Once a year on the longest night ghosts with unfinished business can manifest on the mortal plane, and every year a psychic invites a small group of people to their home to try to help the ghosts resolve their business.
Aaaawwooooooooo
Was that..? Shit, a wolf’s howl. You hear another, and another joins them. You shiver drawing your cloak tighter. Wolves don’t come this far down the mountain, especially not where there are campfires burning. You hope.
Thick fog rolls over your campsite. Thick enough to obscure your fire. You can’t even see your hand in front of your face!
Aaaaaawwwooooooooo
Closer this time. You stand, hand on your weapon, ready.
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This is a modified version of Death House, the 5th edition Dungeons and Dragons Curse of Strahd introductory adventure.
“It’s like a horror movie, but with swords and armour!”
- Cooperative gothic-horror fantasy game, in the classic D&D Ravenloft setting
- No previous D&D knowledge required
- Even balance between role-play and combat
- Pre-generated characters provided, and we’ll spend a little time personalising them
- Some dark themes: 16+ only, and using red/yellow card system for limits, triggers and no-go areas.
Welfare notes:
- Death House is a Gothic Horror (fantasy) story set in the vampire-ruled land of Barovia and as such has many difficult and dark themes. Themes in this game include: violence (non-sexual), neglect, death, madness, the occult.
- There will be no ‘on-screen’ or explicit sexual violence, child abuse, racism, sexism, homophobia or transphobia and the same will not be tolerated from players.
- Please let me know any limits, triggers or no-go areas beforehand by PM, or chat to me on the day.
- We will employ a Red Card/Yellow Card system *during* gameplay, which will be discussed before game start. To use a yellow or red card, just say “yellow/red card”. You do not need to explain why (though you can if you want).
You are the Nobilis, humans elevated to godlike status in order to protect the core concepts of the world while your masters, the Imperators, fight an endless battle with beings from beyond space and time - The Excrucians - who seek to unmake everything.
You have nearly complete power over a concept. You could be the Noble of Air - controlling all aspects of the concept of Air. Not just air but the IDEA of air. The essence itself.
You could be the Noble of Lost Things and have control over all things misplaced or forgotten.
Whoever you are, you and your fellow Nobilis have been sent an unusual invite. One that could save creation once and for all. Or doom it. For the head Deceiver, the most famous and most powerful Excrucian has invited you to a ball. An event where it claims to find a peace between those from beyond Creation and those who protect it.
Obviously it's a trap. You'll want to pick your best formalwear for this battle.
Nobilis is a freeform diceless RPG that uses resource management to keep the pressure on as you play gods who are sworn to protect creation. Quirky, imaginative, and engaging - this is a classic game of divine power in a strange modern day setting.
Be prepared for anything.
You wake up. You're lying on an old hospital bed, you know the ones with metal frames and a terrible mattress. The sheets making your skin itch slightly. How did you get here? Where is here? You have no memory of what has happened. One minute you were at home getting ready for work, the next you wake up here.
Slowly you sit up, your muscles learning how to move again. Looking around you notice that you are not alone. There are five other occupied beds in this room, all exactly the same as yours. The room itself is unusual, no doors or windows, just cream and green tiled floor, white walls, and mucus green ceiling. In the center of the room is a basic wooden table, and on that table is a box.
A small black box.
How did you get here? Who are all these people in this room? Why can't you remember much? Where are the doors and windows of this room? And what's in the box?
###WARNING###
All playable characters are BAD Human Beings
In 1954, the Swedish government ordered the construction of the world’s largest particle accelerator. The facility was complete in 1969, located deep below the pastoral countryside of Mälaröarna. The local population called this marvel of technology The Loop.
You are early teenagers in an 80s that never was. Everyday Life is full of nagging parents, never-ending homework and classmates bullying and being bullied. But in the countryside near the Loop there are Mysteries to be discovered.
Strange machines, weird creatures, all kinds of mysteries to be discovered. An opportunity to be part of something wonderful. Magical. Terrifying.
A Call of Cthulhu scenario written by Sandy Petersen (the original designer of the Call of Cthulhu roleplaying game) and Mike Mason.
Despite the concerns and worries of life, a final voyage is being made on the luxury yacht, Delilah, taking the vessel from America to its new owner in England. The icy waters of the North Atlantic hold many secrets. One such secret is about to be discovered...
Welcome to the Edge.
Life here isn't always easy. The Mayor controls this city with a tight grip, aided by Agents of the dreaded Corrections Bureau and their faceless Automatons.
There's a war on too, and we all must be vigilant for signs of The Enemy. Their spies could be anywhere, or anyone. But our brave Navy are taking the fight to them and the new fleet about to launch will be the one that finally ends the war. The Mayor says it, so it must be true.
Life in Wartime means some stuff isn't so easy to come by, at least for the likes of you and I. Folks on the East Side never seem to want for much, but that's always the way of things. Prohibition is in force, but you can usually find a drink, if you know the right people.
And of course, you don't want to be outside when the Fog rolls in.
You wake up cold, in the dark. You are not alone. You can’t remember who you are and you don’t recognize the room you’re in or the people around you. You’re in the ocean, deep underwater in some kind of abandoned research station. Who are you? What is this place and why are you here? What are the strange, monstrous noises coming from the abandoned parts of the Station? What are the creatures that shuffle and splash through the flooded halls and corridors? How will you escape to safety? Can you escape at all?
London, England, 2015
The latest headline in the Daily Mail read "Terror Killing Continues, Police Mystified" and went into morbid detail about the latest murder. Like all the others, this one was a wealthy but largely unknown businessman, murdered in his own home by an unknown assailant who left no DNA evidence or fingerprints of any kind, nor any indication of breaking into the victim's house. Each of the five victims had all been killed in the same way - their bones shattered and their bodies broken, looking like they had been beaten with a sledgehammer for a week.
In a rare example of perfect honesty, the Daily Mail was correct when it said police were mystified. In this modern age of forensic teams, in-depth analysis and the marvels of online records, it was odd that a crime scene would throw up no clue as to the nature of the attacker. But before consigning the murders to the realm of unsolved cases, Detective Inspector Pauline McCullough of Scotland Yard has turned to another side of investigations that she knows of.
She has turned to the Monster Hunters. You.
Monster of the Week is probably best described as "B Movie Gaming". It's absolutely raucous fun, and always comes with over the top shenanigans and intense confrontations. You play the part of a monster hunter, one of those who has seen the impossible, the paranormal or the eldritch. Each game plays like an episode of those Monster of the Week shows like Buffy The Vampire Slayer or Doctor Who. You identify the monster, find it, and stop it monstering. Simple as that.
This particular game is set in modern day London and well, the rest is spoilers. What is nice about MotW is that you don't need any form of preparation, you only need to bring 2 six sided dice and some monster hunting ingenuity (and I will provide the 2d6 if you need it!).
CANCELLED
A group of strangers meet in a tavern, weary from their travels.
But no sooner than they meet than a stranger leads them on a mysterious journey they did not expect.
No. Wait. That's not it.
Before they can drink, a vicious murder and a motley crew of suspects will ensure that there is no sleep tonight.
Heard that one before?
As the cooked meats are brought to the table, a mysterious package is delivered by courier that may or may not spell doom or salvation for the city.
In a Tavern is a D&D game with a twist. Based on the choices the players make when they meet up, the game will spin off into a variety of different adventures. But it all begins in the same place...