Come find us at Game Night, Saturdays @ 7 PM in the English Building!
This year's club campaign is divided among three TTRPG systems: DnD 5e (2024), Pathfinder 2e, and Call of Cthulu 7e. You can find information on each campaign below. All games are listed with as Title (Game Master).
Additionally, due to the number of games and expected players, the Illini Metagamers Club Campaign has a tradition of Shared Worlds. These refer to a collection of 3-4 games that all have a shared overarching plot and broad setting. These Shared World games will meet twice a semester in a CoGame event, where GMs and players swap around for a unique, plot-focused one-shot! This years shared world campaigns are the mysterious Thirteenth Hour, the legendary Hero's Journey, the enshrouded Sleepless City of Novaysk, the merciless Road Rage, and the maddening Hidden in Hysteria.
Games that aren't part of a Shared World are referred to as Indpendent Games, and are indicated in their pitch below.
The Thirteenth Hour
GMs: Michael, Mitchell, Alex, Teague
Themes: Intrigue, Exploration, Post-Apocalyptic, Heroic Fantasy, Gunpowder Fantasy
Region: The Sunless Lands
System: D&D 2024 with Homebrew
50 years ago, the rule of the Great Republic came to a fiery end.
A terrible Cataclysm struck, tearing a hole in every plane of existence, destroying the imperial heartlands, slaughtering the old ruling class, and sealing a quarter of the world’s population away within a great, impassable Veil. Within the confines of this hidden world, however, life persisted. Gods and humanity came together and rebuilt the world, defying the savage and primal forces that plagued a land without seasons, without warmth, without the stars, without a sun. This new world of eternal winter, frost, and night was a desolate place filled with wars and raiders and the chaos of broken magic which mutated and corrupted the landscape, until the arrival of the Artificial Suns. Now, the world exists in a precarious balance. City states, lit by their own Stars, claim political dominion, and hold peace at a knife’s edge.
You take the role of recruits for the Sable Sentry Adventuring Co., an organization lit by the Star of Ránograd. Gather together to help maintain this delicate peace, discover the mysteries of the Cataclysm, explore the ancient Powers of this world, or delve into the legacy of the Old Republic. Upgrade a shared bastion base, swap between parties, and work together in a grand company of adventurers at the turning point of history. Will you discover the mysteries of these Sunless Lands, will you stay the blades of those seeking war, or will this be the final era of this shattered world?
A Shared World, a Shared Party.
One of the primary goals of this club campaign is to emphasize the shared nature of the shared world. To achieve this, ALL players will be part of a shared organization, pursuing a shared goal. The following campaigns represent different ways of achieving this one goal, and to this end, players are encouraged to migrate between tables frequently. For example, if you are a skilled rogue in Michael’s game, and find out that your skills can help the current dungeon crawl in Alex’s, you are encouraged to swap over for a few sessions in order to ensure that dungeon crawl’s success. If you’re a player in Teague’s game, but Mitchell’s campaign is about to enter your hometown, you are likewise encouraged to swap over, providing information and resources the party otherwise would not have. In a way, you can consider every player in this shared world a member of one large, subdivided party.
The Hero's Journey
GMs: Avery, Dzenan, Ethan, Panth
Themes: Magic, Stories Folklore, Exploration, Intrigue, Gunpowder Fantasy
Region: Valeris
System: D&D 5E(2024)
Valeris has always been a land of the impossible, where dreams and reality blend with magic as prevalent as clouds in a stormy sky. This has been known since ages obscured by time, their existence proven only by the metallic remnants of their enigmatic machinery. And it will be true as long as the vibrant peoples of this land live on.
But the people of Valeris find themselves in a growing sea of chaos, in desperate need of adventurers to answer the call and dive into the depths of That Which Was, and to decide What Will Be. Dive into the forgotten history of the continent, quell the ever-changing stories of the House of Memories, encounter wild magic, or explore the dreams and nightmares of the people of Valeris.
So step out from the bustling megalopolis of Xera and wander through the lush Virid Wildwood. Break port from the maritime power of Lorinth to sail and bring trade across the pirate-infested Celestite Seas. Get lost in the Perdit Dunes only to stumble into the mirage of the debaucherous city of Noverus and its artful people. Visit Rem, the Land of Dreams, and meet the mythological beings who reside there.
Material and Beyond
The Hero's Journey will cover both the material plane and Rem, the Land of Dreams. Our goal is to merge familiar tropes and stories with new twists, all wrapped up in a neat bow of interconnectedness. We have put a lot of work into making both Valeris and Rem feel truly alive, so be prepared for the world to respond to you and your actions, be it for better or worse.
The Sleepless City of Novaysk
GMs: Nadezhda, Wyatt, Scott, Z
Themes: Combat/Roleplay, Mystery, Intrigue, Industrialism vs Naturalism, Undead Horrors!
Region: Novaysk
System: D&D 5e 2024
In the last half century, the city-state of Novaysk has culturally, industrially, and socially revolutionized
The city of Novaysk has lied awake since its recent uprooting of its 13 House nobility into a democratically elected parliament led by Governor Mindala Hirsi, who proudly bears the city's mantra, "Only Death will stop Us", when voicing public support. This massive change comes at a time of swift industrialization and a sudden influx of magical ability within the populous, rapidly leaving the city of the past behind. With so much, many denizens are concerned with the revolution's impacts on its culture, such as its longstanding funeral rites conflicting with the magic of necromancy.
You, a humble resident, merchant, or tourist of Novaysk, often find solace in a drink or two in the city's favorite tavern, Bill's Foaming Goblet, and occasionally take a glance at the job board posted within. Whether it be a heroic spirit, midlife crisis, or need for cash, you've found yourself taking a gig to fight Vampires, Ghosts, Cryptids, or even a Lich! In any case, you'll have your work cut out for you in desperate attempt to finally get a good night's sleep in this lively city.
Small Setting, Cohesive Storyline
Returning to the Club Campaign days of old, Novaysk is a small setting-- very small setting!-- where parties between our four games will heavily influence each other. Whether that take the form of disturbing news headlines, bans on trading magical gemstones, cameos, crossovers, or canon one-shots, you'll have to collaborate the campaigns to unravel Novaysk's mysteries. Good Luck!
Road Rage
GMs: Max & Gabriel
Themes: Survival, Vehicles, Gunpowder Fantasy, Exploration, Redemption
Region: Cindara
System: Pathfinder 2nd Edition
Long ago, a great civilization thrived in Cindara. Now all that’s left is dust. Falling to ruin has made the inhabitants of this once Utopian land into marauding maniacs of the waste. Now they must fight daily to survive not only against their fellow survivors but also against the unforgiving land that this has turned into. During the day, inhabitants wage road wars against each other for supplies and scrap. At night, you hunt for shelter, and if you are unlucky enough to find any, you are hardly heard from again. The Citadel has become our beacon of salvation in these trying times. They provide food, water, and shelter. But due to the ruling class, it is hard to gain any of those in abundance unless you fight for them and claim your stake. There are many places like this out in the wasteland. Some are more dangerous than others. Do you think you have what it takes to survive this desolate wasteland? Or will you just be another victim of the harsh sands of fate?
A Path to... Gambling?
Journey through the wastes of the Continent of Cindara and learn of the deep and dark history that has transpired to turn it into the ravaged and warring land that it is today. Start out as a lowly peon and rise to the ranks of Hero, or Villain, in this wasteland reminiscent of media such as Fallout and Mad Max. Road Rage takes place using the Pathfinder 2e system (along with some homebrew). Exactly like DND, except the numbers are bigger and the outcomes/consequences are larger. Road Rage embodies both together to create a true Gamblers' Dream. So get in your War Rig, buckle in, and get ready to gamble your rolls and your character's lives in the unending chaos that is the campaign of Road Rage.
Hidden in Hysteria
GMs: Tony, Matthew, Burke
Themes: Horror, Mystery, Conspiracy, Survival, Madness
Region: California, 1942
System: Call of Cthulhu 7th Edition
War has begun. 7 months after Japan's attack on Pearl Harbor, paranoia grips the West Coast as if it happened only yesterday. Just when the country managed to recover from the Depression, another tragedy rears its ugly head. Many have been drafted, and many more support the violence from the Homefront. The United States has entered into the Second World War and the fear of another attack on California and her cities has gripped the state. That fear is a prime opportunity for unsavory individuals to take advantage of that paranoia for their own selfish purposes, human or otherwise.
Even still, the War is not what the people of California should be worried about. A darkness approaches beyond understanding, with potential to uproot all you hold dear. People seeking to exploit the masses for their own purposes. Places that torment and break those who enter. A madness that shall claim the minds of all should it not be stopped.
You will not be prepared for what must be done. No one ever is. But it will be your task regardless. I have faith that humanity will prevail, but whether it does falls on you. I wish you luck, for it is the only force in this world that will protect you.
Embrace the Terror In A Classic System
For the first time in recent memory, Club Campaign can be enjoyed in the classic horror TTRPG Call of Cthulhu. In our shared world you can have a unique experience of disempowerment and the fracturing reality brought about by the iconic Sanity System. Play on Earth in a historic setting with your investigators in the gripping world of the Cthulhu Mythos, with some personal touches and unique threats. With strange aeons, even death may die. Enter if you dare.
The following games all use the new, 2024 D&D 5th Edition ruleset, with included homebrew. They are all set on the custom planet of Amnezi, with vast and varied stories and themes.
Themes: Roleplay, Survival, Exploration, Cooking, Man-vs-Nature, and Trust
Time: Mondays, 7:00 PM
Region: The Sunless Lands
System: D&D 2024 with Homebrew
Note: In case you skipped it, this game is a part of The Sunless Lands. This is a single branch of a larger party. You should look at other pitches within the Sunless Lands, and weigh this pitch with the understanding that you may be interacting with all of our games.
The Shattered Basin, the destroyed and mutilated landing zone of the Cataclysm, lies largely unexplored, and unmapped. Few travel within its desolate and chaotic borders, and fewer still return. Yet, as legends and myths threaten to become reality, something stirs within the terror of the basin. Something dark, something alluring, something that harkens the end of an era. Planes shatter together and magic surges with strange potential.
Mutant creatures crawl from the ever expanding border of the fallout zone. Things with too many arms, that see without eyes. Creatures with histories that predate understanding, and things that have been shaped by powers beyond all knowledge. The Shattered Basin's heart beats, signaling the end of times, and the call to glory, answers, hope, and above all: adventure.
You play as recruits for the Sable Sentry Adventuring Co., signed on to explore the Cradle of the Cataclysm. Perhaps you're seeking wonder, fame, answers, or maybe even simple coin. Regardless of your reasoning, the Basin calls all the same.
Build your caravan, venture into the ever-changing and evolving wasteland, and discover the mysteries left by the end of the world. Will you uncover what power lies within? Or will you succumb to the sundered forces of the wilds?
Themes: Archaeology, Mystery, Puzzles, Subspaces, Subtle Storytelling, Tactical and High-Stakes Combat
Time: Mondays at 7 PM
Region: The Sunless Lands
System: Heavily modified D&D 5.5e (2024)
Note: In case you skipped it, this game is a part of The Sunless Lands. This is a single branch of a larger party. You should look at other pitches within the Sunless Lands, and weigh this pitch with the understanding that you may be interacting with all of our games.
The world was brought to ruin since the coming of the Veil; the gods' miracles one by one make this life just bearable enough to resist being snuffed out, but we are still left, after it all, to pick up the remaining pieces of our own accord. However. In our sightline there stand miracles without gods to claim them. That which we take for granted still, from ages ago.
Suns and spires, locks and keys, doors and rooms.
And under it all, the machine. Despite the cogs remaining rent from their mesh, you feel it, don't you? That nagging, tearing, grind. The turning, the force, the power, beneath our established foundations. Power we've forgotten. Power we must remember to survive.
Can you hear the clocks below?
You are recruits for the Sable Sentry Adventurers Guild, who have heard the call of the clocks. You may have found it before us, or perhaps we found you first. Your origin speaks to the promise of your unique perspective, that which you must wield to solve the mystery.
Discover and bring to light the secrets of the old cities, venture forth where your forebears were stumped, and return with ancient power. Oh, and do try to stay alive. We aren't alone, no matter how much it may seem so.
Themes: Roleplay, Travel, Politics, Problem-solving, Ritualism, Intelligence Gathering
Time: Mondays, 7:00 PM
Region: The Sunless Lands
System: Dungeons and Dragons 5th Edition (2024)
Note: In case you skipped it, this game is a part of The Sunless Lands. This is a single branch of a larger party. You should look at other pitches within the Sunless Lands, and weigh this pitch with the understanding that you may be interacting with all of our games.
The Sunless Lands are a complicated web of alliances and trade deals. Much of that is thanks to the political capital of Ranógrad. But this peace and this stability are tenuous. There's not been a real conflict in at least twenty years. Time enough for a list of grudges to get quite long indeed. Instead of letting things fall apart, you're going to take a proactive role. Mediate conflicts, hash out deals, and if you have to, win the war.
But don't stumble into things. Stay alert. Have spies wherever you can afford them. Know exactly what your enemies are up to, and make them pay for every move they make against you. Run a group of operatives across the Sunless Lands to report back to you, gather resources, and infiltrate whoever you wish. Know where to be before you need to be there.
And don't neglect your home, either. Despite how some people like to act, the world has not ended. Someone has to keep the lights on and the pantry stocked. That's not cheap, and it's getting less cheap every day. It's not enough to survive, we need to make this sunless land a home, and show those who have already given up that life still goes on. Let them look to Ranógrad as an example, wake them from their slumber and let them hope once again!
If we can manage all this, we can unite this land. And good thing, too. We're going to need all the help we can get. The Sable Sentries need someone like you. The threads of prophecy hang over our heads, the primal gods are awake, and I have a suspicion that they're not the only things that have awoken. If we ever want to see the sunrise, we need vigilance. Stay frosty, friends.
- Sloan Frostvalley, Sable Sentries recruitment letter, 49 AV
Themes: Roleplay, Problem Solving, Combat, Perception, Ideology
Time: Mondays, 7:00 PM
Region: The Sunless Lands
System: D&D 2024 with Homebrew
Note: In case you skipped it, this game is a part of The Sunless Lands. This is a single branch of a larger party. You should look at other pitches within the Sunless Lands, and weigh this pitch with the understanding that you may be interacting with all of our games.
30 years ago, a great evil threatening the Sunless Lands was struck down. In their final moments, they prophesied the destruction of everything. That’s why the Sable Sentry Adventuring Company was created, and that’s why it needs you to join the cause. That prophesied end is coming, and there’s finally a lead as to what’s causing it; anomalies have been popping up all over, but especially in the Free City of Ranograd. A subtle magical influence, but certifiably there. Your new bosses are sure these abnormalities and this prophesied end are connected.
That means your job is to resolve these anomalies and learn more about their source. Enter the world just beneath the one we witness, into the twisting turns of the collective unconscious, and experience reality as we see it. Identify the abnormality, purge that corruption from the minds of the people, and return to the real world before you lose your own mind.
It won’t be easy. Whatever’s causing all this is likely truly bizarre. After all, there’s just one law that binds everything in this world the same — from the smallest insect to the greatest god, this one truth unites them all: Perception is Reality.
Perception is Reality. And something is watching.
Themes: History, Magic, RP-Heavy, Tactical Combat, Ruin-Delving
Time: Tuesdays, 7:00pm
Region: Valeris
System: D&D 2024 with Homebrew Mechanics (Plot Dice, "Skill Tree", & More)
As time marches onwards, memories fade to legend. Legend fades to myth, and then myth is in time forgotten. But not all things take kindly to being forgotten.
In Falor, beneath the sprawling ochre fields, ancient machinery whirs to life. In the Wildwood, shadowed by trees the size of skyscrapers, monsters begin to cry out as their hunt begins once more. Beneath the city of Izhan, in the endless caverns of glittering crystal, something stirs, shaking off a millennia of dust. Little pieces of history, thought lost to time.
In the city of Xera, The Hellion Trading Company seeks mercenaries to retrieve these pieces of history, hired out by the highest bidder. Whether you were already employed by the HTC, simply desperate for a bit of coin, trying to escape a monotonous life in the city, or on the run from something far more literal, this job offer has piqued your interest. Flyer in hand, you make your way to the Inferno's Refuge Tavern & Inn.
This campaign will take you across the continent of Valeris, learning more about the magic-filled past of the region. You'll delve into ruins, wander through the wilds, investigate political intrigue, maybe attend a formal ball or two, and bear witness to the lost history of Valeris. The choices you make, from major decisions to brief remarks to NPCs, may just alter the course of Valerian history forever.
Themes: Mystery, Exploration, Combat/RP Balance, Museum Management
Time: Fridays, 7:00 PM
Region: Valeris
System: D&D 5e 2024 with Homebrew
Now Hiring: House of Memories Curator Team 221B
The House of Memories, a respected museum of folklore and cultural preservation, is currently seeking several new team members for project-based roles in its Curation Department.
Qualified individuals will assist in locating, recovering, and ~~neutralizing~~ *stabilizing* unusual disturbances stemming from irregularities in our exhibits. Fieldwork is required. Travel should be expected.
Responsibilities Include:
-Assisting in the recovery and documentation of cultural artifacts
-Conducting site visits and off-site fieldwork as needed
-Collaborating with curators and archivists to support active exhibits
-Working within a flexible, fast-paced team structure
-beating up inanimate objects Conflict resolution regarding historically significant furniture
Applicants should possess:
-Familiarity with folklore, symbology, or really good guesses a healthy sense of creative intuition
-Good work ethic and a positive attitude
-ability to work well under pressure and remain calm
-Prior experience with cursed libraries or haunted filing systems perfectly normal filing systems preferred, but not required
Benefits:
-Competitive compensation and on-site housing availability
-Easy access to the souls of the damned Excellent networking opportunities
-Full access to museum archives and collections
-Play fetch with our unofficial mascot, Moose!
-15% gift shop discount
-Dental
To apply, visit the House of Memories at Druth and ask for Sebby at the front desk. Positions open until filled. Do not apply unless you can commit to the position from the beginning, to the end.
Themes: Sailing for mysteries, madness, and marvels
Time: Wednesdays, 7:00 PM
Region: Rem, the Realm of Dream and Stories (Valeris)
System: D&D 5e 2024 with Homebrew
Notice From Queen Mab, the Slumbering Ruler of the Fey
The waters are rising. Landmarks are falling into an ever encroaching sea, and stories are vanishing as if they'd never been dreamt of to begin with.
Rem is unwell. As such, I am writing this as summons for those that are determined and capable so they might help put a stop to this madness. it is a call for across the land. Be you from the hallowed tree, Yggdrasil, or the cobbled streets of Karnstein, or the rugged wilds out West, you are called. Sailors of the Archipelago especially desired, but prior sailing experience is not required. Dreams and Nightmares both welcome.
Your task is simple. Set sail aboard one of the good ships provided by Ned Land's Shipping & Whaling Co. and cross the darkest seas. You are to dredge up that which has been lost to the depths, and in doing so uncover a way to put a stop to this threat.
If you are up to the challenge, report to Nassau, the floating City of Pirates, for your introductions and first assignment.
Themes: Exploration, Combat/RP Balance, Crafting/Extra Character Customization, Heroic Fantasy, Gunpowder Fantasy
Time: Wednesday, 7:00 PM
Region: Valeris
System: D&D 5e/2024 with Homebrew
A barely-weathered letter with a pale blue stamp has found its way into your hands. Perhaps it’s delivered by a finely-dressed and impatient courier after giving you a once over, maybe it's tucked among your belongings as if it was always there, or perhaps you just saw it left behind on some table in a tavern. However you found it, the letter invites you to an opportunity for some coin in the short turn, but also possibly a job beyond that.
Dear Opportunist,
Valeris has always harbored strange anomalies—peculiar artifacts, inexplicable events, places that defy reason. But now, chaos reigns. Dreams slip into waking life, the dead dance without necromancers, pigs take flight, food fights back, and illusions become tangible. The balance of the world is unraveling, and I intend to set things right, with your help.
I seek capable hands for this endeavor, and yours are precisely what I need. Know that all who show will get the opportunity to help on a job to stop a rogue giant in the mountains just east. And for those who particularly impress me, a more long term position will be offered with many more benefits available beyond the coin.
If you are intrigued, come to the Deima University Kavan Dining Hall in Deimors on the 2nd of this next month. Further details will be shared then by my associates.
Your Future Employer and Head of Deiman Commerce,
Verrona Liaric, Phd
(This campaign is meant to allow the players, you, to explore the rich, living world of Valeris. It takes elements from classic Dnd campaign styles but also new ideas in having a very open world tied directly to the events that may play out. The best way to enjoy this campaign will be to have good player agency with a desire to experience the whole setting!)
Themes: Horror, RP heavy, Corruption of nature, Naturalism vs. Industrialism
Time: Tuesdays at 7 pm
Region: Novaysk
System: D&D 5e 2024
You are not the first to walk these lands, nor will you be the last. Your soul comes from the aether and to there it shall return, your bones will brittle in the ground you stand upon, and you cannot escape time as it reclaims the world. But the world doesn't work like it used to. Reports of impossible creatures of decay and magic emerging from the Viestagom woods in District 11 plague the city, and everyone can feel the overwhelming rot that emanates from it.
You have found yourself in District 11, a place less packed with technology than the city center, lending to an almost rustic feel. You are here because you heard word, in your own way, of the conflict within the district. The balance of the magic there, ancient and powerful, has been thrown off by something. Something has awoken in the forest. Something awful. And you want to find out what.
Themes: Combat Heavy, Roleplay, Mystery, Conspiracies Worth Unraveling
Time: Thursday, 7:00 PM
Region: Novaysk
System: D&D 5e 2024
You see a fresh poster upon the job board which appears to be printed on university letterhead, but with the name, address, and university logo blacked over. Never seen something like this before...
ATTENTION -- ADVENTURERS WANTED
Several households out of District Anensto have reported undead wandering the streets, some minor property damage, and a few missing persons. While Novian law enforcement refuse to review these cases, we believe this activity all ties back to one Lich-- Lord Rados-- whose supposed resting place lies just outside city limits. Please investigate and find some way to end this activity, possibly by means of defeating the lich if necessary, and you shall be rewarded handsomely; further employment may be offered dependent on information uncovered during your preliminary examination.
Be Warned: Lord Rados is a Very Powerful Scholar of Abjuration
Any injuries cause by attempts on his life are not covered by worker's compensation.
Please address Lucy of House Rozalan outside the Novaysk University gates if interested.
Themes: RP, Ghost Hunting, Puzzles, Lockwood & Co
Time: Thursday 7pm
Region: Novaysk
System: D&D 5e 2024
“DEPARTMENT OF LOST AND FOUND SOULS — VEILWALKERS WANTED.” The headline catches your eye, caught on the midst of gossip columns, obituaries, and ghost sightings. A government ad, promising pay, prestige, and a place to sleep if you’re good enough. Below it, you see a familiar story:
“Alice Wunder, 9, was narrowly saved by elite DLFS Veilwalkers on Sunday when a spectral entity appeared in her home, taking the form of a white rabbit. Her mother, still shaken, describes the figure as ‘a short man in fur, with too many teeth. Burglars these days.’”
You’ve seen hauntings like this grow worse over the past months. More frequent; more violent. Most people pretend they haven’t, that they don't notice the cold spots and flickering lights, but you know better. You can still see the world behind the world—the thin shimmer of the Veil. The Gift won’t last forever, but for now, it makes you valuable. Maybe you could even save a life, or set a spirit to rest.
Note: Characters should be aged 18-24, as The Gift goes away in mid-adulthood.
Themes: Horror, Mystery, Combat
Time: Wednesdays at 7 PM
Region: The City of Novayask
System: D&D 5e 2024
A man smoking a cigar sits at a desk, its wood worn with age and the furious scratching of pen on paper. His room is adorned with newspaper clippings with headlines reading "Mircilir Mangler jailed by Private Eye Penn" and the like, but the dates are from decades past. The elderly man rests his head, looking through the cracked window into a dark and stormy sky, not unusual for this time of year, but ominous all the same. A corkboard rests behind his head, filled with headshots of suspects and testimonies of witnesses. A spool of red string sits on the shelving below it, itching to be unraveled and the clues connected.
"Hey, you." He doesn't even look at you as you enter the room, unperturbed by your unannounced entrance. "Saw my ad did ya? About needing some muscle on a job I've been working. I'll tell ya I can barely handle myself out there on the field these days, and there’s something about this case that’s making my skin crawl."
He slides a picture of a young woman lying on the ground in a puddle of dried blood over to you. "You see this? Estrella Vaxtov, nice girl, never got in anyone's way it seemed. Kept to her own business, was a good student, wasn't involved in any criminal activity as far as we know. There's little to no motive to kill such a nice young gal who never got in nobody's way, well except..." He produces another photo, this time a closer one of her neck as she lay on a coroner's table. There's two punctures right in her jugular. "Except if you were hungering and she seemed like an easy mark. Cops are calling me crazy, that I believe in a bunch of bedtime stories and nonsense. Well, I got a pretty good lead on the man, if you can call it that, who did this.
"What do ya say, wanna go kill some bloodsuckers?"
Themes: Mystery, RP-Heavy, Propaganda, Mild Gore/body-horror, missing people
Time: Mondays @ 7pm
Region: The Sunless Lands
Systems: DnD 2024 (W/ Homebrew)
YOU’VE BEEN SELECTED!
(No, really! Check your pockets. We left something personal in there.)
Are YOU Poor? Hungry? Powerless? Do you:
☐ Owe more than you make?
☐ Want a better life for your family?
☐ Miss the sound of your child’s voice? (we’ve included a recent photo you’re welcome : ))
☐ Enjoy thrilling opportunities that involve mild to moderate danger? Well then: CONGRATULATIONS! You've been cordially drafted invited to participate in the PROSPERITY TRIALS (name subject to change)
A government-adjacent™ public welfare initiative designed to give hardworking, desperate citizens a fighting chance at greatness! Report to [REDACTED] Zone 14-A immediately. Bring your official flyer to confirm participation!
The Prosperity Games are not liable for death, dismemberment, madness, or elevated hopes
Failure to appear will result in forfeiture of family assets and immediate "reassignment" of loved ones.
Themes: Camaraderie, Love, Redemption, and Choices
Time: Thursday at 7 PM
Region: Aimeteru (Smolive)
System: DnD 5e 2024
In the island nation of Aimeteru, love and friendship are the laws of the land. After centuries of conflict between humanoids and monsterkind, the two sides grew tired of all the fighting, death, and destruction. And so, they decided to use their words instead of weapons, and for the first time ever, peace was an option. A peace treaty was made and since then, Aimeteru has resolved their conflicts through peace. Now humanoids and monsterkind live together in harmony.
But now, 300 years later, a group of monsters known as the Odien has arisen. Taking advantage of the peaceful era, they have seized a majority of the country for themselves, claiming in order for the country to move forward, conflict was necessary and unavoidable.
It has been a year since their takeover and unfortunately not many adventurers or warriors exist either due to old age or because they weren't necessary.
Fortunately, not all hope is lost. The Queen has decided to take matters into her own hands and has decided to enlist and train a group of people in the art of combat and love. Which is where you come in.
You and your fellow teammates are part of this expedition and must travel through the parts of the country that have been conquered to not only take back your home, but maybe along the way show people that love really is the strongest force of them all.
Themes: Combat (this is D&D), Exploration, and whatever else you all choose to pursue however you want to pursue it (dungeon delving, exploration, politics, idk)
Time: Friday 7 PM
Region: Fuckingelfland
System: D&D 5.5e (2024 version)
While often by scholars at New Great Darklord Acerrack University this land is referred to as the Dragon Cursed Lands if you ask the local farmers they will tell you it is really the Elf Cursed Lands, which is why the truly learned call it Fuckingelfland. Following the 14th crusade which accidentally was driven off course from the old standard target (some gnomish land of which people are unsure where it is) instead hit the last remnant of the Ancient Elvish Empire of old. Despite most returning to their homelands from the Crusade the Elvish Empire is beginning to collapse showing its age as new threats surround it combined with internal conflict. These threats are continuing to evolve and you somehow will be blessed by fate to change this fact in one way or another.
PS: That dragon curse thing will probably show up in this campaign unless you all are really good at ignoring things
PPS: This is largely a sandbox hexcrawl game with a ton of player agency to try to have motivations
The following games all use the Pathfinder 2e game system. Like the D&D games, they are set on the fictional planet of Amnezi, and have a shared Mad Max theme. All of them take place in the Cindara: Road Rage shared world.
Themes: Exploration, Bounty Hunting, Necromancy
Time: Thursday at 7PM
Region: Cindara
System: Pathfinder 2e
There are few things in life and unlife more disdainful than an adventurer. One second, they freely offer their bodies and souls in exchange for power and riches, the next, they do everything they can to weasel their way out of the deal. It would be hell on our profit margins and reputation if we let these attempts slide. That’s where you come in.
You are a Hollow, a rare form of undead nearly indistinguishable from a living humanoid, working off your debt to the Resurrectionists, the necromancers that created you. You are tasked with hunting down and ‘collecting’ from three of your employers’ most stubborn debtors: the famous group of adventurers known as the Trinity.
Hunt down your targets across Cindara, take back what rightfully belongs to your employers, and all your debts will be considered paid in full. You can cut your ties with the Resurrectionists and be truly brought back to life, with no strings attached. You may die, but as far as you’re concerned, life and death are one and the same.
Themes: Exploration, Apocalyptic Wastes, Survival, Vehicular combat, Gunpowder Fantasy
Time: Friday at 7PM
Region: Cindara
System: Pathfinder 2e
The desert wind wails, You’re bleeding out, sprawled against the cracked hull of a rusted car, sand caking the wound in your side. The sun’s a dull red in a dead sky blinding you. A shadow stands over you—coat torn, boots worn to the sole, goggles glinting. He kneels, strikes a match off your chestplate, lights some flayleaf, and takes a long drag before speaking low, like telling a bedtime story to a corpse.
“Ya know, they say there was a city here once. Not just a city—the city. The Citadel. Spanned the whole damn continent, if you believe the historymen. Floating spires, magic rivers, roads of light. Machines that could think. People that could fly. Gods that answered mail. Some say the Citadel built itself, like it was alive. Others say it was a prison for something old. Hell, some whisper it never existed at all—just a fairy tale we tell to forget we’re dying in its bones. But the land remembers. Look around. Nothing grows here. The wind cuts like knives. Half the things crawling under the sand shouldn’t even be alive. Something happened. Something tore this place apart so bad, even time forgot what it used to be. You and me? We’re just ashes blowin’ through what’s left. You thought you could change it. Thought you’d ride fast enough, shoot straight enough, claw your way up from the sand and make this world blink first. But there’s no winning this game. Not really. And out here in the dust, you figure it out sooner or later– the strong don’t survive by luck or law– they survive by takin’. Takin’ fuel, takin’ ground, takin’ breath– from anyone too slow to stop ‘em. For you, the game was rigged from the start.”
The figure stands, taking the last draw of their Flayleaf and throwing the butt in your lap. One final shot rings out. The wind and sands swallow your name. Somewhere behind him, engines rumble, the desert keeps on breathing and your eyes shut for a long rest.
The following games all use the Call of Cthulhu 7e game system. Unlike D&D and Pathfinder, these games take place in 1940s LA, California, USA and are in the same shared world.
Themes: internal investigation, military conspiracy, unexplained events thalassaphobia
Time: Tuesdays, 7:00pm
Region: California, Earth
System: Call of Cthulhu, 7e
The traumatic environment of the battlefield often plays tricks on the mind, creating wartime stories of strange events. As the second world war marches to its conclusion in the pacific theatre, it has become clear that the US Navy is no stranger to the unexplained. With the threat of Japanese attack overhead, California and its western islands have become a hotbed of tense rumors and paranoid rumblings. Following the hysteria of the Los Angeles Air Raid, another strange event is suspected to have claimed the lives of two, threatening to push the delicate wartime atmosphere over the edge and into chaos.
In San Francisco, what should have been a simple routine patrol has turned into the disappearance of Lieutenant Ernest Dewitt Cody and Ensign Charles Ellis Adams. Their ship, the L-8 blimp, was recovered, crashed in Daly City, 5 hours after communications with their craft was lost. Neither Cody nor Adams were found among the wreckage, and local naval efforts to recover the men, either dead or alive, have been fruitless.
As warrant officers of the United States Navy, you have been sent in by the Office of Naval Intelligence to investigate the events of the disappearance of these brave men and what became of them. However, on Treasure Island, the naval base that housed the L-8, strange happenings are as common as fish in the sea. Can the events of the L-8 be marked up as war fatigue taking its toll, or are there more sinister forces at play beneath the waves?
Themes: Survival Horror, Paranoia, Mystery, City Intrigue, Loss of Identity
Time: Friday 7:00pm
Region: California, Earth, July 1942
System: Call of Cthulhu 7e
The homefront can be just as terrible as the war itself. Food is taken to feed the machine of war, and the home is neglected as funds go to weaponry. The only thing standing between a civilian’s life or death, is the military’s success. When one’s safety cannot be guaranteed and there is nothing they can do, madness begins to take hold. The fear of attack turns neighbors into bitter enemies, and friends into potential deceivers. Spies could be anywhere, destroying the home from within and bringing ruin to the lives of the innocent. No one can be trusted.
Nowhere is this more true in the city of Los Angeles. The Japanese attack on Pearl Harbor is a recent painful memory that made something very clear to the people of the West Coast, danger is not as far as they think. With L.A. being one of the coast’s largest cities, everyone knows that it would be the prime target for another Japanese attack. Even still, life goes on, and living in fear of imminent destruction is the perfect way to keep you miserable.
In the case of the once niche Castillo Film Studio, the war has been favorable to them as people search for a means of escape. After a very good year at the box office, the Studio’s Chief Executive, Marcelo Castillo, has decided to celebrate with a company gala for anyone involved in the Studio.
Unfortunately for Castillo, an unidentified aircraft was picked up on Military radar, heading southbound for Los Angeles. The city is on alert due to the disturbance, but there are no plans to cancel the gala. No one is aware of the terrible threat looming above them and how what will become known as the Battle of Los Angeles* is only the beginning.
*I’m aware the irl Battle of LA incident occurred in February, I just wanted the game to start in summer
Themes: Home Renovation, Psychological Horror, Real Estate, Mystery, Investment, Exploration
Time: Tuesday 7:00pm
Region: 1942 California
System: Call of Cthulhu 7e
Hello prospective home buyers, this is your favorite realtor Mitch here, and boy do I got a hella deal for you. This rustic property built in 1870 sits on 10 acres of acrid fertile land and the house itself is a comfortable 2,340 and counting square feet. The previous owners who were never seen again still have their furnishings in the home, so hopefully you don't mind some Great War memorabilia. Oh, I must be jazzed or something because I forgot to list the price, all this for the low-low cost of $2,855. Interested? Of course you are! Attached to this correspondence is a little info sheet that I made about the showing I will give on the upcoming Tuesday. Hope to see you there! Address: 498 Katabasis Rd
- Local Realty Expert Mitch Kelso
If you'd like to see what Club Campaigns have run in previous years, you can find all archived campaigns at the link below!