December 2024 to March 2025 Rotation

Shadow of the Weird Wizard 

System Shadow of the Weird Wizard 

Game Master Andrew W

Venue: Glanville Hall Wednesday night

Players: Adam, Andy D, Daniel C, Jerrie C, Richard C & Richard T

Your characters find themselves in New Town on the edge of the borderlands in the Plains of Pendarm. 

Some of you may have crossed the Salt Barrens to escape the civil war in the old kingdom to the west.

Others could be here to help those that are trying to make a better life for themselves now that they have made it to the borderlands. Or you could be here to tame the perilous lands around you and make a name for yourself. How you found yourself in New Town and your aspirations for what you want to do now are up to you.
 

What you know is that the borderlands are unsafe, populated by monsters released by a mythical figure called the weird wizard and allowed to roam the countryside. Cruel faeries haunt the shadows, undead drag themselves free from their tombs, and old, ancient evils stir once again now that the weird wizard has gone. It is a dangerous land full of adventure, and the people there are crying out for brave adventurers such as yourselves to unravel its secrets and make it safe.

The Indie Dozen

System: medley of indie story games 

Game Master James 

Venue: Glanville Hall Wednesday night

Players: George, Graham W, Jo, Mark C, Michelle & Saif 

A medley of smaller-press story games. 

We'll hopefully try 

There'll be an emphasis on experimentation and bold stories. 

Every game will be only 1-3 sessions. 

Players are welcome to bring and run/facilitate things they are excited about. If you know you'll be away for a bit (e.g. Xmas) this is ideal because we don't have a long-term narrative. 


THE INDIE DOZEN 

Rival Victorian ladies hunt orchids on a tropical island… 

…boisterous fairies invade a folk celebration… …

gap-year adventurers flee a voracious monster. 

We will explore these stories and many more together with indie story games!

I plan to bring a variety of story games for us to enjoy. 

These are a bit different to some of the games you may be used to: 

We’ll explore a variety of genres and moods, from tragedy through heartwarming to plain silliness! 

I aim to give everyone a bit of choice on what we play next, but here’s a flavour: 

Everyone is welcome to pitch a game for a session or two, which would be especially useful for those Christmas weeks when people are often absent. If there’s something you’ve been wanting to try, bring it! 

Content warning: Depends on the game, but all have mechanics to deal with it. (edited)

The End Days

System D&D 5e

Game Master  Helen

Venue: Glanville Hall Wednesday night

Players: Benjamin C, Kat, Marco, Rosie A, Shaun P & William P 

Civil war has torn through Faerun. 

Nobody you know remembers why or how the war started. 

After 130 years of brutal warfare, memories of peaceful co-operation between the great cities have faded. Now three city-states war for survival. 

Orcs fight alongside humans. Dwarves and drow dig together to provide precious metals for the machinery of war. Elves are all but extinct. Regardless of race or gender everyone must serve for the "greater good". 

You have been raised in the great city state of Neverwinter. Now it is your turn to protect it. 

You enrol in the military but you are lucky, you will not be sent to the front lines to feed the war machine. Instead you will complete specialist scout training alongside your faithful steed. 

After a year of intensive training your scout unit is ready to go out and gather vital intelligence for the war effort. 

Your first mission is to investigate a temporal anomaly deep within the dead zone. It is time to discover the truth and face your destiny. 

These are the end days... 

You will start at level 4. You can be any race including ones traditionally seen as evil but your alignment must not be evil. 

More details will be given for character creation. Your steed may be any land based animal that does not fly. 

DnD 5e legacy rules.

One Tail of Two, Three and Four 

System: Warhammer Fantasy Role Play

Game Master Chris

Venue: Glanville Hall Wednesday night

Players: Dan C, David H, Freddie M, Jon K, Matt DLP & Will L

This is the second time running my custom campaign, tweaked for improvements, so bear that in mind when voting. It uses the main rule system available in the current edition of the book with no supplements. There are some mechanical and class creation tweaks that will be in place to smooth things out, depending on what and how people wish to start. Characters will all start at Level 0 and should be able to gain XP traction fairly swiftly throughout, although the system can be fairly brutal. Compared to last time the table-top element will be scaled back, but will use a battle mat. The system is a D100 implementation

The party meets in Altdorf, getting to know each other while staying in the same boarding house on the outskirts of the city. Tales of your history, adventures and ambitions are laid forth over a glass of mead or Bugmans XXXX each night. You had your own reasons for visiting and own reasons for travel, picking up odd jobs or continuing research and relaxation while you could. Collectively you decide that travelling to Nuln would be worth while as you hear that there is work down that way, and will provide a change of scenery. The rumours of evil forces assaulting the northern borders of Kislev have worked their way down to Altdorf already too, giving good reason to stick together safety along with a solid excuse of travelling further from the potential danger from straying marauders. After settling up business in Altdorf (realising you are short on coin), you manage to get passage on a merchants barge heading south to Nuln - offering protection to the Captain in exchange for the travel costs. For the most part the journey goes well, with several days of peace as the junk floats down river. One evening you set up camp beside the bank, tying the boat to a tree around the shore and set up bed rolls. The night is fairly restless, with more sounds of howling and less of owls hunting than you would normally expect. Never the less, collectively you manage to get to sleep under the light of the twin moons - Moorslieb and Manslieb.

While still under the effects of dark, dimly lit by pale green moonlight filtering through the tree tops, you are awoken to howls of laughter as great, weighted nets are cast over your bodies, entangling you. Your assailants, with their faces covered, are wafting around a nauseating smelling gas that makes you light headed. As unconsciousness takes you, the final sight of the barge captain letting lose from the bank and swiftly guiding the vessel to the safe canter of the river falls to your eyes. Blackness takes you as you are hauled and dragged away, red eyes piercing the gloom....

Castle Falkenstein 

System Castle Falkenstein 

Game Master Liam

Venue: Glanville Hall Wednesday night

Players: Douglas, Em, Julian, Milo C, Neil & Ornette P

The game is set on an alternate earth, in the steampunk era of Victorian "New Europa" circa 1870. In addition to humans, New Europa is populated by creatures from fantasy such as dragons and faeries. Fictional characters such as Van Helsing can also be encountered.