Fear the Boot, Actual Play
The technology park turns into liminal horror.
info_outlineFear the Boot, Actual Play
A technology park invites you to see the wonders within! Never mind that it's been missing for centuries.
info_outlineFear the Boot, Actual Play
A battered exploratory vessel finds its way home. Does its survivor deserve a second chance at life?
info_outlineFear the Boot, Actual Play
Wrapping up the case with an explosive ending.
info_outlineFear the Boot, Actual Play
The party begins to assemble the narrative and motivations for the crime, even as it becomes less clear who's instigating it all.
info_outlineFear the Boot, Actual Play
The investigation is interrupted by a visit to a doctor of sophontology.
info_outlineFear the Boot, Actual Play
For this game, we developed a planet that will play an important role in the main story, using The images below track the colony ship’s progress over time.
info_outlineFear the Boot, Actual Play
Digging through the lives of a family trapped in a gilded cage.
info_outlineFear the Boot, Actual Play
Selecting the next job and heading to the capital world of the Corraster League.
info_outlineFear the Boot, Actual Play
With the body and facts secure, it's time to decide the first client's fate.
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You ask 10 people what you should do if you get into a tussle, you’re bound to get 11 answers. Regardless of what you’re told, you ultimately gotta know what you want to get out of the fight. And right now, Grace Gun, Tommy ‘Bam Bam’ Prue and Irving Holt just want to get out of the speakeasy they’re in, with their precious cargo of Trixie in tow. Of course, that also means that Stanley needs to follow. And this palook Fredrich that was trading some evening pleasantries with Grace? Well he probably wants to scram too. It’s time to settle in and see what happens.