Proposed games

From Milton Keynes RPG Club

This page is for games that are on offer for the next long block, 2025 Block 2, starting 25 March 2025, vote on 4 – 11 March 2025.

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.

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 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)

Altermative Medicine

Existing in a previously unknown back street of infamous Ankh-Morpork, The Lambshead Clinic for Indistinct Medicine offers hope to those whose ailments respond to neither traditional nor modern methods. The staff here will do whatever it takes to treat your condition, whether that's praying to the Small Gods for an intercession on your behalf or replacing the inefficient organs of your body with exciting new versions of their own design! Bring us your tired, your sick, your broken, but above all, bring us your money.

Alterative Medicine is a game set in Terry Pratchett's Discworld, using the quickstart version of the rules for Discworld: Adventures in Ankh-Morpork from Modiphius. This is a fully trait based system, with characters defined entirely by short, descriptive phrases about their backgrounds, skills, interests and baggage: there are no numbers involved at all! There are still dice though, with players rolling a d4, d6, d10 or d12 against the GM, who always rolls, um, you know, the other dice.

PCs will be practitioners or consultants in unorthodox areas of biology & medicine, such as these suggested starting points:

  • A Witch or other practitioner of headology
  • An Igor, skilled at all kinds of organ transplants
  • A Priest capable of praying illness away
  • An Undead, with experience of the other side
  • An Assassin, consultant on poisons and "accidents"
  • A Troll, providing a very different perspective

All is not well in Ankh-Morpork, which is business as usual for the city and a great opportunity for you, but the forces of destiny and coincidence are weaving their threads, and the Clinic is caught right in the middle of the closing web. You all have your parts to play, along with a guild of snake-oil salespeople, a wizard with a strange idea about ideas, an embittered toymaker and rumours of the Patrician's imminent retirement.

Game details

  • GM: James M
  • System: Discworld: Adventures in Ankh-Morpork
  • Players: 4-6
  • Location: In person

Keys from the Golden Vault

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Some jobs require more than simply wielding a sword or slinging a spell. Whether it’s procuring a well-guarded item or obtaining crucial information from an imprisoned contact, these tasks require careful planning and flawless execution. Keys from the Golden Vault is a collection of one-shot heist adventures from levels 1–11.

The adventure will be run from the city of Waterdeep (located on the Sword Coast) as the crew base, and a different sponsor given from the official publication (not the Golden Vault).

I will be DM'ing the heists. The players will take turns to DM short stories in-between adventures for each other if they desire to have storylines and roleplay outside of the heists. The game is what you make of it!

Game details

  • GM: Nikki A
  • System: D&D 5e
  • Players: 4-6
  • Location: In person

Same page description

  • Who prepares the story?

I will be running the heist adventures from the book, the players will prepare stories in-between their quests. The players can prepare long-term goals for their characters and explore them between quests.

  • What can players contribute to the story/setting?

Whatever they want in-between heists in the city of Waterdeep. The main GM will be there to support and advise as required.

  • The rules (including agreed house rules) will be:

followed, unless ignoring the rules makes for a good story. Willing to run variations of official rules.

  • Player characters are:

expected to work together. Major conflicts might erupt and never see reconciliation. They may be pursuing their own agendas. They might work together, they might work against each other. Players should be prepared that their character may die or leave the group during play and may be required to introduce a new character to the group.