Your secret religion is threatened when a heretic steals your small god’s most prized relic. Can you recover it while dodging Eversink’s patron goddess’s Inquisition, and your own god's divine wrath?
Description:
Your secret cabal worships a unique small god despite the threat of Eversink's patron goddess, but now your whole religion is threatened when a heretic steals your most precious relic. Can you steal it back while dodging the Inquisition and your own god's divine wrath?
Your secret religion is threatened when a heretic steals your small god’s most prized relic. Can you recover it while dodging Eversink’s patron goddess’s Inquisition, and your own god's divine wrath?
Description:
Your secret cabal worships a unique small god despite the threat of Eversink's patron goddess, but now your whole religion is threatened when a heretic steals your most precious relic. Can you steal it back while dodging the Inquisition and your own god's divine wrath?
Nothing unnatural about an everyday prisoner exchange on the Bridge of Spies. Escort the Soviet asset there, run security, debrief the Delta Green friendly before the CIA does. Should be a milk run.
Description:
Nothing unnatural about this operation – just an everyday prisoner exchange on the Bridge of Spies. You’ll escort the Soviet asset there and run security on our side. And since the guy coming in from the cold is a Delta Green friendly, debrief him before the CIA does. Should be a milk run.
Take the fight against Dracula to the Royal Opera House! Confront one of his brides and her ballet company. Can your Edom team stop the British art scene falling under the master vampire's sway?
The squad faces a homegrown terrorist threat from a group of mutant supremacists. What is the truth, shrouded even from its suicidally indoctrinated followers, behind the Mutant Revolutionary Front?
Description:
The squad confronts a homegrown terrorist threat from a previously unknown group of mutant supremacists. Can they learn the truth behind the Mutant Revolutionary Front - one that remains shrouded even from its own suicidally indoctrinated followers? Content Warning: terrorism, suicide. In Mutant City Blues, players take on the roles of super-powered police officers solving crimes committed by or against other mutants. MCB scenarios blend a street-scaled take on the supers genre with the mood and tropes of television cop shows.
The squad faces a homegrown terrorist threat from a group of mutant supremacists. What is the truth, shrouded even from its suicidally indoctrinated followers, behind the Mutant Revolutionary Front?
Description:
The squad confronts a homegrown terrorist threat from a previously unknown group of mutant supremacists. Can they learn the truth behind the Mutant Revolutionary Front - one that remains shrouded even from its own suicidally indoctrinated followers? Content Warning: terrorism, suicide. In Mutant City Blues, players take on the roles of super-powered police officers solving crimes committed by or against other mutants. MCB scenarios blend a street-scaled take on the supers genre with the mood and tropes of television cop shows.
You know a Soviet team of saboteurs is planning to stop the launch of Bellona 3 from Cape Kennedy. And as you've been warned those spies might use unnatural means to do so, you need to act now.
Description:
It's a beautiful spring week for a launch at Cape Kennedy! But you're not here to watch Bellona 3; you know a Soviet team of saboteurs is planning to stop it. And since a fellow agent went missing after warning the spies might use the unnatural, you need to act now.
Robin D. Laws and guests teach RPG structures & techniques to turn emotional confrontations between PCs from frustrating roadblocks into rich moments of human drama.
In 1930s England, a friend asks you to help solve the mystery of the illness afflicting his wife and her friend. But isn't this all too similar to that vampire movie that was in the theatres recently?
In 1930s England, a friend asks you to help solve the mystery of the illness afflicting his wife and her friend. But isn't this all too similar to that vampire movie that was in the theatres recently?
People disappear every day in Great Arkham - into cracks in the world, dark alleys, or seemingly into nothing at all. So why does Mayor Ward himself want you on this particular one?
2 years ago, a student at Miskatonic University vanished. In his final letter, he mentioned that he was going to visit a house at the end of Hill Street. No such house exists. But you are there now.
Two years ago, a student at Miskatonic University vanished. In his final letter, he mentioned that he was going to visit a house at the end of Hill Street. No such house exists. But you are there now.
Description:
Two years ago, Francis Burrell, a student of mathematics at Miskatonic University, vanished. In his final letter, he mentioned that he was going to visit a house located at the end of Hill Street. No such house exists, but in the course of your research you discovered certain troubling facts pertaining to that property. Each of you knows something of that strange house on Hill Street. No such house exists. But you are there now.
Two years ago, a student at Miskatonic University vanished. In his final letter, he mentioned that he was going to visit a house at the end of Hill Street. No such house exists. But you are there now.
Description:
Two years ago, Francis Burrell, a student of mathematics at Miskatonic University, vanished. In his final letter, he mentioned that he was going to visit a house located at the end of Hill Street. No such house exists, but in the course of your research you discovered certain troubling facts pertaining to that property. Each of you knows something of that strange house on Hill Street. No such house exists. But you are there now.
Mystery scenario masters Kenneth Hite, Robin D. Laws and guests train their magnifying glasses on clue-gathering adventures to reveal the unlikely suspects behind your tabletop woes.
Robin D. Laws & Kenneth Hite talk roleplaying, history, conspiracy, occultism, writing, food, movies, & whatever you ask them about in this live edition of their award-winning podcast.
You are assassins who kill the targets who can't be killed. The ones who shrug off sniper bullets and smile as they swallow poison. You're vampire slayers for hire…and it's time to go to work.
Description:
You're professional assassins, specializing in an obscure but extremely profitable niche of that grisly business. You kill the targets who can't be killed; the one who shrug off sniper bullets, and smile as they swallow poison. You're vampire slayers for hire - have stake, will travel. And it's time to go to work.
The Heroes face a shocking discovery - an unconscious woman with blank skin where her face should be. Who is she, why did someone – or something – do this to her… and what is it they’re planning?
Description:
The Heroes’ friend Galdo brings them a shocking discovery - an unconscious woman with blank skin where her face should be. Who is she, and why is she significant? And more importantly, why did someone – or something – do this to her, and what is it they’re planning?
The Heroes face a shocking discovery - an unconscious woman with blank skin where her face should be. Who is she, why did someone – or something – do this to her… and what is it they’re planning?
Description:
The Heroes’ friend Galdo brings them a shocking discovery - an unconscious woman with blank skin where her face should be. Who is she, and why is she significant? And more importantly, why did someone – or something – do this to her, and what is it they’re planning?
The Heroes face a shocking discovery - an unconscious woman with blank skin where her face should be. Who is she, why did someone – or something – do this to her… and what is it they’re planning?
Description:
The Heroes’ friend Galdo brings them a shocking discovery - an unconscious woman with blank skin where her face should be. Who is she, and why is she significant? And more importantly, why did someone – or something – do this to her, and what is it they’re planning?
1968. Two people in the small town of Milltown, NY die on the same night. Both were members of the same commune that’s taken over a farm just outside town. DELTA GREEN must find out what’s happening.
Description:
1968. Two people in the small town of Milltown, NY die on the same night. One was a tragic car accident; the other, shot in self-defence by the police. Both were members of the same commune of hippies and drop-outs that’s taken over a farm just outside town. Police reports contain references to chanting. To carven idols. To strange ceremonies by moonlight. As Agents of DELTA GREEN, a top-secret branch of the US Government, your mission is to investigate those deaths, find out the truth – and take whatever action is necessary to eradicate any unnatural influence. When your predecessors raided Innsmouth in 1928, DELTA GREEN saw what the unnatural can do if it takes root in America. It cannot be allowed to happen again.
1968. Two people in the small town of Milltown, NY die on the same night. Both were members of the same commune that’s taken over a farm just outside town. DELTA GREEN must find out what’s happening.
Description:
1968. Two people in the small town of Milltown, NY die on the same night. One was a tragic car accident; the other, shot in self-defence by the police. Both were members of the same commune of hippies and drop-outs that’s taken over a farm just outside town. Police reports contain references to chanting. To carven idols. To strange ceremonies by moonlight. As Agents of DELTA GREEN, a top-secret branch of the US Government, your mission is to investigate those deaths, find out the truth – and take whatever action is necessary to eradicate any unnatural influence. When your predecessors raided Innsmouth in 1928, DELTA GREEN saw what the unnatural can do if it takes root in America. It cannot be allowed to happen again.
It's 1968 & your team of operatives is assigned a mission in war-torn Vietnam - and a confrontation with cosmic horror in a Viet Cong tunnel complex near the DMZ.
Description:
U.S. Marine Corps recently captured a Viet Cong tunnel complex in Quang Tri province near the DMZ. It is believed that they removed something from that tunnel complex, not least because the unit photographer died from an "accidental firearm discharge" two days later. That was three days ago. Your mission: investigate this possible outbreak of the unnatural, and prevent it from damaging the war effort, or the world, any further.
In the City Watch, you trudge the streets and avoid paperwork - until a murder thrusts you into a high-profile power struggle. Can you arrest the real murderer without starting a civil war?
Description:
Welcome to the City Watch. Rain or shine, you're out trudging the streets, risking your life and avoiding paperwork, but the stakes get raised when a murder thrusts you into a high-profile power struggle between some very important people. Can you solve the crime and arrest the murderer without starting a small civil war in the process?
Swords, Spies & Shoggoths: The Pelgrane Press Panel
Summary:
Join Simon Rogers, Cat Tobin & others from the Pelgrane team for a behind-the-scenes look at what the award-winning UK publisher's been up to this year, & what they've planned for the coming year.
The luxury liner Terra Nova is dead, a victim of disaster now drifting in the space between worlds. The survivors desperately await their rescue; except one, who waits for a chance to finish the job.
Description:
The Terra Nova, last of the great luxury liners from the Combine’s heyday, is dead, a victim of disaster now drifting in the space between worlds. The last of the survivors clutch desperately to life, waiting for rescue. All but one; who waits only for a chance to finish the job, uncovering a secret which the Terra Nova has kept hidden for decades.
Boston, 1930s. Screams erupt at a closed-casket funeral as worms and maggots pour from the shaking casket. Words from within can be heard: "No... please... don't make me go back..."
Description:
Amidst the screams echoing from a closed-casket funeral, the investigators find themselves stepping toward a shaking casket of a close friend as it overflows with maggots and filth. The words coming from inside the casket break their hearts, and the investigators will have to uncover a legacy of rot in the backstreets of Boston. They will soon learn that sometimes saving just one soul is worth risking your own.
Boston, 1930s. Screams erupt at a closed-casket funeral as worms and maggots pour from the shaking casket. Words from within can be heard: "No... please... don't make me go back..."
Description:
Amidst the screams echoing from a closed-casket funeral, the investigators find themselves stepping toward a shaking casket of a close friend as it overflows with maggots and filth. The words coming from inside the casket break their hearts, and the investigators will have to uncover a legacy of rot in the backstreets of Boston. They will soon learn that sometimes saving just one soul is worth risking your own.
Something terrible has befallen Ernest Wheeden. His body bears curious marks that medicine cannot yet explain, he has nightmares, and cannot recall his movements for the last several weeks.
Description:
Ernest Wheeden's sleep is disturbed by constant nightmares, and his body bears curious marks that medicine cannot yet explain. He cannot recall his movements in the last several weeks. His family, worried for his health and sanity, have assembled a group of experts in diverse fields to solve the mysterious case of Ernest Wheeden.
Something terrible has befallen Ernest Wheeden. His body bears curious marks that medicine cannot yet explain, he has nightmares, and cannot recall his movements for the last several weeks.
Description:
Ernest Wheeden's sleep is disturbed by constant nightmares, and his body bears curious marks that medicine cannot yet explain. He cannot recall his movements in the last several weeks. His family, worried for his health and sanity, have assembled a group of experts in diverse fields to solve the mysterious case of Ernest Wheeden.
You've hunted the vampire across London, destroying his refuges and hiding places. Maybe tonight will be the night you catch him and come face to face with your enemy.
Description:
You're on the vampire's trail. You've hunted him across London, destroying his refuges and hiding places, denying him his coffins. Maybe tonight will be the night you catch him and come face to face with your enemy. Time is running short. Unless you kill him, he'll spread his curse like a disease. Think of the vampire as a pathogen, a plague.
Controversial anamorphology scholar Sidney Dorris is murdered before he can reveal his explanation for the Sudden Mutation Event. What was his discovery, and who was willing to kill him for it?
Description:
Controversial scholar of anamorphology Sidney Dorris is found murdered the evening before his scheduled announcement of an explanation for the Sudden Mutation Event. What was his discovery, and who was willing to kill him for it? In Mutant City Blues, players take on the roles of super-powered police officers solving crimes committed by or against other mutants. MCB scenarios blend a street-scaled take on the supers genre with the mood and tropes of television cop shows. This is a full-length mystery that also introduces players to many of Mutant City's key figures.
A mysterious tip-off sends you to Morocco. There's a journalist there with secret information. She knows too much & won't see the dawn unless you get in, get out, & save her.
Olmstead's report of Innsmouth would be unbelievable, but enough rumours surround that odd town that you're going undercover to find evidence of real, verifiable crimes - not this fish-men nonsense.
Description:
Considered in isolation, the account given of events in Innsmouth by young Mr. Olmstead would be utterly unbelievable - but enough rumours and incidents cluster around that isolated, unfriendly town to warrant a closer look. As Federal agents, your task is to travel to the sea-port of Innsmouth and carry out an undercover investigation. Look for evidence of bootlegging, forgery, organised crime. Real, verifiable crimes, not the nonsense about fish-men and sea-gods spouted by that unstable young chap. You're not nervous, impressionable antiquarians like him; you're sober, level-headed G-Men. You'll find the truth in Innsmouth.
Olmstead's report of Innsmouth would be unbelievable, but enough rumours surround that odd town that you're going undercover to find evidence of real, verifiable crimes - not this fish-men nonsense.
Description:
Considered in isolation, the account given of events in Innsmouth by young Mr. Olmstead would be utterly unbelievable - but enough rumours and incidents cluster around that isolated, unfriendly town to warrant a closer look. As Federal agents, your task is to travel to the sea-port of Innsmouth and carry out an undercover investigation. Look for evidence of bootlegging, forgery, organised crime. Real, verifiable crimes, not the nonsense about fish-men and sea-gods spouted by that unstable young chap. You're not nervous, impressionable antiquarians like him; you're sober, level-headed G-Men. You'll find the truth in Innsmouth.
It’s Blue-vs-Black-vs-Red as warbands devoted to the Three fight over an artifact each Great Dragon covets. Tune a 5th level 13th Age 2E pregen character and prove your chosen Dragon is strongest.
It’s Blue-vs-Black-vs-Red as warbands devoted to the Three fight over an artifact each Great Dragon covets. Tune a 5th level 13th Age 2E pregen character and prove your chosen Dragon is strongest.
It’s Blue-vs-Black-vs-Red as warbands devoted to the Three fight over an artifact each Great Dragon covets. Tune a 5th level 13th Age 2E pregen character and prove your chosen Dragon is strongest.
It’s Blue-vs-Black-vs-Red as warbands devoted to the Three fight over an artifact each Great Dragon covets. Tune a 5th level 13th Age 2E pregen character and prove your chosen Dragon is strongest.
It’s Blue-vs-Black-vs-Red as warbands devoted to the Three fight over an artifact each Great Dragon covets. Tune a 5th level 13th Age 2E pregen character and prove your chosen Dragon is strongest.
It’s Blue-vs-Black-vs-Red as warbands devoted to the Three fight over an artifact each Great Dragon covets. Tune a 5th level 13th Age 2E pregen character and prove your chosen Dragon is strongest.
It’s Blue-vs-Black-vs-Red as warbands devoted to the Three fight over an artifact each Great Dragon covets. Tune a 5th level 13th Age 2E pregen character and prove your chosen Dragon is strongest.
It’s Blue-vs-Black-vs-Red as warbands devoted to the Three fight over an artifact each Great Dragon covets. Tune a 5th level 13th Age 2E pregen character and prove your chosen Dragon is strongest.
It’s Blue-vs-Black-vs-Red as warbands devoted to the Three fight over an artifact each Great Dragon covets. Tune a 5th level 13th Age 2E pregen character and prove your chosen Dragon is strongest.
It’s Blue-vs-Black-vs-Red as warbands devoted to the Three fight over an artifact each Great Dragon covets. Tune a 5th level 13th Age 2E pregen character and prove your chosen Dragon is strongest.
Join Rob Heinsoo and seasoned 13th Age designers to build a brand-new monster that takes advantage of the game's mechanics to deliver some nasty surprises at the table.