Proposed games

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This page is for games that are on offer for the next long block, 2025 Block 1, starting 7 January 2025, vote on 26 November – 3 December 2024.

Please include a same page description of your game, to help people understand the play style.

Proposed short-block games are on a separate page. Upcoming long games and Upcoming short games are more speculative game proposals. The Wish list is for games you'd like to see on offer.

Odyssey of the Dragonlords (continued)

OdysseyOfTheDragonlords.jpg

The domains of the fallen Titans and Gods are in chaos as there is no longer a divine being to maintain the order of things. The dead have started to roam the land, all in the midst of an escalating conflict between the natives and the settlers of the land.

The heroes are off to find the legendary artifacts that can help one ascend to Godhood. Will they choose themselves as wielders of Divinity to step up to the position or will they choose an once God to take on the mantle?

Join heroes called The Destined as they navigate political minefields and set off to discover The Sunken City!

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 16

Journeys through The Radiant Citadel (continued)

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Halcyon, the fractured Dawn Incarnate, has tasked our band of eclectic adventurers, known as Owl Patrol, with gathering the scattered crystals of it's being, and return them to their full form. Having removed Tirras Brokenhorn, a large player in the criminal underbelly of the Radiant Citadel, Owl patrol now look to help appoint a potentially better replacement in Madame Samira Arah. Samira is aware of the group's quest to reunite Halcyon and, as the leader of the Guild of Jewellers, has access to the piece of Halcyon they require. She is willing to give the Bastite piece over to Owl Patrol, if they help her become one of Zinda's ruling elite, the Kings of Coin.

This could be the game for you if you like: Glittering night markets, undersea cities, angel-ruled city states, and a rich tapestry of stories in never-before-seen lands.

Game details

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

Horror on the Orient Express (continued)

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MAN DIES THREE TIMES IN ONE NIGHT!

A puzzling headline begins a front-page article found in the Times of London. Three men, all identical in identification, were found dead in the same room of the Chelsea Arms Hotel. All were dispatched in a similar manner stabbed through the heart.

Then the home of a valued friend burns to the ground, severely injuring him in the process. An odd summons, a surreptitious meeting, and a thousand-mile journey begins on the legendary rail service carrying the investigators to Constantinople, the Gateway of the Orient.

Horror on the Orient Express is one of the legendary Call of Cthulhu campaigns. It contains up to nineteen adventures spanning several eras. The majority of the story takes place in the 1920s, with a number of optional scenarios occurring in different eras. The main campaign sees the investigators journey to Paris and thence to the ancient city of Constantinople. With luck, they also return home.

This adventure ran at the club some years ago, and took around 18 months to complete (without many of the optional modules). I don't expect players to have to commit to the whole campaign - as the story follows the rail route across Europe a player who misses part of the story can easily rejoin - if they don't mind missing out on the plot, of course!

Game details

Crown of the Kobold King

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

People here aren't in the habit of asking for help. But between a spreading sickness, rumours of a wolf stalking the lumber camps, and an increasingly worrying number of missing people, a few of the people of Falcon's Hollow are going to have to prove their bravery. For deep below the town, doom is waiting, adorned with a bloodstained crown.

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

Game details

The Great Pendragon Campaign (continued)

Pendragon core book cover.webp
The Great Pendragon Campaign begins during the reign of Arthur’s father King Uther, when player knights can participate in the events of Arthur’s conception. The long and brutal Interregnum of Saxon wars is forever altered when Arthur draws the Sword from the Stone to start his great and glorious reign. The Boy King leads his knights through periods of consolidation and expansion until the entire Western world is brought under his sway. Then, to High Adventure! Knights gain Glory and lands in the periods of Romance and Tournaments, and at last engage in the greatest adventure of all, The Quest for the Holy Grail. Then, amidst tragedy and broken dreams, the Twilight Period draws the epic to a close.
Eighty years of campaign detailed year-by-year provide the background, on-going events and adventures that define structure of King Arthur’s glorious reign.

Pendragon is a classic game from legendary designer Greg Stafford. You'll play knights in the time of King Arthur. As well as skills and equipment, Pendragon characters are defined by their personality traits and passions. Often, they draw strength from those traits; sometimes, the traits rule the characters' actions in the moment. (To emphasise: sometimes, characters act according to their emotions, outside the conscious control of the player.)

Pendragon is a long-term, generational game. You'll playing one "adventure" per year with your knights acquiring Glory, holdings, and a family in the meantime. By the time we get to the end of the campaign, eighty years after it starts, we'll be playing the children or grandchildren of the original PCs.

The whole GPC will take at least ten blocks to play through. I'll probably offer one or two blocks at a time, then have one or two off for other games. I'm expecting that people will come in and out between blocks; new players will probably take over existing PCs.

Same page description

  • Who prepares the story? The overall shape of Arthur's reign is fixed; PCs may participate in these events, and be personally affected by them. There's a lot of other stuff happening that's up for grab by the PCs.
  • What can players contribute to the story/setting? Their character's thoughts, actions, and backstory. Everything else is owned by the GM, but we'll take suggestions from everyone.
  • The rules (including agreed house rules) will be: followed, come what may.
  • Player characters are: expected to work together. Major conflicts might erupt and never see reconciliation; this could well lead to a changed roster of PCs.
  • How brutal is the game? Combat is brutal, but the best way of winning Glory. PCs are expected to take bold actions and live with the consequences, good or ill.
  • Doing the smartest thing for your character's survival: sometimes isn't as important as other choices.
  • After many sessions of play, during one session, a player decides to have her character side with an enemy. This is: where the character becomes an NPC, right away or fairly soon.

Game details

The Tales of Madahar (continued)

A fairly typical D&D 5th Edition adventure: feats encouraged, combat... Happens, stereotypes? I've had a few, and I may also finally trial the gritty reality I said I'd consider last time. Players new to D&D welcome, a start at level 5 isn't too insane.

The kingdom of Madahar is a fairly decent place to live. The towns have hospitals, the elderly retire, and the children don't even start working the fields until 13! Unfortunately, just as night follows day, where sentient creatures reside war will ever follow. A war that has lasted for over a hundred years, waged against their neighbors which has left their border barren and desolate, with undead creatures created in this wasteland often wandering into the otherwise (relatively) peaceful border villages.

The newly minted team of "Vilbog and friends" (apparently) have made themselves a number of allies and enemies since they arrived in Madahar. Having uncovered a sinister plot that could go all the way up to the king, and stopped a dark ritual performed by the self-proclaimed "Apostle", many questions remain unanswered. How deep do the Redwood's illegal dealings run? Who are the mysterious Master and Khafra? Why is everyone so interested in a random guy called Salahar who just runs a magic shop? Many adventures, some of which might even be plot relevant, await.

Game details

  • GM: George A
  • System: D&D 5e
  • Players: 4-7
  • Location: In person
  • Level: 5-7/8/9 (we'll see)