Our Games Schedule at Furnace 2007


Sceaptune Games at Furnace

We're running games throughout the weekend. The PLANNED schedule is below, but we are flexible, and have been at every con we've gone to. That is, if players have played other games and wish to move onto something else, we can switch easily at the last moment. In fact, if you want to run a particular game, do get in touch as to what may be most interesting. We've put a description of the games at the bottom, just in case you're interested in what they are.

Hopefully we'll be in and set up before the start. We have a small table on which our MRQ products will be seen and from which Rosemary will be on hand to chat and sell (she's really nice and smiles a lot). Otherwise, our planned schedule is as follows:

SaturdaySunday
SlotTimeLengthGame, System, playersComments
Friday 
Meet up19.00+Hmmm OK, we probably won't be there as we're driving up from Stonehenge to Derby (where we're staying).
 
Open10.00  
110.30-13:303h "Exile" part I (MRQ; 2 to 6 players) And perhaps some of part 2. The introductory game to the Singleton Scenarios from The Lost Isles 1 - Exile
Lunch13.30-14:00.5h Umm.. eat and drink? Quickly?
214:00-18:004h "Three Duck" (MRQ, 4 to 6 players) The scenario starring five Player-Character Duck and a human from our sourcebook The Quester's Guide to Duck.
Dinner18:00-19:001h Eat and drink, possibly meet up with some of the other RPG Publishers/writers/illustrators, etc
319:00-23:004h Trollball/Duckbob (Fastplay MRQ, 2 to 10 players) Players choice - please let us know what you'd prefer. This will probably be several games, if not more, depending on demand and how long the meet went.
 
410:00-13:003h Flexible If anyone's at a loss and wants a game, we can squeeze in a short "Exile" part I again (2 to 4 players) OR "Tors and Tombs" (MRQ; ~4 players - 6 players will slow it down), a Con. game published in Mongoose Publishing's Signs & Portents
Lunch13.00-14:001h Snack gently and chat.
514:00-18:004h "Turned to stone (I'm coming home)"
(MRQ; 4 to 6 players)
The scenario starring a group of dwarves from our upcoming sourcebook 'The Quester's Guide to Dwarves'.

Game Descriptions

Exile, part I

The soldiers grab you from the cells in which you've been kept for most of the voyage. The ship's stopped moving, thank goodness, and it looks as if you're being taken up onto deck. You're still shackled, so can;t move even if the all-to-efficient guards would give you a chance. On deck you blink at those around you: what a disreputable bunch you are. The master kicks some bundles of equipment. "These are yours, as arranged."
The equipment is lowered over the side and, one by one, you are released and let down into the gig bobbing alongside the cog. As the last of you are released, the ropes are let go and the cog hauls sail, rapidly retreating and leaving you alone with your companions.
You look around. An island is but a few kilometers off, the forbidding cliffs of more land some distance beyond that. The sea is rising and storm clouds and rushing in from the South East, otherwise you are alone on the ocean with the other criminals who are your fellows.
You are Exile.

Three Duck

Here you are, in the square at the centre of Ferrystop, being harrangued by a speaker. He's quite an act but obviously has no idea how civilised society works. He just walked into the central square and began remonstrating about the wickedness in the world and about how three massive cave trolls just walked into his cave and settled in for the winter. It was an entertaining story, though he has no storytelling skills, whatsoever.
It seems that, like many primitives, he expected the local chieftain to come out to see him and deal with his problem personally. But, of course, there is no chieftain of Ferrystop - it is just a village and only deserves an administrator, pretentiously called ‘Governer’. It seems this Duck has become angry at such disrespect and has just slated the elected government. You can buy into that.
But he's now begun on you - and all the local Duck. According to him you've have lost sight of the unity of Duckdom, the need to stand firm against common foes. He has insulted a toughened Snow Goose bearing a whalebone, calling him a coward, and even scorned the local acolyte of Qadar, telling him he is letting down his flock by not taking this opportunity to support a brother Duck in trouble. Sure, both look a bit annoyed by his accusations, but he's now made it worse by pointing to a human human standing in the doorway of the 'Crowned Duck'.
"Look, even a human is volunteering before the Qadark! Thank you sir, thank you, kind human. You shame the Duck here."
Shame? Duck? Troll or no troll, something should be done. But should it be you?

Warning: Do not play if you are allergic to puns, Duck or anything else that smacks of arrant nonsense but might need a bit of concentration, after all.

Duckbob

A Duck sport played betwene two teams on ponds cleared amongst the swamps and marshes that is the home. Duckbob players paddle around in their coracles and try and score points by throwing, knocking or dropping the "bob" (it bobs around on the water if dropped) into their opponent's basket. It's legit to tip your opponent in the water, knock the bob from his hands, hit the bob with your paddle or just pick it up. Uses a (very) fastplay version of the MRQ combat system and can take from 2 to 10 players or anyone who's hanging about and just wishes to join in. This can, alternatively, be Trollball if we can sort out the rules and some extra troll figs, using basically the same rules but with giants for refs and a ball that just won't stay still.

Turn to Stone (I’m coming home)

It is discomforting.
A piece of grit has become caught in the Great Construct and the One Being is in danger of being diverted from its course. To a dwarf this is an unpleasant experience, sensing the Great Construct grind from time to time rather than run smoothly along its trail.
The water that powers the steam lift taking the ore and factory goods to the upper levels has been reduced to a trickle. The filters have been double checked, but were found to be perfectly satisfactory, and why wouldn’t they be as they are on the regular 3-month inspection regime? The water consumption rate has been re-examined, but there has been no deviation from the curves on the expected operational effectiveness charts, and why would there be – it is dwarf-built after all? Geology Section has no reports of adverse tectonic shifts, landslides or strata movements.
The staging bins are full; mine operations have had to be halted. Warehouses are now overflowing; factory production is at a standstill. The situation is desperate. Drinking water is being diverted to try and maintain some water flow, but even the most ardent component of the Great Construct must drink, sometimes.
The Corporation underboss has called for a small group of volunteers to step forward and lubricate the process: to travel up the almost-dry path of the subterranean river and determine why it has been shut off. After listening to the gears of the One Being you feel that your current place in the world is on that team of lubricant, even if it means surrendering your life to the service of the One Being.

Finally...

Thanks to Darran & Newt and, of course, Jim at Patriot Games for their help and heads-up.

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Page Updated 6th September 2007 Halfbat Copyright © Sceaptune Games