A Bad Day For Kilden
GM:Steff. J. Worthington
System:Cthulhu Adventus
No. of Players :6
Requirements:None
Teaser:There have been recent cases of missing children and even attempted murder in the village of Kilden outside Frederikshavn, Denmark and the local Commissar is out of his depth and is in need of guardians he can trust.
The locals are being uncooperative but he knows there's more to it than meets the eye. A local woman has attempted to assassinate a retired Acton Gate Technician who is sitting in a cell spouting religionist propaganda. Can the guardians uncover the culprit before more children disappear?

Cthulhu Adventus is an upcoming monograph from Chaosium set in a world 400 years from now ruled by a vast dictatorship known as 'The Polity'. Born out of relief efforts after 'The Final War' it has since become Humanity's best hope for survival... and its doom.

Player characters are brave individuals seeking better rations, standard of living, glory and respect who have joined the 'Home Guard Ministry' or 'Guardians' and battle insurgency, degenerates, religionists and the darkness of the Mythos.

For more information visit http://cthulhuadventus.blogspot.com


A Bag of Wind
GM:Newt Newport
System:Monkey Storytelling
No. of Players :6
Requirements:None
Teaser:The Jade Emperor wants you to escort one of the Queen Mother's handmaidens to a party on Kuan Yin's Western Island. The only problem is that some one has stolen the Fung Po The Windlord's magic Bag of Wind. Demons run amok and heavy rains flood the lands of the Tang Emperor. As disgraced immortals of the Western Heaven you see more than a few opportunities to make up for your previous crimes and return home.

Monkey is based upon the Chinese classic Journey to the West, and the players take on the role of Chinese immortals. A blend of action and humour, Monkey uses an easy to pick up card based mechanic that models the mythological world the novel is set in, with its mix of Immortals, Buddhism, Taoism and martial arts.

For more information visit www.d101games.co.uk/monkey.html


A Farewell to Arms
GM:Evilgaz (The Smart Party)
System:Savage Worlds : Sundered Skies
No. of Players :Up to 6
Requirements:None
Teaser:In the oppressive dying-ember glow of the Void, the remnants of a shattered world drift and collide. The thick auburn light sends men mad and turns others, literally, into beasts; yet the Wildlings can endure. Born of the Fleshforge - an organic humanoid body wrought with animal characteristics, immunity to the glow is little consolation for those born slaves of the Willow Queen.

You are one of the lucky few to escape the Elven yoke however, and one of fewer still that dedicate what’s left of your lives to the Boughbreakers – you yearn to free your siblings and bring down the militaristic denizens of Heartland. Your contact has heard tell of an armoury, drifting lazily through the void in a ruined castle; he’s also acquired some of the island’s earth, making navigation there possible. Braving many dangers and enslavement or death, you and your fellow Wildlings toil to supply the resistance with arms and a chance, a hope, of freedom.


A Taste of Burgundy
GM:Steff. J. Worthington
System:Cthulhu Adventus
No. of Players :6
Requirements:None
Teaser:The Player-Guardians have been given a plum assignment. Guard the delegates of a summit meeting between high ranking members of The Polity and the Nile Republic taking place in a castle in Burgundy. Every comfort is laid on and it seems like a dream come true... until the the murder.

Burgundy, or sometimes called 'the Retreat', is a private theme park and playground the size of a small country set aside purely for Party members and ministers of the Secretariat. There hasnt been a murder there in 400 years. The Player characters are charged with finding the culprit... and also keeping it quiet. For if the Retreat can be attacked by terrorists or degenerates...
where can be safe?

Cthulhu Adventus is an upcoming monograph from Chaosium set in a world 400 years from now ruled by a vast dictatorship known as 'The Polity'. Born out of relief efforts after 'The Final War' it has since become Humanity's best hope for survival... and its doom.

Player characters are brave individuals seeking better rations, standard of living, glory and respect who have joined the 'Home Guard Ministry' or 'Guardians' and battle insurgency, degenerates, religionists and the darkness of the Mythos.

For more information visit http://cthulhuadventus.blogspot.com


Against the Sorcerer
GM:Tom Zunder
System:Gwenthia Mongoose Runequest
No. of Players :4 to 6
Requirements:None
Teaser:A Gwenthia RuneQuest adventure for 4-6 players in which the HagHunters track down and investigate Dark Cultists who have occupied an ancient barrow mound. Their slaving raids, rape and pillage have led the villagers to aid them. The barrow lies just 3 days away from the village, but no-one will venture there.. it is after all the resting place of an Evening Culture sorcerer. The game is a classic adventure scenario realised in the world of Gwenthia using the new Gwenthia RuneQuest rules, magic systems and religions.


Bad Company
GM:Mike Mason
System:Call of Cthulhu (BRP)
No. of Players :4 to 6
Requirements:None
Teaser:A Gaslight London CoC scenario. It'll be the most scary and enjoyable game you have ever played. No pressure then! Seriously, should be good for those of you who like mucking about in London society... Oh and I'm sure there'll be some more cthulhu from either myself, Keary B & Paul F (ex of the Kult of Keepers).


Blank Sheet
GM:Graham Robinson
System:Improvised
No. of Players :Up to 6
Requirements:None
Teaser:An entirely improvised game. Characters, setting, and scenario will all be decided as we play. Players take turns speaking in character and/or asking the GM a yes/no question. The ultimate in rules-lite role-playing!


Bloodlines and Deadlines
GM:Graham Spearing
System:Wordplay
No. of Players :6
Requirements:None
Teaser:Rootless mercenary that you are, you find yourself in the employ of Vahit, a Hyrkanian scholar who has fled into the desert to find a great lost treasure belonging to his family, the noble lineage of the Azar. You have fought through the ravages of the cruel sandstorms of Eastern Turan and merciless assassins, both sent by his jealous elder brother Fuat; at least so claims your employer.

And so you stand on the edge of the desert, guided to a tomb by a scholar on the edge of his wits and a beguiling slave girl with fire in her eyes, uncertain where this journey will take you. Business as usual then.

An adventure set in the sword and sorcery world of Conan's Hyborea.


Dead Pot County
GM:Newt Newport
System:SimpleQuest
No. of Players :6
Requirements:None
Teaser:Some Merchant's son got lost in the BadLands. Perhaps in the worst part of this desolate wilderness, Dead Pot County. A place crawling with the hungry dead of a long dead civilisation and terrors much worse! Good job there's a large reward for the return of the lad and the chance to pick up all that treasure buried with the deadies!

SimpleQuest is a D100 Fantasy game, based upon BRP/RuneQuest


Emerald Lies
GM:Loz or Dave Ives
System:Elric of Melnibone/MRQ
No. of Players :Up to 6
Requirements:Beginners welcome!
Teaser:Emerald Lies
An Elric of Melnibone scenario (Mongoose RuneQuest) by Lawrence Whitaker

Two thousand years of the Bright Empire's infamous history have passed since Empress Terhali, greatest of all Melnibone's emperors, was deposed and removed from this aspect of the earth. In these, the gasping days of the Bright Empire, Terhali is remembered either as a treacherous demi-demoness who chose to foresake Arioch, the Dragon Isle's patron Lord of Chaos; or as the one woman who drove the Bright Empire to its absolute height and was cruelly betrayed by her own people who, even then, lacked the wit to see the grand vision she had for the world. Had Terhali not been betrayed, these loyal Imrryrians believe, then the Bright Empire would still glitter. The Dharzi would have been defeated quickly and decisively. Humankind would never have dared rise against Melnibone. The Bright Empire would rule with all its might still.

Terhali's faithful have finally, after centuries of scouring archives, forbidden tomes and several demonic planes, found a way of reversing the spell that banished the Jade Empress. When it is activated Terhali will return and with her will come Xiombarg, Empress of the Swords, to level merciless revenge against those who treated her most beloved subject so terribly. Imrryr will be purged of its indolence. Melnibone will gain renewed strength. Terhali shall reclaim the Ruby Throne and her demonic city of Yagala will replace Imrryr as the capital of the new, Emerald Empire.

You, the player characters, are Terhali's faithful. Noble Melniboneans of Imrryr who, for too long, have hidden your allegiance. The Ruby Throne has been occupied by the weakling albino Elric, a creature so frail he has no right to rule. Now is the time for the spell that banished Terhali to be reversed; now is the time of the Jade Empress. You will engineer her return and become the new champions of the Emerald Empire - and the might of the Sword Rulers will be felt across the impudent Young Kingdoms, driving them back into barbarism...

This is a convention scenario for 4 - 6 players, using the Elric of Melnibone rules from Mongoose. Some familiarity with the Elric saga is of benefit, but by no means essential. Characters and game background will be provided and the game mechanics fully explained to those unfamiliar with RuneQuest. The scenario is also intended to form the backdrop for a forthcoming, published campaign-pack, and the players will receive due credit for their efforts.


Escape Velocity
GM:John Ossoway
System:Cthulhu Rising
No. of Players :4 to 6
Requirements:None
Teaser:You awake with a dull throbbing pain in your head. The kind of headache a bout of mild oxygen starvation brings. You wince as you try to sit up. You’re in the brig of the orbital gas mining platform Jovian Discoverer IV for the third time in a month. It looks like Warden-Administrator O’Halloran has decided to lock you and the other trouble-makers up until you cool off, or until he can devise a worse punishment...

Some people are stupid. You could sense there was going to be trouble. What kind of spacenoob jamhead starts a fight during an EVA work detail? With suit systems slaved to Prospero, the station AI, it was no biggie for O’Halloran to change the trimix of your air supply. Knock out the trouble-makers and reel 'em back in on their safety lines. Standard procedure.

Penal Involuntary Servitude - it is what it is. 'Recruited' by Jupiter Holdings from a prison-contract auction on Mars 3 months ago. You and about a dozen others.

And now you wake up to this. Your cell door is unlocked. Good start. No sign of a warden. Even better. But as you get to unsteady feet you feel the rig making dark groaning noises. Then you hear an alarm klaxon somewhere in the distance. As you peer out into the entrance you see someone lying on the floor, their leg bent back at an odd angle. This is less good.


Fragmented Sanity
GM:John Ossoway
System:Cthulhu Rising
No. of Players :4 to 6
Requirements:None
Teaser:When Dr Maximillian Roe, a scientist employed by Cenargo Corporation, goes missing with his research findings on Mars, the corporation puts the subsequent investigation in the capable hands of Harlan Wexler - head of Cenargo R&D.

Hired by Wexler, the Investigators must piece together the last days before Roe's disappearance. Is this a case of industrial espionage, foul play, or something far, far worse...


Gangsterama
GM:Malco Jones
System:Call of Cthulhu (BRP)
No. of Players :Up to 6
Requirements:None
Teaser:Gangland USA 1924:
Things are tough all over. Joey Abbandando just got out a week ago, from a 7 year stretch for burglary, full of schemes to move up into the big time. He never even got to first base in the bootlegging racket. Now he owes money to all the wrong people, like Sal Cosmano, Frank Maddox and Vlad the Bear. You have your reasons for helping find Joey; maybe he owes you money, maybe he owes money to someone you owe money to, maybe he owes you a favour or maybe you’re just getting paid to beat the crap out of him. One way or another, he better come up with the goods, and fast. It’s Joey’s last throw of the dice. Let’s hope it isn’t yours.


Keep on the Shadowfell
GM:Baz Stevens (The Smart Party)
System:Dungeons & Dragons 4th edition
No. of Players :Up to 5
Requirements:None
Teaser:This will be a game designed to showcase the new edition of the original RPG. I will run over multiple slots and you can grab a chair as it becomes available. Or you can stay for the whole adventure if you choose.

"The shadows of evil are stirring...

Near the sleepy town of Winterhaven, a ruined keep overlooks a dormant gateway to the otherwordly realm known as the Shadowfell. Though this dark scar on the world has lain dormant for many years, an evil cleric of Orcus, Demon Prince of Undead, seeks to reopen the gate. The only thing preventing the forces of darkness from sweeping across the land is a determined band of heroes..."


Life and Death
GM:Newt Newport
System:SimpleQuest
No. of Players :6
Requirements:None
Teaser:Miraz the Golden is sees itself inheritor of the old Lion Empire. It is an oppressive military police state which seeks to dominate its neighbours. Some say the wrath of the gods has been brought down because of its hubris and it is currently stricken by a plague. Its Tyrant looks on from his remote palace as the victims of the plague shuffle round the streets as newly risen zombies. While his heirs fight amongst themselves to see who will succeed their father, when he is toppled by the rebellion that is fermenting in the streets. Into this madness step the adventurers out to make a fortune and a name for themselves.


Like Father, Like Son
GM:Evilgaz (The Smart Party)
System:Pendragon (with a touch of Mythos)
No. of Players :Up to 6
Requirements:None
Teaser:The tourney approaches and young knights from far and wide begin preparations for their chance at glory. For half a dozen of the less glorious knights errant however, they must first attend the Lord’s wishes to gain his favour, travelling to the savage mountains across the western border and an ally who is beset with withering illness and who’s lands are rife with bandits. Could this be their chance to make a name for themselves just days before the tourney? Or will the ladies’ favours pass to other, more deserving knights, while these young men languish in ignominy at their failure?

In the dark, wind-lashed castle a pall has descended. Even the hounds of the great hall slink about, sticking to the shadows and nary making a sound. Banshee howls of the tempestuous gales shriek through arrow slits, as the bass rumble of crashing waves shakes the very foundations. A once proud lord weeps, quietly, through rheumy eyes at glories lost and the cruel whims of fate. In the night sky, even the stars seem not quite right…


More Human Than Human
GM:Dom Mooney
System:Wordplay
No. of Players :4 to 6
Requirements:None
Teaser:Los Angeles, November, 2019.

6 Replicants escape from a retirement and land a shuttle on Earth in an attempt to find out a way to prolong their lives and the reason behind their creation.


One Tree Hill
GM:Loz Whitaker
System:Gwenthia Mongoose Runequest
No. of Players :4 to 6
Requirements:None
Teaser:Renegade Tharuxi grindwagon troubleshooters (think The A Team meets Fred Dibnah) delve into the Badlands in search of a missing grindwagon crew. Blood will be spilled and lots of very strong tea drunk.


Party like it’s 1381!
GM:Mark Galeotti
System:Mythic Russia
No. of Players :6
Requirements:None
Teaser:Everyone loves a party, especially in the icy grip of a Russian winter, but Prince Leonid Shaggybreeks of Rostov is promising one as never before. Living ice statues of swans and maidens! Fountains of vodka! A whole troupe of dancing bears in Cossack regalia! Nubile Lithuanian slavegirls and lissom Greek dancers, Armenian fire-eaters and Sibiryak goose-dancers! Tables groaning with delicacies from across the known world, even a Mongolian hotpot big enough to drown a man and Italian sugar fancies! No wonder it is the talk of all the Russias and enough to tempt many of the great, the good and the greedy to make the long journey to Rostov through the year-start snows.

An invitation to such a feast is to be treasured; if only you could just enjoy it, instead of also having to work. After all, your master is curious. Just how can the genially insignificant prince of an impoverished has-been city afford it? What does he want? And how can your master benefit?

A Mythic Russia game of vodka, flirtation and evil beyond measure for 6 players.


Penetrating Venus Or Challenger’s Challenge
GM:Evilgaz (The Smart Party)
System:Savage Worlds : Victorian Venusian Jungles!
No. of Players :Up to 6
Requirements:None
Teaser:Venus. An exotic destination where verdant arboreal jungles are trimmed back only by sulphurous, acidic storms and hulking mountain ranges, miles high. Dinosaurs, long since forgotten on Earth, roam the green equatorial lands; excellent sport and wondrous sight both. Gravity weighs lighter on a Gentlemen and boundaries have to be extended from regulation limits to stop every stroke becoming a six. The only blot on an otherwise green and pleasant land is the wretched insistence of the Hun that some of these lands belong to the Kaiser. Her Majesty sends favoured subjects to see to her holdings, so that one day soon, the Union Jack will fly over all of Venus.

A week working at the consulate on Venus sounded a capital idea. Quite frankly however, you would have much preferred it if someone had mentioned that the Venusian day is just a smidgen longer than the Venusian year. Why, one could take his wife in a manly fashion, pop off to Venus for a day, and have a new heir apparent by the time he got home. Lord only knows what’s happening back in Blighty. Its doubtful any of the first eleven are even recognisable any more. Still, can’t having moping about, especially in front of the help. Professor Challenger has some expedition or other to go on and a jolly into the bush is just the sort of thing to keep one’s pecker up. For Queen and Country!


Return of the Dragons
GM:Murgh Bpurn
System:Savage Worlds – Shaintar: Immortal Legends
No. of Players :4 to 6
Requirements:None
Teaser:The Dragon Cult is stirring. Long thought dead, rumours have risen that followers of the Dragonlords walk again.

On the trail of one such rumour, a party of Grayson's Grey Rangers set out for the northern Black Mountains. Accosted by a party of Dregordians (Shaintar Lizardmen) and outnumbered 2 to 1, the Rangers are left for dead. Sorely wounded, Grishnah, Orc Ranger and sole survivor of the attack, staggers on to a nearby goblinesh 'gather'. On telling his tale, Grishnah learns of an old ruined Dragon Cult temple in the mountains nearby. Believing that this may be the origin of the rogue Dregordians and possible Dragon Cult, Grishnah calls on his kin to investigate.

And so the party of goblinesh (Orcs, Ogres and Goblins) head into the mountains...

This will be a combat-orientated dungeon bash, demonstrating the use of Virtual Tabletop software for map and miniature use.


Royalty and Rogues
GM:Nathan Baron
System:Star Wars Saga Edition
No. of Players :6
Requirements:None
Teaser:The Rebel Alliance has unearthed a sinister plot to usurp the Queen of the Hastus Oligarchy. The discovery of an Imperial backed plot is to put a hard-line nationalist on the throne, could cause significant problems for the Rebellion, as Queen Halla secretly supports the Alliance. Princess Leia, a life long friend of the Queen, has departed aboard the Millennium Falcon, in an effort to stop the coup. Can the plotters be stopped in time, before a major blow is landed against the already fragile Rebel Alliance?

The events of this game take place one standard years after A New Hope.


Rules of Acquisition
GM:Alex Helm
System:New Game system unveiled at Continuum!
No. of Players :Up to 6
Requirements:None
Teaser:The warring nations of Landston and Terethia are having to put aside their differences. Another nation, the primitive Charanova is threatening to invade, a threat that cannot be ignored. But is the threat real, or is it just a ploy by the Overlord of Landston to distract the Terethians and hence launch another invasion? An uneasy truce has been arranged, and a mixed group of Landstonians and Terethians need to head into Charanova to find out what is really going on.

Please note: This scenario places a huge emphasis on interaction and roleplaying, with extremely detailed character backgrounds, politics and intrigue. There is likely to be very little combat, if any.


Sharpe's Folly
GM:Nathan Baron
System:Chaosium's Basic Role Playing
No. of Players :4 to 6
Requirements:None
Teaser:A sequel to Sharpe's Destiny. June 1812. An adversary from Sharpe’s past takes charge of the South Essex, and within 24 hours Major Leroy is arrested, and Sharpe has been sent on a fool’s errand. When Sharpe and his riflemen return from their mission, they learn that the South Essex has gone missing, and a close friend of Sharpe’s is dead. Can the whereabouts of the battalion be unraveled before Sharpe’s Folly destroys everything he’s worked for?


Spirit of the White Council
GM:Declan Feeney
System:FATE 3.0
No. of Players :6
Requirements:None
Teaser:The Dragon triumvirate, an alliance of three powerful Dragons - Hicax, Balserax and Donograx, controls Hong Kong with an Iron Fist. Hong Kong is a powerful nexus, a points where ley lines intersect. It plays a key role in control of South East Asia and the White Council wants free access to this place. Unfortunately so do the Vampires of the Red Court. As apprentices you're travelled with you master, Wizard Kinskey, to negotiate with the triumvirate. Unfortunately with news of a group of Red Court delagates and the sudden disappearance of your master things aren't going well.

Six Players, who ideally should have read at least one of the Dresden Files Books, but that's not an actually requirement.


Taiga, Taiga, Burning Bright
GM:Simon Phipp
System:HeroQuest (Mythic Russia Birchbark Chronicles)
No. of Players :5 to 6
Requirements:None
Teaser:You are the best Bashkort Heroes and have been called to Sarai to see Khan Tokhtamysh,Ruler of the White, Blue and Golden Hordes. The summer has been unusually hot and a couple of weeks ago the forests across the Ural Mountains burst into flame. The wind has changed direction and is blowing from the East, towards Bashkiria and the Golden Horde's Western lands. The Great Khan wants you to stop the fires.


Thatcher’s Children
GM:Simon Phipp
System:HeroQuest (SuperHeroQuest)
No. of Players :4 to 6
Requirements:None
Teaser:SuperHero Roleplaying in Thatcher’s Britain

The year is 1999, Britain is under the iron-fisted rule of the Thatcher Regime. Years ago, the Conservative Party Conference was attacked by a terrorist bomb and many were badly injured, the Prime Minister among them. But, they had the technology, they could rebuild her, make her stronger, faster, better than before, and so was born the Iron Lady …..

After the passing of the Super Powers (Registration and Regulation) Act, people with Super Powers have to register with the Government. All registrants are assigned to small groups or Super Bands where their Super Powers can be put to better use serving the community.

Bands of feral children roam the streets of Thatcher’s Britain, many have to beg and many go missing but are not missed. Then the children of respectable Conservatives start to go missing and something has to be done.


The Battle of Hyde Park
GM:Newt Newport
System:Lost Fools Of Atlantis
No. of Players :6
Requirements:None
Teaser:Ten thousand years ago the golden civilization of Atlantis sunk beneath the waves. It splendour, sophistication and intelligence lost to the world. Survivors were scattered round the globe and once they dried themselves down and acclimatised to their surroundings, they started the serious business of getting back on top of the pile and taking over the primitive civilization they found themselves in. Hideously outnumbered by the 'apes' they sought to dominate they melted into the background, and made their plots in secret manipulating human kind from the shadows. Hence they brought mankind the gift of CONSPIRACY.

Now in the modern age these Conspiracies make one final desperate attempt to rule the world, before the End Times arrive.

The fact that the End Times may be as a result of their age old plots, completely escapes them. The fact that although they share a common heritage each conspiracy believes that only they are the true inheritors of the Atlantean legacy, also escapes them. The fact that other powers alien to this world also have designs on total domination, also escapes them.

You see its been 10,000 years. Time can dull a race's genius like that.

Lost Fools of Atlantis is a light hearted satirical game of modern occult conspiracies powered by Graham Spearing's WordPlay system. Currently in development for release in 2009.


The Beast House
GM:Alan Bligh
System:Dark Heresy
No. of Players :Up to 6
Requirements:None
Teaser:In the grim Darkness of the 41st Millennium witness what horrors lurk at the depths of the Calixis sector in The Beast House, and original survival horror adventure for Dark Heresy, written and run by Alan Bligh, one of the Game’s principle writers (but don’t hold that against me). This infamous play test scenario now available members of the general public and offering a sneak peak of what nightmarish infamies lay ahead, can you survive the clutches of the Beast House, where not only your flesh is on the menu?

Prior Knowledge of 40k or the Dark Heresy game system not required, but caveat emptor, -not for the faint of heart!


The Conquest of Mala Tierra
GM:SexyLemur (The Smart Party)
System:Savage Worlds: Pirates of the Spanish Main
No. of Players :6
Requirements:None
Teaser:A corrupt Governor has declared independence from the Crown! He controls the tiny island of Mala Tierra, at the northern tip of a major trade route through the Caribbean. The cost of using a different route to the rich markets of the Spanish Main is too much to bear. Can the heroes depose this evil dictator and succeed in the conquest of Mala Tierra?

A tale of high seas adventure using the award winning Savage Worlds system from Pinnacle Entertainment Group.


The Crimson Claw Assurance Society
GM:Marcus Rowland
System:Forgotten Futures X - The Tooth and Claw RPG
No. of Players :3 to 6
Requirements:None
Teaser:Tiamath, the dragon homeland, gets most of its foreign exchange from banking and insurance. When steamships flying the Dragon flag of convenience begin to disappear, it's a serious problem for Tiamath's biggest insurance company. Someone is going to have to investigate, and since nobody in their right minds would do the job voluntarily... well, they will have to be persuaded. When the alternative is a few decades in debtor's prison maybe the job doesn't sound quite so bad, and at least the adventurers will get a nice sea voyage out of it.

There are a few snags, of course. Most notably, the facts that the adventurers are dragons and the ship was built for Yarge (humans), and that there is a certain amount of prejudice against dragons in the Yarge kingdoms. The adventurers will have to be careful to avoid upsetting the natives, or annoying the mysterious Crimson Claw, who holds their fate in his talons. And there might be some other problems - after all, there are all those missing ships...

A nautical adventure (with dragons and steam technology) set in the world of Jo Walton's World Fantasy Award winning novel Tooth and Claw. For more on this world and an excerpt from the book see http://www.zorinth.net/bluejo/books/dragon/dindex.htm


The Dalek Factor
GM:Nathan Baron
System:Savage Worlds
No. of Players :6
Requirements:None
Teaser:Two generations after the last sighting of Daleks in this arm of the galaxy, there are still Thal patrols out searching for Dalek sleeper units, programmed to wake and wreak havoc if ever the Thals let down their guard. One such patrol - consisting of a captain, a handful of veterans, and six rookies - is currently searching for signs of Dalek activity in the furthest reaches of Thal space. When the Thal platoon arrives on a hostile planet, investigating reports that Dalek artifacts have been detected, they are unprepared for what they find...


The Great Duck Point Boat Race
GM:Jane Williams
System:rules-lite - Snakes & Ladders for the crunchy bits
No. of Players :7 max
Requirements:Sense of the ridiculous a good idea, and while you don't need knowledge of Glorantha to play, you'll probably get more out of it if you have at least the basics.
Teaser:A valuable trade route has become available and various factions are competing for it. Since the Lunar Governor of Duck Point likes to support quaint and harmless traditional local customs, this monopoly will go to the faction that can win the Boat Race, along a route that starts and ends in the city of Duck Point, but also passes through the Upland Marsh, with the obvious hazards. You will control one of these factions, and after a period of negotiation, bribery, sabotage of opposing teams, and so on, will send your chosen team out onto the water.

Factions known to be competing so far are some Orlanthi (rebels? surely not!), some Trolls, the Ducks, and the Lunar army (represented by the First Pavis Ballista). If there's some other group you feel ought to be in there, go right ahead and make them up. Look, it's got ducks and baboons in it. Yes, those baboons. This probably gives you some idea how seriously to take it.


The Great Fate Fractal Experiment
GM:Declan Feeney
System:FATE 3.0
No. of Players :6
Requirements:None
Teaser:An experiment in group authorship. The exact nature of this game will be built up during the weeks leading up to the convention based on suggestions from the forums and will be detailed on: this thread here, http://tavern.zunder.org.uk/tav/viewtopic.php?t=2149 the game website,https://sites.google.com/a/feeney.ie/great-fate-fractal-experiment/Home and my blog, http://whirlmeister.blogspot.com/


The Lost Order
GM:Sacha Ratcliffe
System:AD&D
No. of Players :6
Requirements:None
Teaser:The Sages of the Free City of Liefheim tell us that The Munificent Order of Lord Gaxy of Gygar was formed by a retired band of adventurers, some 200 years ago.

For the last two centuries the Order has acted as guardians of the forest roads and those who make their homes in the depths of the Bowdale Forest.

Many villages benefited from the protection brought by members of the Order and came to rely on them to supply news from the outside world, escort merchant caravans, pass judgements and perform many other miscellaneous acts of aid to those who dwell where darkness lies deepest. News has reached the Council of Liefheim concerning the apparent disappearance of the Order in its entirety.

Although membership in the Order has waned considerably in recent years, the Council believe that approximately 25 stout souls still maintain a presence at the Order’s stronghold, one league to the north of the village of Tarrenhal.

The possibility that some evil has befallen this benevolent and noble Order greatly troubles the Council members and a band of doughty adventurers has been dispatched to discover the truth…

An AD&D scenario for 10th level characters, in memory of Gary Gygax.


The Ministry of Thunder
GM:Newt Newport
System:Monkey Storytelling
No. of Players :6
Requirements:None
Teaser:Your errant immortals finds themselves in trouble with the Heavenly Authorities. Fully expecting to be cast out of Heaven for your crimes, instead you find yourselves drafted into the celestial Ministry of Thunder. Run by the God of Thunder, Lei Gong, it takes on the role of punishing those crimes that mortal law can't or won't reach.


The Old and the Deep
GM:Declan Feeney
System:Fear Itself (GUMSHOE)
No. of Players :6
Requirements:None
Teaser:Its November 4, 1872. Tomorrow you set sail from Staten Island, New York to Genoa, Italy. You are the passengers and crew of the an eleven year old brigantine called the 'Mary Celeste'.


The Tenant of Copper Caverns
GM:Marcus Rowland
System:Forgotten Futures X - The Tooth and Claw RPG
No. of Players :3 to 6
Requirements:None
Teaser:What could be more relaxing than a week in the country at the home of one of the richest dragons in all of Tiamath? A chance to unwind and meet friends, make a few useful contacts, celebrate the New Year, talk politics and art, dance and impress pretty young dragonesses with tales of your exploits.

Of course there are always a few undercurrents in any social
gathering, but it promises to be a holiday to remember...

A country house mystery (with dragons and steam technology) set in the world of Jo Walton's World Fantasy Award winning novel Tooth and Claw. For more on this world and an excerpt from the book go to http://www.zorinth.net/bluejo/books/dragon/dindex.htm


The Third Hand
GM:SexyLemur (The Smart Party)
System:Savage Worlds: Adventure
No. of Players :6
Requirements:None
Teaser:A case of mistaken identity sends our heroes racing across London to retrieve an ancient artefact of immeasurable power. Death defying car chases, cold bloodied assassins, secret societies and more! Will they find the artefact in time or will a long forgotten evil be allowed to take root in our world once again?

A pulp adventure game set in thirties Britain using the award winning Savage Worlds system from Pinnacle Entertainment Group.


This Fear of Gods
GM:Dom Mooney
System:Traveller (most likely Mongoose)
No. of Players :4 to 6
Requirements:None
Teaser:Horus Base is a remote Imperial Navy funded research station orbiting a Gas Giant in the Calit A system at the edge of the Abyss Rift in the Spinward Marches. Tonight, the researchers are having a party to celebrate the successful completion of the first stage of their project.

Originally playtested at Furnace 2006, this is the second playtest for a new adventure for BITS. In memory of Sir Arthur C. Clarke.


Thracian Gold
GM:Malco Jones
System:Call of Cthulhu (BRP)
No. of Players :6
Requirements:None
Teaser:September 1944: The Rila Mountains of Bulgaria. As the end of the war approaches you are involved in a covert mission to save a priceless archaeological treasure in an increasingly unstable Axis state. There may be something suspect about the mission when it becomes clear that its leader, a former archaeologist now of Allied intelligence, has authorised it himself to return to the scene of his pre-war excavations, but with mysterious disappearances and guerilla warfare between the authorities and the partisans something is definitely disturbing the peace of the Rila valley.


Two Knights and a Horse
GM:Newt Newport
System:HeroQuest
No. of Players :6
Requirements:None
Teaser:Hard times for the Silverwind clan for sure. With the Lunars encroaching on their peaceful Tula lands, the Chief has given permission for the clan to arm up and fight back. Only problem is that the normally peaceful clan gave their 'Arms of Orlanth' over to the Oak Keepers Clan for safekeeping years ago. With the Knights of Black Horse County, allies of the Lunars, actively blockading roads out of the Tula, it will be up to the clan heroes to sneak out and collect their clan's ceremonial arms and armour from under the brooding gaze of Maran Gor herself.

An epic adventure with heroic storm worshipping heroes facing off against villainous Knights who ride demon black horses, murderous head taking earth cultists and sly and slippery Lunar imperialists, in a game that squeezes as much out of the HeroQuest system as humanly possible.

Suitable for new comers to both HeroQuest and Glorantha.


Vanishing Act
GM:John Ossoway
System:Cthulhu Rising (Cthulhu in the 23rd Century)
No. of Players :4 to 6
Requirements:None
Teaser:You were on your way back to the Core Systems for some well-earned R&R when the call came in. The report was vague but disturbing: There have been a series of mysterious disappearances at one of the Company's agricultural colonies in the Outer Rim Territories. The local colony administrators are worried. This is exactly the kind of thing that could blow up into an 'incident'. The Company doesn't like 'incidents', which is why they have decided to send in a team.

That's where you come in.

Wolf Wiesner Krupp Internal Security. Dispatched to the colony to investigate and discover the truth behind the rumours - no matter how terrifying or startling that truth might eventually prove to be...


Winchester House
GM:Elaine McCourt
System:White Wolf
No. of Players :6
Requirements:None
Teaser:There's something new up at the campus. They levelled the old hospital wing and said there was going to be new halls of residence built there, but there's a huge old mansion there now and no- one seems to paying a blind bit of attention to it. The gates are locked, and there never seems to be anyone around. If it's deserted, though, what's that whispering you can hear every time you walk past the gates? And why does no-one else seem to know anything about it?



Want to run a game of your own? Be sure to contact Graham Spearing with the title, system, number of players, requirements to play (if any) and teaser description (500 words max).
 
Continuum Auction - call for items

We are looking for items to be added into the auction that takes place at the convention on Sunday afternoon. We do get special, unique and rare offered by the Guests of Honour and by the publishers attending Continuum as well as items from those organising the freeforms and other gam...

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