A prison transport ship malfunction and crash lands near a remote island. The only three survivors are two prisoners and a single marshal. After they find multiple corpses on the beach, ripped apart by an unknown being, they realize they must work together if any of them are going to escape. But first, they must learn the island’s secrets, which may be more deadly than they could imagine.
A former Delta Green operative lost his limbs on a mission and retired but the Program still monitors him (as with all retired agents). He recently demonstrated the ability to chase down a group of violent teenagers, causing the Program to question how he was able to accomplish that feat. A team of agents are brought in to investigate the operative. Can they make an accurate judgment? Find out in this special one shot run by DG co-author Adam Scott Glancy!
A secret underwater lab on the exoplanet Poseidon has gone silent. The last transmission indicates the on site security chief went mad and began to slaughter everyone on the station. A team of commandos from Global Ecology Organization (GEO) has been sent in to investigate why. They will have to deal with storms, the station’s defenses, and a renegade genetically enhanced super soldier.
This session was run by the game’s creator, Jeff Barber. Please check out Biohazard Game’s website to learn more about Blue Planet.
Sponsor: Biohazard Games is running a Kickstarter for Upwind. If you enjoy this AP, back the game! Ross is set to write a campaign for Upwind as a stretch goal.
Synopsis: Wherein the player characters are Knights of the Guild’s 5th Fleet, obligated by the Treaties of the Convocation to police the skies of the failing nation of Vault. Recently, the region has come under siege by the Dread Pirate Margit (pronounced Mar•geet) and her heavily armed frigate Hawk. The characters undertake a clever false flag mission posing as desperate merchants in an attempt to lure Margit out into the open and bring her to justice. Unfortunately, in the dangerous skies of Upwind things are not always as they seem and the Knights may learn that even great wrongs can sometimes be right.