Imagine, if you will, that the industrial revolution occured decades before the apocalypse, only to be picked back up a century later amongst the pieces of a broken world. Sordid Dystopia is a post-industrialist and vaguely post-apocalyptic game set in a low-fantasy world, where the public, concerned mostly about their social and economic livelihood, are blissfully ignorant to the inhuman eyes that watch from their shadows. Written by Nathan Knapp, Sordid Dystopia is the flagship game for the TOPIA engine.

Ship of Fools Finale – Float On

The crew of the Duquetimme finally have reached a point of equality with the Umbra, and are making strides with the original landing crew to cut lumber and rebuild their old ship.  The success of the voyage is questionable, but they have discovered the existence of the island and its viability as a trade hub, thus making at least some headway for the Poulin Trading Company.

As things are starting to look sound and solid, Niklas notices a new set of sailors making a beachhead on the far coast of the island.  He doesn’t recognize the flags, but they appear to be different than those of the Duquetimme.  Things will not be nearly so easy for the parting of the Duquetimme Crew as they first appeared, perhaps.

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United We Stand Finale – Divided We Fall

The thrilling conclusion to the campaign! Last time, dark secrets were uncovered, Uso was put under house arrest, Billy Joel was put into jail, and the army came to town.

The military is massing on the outside of the town – as the session opens, our heroes have them under observation. They are well armed, well equipped, and appear to be on the cusp of an amphibious attack.

Can our heroes unite their allies to stave off destruction, or will they fall?

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Sordid Dystopia – The Thirteen Patients

The New Xexorian organization, the Delayers of Death, have discovered an old, abandoned pre-cataclysm hospital, known only as “Rick’s.”  While it may have sunk a few stories into the ground, it is still very structurally sound and holds a number of still-functioning facilities.

Julie Lagace arrives on the scene with the rest of the Delayers, along with a few mercenaries and a local sheriff.  Before any of them have any time to meet up and talk about their times spent in the 3 months following the loss of their old town, they have to get to work fixing up the hospital.

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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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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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