GURPS 3rd Edition

GM: Marvin Shaw

One of Marvin's patented "base beginning" style campaigns in a present day zombie apocalypse: starting off as low-level spods, and (if we survive) gaining experience quite quickly.
GURPS 3rd Edition

D&D 4th Edition

GM: Rob May

Set in post-war Twinlans, a group of adventurers are currently in the process of combating raiding pirates/becoming pirate kings.
D&D 4th Edition

Exalted 2nd Edition

GM: Daniel Stubbs

Welcome to Creation, an island of Reality floating upon a sea of Chaos, ruled by a Dynasty of Demi-gods who can trace their lineage back to the Elemental Dragons who helped shape the world. Cultured and powerful, they rule without mercy, fearful of the sporadic appearances of the demons that once ruled before them before the Cataclysm.

Players assume the role of one these 'demons', who are in fact ancient heroes returned to the world to restore it to its ancient glory. Wielding the power of Essence the Solar and Lunar Exalted may reshape Creation as they see fit, assuming they can stay alive long enough to do it.

Epic stories. Cataclysmic fights. Frustrated GM's. That's Exalted.

xalted 2nd Edition

Palladium Rifts Homebrew

GM: Peter Norell

This campaign uses a homebrew version of RIFTS. It is a munchkin system, with characters that are by all means extremely powerful. The world is a mix of Cthulhu inspired high-fantasy and high-tech dystopian future filled with the battle between good and evil. Unfortunately, for the heroes, rarely are things as black and white as they seem.

A few short term missions have been played so far by the group to get used to the world, and the system.

The actual campaign starts with Sar-Mal, the dragon (player character) offers a good deal to the Blackstone Juggernauts, the mercenary group that the remaining player characters are in, to hunt the black mage Gabriel.

"I am Sar-Mal hal Relamanir, the jewel of Dragonkin. I am a Great Horned Dragon, the most powerful, strong, graceful, and beautiful of the dragon races. I will smite anyone who opposes me or one of my friends or followers. Stand in my way at your own peril.”, Sar-Mal breathes out some smoke to accentuate his point. He continues, as he paces back and forth, his tail whipping angrily back and forth, “All of dragonkin has been slighted by Gabriel Bates, dragon killer, and he will feel my wrath. I will slay him and his cohorts and I will feast on his entrails. This blood mage, demon summoner and necromancer deserves nothing but death, he has ravaged villages and towns and enslaved and sacrificed the citizens for his vile experiments. I will bring him his well deserved death”.

Sar-Mal pauses for effect as he lets his gaze sweep across the collected members of the small mercenary unit known as “Blackstone Juggernauts”. His pacing back and forth leaves claw marks in the mega damage reinforced floor.

“I pay well, and expect results, I believe you also have a vested interest in Gabriel and his downfall.”, Sar-Mal opens his left front-claw and countless gems drops from it to the floor, where they bounce and spread out. “So, Blackstones, I ask of you, are you friends with dragonkin or my enemy?”

A couple of weeks has passed since the fateful encounter between Sar-Mal and Blackstone Juggernauts, and they are trying their best to dig out the cohorts of Gabriel and Gabriel himself, only pausing now and then to do small mercenary missions when more money is required to fuel this frenzied search.

Palladium Rifts Homebrew

Iron Kingdoms

GM: David Miles

Steampunk intrigue game based in the pirate city of Five Fingers. Also known as the port of deceit, it is an infamous city scattered across several rocky islands. Five Fingers is a place of stark contrasts and ominous reputation. It is a mercenary haven, a last bastion of the pirates who refuse to surrender their souls to the Lich Lords of Cryx, a gambler’s paradise, and a hotbed of cult intrigue. The line between law and crime is blurry here, and one can buy or sell anything imaginable if one finds the right market.

Outsiders speak of this city as a pit of vice, but Five Fingers has a rich heritage and varied citizenry. Its charm has attracted lively, bustling trade and visitors seeking commerce or entertainment from abroad. It is a thriving city of over a hundred and seventy thousand industrious souls, and it is a shipping hub for the region where class boundaries dissolve. In the clamour of a gambling den a lowly street thief can rub elbows with a noble, and neither would be out of place. It is a place unlike any other in western Immoren. It is not the largest city, nor the wealthiest, but it is one hell of a place for fun and adventure.

Iron Kingdoms

Mutants and Masterminds

GM: Christopher Dean

Season 1, a meteor struck a military helicopter, dropping it through the Male Detention Facility of Crossmoor Prison, a facility on a tiny island off the Scottish north coast. Hell broke loose, and not just because of the surviving prisoners that ran free, but because of the airborne virus spreading superhuman powers among the prisoners. The facility is eventually destroyed. Coming in Season 2, the survivors of the prison must face new challenges... most importantly, the military, as they attempt to escape onto the mainland.

Unlike most M&M games the characters didn't know what their super-powers were to begin with. They are trying to learn what they can do and how it might be useful as they go.

Mutants and Masterminds


GM: John Palpatine

Homebrew fantasy (an attempt at old school fantasy, before world of warcraft and anime became influences, gnomes are illusionists again not steampunk tinkers).

Premise: The party are travelling adventurers currently helping to defend a valley from an ork horde with demonic allies.


D20 Star Wars 2nd Edition

GM: Alex White

Star Wars Old Republic era

The group have collectively bought a ship (with an eccentric AI). Each character has something going on in the background (either running away from something or some loftier purpose). So far we have engaged in a bit of smuggling contraband, and fighting mandalorian pirates.

Palladium Rifts Homebrew


GM: Mark Turner, Adrian, Tim and Ryan

We currently have a number of campaigns running that we rotate through on a reasonably regular basis. We use the GURPS system for most of these and many have been running for a few years. As a table we tend to favour more long term campaigns where character development can take place over time. However we do run a few one off games as the mood takes us. We currently have the following campaigns running:

  • A low fantasy campaign set in a medieval style world. The campaign is very much non-cinematic - GM: Mark Turner
  • A more cinematic campaign with high points characters. The campaign is set in a much more diverse world where characters of many fantasy races are possible - GM: Adrian
  • A campaign based around the Cuthulu mythos which is set in the 1920's - GM: Tim
  • Finally we have a campaign based on the Conspiracy X genre the players have been formed in to a cell from which to investigate alien and occult activity around the world - GM: Ryan
GURPS 3rd Edition


GM: Ray

Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defence turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.

The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this new urban labyrinth. Even their modern religions have no defences against these fiends.

Times are turning. The skyseers – Risurs folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist.

A fairly casual affair, a few people, a few drinks and characters that work for an FBI type organisation, putting some randoms behind bars when they should probably all be in prison themselves Oh and we use the Pathfinder system, mostly .


Magic: The Gathering

We are not competition orientated, but enjoy free for all magic games using cards from all known sets. It would be nice to play pairs or Emperor occasionally - so if you want to join in for an evening, or just for a game whilst awaiting colleagues, please do come and join us.

Magic: The Gathering