Systems and Campaigns
- 7th Sea
- Base Raiders
- Better Angels
- Call of Cthulhu
- Capes and Cowls
- Don't Rest Your Head
- Dungeons and Dragons 5th Ed
- Eclipse Phase
- Engine Heart
- FATE Core
- Fear Itself
- Legend of the Five Rings
- Leverage RPG
- Little Fears
- Maid RPG
- Powered by the Apocalypse
- Red Markets
- Sordid Dystopia
- Spirit of the Century
- Star Wars
- Tales from the Wood
- The Quiet Year
- Trail of Cthulhu
- Warhammer 40k
- Wild Talents
On the park surface, Daniel, Prince Bos, and Everette have reunited and start to make a game plan to attack the heart of Sucrose Park and attempt to find / free their friends. After a veritable gauntlet of challenges, they run into an old friend much sooner than they expected.
Meanwhile, in the secret level, Charlie is released from the Coolrat Funtime Chillout Zone (TM) and is escorted along with Talia and Max to see Coolrat’s DAILY FUNTIME COOLSHOW! Forced enjoyment is had by all.
But first, Buttz the Battlefrog finally awakens in a mysterious cell and no idea where he is. Only a piercing and somewhat radical voice comes over the crude loudspeaker in his cell, and a familiar figure appears on the screen.
It’s 7AM on a Friday, and the kids are ready to get down. George has ostracized himself to the roof and his shiny new guitar, hoping that Condor will return. Scott and Emma have been growing closer as Emma recoups from her night of terror.
The media circus outside of the Halfway Home has begun, drawn in by crazed reports of aliens and UFOs and the very real murder investigation.
What’s on the agenda for today? Well Emma has a meeting with a fairly shady dude somewhere on the rough side of town. Everyone wants to come with her, so what could go wrong?
It’s time for some partying, partying (YEAH!).
Everett, Daniel, and the Monsters are finally nearing the end of their journey, guided by Robbie Drake, when they come up against a quite unexpected obstacle.
Max, Talia, and Charlie are released from their stay in the Coolrat Funtime Chill-out Zone, and begin looking at options for escape.
All kinds of chaos breaks out in the barracks (mostly nerd-bashing). Adventure, madness, and epic samurai duels await you in this, the conclusion to Sucrose Park. Sit back and relax, *puts on sunglasses* because this is gonna be one bumpy ride.
Following yet another week in the hospital, the kids start making their way to the Florida Everglades. Cash has started to get tight, though, and the kids have to make a stop in Summerset Valley and spend the end of their cash on a Super 8 room in the meantime. Following a few weird antics, the kids head to sleep, only to be awakened by a knock from a mysterious stranger. He doesn’t have much to tell them, other than the fact that their lives are in danger. . .
We’re back in the middle of the madness with the Frieda’s kids! A trap was sprung, a girl was kidnapped, a miniature super soldier fatally injured, and a giant Mayan god-bird appeared in the middle of the ghetto.
Nele’s still got bullets in him, and it’s up to George, Jingles, Ty, and August to break him into Frieda’s kitchen and pull them out.
Emma’s in the clutches of the MIB with only the hope of rescue from her eldritch horror and the extraordinary Eagle-Boy and Devil-Child.
Things are pretty bad.