Detective_400Face Madness and Corruption… Alone!

Los Angeles, 1937. Fastest-growing city in the world. Suicide capital of America. By day, a place of blue skies and palm trees. By night, a town ruled by the smell of fear. The System, a tight-knit conspiracy of cops, crooks, politicians and businessmen, holds L.A. in its grip. One lone private detective, equipped with smarts, fists, and just maybe a code of honor, uncovers the town’s secret truths. But what happens when you scratch past the veneer of human malfeasance to reveal an eternal evil—the malign, cosmic indifference of H. P. Lovecraft’s Cthulhu Mythos?

You get Cthulhu ConfidentialTM.

You get GUMSHOE One-2-OneTM.

 

One Game Master, One Player

GUMSHOE One-2-One retunes, rebuilds and reenvisions the acclaimed GUMSHOE investigative rules set, as seen in such hit roleplaying games as Trail of Cthulhu and Night’s Black Agents, for one player and one GM.Vivian

Together you create a story that evokes the classic solo protagonist mystery format.

Can’t find an entire game group who can play when you can?

Want an intense head-to-head gaming experience?

Play face to face.

Or take advantage of its superb fit with virtual tabletops to play online.

Includes all the rules you need to play, plus a detailed approach to building your own mysteries.

Horror Goes Hardboiled

Cthulhu ConfidentialTM drops your hero into the noir nightscape of hardboiled-era Los Angeles. Meet its powerbrokers, from the kings of its vice rackets to the Hollywood studio bosses who mold America’s dreams. Rub shoulders with cultists and radio evangelists. Frequent its legendary restaurants and glittering nightspots. Just don’t get hit by that careening Packard while standing at the end of the Lido Pier. There’s a dead man at the wheel.

LangstonThe Party Girl With the Stolen Sanity

Includes a fully rendered scenario, “The Fathomless Sleep.” How exactly did fast-living society girl Helen Deakin come down with a case of catatonia? Her sultry sister pays you to find out. Explore a web of blackmail, dirty money, and weird mysticism.

A hard case like you won’t stand for any flimsy, half-hearted introductory adventure. “The Fathomless Sleep” serves as a complete model for further mysteries of your creation in the city of fallen angels.

Status: In development

Poison_tree_350

The Poison Tree  is an epic campaign for Trail of Cthulhu, which takes the form of a generational saga that spans the globe and 350 years of history. Matthew Sanderson, Paul Fricker and Scott Dorward have been developing it for the last 18 months, and are now well into internal playtesting. While this isn’t the first campaign they have co-authored, it is the most ambitious in size, scope and structure.

The campaign is made up of seven chapters and eight vignettes, beginning in rural Wales in the seventeenth century, passing through settings as diverse as revolutionary-era Massachusetts, the Welsh settlement of Patagonia, France at the tail end of World War I and Berkeley in the full psychedelic throes of the 1960s, and culminating in world-changing events in the present day. From the playtesting indications, it looks like it will take around 50 three-hour sessions to play through.

The varied time periods and the strange abilities of the family whose tainted bloodline drives the story have demanded some minor tailoring of the GUMSHOE mechanics. These new options should provide some entertaining twists, even for experienced Trail of Cthulhu players.

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

BattleCaptDwarf_ThumbAIconic battles!

The Battle Scenes series is a collection of icon-themed encounters for the 13th Age Roleplaying Game  at all levels of play, packed with dangerous hand-picked foes on terrifying terrain

All Battle Scenes books include:

    • Ideas on how to get the PCs into the battle scene story, and possible outcomes that result from their actions.
  •  Encounters that pit the PCs against NPCs and monsters that are linked to an icon.
  • Traps and terrain which make an exciting, challenging environment for PCs to face their foes.
  • Plenty of new monsters to challenge the PCs, along with new magic items to wield in battle.
  • Simple options to tailor encounters to increase or decrease the difficulty.
  • 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.

The first book in the series is High Magic and Low CunningFrom 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 at every level of play, and offers 45 sets of challenging and memorable battles lined keyed to five icons, spanning the three tiers of play (Adventurer, Champion and Epic). The book is packed with incredible maps by four cartographers, available as free downloads with and without monster markers.

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).

Battle Scenes are packed with ideas so that you can can incorporate them into your existing campaign, use them in a game when don’t have anything prepared; or when an icon relationship roll calls for a complication.

 

Battles Scenes let you and your players concentrate on their heroic story, while we do the number crunching.

Orc Lord Champion 1

 

Status: Forthcoming

Worldbreaker

The Tearing of the Veil Is Nigh

An Appalling Summoning…
Demons of the Depths, Awakened…
Slaughter on Your Mapping App…
Ebola Insurgency…
…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 layout

TimeWatch cover 300

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

 

Shard_CoverFlying 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

New World

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.”

Status: Playtest

Read the Designer’s Development Blog.

 

Razed

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.

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