The Great Wain Robbery

Warhammer Fantasy Roleplay 4th EditionGM: Roderick.
System: WFRP 4th Edition

Every year, a wain comes in, loaded down with a whole year’s taxes from Baron Von Mark’s lands. Every year, it’s under heavy guard 24/7, stored in secure vaults, and completely untouchable. Every year, that money goes into the Baron’s coffers, never to be seen again. Except this year, we’re going to steal it.

THE GREAT WAIN ROBBERY is a halfling heist adventure, where players will collaborate and connive to make off with a big load of cash in the Warhammer Fantasy Roleplay setting. players will be part of a band of expert halfling criminals, brought together for the heist of a lifetime, and will plan every step of the heist before executing the plan, and hopefully getting away with the money and all their extremities intact.

Warhammer Fantasy Roleplay uses a percentile game system, which will be used in a streamlined form for this session, which will focus on plotting, planning, and blaggery over brawn.

Remembrance

System: Liminal 
GM: Newt

It’s a windy summer’s evening at no. 4 Tandle Hill Road in Oldham. Dark clouds loom over the house and you won’t be surprised if rains all through the night and into the next day.

Earlier it was bright sunshine, and you left the patio door open for the guys from Magic Mark’s Carpets to get the new carpet for the upstairs bedroom into the house. So when the winds started up they blew in not only leaves but an uninvited guest. There’s a scruffy tramp sat on the sofa with twigs and leaves in his big bushy beard and wild brown hair. He’s saying he’s can’t remember where he left “a very important thing”. It’s somewhere in the park at the end of the road. He wounded it, put it somewhere safe and then went and had a drink at the Halfway House Inn. It’s all a bit awkward and in the pause, he asks you “have you got any Strongbow?”

Liminal is an ENnie-nominated tabletop roleplaying game of modern day British fantasy, where the Hidden World and mundane world collide. In this game you play the Liminals of the title, you might be a magician, a werewolf, an occult investigator, or even a Dhampir stuck between the mortal and vampire state.

Remembrance is a sequel of sorts to A Walk in the Park that ran at last month’s Go Play. However, you need not have played in that adventure to take part in this standalone adventure.

 

Frozen in Time

Eons-old secrets slumber beneath the forbidden Ghost Ice. Since the time of the Elders, the local tribes have shunned the crawling glacier, knowing it as taboo land that slays all who tread its frigid expanse. Now, the Ghost Ice has shattered, revealing hints at deeper mysteries entombed within its icy grasp. Strange machines and wonderful horrors stir beneath the ice…

Frozen in Time is a level 1 adventure for Goodman’ Games’ Dungeon Crawl Classics Role Playing Game.

Guard of Honour

System: Ars Magica
GM: Martin Smart

You are members of Berinor, a covenant of the Order of Hermes. One of your covenant’s wizards, the revered arch-magus Scribonius, is travelling to another covenant in preparation for the Grand Tribunal. It is a long and arduous journey, and potentially dangerous, as King Louis is at war with the Duke of Normandy and his ally the Emperor, and mercenaries, outlaws and other predators roam the land. Naturally, a powerful wizard such as Scribonius has little to fear from such petty mundane threats, but equally, it would be inappropriate for someone of his standing to arrive at the covenant without a suitable entourage. Your task, therefore, is to escort the archmage to his destination, deal with routine matters that are beneath his concern, and ensure that you and he arrive in a presentable manner, one befitting his station.

Ars Magica is a game set in the Middle Ages, but in which magic and the supernatural are very much real and have an influence on the everyday world. The game’s focus is on magi of the Order of Hermes, their companions and servants. No prior knowledge is required for this scenario.

The Eaten

System: 13th Age Glorantha
GM: Newt Newport

Its Sea Season at the Silverwind Stead in the land of Dragon Pass. It should be all dancing and alecakes, at this time of growth and renewal.

But outside the clan’s lands, the Tula, the forces of Chaos rages unchecked, taking all the clan’s effort to hold them back. Recently three of your clan’s greatest heroes Garmast the Windlord and his wife Vestala the Gentle, and the clan’s sage Ranulf the Beady went to perform a hero quest in a sacred yet secret place in an attempt to raise magical healing energies. It was not successful. Both Garmast and Ranulf was struck dead by an evil spirit which also drove Vestala mad. Fortunately, she has recovered her sanity, but a great famine has gripped the land, and now the clan is starving.  To make matters worse bandits made up of the routed enemy Lunar forces,  raid trade caravans loaded with emergency food from neighbours.

13th Age Glorantha is a fantasy D20 system written by two of D&D previous designers (3rd edition’s Jonathan Tweet and 4th Edition’s Rob Henisloo) set in Greg Stafford’s bronze age mythic world of Glorantha.  No experience of Glorantha or 13th Age required. This adventure is designed as a straightforward introduction to both setting and system.

 

 

Beneath the Stones

System: Liminal
GM: Paul Mitchener
Near Hadrian’s Wall are the Mare and Foal Standing Stones- just two stones remaining of an ancient stone ring. Alas, property developers have moved in after a wave of protests, but they have given permission to a group of archaeologists before they begin construction work. But why were the protestors receiving money from the Jaeger family, the werewolf “royalty” of the country? And why is a known magician of the Council of Merlin part of the excavation team? And why are the locals now all having nightmares?
Time for a Crew of Liminals to get involved.
Liminal is a game about those on the boundary between the modern day United Kingdom and the Hidden World- the world of secret societies of magicians,
a police division investigating Fortean crimes, fae courts, werewolf gangs, and haunted places where the walls between worlds are thin.

Chariots of the Gods

System: Alien
GM:  Paul Baldowski

You are space truckers on the starfreighter USCSS Montero, running “the Gauntlet”—the trade route between Anchorpoint Station and the Frontier. Your ship’s cargo hold is packed with dozens of tanks of the rare gas Helium-3—a special order for a Weyland-Yutani corporate account on Sutter’s World. On-route, the Montero’s sensors developed a glitch before you left Anchorpoint and sporadically pinged contact with a sensor reflection before you activated the displacement drive and went FTL. Now, you are just awakening from hypersleep, ready to deliver your goods to the colony of Sutter’s World.

More information: This from the preview of the new upcoming licensed Alien RPG by Swedish publisher Free Leauge Publishing.

Here’s the trailer

Roleplaying where no one can hear you scream. Twentieth Century Fox and Free League Publishing, the award-winning game publisher of the Tales from the Loop RPG, are making a tabletop roleplaying game series set in the ALIEN universe! Sign-up for exclusive news and previews at alien-rpg.com

Sting of the Scorpion Men

System: 13th Age Glorantha
GM: Guy Milner

An unprovoked attack on an isolated village tells you what your shaman already knew – the poisoned Earth around Larnste’s Footprint is rising up. You will have to travel through the Fossil Woods, and evade the Chaos beasts therein, to steal the one thing Gagix Two-Barb and her Scorpionmen don’t want you to have- her Sting.

13th Age Glorantha mixes the narrative d20-ness of 13th Age with Greg Stafford’s Mythic world of Glorantha. This adventure is for 4th level adventurers – pregens provided.

No previous experience of 13th Age or Glorantha is required. There may be Ducks.

Summer Holiday

Warhammer Fantasy Roleplay 4th EditionSystem: Warhammer Fantasy Roleplay 4th Edition
GM: Roderick Hamilton

Join the prosperous Family Morrten as they reunite for a summer holiday to celebrate their patriarch’s 80th birthday and take a trip down the river Reik.

Take on the role of the adult children of the Morrten family, a prosperous merchant clan based in Marienburg, the greatest port of the Empire. Each has forged their own path in the world and earned a measure of happiness, only to have that sorely tested by being thrust back together with their siblings, under the judgement-filled eyes of their ancient parents.

Will you survive the holiday emotionally? Or, in a world where Daemons are real and every patch of undergrowth might hold a lurking horror, even have control of a functional body at the end of the adventure?

Set in the classic Warhammer world, expect family politics, investigation and mystery in this percentile-based Warhammer Fantasy Roleplay 4th Edition 1-shot.  Expect hidden agendas, squabbles, and twists and turns, as well as some great comedy and roleplaying opportunities.

After the Raid

A game for Go Play Manchester IV on Sunday May 26th 2019.

System: Call of Cthulhu 7th Edition.
Maximum number of players 4.
GM: Newt Newport

In 1940 after the defeat of the British Expeditionary force in Europe and its desperate withdrawal at Dunkirk, Churchill told his Chiefs of Staff that “enterprises must be prepared, with specially-trained troops of the hunter class, who can develop a reign of terror down these coasts, first of all on the “butcher and bolt” policy”. One of the outcomes of this was Operation Claymore in 1941 where newly formed Commando groups attacked the Norwegian Lofoten Islands. It was hailed as a success as the commandos destroyed fish-oil factories, petrol dumps, and 11 ships while capturing 216 Germans.

[Actual Newsreel film about Operation Claymore, for background purposes.]

However, in the confusion a five-man team sent slightly further inland to attack a small outpost, were lost. Official reports have them down as missing presumed dead.

Now almost one year on in 1942, under pressure from relatives the War Ministry is sending in officers from the Special Operations Executive (SOE) to find out what happened to these missing men.

As a SOE Agent, you come from all walks of life. You’ve been selected and trained to work behind enemy lines. Currently, your commanding officer is Col. George Quietly, who has a reputation of tidying up other people’s messes. An old school Military Intelligence Officer, who is not fired up by Churchill’s words, his operations are carefully planned and executed, and his staff never go in all guns blazing. The rest of the service has nicknamed the people who work for George as “Quietlys” whose motto in Latin is “Quiete et molliter” or “Quietly and Gently”.

This is a game for Call of Cthulhu 7th Edition, set during the 2nd World War, for up to four players. No knowledge of the game system, Cthulhu Mythos or the historical setting required. Given that it’s an investigative horror game, maturity is required.