After defeat in Philadelphia, a cabal of Continental Officers have started pushing to have Washington replaced as Commander of the Army. You've always been loyal to the General, but it is easy to understand why many have been deserting. You've been marching for days and many have had their shoes worn away to nothing. At least you hear that you will be stopping marching soon as the army will make camp. Winter is coming.
In this game, the players will play a fictional group given a special mission by General Washington during some of the darkest hours of the American War for Independence. This is a historical scenario. There are no wizards or magical elements.
Pregenerated characters will be provided.
1967. While the superpowers vie against one another in the Cold War, the real battles for the fate of the world are being waged in secret by elite agents.
Now, extraordinary circumstances demand that the world's greatest secret agents come together to face a threat greater than any one nation can handle. From the streets of Vienna to the casinos of Monte Carlo, the dark forces of SPECTRE, THRUSH, and SMERSH are making plans and the secret war for world domination has begun.
The Great Detective summoned you out of the blue, as he is wont to do. There was no substance as to why your particular talents were required but, as always, you answered the call.
Arriving at the stoop of 221B Baker Street, you were not greeted as normal by the redoubtable Mrs. Hudson but by the slightly ajar door...you called out hesitantly, entered cautiously only to find the corpses of Sherlock Holmes and his companion Dr. Watson. Others of the Irregulars have arrived as well and the group of you are left with a horrific scene and the mystery of who killed the world's greatest detective.
An Irregular Affair is a mystery, an adventure and an entrée into a broader story that may take players far afield from their current lives in the Great City and roles as members of the Baker Street Irregulars. This game may become a continuing affair.
As we begin the 20th year, everyone is unconscious.
Prior to that:
A. Melian, with help, brought the Golden Monkey back to life, so that the Life avatar is alive again . . . good move.
B. Ulysses improved the lands around his power and spent time at the Prana.
C. Trisk solidified the power that she and Kerribad created, though there is a Cthulhu shaped mound in the center of it, kind of like climbing a mountain to walk it. She sang as she worked on it.
D. Lowen took the Eye of Cthulhu and created a new power, which seemed to jump around through Shadow as she created it.
Amber: eternal; the city without an end. After the adventures of Corwin and Merlin, it is no longer believed to be the center of the universe. Instead it is one pole of reality. War and rivalries have reshaped the universe. Kings Random and Merlin sit on the thrones of Amber and Chaos. Random will call upon all the resources at his disposal to preserve and reassert Amber's primacy. Those resources include you, his nieces and nephews, the latest generation of Amber's growing royal family. Together you'll face a threat unlike many Amber has faced before. And if at all possible, don't let King Merlin know anything is going on. He'd only make it weirder.
Scratch that. It can't get any weirder. It may be time to tell Merlin.
NOTE: Though technically an 'ongoing series' this is highly episodic and new players will NOT be at a disadvantage.
Our heroes in Her Majesty's service are swept up in an ancient conflict between recently reborn faerie courts. Specifics of the plot will be tailored to the characters present. Some elements may carry over from slot to slot, but these are separate events.
Steampunk Victorian England a century after the return of Merlin and the reawakening of magic.
Summer. A time when Rowling just glosses over months and the Decree Against Underaged Magic inspires creativity among young witches and wizards. You and a group of students are starting a volunteer rotation at St. Mungo's Hospital for Magical Maladies and Injuries. Some of you are genuine volunteers, others exploring careers, a few serving a rare summer detention for Madam Pomfrey, and one or two working toward extra credit. How bad can a few weeks be in London over the summer of 1983? You'll be surrounded by healers even if it goes wrong, right?
Amber, the one true world, of which all others are but shadows. You are sons and daughters of Oberon, King of Amber. But this is an Amber above all expectations, a perfect world... in your eyes.
This is a one shot event, and a different form of shared world. Each player will portray one of the Elder Amberites enumerated in the Corwin's tale; Benedict, Finndo, Osric, Dierdre, Eric, Bleys, Brand, Fiona, Llewella, Caine, Gerard, Julian, Flora, Random, or Mirelle. (Yes, Corwin himself is excluded.)
As a player, you must tell me which character you will portray, and describe the perfect world of Amber from the perspective of your character. You should tell me what differences exist between your character and his or her depiction in Corwin's rather lurid fables. Your description of Amber may also differ from Corwin's.