Xin’s Crows set off to find their fortune, following the Imperial Army as they march to confront the Grey Sky Horde. First they must pass through the underground kingdom, a massive network of tunnels carved through a mountain. As the Crows make their way through the twisty tunnels, they find the Great Empire can be as dangerous in the ‘civilized’ parts as it is in the frontier. Can the Crows avoid the thieves, slavers, and other threats in the darkness of the underground? Find out in the second episode of the Fortunes of War!
The Great Empire is in turmoil. The western provinces rebel and foreign kingdoms make trouble along the borders. General Xin, a renowned tactician, was charged with suppressing a rebellion in Jing Province, the farthest and wildest province of the twelve. Xin was forced to recruit mercenaries, who were common in Jing province, as it was the center of trade between the Empire and many other foreign kingdoms. A horde of the Warriors of the Grey Sky used the rebellion to launch their own invasion of the Great Empire and routed both Xin’s army and the rebellion.
The last rebel officer alive, a man named Sheng, did not want to see the Great Empire fall to the horde so he told a few remaining mercenaries of a secret exit out of the valley, on the condition that they warn the Great Empire. Sheng made each mercenary swear a blood oath to each other to keep each other alive in order to make sure the normally selfish mercenaries would work as a team. In order to keep the horde from killing them, the mercenaries posed as merchants. A few weeks later, they arrived at the capital and dutifully told the army of the horde.
The nobles and bureaucrats of the Great Empire do not like hearing bad news, especially from mercenaries. Furthermore, the court soothsayers declared Xin and all who served under him as cursed. No army would take the mercenaries now, even General Tzu’s new army, which is tasked with defeating the Grey Sky Horde. This tale concerns the fate of Xin’s Crows – the cursed remnants of his army. Their only chance of fulfilling their destinies is to become traveling merchants, selling to Tzu’s army. So begins the saga of a group of foreign warriors who would change the fate of the Great Empire forever.
In the grimdark future where war, war never changes, some people built a Vault in the Ozarks. Other people survived the nuclear war by hiding in the vault. Today, the door to the vault opens. What will the citizens of Vault 26 do in the post-apocalyptic Ozarks? Can they become a powerful faction like Beartown or Neo-Branson or will they fall prey to the raiders or giant ants that plague the region? This is a 2 session game. We never played another session, but that’s no reason to deprive you of it. We used GURPS 4th edition, some online Fallout GURPS material, and the GURPS mass combat rules.
The journey has come to an end. There is only one mission left: to defeat Manjappa. Warden, the Promethean AI, has sent the Firewall team to Mars to track down and confront Manjappa, the author of Know Evil. Manjappa isn’t willing to go down without a fight though. Can they survive the final battle and even so, what will happen to them after the mission is completed? Everyone must face up to the decisions they’ve made over the course of their investigation. Find out what happens to Bartleby, Preston, SAIROC, Gerard, Quoth, and Fei Yin!
We here at RPPR would like to thank the listeners for their enthusiasm, comments, and emails about Know Evil. It was a great campaign that we all enjoyed playing and we hope you enjoyed as well! The Know Evil Fan Creation Contest officially ends on May 10. More Eclipse Phase is coming, but we have some great new campaigns in the works now:
Our next campaign is an Iron Heroes campaign called the Fortunes of War. It follows the saga of a group of soldiers turned merchants as they try to fulfill their destinies during a war along the Silk Road . After that, we have a Night’s Black Agents campaign called the Tribes of Tokyo – a group of security experts uncovers a horrific vampire conspiracy in the seedy underbelly of the city. Stay tuned!
After saving the world from an evil cult during a summer road trip, a group of friends and their monster pals find themselves trapped in a strange world, where an omniscient narrator distantly rumbles life lessons about crossing the street and not washing clothes with gasoline, and that’s not even mentioning the flying monkey. Can they figure out what’s going and who’s behind it? Will the subcommittee reconvene before Mr. Speaker suspends the parliamentary session? Find out in this special one shot of Monsters and Other Childish Things!