Games 23.5

Here's some of what was on offer at Concrete Cow 23.5.

Morning Games (10am-1.30pm)

Concrete Cows

You've got a sharp black suit, cool shades and a mission: protect Planet Earth from the worst scum of the universe.

Milton Keynes isn't exactly known as a hotbed of extraterrestrial activity, but when Agent H called you in to the office this morning, that's where he told you to go. And it's not just lights in the sky. The unthinkable has happened. The Concrete Cows are moving.

A Men In Black inspired adventure.

System: Monster of the Week
GM: Sue Savage
Number of players: 4
Notes: 12+, horror comedy

Last Confession of the Fasil Dinh

The passenger liner Fasil Dinh has become unstuck in the warp tunnel between Earth and Pluto, the so call honeymoon expedition to see the heart of the planet. Passengers, crew and perhaps others with less benevolent intentions are stuck in a strange portion of space, and people are dying One by one.

Final girl is a shared GMing story game where characters are owned by the group and only one will make it to the end.

System: Final Girl
GM: Robin Poole
Number of players: 5
Notes: Player Led, 15 Certificate themes, Safety Tools, Shared Storytelling

Holy Orders

Lo, did it come to pass in the year Two-Thousand and Twenty-Three that God’s plan for the End of All Things was set in motion, His holy work entrusted in the hands of His most loyal & devoted servants.

Thought not perhaps, it must be said, His most competent servants.

You are Angels, carrying out God’s plan on Earth, though you don’t really understand the plan and you think it sounds a bit mean-spirited, actually. Still, God’s Word is Law and you really should be carrying out his orders regardless, you’ve just got a little bit distracted by some of the mortals who will be directly impacted by it… it can’t hurt to just double check everything, can it?

Inspired by Good Omens 2, take on the roles of God’s Angels on Earth, who are just coming to realise that God might be wrong…

System: My Life with Master
GM: James Mullen
Number of players: 4
Notes: Irreverent heresy, comedic disregard for the sanctity of human life, domestic drama, love stories. Safety tools will be in use.

Labyrinth the Adventure Game

Enter the Goblin King's Labyrinth in the game of the film. Make your way through the Labyrinth to the Goblin King's Castle to free your baby brother. Will you get there before your thirteen hours are up?

System: Labyrinth the Adventure Game
GM: Neil Smith
Number of players: 4
Notes: The game will have a U certificate (suitable for all), same as the film. Script Change tools used in play.

Afternoon Games (2.30pm-6.30pm)

The Heist

Sometime in the future. Your mind drifts through the fog ... light pierces the gloom... You awake. You are in a small metallic room, featureless apart from three mirrors, one on each wall... and you cannot for the life of you remember who you are or why you are here.  But you know something is coming for you...

System: Cthulhu Hack 2e
GM: Jim McCarthy
Number of players: 4
Notes: 18+, body horror, memory loss

The Queen's Gambit

The land you live in has been at war for as long as any of you have been alive.

The Queen has decided to undertake a long and perilous journey to broker an alliance with a distant power.

The Queen has chosen you, and only you, to be her retinue, and accompany her on this journey.

She chose you because she knows that you love her.

A tale of love.
A land in peril.

For the Queen is a card-based story-building game that you and up to five other players can begin playing in minutes. Choose your queen from among fourteen gorgeously varied illustrations—or start from scratch—and use the prompt cards to collaboratively tell a story of love, betrayal, doubt, and devotion.

Due to the compact nature of play, one game of "For the Queen" will not fill even half of the slot for this game, so if players wish, they may play a second, or even third, time and explore different narratives and characters.

System: For the Queen
GM: James Mullen
Number of players: 4
Notes: Safety tools will be in use; this is a very short game and may be played two or even three times in the slot.

A Drop of Nelson’s Blood

A Drop of Nelson’s Blood is a Regency who-dunnit with a mythos twist, taking inspiration from the 19th Century sea shanty of the same name. With great roleplaying potential and lots of intrigue, this is a good gateway scenario for keepers and players who have not played in the Regency era before. A Drop of Nelson’s Blood is intended for 2-4 investigators to play in a single sitting (2-4 hours).

This scenario is designed for Call of Cthulhu 7th Edition and contains:
• Full colour handouts, and maps;
• Five pre-generated investigators with portraits;
• A diverse cast of characters;
• An audio recording of the titular sea shanty.

System: Call of Cthulhu making use of the Regency Cthulhu sourcebook
GM: Fabio Vollono
Number of players: 4

Here, There, Be Monsters!

Play as a team as monsters and outsiders who aim to protect what is magical and monstrous in the world from those who seek to destroy or exploit it. Celebrate your own weirdness and the weirdness of those around you. Fight against unscrupulous billionaires, shady government departments or whatever other equally horrible group we can come up with together. Ultimately, this is a game where you can be the monster you want to see in the world!

Here, There, Be Monsters! is an improvised storytelling game by Wendy Yu with a strongly anti-fascist  outlook. Players will create characters at the start of the game.

System: Here, There, Be Monsters!
GM: Sarah Dovey
Number of players: 4
Notes: Age 15 +, Urban fantasy, safety tools will be in place

Evening Games (7.30pm-11pm)

Lights Out in Limehouse

It's the 1890s, and strange things are afoot in London. Assaults and murders that defy all rational explanation. But you know that there's more to London than the rational. Maybe you're Enlightened - someone whose profession has brought them into contact with London's darker side and has learned the truth. Or maybe you're Afflicted - wielding supernatural powers but suffering an associated curse. Either way, a small group of you have banded together to investigate strange events, fight monsters, and protect ordinary people.

A member of parliament wishes to know what has caused his sister to be left bedridden and barely able to speak after an ill-fated journey to Limehouse. The job must be handled with the utmost discretion - but is she the only victim?

System: Darkness of the Demimonde
GM: Sue Savage
Number of players: 5
Notes: Victorian pulp horror, 15+

Lights Out in Vegas

Two weeks ago darkness descended on the world, a darkness containing horrors that tear and kill. You have been trapped in the food court of the Luxor,  Las Vegas, a huge black pyramid of a resort casino. Power is now failing, the darkness descends, forcing you to go out and face the Vegas strip and find answers. You hardly know each other let alone know if you are reliable.

Ten Candles is a non-survival horror game played in the dark by candle light. Highly emotional, horrific and often player led, your characters will not survive, but will undertake a journey of the soul.

System: Ten Candles
GM: Robin Poole
Number of players: 5
Notes: 18+ , Partially Player lead.


Depending on take and experience - either pt1 of the Destroyer of Worlds campaign or a scenario from the starter set.

System: Free League Aliens
GM: Andrew
Number of players: 4-6
Notes: its Aliens so all safety tools for an adult game