In the Community Content Spotlight, each month I write up a short review of a community content title available on DriveThruRPG. See this page if you’re interested in creating something for our Community Program!


Stick around after the review for news about our Community Content Contest.

THE PHANTOM OF THE BASTILLE

The following review contains spoilers for Phantom of the Bastille.

Rick Dakan’s Phantom of the Bastille is a lavishly researched, imaginative scenario for Fear Itself that takes players to Paris in 1789, the beginning of the French Revolution. Planned as the first in a series of French Revolution scenarios, we get a glimpse into the chaos of, and the different groups jostling for dominance in, late-1780s France.

Like many historical scenarios, Phantom of the Bastille latches onto a major historical event and then deep dives into an unusual idiosyncrasy. And that is part of the joy of historically situated gaming: major events (like the fall of the Bastille) always have strange surprises, particularities, coincidences, and falsehoods told about them. What Dakan has done is take a pseudo-legendary figure, the Comte De Lorges (who was supposedly a prisoner in the Bastille), and asked “Why do people report the existence of the Comte, when no such person ever existed?” Rick’s answer creates all kinds of new Fear Itself fodder: a new creature of Unremitting Horror; the unnatural, putrescent death of King Louis XV; the tragic painting of a family destroyed by the scenario’s inciting action. It was this last which I was personally most drawn to. I wanted to see how my players would respond to a fallen family of the French aristocracy — how would the characters be swayed, and what schemes would they devise in order to protect this pitiable family?

Interestingly, the scenario’s villain is also a sympathetic GMC (although I did find myself, after seeing the results of the villain’s actions, thinking that were I playing the scenario, I would probably have advocated for the character’s demise — it is the French Revolution, after all).

The pre-generated investigators are all Freemasons (or members of their sister organizations), which provides an easy “in” to the scenario and provides fodder both for more characters (should one of the PCs die — unthinkable!) and for information-holding allies. It was easy to see, even in the structure of this first scenario, how a whole campaign could be strung out from this framework ( “Headhounds of Paris,” anyone? Because of the guillotine… get it?… nevermind). Rick also employs a clever “counterespionage spend” mechanic by grouping three of the Investigative abilities, which spends of can “distract or counter the spies” of one of the scenario’s factions, and are increasingly costly. They got me thinking about other ways that abilities could be grouped and spent toward particular ends in new scenarios.

(As a sidenote, maybe my favorite thing about the scenario, as an eighteenth-century literary theorist, is tha

t there’s an opportunity for some very memorable roleplaying with the Marquis de Sade — yes, that Marquis de Sade, for whom the practice of “sadism” is named, although it’s probably notwhat you expect.)

The scenario is lavishly illustrated with period-sourced paintings and engravings, and was laid out by our very own Will Hindmarch. Rick has some great additional resources on his website whether you’re planning on running Phantom of the Bastille, Fear Itself, or another game set at the dawn of the French Revolution. Also consider giving him a follow on Twitter.

Title: Phantom of the Bastille
Author: Rick Dakan
System: Fear Itself, 2nd Edition
Price: $4.95 PDF

Community Content Contest

Last week I announced the GUMSHOE Community Content Contest, where one winning product will receive professional layout and a custom cover provided by Pelgrane Press. I’m happy to announce that the final deadline will be Monday, September 7th, 2020. (I’ve also updated the original posting to reflect this.)

For more information about the contest, please see the original posting, or get a hold of me either on our Discord or by leaving a comment.

Good luck with your entries!


The Pelgrane Press Community Program brings you into the fold with other GUMSHOE game designers, affording creators (whatever that means to you!) the opportunity to post and sell their own products on DriveThruRPG. We currently accept material for Ashen Stars, The Esoterrorists 2nd Edition, Fear Itself 2nd Edition, and TimeWatch. Have a kooky idea you’d like to write up and get out there? A flushed out scenario you think others would enjoy? The Community Program is the place to showcase these ideas. If you’re interested in creating something for the Community Program, read more about it here.


Fear Itself is a game of contemporary horror that plunges ordinary people into a disturbing world of madness and violence. Use it to run one-shot sessions in which few (if any) of the protagonists survive, or an ongoing campaign in which the player characters gradually discover more about the terrifying supernatural reality which hides in the shadows of the ordinary world. Will they learn how to combat the Creatures of Unremitting Horror from the Outer Black? Or spiral tragically into insanity and death? Purchase Fear Itself in print and PDF at the Pelgrane Shop.

The following adventure for The Dying Earth RPG originally appeared on DyingEarth.com in January 2005.

This short scenario seed by Steve Dempsey can be dropped into any ongoing Dying Earth campaign.

The adventurers are on the road traveling. It is getting late and night is drawing in. As they near their destination, they spot a lone tree from which hangs a gruesome bundle: the half-rotted remains of what may have once been a man. As the characters approach, birds of carrion flap their great wings and fly off in a raucous cacophony. The darkened sun is setting and the long shadow of the hanged man falls across one of the PCs. As it does so, a great dark patch passes portentously over the face of the sun, plunging all into near darkness. It is this shadow that triggers the events that will eventually come to pass…

Download In dreams what death may come


The Dying Earth — and its rules-lighter version the Revivification Folio — take you into the world of master fantasist Jack Vance, where a flashing sword is less important than nimble wits, persuasive words,and a fine sense of fashion. Survive by your cunning, search for lost lore, or command the omnipotent but quarrelsome sandestins. Purchase The Dying Earth or the Revivification Folio in print and PDF at the Pelgrane Shop.

This short adventure for the Dying Earth RPG originally appeared on DyingEarth.com in October 2004.

This adventure by Steve Dempsey is for use as a diversion in your regular campaign and can be slotted in as the characters are travelling between locations. It’s suitable for Cugel-level characters, who encounter a small pool by the roadside containing some rather large tadpoles. Standing near the pool is an old man, Zafouc , with a sharp stick. He has a small fire going and has obviously been trying to catch some of the tadpoles, to no avail. Pedantry will reveal that these
are Polliwolls, delicious if grilled over the wood of the tattervine. It is probably time for the PCs to test their Gourmandism…

Download Doodle all the Day here

 


The Dying Earth — and its rules-lighter version the Revivification Folio — take you into the world of master fantasist Jack Vance, where a flashing sword is less important than nimble wits, persuasive words,and a fine sense of fashion. Survive by your cunning, search for lost lore, or command the omnipotent but quarrelsome sandestins. Purchase The Dying Earth or the Revivification Folio in print and PDF at the Pelgrane Shop.

This short adventure for the Dying Earth RPG originally appeared on DyingEarth.com in September 2004.

Part two of an adventure by Steve Dempsey.

This part of the adventure is very unstructured and is an opportunity to use Robin’s “Yes, But …” See Page XX columns.

The adventure takes place in the PCs’ collective memory so it is essentially up to the players to construct the backdrop to the adventure. The film Eternal Sunshine of the Spotless Mind has sequences that illustrate this kind of thing, and it’s well worth seeing too!

Wiping the Slate Clean (Part 2)

Wiping the Slate Clean (Part 1) is here.

 


The Dying Earth — and its rules-lighter version the Revivification Folio — take you into the world of master fantasist Jack Vance, where a flashing sword is less important than nimble wits, persuasive words,and a fine sense of fashion. Survive by your cunning, search for lost lore, or command the omnipotent but quarrelsome sandestins. Purchase The Dying Earth or the Revivification Folio in print and PDF at the Pelgrane Shop.

This short adventure for the Dying Earth RPG originally appeared on DyingEarth.com in August 2004.

by Steve Dempsey

Amaranth is tall and willowy with a girlish bob of black hair. Her features are attractive but quite sharp. Her eyes are gray. She wears outmoded fashion from Aeons ago, a green military jacket with lapels and medals that jangle, purple trousers and riding boots of fine leather. She carries a shoulder bag in which she keeps all her worldly goods, a few terces, a shell she found, a small Bakelite statue of a bearlike creature that she found on the banks of the Scaum, a thin sheet of metallic material under which she sleeps, and some leaves of the bodo-bush. One of these will feed a person for a day but stains the mouth bright red.

Amaranth has approached the PCs as she needs their help. She knows of a manse…

Download Wiping the Slate Clean (Part 1)

Wiping the Slate Clean (Part 2) is here.


The Dying Earth — and its rules-lighter version the Revivification Folio — take you into the world of master fantasist Jack Vance, where a flashing sword is less important than nimble wits, persuasive words,and a fine sense of fashion. Survive by your cunning, search for lost lore, or command the omnipotent but quarrelsome sandestins. Purchase The Dying Earth or the Revivification Folio in print and PDF at the Pelgrane Shop.

This short adventure for the Dying Earth RPG originally appeared on DyingEarth.com in July 2004.

by Steve Dempsey

The mage Vanduk has promised to deliver a talk at a conclave. His reputation rides on the success of his demonstration. His talk is about how spell pervulsions are combined to make worthwhile effects, but his understanding is that of a hedge magician. So he called on Pandelume and negotiated an exchange.

Pandelume was to teach him the pervulsions of Vorredol’s Removable Eye for use at the Symposium. In exchange, Vanduk was to deliver certain rare spices to Pandelume. Vanduk cheated – some of the spices were fakes. Pandelume realised that Vanduk would try to cheat him and put in a faulty syllable to at
least gain some advantage. The mistake summons a demon who, it just so happens, Pandelume wants to capture. Had Vanduk been honest, Pandelume would have sent him a message explaining that there had been an accidental inversion and giving him the correct version of the spell.

The PCs are the unfortunates who are left to sort out this sorry mess.

Download The Balance Restored here

 


The Dying Earth — and its rules-lighter version the Revivification Folio — take you into the world of master fantasist Jack Vance, where a flashing sword is less important than nimble wits, persuasive words,and a fine sense of fashion. Survive by your cunning, search for lost lore, or command the omnipotent but quarrelsome sandestins. Purchase The Dying Earth or the Revivification Folio in print and PDF at the Pelgrane Shop.

 

This short adventure for the Dying Earth RPG originally appeared on DyingEarth.com in June 2004.

by Steve Dempsey

Master Wilbon Sar, a member of the Scholasticarium, teaches XIIth Aeon Custom.

Wilbon dresses in typical style of that period, that is to say cumbersome robes that splay out into a calf length skirt. They are highly pretentiously decorated and definitely impractical for anyone performing manual labour. He claims they are the robes appropriate to the Elder Sage of a Syronical Potentate and that he is justified in wearing them because he is the last descendant of the Syrons.

Another member of the Scholasticarium, Ildegar Wemms, has entered into a wager with Wilbon that he cannot prove this by sundown tomorrow.

Wilbon has engaged the PCs to help in this endeavour, either because they are his students and he holds absolute power over them, or they are tempted by the lure of the terces that a man of such stupendous dress must surely possess. In any case, the point is moot, and the game afoot…

 

Download Sartorial Reference here

 


The Dying Earth — and its rules-lighter version the Revivification Folio — take you into the world of master fantasist Jack Vance, where a flashing sword is less important than nimble wits, persuasive words,and a fine sense of fashion. Survive by your cunning, search for lost lore, or command the omnipotent but quarrelsome sandestins. Purchase The Dying Earth or the Revivification Folio in print and PDF at the Pelgrane Shop.

Over the years, we’ve released a number of one-shot adventures for our systems during Free RPG Day, and we often get messages asking us for the PDFs. As we know everyone’s looking for more gaming opportunities at the moment, we’ve collected them all here, now.

All we ask is that if you download, run and enjoy these adventures, you consider making a donation to Doctors Without Borders, to assist in their efforts to fight the coronavirus COVID-19.

Donate to Doctors Without Borders

 

by Clinton Dreisbach

“The Box” is an adventure for Owl Hoot Trail meant to be run over one session. It is a good introduction to the game and is suitable for one-shots, but can work as the beginning of a campaign.

The structure is a little unusual in that the adventure is about two groups of humans, one ostensibly on the side of the law and the other a gang of criminals, and the players can play either group of individuals. The criminals are fully generated characters, and so they work well in a situation where you want pre-generated characters. There are stats and information for the guards, as the GM will need them if the players are playing the criminals, but if the players are playing the guards, it’s recommended they make their own characters.

The characters are available in two forms: one at first level and the other at second or third level. When being played as PCs, the characters should be first level. If they are GM characters, played as antagonists, they should be at the higher level, in order to make it challenging for the players. The criminals are mostly 2nd level as antagonists; the guards are all 3rd level as antagonists. It’s hard to be the bad guys.

The Setup

Our guards have been hired by Mr. Eliza C. Althouse to guard a package from Ten Sleeps to Sweetwater, via the train. This package is a long black trunk with metal straps over it and a lock. There are very small holes drilled around the sides of the trunk. It weighs at least 200 pounds, probably 300. It is being delivered to a Mr. John Chisum, who owns a travelling circus. It contains an owlbear cub and is ensorcelled to keep said cub tranquil.

The safe car on the train, the Night Queen, contains a safe with thousands of dollars worth of jewels and coins, as well as the deed to 20,000 acres of land outside Inferno Falls in the Northern Territories. The safe car has two railway guards assigned to it, and Althouse’s guards have been allowed by Red Nails Railways to accompany them.

The Night Queen will stop at a small town, Eden, to take on water and passengers. This is where the adventure begins. Only one of the Red Nails guards will return from the stop; the other’s been paid off.

Smiley Browne’s gang of criminals are waiting at Eden for the Night Queen. Baron Horn, who is probably a vampire and is definitely a powerful frightening man, has employed them to steal that deed to 20,000 acres of underground oil lakes outside Inferno Falls. His definition of employment is unpleasant. Browne’s gang will get money for sure if they do it; they will be hunted and killed for sport by Horn’s servants if they fail. To be clear, they don’t know what’s in Althouse’s package and they ain’t there for it, although they are likely to take whatever they can get.

Browne’s plan, which you can ignore if the players are playing his gang, is to get what they want and then take over the locomotive, unhooking it to escape. If cornered, Tallaluh will jam the boiler’s safety valve or someone will shoot the water tank, causing the firebox to overheat, which will send the train into a frenzied pace, either making it eventually explode or go off the rails. Horn’s told them to get to Stop Over, a town with no law to speak of, where he will send a servant for the deed.

If the guards do make it to Sweetwater with Althouse’s package and it is unopened, Chisum will give them $1000 to split. If it has been opened, they’ll be lucky to make it off the train alive.

Cast of Characters

Smiley’s Gang

“Smiley” Addison Browne, human scoundrel

“Why, hello there, missus. Smiley at your service.”

GRIT 0, DRAW 1, WITS 2

Level 1

Wile +5, others +3

HP 10, Melee +1/1d6 (bowie knife), Missile +2/1d6 (pistol, 6 shot, range 0-1), Def 12, MDef 13

Backstab for +5 damage

Level 3

Wile +7, others +5

HP 18, Melee +3/1d6 (bowie knife), Missile +4/1d6 (pistol, 6 shot, range 0-1), Def 14, MDef 15

Backstab for +7 damage

Tallulah Warren, human gadgeteer

“Cover your ears, boys. It’s about to get loud.”

GRIT 0, DRAW 0, WITS 3

Level 1

Learning +5, others +2

HP 10, Melee +1/d3 (punch/kick), Missile +1/1d6+2 (rifle, range 2-3, 15 shot), Power +4, Def 11, MDef 14

Powers: Sonic Shield (+4 Def/1 hour), Ear Bleeder (1d4+1 damage), Floating Wave (float 100 pounds)

Level 2

Learning +6, others +3

HP 14, Melee +2/d3 (punch/kick), Missile +2/1d6+2 (rifle, range 2-3, 15 shot), Power +5, Def 12, MDef 15

Powers: Sonic Shield (+4 Def/2 hours), Ear Bleeder (1d4+1 damage), Fatal Vibrations (touch/2d6 damage), Floating Wave (float 200 pounds)

Black Barrow, dwarf ruffian

“Hrmph.”

GRIT 4, DRAW 1, WITS -1

Level 1

Toughness +5, others +1

HP 14, Melee +5/d8+4 (axe), Missile +2/3d6/2d4/1d6 (shotgun, 1 shot, range 0-1), Def 12, MDef 10

Dirty fighting (d6+4 damage), enrage (+3 GRIT/-3 WITS, 1 round)

Level 2

Toughness +6, others +2

HP 18, Melee +6/d8+4 (axe), Missile +3/3d6/2d4/1d6 (shotgun, 1 shot, range 0-1), Def 13, MDef 11

Dirty fighting (d6+4 damage), enrage (+3 GRIT/-3 WITS, 2 rounds)

Wolf LaRue, walking wolf scout

“…​” Smiley: “Wolf here, she doesn’t talk much.”

GRIT 2, DRAW 1, WITS 1

Level 1

Wilderness +5, others +1

HP 12, Bowie knife +3/1d6+2, Missile +2/1d6+1 (pistol, 5 shot, range 0-1), Def 12, MDef 12

+1 to missile attacks at range >= 1, +3 to hear/smell

Level 2

Wilderness 6, others +2

HP 16, Bowie knife +4/1d6+2, Missile +3/1d6+1 (pistol, 5 shot, range 0-1), Def 13, MDef 13

+1 to missile attacks at range 1, +3 to hear/smell

Seven Clever Serpents, shee gunslinger

“I didn’t pay for a first class ticket to be ignored, human.”

GRIT 1, DRAW 2, WITS 1

Level 1

Wilderness +2, Toughness +3, Wile +2, others +1

HP 11, Melee +2/1d4 (knife), Missile +3/1d6+2 (2 x .38-cal, range 0-1, 5 shot), Def 13, MDef 12

Shoot twice at -2 each, +1 damage with all guns

Level 2

Wilderness +3, Toughness +4, Wile +3, others +2

HP 15, Melee +3/1d8 (sword), Missile +4/2d6+1 (2 x .45-cal, mithril inlay, range 0-2, 5 shot), Def 14, MDef 13

Shoot twice at -2 each, +1 damage with all guns

The Guards

Rex Whatley, human ruffian

“I ain’t afraid to get my hands dirty if I got to.”

GRIT 2, DRAW 1, WITS 0

Level 1

Toughness +5, others +2

HP 12, Melee +3/d6+2 (anything), Missile +2/2d4 (.41-cal, 6 shot, range 0-1), Def 12, MDef 11

Enrage (+3 GRIT/-3 WITS, 1 round)

Level 3

Toughness +7, others +4

HP 20, Melee +5/d8+2 (anything), Missile +4/2d4 (.41-cal, 6 shot, range 0-1), Def 14, MDef 13

Enrage (+3 GRIT/-3 WITS, 3 rounds)

Whisper Grey, human gunslinger

“iprefertoletmyshotgundothetalking.” “What’s that?” BOOM

GRIT 0, DRAW 2, WITS 1

Level 1

Toughness +4, Wile +3, others +2

HP 10, Melee +1/d3 (punch), Missile +3/see below, Def 13, MDef 12

Shoot twice at -2 each, +1 damage with all guns

Shotgun: 3d6+1/2d4+1/1d6+1 damage at range 0/1/2, range 0-1, single shot

.38-cal revolver: 1d6+2 damage, range 0-1, 5 shot

Level 3

Toughness +6, Wile +5, others +4

HP 18, Melee +3/d6 (bowie knife), Missile +5/see below, Def 15, MDef 14

Shoot twice at -2 each, +2 damage with all guns

Hellhound Shotgun: 3d6+2/2d6+2/1d6+2 damage at range 0/1/2, range 0-1, double-barrelled, can fire both for +1d6 damage

Twin .38-cal revolvers, blued finish: 1d6+3 damage, range 0-1, 5 shot

Cecil “Goblin” Steele, half’in mentalist

“Cecil Steele, sir! They call me the Goblin, but as you can see, I’ve a pleasant face and becoming air.”

GRIT -1, DRAW 2, WITS 3

-2 to all damage from performing tricks

Level 1

Amity +2, Wile +4, others +1

HP 9, Melee +0/d3 (punch), Missile +3/d4+1 (.22-cal, range 0, 7 shot), Power +4, Def 14, MDef 14

Common Tricks: Dancing Lights, Ghost Sound, Prestidigitation

1st Rank Tricks: Hypnotism, Silent Illusion, Disguise Self

Level 3

Amity +4, Wile +6, others +3 \ HP 17, Melee +2/d4 (knife), Missile +5/d4+1 (.22-cal, range 0, 7 shot), Power +6, Def 16, MDef 16

Common Tricks: Dancing Lights, Ghost Sound, Prestidigitation

1st Rank Tricks: Hypnotism, Silent Illusion, Disguise Self, Sleep

2nd Rank Tricks: Mirror Image

“Ugly” Francis Swordsmith, orc marshal

“What town’s going to have an orc marshal? Lawman for hire’s the life for me.”

GRIT 2, DRAW 0, WITS 2

Hardy 1

Level 1

Toughness +3, Amity +3, Wile -1, others +1

HP 12, Melee +3/d8+2 (longsword), Missile +2/d6 (.32-cal, range 0-1, 6 shot, explodes on a 1), Def 12, MDef 14

Detect if a soul’s up to no good within range 1 at will

Heal a body up to 2 HP per day by sharing a drink

Level 3

Toughness +5, Amity +5, Wile +1, others +3

HP 20, Melee +5/d10+2 (widowmaker), Missile +4/2d6+2 (.50-cal, range 0-2, 5 shot), Def 15, MDef 17

Detect if a soul’s up to no good within range 1 at will

Heal a body up to 6 HP per day by sharing a drink

Smokey Fearslayer, hill folk preacher

“By the names of the Lords of Light, we will pierce this darkness!”

GRIT 2, DRAW 0, WITS 2

+3 to spot underground traps and dangers

-2 to all damage from performing prayers

Level 1

Toughness +2, Amity +4, others +1

HP 12, Melee +3/d6+2 (axe handle), Missile +1/d6+3 (.38-cal rifle, range 2-3, 15 shot), Power +3, Def 11, MDef 13

Rebuke (+3 vs MDef, d6 damage, range 0-1, no cover)

1st Rank Prayers: Armor of God, Inspire

Level 3

Toughness +4, Amity +6, others +3

HP 20, Melee +5/d6+2 (axe handle), Missile +3/d6+3 (.38-cal rifle, range 2-3, 15 shot), Power +5, Def 13, MDef 15

Rebuke (+5 vs MDef, d6 damage, range 0-1, no cover)

1st Rank Prayers: Armor of God, Inspire, Divine Favor

2nd Rank Prayers: Choose Me

Others

Owlbear Cub

Lvl 4, GRIT 3, DRAW 2, WITS 2, HP 28, Def 16, MDef 16. Claw +7 (d6+3) with followup claw +7, or Howl of Lament +6 (all intelligent creatures within earshot are saddened and trailin’ for two rounds. All wild creatures who hear it come to see.)

Red Nails Railway Guard

Lvl 1, GRIT 2, DRAW 1, WITS 0, HP 12, Def 12, MDef 11. Shoot +2/d6+1 (pistol, range 0-1), club +3/d6+2.

Conductor

Lvl 3, GRIT 1, DRAW 1, WITS 1, HP 21, Def 14, MDef 14. Shoot +4/3d6 (shotgun, range 0-1), knife +4/d6+1.

The Train

The Night Queen is a steam-powered express passenger train. It is the jewel in the Red Nails Railways fleet. It rides the railway between The Old Towers back East and Silver City in the West, a 75-hour trip. The fare is $8 for coach class and $35 for first class. The portion of the trip in this adventure, Ten Sleeps to Sweetwater, is 28 hours.

Cars in Order

  1. Locomotive
  2. Tender
  • The Night Queen has a 90-ton locomotive with a 6-foot-diameter boiler, the biggest one ever built. It is a Grand Dweomer Class locomotive designed under the direction of Thelonious Steelfire and built by the Steelfire Clan. It is too heavy for many rail bridges unassisted, so it has a levitation system designed by C. M. Archon, which reduces its effective weight to 60 tons. (Note that the train does not levitate: its weight is reduced by the upward pressure of the levitation system.) The tender generally carries 10 tons of coal and 30 tons (about 7200 gallons) of water.
  • The locomotive has a crew of three: the _engineer_, who controls the locomotive’s stopping, starting, and speed; the _fireman_, who maintains the fire and regulates steam pressure; and the porter, who assists the fireman in monitoring water levels and managing the fire. A second crew rides onboard (the engineer and fireman in first class and the porter in coach) and they switch out in 12-hour shifts.
  1. Mail Car
  • The mail car is what it sounds like: a car full of mail. It has no assigned crew and is normally locked, but the fireman or porter unlock it, deliver mail to the post office, and take new mail at each stop.
  1. The Box
  • “The Box” is the Night Queen’s luggage car, but it’s not like most luggage cars that you might see. Prospectors, adventurers, and other folks with valuables travel on the Night Queen and the Red Nails Railway Company wants to make sure their valuables arrive safely. This car has reinforced steel walls with a lead lace built in to make scrying harder. The doors on each end lock from the inside and the rear door (passenger-facing) has two slots, one at eye-level, and one at waist-level with a built-in table to transfer goods. There is a side door for loading and unloading at railway stations, but it is locked from the outside and the engineer has the key. There is also a small roof vent.
  • Inside the Box, there is a large combination safe, as well as racks for luggage. Two double-barrelled shotguns are kept loaded for use by the Box crew. Normally, the Box is staffed by two railway guards, but on this journey, the guards will be joined by Althouse’s hires.
  1. Coach (absolute rabble)
  2. Coach
  3. Coach
  • There are three coach cars behind the Box. These cars have benches and no beds. There is a walkway down the middle of the car with benches on both sides, and a washroom with an outhouse-style toilet at the end of each car. This washroom is shared between men and women, although the second and third coach cars tend to segregate themselves by sex. People do sleep on the benches.
  • The first coach car is full of absolute rabble. Being so close to the front of the train, it is sooty, dirty, and loud, and not much sleeping happens there. Pickup games of poker and drinking are the most common pursuits in the first coach car.
  1. Tavern Lounge Car
  2. Dome Buffet Car
  • The lounge car and buffet car are where the coach passengers and first class passengers meet. The lounge car has dark walls and curtains and keeps the light low. There is a bar in this car, and tables and booths to relax in. The railway company has paid employees working as poker dealers. The games aboard the Night Queen have become so famous that decks of cards are sometimes referred to as “railroad Bibles.”
  • The buffet car isn’t a buffet in the modern sense of the term. It’s a brighter car with a counter that you can buy sandwiches and snacks at. There’s no warm food; passengers are expected to get off at stops to buy hot meals. The buffet car has a dome on top with a second story you can access via stairs. The dome has large glass windows to look out on the views.
  1. First Class Sleeper
  2. First Class Sleeper
  • These are your classic sleeper cars with beds that fold-down from the walls. The car is broken up into compartments with thick curtains to close off each compartment. There are shared washrooms at the end of the car, one for women and one for men.
  1. Observation Car
  • The observation car is the analog of the first coach for the first-class set. This car has chairs and tables to relax at and you can often find people relaxing, debating, or reading here. The walls have large class windows on both sides and along the back wall, providing the best views on the train.

New Rules

New Race: Walking Wolf

Every once in a while, a wolf ends up in a two-legs body, normally human. Sometimes, that wolf was cursed; sometimes, they were just born that way. There’s even stories that say if a wolf looks it its killer’s eyes right before it passes, it can switch bodies. Whatever happens, you end up with a wild creature walking around.

Walking wolves are usually scouts, ruffians, or shamans, but they look like members of other races and can be whatever they want.

Walking wolves gain a +1 to DRAW, and a +1 to Wilderness. Their noses and ears are way more sensitive than humans, and they gain a +3 bonus to hear or smell something, usually danger.

Edward_Bigsby_cover_350The flamboyant artist Edward Bigsby pays a call to the Investigators on the recommendation of a mutual friend, but dies horrifically before he can tell them what he needs. Soon afterward, the police question the PCs – another corpse matching Bisgby’s description has been found, with their address in his coat pocket. It does not end there; dead Bigsbys are being found all over London.

Follow the trail of Bigsbys through the bohemian streets of crime-filled 1930s Soho, dodging Chinese triads, Dope Kings, and the Metropolitan Police force to find out once and for all who Edward Bigsby is, and why he keeps dying.

The Many Deaths of Edward Bigsby is a stand-alone Trail of Cthulhu scenario from the pen of Adam Gauntlett (Soldiers of Pen and InkDulce et Decorum Est, and many more).

 

Stock #: PELGT42D Author: Adam Gauntlett
Artist: Pat Loboyko, Miguel Santos, Georgia Roan Type: 27-page PDF

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