Systems and Campaigns
- 7th Sea
- Base Raiders
- Better Angels
- Call of Cthulhu
- Capes and Cowls
- Deadlands
- Delta Green
- Don't Rest Your Head
- Dungeons and Dragons 5th Ed
- Eclipse Phase
- Engine Heart
- FATE Core
- Fear Itself
- Fiasco
- Gobblin
- Homebrew
- InSpectres
- Legend of the Five Rings
- Leverage RPG
- Little Fears
- Maid RPG
- Microscope
- Monsters
- Nemesis
- Non-AP
- Pantheon
- Parsely
- Pokemon
- 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
Justice For All Session 1 – The End is the Beginning
We return, listeners, to the Isle of Night, home of the Umbra, and the secrets of the world.
Several months have passed since the shipwreck of the Duquetimme and the subsequent showdown with Bazzi. Three of the “elski” sailors — Christian, Edouard, and Yeager — have chosen to stay and live in the village of Nachsun. They seek knowledge, freedom, and rest.
As we enter the scene, word is spreading of a hunting party gathering to trace the trail of a human, one left over from Bazzi’s landing party.
The trail will lead them deep into the Isle of Night, and begin a journey to uncover secrets buried deep in the dark.
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Also posted in Sordid Dystopia
Tagged bazzi, justice for all, nate, sordid dystopia, umbra
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Justice For All Session 2 – Ugly Truths
The lesson was learned: we don’t go to Vaden.
The next morning, Roland comes to visit Uszhi, serving out her master’s punishment. Awakened from her truancy nap, Uszhi refuses to help with his request: building a home. Unfortunately for her, Niklas, watching from the trees, forces her to help.
In the meantime, another journey into the wilderness is forming. The destination: the old academy. Nachsun’s academics, Edouard, and the Umbra hunting party will travel deep into the heart of history, and uncover secrets that will set terrible things in motion.
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Tagged combat, justice for all, nate, sordid dystopia, umbra
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Justice For All Session 3 – Friends and Foes
The journey into the wilderness was successful, if a bit terrifying. Christian discovered some interesting texts that point him further down the road to the true history of the Umbra. Uszhi, that night had an…encounter that was quickly solved.
The Umbra want answers. One of their own was nearly murdered by one of the exiles, and they want answers. Unfortunately, the things they seek lie in the dead city of Vaden.
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Tagged character drama, justice for all, nate, sordid dystopia, umbra
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Justice For All Session 4 – Passing the Torch
The party returned to the Academy in order to uncover evidence that would support their suspicions of the origin of the Umbra. They found it. The almost forgotten murderous race, the Shades, were used to create Umbra.
After a stand off with one of the Exiles, the party returned to Nachsun, intent on spreading their new-found knowledge. Uszhi made friends with a female Exile, who observed her bathing and approached her. Unknowingly, the two were observed in turn by Niklas. Time will tell what the grizzled hunter will do with his new knowledge, and how the relationship between Uszhi and Adora will blossom.
The future of Nachsun hangs in the balance. The tipping point is coming soon.
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Tagged combat, justice for all, nate, sordid dystopia, umbra
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LeJeune’s Home – In the Shadow of Vaden
The Lejuene’s gang wakes up to an empty home. Lejuene is missing. Everyone except a few kids are missing. Nothing else seems out of place. The gang quickly scrambles out of bed (except Roland, who’s a big sleepyhead) and tracks down the mystery.
What they find will lead them to the edge of events in motion that are much, much greater than them. Vaden casts a long shadow, across the island, back to the beginning of our hero’s stories. Secrets and revelations hide in that darkness, and they have fangs.
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Tagged combat, improv games, lejeunes home, nate, sordid dystopia, umbra
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