Soldiers of the Emperor, happily unaware that they might soon be statted up as monsters. “We’re only NPCs!” they say to each other. “We’re safe!”

NPC followers of icons like the Priestess, Emperor, and Archmage aren’t usually monsters—but that doesn’t stop player characters from wanting to fight them!

Icon Followers will focus on playable monster-stats for human and humanoid NPCs of the Dragon Empire. Want stats for a city guard, gladiator, traveling priest, bardic college student, or Imperial Legionnaire? Icon Followers gives you options for many such NPCs, further distinguished by their chosen icon or their home environment. Less generic write-ups cover intriguing agents of the icons such as the Blue’s diplomatic envoys and the Priestess’ minotaur labyrinth-keepers.

Authors include Rob Heinsoo, ASH LAW, Cal Moore, Liz Argall, Lynne Hardy, Steven Warzeha, and Wade Rockett.

Icon Followers is currently in development. Stay tuned for a release date!

The sonofabitch is in here somewhere. I saw him — I’m gonna get him.” – The French Connection

In 1968, in response to sinister influences that threatened to corrupt America from within and without, the Federal Government established a new agency – one that quickly acquired a reputation for ambitious operations overseas, for covert action, and for doing what had to be done, no matter the cost.

This new agency was the Bureau of Narcotics and Dangerous Drugs, the BNDD.

And within it – the forces of DELTA GREEN.

Trail of the White Powder

Hunt the Unnatural across the world! From the opium fields of Laos to the skies above the Pacific, from Turkish smuggling routes to the secret heroin labs of Marseilles, follow the trade in misery and fight the horrors along the way. Expose the criminal underworld – and discover that it’s inextricably linked with other secret realms.

Eight Thrilling Operations!

Eight linked operations for The Fall of DELTA GREEN, each one playable as a standalone investigation or as part of an epic hunt for an infamous enemy! That is not dead which can eternal lie, and with strange aeons, even death may die…

JADE PHOENIX * ALONSO * HORUS HOURS

DE PROFUNDIS * SECOND LOOK

PURITAN * MISTRAL

NEPENTHE

Sinister Alchemy

Discover the essential truths of life and death. Face sorcerers with strange powers, or plunge through realms beyond comprehension. Choose your allies carefully, and trust no-one – not even yourself.

 “I say to you againe, doe not call up Any that you can not put downe; by the Which I meane, Any that can in Turne call up somewhat against you, whereby your Powerfullest Devices may not be of use. Ask of the Lesser, lest the Greater shall not wish to Answer, and shall commande more than you.”


Designed by Kenneth Hite, written by Gareth Ryder-Hanrahan, the team that brought you the ZALOZHNIY QUARTET and the DRACULA DOSSIER are called up again to create a tale of sordid intrigue, cosmic horror, and desperate action against the Mythos!

A GUMSHOE roleplaying game of swords & sorcery!

by Kevin Kulp and Emily Dresner

When it’s summer, you smell her before you see her. As you come around the curve of the Serpentine river the scent of the open sea is replaced by the stench of low tide, of boat tar, of rare spices spilled from a smuggler’s ship; of cooking smoke and human waste. Bells ring out across the water and echo like the song of ghosts, loud enough to almost drown out the chanted prayers of your ship’s rowers.

You round the bend past the lower fort and there she is: the great city of Eversink, sprawled out on scores of islands across the sheltered water. Her jeweled and crystal turrets are reflected in a shimmering bay full of hundreds of brightly colored boats. Architecture from a dozen eras towers above a tangle of grand plazas and narrow canals. Temples to her goddess rise above the mansions and tenements, calling her people to prayer. She may be ancient and corrupt, slowly and inexorably swallowed by an endless bog; but she’s alive in a way most cities aren’t. She’s a melding of faith and stone and wood and water – and mud – that’s unique in all the world. 

It doesn’t matter whether you’ve come to kill a rival, earn a fortune, learn a secret, or hire an army. You’re home now, and the Sinking City will embrace you. All you need to do is survive.

Swords of the Serpentine is a sword & sorcery game of investigation, heroism, sly politics and bloody savagery, set in a fantasy city rife with skullduggery and death. The rules adapt the GUMSHOE investigative roleplaying system to create a fantasy RPG with a focus on high-action roleplaying and investigation inspired by the stories of Fritz Leiber, Terry Pratchett, Robert E. Howard, and others.

Your characters will discover leads that, if followed, propel them headlong into danger and forbidden knowledge. A lead might point the way to sunken treasure, jungle ruins, the missing key to a sorcerous trap, or the true identity of a notorious murderer. The GUMSHOE game mechanics ensure that you’ll always notice leads if you look for them. It’s up to you to choose which one you’ll follow into whatever perils lie ahead, in hopes of fortune, glory, justice, or just staying alive another day.

If you want to track down foul sorcerers in a corrupt and decadent city, clamber through underground ruins to sneak into an enemy’s home and rob them, or wage a secret war against a rival political faction, you’re in the right place.

Swords of the Serpentine offers:

  • A fantasy city of mystery and magic inspired by Lankhmar and Ankh-Morpork
  • Tools for fast and effective character creation
  • A customized combat system that opens the door for cinematic, heroic battles
  • Social combat that targets your enemy’s morale, letting you defeat some foes through wit, guile, and threats
  • Sorcery that allows you to rip apart a tower with the flick of a hand—but are you willing to pay the price in corruption to body and soul?
  • Powerful allegiances that give you influence in one or more factions across the city, but which can earn you equally powerful enemies…
  • Streamlined abilities that power four distinct types of heroes, and which you can mix-and-match across professions to customize your character further
  • Gameplay and rules mechanics that encourage players to help build the world they’re adventuring in
  • Rules for death curses, true names, alchemy, sorcerous items, ghostly possession, political manipulation, and more!

Ever since the Sudden Mutation Event, people have been able to fly. Phase through walls. Read minds. Shoot bolts of energy from their fingertips. Walk into dreams.

As members of the elite Heightened Crime Investigation Unit, you and your fellow detectives solve crimes involving the city’s mutant community. When a mutant power is used to kill, you catch the case. When it’s a mutant victim in the chalk outline, you get the call. And when it comes time for a fight, you deploy your own extraordinary abilities to even the odds.

With new human capacity has come new science. Your squad brings forensic science to bear on the solution of mutant crimes. Need to know if a suspect is the victim of mind control or dream observation? Perform an EMAT protocol to detect the telltale signs of external influence. Was your victim killed by a light blast? Use Energy Residue Analysis to match the unique wound pattern to the murderer, as surely as ballistic science links a bullet to a gun.

Does your crime scene yield trace evidence of two separate powers? Use your trusty copy of the Quade Diagram, the infallible map of genetic relationships between mutant powers, to tell if one suspect could have used both – or if you have two perps on your hands.

If chases, interrogations and mutant battles weren’t enough to handle, you also serve as a bridge between the authorities and your mutant brethren. To successfully close cases, you must navigate the difficult new politics of post-mutation society, and deal with your own personal issues and mutation-caused defects.

Police work will never be the same.

Upgraded In 2nd Edition!

  • Push rules make GUMSHOE investigation even faster and more flexible
  • New modes of play help GMs tailor the game to their players
  • Personal crisis rules bring the stress of the job into play
  • Character templates to help players build their officers
  • Expanded chase rules for superpowered action
  • Rules for superpowered private investigators
  • A thrilling new scenario, Blue on Blue, delves into buried secrets of Mutant City and the early days of the Sudden Mutation Event

 

The friends are gone.

 

The world was thrust upon us. And we cannot fail it.

Each of the people is created with a purpose. Some have inherited the planet, helping maintain the biosynthetic earth. Others are responsible for the creation and maintenance of the people. A rare few of us are designed for troubleshooting. We are the ones who can trace, examine, and handle glitches in our refined system. Troubleshooters have not been necessary in living memory. Yet here we are, needed and newborn. Our purpose? Hope.

Created in a world without humans, newly finished robots awaken as their home borders on collapse. As the material necessary to continue robot life becomes scarce, and terrifying glitches become more common, troubleshooters become flickering beacons of hope.  Robot Dreams puts players into the roles of those troubleshooters, robots designed to keep their community safe and free of glitches.

The increasing glitches herald the dying of a culture. Ghosts of days past whisper in the network, threatening to undo the peaceful life the robots live. The pilgrimage to the genetic pools is meaningless and fraught with danger. Aged robots, no longer upgradeable, spew old beliefs, causing rifts in society. Aliens promise genetic salvation while offering enslavement and absorption.

As the troubleshooters struggle to keep the people safe, old questions arise. Why did the friends create the robots? Where have they gone? But deeper questions haunt their cores: Can they be more than they were created to be? Will they forge a brave new world from the remnants of the past? Or will they flicker and expire?

Robot Dreams, the GUMSHOE game of investigation in a haunting, synthetic world, comes to you from the brilliant mind of Kate Bullock (Bluestocking’s Organic Gaming, The Crossroads Carnival). Players tackle the role of troubleshooters, newborn robots driven to explore the forgotten world left behind by the friends and discover what corruption permeates their circuits and networks.

Project Status: In Development

Equipped with your smarts, your notebook, and your code of honor, you scour city streets in search of its deepest secrets.

Some secrets go deeper than others.

EVEN DEATH CAN DIE features nine twisting, turning, adventures in a world both hardboiled and cosmically horrific.

One For the Money: Scholarly WW2 vet Langston Wright fights for room to breathe in wartime Washington under the shadow of Jim Crow. Rhino Jones is one tough cookie, and he makes it impossible to turn down a demand to identify the culprit who stole from him and killed his crew. This plunges Langston into a blurred otherworld of corrupt businessmen, Nazi spies, a deadly weapon prototype.

The Shadow Over Washington: Langston knows an ancient enemy is rising, but he is trapped a million years away. An extraterrestrial intelligence inhabits Langston’s body, dodging bullets as well as a monster controlled by a megalomaniac. Can Langston regain his selfhood in time to save the nation’s capital?

Preacher Man Blues: Langston Wright investigates a traveling fire and brimstone preacher spurring the  black community to action. The police want him silenced. Local churches want him to move on. What do those slaughtered animals have to do with it?

The Howling Fog: Sharp-dressing, straight-talking, New York investigative journalist Vivian Sinclair chases the Big Apple’s hottest scoops. She goes deep undercover in sleazy clip joints and Harlem’s famous Cotton Club—only to learn a dead Irish hitman’s terrifying secret: murder from a distance!

Ex Astoria: A brawl between picketers from the miner’s union and scab laborers working on the Winn Water Tunnel turns into a riot, with Vivian Sinclair on the scene reporting. But scab workers are the least of the miners’ concerns.  Can Viv prevent further injuries and an environmental disaster?

Boundary Waters: Vivian Sinclair’s third cousin, society heiress Tabitha “Tabby” Sinclair hosts a benefit gala aboard a gambling ship. Vivian accepts her invitation to cover the gala, keen to investigate rumors about the boat’s other international activities. But under this swell affair skitters something creepy and crawly.

The House Up in the Hills: Hard-boiled private eye Dex Raymond prowls Los Angeles, led by his nose for trouble. A supposedly straightforward auto fatality case hurtles Dex toward sorcerous members of L.A.’s business elite, a wave of rat attacks, and a child’s disappearance.

High Voltage Kill: A legendary designer of spark-flinging horror movie props becomes Dex’s client when some punk swipes key set pieces from 1931’s Frankenstein. Dex encounters a man so determined to get revenge he’s willing to kill anyone who gets in his way, be it bystander, cop, or hardboiled private eye.

Skin and Teeth: The Revelstock hotel, on South Normandie near Pico, is a place where the shady go to hide out and/or ply their trades. But one of the maids found something so terrible under a bed while cleaning that even the mob-connected owner Hal Cade is sweating. The answer lies in a shocking disaster of the recent past—and something older still.

Can you solve these cases with your hide—and mind—intact?

Status: In editing

A novel by Robin D. Laws

Imperial America has fallen.

Emperor Castaigne, who ruled the nation with secret police and even more secret sorcery, has fled. The portals that connected him to his rumored source of power, the alien realm of Carcosa, have been destroyed.

After a century of tyranny, democracy has returned to the USA—if those who fought for it have what it takes to keep it.

Along with his loyal crew, the man they called the Technician helped win the struggle. Now he seeks a return to civilian life.

Specifically, he wants to eliminate his job. He repairs the suicide machines known as the Government Lethal Chambers.

His determination to decommission these instruments of death brings him to the People’s Hall. There a generation of political pioneers works to jumpstart a disarrayed provisional administration into a fairly and freely elected government.

But when the body of a murder victim shows up in flagship Lethal Chamber in Washington Square, the Technician sees that the skill set of his crew hasn’t quite gone out of fashion.

The ensuing investigation takes him on a journey through the secrets of the old regime, with fugitive war criminals, haunted hide-outs, urban firefights and dread parageometrical rituals along the way.


Read The Missing and the Lost as a thrilling, thought-provoking mystery of a dread-drenched alternate reality.

Or use it as a model for your sessions of The Yellow King Roleplaying game when you play in its mind-bending Aftermath setting.

Cover reveal pending.

The Handout to End All Handouts

The City Guide That Shatters Reality

At the end of the 19th century, an American art student went to Paris, read a play, and lost his grip on reality.

The play was called The King in Yellow.

Having read it, head reeling from absinthe, bedeviled by unseen adversaries, he realized that the alien world it described, Carcosa, had sunk its traces throughout the City of Lights.

As he explored Paris in search of its decadent influence, he created a scrapbook. A guide for himself, and for those who would come after him.

Yoked together from existing travelogues, newspapers, and the disquieting ephemera of the occult tradition, it laid out a skewed portrait of a haunted city:

  • Art student life, from hazing rituals to fabulous bacchanals at the Moulin Rouge
  • Hangouts and nightspots, from everyday beaneries to ghoulish cabarets
  • Neighborhoods and attractions, with useful maps
  • Sources of knowledge, from museums to institutes of technology
  • Operations of the justice system, from the city’s police to its prisons
  • Rites of death, from funeral fees to the notorious, bone-stacked catacombs
  • Details of everyday life, including currency, communications, and essential phrases
  • A timeline of recent historical events

In the margins appear the increasingly fervid scrawls of the anonymous compiler. Through them determined investigators of the Yellow Sign mystery will learn:

  • Who to seek aid from
  • Where madness lurks
  • And to never waver in their distrust of clowns

Absinthe in Carcosa is an indispensable city guide for The Yellow King Roleplaying Game and a stunning, full-color visual artifact in its own right.

Give it to your players and let them find the mysteries of Paris.

Or let them buy their own deuced copies and keep their snack-festooned fingers off of your pristine edition.

Brought to you by document blandisher extraordinaire Dean Engelhardt and feverish scribbler supreme Robin D. Laws.

No backup.

No allies.

You’re all alone in the darkness. Just you… and them.

NBA: Solo Ops

ALONE AGAINST THE UN-DEAD

Written by Gareth Ryder-Hanrahan (The Dracula Dossier, The Zalozhniy Quartet) Night’s Black Agents: Solo Ops is a stand-alone RPG which applies the GUMSHOE One-2-One rules to the award-winning Night’s Black Agents setting of spies vs. vampires.

One GM, one player – an explosive mix for a high-octane combat, or a cold-blooded chess game between a lone hero and the forces of darkness. Together, you plunge into an occult thriller that pits the gadgets and skills of a clandestine operative against the ancient horror of the vampires.

  • Can’t find an entire game group who can play when you can?
  • Want an intense head-to-head gaming experience?
  • Looking for a game to play online which fits superbly with virtual tabletops?

NBA: Solo Ops adds stunts, Mastery Edges, Shadow Problems and more to the One-2-One system.

Create your own Agent, or play as Leyla Khan – ex-MI6, ex-thrall of the vampires, now committed to hunting down and destroying her former masters before they recapture her. Sift through the ashes of Khan’s former life to find the clues you need to map the vampire conspiracy, then hunt down and slay the Undead.

Three explosive operations:

  • NEVER SAY DEAD
  • NO GRAVE FOR TRAITORS
  • THE DENIABLE WOMAN

Status: In playtesting

Two forms of warfare dominated the battlefields in the early years of the 21st century.

Drones – remotely piloted vehicles – commoditized the battlefield. Guided by operators hundreds or even thousands of kilometers away, these drones removed the risk of death from battle, while still accomplishing the objectives set by their military – or, later, corporate – superiors.

Insurgents – small bands of irregular but highly trained fighters – could blend into the civilian population, using cities as cover, vanishing into the crowds. With limited numbers and firepower, insurgencies quickly learned to do whatever was necessary to win an asymmetric war – including sacrificing themselves in suicide attacks.  By the middle of the century, a synthesis of these two forms emerged.

Human drones. Corpses, reanimated and augmented by cybernetic implants, and guided by elite teams of remote operators. Anyone could be killed and turned into the perfect weapon, a bespoke killing machine optimized for a particular situation, a particular target.

Ideal, disposable weapons for the shadowy corporate conflicts and geopolitical chaos of the mid-21st century. The operators of these drones reminded themselves that however human their tools seemed, they were just meat machines.

Drones.

In drone, one player plays the drone – a cybernetically reanimated corpse, memory erased, designed for the mission at hand.

Three other players are the operators – remote console jockeys, there to guide the drone through its assignment, and keep it under control. Both sets of players draw their actions from the same pool of dice, forcing them to work together – and as the game progresses, the dice pool gets tighter and the hostile Gamemaster gets more firepower to throw at them.  It’s a collaborative cyberpunk dystopian psychodrama – with lots of guns.

Status: In playtesting

Previous Entries