Ian Sturrock, author of Albion’s Ransom is working on The Worms of Sixty Winters, a new full length adventure for The Esoterrorists. It works as a standalone, or as the sequel to Little Girl Lost, continuing the apocalyptic storyline begun in that adventure.
It was bad enough being sent to the cold, rainy North of England to get shot at by Esoterrorists, but here it is, just getting colder and colder… what was it they summoned up, this winter? What has it done? There are whispers of an everlasting winter, and you can see the first signs already: a nation locked down by snow and ice, shops empty, gasoline in short supply, the first rumors of starvation and gang rule in outlying regions.
You might not be sure how, or even if, you can stop the Esoterrorists, yet. But you can be sure it’s going to get colder, and that you’re going to get shot at, again.
The Worms of Sixty Winters – An apocalyptic journey through a ravaged Britain, tracking down a deadly conspiracy before it brings about the end of everything…
Status: In playtest
We are offering a pre-order special for Eternal Lies – the Strange Aeons edition. This includes the finished PDF, sans art, now for pre-orderers, a signed copy of the book, your name in the credits, and first refusal on the limited edition when it is released. The book will be sent to you in August 2013.
We are also offering a reduced-priced bundle with the soundtrack album, which will integrate with the PDF.
Listen to the trailer voiced by Wil Wheaton
A decade ago, a band of occult investigators battled against the summoning of an ancient and monstrous evil.
Now, you must piece together what went wrong. Investigate ancient crypts, abandoned estates, and festering slums. Explore choked jungles and the crushed psyches of your predecessors. Follow in their footprints and make new ones of your own. This time, there won’t be another chance.
The world is yours to save… or lose
A massive new campaign for Trail of Cthulhu by Will Hindmarch and Jeff Tidbal with Jeremy Keller
We just finished the whole Eternal Lies playtest and…
It is the best campaign I have ever run.
I first ran Shadows of Yog-Sothoth in 1982, and I have run Masks of Nyarlathotep twice, Horror on the Orient Exrpress twice, Beyond the Mountains of Madness, as well as other RPG campaigns, and none of them have the richness and depth of Eternal Lies.
I envy those of you who will be able to play this at its own pace, and let it fully invade every aspect of your character’s lives.
Having playtested the first act, arnother strong recommendation for it here. While I’m not sure it’ll replace MoN or BtMoM in my heart, it is certainly an excellent campaign (even in its draft form, which will of course improve on publication ! ) and looks to be another great Pelgrane product.
I’ve just finished reading the entire campaign. To say that I’m speechless would be quite an understatement. From what I’ve learnt beforehand about Eternal Lies, I suspected it would be some kind of Masks of Nyarlathotep thingie TOC style. The funny thing is that I’ve already gmed a personal version of the classic Chaosium campaign based on roughly the same premises that Eternal Lies: the players were to discover what happened 5 years ago to their former characters.
But not even in my wildest dreams would have I imagined such a masterpiece. This is total epic madness. This is Masks of Nyarlathotep meet Tatters of the King meet Beyond the Mountains of Madness. This is by far the best campaign ever written for a RPG. This is going to be a blast!
I dont know how much efforts and time have been put into this work, but, I really want to thanks everyone involved in it. When you read something this good, this captivating, it really makes you proud being a member of the RPG community.
More on Eternal Lies
|Stock #: PELGT34
||Author: Will Hindmarch and Jeff Tidball with Jeremy Keller
|Cover: Jérôme Huguenin
David Lewis Johnson
|Price: $49.95 / £32.95Pages: 396pg PDF
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: Delivery March 2011.
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.