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: madness
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.
After dealing with Swamp Guardians, pocket dimensions, and crazy frogs, the kids are finally able to catch a break. Donny gasses up the van and the kids head away from the Florida Everglades on down to its many miles of coastline, hit up the boardwalk shops, and have some fun for the first time in this whole vacation.
Max and Talia enjoy the waves, Charlie spends his ill-gotten money, Daniel takes Everette to the local movie theater, and Doug gets some delicious ice cream on the boardwalk.
Surely nothing will go wrong today.
Just as the kids thought they were on their way to fun beach times, Donny turned on the headlights of the Westfalia to illuminate a few dozen gunmen who proceeded to destroy their newest mode of saving the world.
The kids need to figure out what’s going on and fast before they suffer the same fate as their vehicle.
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.