Systems and Campaigns
- 7th Sea
- Base Raiders
- Better Angels
- Call of Cthulhu
- Capes and Cowls
- Don't Rest Your Head
- 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
Tag Archives: character drama
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.
Last session, our brave protagonists instigated something very close to a revolution by putting the Sheriff in power. The mining golem was activated by the sheriff’s deputy, and it began its path of destruction. Only days remain before the town and its inhabitants are destroyed.
The doctor and the sheriff have a crowd for their confrontation with the irrational and insane deputy, whose only defense is that she has discovered exactly the process needed for shutting down the golem. Unfortunately, the golem must be shut down on a Tuesday, on the exact hour of its creation. Seven days remain to discover the origin of the golem and save the town.
Last session, the town drove off the raiding vessel and discovered an ancient temple below the central mine. The sheriff set a deputy to research the temple, while young Agnes spent some quality time with the local samurai, drawing out the better parts of his personality.
The town begins patching its wounds, both physically and metaphorically. The doctor, fed up with Hassim, moves to set the Sheriff into power in the town. The samurai offers to train Agnes, under one condition: she must keep everything he told her of secret.
Dissent and secrecy are brewing in the mining town, while forces attempt to rip it asunder.
The recent capture of the madman Avent Martell not only serve reinforce the perceivable ineptude of the crew and captain, but dig up a whole new issue all the same. It seems Martell was able to get into the back rooms, which house the private stock carried by the Poulin Trading Company.
The crew find themselves exploring a room full of ornate firearms of mysterious make and model, a room full of bags of potent white powder, a room full of strange shells and casings, and the men who demand they be kept secret–representatives of the company who take their job very, very seriously.
It’s the last day of summer. The sun is rising, birds are singing, and Emma wakes up to see someone’s head peering in the window. She blinks, and the head is gone.
Instead, a sack is sitting on the windowsill. The bottom is moist and bloodstained. It’s filled with ripped shreds of bloody meat. Someone, it seems, has left a present for Manny.
Nevertheless, there are other pressing concerns: doctor’s notes to get out of gym must be acquired, Julie Williams must be visited in the hospital, Uncle V’s coming by to treat Manny to a bass of his own, and even though no one remembered, Scott turned 13 last week.
It’s the last day of summer and an awesome – if belated – birthday party must be organized. The last diem of summer must be carpe’d, at all costs.
This episode features a musical outro by the talented Jonathan Coulton, from his “Thing A Week” album series. You can check out more of his stuff at his website.