In the small, quintessentially English village of Devesham during the 1980s life is quiet, routine and, to the local children, boring. There’s always a game of cricket happening on the village green, the police constable rides a bicycle, as does the vicar, and everybody knows everybody. The most exciting thing to happen in recent times was Mrs Wilson controversially winning the church baking contest for an unprecedented fourth year in a row.
Today the village children, as they always do during the endless Summer holidays, have gathered under the old oak tree at the edge of the green, and each of them has a story to tell...
You are the Captains of Frankie Ciserello's gang, a subsidiary organisation under the general administration of Alfonse Capone. It's been a good couple of years, liquor, girls, gambling everything was at an all time high, then the feds moved in and it all started to go belly up. First Big Al went down, then a few more Captains from around the city, now everybody is nervous. People are getting wary. Your little empire is tight, everybody knows everybody but still, secrets have been leaked, damage has been done and if something ain't done about it you're all goin' down. It's time to rattle some cages, call in some favours and get to the bottom of this, else you're all heading for the Big House. One thing's for sure tho, don't trust nobody!
Squatting outside the city the Demon Gate, roofed as it is, is an uncertain haven for travellers, vagrants, mendicant monks, criminals, lost spirits... and you.
There was a trial, about a man that died. They made you speak there. You saw something, right? You still don't understand it; the pieces don't fit. There was a trial, and there will be an execution, and your part is done. But it haunts you.
There are two hours before the ferry comes and you can get out of here. Which leaves you stuck with answering the question: what exactly happened?
A storytelling game for 10-12 players loosely based on The Rashomon (Akira Kurosawa), and "In A Grove" and "The Rashomon" (Ryunosuke Akutagawa). While relatively dark, this game won't have any themes of sexual violence.
Can you ruin a man’s life in 10 days?
Ms. Johnson needs you to soften someone up for extraction. The catch? No Killing. No major property damage. No Police. Other than that-use your imagination!
This is a registered Shadowrun Missions Game, pre-generated characters will be available, but you are welcome to bring along your own freshly made characters.
Written by Betsy Isaacson
Three mysterious travelers, all hailing from Victorian London, run into one another at a place of great power and mystery -- the famed Cave of Elixir. Within the cave there are six potions, which could perhaps grant their deepest desires, and they all seem heedless of any price they might have to pay.
Alexander Clay doesn't age and doesn't die -- he's as beautiful now as he was at twenty-five. This wicked immortal has spent heartless decades seducing and discarding a string of innocent lovers. What could he possibly want with a cave of potions and wishes? He already has eternal life at his fingertips, so what could be worth risking madness and destruction?
Vesper Von Eternity lives a life of danger and adventure on the edges of the empire. She's stared down tigers, tamed snakes, studied with mystics and riddled with rajahs. In more "civilized" climes, the public thrills to reprinted accounts of her exploits. But some tragedies can't be averted with fame or guts or brains, so Vesper is determined to claim the magic she needs before it's too late.
Edgar Eakins might have been celebrated for his genius in a more tolerant age, but his obsessions and eccentricities have left him on the outskirts of London society. This shabby, sunken, despised man is rumored to have wrought hellish wonders in his taboo scientific experiments. His true goals, however, remain unknown...
It is no coincidence that these three have come across one another. Now they must parley, and palaver, and gamble their fortunes, and risk their very lives -- and drink.
--
Note Drink Me is only 1-hour long
Trigger warnings: Suicide; Sexuality
The ArtLife Foundation is a non-profit organisation that purchases property and rents it out to professional artists at low cost. However, no building has given them more trouble than the MacAllister building. For some reason there always seems to be a high turnover of tenants.
As residents of the MacAllister building you know things that the ArtLife Foundation could not even imagine. By night the building changes, doors appear where none were before and the exit which once lead to the roof now leads into a near-endless expanse of rooms where nothing is impossible anymore. For some of you this is exhilarating, for others terrifying. However, you will soon discover that the true cost of living in the MacAllister Building is more than the rent charged by the ArtLife Foundation.
Inspired by the DELTA GREEN Scenario of the same name by Dennis Detwiller
All that is gold does not glitter;
All that is long does not last;
All that is old does not wither;
Not all that is over is past.
At the request of Elrond, the company join a Ranger, Hiraval, on his quest to reclaim his ancestral home in the ruins of ancient Arthedain. He hopes that the manor will serve well as a base of operations for the Dúnedain, make travelling in Eriador safer for everyone. The quest sees the companions reveal a darkness plaguing the Weather Hills, as they travel the great East Road.
This is a scenario set in JRR Tolkien's Middle Earth in the time after the Battle of Five Armies. It uses the D&D5e system as presented in Cubicle 7's Adventures in Middle-Earth. It is a simple tale in the vein of The Hobbit and will appeal to fans of Tolkien, as well as fans of fantasy RPGs both old and new.
The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can.
The company search for the Easterly Inn, a piece of the Shire in the land of the Beornings, only to find that the Wild is still the Wild and it takes more than Hobbit cooking to keep adventures at bay. In no time, the companions become involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills.
This is a scenario set in JRR Tolkien's Middle Earth in the time after the Battle of Five Armies. It uses the D&D5e system as presented in Cubicle 7's Adventures in Middle-Earth. It is a simple tale in the vein of The Hobbit and will appeal to fans of Tolkien, as well as fans of fantasy RPGs both old and new.
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...
1520, France. The Field of the Cloth of Gold is one of the most popular destinations for the time-travelling tourist. It has everything: splendor, romance, excitement.
But what if your holiday was interrupted by a master criminal importting futuristic weapons that could swing the course of the Hundred Years' War and erase you from time? What if the forces of order could only preserve history with your help? Worse, what if stopping that criminal meant you would miss your ticket back to the modern day?
A slightly silly adventure in the distant past, based loosely on the TimeWatch setting for GUMSHOE and The Time Travel Handbook (Wyllie et al).