01LootLet us have a moment of silence for the defeated monsters.

 

Now, let us take their stuff.

 

What’s In This Book

Loot!
That’s both an answer and an exhortation. Yes, 13th Age is all about the story and the awesome action, but we’ve all got a treasure-hungry munchkin inside of us, and it’s time to let that grubby-fingered kid out to play.

The Book of Loot is full of more magic items to be found, stolen, given as rewards or otherwise looted by the player characters. We’ve also thrown in a short chapter on ways to make mundane treasure more interesting, and a selection of new one-use magic items.
 

Status: In art direction

 

 


Eilean_Mor“Whereas the hand of God crafted this fine world, there are places, like that damned rock, that were not touched by His hand, but by those of another. Whatever it is that calls to those who walk its on shores, it waits in the darkness, within the rock, waiting to be let out. If you’re planning on going over there, may God protect you…”

You are the presenters and crew of a paranormal investigation television show. The show is building up to the end of its current season and has been presented with the opportunity to record an investigation on the remote Scottish island of Eilean Mòr. The island has a history of strange disappearances that stretches back over the last hundred years, but more recently a house was built there by a famous architect, Nathan Glaas, who went missing immediately after its completion. Even though no-one has entered the building in the last seven years, it is far from empty…

The Seventh Circle is a Fear Itself adventure for 4-6 players by Matthew Sanderson, author of The Love of Money. It is designed as a stand-alone adventure with pre-generated characters provided, but it can be tweaked to accommodate characters in a pre-existing group.

 

Status: In art direction

 

Shadows Over Eldolan coverA short distance down the coast from the mighty city of Horizon, the town of Eldolan has its own problems. Students of the town’s three rival wizard schools constantly feud and create trouble for the town guard, the Silver Shields, who must clean up the wizards’ messes. The Council of Mages—who truly rule the town—involve themselves with stints of political one-upmanship that keeps any true political progress from moving forward. And rumors of people going missing have been on the rise, keeping the common folk close to the magically lighted streets when they go out at night. But a darkness has been growing in Eldolan, and those who seek old power have set plans in motion to remind everyone what true fear is.

Shadows of Eldolan is an introductory 13th Age adventure for 1st level heroes that provides a GM with a partially fleshed-out town setting full of intrigue. Whether you use it as a location to base adventures out of, or simply as a starting point for a campaign, it contains plot hooks and adventure options for any style of play.

 

Author: Cal Moore

Status: Art in progress

Soldiers of Pen and Ink_cover final

Soliders of Pen and Ink is a Trail of Cthulhu campaign set in the dark heart of the Spanish Civil War

A comrade is lost. Enemies surround you, and your fellow soliders cannot be trusted. Can you rescue your friend while retaining your sanity?

Madrid, 1936. The Investigators have come to Spain to shoot a documentary on the war sympathetic to the Republican cause, but find themselves trapped in the Siege of Madrid. One of their team goes missing, and their literary colleagues say it’s pointless – even dangerous – to ask what happened to him.

In a war of competing ideologies, unorthodoxy can merit the death penalty, even amongst those opposing Fascism, but is this Communist oppression or something more sinister?

Players need have no knowledge of the Spanish Civil War to experience this adventure – their Investigators can be naive idealists, and Keepers can be confident that the text explains historical background.

Dare you negotiate steely-eyed Communist ideologues, blood-thirst fascists and the horrors of an inhuman cult to rescue a friend?

“[I often have] the feeling that the very concept of objective truth is fading out of the world….From the anti-Fascist angle one could write a broadly truthful history of the war, but it would be a partisan history, unreliable on every minor point. Yet, after all, some kind of history will be written, and after those who actually remember the war are dead, it will be universally accepted. So for all practical purposes the lie will have become truth.”

- George Orwell, “Looking back on the Spanish War”

Status: In layout

TimeWatch cover 300

The TimeWatch Kickstarter is funded, and you can still pledge or change your existing pledges and add-ons here.

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.

The Kickstarter is now live! You can see how it’s progressing here.

 

Status: In development

Artemis Tau systemAn 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 races.
  • 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…

Writers: Gareth Ryder-Hanrahan, Kevin Kulp, Kieran Turley

Status: In Development

gallery24The Stone Thief is an old and cunning Living Dungeon. For unknown ages, it has slithered through the Underworld, rising to consume towers and cities or other, lesser dungeons. Now, it has your scent. It swims through the earth, eager to steal everything you cherish, eager to drag you down into its hellish labyrinth.

The dungeon’s coming for you. Kill it before it kills you.

This campaign pack for 13th Age is for characters of 4th to 7th level. Modular design lets the gamemaster tailor the dungeon and its perils to the player characters, or pull it apart for use in their own adventures.

Status: In Development

Shard_CoverDesigned by Rob Heinsoo with ASH LAW this sandbox adventure for 13th Age centers on the crash of one of the Archmage’s flying realms. As threats multiply, the flying land turns out to have been the control point for magical wards neutralizing three ancient evils. With the cone of secrecy shattered, each of the thirteen icons offers rival opportunities for glory, plunder, or heroic sacrifice.

Plot, non-player character, and location options allow the gamemaster to tune each play-through of Shards of the Broken Sky to the icon relationships that campaign’s player characters care about most.

 

Status: In Development

DD image 2For 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

Dali_cthulhu01_originalDreamhounds of Paris is the Dreamlands book for people who hate the Dreamlands.  The players are prominent surrealists, their rivals, and occult adversaries, fighting to control the Dreamlands and thus alter human consciousness.  The fractious, iconoclastic surrealists were the premiere troublemakers of the intellectual scene of 1930s Paris. Andre Breton, their ideological enforcer, considered the movement not an art or avant garde pursuit, but an exercise in literally changing the human spirit.  The exploration of dreams was but one part of this quasi-mystical pursuit.

In Dreamhounds of Paris, top surrealists–but never the hyper-rational Breton himself–not only discover a way of breaking through to the Dreamlands by randomly walking the streets of the city.  They discover that their powerful imaginations allow them to reshape its oneric geography. Soon the Dreamlands look more like something envisioned by Lautreamont than Dunsany–then they’re overrun by melting watches, ants streaming from giant hands, and bowler-hatted men whose faces can never be seen.

Status: In development

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