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: sordid dystopia
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.
The deserted island that the crew of the Duquetimme found themselves stranded on turned out to not be so deserted after all. After exploring the skeletal remains of a long lost civilization, they were discovered by the island’s inhabitants: the Umbra.
The Umbra make a deal with the crew: as long as they are here merely to trade, and pose no threat, they are welcome. The crew explore their village of Nachsun, helping to repair the damage brought along by the recent storm.
Their are many things to be uncovered in Nachsun and the island, secrets that stretch back to the Old World. And somewhere, Bazzi is searching for the island also, with malicious intent.
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.
Hours after the insane captain Bryce Touglas caused the Duquetimme to be destroyed in a terrible storm, the crew comes to. The storm still rages, supplies are missing, and numerous crewmen are injured or nowhere in sight. Marshall Yaeger finds a strong forest canopy to spend the night under.
The crew looks out the next morning to see supplies and portions of the Duquetimme which have washed ashore. Imperative is placed on recovering everything from the ruined ship and trying to complete the mission. They must still establish a trade hub and be ready to deal with the possible landing of the Mikado Star should they have survived the storm.
They were in for a 3 month tour, but now they find themselves in for the long haul on this uncharted desert isle. They must find a way to make do and finish their mission, but it will be an uphill battle. They must make the best of what they have.
Following their discoveries from the previous days, our intrepid trio makes plans to investigate the hidden sections of the mine. Agnes gets out bright and early to go in with the Sheriff, but the Sheriff is called aside by a tolling bell signaling the weekly mail barge.
After a brief interchange wherein it is discovered that the town has nothing to pay these couriers for their goods, it’s revealed that the less socially inclined member of the village has a number of items that are will sell for great value. An hour later, the Sheriff finally meets with Agnes, whose anger towards him is cut short by a great booming off in the distance.