
Please note games may change. Should you have any queries let us know!
Meeting your tabletop needs.
Please note games may change. Should you have any queries let us know!
See below the Club’s opening plans for March 2024. We are trying out a new format, any feedback would be appreciated.
Should you wish to run a game within the club please reach out to us either here or through our discord.
We have a new Numenera game starting up in the club that is looking for players. The campaign makes use of the Cypher System and will be utilising both Numenera Discovery and Destiny rulesets. No prior knowledge is required of the game or system.
Sessions – Monday nights 6pm – 10pm. First session planned for 10th July which will include character creation and an introduction to the ruleset. Expected to run for approximately 13 weeks.
GM – David
Players – 5 Players total, 2 Player slots open and availible
Experience – No experience required, the campaign is designed to introduce new players to the system. Of the current group only the GM has past experience of the game system.
Character Creation – Character creation will be completed in the first session accompanied with an introduction to the rule set
The Ninth World is built on the bones of the previous eight, and in particular the last four. Reach into the dust, and you’ll find that each particle has been worked, manufactured, or grown, and then ground back into dirt—a fine, artificial soil—by the relentless power of time. Look to the horizon—is that a mountain, or part of an impossible monument to the forgotten emperor of a lost people? Numenera is a delve into techno-barbarism, taking inspiration from the Dune series, Saga comic book series and Cloud Atlas just to name a few.
This campaign is set in Navarene the most northern kingdom of the “civilized” Steadfast region. Navarene is the boundary between the civilized Steadfast and the “Beyond”. This boundary has become more important of late with the True Faith’s Amber Pope calling for a crusade against the Gaian lands to the north of the mysterious Cloudcrystal Skyfields that borders Navarene.
This game will offer the opportunity for players to assist with the development of a new settlement assisting its founders with issues both of where they have settled and where they came from. Through salvaging the surrounding area and developing the land the party might be able to convert a rabble of crude huts into a settlement that can stand the test of time.
Enslaved by the Talo noble family under loose pretence of minor crimes committed. Nashina Talo promises you freedom should you assist the Talo guards in bringing some “brigands” and “criminals” to justice. Explosive slave bands strapped around your arms, this would be the quickest route to freedom spare losing use of your arms. Matters are not as simple as presented as you soon discover this “Criminal” group is made up of Nashina Talo’s escaped slaves.
Numenera uses the Cypher system with actions requiring d20 based tests with results sometimes dependant on a d6 or d10 role. All in game actions are rolled for by the players. As mentioned above no prior experience in the system is needed, characters will be created as a group during the first session.
See below a video by Geek & Sundry showing the basics of the cypher system as used in a different example game.
Should you be interested in the game please comment here or reach out through our discord.
We are now happy to announce further details about the games being run on International Free RPG day at the club. During the day there will be five different games being run during two time slots taking full advantage of the space available in our new home.
Player slots will be offered on a first come, first serve basis. We recommend turning up early for your game to avoid disappointment. The Club will be open from 11am on the day to allow players to get settled before the afternoon games start.
2-6 Players
We’ve all being there… we’ve all had that one wild night of tavern hopping and mead swilling. The sort of night when you make friends with complete strangers no matter how eccentric they are.
You and your band of Adventurers follow him back to his place where he opens up a bottle of Gnomish Spirits. You wake up hungover, your head is pounding, your mouth tastes like vomit and you’ve shrunk down to an inch of your size.
Typical Saturday Night! It’s fine all you have to do is find the remedy to your ‘little’ problem and try not be stood upon in the meantime.
2 – 6 Players
There are whispers that Algarod’s war chest remains in Weatherstone Castle, guarded by evil spirits and the beasts of the sorcerer Zygofer.
2 – 4 Players
Its fireday night, and the streets of Alkenstar are bustling with people looking for a good time, for weeks ‘The First Sin of Pharasma’ has been advertised and tonight is opening night for this once in a life time experience. The entertainment district is over flowing and business is good; looking for some well-deserved rest & relaxation you take a seat in the Powder Horn, however your night is going to be far from restful for you and your gunslinging compatriots.
2 – 5 Players
The war has ended, the Eyrie Dynasties have restored themselves and are trying to take back their Woodland. Pellenicky Glade is in their sights… Yet the glade’s leading family, the Goshawks don’t agree on what they should do. To complicate matters Alton Goshawk, the Mayor of Pellenickly Glade has died leaving a gulph of power in the Goshawk family.
The situation could go very bad, the right person in the wrong place could make all the difference. Just when your group of Vagabonds enter the scene.
3 – 6 Players
Inquisitive and adventurous investigators required for a new, and exciting opportunity. Must love mystery, travel and of course gold.
Enquire at the Dragon’s Codpiece in the Dock Ward to learn how you may partake of this splendid opportunity and enrich your horizons and line your pockets with gold. As stated, only apply if you have a fondness for travel and gold
We hope to see you on the day!
Details of games available to follow.
Here is the calendar for our June opening. Please note that these dates may change dependant on committee availability. Any changes will be notified through the comment section of this post.
The club may be able to open for extended hours on request. Contact use to enquire about the availability to join a game or add a game to our roster
Following from our last post we can now provide further details about our upcoming open day. As the event is to celebrate the opening of our new venue some of our members have organised introduction sessions for games they are passionate about. See more details about what is being run below
Kings of War is the awesome fantasy mass-battle wargame from Mantic Games. Rally your forces to fight in the biggest and best tabletop miniatures game set in the rich and ever-growing fantasy world of Pannithor.
A fast play set of rules for historical miniature wargaming, particularly ancient and medieval wargaming in the period 3000 BC to 1520 AD. Now in 3rd edition. These rules allow entire armies to be represented by fewer than 50 figures
A story-driven skirmish game where two players fight one of the endless skirmishes for control over the towns, settlements, and places of power in a dangerous new world. In Malifaux, the events from its extensive lore are directly carried into the characters’ mechanics.
Dystopian Wars is a tabletop wargame of naval battles using highly detailed miniatures to represent huge engines of destruction on, above and below the high-seas. Set in an alternate late-Nineteenth Century called the Dystopian Age, super-science fuelled nations clash over resources and power.
Its origins in Dungeons and Dragons 3rd Edition Paizo’s hugely popular roleplaying game has become a phenomenon in itself. Pathfinder 2 is currently the most played tabletop rpg in the society. Give it a try with these short bounty encounters.
A departure from traditional tabletop RPGs, For the Queen is a card-based story-building game that you and up to five other players can begin playing in minutes. Choose your queen from among fourteen gorgeously varied illustrations—or start from scratch—and use the prompt cards to collaboratively tell a story of love, betrayal, doubt, and devotion.
This is the weekly review of the antics of adventurers within the society
As most of the crew slumber, a skeleton team must tackle a ferocious storm through the night. Errol from his high vantage in the rigging spots blue slimy tentacled creatures making off with his two shipmates leaving no one at the Helm, with the ship is heading for land. He yells for all hands-on deck but it’s too late the ship runs aground.
The next morning Tsajuvi, newly appointed Captain, orders the crew to collect fresh provisions as stocks are running low. Captain Tsajuvi alongside his First Mate Khi’one, Bosun Vol, Quartermaster Errol and Surgeon/Influencer Solace will be forming a rescue party.
After a few hours of walking through the rocks and surf they find themselves walking a cliff and spot the same creatures that attacked the ship last night playing in the surf below. The monsters are identified as Grindylow, a race that is known to torment prisoners. The party must be quick to ensure the safety of their captured crewmates.
Errol attempted to climb down the cliff stealthily with Khi’one on his shoulders, but misfortune struck, the cliff crumbling beneath his claws. The Grindylow attempt to flee into an underwater tunnel, but not before one finds its face melted by an Acid Arrow.
Errol and Khi’one give chase with the rest of the party following at various speeds. They swim into the tunnel, but due to the length of the tunnel Solace is forced to turn back and wait for the slower crewmates. The pair eventually come up for air in a large pool of water surrounded by high cliffs. The sound of many wings approaches, and a swarm of Blood Seekers come straight for them.
As lady Margritte began to lower the platform with the moaning creature on it the party sprang to life rushing forward to stop her before she could release it. Despite knocking her to the ground the creature broke free of its bonds and stood up looking around the room in confusion.
Nobby tried to talk to it, but to no avail. It leapt off the platform attacking Nobby with its powerful fists, almost putting him down with its blows. The rest of the party rallied and eventually defeated it.
After searching the room, they retraced their steps trying to find the warpstone. After checking the portraits in the Great Hall, they ventured out into the storm. They had a look at the pit in the middle of the courtyard, the edges had downward pointed spikes and there was a grid of iron bars 10 foot down with a trapdoor in it, but the dark grey tendrils of smoke and screams coming up through the bars put them off. So, they continued on to the tower opposite the Great hall.
Our brave heroes from Of Gods and Men continued their journey through the Underdark onboard their ship when their crew of trusty Koa-Toa abandoned ship and swam towards a pair of statues. On closer inspection they appeared to be a shrine to the ‘Dark Father’ Mamamasu. The Koa-Toa refused to leave without a sign from their god and set up fishing rods to catch a sacrifice.
Yvon took this as an opportunity to investigate a strange corridor leading in between the statues. He discovered a magical trident and helm at the heart of the structure but only managed to move the helm before he and Lei were blasted with a column of water. The helm ended up on the floor of the sea but was recovered thanks to a high-level spell despite the risk of wild magic.
Lei grabbed the trident but was attacked by waterweirds in the corridor. Tal appeared to save the day and they left with both magic items and minor scratches.
The party also found out more about their new companion and tried to solve the puzzle of his mysterious tattoo.
The Cyclops accepted his invitation to the Dome, taking the others as his retinue, making their way to the fighter’s entrance the Hounds found themselves gassed and slowly came round hours later to the muffles sound of cheers from a crowd. Donny Zhao had figured out the Hounds play and flipped it on them. Running them through a gauntlet he was sure would run them down and end them.
Fighting Wan Chai Warriors and those poor souls infected with BSDR-1897, thirsting for a taste of the vital fluids within our cyberpunks. After laying those creatures low the infected handler, Large Michael decided to not risk his life against our heroes. Instead working with the Hounds to break through to the final step of the gauntlet.
Here they were forced to face off against the Dome’s Champion, A legendary pit fighter who had looked to be more augmented than the aged flesh. The Dragon Reborn, Shujinko was as formidable as he ever was, breaking the Hounds on one another. EZ played to his strengths and convinced Large Michael to take on Shujinko and aid them before the Hounds made their escape.
Chasing down Donny Zhao into his office and then brutally dispatching the Red Pole to make an example of him for the Dragon Head David Wong, and the rest of the 16K Triad. Donny’s last words implying that this was just another plan of Jackie’s that they had all fallen prey to.
Receiving payment and being officially welcomed into the Washington Street Boys, the Hounds look to stabilising the power vacuum that now ravages District 5, easing the suffering for those stuck in the city’s most downtrodden district. Working on a case-by-case basis and brining just a little light into the lives of those they help.