Delta City, Colorado. An abandoned ghost mining town in the hinterlands, it has recently become the subject of interest of the ghost investigators of GEIST (Ghost Enthusiasts Investigators and Science Team), a paranormal enthusiast cable television show.
The team consists of Anthony Brown: an oblivious department store worker who turned to GEIST for easy money and travel, David Santiago: a former investigative journalist in Detroit who had once been attached to a medic battalion in Iraq, and Nicky Hatch, a protective woman who joined GEIST to see if dogs can find ghosts. Along with their trusty cameraman, the team has set out to collect ghost readings, record abandoned houses at night and shout “Oh my god there are ghosts here” after every odd noise.

The team is sure that their only problem will be pretending to be sincere about paranormal activities.
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The love triangle is heating up. George has gotten wind of Emma and Scott’s date, and is on the warpath, trying to figure out how to win over the girl of his dreams.

Emma gets a mysterious note attached to the scalpel she found at the Movie Theater last session. It is addressed to “O” from “Slash.”

That night, the kids hear strange sounds on the roof. After an encounter with a strange young Asian girl on the rooftop, they’re led on a strange adventure to plunge the depths of the mystery below Frieda’s.

Don’t listen to this one in the dark.
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It’s finally time for the Frieda’s kids to get some R&R. What better place than a camping area deep in the woods outside of Troy? The kids are ready to go swimming, hiking, and generally just be kids, happy and safe.

Of course, the camp holds some secrets. Creatures dwell here, ones that may not be quite so friendly to trespassing kids. Welcome to Camp LaFey, where absolutely anything can happen.
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Today we have something very special for you, listeners, the first playtest session of Nate’s original system and setting Sordid Dystopia!

We begin in the small, seemingly normal town of Essenvie, with the King’s tax man en route for the first time in years.

In this town, the resident’s greatest enemy is “The Man Up in the Tax Man’s Cart,” and there is a great deal of this. This session, in addition to its entertainment factor, is a pristine example for you GMs on how players can succeed in derailing plots, and how to compensate.

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As the night rages on, Doug, Charlie, and Max have a very “fun” car ride on their way to complete the ritual to seal away the Grinning Man.  Additionally, the kids continue to see more and more “friends” along the way.

Everett stays with the less able members, but quickly finds that her friends are not all that surround her.  As party members continue to vanish, the kids really start to lose their cool.  The sky grows red, but the sun still does not shine.  Will the kids reign in this new hell, or will they simply vanish like the others?

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