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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. |
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. |
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… |
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. |
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 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 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. |
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).
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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... | Read the full article |
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