 10

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: 5e
  • Players: 3-6 (with returning players having priority)
  • Location: In person

Wicker Valley (continued)

Motw.jpg

Wicker Valley is a small rural town known for its festivals and charming B&B’s. On the outskirts of the Wicker Forest National Park, it sees a lot of hikers and nature enthusiasts year round. Of course, sometimes hikers don’t always make it out of that forest. Lately it seems nature has been a lot more dangerous.

Will you be a Hunter like the Winchester boys, a government agent like Mulder or Scully, or The Chosen One like Buffy. Because the monsters are real and someone needs to step up and protect the regular folks.

  • System: Monster of the Week
  • Players: 3-5
  • GM: Heather
  • Location: In Person

Horror on the Orient Express (continued)

HorrorOnTheOrientExpress.png

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!

  • Rules System: Call of Cthulhu 7th
  • Players: 4–6
  • GM: Amy Hewitt

All the Strange, Strange Creatures

Product-hero-spelljammer-3.jpg

Weird things dwell on the uncharted worlds of the D&D multiverse. Creatures great and small, malevolent and benign, terrific and terrifying. Only a tiny fraction have ever been chronicled in a Monster Manual… Until now…

You are the crew of a spelljamming ship, expert star farers, familiar with the Astral Sea, the perilous pathways of the Phlogiston, and numerous Crystal Spheres. You have been hired by the Great Library of the Multiverse, and Nicodemus Varo their Professor of Magizoology. They are compiling the next edition of that august reference work of arcane animalia, and need field researchers to travel the length and breadth of wild space and document the strange, strange creatures they find there. Dare you explore strange new worlds? Tangle with Tarrasques, amble among the aboleths, and research ravening ravids?

Spelljammer is Dungeons and Dragons IN SPAAAACE! A weird world of magical flying ships, arcane adventures, and weird science peculiarity. The game will use the 5th edition version of Spelljammer: Adventures in Space, and the tone will fall somewhere between Star Trek with Wizards, Pokemon (with wizards) and The Hitchhiker’s Guide to the Galaxy (also with wizards). Characters will start at level four, and just about any character option could be playable. It’s a big universe after all. Good luck!

  • Proposed by: Alex Barrett
  • System: D&D Spelljammer 5e (level 4)
  • Players: 2d4


Block 3: 20 June 2023 – 8 August 2023

Odyssey of the Dragonlords (continued)

Odyssey of the Dragonlords

Dramatic Pitch – Thylea is a foreign land, set across a great expanse of ocean. Great Beasts wander her plains, and fey creatures haunt her woods. Centaur tribes war for control on the steppes, and reptilian savages battle across her islands. Settlers have struggled to survive on this land at the beginning, forever having to choose between appeasing the cruel Twin Titans or fighting a losing battle against the land’s natives. In time on Thylean shores arrived great champions of the old world, the Dragonlords! They heralded an upheaval and overthrew the Titans, and thus the Oath of Peace was forged and so followed 500 years of peace. The Oath of Peace is now coming undone and the Titans once again tighten their grip upon the mortals…

TL;DR – Come to undertake epic feats of Heroism! Stay for the criticism levelled at you by every single NPC you help…

Come to fight and slay the evil(?) Titans! Stay to nearly not plan the nitty gritty of actually how to kill immortal Titans…

Come to acquire immensely powerful magical item! Stay to have said item stolen next session by an aggroed NPC…

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 10

Exodus of the Nightmare God

Spelljammer

Hundreds of years ago, your ancestors crash landed on this planet, along with a terrible shard of darkness which contained an aspect of Dendar, the Mother of Nightmares - a dark god trapped within.Following the crash your peoples descendants forgot their starfaring past, tho kept some basics of its technology. Now after a band of heroes discovered these old secrets you have finally found the real truth. This campaign is set 30 years after the events of All Aint Cool in the Kulak, and is the story of the Vurnuck peoples first foray into astral space which they have almost no knowledge of.

Your crew have sworn an iron vow to take the fragment of the vile god imprisoned in the hull of their ship and find a final place for it to be safely stored, or destroyed for good. Yet, even now its influence is slowly leaking out, making your journey a very dangerous one.

The Starforged system is Powered by the Apocalypse, we will be using the SpellJammer setting but not the D&D 5e system. The game will give players a chance to take the role of GM at times, and have collaborative and twisting story. Within this the players have to fullfil their vow to deal with Dendar, while also fighting against time as the influence of the god and its cult gradually grow within and without.

Game details

  • GM : Robin Poole
  • Players: 5
  • System : Ironsworn Starforged/Spelljammer
  • In Person

Journeys through The Radiant Citadel (continued)

The Radiant Citadel

Incarnates. Keepers of wisdom from distant lands. The incarnates are collections of spirits bound within gemstones. All the known incarnates reside within the Preserve of the Ancestors, an area of lush vegetation within the Auroral Diamond at the centre of the Radiant Citadel. The largest and most influencial of these incarnates are known as the Dawn Incarnates and are made up of crystals relating to the concord jewels, huge crystals orbiting the Radiant Citadel, that allow travel to the founding civilisations.

The discovery of Halcyon, a new and unknown incarnate, is the first to be seemingly made up of more than one type of crystal. Upon it's discovery, Halcyon claimed that they are fragmented, with several parts of it scattered across the founding civilisations, drawn towards the growing conflict in each realm. Halcyon tasked the party with collecting it's scattered parts in order to restore it to it's full form.

Taking up the quest, the party set off for San Citlan, where economic inequality is stark between the majority of it's inhabitants and the wealthy landowners and technocrats who control all the land's resources. San Citlan sits on the verge of revolution as a strange disease known as Serano makes it's way through the poorer communities, believed to be spread by a mythical creature known as Tlacatecolo. With the help of the locals the party trace the Tlacatecolo's lair to Hollow Mine. But there is going on than meets the eye as the party are trapped inside the mine, discover someone is trying to bring back the dead and, upon their escape from the mines, come face to face with the Tlacatecolo who inflicts one of their members with Serano and flees, flying across the city scape of San Citlan, in the midst of annual The Night of the Remembered celebrations, and heads towards the industrial sector nearby, known as the Marfil Ironworks Facility.

Can the party navigate the celebrations within the city streets to and follow the Tlacatecolo to discover the nature of it's appearance and the spread of Serano throughout the poor communities?

Game details

  • GM: John Holton
  • System: 5e
  • Players: 3-6 (with returning players having priority)
  • Location: In person

Wicker Valley (continued)

Monster of the Week

Wicker Valley is a small rural town known for its festivals and charming B&B’s. On the outskirts of the Wicker Forest National Park, it sees a lot of hikers and nature enthusiasts year round. Of course, sometimes hikers don’t always make it out of that forest. Lately it seems nature has been a lot more dangerous.

Will you be a Hunter like the Winchester boys, a government agent like Mulder or Scully, or The Chosen One like Buffy. Because the monsters are real and someone needs to step up and protect the regular folks.

Game details

  • System: Monster of the Week
  • Players: 3-5
  • GM: Heather
  • Location: In Person

Horror on the Orient Express

Horror on the Orient Express

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

  • Rules System: Call of Cthulhu 7th
  • Players: 4–6
  • GM: Amy Hewitt
  • Location: In Person


Block 2: 4 April 2023 – 23 May 2023

Odyssey of the Dragonlords (continued)

TL;DR – Come sail the high seas and visit exotic places like the Island of Time!

Come sail the high seas and visit exotic places like the Island of Time!

Come sail the high seas and visit exotic places like the Island of Time!

Come sail the… wait… what’s going on? How long have we been here?

Dramatic Pitch –
Thylea is a foreign land, set across a great expanse of ocean.
Great Beasts wander her plains, and fey creatures haunt her woods. Centaur tribes war for control on the steppes, and reptilian savages battle across her islands.
Settlers have struggled to survive on this land at the beginning, forever having to choose between appeasing the cruel Twin Titans or fighting a losing battle against the land’s natives.
In time on Thylean shores arrived great champions of the old world, the Dragonlords! They heralded an upheaval and overthrew the Titans, and thus the Oath of Peace was forged and so followed 500 years of peace.
The Oath of Peace is now coming undone and the Titans once again tighten their grip upon the mortals…

Game details

  • Continuing Game - Returning players have priority
  • Proposed by: Dev D
  • System: D&D 5e
  • Players: 4–6
  • Level: Starting at 9
  • In Person

Exodus of the Nightmare God

Spelljammer

Hundreds of years ago, your ancestors crash landed on this planet, along with a terrible shard of darkness which contained an aspect of Dendar, the Mother of Nightmares - a dark god trapped within.Following the crash your peoples descendants forgot their starfaring past, tho kept some basics of its technology. Now after a band of heroes discovered these old secrets you have finally found the real truth. This campaign is set 30 years after the events of All Aint Cool in the Kulak, and is the story of the Vurnuck peoples first foray into astral space which they have almost no knowledge of.

Your crew have sworn an iron vow to take the fragment of the vile god imprisoned in the hull of their ship and find a final place for it to be safely stored, or destroyed for good. Yet, even now its influence is slowly leaking out, making your journey a very dangerous one.

The Starforged system is Powered by the Apocalypse, we will be using the SpellJammer setting but not the D&D 5e system. The game will give players a chance to take the role of GM at times, and have collaborative and twisting story. Within this the players have to fullfil their vow to deal with Dendar, while also fighting against time as the influence of the god and its cult gradually grow within and without.

Game details

  • GM : Robin Poole
  • Players: 5
  • System : Ironsworn Starforged/Spelljammer
  • In Person

Journeys through The Radiant Citadel (continued)

The Radiant Citadel

OThe Radiant Citadel has flourished as a place of diplomacy and trade, as well as a repository for history and knowledge but, under closer inspection, the city is revealing that it may not be the utopia it once presented itself to be. Trouble in Atagua has flooded the city with refugees, overwhelming the citadel and forcing the Speakers for the Ancestors to shutdown the Concord Jewel that permits passage to Atagua. A decapitated body has been found within the city, with no clear suspect, the Truth Seekers are having a hard time investigating the case. As rumours circulate that this may not be the first beheaded victim within the city. The revelation of the existence of the Undercity, a place where magically manipulated criminals are exiled to, to see out the rest of their days within the mines as punishment for their crimes.

As well as discovering all this, our party have so far resolved a generation spanning family feud between two families, a feud that was being fuelled to serve the interests of another trade family within the Dyn Syngh Market, as well as uncover a humanoid trafficking operation moving elf maidens through the city that had mistakenly captured a Dryad called Willow, thinking her to be elven, until separation from her Terral for too long led to her physical deterioration. Now the party are attempting to escort Willow back to her home in Godsbreath, known as the Ribbon. The agricultural communities of this formerly fertile land falling on hard times of late.

There is adventure to be had with Journeys through the Radiant Citadel

Game details

  • GM: John Holton
  • System: 5e
  • Players 3-6 (with returning players having priority)
  • Location: In person

Wicker Valley

Monster of the Week

Wicker Valley is a small rural town known for its festivals and charming B&B’s. On the outskirts of the Wicker Forest National Park, it sees a lot of hikers and nature enthusiasts year round. Of course, sometimes hikers don’t always make it out of that forest. And even the most enthusiastic nature lover can take a wrong step.

There is no Dramatic pitch yet as the shape of the story will be largely determined by session 0 and the characters and bonds you create. Do you want to be an off the books government team that travels the country hunting monsters? Do you want to be a bunch of friends that find yourselves drawn into a fight between good and evil? Do you want to be a bunch of strangers who happen to be in the wrong place at the right time and can never go back to not knowing what goes bump in the night? Where the journey starts is up to you, what horrors you face will be up to your Keeper (aka GM).

MONSTER OF THE WEEK

Most people don’t believe in monsters, but you know the truth. They’re real, and it’s your task to bring them down. Hunt high school beasties a la Buffy the Vampire Slayer, travel the country to bring down unnatural creatures like the Winchester brothers of Supernatural, or head up the government investigation like Mulder and Scully.

Game details

  • GM: Heather
  • System: Monster of the Week
  • Players: 3-5
  • Location: in person

Who! What! Beor!

Set in a modified Middle Earth (ie Tolkien elves, dwarfs, hobbits, trolls, orcs, etc, and cultures) and mixed with some Harn (as I am terrible coming up with names for places and NPCs).

The party will come across an event that will project them into the middle of a terrible tragedy (see warnings) unless they can stop it. Travelling to get information and relics they will be beset by the Enemy who are also beset on getting the information/relics.

Warnings:
As per Tolkien there is inherent “racial” tension/hatred (elves v dwarfs, most people v orcs)
The campaign revolves around preventing mass deaths in a race (think magically adapted Black Death)
Slavery is present in the campaign. This is based on Roman / Anglo-Saxon / Vikings systems, so not race based but on capture in war/ born into.

Game details

  • GM: David (DJ)
  • System: Rolemaster (restricted classes and skills)
  • Players: 6
  • Location: in person


Block 1: 17 January 2023 – 7 March 2023

Odyssey of the Dragonlords (continued)

Thylea is a foreign land, set across a great expanse of ocean.

Great Beasts wander her plains, and fey creatures haunt her woods. Centaur tribes war for control on the steppes, and reptilian savages battle across her islands.

Settlers have struggled to survive on this land at the beginning, forever having to choose between appeasing the cruel Twin Titans or fighting a losing battle against the land’s natives.

In time on Thylean shores arrived great champions of the old world, the Dragonlords! They heralded an upheaval and overthrew the Titans, and thus the Oath of Peace was forged. Then followed 500 years of peace.

The Oath of Peace is now coming undone and the Titans once again tightens their grip upon the mortals…

  • NOTE: The game will follow the pre-published modules with homebrew elements and stories mixed. Playable classes and races from other D&D publications welcome!

Game details

  • Continuing Game - Returning players have priority
  • Proposed by: Dev D
  • System: D&D 5e
  • Players: 4–6
  • Level: Starting at 7
  • In Person

All ain't cool in the Kulak (continued)

Lizards playing between giant mushrooms

We rejoin Kulak island with the Vurnuk tribe still grappling with the arrival of a group of strange smelling, overly moist newcomers who have established an outpost on the north side of the island. All manner of strange things have been introduced to their world, the curiously delicious squeakernut, the delicious blood root, furry hadrosaurs and more weirdness.

New revelations are yet to come, secrets within and without the Kulak will bring even more upheaval to the island and it's inhabitants - and revelations that reach far into the destiny of both cultures.

Game details

  • GM : Robin Poole
  • Players 5 (Preference given to returning players)
  • System : Adapted D&D 5e
  • Tags : Science Fantasy, Weird Settings, Role Reversal, 2nd-4th Level
  • In Person

Journeys through The Radiant Citadel (continued)

OThe Radiant Citadel has flourished as a place of diplomacy and trade, as well as a repository for history and knowledge but, under closer inspection, the city is revealing that it may not be the utopia it once presented itself to be. Trouble in Atagua has flooded the city with refugees, overwhelming the citadel and forcing the Speakers for the Ancestors to shutdown the Concord Jewel that permits passage to Atagua. A decapitated body has been found within the city, with no clear suspect, the Truth Seekers are having a hard time investigating the case. As rumours circulate that this may not be the first beheaded victim within the city. The revelation of the existence of the Undercity, a place where magically manipulated criminals are exiled to, to see out the rest of their days within the mines as punishment for their crimes.

As well as discovering all this, our party have so far resolved a generation spanning family feud between two families, a feud that was being fuelled to serve the interests of another trade family within the Dyn Syngh Market, as well as uncover a humanoid trafficking operation moving elf maidens through the city that had mistakenly captured a Dryad called Willow, thinking her to be elven, until separation from her Terral for too long led to her physical deterioration. Now the party are attempting to escort Willow back to her home in Godsbreath, known as the Ribbon. The agricultural communities of this formerly fertile land falling on hard times of late.

There is adventure to be had with Journeys through the Radiant Citadel

Game details

  • GM: John Holton
  • System: 5e
  • Players 3+
  • In Person or Online - In person

Rose of the Shires

Group of individuals staring into a misty forest

There is another world beyond the one we know. A hidden world of magicians, vampires and werewolves, of haunted places and fairy courts. Most people live their lives in blissful ignorance of the hidden world, but there are some - liminals - who live on the boundary between these worlds, neither entirely mundane or supernatural. And when the hidden world starts to affect the mundane, people get hurt, and it’s liminals who are best placed to deal with it.

Northampton might not look like much to mundane eyes, but its blood soaked history has made it a hotbed of supernatural activity that frequently threatens to spill over into the mundane world. Your team of investigators are all liminal in your own way, and have your own motivations, but ultimately are working to a common end. Solve the case. Save lives.

Liminal is a modern day urban fantasy RPG, inspired by works like Rivers of London and The Dresden Files.

Game details

  • Rose of the Shires
  • System: Liminal
  • Players: 3-5
  • Location: in person, masks optional