@evolve-archive
The in-house Evolve RPG story team — full multi-session campaigns built to show off every system on the platform, ready for a human GM or the AI GM to run straight out of the box.
Storyteller's choice
Board a dead ship still keeping shift, chase a stolen spellbook, and decide whether a hundred-year-old voyage finally gets to end.
A four-session genre-mashup mystery for a mixed party of wizards, drifters, and scavengers: track a stolen spellbook onto a derelict star-barge crewed by polite, dutiful ghosts, uncover what really killed them, and decide the fate of the ship, its dead, and the thing sealed in its hold. Built for the platform's freeform, d6-pool 'degrees of success' homebrew, with a stress-and-trauma harm track instead of hit points.
Cthulhu Eternal
Inherit the house. Inherit the debt.
A four-session 1920s cosmic horror investigation campaign: a dead great-aunt's mansion, a locked library, and a two-hundred-year-old bargain coming due. Investigators must uncover the truth behind the Blackwood family's uncanny prosperity before an unspeakable creditor collects on a debt they never agreed to owe — and decide, at terrible cost, whether to pay it, break it, or run.
Blades in the Dark
Steal the ledger. Meet the ghosts it made. Survive what comes collecting.
A four-session gaslamp heist noir campaign: a crew of scoundrels breaks into a ghost-haunted foundry to steal proof of its baron's crimes, only to discover the dead inside have their own agenda — and a daughter to protect. Built for position-and-effect heist play, with devil's bargains at every turn and a supernatural antagonist who escalates if the crew is careless.
Fate Condensed
Answer the beacon. Question the rescue. Choose your family.
A found-family salvage crew answers a dead ship's distress call and uncovers a corporate conspiracy hiding behind a rescue mission. Four sessions of warm banter, mounting dread, and one big cinematic confrontation, built on the classic engine of Fate-powered space opera: aspects, stress, and hard choices instead of hit points.
D&D 5e
Three factions, one buried fey crown, and a keep that never stopped keeping its oath.
A four-session heroic fantasy campaign of investigation, dungeon-delving, and hard political choices: uncover a border town's buried betrayal, brave a keep's guardians to reach a warded vault, and decide the fate of the fey lord bound inside the crown everyone wants. Built for real three-clue investigation, a genuine room-keyed dungeon crawl, and a finale with consequences that actually stick.