Previous Games

List of the previous games played at Hobbits Hole Roleplaying Club

Anyone for Tennis?

System Call of Cthulhu

Game Master Andy Wright

In Call of Cthulhu the players take the roles of ordinary people drawn into the realm of the mysterious: detectives, criminals, scholars, artists, war veterans, etc.

Often, scenarios begin innocently enough, until more and more of the workings behind the scenes are revealed. As the characters learn more of the true horrors of the world and the irrelevance of humanity, their sanity (represented by "Sanity Points", abbreviated SAN) inevitably withers away. The game includes a mechanism for determining how damaged a character's sanity is at any given point; encountering the horrific beings usually triggers a loss of SAN points. To gain the tools they need to defeat the horrors – mystic knowledge and magic – the characters may end up losing some of their sanity, though other means such as pure firepower or simply outsmarting one's opponents also exist.

Call of Cthulhu has a reputation as a game in which it is quite common for a player character to die in gruesome circumstances or end up in a mental institution. Eventual triumph of the players is not assumed.

Cthulhu By Gaslight is set in the 1890s and submerges the players in the Victorian Horror genre.

Call of Cthulhu

Ashes of Middenheim

System Warhammer Fantasy Roleplay

Game Master Andy Wright

Warhammer Fantasy Roleplay shares the same Germanic, doom-laden background as the Warhammer Fantasy Battle (WFB) wargame from which it originates. Since it is a game devoted to individual characters rather than to entire armies, WFRP depicts the setting in much closer detail than its wargame counterpart. This change of focus also transforms WFRP into a more grim and perilous game than WFB.

warhammer fantasy roleplay

Avengers X - Season 2

System Marvel-SAGA

Game Master Sam

We rejoin our heroes after the explosive (literally) season 1 finale. The Avengers X team find themselves having to deal with the aftermath of several devastating events. A city destroyed by a nuclear blast, an Avenger rescued from brainwashing and the death of a team mate who was unaware she was a shape shifting alien spy...

This is the outcome of half the teams actions so what hope is there for the rest of them. Will the Avengers X be able to gather the Infinity Gems in time to stop Onslaught from decimating the universe? If history has taught us anything about the Avengers roster it's that it is always changing and there is always hope.

marvel saga

Battle Before The Storm

System Heavy Gear

Game Master Rob H

Heavy Gear is a mecha science fiction game universe.

Heavy Gear is best known for its humanoid combat vehicles (or mecha) – the Gears and Striders used by the military forces in the setting.

Heavy Gear is set on a distant, fictional planet called Terra Nova around 4,000 Earth Standard Years from now (AD 6132). Terra Nova was once the pride of the United Earth Government's colonies. However, an economic collapse forced the UEG government to abandon Terra Nova and all its other colonies centuries before the period depicted in the game setting, leaving Terra Nova in a dark age. Eventually, City-states rose from the ashes and either through treaties or tyranny, united to form national unions called Leagues. These Leagues would in turn ally (again either peacefully or forcibly) to form the superpower blocs that dominated the temperate southern and northern hemispheres of the planet.

The planet's geography is primarily land containing deep underground water reserves, but few large bodies of open water, and no oceans. This is unlike Earth which is covered by 70% ocean. The planet has its own existing ecosystem of plants and animals, though most animals are reptilian in nature, such as the bison like Barnaby used as livestock, and the prolific Hopper which is the equivalent of Earth's rabbit. The single dominant land feature is a massive mineral rich, hot, desert belt around the equator of the world known as the Badlands. This territory is not dominated by any one political group, and is considered open territory to everyone, and contains many bandit groups known as Rovers. Most people live in the northern or southern polar regions where temperatures are more acceptable to human life, and other terrain types such as forests, grasslands, swamps and jungles can be found. Small ice caps with arctic conditions and glaciers are found on the true north and true south poles.

"Sir! They've made it into the bays!"

Sous-Commandant Sabourin cursed loudly. He strode up to the security console and assessed the situation. The Northern infantry had made it into the Eagle Star's vehicle hangars. The red blips marking the enemy on the monitors were moving out and spreading like viruses. Sabourin knew the situation was hopeless. All that was left to do now was to either fight to the death or surrender.

Sabourin turned to Sevigny, his executive officer. "Evacuate all stations before the Norheads get to them. I don't want any more casualties than we've already suffered. There's probably another way out of this mess."

Minutes later, the Northern infantry burst onto the bridge. The fight must have taken a lot out of them. Several soldiers were badly bruised, some were bleeding, a few were noticeably injured. They were high on adrenalin, as if they expected the bridge to be defended by a dozen Gears. Sabourin cleared his throat and stepped forward.

"What can we do for you, ladies and gentlemen?"

heavy gear

Call of Cthulhu

System Call of Cthulhu

Game Master Mark H

In Call of Cthulhu the players take the roles of ordinary people drawn into the realm of the mysterious: detectives, criminals, scholars, artists, war veterans, etc.

Often, scenarios begin innocently enough, until more and more of the workings behind the scenes are revealed. As the characters learn more of the true horrors of the world and the irrelevance of humanity, their sanity (represented by "Sanity Points", abbreviated SAN) inevitably withers away. The game includes a mechanism for determining how damaged a character's sanity is at any given point; encountering the horrific beings usually triggers a loss of SAN points. To gain the tools they need to defeat the horrors – mystic knowledge and magic – the characters may end up losing some of their sanity, though other means such as pure firepower or simply outsmarting one's opponents also exist.

Call of Cthulhu has a reputation as a game in which it is quite common for a player character to die in gruesome circumstances or end up in a mental institution. Eventual triumph of the players is not assumed.

Cthulhu By Gaslight is set in the 1890s and submerges the players in the Victorian Horror genre.

call of cthulhu

Cyberpunk Red

System Cyberpunk Red

Game Master Dan C

Cyberpunk Red is a tabletop RPG sharing its world with Cyberpunk 2077. Is it worth plugging your datajack into?

The game is set in a dystopian world. The global superpowers have collapsed, leaving world power in the hands of large Corporations that fight amongst themselves for dominance. Food blights have caused disastrous famines, and the Middle East is a radioactive desert.

"Technoshock" is a widespread psychosis, as many people are unable to cope with synthetic muscle tissue, organic circuits and designer drugs.

A nanotech virus epidemic has resulted in a subgroup of teenagers with unusual, superhuman skills.

With the lack of government and police, casual violence is endemic.

Play as, encounter any or all of the following:

  • Cop - Maximum lawmen on mean 21st century streets.

  • Corporate - Slick business raiders and multi-millionaires looking for any way to move up the corporate ladder.

  • Edgerunners - "AltCults", a society of full-body cyborgs that can switch their brains into a variety of purpose-built body frames

  • Fixer - Deal makers, smugglers, organizers, and information brokers.

  • Media - Newsmen and reporters who go to the wall for the truth.

  • Netrunner - Cybernetic computer hackers.

  • Nomad - Road warriors and gypsies who roam the highways.

  • Rockerboy - Rebel rockers who use music and revolt to fight authority.

  • Solo - Hired assassins, bodyguards, killers, and soldiers with implanted cybernetic muscle and upgrades.

  • Techie - Renegade mechanics.

  • Med-Tech - Street doctors

cyberpunk red

Don't Rest Your Head

System Don't Rest Your Head

Game Master Mark H

Don’t Rest Your Head is a sleek, dangerous little game, where your players are all insomniac protagonists with superpowers, fighting — and using — exhaustion and madness to stay alive, and awake for just one more night, in a reality gone way wrong called the Mad City.

don't rest your head

Dungeon of the Mad Mind

System D&D 5e

Game Master Sam M

Waterdeep: Dungeon of the Mad Mage is an adventure module for the 5th edition of the Dungeons & Dragons fantasy role-playing game. It is the second part of the Waterdeep storyline and follows the first adventure, Waterdeep: Dragon Heist.



d&d 5e

Horizon

System Horizon

Game Master Simon Hibbs

Adventures in the ruins of a titanic starship.

Two generations ago your civilization expended the bulk of it's resources building a gigantic 80km long starship to escape your home galaxy. It was a desperate effort to escape certain destruction. Three sentient organic computers were built to aid in it's design and operation, the SENTINELs, but a generation ago one or more of them revolted. The ensuing war ravaged the ship and millions of crew died.

horizon

Into The Abyss

System D&D 5e

Game Master Sam M

The Isle of Dread is the first D&D wilderness adventure published by TSR Hobbies back in 1980, and was designed as an instructional module to help novice Dungeon Masters design their own wilderness adventures.



d&d 5e

Isle of dread

System D&D Basic

Game Master Andy Wright

The Isle of Dread is the first D&D wilderness adventure published by TSR Hobbies back in 1980, and was designed as an instructional module to help novice Dungeon Masters design their own wilderness adventures.

d&d

Little Bronze Man

System Lawner

Game Master David

What or who is the Little Bronze Man?

Many seem to be seeking it, willing to kill for it, or pay highly for its return to Man.

But why?

For what purpose could such an innocently-named target be used for?

Time seems to be running out, but will the Little Bronze Man be a force for good or evil?

Can the adventurers find it before the others, or will it be found and used against them?

lawner

Hitman

System Era

Game Master Mark Cunningham

In this game, you are a hitman, an assassin who eliminates targets for anyone paying the right amount.

Whether your skill is stealth, approaching your enemies unseen, firing a bullet from a neighbouring rooftop, hacking automated defences or demolishing a building to eliminate everyone inside, you are always in demand. You might be new to being an assassin, or you might be a grizzled veteran about ready for retirement. None of this matters to the Assassins’ Guild; only that you can complete the job and your team are assigned.

With the protection of the Guild, you need not fear retribution once you escape the scene of the crime – the scrubbers have your back. Every trace of you, every piece of camera footage, everyone who will testify that you were there will vanish without a trace. As a result, joining the Assassin’s Guild was never a hard decision for you, even with the possible downsides...

When you are in the field, you have only your equipment, wits and stamina to protect you from discovery and death. Guards, friends and even other assassins may stand between you and your target but you have a mission... and no-one fails the Guild and lives. The few who have ever failed and survived found themselves hunted by other members, a contract the Guild pays for itself. They lived the rest of their short lives looking over their shoulder until the day someone caught up with them and removed them.

Various agencies around the world serve as fronts to offer the Assassins’ Guild’s services, and you are sent wherever the money is. Usually, a team of assassins is sent by the guild to ensure the success of your mission.

Assassins have existed since the birth of Humanity and they have hidden a secret for much of that time: amazing powers manifest in Humans from a certain lineage.

While most Humans will never know this, some assassins have a mutated gene. They identify and train these “Kinetic Abilities” within their ranks. Depending on who you are, it can cause affinity with metal, the ability to create force fields or even to control one of the fundamental forces of the universe! It’s far from a requirement, and not every assassin possesses an ability of any kind, but those that do are often seen as vocational assassins.

The contracts The Organisation provides are from anonymous sources: you generally don’t know, and are not encouraged to care, who the client is, as long as you are paid.

You don’t work alone, however: any good hitman knows that a support team is vital to survival. Any of the others in your team may also be skilled assassins, but only one of you can be the trigger man on any mission. Fortunately, they pay is distributed equally by The Organisation to everyone who contributes.

Your phone rings; number withheld. It is that time again.

You have a mission to complete. You are given a location and a name – your contact, not your target.

You grab the small bag you keep by the door and stride out confidently.

Your next target will never see what’s coming...

https://markgmrpg.blogspot.com/p/era-hitman.html

hitman

Little Fears

System Little Fears

Game Master Mark H

In the game, players take on the personae of children, aged 6 to 12, who are being hunted by the minions of a place called Closetland. Closetland is ruled by the Demagogue and his Seven Kings.

The most well-known of the Kings is The Bogeyman, King of Greed. Other creatures include the Closet Monster, the Monster Under The Bed, Werewolves, Vampires, and much more.

little fears

Misspent Youth

System Burning Wheel

Game Master Mark Cunningham

Welcome to Misspent Youth. This is a fucking awesome game. You’re gonna have fun with it. So much fun you’ll wonder why it’s not illegal.

Misspent Youth is a science fiction game about friendship and rebellion. It’s a roleplaying game, which means you create a world, pretend to be people you’re not, and create a story in real time as you play the game.

The protagonist in the stories you make is called a Youthful Offender (YO), and is a heroic kid between 12 and 17 years old who won’t put up with being oppressed.

The antagonist is called The Authority, the force that’s fucking up your world and making it a shitty place to live. You or one of your friends plays The Authority and everyone else plays a single YO.

https://markgmrpg.blogspot.com/p/burning-wheel-misspent-youth-sell-out.html

misspent youth

Pathfinder 2e

System Pathfinder 2e

Game Master Colin

Pathfinder Second Edition is a refined pen-and-paper RPG for those who crave tactics.

Where Pathfinder Second Edition excels is in making combat less complicated than it was previously. It does that, at the most basic level, by refining the rules for what a player can do on their turn. This “action economy,” as it’s called, is far simpler in Second Edition than it was before. The result is a game system that’s much easier to learn, and far more easy to run for harried game masters at the table.

Pathfinder characters can now only perform three actions on their turn. Those actions might include drawing your sword, casting a spell, or yelling something to someone in your party. Everything you do in combat has a cost in actions, and every cost for every action is clearly explained. As a result, Pathfinder Second Edition feels unified and complete, rather than a hodgepodge of errata and exceptions that had accumulated for its previous iteration.

pathfinder 2e

Quendarr

System Quendarr

Game Master Richard Cunningham

Richard's Fantasy RPG campaign world with it's own homebrew system.

quendarr

Ravenloft

System D&D 5e

Game Master Fred

Ravenloft is a fictional place, a campaign setting for the Dungeons & Dragons roleplaying game. It is an alternate time-space existence known as a pocket dimension or demiplane, called the Demiplane of Dread, which consists of a collection of land pieces called "domains", brought together by a mysterious force known only as the Dark Powers.

Each domain is tailored to and mystically ruled by a being called a Darklord who is forever trapped and surrounded by magical mists surrounding the domain.

Strahd Von Zarovich, a vampire in the original AD&D Ravenloft I6 module 1983, became the first Darklord, both ruler and prisoner of his own personal domain of Barovia. How Count Von Zarovich became the darklord of Barovia was detailed in the novel, I, Strahd: The Memoirs of a Vampire. As originally established in the Ravenloft: Realm of Terror boxed set known as "the Black Box" released in 1990,

The Ravenloft campaign setting was located in the Ethereal Plane. As a physical manifestation of that plane, lands, monsters and even people were created out of the mysterious mists, and the realm acted as a prison where one could enter or be transported, but means of escape were few. Other Ravenloft Domains and Darklords were eventually added in various AD&D 2nd edition (and then later in 3rd edition) products establishing a core continent attached around Barovia which could be traveled to by others if their respective lords allowed entering or leaving their borders; while some Domains remained isolated in the mists and were referred to as Islands.

d&d 5e

Savage Shorts

System Savage Worlds

Game Master Vinnie N

Savage Worlds is an award-winning, universal, generic role-playing game and miniatures wargame, written by Shane Lacy Hensley, and published Pinnacle Entertainment Group.

The game has simple character creation and emphasises speed of play and reduced preparation time over realism or detail.

Campaigns, feature a main storyline, presented as a series of "Plot Points" and additional side-quests (or "Savage Tales") expand the scope of the campaign. This format allow a group of characters to explore the game universe while playing through (or disregarding) the main storyline in a manner similar to that of role-playing video games.

Savage Wolds

Section-08

System Dark Heresy 2e

Game Master Martin B

Dark Heresy is a RPG set in the Warhammer 40,000 universe. It is to 40k as Warhammer Fantasy Roleplay is to Warhammer Fantasy Battle, and indeed uses a very similar system.

Basically you're fucked like in WFRP, only instead of dying from blood poisoning caused by a dirty pitchfork you get to have your innards blown across the wall and then subsequently set on fire by a plasma gun (probably your own). This is if you are lucky. All kinds of worse things can happen - being eaten by xenos or hungry daemons, afflicted by Chaos mutation, and if you are especially unfortunate... *gulp* ...surviving to reach Inquisitorhood. It has the best critical hit charts ever made. You don't even need the rest of the game (although it is all good, it's just a LOT). Just start a campaign, wing it, and whenever anyone gets a good hit, roll on the critical hit charts. Holy fucking hell, did boiling bone marrow just turn my femur into a frag grenade? Fuck.

All player characters are supposed to be human acolytes working for the Inquisition, although they may come from many different vocations. From the feral world warrior to the hive ganger, from the inducted Guardsman to the detached Sister of Battle. However, whilst the official adventures focus on inquisitorial investigations, the authors themselves have acknowledged the ease of relocating the game's focus to other aspects of the 41st millennium, such as an Imperial Guard platoon where all player characters are soldiers in one of the many warzones.

dark heresy 2e

Shadowrun

System Shadowrun

Game Master Chris J

Shadowrun is a science fantasy tabletop role-playing game set in a near-future fictional universe in which cybernetics, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy and crime, with occasional elements of conspiracy fiction, horror and detective fiction.

shadowrun

Tenebraeon

System Dungeon Worlds

Game Master Simon Hibbs

First, to see the characters do amazing things. To see them explore the unexplored, slay the undying, and go from the deepest bowels of the world to the highest peaks of the heavens. To see them caught up in momentous events and grand tragedies.

Second, to see them struggle together. To gather as a party despite their differences and stand united against their foes, or to argue over treasure, debate battle plans, and join in righteous celebration over a victory hard-won.

Third, because the world still has so many places to explore. There are unlooted tombs and dragon hoards dotting the countryside just waiting for quick-fingered and strong-armed adventurers to discover them. That unexplored world has plans of its own. Play to see what they are and how they’ll change the lives of our characters.

https://www.dungeonworldsrd.com/

https://docs.google.com/document/d/1955fam42o1Z-IcUIuFsoriDBbaIbCvBp7d__WpU8i6g/edit#

dungeon worlds

The Danger of Dwarves

System D&D 3.5

Game Master Stig

Set in Stig's homegrown world full of conflicts with roving band of Maurauders.

Investigators have been sent to locate and retrieve the "Eye of Hope" which has not been located yet.

Currently the party are on a mission for Lord Charles to collect some Armour from Dark Dwarves from their mountainous home.

d&d 3.5

The Fallen Gods

System Savage Worlds

Game Master Dan H

Savage Worlds is an award-winning, universal, generic role-playing game and miniatures wargame, written by Shane Lacy Hensley, and published Pinnacle Entertainment Group.

The game has simple character creation and emphasises speed of play and reduced preparation time over realism or detail.

Campaigns, feature a main storyline, presented as a series of "Plot Points" and additional side-quests (or "Savage Tales") expand the scope of the campaign. This format allow a group of characters to explore the game universe while playing through (or disregarding) the main storyline in a manner similar to that of role-playing video games.

Savage Wolds

The Horror Beyond The Map

System Call of Cthulhu

Game Master Richard W

In Call of Cthulhu the players take the roles of ordinary people drawn into the realm of the mysterious: detectives, criminals, scholars, artists, war veterans, etc.

Often, scenarios begin innocently enough, until more and more of the workings behind the scenes are revealed. As the characters learn more of the true horrors of the world and the irrelevance of humanity, their sanity (represented by "Sanity Points", abbreviated SAN) inevitably withers away. The game includes a mechanism for determining how damaged a character's sanity is at any given point; encountering the horrific beings usually triggers a loss of SAN points. To gain the tools they need to defeat the horrors – mystic knowledge and magic – the characters may end up losing some of their sanity, though other means such as pure firepower or simply outsmarting one's opponents also exist.

Call of Cthulhu has a reputation as a game in which it is quite common for a player character to die in gruesome circumstances or end up in a mental institution. Eventual triumph of the players is not assumed.

Call of Cthulhu

The Lands of Dual

System Castles Crusades

Game Master Tony

A Fantasy game set in Tony's own campaign world using the Castles & Crusades (SIEGE) System, which harks back to the original editions of D&D. Fast combat without burdensome rules, it's an easy system to learn and a great introduction to roleplaying games.

Castles Crusades

The Terror in the Mists

System Victoriana

Game Master Paul Crouch

Victoriana is a game of roleplay in a fantasy alternative Victorian era.

Victoriana was published by Heresy Games in 2003. A second edition was published by Cubicle 7 in 2009. A third edition was published in 2013, again by Cubicle 7. This edition was designed to compatible with the previous version of the game.

Victoriana

Thunderspire Labryinth

System D&D 4e

Game Master Paul S

Paul takes on the WotC Thunderspire Labyrinth module for 4th Edition D&D

D&D 4e

Welcome to The Jungle

System Savage Worlds

Game Master David H

Savage Worlds system takes us to the jungles of Vietnam. Your grunt has 365 days and a wake-up to learn what really lurks in the jungle. Surviving is tough enough, but if your GI is really on the ball, he just might get drafted into the super-secret Phoenix Program and discover far more than he ever wanted about the Plain of Jars and the secret cults of the high mountains.

Tour of Darkness features new Sanity rules and how to deal with mind-numbing horror, a ton of Edges & Hindrances, new horrors, and an awesome Adventure Generator and Plot Points to tell the most savage of tales! Written by the mysterious Teller!

Savage Wolds Tour of Darkness Vietnam