A journey megagame focused on an armed pilgrimage to liberate a Holy City from a Dark Lord. Players will take the role of leaders of a contingent of crusaders, or priests and magi who are advisors to the crusade. Players must manage the strength and morale of their followers, fight field battles, resolve side quests, avoid running out of supplies in the wilderness or during a siege, and resolve diplomatic tensions with rival factions and the various people you encounter on the way to the Holy city. The Inquisition will also bee looking for agents of the Dark Lord, who seek to subvert and sabotage the Crusade from within. The game will run over rounds 1 and 2. If you are unfamiliar with megagames, the game play uses a mix of board game and roleplaying mechanics, with a team of facilitators to help adjudicate actions.
Arcane Crimes Division brings light-hearted buddy-cop style action to a fantasy city bursting with magic and thick with scheming villains and ruthless scoundrels. The focus of the game is the relationship between detectives, as they crack cases, engage in thrilling chases, and confront criminal masterminds.
During each shift, teams of detectives battle the clock, pursuing leads across the city to unravel crimes, and bring the guilty to justice, before it’s too late. While the detectives always crack the case eventually, should time run out, the villains receive an advantage in the final confrontation. At every juncture, detectives must decide whether to trigger their special abilities to boost their success, potentially risk causing collateral damage, that could see them both consigned to paperwork hell.
Play as a Siege Automaton, powered by magic and steam; a Spell-Runner, skilled at navigating deadly dungeons, a Crimson Court Vampire, ageless and unnaturally attractive; a Blade, acrobatic and fearless and many more. This game works best when detectives riff off their partners, so be prepared to collaborate and lean-into the genre.
Triptych of Blood
The recent death of the city matriarch has created the sale of the century. As the last member of her family, she leaves behind no heir, meaning her impressive collection of jewellery and art will be sold at auction. Treasures mundane and magical will see the light of day for the first time in centuries. What wonders and horrors stand to be unveiled has gripped the imagination of a whole city.
Security is a paramount concern. The auctioneers have spared no expense in hiring the best private guards and thief catchers that money can buy, and the polarity police department chief has personally guaranteed that the only action or excitement will be frenzied bidding. Criminals- you have been warned.
Ladies, gentlemen, gentlethem, and assorted magical creatures, welcome to the Great Fantasy Bake Off quarter finals! In this week's legendary challenge, our 6 remaining bakers shall venture forth into the mystical realm of Cake Week, where towering confections rise like the spires of Candlekeep and ganache flows like the mighty Dessarin river. As they conjure sweet spells and whip up buttercreamy enchantments, they'll face three legendary trials: the Signature Cake Quest, the Technical Battle of Bakes, and the Showstopper Siege of Sponge!
Who shall rise as the ultimate pastry paladin? Join judges Paul Waterdeep and Grue Leith as we whisk away our intrepid contestants to a land where baking and magic intertwine!
Arcane Crimes Division brings light-hearted buddy-cop style action to a fantasy city bursting with magic and thick with scheming villains and ruthless scoundrels. The focus of the game is the relationship between detectives, as they crack cases, engage in thrilling chases, and confront criminal masterminds.
During each shift (or game session), teams of detectives battle the clock, pursuing leads across the city to unravel crimes, and bring the guilty to justice, before it’s too late. While the detectives always crack the case eventually, should time run out, the villains receive an advantage in the final confrontation. At every juncture, detectives must decide whether to trigger their special abilities to boost their success, potentially risk causing collateral damage, that could see them both consigned to paperwork hell.
Play as a Siege Automaton, powered by magic and steam; a Spell-Runner, skilled at navigating deadly dungeons, a Crimson Court Vampire, ageless and unnaturally attractive; a Blade, acrobatic and fearless and many more. This game works best when detectives riff off their partners, so be prepared to collaborate and lean-into the genre.
Winterland
Polarity is in the grip of a ferocious winter-blast. The conditions are so severe that the Mayor has declared a holiday for much of the city. Despite the ice and snow blanketing the city, the detectives of the Arcane Crimes Division are called out in freezing conditions to investigate a spate of crime:
You are a detective assigned to the Arcane Crimes Division in the sprawling, fantasy, city of Polarity. Together with your partner, you investigate magic and supernatural crimes, engage in thrilling chases and confront monsters and scoundrels. All while trying to keep your Captain’s blood-pressure from boiling over and consigning you to paperwork-hell.
Detectives in the Arcane Crimes Division have exceptional skills and abilities; born from battle, scarred by magic, or drawn from long criminal experience. These abilities provide detectives with unique advantages when working a case, conducting a chase, or resolving a conflict. During each shift, teams of detectives battle the clock, pursuing leads across the city to unravel crimes, and bring the guilty to justice, before it’s too late.
Play as a Siege Automaton, powered by magic and steam; a Spell-Runner, skilled at navigating deadly dungeons, a Crimson Court Vampire, ageless and unnaturally attractive; a Blade, acrobatic and fearless and many more.
This game works best when detectives riff off their partners, so be prepared to collaborate and lean-into the genre. This game will form part of a final playtest phase of game development.
You, dear one, are a student of the greatest spiritualist who has ever lived.
Under your master's tutelage, you have learned how to travel the roads of the heavens and open your heart to the voices of the dead.
You have witnessed the darkest secrets of the rich and powerful.
You have been a herald of the lost and a comfort to the found.
However, your talent has made you bitter. You squabble with your fellow students in a vain attempt to come first in your master's eyes.
Tonight you will prove that you are the best of your master's students, or you will lose yourself in the trying.
In short: it’s Mean Girls: the LARP, but with seances and astral projection instead of parties and burn books.
The High Uttvelt is a natural labyrinth of impossibly high cliff walls, cut with deep gullies. Long ago, a thriving monastery stood on its edge, guarding a sacred healing spring and sending groups of monks west to pay for fine goods with silver. But decades ago the monks stopped coming, and the area was overrun with Drakes. But maybe some of their silver is still there...
This is a Dungeon World starter, based on on one of the adventure starters in the Trilemma Adventures book.
This is a demo, so we’re going to move quickly through the first act of the adventure. Like any RPG, we’d normally play through a lot of this stuff, giving the players a chance to take action, explore, ask questions, and discover much of this information through play instead of exposition. But today we’re going to zip through it to get to the heart of the adventure.
You live in the Ninth World. Legend has it that there have been eight previous worlds, each of which built great civilizations that flourished for millennia, spoke to the stars, reengineered the earth, creatures, and themselves, and mastered form and essence. Some people call that magic, but the wise know that these were technologies of the ancients.
The Ninth World struggles through a dark age, even as you are surrounded by the ruined splendor of the prior worlds. These remains often contain wondrous discoveries for those brave enough to face their many dangers. The purposes of the ancients’ leftovers are inscrutable and their effects often downright weird, but they can be a boon to people and societies toiling through this age of ignorance.
You and your friends learned of an ancient treasure called the Kingdom Chalice, rumored to cure the ill, grant knowledge and wisdom, and bestow heroic powers on its holder. Perhaps you seek it to bring enlightenment to your home cities, to pursue greater knowledge, or to access the riches or power such an item would surely bring. The Kingdom Chalice rests in an ancient city reached via a landmark called the Mouth of the Sky. But in days of searching you found no mouth, no city, and no chalice.
You stopped in an isolated village to rest and resupply. While supping with the village elders, an aging farmer appeared with a message of despair. “The earth bleeds,” she explained. “Where this dark blood seeps from the ground, my crops wilt and my animals lie ill.”
You followed as the elders investigated, and after some hours of tramping the partially wooded landscape, discovered that this dark fluid isn’t seeping from the earth—it’s raining, in a rarefied mist, from the area of a strange portal. There, a literal hole appears in the air, about 40 feet or so up, with several strange objects hovering below it. Through the hole, looking in from below, the sky seems different, and vague structures loom overhead!
It's the end of the school year at Wannabe School, the starting place of all truly great adventurers in Isen. Which means it's time to showcase everything you've learnt this year in the school's Grand Tournament! Sign up for as many competitions, duels and challenges as you like, there's something for everyone. The giant Golden Trophy with it's gleaming ruby shining brightly at the top of it, has been placed on the trophy table and it towers over the smaller awards. Everyone wants to be crowned Tournament Champion. Everyone wants to take that trophy home. Will it be you? Play to find out!
Set in the homebrewed World of Isen, created by Brad Zimmerman. Session DM’d by Julz Burgisser who plays Marley Kraff in the D&D 5e actual play podcast ‘Fate of Isen’ available for download on iTunes, Spotify and all good podcasting apps. See www.fateofisen.com for more details on Isen.
‘The Grand Wannabe Adventurer School Tournament’ is a homebrewed one shot adventure created by Julz to teach people how to play and use their characters skills, while playing in a learning supportive environment, based in The World of Isen created by Brad Zimmerman. The one shot is played over 3.5 hours (can be altered to suit timeframes shorter or longer if needed) with pre-generated level 1 characters.
Warnings: This session is fairly fun and super welcoming of all ages, abilities and who folx are or want to be. Due to the game being set at Level 1, no D&D knowledge is needed. This game is designed to teach and as such I would ask players with more game knowledge that still want to attend, to roleplay along in the spirit of that. I like to keep my players safety in mind at all times and run a respectful table with safety tools to keep it that way. Any questions regarding this, please ask.
AVAILABLE PRE-GEN CHARACTERS Dwarf Barbarian, Gnome Druid, Human Bard, Half-Elf Ranger, Halfling Wizard, Tiefling Rogue
Arkvale Empire is crumbling after the Evil Empress was executed by Hero's and being an Arkvale soldier doesn't seem a good idea anymore. You've got a plan. You're going to head across the giant burning Dorekis Desert, surely you won't be followed and bought back. There's rumours of giant monstrous creatures seen all over the continent, but the desert has never been home to anything but sand, so you're not worried. All you have to do is make it across and you're free and you even have someone with you who knows the way! What could possibly go wrong? Play to find out!
Set in the homebrewed World of Isen, created by Brad Zimmerman. Session DM’d by Julz Burgisser who plays Marley Kraff in the D&D 5e actual play podcast ‘Fate of Isen’ available for download on iTunes, Spotify and all good podcasting apps. See www.fateofisen.com for more details on Isen.
‘Escape across the Desert’ is a homebrewed one shot basic monster encounter adventure created by Julz, based in The World of Isen created by Brad Zimmerman. The one shot is played over 3.5 hours (can be altered to suit timeframes shorter or longer if needed) with pre-generated level 10 characters.
Warnings: This session is fairly fun and super welcoming of all ages, and who folx are or want to be. Due to the game being set at Level 10, some basic D&D knowledge would be useful as the encounter is a little tricky, but I can assist those who really want to play. I like to keep my players safety in mind at all times and run a respectful table with safety tools to keep it that way. Any questions regarding this, please ask.
AVAILABLE PRE-GEN CHARACTERS Dwarf Barbarian, Gnome Druid, Human Bard, Half-Elf Ranger, Halfling Wizard, Tiefling Rogue