GM: Josh Clark
System: Stars Without Numbers
The legendary Captain Penfold, Terror of Space, has returned to the sector with a vengeance but also with an enormous bounty of 2 million credits his head. With this being more than enough to set anyone up for a life of luxury to whoever can best him and his mobile dread fortress many take this challenge but none so have succeeded so far. Can your brave crew best this fearsome foe and claim that life of luxury?
More info: Stars Without Numbers is a science-fiction rpg based upon early D&D.
System: Savage Worlds
GM: Chris Hart
A Pulp adventure in the Savage World of ‘The Day After Ragnarok’.
Across the world, lies the trillion-ton corpse of the Midgard Serpent, raised from the sea by the nazis and destroyed by Truman’s atomic fire: poisoning the Earth with every night that passes.
A small band of mercenaries under the command of the Royal Navy have been deployed to escort a volatile tanker of Ophiline from the Hereford Cut to a small coastal town in Wales. A local separatist politician, Solo Man, is rumoured to have a stock-pile of precious resources to trade, in exchange for the valuable fuel.
Keep Calm, Carry On Shooting nazis.
In recent months you’ve become protectors of Tandle Hill Park, in the town of Royton in Oldham. You’ve dealt with all sorts of supernatural nonsense, and become aware of the Hidden World in the park. One of your main problems has been the packs of Teenage Vampires stalking the park at night. You keep on tracking down them down then finding their masters and killing them, but they keep coming back. Its really good that the mortals don’t go to the park at night, but at least one supernatural being has been slain at their hands.
Someone seems to share your concerns since one cold frosty morning you find a crudely typed out note shoved through your letterbox:
“Want to know where all these Vampires are coming from? Go to the Ranger’s House and walk the Lion’s Way to Alexandria”
Time to get your crew together and sort this problem out once and for all!
Liminal is Paul Mitchener’s (friend of Go Play Manchester) hit RPG of British Folklore and Supernatural goings-on. You take the role of a Liminal, a person who has one foot in the mundane world and another in the supernatural Hidden World. You might be a wizard of the High Council of Merlin, or a changeling with fae blood, a werewolf, or an investigative journalist who became aware of the Hidden World through chasing a story. The system is straight forward 2d6 vs target number game, with characters having special abilities tied to their concept. No knowledge of the setting or system needed.
Note: this scenario is the final part of a three adventure arc that has played out at previously at GPM. You need not have been a player previously, as each instalment is self-contained.
System: Marvel Superheroes (FASERIP)
GM; Kris Main
Wild animals, mutants beasts, and Dinosaurs (yes, dinosaurs) are reportedly terrorising citizens in The Bronx. Whilst the authorities are capable of dealing with a few wild animals, this requires more Heroic intervention before things get out of control.
Can the Superheroes of New York stop the rampaging beasts, discover how and why they appeared in The Bronx, and bring an end to this nightmare? Only time will tell…
GM: Joy Phillips
GOBLIN QUEST Goblin Quest is a tabletop roleplaying game about slapstick violence, fatal ineptitude, and the greatest adventure of your life.
Play five goblins each (in sequence, not parallel) and watch them meet hilarious ends while failing to achieve the most basic tasks.
Will they survive the dangerous world of the Great Battle Camp and avoid the attentions of brutal orcs, murderous bugbears, mean-spirited hobgoblins and scary wizards?
Probably not. But you’ll have fun finding out!
The game was previously Kickstarted and is available to buy via itch.io
System: The Doomed (Blades in the Dark reskin)
GM: Declan Feeney
For decades the league have been second rate villains in Epic city, hardly rating a byline in the papers, but last year you hit it big. You were listed in Captain Moonray’s Annual as part of his Rogues Gallery, at the bottom of page six, just under Donny the double-headed squid. Now its time to seize your newfound fame and perform a crime so auspicious it will forever immortalise your league and ensure your place in future rogues galleries.
For two weeks the city are holding a gala to celebrate the Heroes of the city and City Hall has an entire wing dedicated to the ‘Awesome Six’. You’re plan, so audacious it makes you weep, is to sneak in at night and to steal the masks from statues of the ‘Awesome Six’ permanently revealing their secret identities. Whilst there you might even deface the statue of Moonray, or reposition them in the most compromising of poses. Do you have what it takes to make yourselves legends?
The Doomed by Sage Le Torra (co-author of Dungeon World) is a reskin of the Blades in the Dark RPG, and is one of its stretch goals. It takes the game into the worlds of superheroes. You’ll be playing the small-time villains trying to make it big in a world where an alien invasion is just another Tuesday. New characters and crew types give you everything you need to play in the style of The Superior Foes of Spider-Man and the Giffen/DeMatteis Injustice League.
System: Star Wars (WEG version)
GM: Kris Main
The Rebel Alliance has need of as many friends as it can make, even if they are less than reputable. So when Jabba the Hutt asks for assistance escorting one of his employees to a trade negotiation on the planet Dosha, the desperate Rebels assemble a crack team to answer the call.
Your mission is simple: get the negotiator to his meeting and ensure that the negotiations remain civil, or at least profitable, and show Jabba that he can work with the Alliance.
Game System: Marvel Heroic
GM: Guy Milner
The electricity is down across New York, and a breakout is happening at The Raft, S.H.I.E.L.D.’s super-prison. Amidst the confusion, can you find out who staged the breakout, and find out who is really behind it.
MHRPG is a Cortex-plus Narrative comic-book RPG which emulates the furious action of the Marvel comics. If you’re a Marvel nerd, this adventure is the start of Brian Bendis’ New Avengers run. If you’re not, no problem – no prior knowledge required, and it’ll diverge pretty fast anyway.
System: Wolf’s Head (Fate)
GM: Paul Mitchener
Feudal England is a cruel and unfair place. The commoners labour all their lives for the benefit of knights and lords to feast and fight. Most commoners aren’t even allowed to leave the land allotted to them. When there is a foreign war, another punitive tax comes along, and whole villages are burned for not paying. And for the most part, the people duck their heads, take cover, and hope it doesn’t happen to them.
But not you. You’ve had enough, and snapped, defying the local lord. You’re now a criminal—a wolf’s head—in the name of the law, and labelled a bandit or worse. An outlaw, driven to the fringes, forever on the run.
On the run… but not alone. There are others who think like you, and together you’re more than just bandits. You’re rebels, fighting for the common people, doing what you can to help them while spitting in the eyes of the nobility.
Wolf’s Head is one of Evil Hat’s World of Fate adventures, which Paul wrote for them.
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.