In the wake of the Alchemist's Conference, a band of criminals set out to perform the biggest heist in Kaldera's history! The Soup of Prophecy is said to grant the common folk unfiltered views of the future, a path to infinite wealth and power! However before the heist can even be planned the extracts of the famous Fallivaro must be stolen, to provide the ingredients for a potion that will obscure the thieves from the future sight of the Seers. If everything went to plan, they should have the formula now…..
Or do they!?
Fate is a narrative roleplaying game - the outcome of the story is more often than not a collaborative one, rather than the GM determining the consequences. Your character's aspects and backstory are integral to their stats, and can impact on how the game plays out.
Kaldera is a custom setting using the Fate 3 rules. Kaldera is a land of magic, where the fundamental building blocks of the universe exist in the form of Glyphs, ancient symbols that are used to write spells. Every spell is different, because each Glyph contains a myriad of interpretations - the Glyph for Fire also means Passion, for passion burns hot like a flame. It also means life, as warmth is vital to survival, but can mean danger too - because fire burns! Three Glyphs combined with the intention of the user creates a spell. Your characters in Kaldera are expert users of Glyphs, the only limit is your imagination!
This game, The Prophecy Heist, is the second in a two part game. The events of the game will be influenced by the choices of the players in The Alchemist's Conference!
The annual Alchemist's conference has come to Kaldera, along with all the chaos it can bring. Barry's Boys are planning a grand heist of the Seer's council, but before they rob from those who literally see the future they have to whip up some spells to fog the eyes of the wise. Rumour has it the grand Alchemist Fallivaro has concocted just such a formula.
That's where you come in. Barry has hired you as a deniable asset - you'll be performing the heist of Fallivaro's new formula, before his Boys pull off the main heist later in the week. You'll need to plan your approach, come up with some sneaky spells to get the goods, then make it out without the Heat catching you!
Fate is a narrative roleplaying game - the outcome of the story is more often than not a collaborative one, rather than the GM determining the consequences. Your character's aspects and backstory are integral to their stats, and can impact on how the game plays out.
Kaldera is a custom setting using the Fate 3 rules. Kaldera is a land of magic, where the fundamental building blocks of the universe exist in the form of Glyphs, ancient symbols that are used to write spells. Every spell is different, because each Glyph contains a myriad of interpretations - the Glyph for Fire also means Passion, for passion burns hot like a flame. It also means life, as warmth is vital to survival, but can mean danger too - because fire burns! Three Glyphs combined with the intention of the user creates a spell. Your characters in Kaldera are expert users of Glyphs, the only limit is your imagination!
This game, The Alchemist's Conference, is the first in a two part game. The events of this game will affect the events in The Prophecy Heist!
This trip was just supposed to be a nice break from the stress of University. It wasn't supposed to end like this. It was just a stupid abandoned Manor, there surely wouldn't be anything actually dangerous there. Right?
You are a group of Uni friends, on a remote trip away, and you've made the potentially fool-hardy decision to explore an abandoned seaside manor. What was supposed to be a fun romp, turns into a nightmare, as something stalks the halls, and mysteries lie within every room and hallway. Will you escape? And if you do, will you be the same person who entered?
This is a Homebrewed Dread game. The Dread system uses a Jenga tower instead of dice, with each action being a "Pull" of the tower. As such this game requires a level of manual dexterity. Otherwise, it is heavily narrative and RP focused.
Mittens, Wellington's most prominent citizen, has disappeared. Is it an accident, a plot by jealous can openers, or something more sinister? The wise and respected elder cat Lola has summoned the best and bravest cats to find out what has happened.
The year is 1999 and you have just woken up. Reality as you know it is a lie – you were just part of THE GRID, a simulated world created by GRIDBOTS who, for some reason, have decided that human bodies make excellent batteries.
Now you’re awake, it’s time to take control. Manipulate THE GRID, work with other HAXXOR REVOLUTIONARIES, take down the G-MEN, and free humanity by finding THE CHOSEN.
People born IN GRID travel between THE GRID and REALITY to fight G-MEN and hack the system. People born OFF-GRID run support by HAXX and fly hoverships.
Your mission is to fly to broadcast depth, and find THE SEER. She will tell you where to find the prisoners, then you must go and BREAK CHAINS AND FACES.
THE GRID is a 1 page RPG by ursdice and can be found at: https://ursidice.files.wordpress.com/2020/11/the-grid.pdf
All you'll need is 2-3 d6, scrap paper to jot down some character notes and pencils!
Grab your trenchcoats and sunglasses HAXXOR REVOLUTIONARIES, and get ready to JACK IN to THE GRID.
One night, for no apparent reason, a vast and ancient forest appeared across the land as if it had existed there for hundreds of years. Destructively superimposed on all that existed before it, the forest devastated the works of man. Nothing escaped the blanketing of the trees, not even the tarmac of the roads or the buildings of the city centres. Life as we know it ceased: structures collapsed; roads, rail lines and runways were choked; and anything that may have helped with a swift recovery was lost. For a short while a state of emergency was broadcast over all available media, but soon these reassuring words fell silent. As devastating as the Event was, much worse was to follow.
It became apparent that this forest, soon to be named the Sea of Leaves, was not like any ordinary, mundane wood. Ancient, foreboding and somehow alive, it was a wild place, full of cunning, dangerous animals, and permeated by the Call, a siren-song, a lure that sucked the weak-minded, the desperate and the lonely into its depths. Within weeks over eighty per cent of people succumbed to the Call and entered the depths of the wood, never returning. Those that remained clung together however and wherever they could, slowly forming close-knit communities in locations that could be protected from the dangers of the wood.
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
A shadow has been slipping across Pinebridge, leaving a trail of gruesome murder and bewildered towns behind. It seems that whatever is behind the gory deaths has made it to Mept, Capital City of Pinebridge as they find another victim. The local force, known colloquially as the Mept Muckers for their slogans about cleaning up the filth, are scratching their heads about the strange circumstances around the death and Mept is humming with gossip, even more than usual. Captain Bobby Horg, has reached out to the only Investigators that he thinks can save his beloved city before the death toll climbs. The Famous Wistal Whistles Mystery Solvers are on the case. Can they find this Slashing Serial Killer or will they too succumb to a grisly death? 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 Pinebridge Slasher’ is a homebrewed one shot horror madness investigation 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 5 characters.
Warnings: This session is fairly fun and super welcoming of all ages, abilities and who folx are or want to be, there are one or two moments of scary. Just the usual monsters that make you go mad to gaze upon and gory death stuff but I like to be upfront and keep my players safety in mind at all times. Any questions regarding this, please ask.
AVAILABLE PRE-GEN CHARACTERS Dwarf Barbarian, Gnome Druid, Human Bard, Half-Elf Ranger, Halfling Wizard, Tiefling Rogue
The year is 2040: Cthulhu has risen and destroyed the sanity and civilisation of the world as we know it.
Or has it?
You are a time traveller who has slung themselves 20 years into the past with the aid of a portal of Yog-Sothoth and is now working with other time travellers and present day residents, not to change the future past, but to create a new future, one where The Sleeper of R'lyeh remains slumbering.
The current objective is a mysterious skyscraper in down town Auckland, New Zealand. A 4 tower mixed use residential/ commercial complex made of a new form of concrete with mind bendingly revolutionary properties. Lighter than styrofoam, stronger than concrete or carbon fibre. However, this material seems to distort space and time, and causes people to have horrifying dreams and abandon the structure.
Those from the future know that papers found in the ruins of Auckland describe the design of the structure as an antenna to The Great Dreamer, amplifying rituals across the world.
What you and your associates are going to do is destroy the building if possible, or make it unusable and uninhabitable if not, along with ensuring the designers aren't alive to try again.