RPGs

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Tide of Destruction (Higher Powers AU)

A tabletop RPG by Feargal Keenan & Michelle Haward
Fate Accelerated Edition

Death Wave have been wreaking havoc on humanity. Some of the first to gain super powers, they take what they want when they want it – destroying those that stand in their way.

Only one group has managed to stand up to this tsunami of terror. Prime Wave. By staging guerilla raids and emergency rescues, they use their powers to defend the weak and innocent. But it is not enough – they are losing ground too fast. It is time to take the fight to Death Wave.

Will the great heroes – Casanova, Stiletto, Pyre, Getaway and Rhinestone – succeed, or will Death Wave’s fortress be their final resting place?

Sons of Mars

A Tour of Darkness RPG for Savage Worlds by Feargal Fanning

Awoken by the buffeting of your aircraft, you look out the window to see Engine 1 on fire. Guess it’s time to jump…whether you’ve reached the dropzone or not. One of the problems with being a merc is if things go wrong there’s no backup waiting to Rescue you. You’ll just have to slog it by foot to the target in Laos …

Seriously You Guys, Look at All these Elves

A Pathfinder RPG by Axel Kelly

The continent of Magog has long been thought to be an arid, inhospitable place, home only to the Orcs of the interior and the human and dwarf pioneer settlements along the coast.  However, recent explorers of the interior have reported finding a mysterious Forest in the heart of the desert.  Those few who ventured within found arrowheads made in the fashion of Elves, and thought they heard distant music… Thus, in the frontier town of Sutterdown, a group of Elves and Half-Elves, eager to see if kinsfolk of theirs are truly present on Magog, have assembled, ready to brave the interior…or so they think.

Take and Hold

An Only War RPG for 5 players by Thadeusz Cantwell

Only five men and a half track made it to this ford, a vital crossing point. Ahead across the thin stretch of water sits an ancient Imperial fort from a long ago war. Behind them an army is retreating, around them Orks are ambushing, while lights twinkle in the facility thought long abandoned.

Pacific Rim: Strike Team Tokyo

A Savage Worlds Kaiju Game for 6 players by Cian “Icecream” O’Sullivan

 It is 2019; the Jaeger programme is an unequivocal success. With over 30 of the colossal machines in the field, the Kaiju threat is well contained and the Pan Pacific Defence Force is the toast of the World’s Governments. But the eve of destruction approaches, and the voices of warning are being ignored. A secret mission is planned… but how the hell are you meant to keep a plan involving three 300-foot tall robots a secret?

No-one Expects The Deathwatch

A Warhammer 40K Deathwatch RPG by Shane Carr

“Thank you for coming, Inquisitor…..?”

I AM BROTHER BATTLANNON OF THE DEATHWATCH. WHERE ARE THE XENOS INVADERS?

“The mysterious cult? Well, thats what we need you for, Sir Brother Inquisitor. We’ll help you in your investigation.”

I THINK THERE MIGHT HAVE BEEN A MIXUP WITH MY DEPLOYMENT ORDERS.

“Oh dear. Well, maybe if you fill out some redeployment forms, we can help you with that. Can I get your signature?”

MY RIGHT ARM IS A 47 GIGATHULE POWERFIST AND MY LEFT IS A TWINLINKED LASCANNON.

“It’s alright, just sign with an X, we’ll figure it out.”

That Would Be An Ecumenical Matter

An Aquelarre 3rd Edition RPG by F. González and A. Zwolinska

It is the year 1250 AD. A group of Irish priests is sent by the archbishop for a pilgrimage to St. James shrine in the North of Spain; mainly as a Penance for some sins, but also for a diplomatic mission. At the same time they are asked to retrieve a stolen object of an extremely high value for the archbishop. It will be a Trial of faith for the thief may be a worshipper of the Devil. Worse things can be expected from those Southern lands filled with heretics and infidels. With strong faith, there is no need to Fear a lengthy road.

Mexican Gulf

A Savage Worlds RPG for 5 players by Baz Nugent

Everyone expected alien life to come from the sky. No-one expected it to show up in a mini-mall in Paramas, New Jersey. The military were no match for them, death rays were no match for them, even giant robots were no match for them, as they cut a swathe of destruction across the United States.

With nothing left to lose, a last ditch, desperate plan was hatched. Combining 21st Century technology and the undisputed greatest martial art of all time, they made Even BIGGER robots, designed for one purpose…Lucha Libre.

Ladies and Gentlemen, it’s time to go … MUY GRANDE!!!!!!!!

A Savage Worlds extravaganza of Giant Robot Mexican Wrestlers Vs Evil Alien Nazi Cthulhoid Space Bears for 5 Luchadors!

Topp Geare

A World of Darkness RPG for 4 players by Baz Nugent

Tonight!

Doctor Jeremee rides a horse!

Captain Slowe burns a witch.

And Sir Ricardo is possessed by a devil!

Being the adventures of a trio of carting enthusiasts, their guests, and a somewhat intentional defense of the realm, delivered through the medium of the Worlde of Darkeness!

Infected

A tabletop RPG by Leela Diac

All just fiction… Stuff like this only happens in movies… Right? – Right?!
Find yourself in an infected town! Try to find your way out! Is there a way out? Is there a safe place? How far did this infection spread already? And who are these people that you just met? Will they help you or stab you in the back?
Join us for a survival adventure with a twist. Play “Infected” and show what you’re made of!

Fix it, fix it, fix it, fix it, fix it, fix it.

A Dragonmech Savage Worlds game by Tony O’ Hare.

5 generations since the lunar rain began the City Mechs of Highpoint defend what little civilization remains from before the rain, which makes it a concern when one of them just sort of stops minutes after all the senior engineers started screaming something about dragons throw themselves into the furnaces. The good news is promotions all round,  the bad news is if you don’t get this thing moving by nightfall you might want to look into a new career that doesn’t require having a head.

 ______

HERE BE PFS

Friday evening:

Shades of Ice–Part I: Written in Blood

When the Decemvirate sends the PCs to the Viking city of Trollheim in
the frigid northern Lands of the Linnorm Kings to deliver a package to
an allied scholar there, the Pathfinders soon find themselves
unwelcome visitors. Forced to navigate the rugged, isolated city and
interact with the standoffish natives, can they deliver their cargo to
its target, or will they find themselves exiled from the city… or
worse?

The Confirmation

Almost all Pathfinders undergo extensive training for three or more
years to learn the Tricks of the Trade, and their last test before
graduating from the ranks of the initiates to the status of a full
Pathfinder agent is the Confirmation, a special research project that
involves considerable fieldwork and is designed to simulate the
initiates’ future work as a Pathfinder. Even the noteworthy field
commissioned agents sometimes participate in such Trialsas a way to
familiarize themselves with the Pathfinder Society’s rules and
expectations. Although Confirmation is typically an individual affair,
the society recently discovered a site on the Isle of Kortos that
would be perfect for initiates but perhaps too dangerous to handle
alone. Successfully uncovering this site’s secrets will not only
contribute to the society’s body of knowledge but shape the exciting
careers ahead for each of the prospective agents.

Saturday morning:

Shades of Ice–Part II: Exiles of Winter

Following the trail of the insidious Shadow Lodge from Trollheim to
the icebound city of Whitethrone in the witch-ruled nation of Irrisen,
the PCs must locate the hidden lodge of their contact’s kidnapper. Can
they get past the city’s defenses, Infiltrate the Shadow Lodge
headquarters and Rescue the Pathfinder Society’s valuable ally, or
will they–like so many before them–find their bones ground to make
Baba Yaga’s bread?

Sewer Dragons of Absalom

Absalom is Golarion’s busiest and most populous city, but one of its
largest populations goes largely unnoticed. You must venture into the
sewers beneath the City at the Center of the World to stop the
meddling dragons within from disrupting a vital Pathfinder Society
operation.

The Icebound Outpost

The Pathfinder Society discovers an Aspis Consortium base in an
ancient Vudran temple now encased in a glacier and sends the PCs to
Infiltrate it and investigate the extent of the rival organization’s
regional operations. Can the PCs get in the well-guarded Aspis outpost
and escape with their lives and the information the Society Seeks

Saturday afternoon:

Shades of Ice–Part III: Keep of the Huscarl King

Information in the Shadow Lodge headquarters in Whitethrone leads you
into the Realm of the Mammoth Lords in search of an abandoned tower of
a lost Ulfen king. The powerful weapon rumored to be there could be
disastrous if it falls into the hands of those who plot the Pathfinder
Society’s destruction; who will find it first?

The Stolen Heir

The Mendevian Crusade draws heavily on the Pathfinder Society’s
resources, and unless the Decemvirate can secure the assistance of
generous patrons, the society may not have sufficient capital both to
fight off the demonic invasion and to prepare its expedition to a lost
historical site within the Worldwound. Upon hearing that the daughter
of an eminent and wealthy of citizen of Sauerton has gone missing, the
Pathfinders rush to her aid in the hope of earning her father’s
goodwill and support in upcoming endeavors.

Way of the Kirin

On the eastern continent of Tian Xia, the Pathfinder Society remains a
small player in the greater political landscape, but Amara Li, head of
the Lantern Lodge in the teeming city of Goka, has plans to change
that. In order to secure the Pathfinder Society’s place as an
influential organization on the far side of the world from the Grand
Lodge in Absalom, she must orchestrate an alliance with the mysterious
Way of the Kirin. But the longtime rival of the Pathfinder Society,
the Aspis Consortium, has plans to form an alliance of its own, and if
the consortium succeeds, the Pathfinder Society’s hopes of cementing
their place in the Dragon Empires could be dashed forever.

Sunday morning: 

The Immortal Conundrum

When the Pathfinder Society receives an invitation to a dinner party
at the Thuvian Embassy, hosted by the guardian of this year’s six
doses of the infamous sun orchid elixir, the Decemvirate sends a team
of Pathfinders to represent them and uncover the nature of the event.
Can the PCs navigate the complex social landscape of Absalom’s elite
and gain access to the mysterious vault known as the Conundrum, or
will they face public ridicule or worse in the face of the steepest
competition in the Inner Sea?

Destiny of the Sands–Part 1: A Bitter Bargain

Amenopheus has learned that the legacy of the Jeweled Sages lies near
the Osirian trade city of Eto, and the Pathfinder Society has pledged
its support in the Sapphire Sage’s investigation of his ancient order;
however the lead dried up–that was until a familiar information broker
contacted Amenopheus offering an exchange of services. To assist an
ally and unlock the secrets of Osirion’s past, the Society must deal
with a deadly antagonist once more by sending the PCs to fulfill the
Bargain and collect its due. The only question is what price their foe
will Demand.

Sunday afternoon:

Weapon in the Rift

Dire need begets great innovation, and Ghalcor, a cleric of Iomedae,
created a revolutionary new weapon to fight the demons that poured out
of the Worldwound at the end of the First Mendevian Crusade.
Unfortunately, the fiends overwhelmed Ghalcor and his assistants
before they could arm and trigger the weapon, but complex fail-safes
sealed off Ghalcor’s tower and kept the device from falling into
abyssal hands. As the Fifth Mendevian Crusade rages on, Ghalcor’s
secret weapon could be the factor that turns the tide, so the
Pathfinder Society has agreed to find a way past the indiscriminate
Safeguardsto secure the device for the crusaders–a task complicated
by their pushing past enemy lines.

The Confirmation

Almost all Pathfinders undergo extensive training for three or more
years to learn the Tricks of the Trade, and their last test before
graduating from the ranks of the initiates to the status of a full
Pathfinder agent is the Confirmation, a special research project that
involves considerable fieldwork and is designed to simulate the
initiates’ future work as a Pathfinder. Even the noteworthy field
commissioned agents sometimes participate in such Trialsas a way to
familiarize themselves with the Pathfinder Society’s rules and
expectations. Although Confirmation is typically an individual affair,
the society recently discovered a site on the Isle of Kortos that
would be perfect for initiates but perhaps too dangerous to handle
alone. Successfully uncovering this site’s secrets will not only
contribute to the society’s body of knowledge but shape the exciting
careers ahead for each of the prospective agents.

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