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: combat
After much trading and intrigue with the Xexorian vessel and the Sultan they met, the crew is working to avoid the massive storm coming their way. They begin to sail due south, even further off course.
Meanwhile life on the ship slowly settles back into routine, with all of the crew dealing with minor problems that have cropped up. Edouard drafts a new ship’s cook assistant, Yaeger fails miserably at sneaking into a locked room, and Leon, on his way to visit the Captain, finds Isae’s previous ‘suitor’ attempting to engage in lewd behavior. Leon attempts to show the man the error of his ways.
Unfortunately, knife fights in the middle of the ship about a woman don’t tend to go over well with authority. Needless to say, tensions on board are high, and are only going to get worse.
As the sun rises on the village of Grikafa, so does a new leader to a position of power. Agnes Mikhail finds strange men in red suspenders knocking on her front door, and when she lets them in, she finds them led by a man known only as Hassim. He asks for a number of foodstuffs and her store’s only hunting rifle. She resists, stating that none of this makes any sense right now, but Hassim claims that they will need to share all of their resources and eventually parts with the food and weapon.
Agnes leaves her house in frustration, walking around the shoreline and throwing rocks to alleviate her rage at this man who barged into her house and took her things, claiming that they will be needed by the rest of the town. After tossing the first stone, a strange sight on the other shore catches her eye. A group of men, armed with clubs and guns, stand ready with barges. As they begin yelling demands across the river, Agnes realizes her life is going to be much less simple from now on.
Located in the center of a great river that flows from the mountains of New Xexoria is the small mining village of Grikafa. Almost every person who lives here is in debt to the Algeaz Mineral Company, who owns the entire town. Cautious of racking up more debt and thankfully devoid of crime, the workers of Grikafa are more than willing to share their resources with one another. This necessity for dependency on others has strengthened trust within the community.
However, mining is dangerous and risky work. Accidents happen,but work needs to continue. One morning, after an particularly devastating cave-in, the company held a lottery to draft several townsfolk into the labor force. Among the chosen were the kindly village sheriff, the misanthropic village doctor, and the rebellious teenage daughter of the local general store. These three unlikely heroes will stumble upon a buried secret which will change the fate of the village, as well as their own lives, forever.
In Port Victoire, a popular manufactoring and port town in eastern Vontier, a mass of sailors collect to sign on to the soon to depart Duquetimme, a ship owned and operated by the Poulin Trading Company.
These prospective sailors come seeking fortune and adventure, and the voyage of the Duquetimme promises all of that and more. The task: sail to the center of the ocean, a point between all four seafaring nations, where Gilbert Poulin II, owner of the PTC, theorizes the existence of a fabled island. His goal: establish a Hub in the name of the Poulin Trading Company, better connecting his company to the rest of the world before anyone others have the chance.
The sailors quickly discover the peculiarities of their task, however. Firstly, their pay is far too steep for a routine exploratory voyage–their contract promising more currency than an average laborer makes in ten years. And secondly, collecting the crew was remarkably rushed, to the point that some of the crew may or may not suffer from total ineptude . . .
After going into a fit of epileptic psychic backlash and nearly bringing Frieda’s crashing around down his ears, Ty wakes up in a hospital. It’s suspiciously quiet and empty as he makes his escape to return to the Halfway Home – it seems that Ty has someone watching over him.
Meanwhile, for the first time in a long time, the kids enjoy a morning where nothing in the house is breaking, or exploding, or being terrifying.
That is, until August gets a tip from his spider friends about the possible whereabouts of George. The manhunt will continue.
In Condor’s absence, Odyn has been putting plans into motion. He is calling in favors and carefully setting up his dominoes. And now he’s ready to push them over.