“Get your ass to Mars, Marines!! Vacation is over!
The Martians are revolting, and it’s up to us to restore harmony for our ever-loving corporate masters. Once again, we have the honour of being the nearest Colonial Marine Unit within the distance of this flare-up of anti-corporate feeling, so pick your kit up and get your head in the game!
There will be a full briefing when we reach UN Base in Martian Orbit. But now all you need to know that some weird-ass cult who claim to follow the ancient Egyptian God of Deserts and Evil, Set, have taken up arms and blockaded themselves in the poor district. Thereby transferring themselves off the protected religious minorities list and onto the list of bonafide terrorist organisations! Remember you will be acting within the Colonial Act of 2105. So that means no civilian casualties or damage to corporate-owned property!
Right get down to the cryo-pods where Private Smith will tuck you in!”
Sargent Reeves, UNE Colonial Marines 23rd Corp, on deck UNES Thatcher while in Earth Orbit, November 20 2270 AD.
Ascendancy is a Sci-fi Horror adventure. It will be using a hacked version of the Liminal RPG system, a simple 2d6 vs target number system. Inspiration for the setting comes from Ancient Egyptian Mythology and 80s action sci-fi/horror films.
It is the 18.07.1997 and you all enjoy the 100-year celebrations of Stewart Creek. Jens Adamson, your great-great-grandfather, was one of the founders of the town. The Gold Rush brought him here and he thrived. You, the last remaining members of his family, are important and honoured quests at the festivities. What a great day…
This game uses the Dead of Night rpg system by Steampowered publishing. It is a highly regarded indie-rpg, that is tightly focused on giving a horror experience.
It’s a windy Autumn’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 June’s Go Play. However, you need not have played in that adventure to take part in this standalone adventure.
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.
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.
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.
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.
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.
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.
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