The final alpha test of Ed’s Will / Fate system, this time with a no-prep scenario generator! Were-giants are trampling the peaceful kingdom known as The Meadowlands, murdering peasants and wreaking havoc. When a group of mercenaries learn that the warrior king of a nearby fortress is being held hostage by the now tremendous Queen of the Meadowlands, they decide there might just be some profit in saving the day. Can a human, a quarterling, a Slenderman, an imp, and an orc tackle the giant threat before the kingdom is destroyed, or will they falter at the one yard line? Grab your chainsaw-axes, jump on your hoverbikes, and listen to find out!
Last week, the S*P*A*M*S investigated a series of mysterious disappearances in Albuquerque, New Mexico, all tied to a medical supply company with a dark secret. Due to a conflict of interest between self-preservation and ultimately solving the mystery, the elderly sleuths retreated to Wisconsin, leaving a new group of investigators to clean up their mess. Now, three Albuque police officers will pick up where the S*P*A*M*S left off, pursuing the terrifying cult of La Sangre to its ultimate stronghold in the Mexican desert. Can they stop a voracious otherworldly entity from fully penetrating our reality, or will they, too, be swept aside by its agents?
This week, we’re playtesting Ed’s new homewbrew engine, tentatively called Will / Fate! At the tail end of World War II, four prisoners of war escape from a Nazi concentration camp and discover a horrific secret lab buried in the sewers. Nazi scientists experimenting with genetics have created three species of human-animal hybrids that have overtaken the laboratory. In order to reach freedom, the escapees will need to fight their way past the feral Alphas and parley with the dangerously intelligent Omega. Should they leave the otherwise harmless creatures alive in the abandoned lab, or do they risk the Third Reich unleashing an army of übermensch abominations on the unsuspecting Allies?