Bring your battles to life!
“If we’re going to fight to the death, let’s at least do it someplace pretty.” – Jara the Jaded, High Elf Rogue
The High Magic & Low Cunning Map Folio brings you 45 maps from High Magic & Low Cunning – Battle Scenes for Five Icons, in glorious full color by expert cartographers! The Map Folio includes:
- Player-facing maps for exciting battles in a mad wizard’s lair, an underground fighting arena, an active volcano, and more
- GM-only versions of each map with the encounter title, High Magic and Low Cunning page references, monster positions, and hidden terrain features
- A full index so you can easily cross-reference the maps with scenes in High Magic & Low Cunning
Why run a straightforward, stand-up battle when you can make the PCs dodge bursts of lava, swing on vines across a deep gorge, or fight the animated contents of a wizard’s laboratory gone berserk? Get the High Magic & Low Cunning Map Folio—your players will thank you for it, once their characters have stopped burning, falling, or being pummeled by a living hat rack.
|Stock #: PEL13A11M
||Map wrangler: Simon Rogers
|Cartographers: Pär Lindström , Gill Pearce, Ralf Schemmann
||Type: 90-page map collection
Less prep, more play!
Pre-order now and get the full PDF February 15th.
High Magic & Low Cunning: Battle Scenes for Five Icons brings you 45 challenging and memorable sets of battles, against enemies connected to the Orc Lord, Prince of Shadows, Archmage, High Druid, and The Three. Drop these fights into your game at every tier of play from adventurer to epic, and bring them to life with gorgeous maps by our expert cartographers.
With High Magic & Low Cunning, you can:
- Give the PCs compelling reasons to fight based on their icon relationships, their stories, and your campaign
- Pit them against NPCs and monsters whose icon connections make them meaningful opponents—not just random foes
- Use traps and terrain to provide a challenging environment with opportunities for clever tactics
- Unleash all-new monsters on the PCs, along with new magic items to wield in battle.
- Easily adjust battles to make them easier, or harder
- Use the provided storylines to link each battle to the ones that come after, taking 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.
From a white-knuckle white-water ride past orcish hordes, to abseiling kobolds and a perilous magical cloud fortress, High Magic & Low Cunning takes your players on an unforgettable journey to adventure.
You can also get the complete set of High Magic & Low Cunning printed color maps in the High Magic & Low Cunning Map Folio.
The enemy awaits. Are your heroes ready?
|Stock #: PEL13A11
||Author: Cal Moore
|Artwork: Patricia Smith, Rich Longmore
||Developer: Rob Heinsoo
|Cartographers: Pär Lindström , Gill Pearce, Ralf Schemmann
||Type: 192 page perfect bound book
The Roleplaying Game of Personal Horror
Fear Itself plunges ordinary people into a disturbing contemporary world of madness and violence. Players take the roles of regular folks much like themselves, who are inexorably drawn into confrontation with the creatures of the Outer Dark, an unearthly realm of alien menace. With or without its distinctive mythology, GMs can use it to replicate the shudders and shocks of the horror genre in both film and literature.
Fear Itself serves as an ideal platform for one-shot games, in which, like any self-respecting horror flick, few, if any, of the protagonists are expected to survive the climax. It can also be employed to run ongoing campaigns in which the leading characters gradually discover more about the disturbing supernatural reality hiding in the shadows of the ordinary world. Over time, they grow more adept at combating them—or spiral tragically into insanity and death.
This expanded edition explains how to adjust both the game rules and the assumptions of Gamemasters and players to different styles of game, from bloody one-shots to extended investigative games. Revised rules update Fear Itself with ten years of GUMSHOE development and play experience.
Included are three sample scenarios:
- The Circle: in this one-shot, the players take on the roles of participants in an experimental drug trial. When one of their group disappears, they must investigate what happened to him – before the same horrific fate consumes them, too!
- The Ocean Game: Play the Ocean Game, and find meaning in your life. Play the Ocean Game, and win eternity. Play the Ocean Game, and drown in it. In this miniseries, the players participate in a cryptic contest run by a Mystery Man. The prize is glorious. The cost is more than sanity can bear.
- The Dispatchers: No backup. No assistance. Just a voice on the radio in the night, asking you for help. In this campaign, the player are cast as unlikely monster hunters, drawn together by a mysterious radio signal. Can they survive their missions long enough to save themselves?
Status: In development
The 13th Age GM’s Screen and Resource Book features incredible new art from 13th Age lead artists Aaron McConnell and Lee Moyer, a 64-page resource book, and a fold out map of the Dragon Empire.
The Gamemaster Screen
The screen is three-ply and portrait-oriented, with the essential information a GM needs to run the game:
- Skill Check DCs, Trap Obstacle Attacks & Impromptu Damage by Environment
- Chum the Adventure (d20 roll when you wish to be entertained)
- Intercepting and Disengaging
- Baseline Stats for Monsters, Monster Equivalents, Customizing a Monster, and Leveling a Monster
- GP Per Full Heal-Up, and Optional No Math System
- Item Chakras and Default Bonuses
- Consumables Costs
- GM Stuff to Remember
- Rule Recaps for: Ambush & Surprise, Death & Dying, Fight in Spirit, Flee, Grabbed (new rules), Invisibility, No Recoveries, Ongoing Damage, Rally, Resistance, Shooting into Melee, Temporary Hit Points, Unarmed Attacks
The Resource Book
The resource book includes advice, guidance and rules for:
- Using icon relationship rolls, with variations on the icon roll mechanic and examples of how benefits and complications can work in play
- Creating 13th Age adventures on the spot, with zero preparation
- Running montages (introduced in Organized Play, and expanded here)
- Incorporating terrain into battles, including creating environments and locations for different tiers of play
- Building better battles
- Helping players craft useful and interesting backgrounds, with advice on handling backgrounds that seem too powerful or too weak
- Creating memorable NPCs, with a sampling of icon-related NPCs—each with a brief description, Three Things that bring them to life in player’s minds, and suggested monster roles and initiative to guide GMs in building them out using the DIY monster rules
- And more!
|Stock #: PEL13A10
||Lead Designers: Cal Moore and Wade Rockett
Art Director and Developer: Rob Heinsoo
|Screen artists: Aaron McConnell, Lee Moyer
||Type: GM screen and 64-page resource guide
In THE THRILL OF DRACULA, Kenneth Hite takes apart Dracula — the novel, the movies, the myth, even the history — into his component pieces: characters, tropes, symbols, story beats, effects. With those pieces, Ken shows you how to build new yet mythic stories about the King of the Vampires or about your own creatures of the night, tuned for thriller adventure, cosmic horror, or even intense personal drama. This standalone book suitable for all fans of games, storytelling, and Dracula will be delivered in PDF, Kindle, and ePub formats.
And now, in 31 DAYS OF DRACTOBER: Kenneth Hite takes you on a tour through the cinema de Dracula! Every day, he looks at one film version of the legendary story, from the classic NOSFERATU to the, um, less than immortal DRACULA 3000. Hit the Hammer highlights, the Lugosi limelights, and more — with advice on adapting any or all of them for your own vampire games. These “coming attractions” of THE THRILL OF DRACULA started playing on October 1st, on this very blog-theater – you can catch ’em all here.
Status: In development
Eight desperate missions against the Un-Dead!
From the mountains of Bulgaria to the streets of Berlin
From the Russo-Turkish war to the War on Terror
From 1877 to the present day
For the Dead Travel Fast
Operation Edom is the top-secret section of MI6 dedicated to thwarting and, ultimately, controlling the Un-Dead. Open the Edom archives and read the sealed files to learn the true shape of the 20th century.
- Stoker: First Blood (1877): In this prequel to Dracula, British adventurers exploring the Balkans thwart a vampiric horror.
- The Carmilla Sanction (1948): As the Soviets seal off Vienna, an Edom hit team hunt the notorious vampire Carmilla – but can they find her among all the decoys she’s created?
- Blood Coda (1971): A Romanian ballet company defects to the West, but there’s a vampire hidden among the dancers. Hunt her down before the curtain rises.
- Day of the Wehrwolf (1981): A prisoner exchange for a captured Edom officer leads the Agents into a race against time to stop the bombing of Radio Free Europe.
- The Slayer Elite (1980): A mysterious employer hires a team of elite mercenaries to carry out an operation in England. Their target: Edom.
- Four Days of the Bat (1989): Edom investigates an attack on one of their hidden stations, while outside the Berlin Wall falls and the Soviet Union collapses.
- The Moldavian Candidate (2005): A long-cold Edom case file is the key to thwarting a Conspiracy plan to assassinate the American vice president and escalate the war on terror.
- The Harker Intrusion (201-): An entry vector to the main Dracula Dossier campaign, giving one way for a team of Agents to acquire the stolen Dossier.
The Edom Files is part of the Dracula Dossier series. It stands alone as a compendium of one-shot adventures, but combine it with the Director’s Handbook to flash back into Edom’s history, or play through it all as a century-spanning epic!
Status: In development
Drink from the chalice, and join the ranks of the unseen immortals.
You’re on the inside now.
You know what must be done to defend Queen and Country, to defend everything we’ve built, everything we stand for. You deserve access to the innermost sanctum, and this is your key – the EDOM FIELD MANUAL. It will tell you everything you need to know about Operation Edom – what we do, how we do it, and what we’re working towards. It will also teach you how to handle our special assets, and how to put them down if they go rogue.
For more than a century, the top-secret operation within MI6 codenamed ‘Edom’ has defended the United Kingdom from the machinations of the Un-Dead. This book describes the operation’s history, methods, and tradecraft, initiating you into the innermost secrets of the British vampire program.
For players – create your own Edom officers and hunt vampires with the sanction and backing of the British government! Immerse yourself in the clandestine world with eyes-only documents and briefings. Call on Dukes for aid and counsel, gather intel with the aid of Edom’s networks of informants, and gear up with specialised anti-vampire weapons and tactics. Use the Fields of Edom campaign frame to play the spies hunting for the stolen Dracula Dossier, or defy your masters and complete the original mission by taking Dracula down for good.
For Directors – Build your own Edom with a guide to the operation’s structure and methods. Two dozen non-player characters give you a supporting cast for Edom-centred games. Explore Edom’s secret history and render its shadowy present in vivid detail. Advice and campaign options help you bring the operation to a thrilling conclusion – or a bloody catastrophe.
So watch for the cup-and-blaze mark and the hand signal. Keep your kukri close, and remember your training. Four generations of agents have passed the cup on to you – do not falter at the last!
The Edom Field Manual stands alone as a guide to a vampire hunting program. Combine it with the other books in the Dracula Dossier series for insight into Edom its machinations.
Status: In development
The Secret War is coming to England. Will you be ready?
It is 1927. As Britain continues her slow recovery, August Darcy, a young journalist, is seized with a strange obsession. He must recover the very essence of England – her traditions, customs, and legends – and he must do that even at the cost of his livelihood; even if he loses the woman who is to be his wife.
The Book is replete with mythic sites, occult rumours, and clues which will guide you on your quest for forbidden knowledge.
Then, in the early 1930s, England experiences the first portents of a magical war. Darcy’s mythic sites are the hidden battle fields; and that forbidden knowledge, the esoteric ordnance of the forthcoming conflict.
Within these covers are the never-before-published early writings of the author of the Book of the Smoke. Sketches of English life, in his unique style, are interspersed with private letters and diary extracts to offer an extraordinary insight into the victim of England’s most notorious occult crime. These are not romantic yearnings for a golden age long gone, but a timely reminder that the terrors of our forefathers still linger on the fringe of modernity.
Written as the companion volume to Fearful Symmetries for Trail of Cthulhu, the Book of the New Jerusalem can be used as a Keeper’s resource as well as an in-game artefact for players in any Mythos game.
Status: In development
For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world, against spiritual wickedness in high places.
– William Blake, The Four Zoas (from Ephesians 6:12)
The Secret War is coming to England. And you are the warriors.
Albion, the primeval and perfect England of William Blake, is broken – by war in heaven, and turmoil amongst mankind. Heroes arise to build Jerusalem anew in the Green & Pleasant Land guided by Blake’s visionary poetry.
In this supplement to Trail of Cthulhu, you play a group of magicians exploring the magickal revival; wielding the terrible, double-edged power that grants both dominion and degeneration.
With its companion volume, The Book of the New Jerusalem, Fearful Symmetries gives the Keeper guidelines for building an improvised campaign with dangers drawn from English folklore and Mythos abomination. Four systems of magic are described, along with locations, threats, tomes, and characters. Use Fearful Symmetries to flesh out the struggle between the lurking horror, and the shrivelled good intentions of those who think such power can be contained, and controlled, by mere mortals.
The magical battle for England is coming. Is your humanity the price of victory?
If you go down the down to woods today…
The shadowy depths of the primeval forest are the ancient source of our collective fears. But there is worse in the woods than timber wolves and fairy tales; you can lose not just your way, but your mind, too. This brand new collection of Trail of Cthulhu adventures explores hidden groves and endless avenues – the hideous soul of Lovecraft’s forest.
- Midnight Sub Rosa. The diary of Ezekiel de la Poer, a colonial-era French necromancer hanged for child-murder in 1736 was stolen at the home of an emeritus professor in the small town of Rosa, Alabama. His house lives in the eaves of a forest of white ash. Can the Investigators find the book before its thief becomes something else entirely?
- The Silence Mill In a small village in Brittany close on the Arthurian forest of Brocéliande, a friend of the Investigators stands accused of serial murder, cannibalism and even lycanthropy. Can they ascertain the truth, or will the truth find them?
- Dreaming of a Better Tomorrow for 30 Dollars a Month Amongst crowded green precipices and muttering forest streams of Vermont, labourers from one of Roosevelt’s integrated Civilian Conservation Corps camps disappear. In an atmosphere fraught with political intrigue and Jim Crow laws, can a mixed bag of Investigators find the primordial peril which threatens more than just one camp, or even one State?
- The Coldest Walk. Deep in Wisconsin’s northern woods lies the town of Four Pines – a quiet, almost forgettable community. However, whenever the aurora flashes in the sky the inhabitants have a terrible choice to make. Can the Investigators stop the inevitable, or must they take the Walk for themselves?
- Trembling Giant In 1937, the United States government transferred 300 acres to the newly recognized Koosharem Band of Paiute Indians. But this new land is throttled by distorted trees and stalked by unnatural beasts. Nightmares grip the shaman and warning totems shatter – what is the legacy of this ancient land, and can the tribesfolk fight this ancient evil?
Out of the Woods features three writers new to Trail, and two old hands to take your hand and lead you through the eaves and into the darkness…
…you are in for a big surprise!