Video games, traditional and tabletop games, anime, movies, tv shows, and all that other stuff that falls in the realms of general geek-dom and nerd culture. Some people love this stuff so much they try to call it a "lifestyle" all of its own. We don't. W
Lin Yao is back, and she's got a job offer for the team that they just can't refuse! The consequences of this job could be severe, not just for the runners, but for all of Denver! Also there's a new guy! And whatever happened to that Dragon Stone dealie, eh?!
The continuing mission of mayhem and sabotage of XCR culminates in a mad clash of firepower and explosives at a private airstrip in a cornfield! We get stupid in this one!
After the mania of the previous run, it's back to business-as-usual for the team. The Koshari quickly hire them for a series of runs against the XCR corporation. One week. An unknown number of runs. Orphanbane. It's good to be back.
A lead finally pays off, and with the help of both old friends and new, the runners conduct a dangerous infiltration into an Ares Macrotechnology black site in search of Tenebrous. What they find, however, is far more chilling. The question is, can they get out alive to tell the world about it?
Kyle attempts to track down Doris, only to find some unsettling truths. Meanwhile, a familiar face offers the runners a way out of their Koshari situation ... though of course, the solution comes with problems of its own!
A milkrun for the Koshari goes swimmingly for the team ... but when they go to get paid, they find their Johnson dead, and they're the prime suspects! Worse, it looks like he was actually working for the ZDF as an informant! Now the pressure is on to find out what really happened ... as if the team didn't have enough on their plates!
In the downtime between runs, Kyle tries to track down the whereabouts of Alexis/Tenebrous, while Henry digs himself deeper into his side job at the head of the Denver branch of the Halloweeners. A storm is brewing on the horizon...
Hot on the trail of the Vory smuggling operation, the 'runners find themselves at an abandoned mall ... only now it's an operation being run by Tamanous! What is the connection between Tamanous and the Vory? Will the 'runners survive long enough to find out?
The 'runners are tasked to gather information about a smuggling operation. The trail goes from a bar to a cold storage unit  ... and to the group's old friends: the Vory.
Things are getting hairy as the survivors start to recover their memories and discover the horrors that have been unleashed in the facility. The only question now is whether or not they can get out alive ... and sane.
The gang goes out to a club to enjoy the night off ... only to end up stuck in the middle of a threeway shootout! In the aftermath, they find themselves hired to spy on another group of shadowrunners with underworld ties of their own...
In a secret installation on Mars, a group of transhumans awaken with no memory in morphs unfamiliar to them. The base is in shambles, filled to the brim with nightmarish horrors, with no obvious escape. Now they just have to survive. They're in deep ... knee-deep.
The team runs afoul of "compensation restructuring" when they are hired to protect a corporate wageslave from being forcibly recruited by a competitor! Who would have thought a corporate career would involve so much gunfire?
It is a period of unrest and opportunity in the galaxy. The Galactic Empire struggles to maintain control in the midst of a civil war... Meanwhile, a couple of assholes on Tatooine are running from some jerkbag named Teemo the Hutt, and they've got their eyes on a freighter called the Krayt Fang...
Double-crosses left and right! The team gives the Vory a big middle finger, and the Vory return the favor! Who will be left standing after the bullets are done flying?
Fifty years ago, a Grand Coven of Witches waged war on the land of Morden. Unleashing horrors never seen before, they transformed countless innocents into their slaves as they sought to conquer all. Though the Grand Coven was broken, and the witches scattered to the winds, they and their creations still remain. Now a group of Witchmarked heroes set out to try and redeem themselves of the witches' curse...
The Vory contacts the 'runners with a very simple mission: clear out a Triad brothel so that the Vory can step in and take it for themselves. But given the team's past relationship with the Vory, just how will this play out?..
A visit to a Yakuza-run casino leads to a curious job for the team ... one involving a paranoid schizophrenic and so-called ghosts in the Matrix.
The team is contacted by an anonymous Johnson for a simple VIP escort. As always, there's a twist: this VIP is of the panda variety. Antics quickly ensue. Hope you like apples!
The team finds itself at an abandoned school as they pursue the trail of the missing girls ... and find themselves right in the middle of a horrifying operation run by Tamanous!
While sorting through the information they obtained and planning what to do next, things take a sudden turn as old friends and new acquaintances emerge...
Once again, the team finds themselves involved with DocWagon ... only this time they're working FOR DocWagon! A number of contractor holders have gone missing, and it's up to the team to find out what's happened to them!
Hoping to dig up more information on the shady dealing of the ISI corporation, the team brazenly infiltrates the company's headquarters in broad daylight! It's a bold strategy ... let's see how it plays out!
The team has infiltrated the target's location. All that's left is to take him out. That should be straightforward and uncomplicated ... right?
The team licks its wounds after a rough encounter with the Yakuza, and calls up Detective Harding to pursue a new lead. Before they can, however, he's got a little favor for them to do ... and a new friend to introduce!
The runners are finally on the road towards Leadville, and the only things in there way are a gang war, law enforcement, the military, rural cops, and a lot of snow. The real challenge remains, though: how to take out the target while making it look like an accident!
After sneaking into the Triad-run brothel, the gang goes to confront the mysterious head of the Shinyo-Kai. Things go pretty well, all things considered!
The runners are hired to kill a corporate executive on retreat in a small town outside of Denver. The first challenge, however, is getting out of the city!
A new series! Join Richard, Kitty, Noah, and Valien as they delve into the world of Wild Talents! In an age where superheroes were once prevalent and suddenly disappeared, a ragtag group of street heroes fight to keep the peace on the streets of Newpork City!
An old playtest of Savage Worlds' 50 Fathoms setting, as run by Noah! Come listen to us all be horrible jerks to another of his early GM experiences, as a ragtag crew of no-good salty dogs faces off again troubles on the high seas!
In 1991, elements of the Soviet government staged a coup to remove Mikhail Gorbachev from power, in an event largely held to be responsible for the end of the Soviet Union. Unknown to many, however, are the exploits of an elite Spetnaz team dispatched during this tumultuous period to a remote nuclear silo, in an operation known only as White 36...
The runners cut a deal with An Peng and confront the neo-facists to teach them a lesson or two about their feelings on Nazis. Also, Kyle has SEXY FUN ADVENTURES!
The 'runners find themselves hired by neo-facists to take out (and pose as!) another runner team, in order to accept another job from a familiar face: Lin Yao, of the White Lotus Triad. Her job? To assassinate An Peng and kidnap an important Triad smuggler!
Kyle and Lonass return to the Celestial Bureaucracy once more, for the next step of his initiation!
The 'runners find themselves immersed in the Japanese side of the Denver underworld, as a meeting with a geisha has the team stealing data from a Yakuza-run casino!
A Vory princess and a street ganger are in love, and want nothing more than to leave Denver for brighter pastures. Her father, however, has other plans for the boy and his gang. What role will the 'runner have to play in this sordid tale of the shadows?
It's a Shadowrun dungeon crawl! The team is hired to explore a forgotten underground tunnel passage, in search of a corporate team. What awaits them in the darkness below?
The run comes to an abrupt end as the 'runners are ambushed by not one, but two teams of rival shadowrunners with their own axes to grind! Things get desperate quick, but who will be left standing at the end?
The past comes back in a big way ... the 'runners are hired to find out the person(s) responsible for the death of the Westmore child. What dark secrets await them as they delve into the mystery ... and what will it reveal about themselves?
IT'S TIME! The plans are done, the preparations are made! It's time to hit the DocWagon facility! What could possibly go wrong?!
Intermission time! The 'runners, still preparing for the DocWagon run, take some time to help out Lonass with his rite of initiation! That means it's time to vist the metaplanar home of his mentor spirit, the Great Fire Spirit. Next stop: The Celestial Bureaucracy!
More planning! More arrangements! More inane off-topic banter! IT'S THE HYPEST ACTUAL PLAY ON ITUNES!
The 'runners get a new job: infiltrate a DocWagon facility to procure some valuable medicine for a street doc! The first step to success: Planning!
The Casquilho Mafia calls on the 'runners once again; this time, one of the Family's smugglers has gone missing, taking some very valuable cargo with him. The team will have to deal with the Vory, a very active smuggler's bar, a technomancer, and some very tough moral choices as they attempt to bring this mission to a close.
Crazy BTL zombies! Trippy AR simulations! Ghosts in the Matrix! Things come to a head, but the 'runners have to see things through to the bitter end!
Time for a BTL-induced drug trip as Kyle stumbles through a VR haze while fighting off the Triad and maybe some bithead hobos! YAY!
An old acquaintance--and member of the Casquilho Mafia--needs a little help from the 'runners with getting out of a double-murder charge! Is there more to this mystery than what it seems?
The shadowrun comes to a thrilling conclusion on the highways, as the 'runners find themselves in a moving battle to hold off the Godz while defending the Ghostriders and their precious haul! Plus, bar antics!
Corporate Espionage! Legwork! Gang contacts! And maybe something will actually get done at some point! Probably not!
The Misanthropes headed to Durham, NC for the Escapist Expo this year! While we were there, we made a spur-of-the-moment decision to run an impromptu game of Call of Cthulhu using Hebanon Games' newest scenario, the Wives of March! Despite having nearly no prep time, the game came out pretty well! Thanks again to all of our players! :) (This was a game played in a somewhat-crowded room with regular foot traffic, so please forgive the audio quality. It gets better towards the end once people start clearing out.)
It's back to business as usual for the 'runners! An outstanding job has them involved in a campaign of corporate sabotage against a manufacturing plant. Of course, what should be a relatively straightforward job proves to anything but; at least some new friends might prove to make things easier ... provided the 'runners do them a small favor first!