Live Free or Bard Hard leads the characters through their journey on a series of adventures inspired by our favourite musicals and films!
The Dual Quest for restoring the Arcane Resonance Network and gathering parts for Electric Amplification.
The kingdom once had a magical broadcast system — the Arcane Resonance Network — but it fell into ruin centuries ago. A network of ancient crystal obelisks, known as Resonance Spires, is scattered across the kingdom.
Each Spire needs to be tuned to the Grand Conductor Stone, then by means of wibbly wobbly Illusion and Sound Transmission Magic, where the Major Image spell is amplified through the Grand Conductor’s Stone, sending a synchronised visual feed to each spire, while the Thaumaturgy and Sending spells that are woven into the network ensure crystal-clear sound without delay.
Pyrotechnic bursts, illusory fireworks, and dancing lights can be triggered from the stage to appear at every spire simultaneously.
Audience cheers at each spire are magically fed back to the main venue, so the band hears the kingdom roaring in unison.
Also provided is the Manual of Electric Amplification, which, if the components are gathered and a really good artificer is given time, then their instruments/mike/tap dance noise can be amplified to stadium shows.
Game Master Chris
Venue: Glanville Hall Wednesday night
Recent reports of somebody questioning the status of the Hawkins family have started rumours around Arkham. In particular is the coincidence of the brilliant but eccentric painter Sarah Hawkins and reports of her artwork either being destroyed, going missing or purchased by unknown collectors. Edward Pierce, a local PI who while effective, is known for his drinking habits after returning from the Great War, has now gone missing too...
Game Master Simon
Venue: Glanville Hall Wednesday night
This is the seminal diceless roleplaying game by Erick Wujcik, based on the fantasy novels by Roger Zelazny. There is a multiverse defined by the magical Pattern inscribed at one pole of reality, and by the courts of chaos at the other. Their interaction creates infinite shadow universes, of which our world is but one.
Those with the royal blood of Amber may walk the Pattern, and gain the power to travel between shadow universes, and manipulate shadow itself. There are also many other powers available for those who dare partake of them. Trump artists can create images used for communications and travel, Sorcery is demanding but incredibly flexible, Conjuring can be used to create magical constructs and creatures from shadow stuff, Power Words create instant effects, Shape Shifters can assume dangerous or resilient forms and disguises, and adepts of the chaotic Logrus can reach with insidious tendrils across shadow. Your character may start with magical equipment or servitors, or may already control whole shadow universes and their denizens.
It’s not just diceless, the game doesn’t use any form of randomness. Those of Amber are incredibly capable, so the difference in ability between any two of them is generally decisive. If you are a more potent magician than your enemy, no piece of plastic is going to tell you otherwise.
In a fair contest of swordplay the better fighter wins. So, don’t fight fair. Make sure you have better weapons and armour, are stronger or healthier, gang up on them, or just don’t use swords at all. Shoot them, or use magic, or if all else fails run away and settle the score later on terms that are in your favour. Why would anyone ever want to leave anything to chance?
The kingdom of Amber recently defeated the armies of the Courts of Chaos, but at huge cost. It’s grip on the Golden Circle of shadows in it’s immediate sphere of influence has been severely weakened. Those with grudges against Amber are fomenting dissent, and scattered remnants from the Chaos army that assaulted Amber refuse to recognise the armistice.
Your characters are from the youngest generation of Amberites. They are the children of the immortal princes and princesses of Amber, whose father King Oberon ruled for millennia. He sacrificed himself to save Amber. The new king, Random, has yet to fully assert his authority, or demonstrate the ability to lead. What if he’s not up to the task?
Game Master Shaun
Venue: Glanville Hall Wednesday night
Seven Days to Midnight. Seven days. Fourteen strangers. One festival. And a town that refuses to let go. Prehevil, 1942.
Deep within the war-torn continent of Europa lies the isolated city of Prehevil. Once a thriving industrial town, it has become a place of whispered rumours, forgotten traditions, and strange religious customs.
Yet, despite the shadow of war hanging over the continent, the town is preparing for a celebration. The Festival of Termina. For seven days, the streets will be filled with music, festivities, and strangers from all walks of life. Travellers arrive by train, drawn by promises of merriment, opportunity, and perhaps something they cannot quite explain.
You are among them.
At first, everything appears ordinary enough. The townsfolk are welcoming, the streets are alive with celebration, and an uneasy peace seems to have settled over this forgotten corner of Europa. But something is wrong. Strange dreams plague your sleep. Locals speak in hushed voices about the festival's true purpose. People begin to disappear, and unsettling occurrences suggest that something ancient is stirring beneath the town.
As the days pass, the celebrations take a darker turn. Old superstitions begin to feel disturbingly real, and the boundary between nightmare and waking life grows increasingly thin.
Some will seek answers. Others will seek escape. And some may discover that they were brought to Prehevil for a reason.
One thing becomes increasingly clear. The festival will end in seven days. And whatever awaits at its conclusion may be far worse than anything the outside world has to offer.
As the clock begins its final countdown, one question remains...
When the seventh day comes, what will you be willing to sacrifice to see the eighth?
Game Master Andrew W
Venue: Glanville Hall Wednesday night
Earthdawn is set on earth in the post-apocalyptic province of Barsaive 100 years after the Scourge. The Scourge was when magic levels rose so high that earth was invaded by malevolent creatures called Horrors. During the Scourge your ancestors hid from the Horrors in kaers or by other magical means until magic levels dropped and many of the Horrors left. The Scourge ended about 100 years ago.
You will play somebody from one of the name giver races who is trying to build a legend. Your choices are elf, dwarf, human, orc, obsidiman, troll, t’skrang or windling.
You are an adept that wields magic to manifest the powers of your discipline. Your choice of discipline includes: air sailor, archer, scout, beastmaster, cavalryman, sky raider, elementalist, illusionist, nethermancer, thief, wizard, swordmaster, troubadour, warrior, or weaponsmith.
Your characters will be asked to get information across Barsaive to the dwarven kingdom of Throal. Whether they do so or not is up to you, but it will be the catalyst for an adventure across untamed lands full of mystery and peril, where creatures can be fought, alliances forged, treasure found & legends built.