Possible
Future Games

The following games have been proposed by GMs to be run at a future rotation at Hobbits Hole Roleplaying Club.

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Harrlock's Legacy

System: Dark Heresy 2e

Game Master Jo F

Venue: Glanville Hall Wednesday night

Dark Heresy Based in the grim dark Warhammer 40k universe where the future is an eternal war, mankind unites under the God Emperor’s banner to battle aliens and demonic entities from the Warp.

In Dark Heresy players take on the roles of Acolytes of the God Emperors' Inquisition. You stand in the front line of a great and secret war where your duty is to hunt out the foul stench of heresy, the vile alien, and the twisted influence of Chaos.

You will tread where others fear, venturing to distant planets, ancient space hulks and the unsavoury depths of the under-hive. You will never know fame nor reward, yet if you stand resolute your deeds will be whispered to the God-Emperor of Mankind and your name will be revered for millennia. Something terrible stirs upon the pleasure planet of Quaddis. Portents and ancient evils become evident as the penultimate 13th Hour approaches.

Will your Acolytes be able to discover the secret of the Haarlock's Legacy in time?

From the bloody, labyrinthine Red Cages to the mansion of Gabriel Chase, the adventure draws the Acolytes into the dark underside of Quaddis.

The affairs of the notorious Rogue Trader Erasmus Haarlock take form, setting the stage for the fate of the Calixis Sector

dark heresy 2e

TBC

System Warhammer

Game Master Chris

Venue: Glanville Hall Wednesday night

Travelling to the City of Nuln a group of adventures form, their desire to make connections, get employment and more importantly, earn some Crowns being all too enticing. Finding a job in the city of opportunity isn't too hard, but the deep swill of the city's heart is as dark and rotten as the dangers it contains. How will you face these dangers and flourish with your lives, body and mind intact?


WFRP 4e uses a D100 system with bonuses for targets, D10s are recommended. The system itself is mid/high-fantasy and far more brutal than D&D. Prepare to lose stats, fingers, limbs, sanity and characters on your adventure. It would be recommended to have a basic understanding of the lore at a high level, there are plenty of resources around for free that can be read in a few minutes

As Yet Untitled

System: Mix

Game Master Richard T

Venue: Glanville Hall Wednesday night

A table where people take turns to run a shorter games/oneshots across a rotation?

Maybe a less intimidating way for people to start GMing?

Dragon of Icepire Peak

System: D&D 5e

Game Master Julia

Players:

The frontier town of Phandalin is built on the ruins of a much older settlement. Hundreds of years ago, the old Phandalin was a thriving human town whose people were firmly allied with neighboring dwarves and gnomes. Then an orc horde swept through the area and laid waste to the settlement, and Phandalin was abandoned for centuries.

In the last three or four years, settlers from the cities of Neverwinter and Waterdeep have begun the hard work of reclaiming the ruins of Phandalin. The new settlement is home now to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Sword Mountains. The arrival of a white dragon threatens to destroy all that they've worked to rebuild.

Return to Saltmarsh

System D&D 5e

Game Master Calum

Venue: Glanville Hall Wednesday night

Following on from the defeat of an old evil by a brave band of adventurers, life in Saltmarsh largely returned to normal. However in recent days fresh political developments have thrust the town into chaos, and those that employ the magical powers have found that their abilities, and lives are at risk. An urgent message from emperor has arrived with grim news. The sleepy fishing town once again has need of brave adventurers to rescue it from this new threat, and from itself

Ghosts of Saltmire

System D&D 5e

Game Master Calum

Venue: Glanville Hall Wednesday night

A mixture of Roleplaying and action, nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction.

Smugglers guide their ships to hidden coves, willing to slit the throat of anyone fool enough to cross their path.

Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger

TBC

System: D&D 5e

Game Master Andrew W

Venue: Glanville Hall Wednesday night

5e D&D game for characters starting at level 1.

d&d 5e

Battle of the Bards

System: D&D 5e

Game Master Mark C

Venue: Glanville Hall Wednesday night

"Dude! My Alchemical Romance bailed on the battle of the bands, which means we're in! Or, we will be once we change our name... Apparently "DICKPUKE" isn't allowed or something..."

Congratulations, your band has been accepted to be a part of the 34th annual Sclipbert B. Bardangle School of Music Battle of the Bands! Your rival band will be there, and you must beat them as well as the other 14 indie bands to rise out on top. What is your band's name? Your rival's band name? What genre of music do you play? What is your stage name, as well as the stage names of your fellow bandmates? What will you do with the prize money (5k gp)?

Wild beyond the Witchlight

System D&D 5e

Game Master Richard T

Venue: Glanville Hall Wednesday night

A wickedly whimsical adventure for the world’s greatest roleplaying game. Once every eight years, the fantastic Witchlight Carnival touches down on your world, bringing joy to one settlement after the next. Its owners, Mister Witch and Mister Light, know how to put on a good show. But there’s more to this magical extravaganza than meets the eye! The carnival is a gateway to a fantastic Feywild domain unlike anything found on the Material Plane.

Theros

System D&D 5e

Game Master Richard T

Venue: Glanville Hall Wednesday night

Welcome to Theros from the world of Magic: The Gathering, where legends walk the lands. This is a realm shaped by deities and the deeds of heroes.

Isle of the dreaded accursed

Game Master Richard C

Venue: Glanville Hall Wednesday night

When the sea goddess Elvirath discovered that her high priest had become obsessed with necromancy, she unleashed her wrath.

Her once beautiful temple was desecrated, filled with hideous undead that used to be her most devout worshippers.

Ships founder on sharp rocks. Sailors are dying of foul plagues. Powerful creatures from the deep are surfacing again. It has to stop.

Somebody has to deliver the most valuable sacrifice Elvirath has ever received.

Guns, Ships, Gold and Mystery

System: D&D 5e

Game Master Pete

Venue: Glanville Hall Wednesday night

Merchant ships have been robbed, military vessels sunk and coastal towns pillaged - and you are the crew who is responsible for it all!

You are a crew member of The Blood Red Roses, serving under the fearsome Pirate Jenny (a pirate with a terrifying reputation, and an even worse temper). After a recent successful raid on the peninsula of Suula, your captain has become distant, rarely seen on deck and overall reclusive. Is she ill? tired of pirate life? or maybe she’s plotting the biggest pirate score of all time…

If it’s the latter, then the Navy, adventuring parties and even other pirates might try to stop you. Now is the true test! Hold fast! 'X' marks the spot!

The great seas belong to us, and we will find whatever secrets they hold.’ - Pirate Jenny

Heroic Pirate Adventure

  • Politics​: Low

  • Roleplaying​: Medium

  • Tactics​: Medium

  • Self Direction: Low/Medium

  • Magic: Medium

  • Leathilty: Medium

You will be playing a pirate. You’ll need to be comfortable straying into violence against innocent people (robbing merchants and killing navel guards and officers). You’ll be expected to fulfil a role on the ship (First Mate, Bosun, Quartermaster, Surgeon, Cook and perhaps in time, Captain(using the 2018 Unearthed Arcana content 'Of Ships and the Sea')). You’ll also be expected to take some orders from the Captain while you aid her in search for a mysterious lost treasure. The adventure will be using a Pirate Ship as a hub for travel and downtime, however you will be visiting caves, port towns and jungles during the story.

Primer: Pirates of The Caribbean (movie), Treasure Island(book), Sid Meier's Pirates!, Sea of Thieves(video games).

Themed Playlist: https://open.spotify.com/playlist/6nOTCLfzxfrnUMTNghWufm?si=a8f1e7e6945e4acf

Character Creation

  • Race: Any Race is permissible, as long as they are from the official Wizard Of The Coast published books with the exception of Strixhaven: A Curriculum of Chaos, Eberron: Rising from the Last War and Spelljammer: Adventures in Space.

  • Alignment: Any Alignment is permissible

  • Class: Any Class is permissible

  • Backgrounds: Any Background is permissible

  • Starting Level: 3

  • Anticipated Ending Level: 7

  • Starting Equipment: As of Level 1

Running the game:

  • Combat: Combat will be taking place on a grid. Players can expect terrain, gridded battle maps, painted minis and scale models of pirate ships! (Provided by: (in large part by) TTcombat, DirtCheap Dungeons, Battle Systems and Reaper Miniatures)

  • Role Play: All players can have a moment in the spotlight if they want to. This is a homebrewed adventure so I will aim to have the themes and narrative hooks linked into your characters as much as possible.

  • Exploration: The game is a high seas adventure coupled with some port-side intrigue, classic cavern delves and wilderness survival through jungles. Your party will need a myriad of skills.

I've also defined the terms used above here:

Definitions:

  • Politics - How much do you want to be involved with the shaping of the village/city/world? NPC will scheme against you, NPCs objectives may be opaque, Lots of fractions (High). People will be easy to read and their objectives are clear, simple political structure (Low)

  • Roleplaying - How much do you want to be talking to NPCs? Solving issues by talking or investigating (High). Little interaction with NPCs (Low)

  • Tactics - How much do you like Combat? How much time do you want to spend in combat? Whole sessions worth of combat (High). Combat happens every now and again (Low).

  • Self Direction - How much do you want to be in control of the story. The world reacts to the players, you will need to find your own quests (High). The players react to the world, the quests will be given to you (Low).

  • Magic - How much magic is in the world. Magic Shops are common (High). Magic is scarce and spell casters are ‘miracle workers’ (Low).

  • Lethality - Life is cheap, combat will be taxing, a boulder could crush you (High). People are genuinely good, life should be spared, combat will be easy (Low).

Gaslight or 1920’s

System: Call of Cthulhu

Game Master Andrew W

Venue: Glanville Hall Wednesday night


Anonassi Encounters

System Era: Chosen

Game Master Mark C

The Chosen, Legions of creatures are invading our world and taking people. Only a few “Chosen” individuals can see them – less than 1% of the population. But we have to fight back.

Join the war against creatures from another dimension, fighting for Humanity across the centuries against the hordes from a dark universe hoping to take over our own…

This a day 0 for you Chosen, strange things are occurring in Harbour City, can you discover the truth before......

ERA: Chosen

Powers - Blessing or a Curse?

System Era: Empowered

Game Master Mark C

Venue: Glanville Hall Wednesday night

The Empowered are coming into being, how, what or why is unknown, all that is known is Government are afraid. What they fear they make illegal.

The team battle with the abilities in a world that hates them, protecting the civilians from bigger wider frets, but are they thanked or loathed, time will tell.........

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

Era: The Empowered is a Tabletop RPG based in a world where superpowers are real. Across the world, individuals are emerging as heroes and villains.

You will play as one of these “Empowered” with remarkable abilities. Whether your ability is to harness the power of flame, read others’ minds or super strength, both sides will be interested in you…

Era: The Empowered offers an opportunity for balanced characters with all types of abilities, from super strength to resurrection! The innovative Power Tree mechanic, designed and integrated into the Era d10 rule set for this game, provides the opportunity to build whatever powers you want.

the empowered

Era: Hitman

System: Era: Hitman

Game Master Mark C

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.

hitman

Symbaroum (the original not the 5e conversion)

System Symbaroum (the original not the 5e conversion)

Game Master Andy

Venue: Glanville Hall Wednesday night

Symbaroum (the original not the 5e conversion) A dark and gritty fantasy set around the huge forest of Davokar which covers the mighty ruins of Symbar. You play tomb raiders and adventures who risk the dangers of the forest to recover artefacts to sell to the highest bidder. The deeper you go into the forest the more dangerous it gets and the more you open yourselves to the corruption that lingers in the ruins, but the richer the prizes.

The One Ring (2e) Be a Hobbit or a Ranger or a Man of Bree etc in Middle Earth between the Battle of Five Armies and the War of the Ring. Try and keep the shadow at bay whilst enjoying second and third breakfasts as Sauron gathers his strength away to the south in Mordor.

Traveller Travel the galaxy in a “previous used” spaceship, what could possibly go wrong. Do what you need to do to keep your ship flying and heading out into the “black” as you deliver mail, cargo and people, some of it legal. The Spinward Marches and the Trojan Reach awaits.


The One Ring

System The One Ring (2e)

Game Master Andy

Venue: Glanville Hall Wednesday night

Be a Hobbit or a Ranger or a Man of Bree etc in Middle Earth between the Battle of Five Armies and the War of the Ring. Try and keep the shadow at bay whilst enjoying second and third breakfasts as Sauron gathers his strength away to the south in Mordor.


Traveller

System Traveller

Game Master Andy

Venue: Glanville Hall Wednesday night

Travel the galaxy in a “previous used” spaceship, what could possibly go wrong. Do what you need to do to keep your ship flying and heading out into the “black” as you deliver mail, cargo and people, some of it legal. The Spinward Marches and the Trojan Reach awaits.


Discworld

System Troika!

Game Master Liam

Venue: Glanville Hall Wednesday night

Troika! in Discworld meets Charles Stross's Laundry via Time Bandits

Scum and Villainy

System Star Wars

Game Master Richard T

Venue: Glanville Hall Wednesday night

A wickedly whimsical adventure for the world’s greatest roleplaying game. Once every eight years, the fantastic Witchlight Carnival touches down on your world, bringing joy to one settlement after the next. Its owners, Mister Witch and Mister Light, know how to put on a good show. But there’s more to this magical extravaganza than meets the eye! The carnival is a gateway to a fantastic Feywild domain unlike anything found on the Material Plane.

TBC

System: Dredd

Game Master Jo F

Venue: Glanville Hall Wednesday night

The setting of Judge Dredd is a dystopian future Earth damaged by a series of international conflicts; much of the planet has become radioactive wasteland, and so populations have aggregated in enormous conurbations known as 'mega-cities'. The story is centred on the megalopolis of Mega-City One, on the east coast of North America. Within Mega-City One, extensive automation (including intelligent robots) has rendered the majority of the population unemployed. As a consequence, the general population is prone to embracing any fashion or craze they encounter. Mega-City One is surrounded by the inhospitable "Cursed Earth", a radioactive desert populated by outlaws and mutants. Much of the remaining world's geography is somewhat vague, although other mega-cities are visited in the strip.

Mega-City One's population lives in gigantic towers known as City Blocks, each holding some 50,000 people. Each is named after some historical person or TV character, usually for comic effect. Mega-City One extends from Boston to Charlotte; but extended into Florida before the Apocalypse War laid waste to the southern sectors. At its height, the city contained a population of about 800 million; after the Apocalypse War, it was halved to 400 million.

Street Judges act as police, judge, jury, and executioner. Capital punishment in Mega-City One is rarely used, though deaths while resisting arrest are commonplace. Numerous writers have used the Judge System to satirize contemporary politics.

Judges, once appointed, can be broadly characterised as "Street Judges" (who patrol the city), and administrative (office-based) Judges. The Justice Department is responsible not only for law enforcement, but is also the government, since the United States was overthrown in 2070 following the Third World War, which devastated much of America. The Judges are a ruling class, the ordinary citizens having no participation in government except at the municipal level. Dredd was once offered the job of Chief Judge, but he refused it.

The Judge System has spread world-wide, with various super-cities possessing similar methods of law enforcement. As such, this political model has become the most common form of government on Earth, with only a few small areas practicing civilian rule.

Mouseguard

System: Mouseguard

Game Master Jo F

Venue: Glanville Hall Wednesday night

Mouse Guard is set in a world of sapient mice who live in a medieval era, paralleling the same age in human history, though in their world there are no humans. Its stories revolve around a brotherhood of mice known as the "Mouse Guard" who have sworn an oath to serve their fellow civilian mice in times of need, including making safe passage for them through the wilderness and protecting them from predators