Deadlier things than vampires lurk in the shadows.
They’re called multinational corporations.
When the agents are tipped off to the vampire Conspiracy’s next move, it seems like check and mate — but the rescue of a kidnap victim halfway around the world leads them into the hall-of-mirrors world of corporate espionage. The web of deception and malfeasance they uncover will take them from remote North Dakota to opulent Dubai. The goals seem ever-shifting…and something terrible is building just beneath the surface.
The Dubai Reckoning for Night’s Black Agents RPG is a globe-spanning technothriller adventure that shifts the focus from supernatural horror to corporate malfeasance and Conspiracy ladder-climbing. Use it as a change of pace from run-and-gun monster fighting, or as part of a Mirror mode campaign whenever the agents seek to develop the Conspyramid.
Status: In development
Battle Scenes for the 13th Age Roleplaying Game is an invaluable GM resource when you’re asked to run a game and don’t have anything prepared; when the icon dice say that a specific icon is in play but you’re not sure where to go with it; or when an icon relationship roll calls for a complication.
Battle Scenes offers 39 sets of challenging and memorable battles keyed to the 13 icons, spanning the three tiers of play (Adventurer, Champion and Epic).
This volume by designer Cal Moore includes:
- Battles that pit the PCs against NPCs and monsters that are linked to an icon, or which fall under that icon’s influence.
- Plenty of new monsters to challenge the PCs, along with new magic items to wield in battle.
- Optional storylines that link each battle to the ones that come after, so you can take the PCs from one full heal-up to the next using only the battles in the set — with room to expand on these stories to fill multiple sessions of gameplay.
- Ideas on how to get the PCs into the battle scene story, and possible outcomes that result from their actions.
Status: In playtest
Enter the graveyard of doomed ships
Experienced seafarers know better than to risk the dangers of the Stranglesea: that terrible place where castaways cling to existence in the rotting hulks of trapped ships, and deadly creatures feast on the unwary.
Now a band of adventurers must enter the Stranglesea and attempt to rescue the enigmatic engineer Inigo Sharpe from his imprisonment. But Sharpe is both more and less than they were prepared for — and the forces of an enemy icon want him for their own sinister purposes.
The Strangling Sea is a seafaring 13th Age Roleplaying Game adventure by Robin D. Laws for a party of 4-6 1st-level adventurers.
|Stock #: PEL13A09
||Author: Robin D. Laws
|Artist: Joshua Calloway
|Pages: 40pg saddle stitched
The Tearing of the Veil Is Nigh
An Appalling Summoning…
Demons of the Depths, Awakened…
Slaughter on Your Mapping App…
…and, of Course, Murder Clowns
For decades, the Ordo Veritatis has fought the occult operations of the Esoterrorists, occult operatives bent on ripping apart the membrane between our reality and the demonic vortex of the Outer Dark.
Now that threat directly looms. A barbaric ritual in an underground club touches off a series of coordinated assaults designed to break our world forever.
In this world-spanning campaign of interlocking scenarios, your agents conduct the high-stakes investigations required to stop them.
Until now, Esoterror’s cosmic endgame has been described in background material but never taken center stage in adventures your agents can take part in.
They’ve read the training manuals. They’ve attended the briefings. Now it’s time to deploy their knowledge in the field, staking life, limb and mental stability against those who would destroy everything we know.
After a gore-spattered prologue, Worldbreaker gives your players the choice of four harrowing scenarios they can tackle in any order.
From caverns deep below Belize to an arm’s dealers warehouse in Transnistria, from Silicon Valley offices to haunted, rebel-held forests of Nigeria, your agents unravel the schemes of monsters both metaphorical and literal. Battle deconstructed animals, opportunistic demons, body-stealing parasites and otherworldly PR agents.
Put together the pieces leading to the climactic intervention against the conspiracy’s mastermind and the mightiest, most destructive Outer Dark Entity to ever squeeze through a hole between realms.
All adventures written by Robin D. Laws, creator of GUMSHOE and the Esoterror setting.
Can you keep the world unbroken? And how many agents will you lose along the way?
Status: In playtesting
13th century Europe is enslaved, there’s an army of Mongol warriors burning the city of Paris, and the Supreme Khan is alive and well in Mongolia? Someone is changing history again, and it’s up to your team to fix it.
Welcome to TimeWatch.
TimeWatch, by Kevin Kulp, is a GUMSHOE game of investigative time travel. You are a defender of history, an elite TimeWatch agent plucked out of your native era and trained to stop saboteurs from ripping history apart. Your training allows you to diagnose disruptions in the time stream and track down the cause, making conclusions that less capable investigators might just guess at. The TimeWatch rules presume that you are a highly competent badass. Who are you to prove them wrong?
If you’ve played other GUMSHOE games like Night’s Black Agents and Trail of Cthulhu, TimeWatch’s mechanics will look familiar. It uses a pared-down ability list (Astronomy, Chemistry, Physics, and various engineering abilities are all grouped under the ability “Science!”, whose exclamation point tells you quite a bit about the game’s tone) and can be played in a variety of different styles. You can play it in Pulp style if you want more dinosaurs and aliens, Rebel style if you want to be the people changing history for the better, Cinematic style if you want to emulate your favorite time travel movie, and more. The default is Patrol style, acting as time cops to save the timeline.
Status: In development
An Accretion Disk forms around massive bodies in space. Gravity drags in random objects and debris, spinning them around and bringing them in closer and closer, faster and faster, hotter and hotter, until something explodes.
It holds true for stars and black holes – and for politics and crime, too.
And let’s face it – you’re the ones who are going to be standing in the path of that explosive release. Better get ready.
Accretion Disk: The Ashen Stars Expansion Book includes:
- Sample clues, special spend benefits, and added data on each Investigative ability. Learn how to use Kinetics to escape VR simulations, identify alien interference in pre-contact cultures, and trace viro-augmented criminals with endocrinological profiling.
- More options and tactics for general abilities, including species-specific ones. Master zero-g martial arts, detect weapons as they charge up, and acquire corporate sponsorship for your Laser team to boost your cash flow!
- Take your stations on board ship with options and tactics for each warpside and groundside role, then delve into player-drive Arcs and Drives. Guide your own destiny amid the guttering Ashen Stars.
- Explore new character options with six new playable species.
- Deckplans for every class of ship show you what it’s like on board – and new ship options and bolt-ons open up tactics for ship-board adventures.
- When you hit dirtside, break out any of the dozens of new weapons, equipment items, cyberware or viroware – if you can afford the upkeep!
- Hot Contracts gives a roster of jobs that only a Laser crew can handle. Pick your own challenge hot off the Bleed, and get to work!
- Finally, twelve new hostile aliens ensure that the Bleed stays dark and bloody…
|Stock #: PELGA08
||Author: Gareth Ryder-Hanrahan, Kevin Kulp, Kieran Turley
|Artist: Jérôme Huguenin, Chris Huth
||Pages: 192 page perfect bound
Flying city down!
One of the Archmage’s flying realms has crashed to earth, revealing a long-kept secret: this was the control point for magical wards that kept three ancient evils in check. Now each of the 13 icons offers rival opportunities for glory, plunder, or heroic sacrifice. Will you restore the wards? Unleash evil on the world? Or loot everything that isn’t nailed down and try to stay one step ahead of the apocalypse?
Designed by ASH LAW with additional development by Rob Heinsoo, Shards of the Broken Sky is a sandbox adventure for the 13th Age Roleplaying Game. The party’s icon relationships shape the plot, NPCs, and locations – so it’s never the same adventure twice, and it’s always relevant to the characters’ backstories, challenges and goals.
Status: In playtest
For over a century, we have known only part of the story of Dracula — the part Bram Stoker was allowed to tell. Now, the whole tale can be revealed. In 1893, the secret services of three nations played a dangerous game to contact and control the perfect asset — the ultimate weapon — Count Dracula.
This new edition of Dracula adds new letters and recordings, diary entries long thought lost, and documents suppressed by Her Majesty’s Government … until now. From the first tentative contact between British intelligence and the un-dead, to the werewolf of Walpurgisnacht, to the cataclysmic disappearance of Dracula in volcanic fire, read the story you’ve known for years … for the first time.
Dracula Unredacted does for the Dracula Dossier what Henry Armitage’s letters did for Armitage Files or The Book of the Smoke for Bookhounds of London.
Status: In Development
A Secret History Unearthed. A Legendary Horror Walks Again.
Presenting an epic improvised campaign for Night’s Black Agents Roleplaying Game. Do your Agents have what it takes to face the Lord of the Undead himself?
The Dracula Dossier follows in the fully improvisational path of the award-winning Armitage Files campaign. Players follow up leads in the margins of Dracula Unredacted, a rare edition of Bram Stoker’s masterpiece that reveals the terrifying truth behind the fiction. They’ll chase down the real characters from Stoker’s novel, their descendants in the present, and the British agents caught in the backblast.
Directors combine these leads and notes with pre-prepared elements in the Director’s Handbook, including:
- Conspiracy nodes, eerie locations and vampiric beasts
- More than 40 supporting characters in vampiric, heroic, or in-between versions
- Different versions of the real Mina Harker, Abraham van Helsing, and the other stars of Stoker’s novel — and their modern-day successors, descendants, and survivors — who can drive the story in any direction the players look.
Players choose which leads to track, which scarlet trail to follow. The Director, using the clear step-by-step techniques in this book, improvises a suitably blood-soaked thriller in response to their choices. Clear advice to players and Directors on improvisation, with extensive examples and guidelines, helps you set the scene. Together, you will read and write your own unique version of the Dracula Dossier.
Follow the clues to end the story once and for all, and close Project EDOM forever. You will find, hunt, and kill Dracula, the king of the vampires.
If you survive.
Adrian Bott co-creator of the Book of Unremitting Horror is writing a big book of GM’ing wisdom, provisionally called Bott’s RPG Miscellany.
Status: Being written