Lo que hacemos
Próximos eventos (5+)
Burn after playing is a weekly Monday night game, each game has nothing in common except they will always run for one session only. One week you could be exploring the jungles of 1950s East Africa in search for lost civilizations, then fighting off a mutant horde in an abandoned near future city the next. The session can function as a drop in game for both players and Games masters who want to explore different worlds and experiences each week. Burn after playing is not limited to genre, system or even consistent players and story teller. I hope to give the freedom to play and experiment with ideas which might not make a campaign. The limited play length is a challenge and this session can help a Games Master sharpen their skills. I hope to take a backseat once people have engaged with this session. I am on the lookout for other Games masters to pick up the yoke once we reach a critical mass of player and let’s face it everyone like a turn.
The Hobbit and The Lord of the Rings are books about long journeys with many events that occur along the way. The One Ring RPG is this sort of story distilled into a tabletop roleplaying game. You can play as hobbits, dwarves, elves, and the many cultures of humans. Together you form a caravan crossing the lands described by J.R.R. Tolkien, 4 years after Bilbo gets home in The Hobbit (2946, Third Age). Adventures in Middle Earth are meant to last a few sessions (or three movie’s worth). You can attend any of these games when it suits you. This RPG is always on the road, so if you join halfway you won’t be trying to catch up on local politics. If we accrue a solid fellowship of players we may even go on to explore Rohan and Gondor. • Pregenerated characters, pencils, and dice are all provided. You don’t need to bring anything but yourself. • We’ll be playing adventures adapted from Tales From the Wilderland (an official supplement) - each is like a mini-campaign with tons of optional content. • There is an online character generator if you’re really keen. Message me if you have something specific you want to make, or you don’t have access to a printer: http://azrapse.es/tor/sheet.html
You are a dark elf. Your home, the towering city of Spire, was occupied by the high elves two hundred years ago. Now, you have joined a secret organisation known as the Ministry, a paramilitary cult with a single aim – to overthrow the cruel high elves and restore the drow as the rightful rulers of the city. A fantasy-punk RPG about rebellion, brutality and oppression. What are you prepared to sacrifice to get what you deserve? All welcome to come along. Bring your D10's! (and dice of other denominations)
Drury 188-189 Stoke Newington
The Marzbanlands Campaign – Player Briefing The Marzbanlands are wild and uncivilised, abandoned by civilised races centuries ago, before the modern kingdoms, before the wars and the rise of the Seljuq dynasty. The settlement of Tel-Abib stands on the far side of the parching trail, across the sand sheet sea on the edge of the Marzban. Tel-Abib is a garrison town, supporting a meagre force that holds the only safe trail across the sand sheet sea into the empire. Most locals cower in the safety of the Tel, the nearby Kufra Oasis or Cradle depression. There are, however those who come to Tel-Abib with more in mind. The brave or foolish souls go out into the wild lands in search of excitement, treasure, fame, and maybe if they are lucky a legendry artefacts from the ancient past. Most call them fools. Some call them “adventurers”. The Deal Although we’re using D&D 5e, this is a very particular game • I am looking for a pool of active players, the game sessions will be open to all comers. Adventures will be able to play as much or as little as you like, with no expectation of attendance every week. • There is no plot. The story is about some adventurers who went into the Marzbanlands explored, fought, died and if they were lucky found some treasures and returned to tell the tale. • By all means roleplay your character as you see them. Unlike my normal style, though, I’m not going to target your character’s tales– you’ll have to make your own using the world as you find it. • I won’t fudge die rolls, and I won’t scale encounters to the party. You’ll need to learn about the map and the dangers, and make sound judgements. This means inevitable deaths or even total party kills and we all know raising the dead is the prerogative of the gods not mortals. • I will, however, strive to make it possible to read the terrain, to learn the nature (and risk level) of different areas, and to signal when you’re getting into real trouble. • I have a map, but I won’t share it with you. Maybe make your own? • The campaign will run for as long as it does. There won’t likely be an explicit “end”. I have premade characters if you prefer or don’t have time, otherwise you’re welcome to generate one with the rules below. Configuration Settings All new characters start at level 1, zero xp Attributes are allocated from the standard array – 15,14,13,12,10,8 – not by rolling or point buy At present, all new characters must be from this subset of the races and classes: Races : Kenku, Goblin, Hobgoblin, Human, Tiefling, Orc or Lizardman. Classes: Cleric, Fighter, Ranger (non-spell casting variation) Rogue, Warlock, Monk and Sorcerer. However, when a PC dies (not merely retired, actually killed in action), the player may choose any of the standard classes from the PHB. They may also choose a different race – either Genasi, Aasimar, Elf, Half-Elf, Orc, Half-Orc, Halfling, Kobold, Tabaxi, or Dragonborn. Once they do that, that race and/or class is available for any new character. Rationale – keeps the game simple at first (for the GM too), and softens the blow of character death. Optional Rules in Play • Multiclassing (PHB ch 6) is not available • Feats (PHB ch 6) are not available Rationale – simplicity • I’m not consistently or regularly awarding Inspiration, but it is in play. In particular, any PC abilities that grant Inspiration work as normal.