The original 1894 Operation Edom brief, key memos, secret military maps of Transylvania, précis of reports from Balkan battlefronts and German academies alike, and plans for the next century’s battle for control of the Un-Dead — these are the Hawkins Papers.
The handouts that make up the Hawkins Papers are as improvisational as the rest of the Dracula Dossier campaign. Drop them into your game as needed, and let the players decide how to interpret them and what conclusions to draw. Maps, reports, private correspondence, newspaper columns, business cards, and period photographs add historic flavour, and modern-day realism, to your Dracula Dossier campaign.
The Hawkins Papers also includes The Hawkins Annex – for the Director’s eyes only, this invaluable reference lists a description of each of the more than 30 handouts. It suggests likely places for the Agents to find the handout, as well as a Director-friendly breakdown of what clues are available in the handout, pointers to entries in the Director’s Handbook, and other people or groups that could be associated with the document.
Status: In Development
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
The Battle Scenes series is a collection of icon-themed encounters for all levels of play, packed with dangerous hand-picked foes on terrifying terrain for the 13th Age Roleplaying Game.
The first book, High Magic & Low Cunning: Battle Scenes for Five Icons features The Archmage, High Druid, Orc Lord, Prince of Shadows and The Three.
From a white-knuckle white-water raft past orcish hordes, to abseiling kobolds and a fearsome magical cloud fortresses, High Magic and Low Cunning takes your players on a journey to adventure for every level of play.
Battle Scenes are packed with ideas so that you can slot them into any game – they are 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.
Each Battle Scenes offers 30 or more sets of challenging and memorable battles lined keyed to the 13 icons, spanning the three tiers of play (Adventurer, Champion and Epic). The book is packed with incredible maps by four cartographers, with and without secrets for GM use.
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.
The next two Battle Scenes books will be The Crown Commands: Battle Scenes for Four Icons (Dwarf King, Elf Queen, Emperor, Lich King) and Fire & Faith: Battle Scenes for Four Icons (Crusader, Diabolist, Great Gold Wyrm, Priestess).
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
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
A Roleplaying Game of Historical Fantasy
In this game, three to five players collaboratively create a mashed‐up historical or quasi‐historical setting and then people it with individual characters whom they role‐play in facing the perils and possibilities of a New World. Their actions have consequences for the ultimate fate of the New World as well as for their own individual destinies. As the game plays out, it works to create an imagined history of a New World that never was.
That’s right, if you want, play ronin samurai fighting with Mexican pirates over gold bullion off the coast of California.
New World is ready for playtest.
Bill says “It will be a colonization game, but it will the antithesis of games like Civilization IVand those of its ilk, which read history as a story of constant technological progress and civil advancement. I’m going to borrow from places like Jared Diamond’s Collapse and recent ethnohistorical accounts of pre-Columbian and early post-contact America to write a game that’s about a “New World” that emerges at the intersection of multiple “Old Worlds,” European, African, and Native American. I’ll rely on the notion that, in the early days at least, many colonies failed, with survivors returning home or making new homes in native societies. I have this vision of the game playing out in five-year turns against a backdrop of societies on both sides of the Atlantic under different levels of stress of one sort or another, with your role-playing of significant moments for your character within that turn serving to exemplify, embody or instantiate(um, represent and resolve) the larger socio-political and economic changes.
So over the course of the game, your character can be shipwrecked, go native, return home, accompany an expedition back to the “New World,” and die in a massacre, and that will represent the trends in the larger narrative at hand–trends which don’t necessarily map on to teleological narratives of American history (e.g., Manifest Destiny), but which should be fun to explore.”
Read the Designer’s Development Blog.
Earth is a ruin. Inscrutable alien machines wander the planet, looting the Earth’s body
Humanity dwells in the ruins, having almost no knowledge of how the planet went from its former heights to this sorry low The law consists of a rare few who struggle to hold some semblance of civilization together with words, with guns, with wisdom, with compassion, with cunning.
Want the food those vagabonds stole from your camp? Follow the trail.
Want to avenge the murder of your bodyguards at a local refuge? Find the killers.
Want clean water? Want batteries you can use in trade? Want to know where they took your wife? Want to know what the aliens look like inside those metal suits? Want to know what the hell happened to Planet Earth? Investigate.
Razed is a post-apocalyptic GUMSHOE game in which investigation is the key to survival.
By Will Hindmarch. Status: Design.
Read the Designer’s Development Blog.