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
- Six ways PCs can travel into the past in search of adventure!
Status: In development
The Archmage BANISHES them.
The Crusader CONQUERS them.
The Great Gold Wyrm DEFIES them.
The Diabolist SUMMONS them.
When the world cracks open and the demons attack, what will YOU do?
The Book of Demons takes an in-depth look at the Abyssal enemies of the 13th Age – the demonic hordes whose eternal struggle to shatter reality causes hellholes, dimensional breaches, and other, even weirder assaults on the world.
- Master the forbidden arts of the demonologist class
- Claim demon-tainted magic items (or be claimed by them…)
- Discover how to seal a hellhole and save the world
For Game Masters:
- Five detailed hellholes, and advice on making your own
- Secrets of the Crusader and the Diabolist
- Demons! Demons! Demons!
Status: In development
(Cover art by Melissa Gay)
Fallen icons, apocalyptic fire giants, and a purple dragon who throws the best parties: welcome to 13th Age Bestiary 2!
We had so much fun with the first 13th Age Bestiary that we’re making an even bigger monster book! More than 250 individual stat blocks appear in 40+ all-new entries, plus a dozen revised and expanded monsters that first appeared in 13th Age Monthly. Each monster comes with story hooks, icon relationships, customizable campaign variants, and advice on creating exciting battles.
New monsters for your campaign include:
- Fallen icons like the Gold King and the Forest that Walks, powerful beings who must be defeated by a blend of swords, spells, and campaign victories.
- A wizard bonded to their spellbook, a rogue bonded to their magic cloak, and other former heroes who took shortcuts to power by merging with their magic items.
- The Lich King’s covert undead propaganda force: the Cult of the Silver Hand.
- Fomorians, monstrous worshipers and children of the ancient chaos gods (fomorian art by Ania Kryczkowska).
- Rattletales, dangerous spirits who will probably leave you alone if you can tell them a truly scary story (ideally, one about rattletales).
- Malatyne, the purple dragon whose entertainments are legendary—and the player characters might be the main attraction…
- Lions (temple); tigers (elemental & rakshasa); and owlbears (plumed).
Coming in the fall of 2017.
Lead Designers: Rob Heinsoo, ASH LAW
Developer: Rob Heinsoo
Art Direction: Rob Heinsoo, Cathriona Tobin
Interior Art: Rich Longmore, Ania Kryczkowska, Aaron McConnell, Lee Moyer, Patricia Smith, Naomi VanDoren
Authors: Liz Argall, Paul Fanning, Jaym Gates, Gareth Ryder-Hanrahan, Lynne Hardy, Rob Heinsoo, ASH LAW, Cal Moore, Carrie Rasmussen-Law, Wade Rockett, Aaron Roudabush, Michael E. Shea, Ruth Tillman, Jonathan Tweet, Steven Warzeha, Emily Westfall
Five desperate adventures to save the living from the hungry dead!
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?
- 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 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 Madrid…
- 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…
Status: In playtesting
Hideous 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
There is – by certain unreliable and maddening accounts, and now by your own dreadful experience – a city on the eastern seaboard of the United States, in northern Massachusetts. You do not recall seeing it on maps when you were growing up, and no-one of your acquaintance ever admitted coming from that place until you found yourself living within its eerie confines. It is a city of windowless cyclopean skyscrapers, of crumbling baroque buildings and ruins that must, impossibly, predate human habitation in this part of the world. At times, you can see remnants of familiar small towns that have grow together into this monstrous conurbation – Dunwich in the west, beyond Sentinel Hill; quaint Kingsport, by the sea; industrial Innsmouth, the engine of trade and commerce; and the city’s heart, Old Arkham.
You know that this city is monstrous.
You know that the city government are in the thrall of – or in league – with alien horrors.
You know better than to go out at night, when the clouds roll in from the sea and shapes move in the sky. You know there are occasional, unpredictable streets that come and go according to some unearthly schedule, that strange black ships dock at Innsmouth to trade with the squat, ugly denizens of that neighbourhood. You know, too, that not all of your neighbours are sane – or human.
But you’re trapped. There’s no way to escape the city.
Because the city is the world.
Cthulhu City is a setting for Trail of Cthulhu, usable for a full campaign in its own right or as a nightmarish intrusion into an existing game. The Investigators find themselves in a strange, corrupted Arkham, a ghastly metropolis. People – humans – live in the city, and seem bizarrely normal on first encounter – their concerns are the same mundane, day-to-day passions and trials of anyone in the modern world – but scratch the surface, and the Mythos spills forth. Motorcars drive down streets lined with sullen-eyed basalt cyclopean buildings raised by no human hand; at night, loathsome and titanic shapes move behind the clouds. It’s a city where priests masked with yellow silk proclaim the majesty of God from the churches; a city occupied by alien powers. The old-money families have names like Marsh and Whately and Curwen, and the worst crime imaginable is defying the will of the living gods.
Humans shouldn’t survive here, but they do, blindly adapting to the horror all around them. Are the Investigators dreaming? Insane? Have they travelled in time? Is this an alternate reality? An illusion? Or have they somehow had their minds swapped with denizens of the city?
Or has it always been this way, and they can no longer deny the truth?
Status: In playtesting
Previously available as an add-on to the Arc Dream Kickstarter, and coming soon to the Pelgrane store – a new GUMSHOE roleplaying game, The Fall of Delta Green.
DELTA GREEN is an authorized operation of the United States national security establishment. Its mission: Hunt and destroy the Cthulhu Mythos at home and abroad.
The United States is at secret war around the globe while its social fabric tears asunder.
The stars are coming right.
It is 1968.
This sourcebook adapts the DELTA GREEN RPG to the award-winning GUMSHOE system, while opening the files on a lost decade of anti-Mythos operations both foreign and domestic. Players take on the role of DELTA GREEN operatives, assets, and friendlies, in deadly one-shot adventures or a campaign spanning the years from hope to madness. Hunt Deep Ones beneath the Atlantic, shut down dangerous artists in New York, and delve into the heart of Vietnam’s darkness.
Written by Kenneth Hite and others
Status: In development
The Secret War is coming to England. Will you be ready?
It is 1927. As Britain continues her slow recovery, August Darcy, a young journalist, is seized with a strange obsession. He must recover the very essence of England – her traditions, customs, and legends – and he must do that even at the cost of his livelihood; even if he loses the woman who is to be his wife.
The Book is replete with mythic sites, occult rumours, and clues which will guide you on your quest for forbidden knowledge.
Then, in the early 1930s, England experiences the first portents of a magical war. Darcy’s mythic sites are the hidden battle fields; and that forbidden knowledge, the esoteric ordnance of the forthcoming conflict.
Within these covers are the never-before-published early writings of the author of the Book of the Smoke. Sketches of English life, in his unique style, are interspersed with private letters and diary extracts to offer an extraordinary insight into the victim of England’s most notorious occult crime. These are not romantic yearnings for a golden age long gone, but a timely reminder that the terrors of our forefathers still linger on the fringe of modernity.
Written as the companion volume to Fearful Symmetries for Trail of Cthulhu, the Book of the New Jerusalem can be used as a Keeper’s resource as well as an in-game artefact for players in any Mythos game.
Status: In development
For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world, against spiritual wickedness in high places.
– William Blake, The Four Zoas (from Ephesians 6:12)
The Secret War is coming to England. And you are the warriors.
Albion, the primeval and perfect England of William Blake, is broken – by war in heaven, and turmoil amongst mankind. Heroes arise to build Jerusalem anew in the Green & Pleasant Land guided by Blake’s visionary poetry.
In this supplement to Trail of Cthulhu, you play a group of magicians exploring the magickal revival; wielding the terrible, double-edged power that grants both dominion and degeneration.
With its companion volume, The Book of the New Jerusalem, Fearful Symmetries gives the Keeper guidelines for building an improvised campaign with dangers drawn from English folklore and Mythos abomination. Four systems of magic are described, along with locations, threats, tomes, and characters. Use Fearful Symmetries to flesh out the struggle between the lurking horror, and the shrivelled good intentions of those who think such power can be contained, and controlled, by mere mortals.
The magical battle for England is coming. Is your humanity the price of victory?
Pre-order now and get the pre-layout PDF straight away!
If you go down the down to woods today…
The shadowy depths of the primeval forest are the ancient source of our collective fears. But there is worse in the woods than timber wolves and fairy tales; you can lose not just your way, but your mind, too. This brand new collection of Trail of Cthulhu adventures explores hidden groves and endless avenues – the hideous soul of Lovecraft’s forest.
- Midnight Sub Rosa. The diary of Ezekiel de la Poer, a colonial-era French necromancer hanged for child-murder in 1736 was stolen at the home of an emeritus professor in the small town of Rosa, Alabama. His house lives in the eaves of a forest of white ash. Can the Investigators find the book before its thief becomes something else entirely?
- The Silence Mill In a small village in Brittany close on the Arthurian forest of Brocéliande, a friend of the Investigators stands accused of serial murder, cannibalism and even lycanthropy. Can they ascertain the truth, or will the truth find them?
- Dreaming of a Better Tomorrow for 30 Dollars a Month Amongst crowded green precipices and muttering forest streams of Vermont, labourers from one of Roosevelt’s integrated Civilian Conservation Corps camps disappear. In an atmosphere fraught with political intrigue and Jim Crow laws, can a mixed bag of Investigators find the primordial peril which threatens more than just one camp, or even one State?
- The Coldest Walk. Deep in Wisconsin’s northern woods lies the town of Four Pines – a quiet, almost forgettable community. However, whenever the aurora flashes in the sky the inhabitants have a terrible choice to make. Can the Investigators stop the inevitable, or must they take the Walk for themselves?
- Trembling Giant In 1937, the United States government transferred 300 acres to the newly recognized Koosharem Band of Paiute Indians. But this new land is throttled by distorted trees and stalked by unnatural beasts. Nightmares grip the shaman and warning totems shatter – what is the legacy of this ancient land, and can the tribesfolk fight this ancient evil?
Out of the Woods features three writers new to Trail, and two old hands to take your hand and lead you through the eaves and into the darkness…
…you are in for a big surprise!
|Stock #: PELGT43
||Author: Adam Gauntlett, Lauren Roy, Chris Spivey, Ruth Tillman, Aaron Vanek
|Artist:Jerome Huguenin, Gillian Pearse, Rich Longmore
||Pages: 180pg Perfect Bound