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GM: Mad Jay
Game System: D&D 5E
Min – Max number players: 3-5
Start Time: TBD
Session Length: 4Hours
Smaug has been defeated, the Battle of Five Armies has been won, and Bilbo has returned to the Shire. But much danger still remains, and from the Orc-holds of the mountains to the dark and corrupt depths of Mirkwood a darkness waits, recovering its strength, laying its plans, and slowly extending its shadow…
In Dale, King Bard sends out a call for brave adventurers to journey to Laketown and assist him in restoring the glory of the North.
Adventurers come from all the Free Peoples of Wilderland and beyond, all heeding the call to adventure. Spurred on by diverse callings – whether it be the lure of the road, the hunger for ancient lore, or the simple urge to defend hearth and kin, adventurers from across Wilderland are preparing to explore Middle-earth and to battle the rising threat of The Shadow wherever it may be found.
Out of Rivendell you join a ranger on a quest to reclaim his ancestral home in the ruins of Arthedain.
Play adventurers in Middle Earth with D&D 5E. Pregens will be available, bring your appetite for adventure and your dice!
GM: Jarrett Crader
Game System: DCC RPG
Min – Max number players: Any (tournament style)
Start Time: 2PM
Session Length: 4Hours+
Drop-In (No RSVP required)
Game description: It’s another boring Soresday night in the stinking city of Punjar. You’re nursing your seventh Pan-Galactic Gargle Blaster, trying to erase the horrible images of what happened to your last crew when the door is blown apart. In steps Captain Treacle, infamous ne’er do well and all around miscreant, with a huge grin on his face and a pair of flintlock pistols in his filthy hands. ‘LET’S DO SOME CRIMES!!!’ he yells. So, what do you do?
A DCC RPG Tournament Style game. NO EXPERIENCE NECESSARY. COOL GOODMAN GAMES SWAG. PRIZES. GET IN!!!
Min – Max number players: 2-5
Session Length: 4Hours+
They need tough veterans of the Tellurian War to stand by them and defeat this fishy menace. There’s some cash from the town–but finders, keepers. A raid on the underwater temple may be in order, if anyone survives.
No experience required. We will make simple characters on the spot and get started. We will play Guns of Telluria, an adapted version of Into the Odd.
Game System: Into the Odd
Min – Max number players: 2-5
Start Time: 2PM
Session Length: 3Hours
Game description: October, 1922, a year and a half after the war between the fey and the humans concluded in an uneasy cease-fire. You play veterans of that war, and you’ve been hired by Boss Vance. He bought a mansion to renovate and sell at a profit, but the workers won’t go near it; apparently there’s ghosts, or fey, or something disturbing the peace of the place.
You aren’t afraid, are you? Not after what you saw in the Tellurian War. Then again, maybe you’ve got a better reason to be afraid than the civilian imagination can furnish…
Simple rules, character generation at the table, newcomers welcome, no experience required.
The house charter is read over by Saryn, Karresh and Chet. The document is a record of the genealogy through the women of the Dayas family. Until the name Emeria appears, about eight generations ago. Then the document records males of the Emeria family except for the last 3 generations, which seems like the last time the charter was updated.
Karresh sends for a chronicler to help fill in the details of the sudden appearance of Emeria in the document. Chet and Saryn search through the other documents for related materials and any lore on fighting vampires (failed research). They discover some best practices when fighting vampires and discover that Hanno is ancient and a great vampire…these best practices have a lesser effect on him. He predates Bashura by generations.
Later, Chet heads out hunting because the food stores of the manor are empty and the staff knows it. Karresh searches the estate for coin, valuables to pay retainers and staff (Successful scavenge). Lord Gaston has not been seen since the fire and there is gossip about who is in charge.
Chet takes down a nice antelope, but is himself hunted by a giant wood spider(failed hunt). Chet runs with the deer and the spider gives a good chase, Chet very barely manages to avoid capture by hiding in the dense sections of the wood as he hurries back to the manor.
When Kristoff, the chronicler Karresh sent for, arrives(Circles) he shares the evening meal with them before they ask him about the house charter. Kristoff references the charter with scrolls he brought, Saryn provides Kristoff magical aid (fails!!). Kristoff reveals a pact with an otherworldly entity, Emeria, one that requires a Dayas woman to honor it. SO while House Emeria is intact, there are skeletons in the closet.
Saryn and Karresh decide their next actions in the best interest of restoring the house are: find a non-noble Dayas woman to reunify the Dayas Emeria lines and renew the pact. Offer up Capt. Garreth as a peace offering and have Lord Gaston resign the Highseat and marry Shala Undu as once decreed.
When they tell Bashara about their findings Bashara is oddly indifferent and dismisses the need to find a Dayas woman, let her be. He does insist they destroy his vessel before Honno the vampire takes it. He has no confidence in their ability to stop Honno.
There is a tax resource cycle at the session’s end –everyone passed.
Boys and girls, When you make your PC lord of a house and then miss 4 sessions…Shit will still get real without you!
Kerrash’s archivist contact discovered the staff used in the explosion was a device fashioned by Urza. One in a set of three.
Capt. Garreth began rounding up members of house Undu and a battle ensues as House Undu members and the Lady Undu fight a retreat to their docked ship. Both sides take on many casualties.
An inferno erupts from the lower sections of the manor house quickly catching the west wing of the manor house.
Saryn goes to retrieve the Koi statue from it’s hiding spot in the West wing and encounters a tall, bald and pale man walking through the blaze. The man’s close are of an era long gone by. He taps an ornate cane rhythmically as he ,makes way toward Saryn and the status. Saryn grabs the Koi and runs. The man laughs and a hellfire hound all ablaze joins his side.
Kerrash arrives back to the Emeria manor after the battle is done. Half the house is razed, the rest smouldering. Survivors and wounded are scattered on the grounds. Chet and some of the house staff update Kerrash on the battle.
Saryn searches for a place to stash the Koi statue and discovers an old, warded vault in the remains of the house. In the vault are various devices, reagents, books, scrolls and a huge gelatinous egg melting. Saryn pours through the scrolls and books and figures out the egg is a hatching spawn of the Eldrazi and freezing the egg could suspend it’s release. He casts his magic to encase the egg in ice. (Evoke test duration:Adventure)
Up above, Kerrash delivers a speech to the staff, boosted by his white magic to unite and improve their morale. He then turns on Capt Garreth for his actions in starting the battle with house Undu. Karresh demands garreth resign. Capt Garreth does no such thing. Garreth says only Gaston, the Highseat of the house has the authority to remove him. The damage is done, however as the house members have lost respect and confidence in Capt. Garreth. (successful Oratory Vs )
Later Saryn seeks out Capt Garreth and reprimands him for his reckless actions, but they reach an accord and a possibly alliance. Garreth sets up a watch post near the vault as per Saryn’s request. (successful Arcane Action Vs )
After the evening meal, and the house staff has settled into makeshift quarters. Karresh, Chet and Saryn return to the vault to consult with the ghost of Bahara. They learn two things. One, there is an issue with the current lineage of House Emeria. There maybe a usurper of the family matriarchal line. The Emeria Charter can help set things right, it was last seen by Bahara in Lady Amelia’s library…currently burnt to the ground! (failed Observation).
Second, the man Saryn saw in the fires earlier is the Vampire, Honno and his hellfire hound. They were after Bahara’s ghost vessel and started the fires.
Chet searches and finds in the wreckage the spot where the library would have been. Saryn, with Kerrash help, crafts a spell to help find the Emeria Charter…and discovers another room below where the library was. This room houses a series of scrolls, art, and the Emeria Charter!! ( Linked Observation, Arcane Action Ob 7 test Vs 11 Dice — successful!)
Session ends as they unfurl the charter scroll and we see the shocked faces of Chet, Saryn and Karresh.
PCs : Kerrash, Kor priest with lineage to House Emeria. Saryn Emeria, upstart mage and nephew to Lord Emeria. Chet, merfolk freeman, serves house Emeria since purchased.