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.

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.

Go Play Manchester VI Sunday 14th July

We are back at Fan Boy 3 on Sunday 14 th July between 1 pm and 5 pm for GPM VI, for another afternoon of one-shot sessions of various role-playing games.

If you want to GM let me know via the contact form on the Games Masters’ Information page.

We were full up at the last meetup, where we had three full tables, so we could do with an extra GM or two. So if you can GM and are considering it I encourage you to sign up.

Sign up for games opens on Sunday 7th, with the player allocation being published on the Friday before the event (July 12th).

Looking forward to seeing you on the day.

All the best

;O) Newt

Go Play Manchester V Player Allocation

This comes a day early, because all three games being offered for GPM V on Sunday, June 23rd, 1-5pm at Fanboy 3, are completely full.

Please note because Liminal was very popular as a first choice, I’m now running a second Liminal adventure called “A Walk in the Park” (see details after player allocation table).  So if you didn’t get into Paul’s “Benneth the Stones” as your first choice then I’ve put you in “A Walk…”.

Game Chariots of the Gods Beneath the Stones A Walk in the Park
System Alien RPG Liminal Liminal
GM Paul B Mitch Newt
Player 1 Roderick Dorte Martin
Player 2 Andy H Udo Fil
Player 3 Jeremy Lynn May
Player 4 Richard John R Daniel
Player 5 Dan Andrew A-W Debbie

Here are the details of my Liminal game

A Walk In the Park

You wanted a break from the Liminal World. A world full of ghosts jumping out of old cupboards, werewolves on the moors, schemes of magical societies in the houses of power and vampires at the disco. So, you wanted to get out of the city, to somewhere remote but not the middle of nowhere. Where you could enjoy the creature comforts while being able to take a peaceful walk in the countryside. A friend on your network of contacts came up with just the place.

A mate of theirs needs a house sitter while they are on holiday. Their 1930s house is large enough for you and the rest of your crew and is in Royton, an old mill town just down the road from Manchester in the North West.  All they ask is that walk their dog in the county park at the end of the street at least once a day. Should be a nice and relaxing break?

 

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.