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
Tag Archives: combat
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.
The kids spent the night in a fort constructed by the Monsters of the Glades. Well, most of them did, at least. It seems that Talia, Daniel, and Max disappeared during the middle of the night.
When the kids awake the next morning, they find that the Glades Monsters have departed, and also that the sky has grown darker. They need to get the Glades Monsters out of here before they try anything.
Black water seems to be getting closer to them. However, the kids know that they can seal the door to the Glades for a century. Maybe they can seal it away? But can they escape in time?
Whatever the kids are going to do, they need to do it quickly.
Hartford, Connecticut: the North End. One of the most dangerous districts in one of the nastiest cities in America. It’s a grey, snowy morning in the middle of Winter 2010, and horrible things are afoot.
One Kevin Goff has been found brutally murdered in the remnants of his car. Something has literally torn him limb from limb in the night, leaving the evidence sitting in the middle of the street.
Now a team of FBI investigators must attempt to track down the killer before they strike again and set off a wave of violence across the North End. Because Kevin Goff is not a simple victim of gang violence; he is a man with terrible secrets.