In the final episode of our Inverse World mini-campaign, Seahawk and Crew discover a terrifying secret on the island of Ice Loch. While Mal and Crysis invade the home of the island’s ruling family atop the ice spire, Sidd explores the nearby village market and Clark heads back to the ship for no good reason. Will the fearsome foursome of the Solar Sailor accomplish their mission and free ice Loch from the stranglehold of the Starskgaards, or will they decide to cut their losses and get as far away as they possibly can? Listen to find out!
Three gentlemen from the upper crust of Victorian society — a doctor, a champion polo player and a “poet” — are planning on spending a lovely day on the estate of their Grandfather. However, things don’t go as they planned. Between the alien invasion, time jumps and terrifying monsters, this afternoon at Grandpapa’s is not what was expected.
And worse, their tea is likely to get cold!
This game was run in FATE, but the scenario was created using Ed’s homebrew scenario creator.
In this week’s Actual Play, Seahawk and his crew of nefarious sky mercenaries continue their quest to free the floating island of Ice Loch from the choking influence of a local crime family. In order to open the port, they’ll have to infiltrate The Spike, the gigantic icicle anchoring the island to the world crust. Will our ignoble adventurers manage to sneak past the watchful residents of Ice Loch and free the port, or will their true purpose be discovered? Listen to find out!
This week, Rag-NERD-rok takes to the upside-down skies of Inverse World with the first installment of a three-episode mini-campaign! A criminal mastermind known as The Tentacle contracts Captain Seahawk and his crew of rowdy misfits aboard the Solar Sailor to travel to the island of Ice Loch and force the local government to loosen its draconian stranglehold on area trade. Among them are Crisis, an elemental creature made of liquid fire who runs the ship’s boiler, Clark, a hapless high-flyer who gained his remarkable acrobatic abilities after he fell into Sola’s gold cage, and Sidd, a man with a mech suit and a tinkerer’s knack for creating useful inventions. In order to complete their mission and get paid, they’ll have to infiltrate the island and threaten, cajole or strong-arm the crime family that runs its shipping. However, en route to their destination, the crew must pass through a treacherous uprainstom that will test their abilities to work as a team. Can they survive the onslaught of Sola’s tears and reach port, or will they find themselves careening toward the fiery center of Invells? Listen to find out!
For the Sentinels of The Invisible Word, an “informal” Firewall server dedicated to tracking and combating epistemological threats, nothing poses a greater danger to the continued existence of the species than the limits of transhuman knowledge. Without the approval of the rest of The Org, they have taken it upon themselves to untie the knotty philosophical questions puzzling transhumans. Is the post-Fall world nothing but an elaborate simulation under the TITANs’ control? In order to test the limits of reality itself, they’ll have to track down a rare petal called Delphinium One, a shared hallucinatory experience created by a rogue AGI hacker. Getting their hands on the petal may be easier said than done, however, as the only one on Mars has currently been promised to socialite and scion of Elysium Vincenza Oaxaca-Maartens. Can these philosophical agents of Firewall acquire the petal and prove once and for all whether or not the entirety of existence is an elaborate sham? Listen to find out!