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 into 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

You’ve defeated the monsters, now it’s time to loot the lair!

By ENnie award-winning author ASH LAW, Loot Harder: A Book of Treasures brings you hundreds of new magic items for your 13th Age game, including true magic items, consumables, and items for new classes.

Brave adventurers (and GMs) will also find game-changing, campaign-defining iconic relics; “minor” magical treasures that require no attunement; and of course (or should we say, “of curse”), those rare riches that exact a price. Plus: adventure hooks, new item types (scepters, chalices, orbs), lair items, linked thematic item sets, and iconic artifacts!

Think you’ve looted as hard as you can? Get ready to LOOT HARDER!

 

Stock #: PELP13A18 Author: ASH LAW, Paul Fanning
Interior Artwork: Tangmo Cecchini, Lauren Covarrubias, Rich Longmore,  Karolina Węgrzyn Developer: Rob Heinsoo, Paul Fanning
Cover art: Piya Wannachaiwong Type: Monochrome 128-page perfect-bound book

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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

Those who fail to learn from history are doomed to be eaten by it.

The game is called 13th Age—so what’s in those 12 previous Ages? What fantastic treasures, brooding monsters, perilous dungeons, or ancient secrets survive from past centuries? What now-vanished icons shaped history, and what legacies did they leave behind?

Designed by Gareth Ryder-Hanrahan (Eyes of the Stone Thief), The Book of Ages includes:

  • The Engine of the Ages, a collaborative method for designing the ancient history of your campaign, producing a chronology of past Ages, plus a wealth of legacies, legends, and lairs to trouble the present day
  • Prompts, suggestions and random tables to spur creativity
  • More than a dozen sample Ages with new icons, monsters, treasures and powers: Explore the wolf-haunted Age of the Silver Moon, preserve civilization in the Age of Walled Cities, or fight for freedom in the Age of the Terrible Emperor
  • Seven new player character races: arcanite (post-human servants of the Wizard King), Space Corps explorer (humans from another world), unholy one (humans touched by the Dark Gods), beastblooded (descended from lycanthropes), alleykin (catfolk), lizardmen, and spiritborn (half mortal, half elemental descendants of spirits)
  • New class powers, spells, feats, and talents—including Decree of Anathema for paladins, Dirge of the Lady for clerics, Chronicler for bards, Green Bandit’s Secret for rangers, Poison Master for rogues, Necroblast for wizards and sorcerers, and Emperor-Killing Punch (Seven Deadly Secrets) for monks
  • Six ways PCs can travel into the past in search of adventure!

 

Stock #: PEL13A17 Author: Gareth Ryder-Hanrahan
Artwork: Rich Longmore, Ania Kryczkowska, Dagmara Matuszak, Aaron McConnell, Lee Moyer Developer: Rob Heinsoo, Paul Fanning
New Icon Symbols: Lee Moyer Type: Monochrome 128-page perfect-bound book

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The book has been written.

The book has been read.

Now it rewrites you.

Across time it spreads, creating dread new realities.

And you’re in all of them.

Written and designed by GUMSHOE master Robin D. Laws, YKRPG takes you on a brain-bending spiral through multiple selves and timelines.

Inspired by Robert W. Chambers’ influential cycle of short stories, it pits the characters against the reality-altering horror of The King in Yellow. This suppressed play, once read, invites madness or a visit from its titular character, an alien ruler intent on invading and remolding our world into a colony of their planet, Carcosa.

Four books, served up together in a beautiful slipcase, confront your players with an epic journey into reality horror:

  • Belle Epoque Paris, where a printed version of the dread play is first published. Players portray American art students in its absinthe-soaked world, navigating the Parisian demimonde and investigating mysteries involving gargoyles, vampires, and decadent alien royalty.
  • The Wars, an alternate reality in which the players take on the role of soldiers bogged down in the great European conflict of 1947. While trying to stay alive on an eerie, shifting battlefield, they investigate supernatural mysteries generated by the occult machinations of the Yellow King and his rebellious daughters.
  • Aftermath, set later in the same reality, in 2017 North America. A bloody insurrection has toppled a dictatorial regime loyal to Carcosa. Players become former partisans adjusting to ordinary life, trying to build a just society from the ashes of civil war. But not all of the monsters have been thoroughly banished—and like it or not, they’re the ones with the skills to hunt them and finish them off.
  • This is Normal Now. In the 2017 we know, albeit one subtly permeated by supernatural beings and maddening reality shifts, ordinary people band together, slowly realizing that they are the key to ending a menace spanning eras and realities.

New GUMSHOE features include:

  • A completely new player-facing combat system.
  • A fresh, evocative approach to wounds, physical and psychic, inspired by the innovations of GUMSHOE One-2-One.
  • Linked character creation across multiple settings.

Status: In playtest

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Five desperate adventures to save the living from the hungry dead!

Pre-order now and get the pre-order draft PDF immediately!

They are so old they cannot remember their names. They are pale, spindly things, with long fingers that scuttle like cave-spiders and hollow eyes. They are strong – immensely, inhumanly strong – but act like old, arthritic men, shuffling along painfully, conserving their strength for when they need it. They are fast – terrifying, breathtakingly fast – but they move slowly, cautiously, fearfully. Their fear outweighs their preternatural gifts; for centuries, survival and control have been their watchwords, their overriding goals. We must not die, they whisper in the dark, even though they can no longer recall what it is to live.

And if the world must die so they can live, so be it.

The Persephone Extraction is a campaign for Night’s Black Agents, combining ancient horrors from classical mythology with the modern terrors of conspiracy and bioterrorism. It includes the following adventures:

  • THE PERSEPHONE EXTRACTION (Emma Marlow): Someone’s framed the Agents for a murder that hasn’t happened – yet. Warring factions within the Conspiracy struggle for control of a biological weapon, and its designer holds the answers the Agents need. Can they find Morgane Le Corre before her pursuers track her down – and just who else is hunting her?
  • THE PALE AGENDA (Bill White): The Conspiracy intends to recruit an international drug smuggler as part of their plan to end the world – but that initiation gives the Agents a vitally needed entry vector into the vampires’ most cherished tool. Corporate intrigue meets occult rituals in Barcelona…
  • SLEEPING GIANTS (Will Plant): The trail leads through Moscow to a sealed city, where forbidden plagues slumber in a concrete tomb buried deep beneath the tundra. The Conspiracy are on their way here, to obtain more of the pathogen they need to implement their cryptic Pale Agenda. The Agents are all that stands between the vampires and the plague…
  • CLEAN-HEELED ACHILLES (Heather Albano): Mysterious disappearances and archaeological traces bring the Agents to Istanbul, where they must uncover the secrets of an ancient monastery – and descend into the Underworld to confront the living dead.
  • THE PEOPLE OF ASH (Gareth Ryder-Hanrahan): The final assault on the Conspiracy takes the Agents to Greece. There, they must uncover the ancient lair of the vampire elders and destroy them, once and for all time. Their clandestine odyssey ends in darkness…
Stock #: PELGN14 Author: Gareth Ryder-Hanrahan, Heather Albano, Emma Marlow, Will Plant, Bill White

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Deep One_350Hideous Creatures is the Trail of Cthulhu bestiary written by Mythos giant Kenneth Hite in the tradition of the award-winning Book of Unremitting Horror and the 13th Age Bestiary. Creatures are not just antagonists to fight or flee from, they are entire adventures by themselves leaving physical traces, occult clues and madness in their eldritch wake.

Lovecraft created his various “shadowy congeners” because the stories of vampires, werewolves, and even ghosts had become too familiar and too formulaic to evoke true horror. Almost a century after he wrote, his own monstrous races have likewise begun to seem like comfortable story furniture rather than unnerving signals that the world is horrible and wrong.

Our goal with this book is to present a comprehensive look at Lovecraft’s hideous creatures, from as many angles as we can. Our goal is contradiction, surprise, and most especially the uncanny: the recognition of something familiar as something weird. As in the “Gods and Titans” section of the Trail of Cthulhu core book, this book deliberately contradicts itself, blurring boundaries and erasing certainties in the name of the uncanny. In your campaign, these variant truths might be misunderstandings, legends, heresies, or deliberate lies spread by the creatures to lull their foes into a false sense of familiarity.

Status: In Development

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