Game Master Helen
Venue: Glanville Hall Wednesday night
Step into the world of Roshar!
Your path to Radiance begins here!
An honorblade, the legendary weapon of a mighty Herald has disappeared. Journey across Roshar to pursue a corrupted Radiant, recover the stolen Blade, and oppose the forces of Odium!
Cosmere is a d20 system based on Brandon Sanderson's books. Our adventure takes place alongside the first Stormlight Archive book, "Words of Radiance". You don't need to have read the book to play however the game will have major spoilers for the book, so beware. There may also be minor spoilers for the 2nd book, "Oathbringer" depending on how far we get. Gameplay mechanics will feel very familiar to DnD players with some extra magic systems and plot devices.
The first two sessions will introduce you to the system and world as you create your characters. Then we will will embark upon the campaign, "Stonewalkers".
Will you find magic and become Radiant?
Will you recover the Honorblade?
Will you survive the Everstorm?
Game Master Graham
Venue: Glanville Hall Wednesday night
Welcome Adventurers! Rest your weary feet by the fire whilst I tell you about OSE and the adventure you are to embark upon. Old School Essentials is the modern day version of classic D&D, reimagining the Basic/Expert rules written by Tom Moldvay in 1981 in an easy to follow reference guide.
We will be exploring the 1986 module B10 - Night’s Dark Terror, which is considered a classic and tops many ‘best of’ lists. The module is a wilderness exploration campaign that takes place in the D&D world of Mystara, in the Grand Duchy of Karameikos.
Players will start in the frontier town of Kelven before embarking on an upriver escort mission to the lesser inhabited parts of the Duchy where the wilderness is periolous and monsters roam freely!
Players will experience classic D&D from the 80s in a wide ranging adventure that will see multiple wilderness encounters and classic dungeon crawling that can be attempted in any way or order, or off piste, that the players choose.
Players will start at level 2, with the hopes of making level 4 by the end of the adventure. This is classic D&D and potential players should be warned that character death is not uncommon and you may play multiple characters throughout the adventure. Critical thinking, planning, clever uses of items, the environment and strategy will be crucial to survival.
Will you survive the Night’s Dark Terror?
Game Master Simon
Venue: Glanville Hall Wednesday night
Game Master Andy D
Venue: Glanville Hall Wednesday night
Horror on the Orient Express (HotOE).
HotOE is a large Call of Cthulhu campaign totalling 20 linked chapters. Where the players take the part of normal people who become embroiled events that may have dire consequences for the world. With a torch in one hand and a .38 pistol in the other can they face down terrors from the beyond. If you like films such as The Mummy / The Mummy Returns and Raiders of the Lost Arc you will probably enjoy this.
What is it about.
That would be telling… but the campaign follows investigators as they travel via the Orient Express stopping off at various locations along its route. Each location is an investigation in itself but also part of a larger meta plot.
Why is it HotOE part one
HotOE has 10 core chapters, four historic and six optionals. As such I will be running this over three or possibly four rotations, depending on how quickly things progress. I will be running it every other rotation if the club and real life allows.
How will it work over so many rotations.
It will not be necessary for the same players to take part in all the rotations, although it would be nice if there were some continuity from rotation to rotation. Each chapter covers an investigation at a location such as Paris or Venice. At the end of the chapter the characters board the Orient Express and travel to the next location. At the end of each rotation the PCs will be at the station waiting to board the Orient Express.
At the start of the next rotation any new PCs will join the group and board the train. Those that are not on that rotation will stay behind. They can rejoin the investigation in later rotations. They will merely have caught a later Orient Express and will be on board when the new or continuing investigators board for that rotation.
Don’t worry you are not committing to 12 months of the same game.
When is it set.
The campaign is largely set in 1923. But there may be opportunities to play in other times like Victorian England, Pre-revolutionary France, the Crusades and even as Roman legionaries. These historic chapters give the players the historic background to understand what is happening in 1923.
I have never played Call of Cthulhu before.
Not a problem, if you can roll some dice you can play this game. If you don’t know the rules don’t worry I don’t either that’s my job.
Is it all investigation or is there combat as well?
Each chapter has it’s own flavour. Some chapters are more investigative, others have more horror or surreal elements. There are also chapters that may involve running gun fights or political machinations, Europe in the early 1920s was still recovering from WW1 and not the nice stable conglomeration of countries it is today.
Can I get more information from you.
Yes, happy to chat at the club or you can DM me if you want more info.
Game Master Ben C
Venue: Glanville Hall Wednesday night
Beneathe The Emperor's Light -
It is the 41st Millennium.
For more than a hundred centuries the Emperor has sat immobile upon the Golden Throne of Terra. His light, dimmed but unbroken, pierces the roiling madness of the Warp — a beacon for the faithful, a curse for the damned.
Across a million worlds, humanity endures. The Imperium of Man is an empire of ash and steel, of devotion and decay. Countless trillions labour, fight, and die in the name of a God they shall never see. Their prayers rise through hive-spires and manufactoria smoke, swallowed by the endless dark.
In the city of Hive Desoleum, that darkness has teeth.
Far below the spires of the righteous and the gilded shrines of the Ecclesiarchy, the lower habs rot. The air is thick with chem-fumes and whispered blasphemies. Whole sectors fall silent overnight. The Administratum records the losses as clerical errors.
When the vox-feeds from Judgement Division XIII ceased, no reinforcements were sent. The hive simply carried on — as it always has.
But something stirs beneath the Emperor’s light.
This is not a tale of heroes or glory.
It is a story of faith tested and souls consumed.
Of those who went to restore order... and found only despair.
It is the 41st millennium, and there is Only War.