Revolution Records has been circling the drain for almost a decade. It’s the weakest link in a chain of family businesses in western Chicago. Under new management by the youngest daughter, there is a small glimmer of hope. She has managed to keep the somewhat incompetent employees focused enough for the store to limp towards an event sure to bring in new customers. Seal will be signing his latest album Seal 3 this afternoon. If it goes well, everything might be okay.
Our sponsor for this week, Hobby Horse Games gives us a preview of their storytelling game, Firelight. Four seemingly completely unqualified adventurers are hired to prevent a terrorist from bombing an airship. Also, we introduce the greatest NPC ever, Lady Skull-Face.
The employees of Chum Buffet Cds, Tapes have largely forgotten about their interaction with the man who brought in the mysterious dark record. However, the world has not forgotten that they have it. Will our slacker employees investigate the record and its purpose? Or will they tread water until the world ends?
In 1999 Chicago is home to many eclectic shops and locations. Businesses that are so specific, or poorly run, that only the hippest of the hip can stand dealing with them. “The Chumb Buffet CDs, Tapes” is one such business, run by hapless underachievers, and patronised by misfits.
To get to the bottom of Inwe’s unauthorised house clearing party invites, the Partiers head to a local printer to examine the invitations. Tensions rise as the group confronts just how lost they are without one another.
After years apart, with lives spiralling apart, The Crazy Partiers return once more for a very important quest. Clearing out the basement of Inwe’s new wizard tower. However, this happy reunion is not all that it appears.
All that stands between our Storm Knights and rescuing their comrades is an army of police, cyber papacy drones, and a massive holographic angel with a flaming sword. It actually doesn’t seem so insignificant when I lay it all out there. Well, let’s hope they don’t all unexpectedly die!
The storm Knights go on a wild chase through the domain of the dreaded Cyber Pope. What should be a simple task grows drastically out of control as ill-timed failed rolls compound. Will our knights make it to their safe house in time, or will the game take a drastic turn?
After a slightly rocky demon-summoning start to their covert search and rescue mission, our Storm Knights head further into the domain of The Cyber Pope to gather information and allies.