Elven Towers

Recover the hidden power of the Elf Queen!

Ages ago, when the elves were still united as one, the Elf Queen locked away a portion of her power in a magical vault. In hindsight, this may not have been a good idea; in the chaotic 13th Age, it has turned out to be a terrible idea.

Over time, the original elven guardians of the vault’s keys have been stealthily defeated or corrupted; and now the keys to the Elf Queen’s power are hidden in three magical towers—one for each of the three elven peoples—and the elves themselves cannot pierce their defenses.

What to do? Summon heroes, of course! Glory, riches, and power will surely flow to those who answer the Elf Queen’s call . . . or perhaps to those who want her power for their own icons.

Elven Towers is a champion tier 13th Age adventure for 3 to 6 adventurers by Cal Moore (High Magic & Low Cunning, The Crown Commands; Fire and Faith). It includes plotlines and options for adventures throughout the Queen’s Wood, with multiple elven-themed encounters you can use in any campaign.

Format: Print and PDF
Author: Cal Moore
Developers: John-Matthew DeFoggi, Rob Heinsoo
Status: In development

Adventure in the City of Swords!

Axis, mighty capital of the Dragon Empire! Here, the markets flow with goods and gold, ambitious nobles rise and fall within the Emperor’s court, knives flash in reeking alleys, and gladiators’ weapons clash to the roar of crowds—while the metallic dragons who guard the Empire watch over it all.

Your band of heroes has come here seeking opportunity, a chance to make a name for yourselves and earn some coin. Axis has work for your kind: armed, dangerous, and willing to enter the tunnels beneath an old gladiatorial arena to confront whatever’s been killing the workers there. But any blade drawn, spell cast, or gold piece stolen in Axis might cause ripples that spread in unexpected ways—maybe even as far as the palaces of the Emperor.

Crown of Axis is an upcoming introductory 13th Age adventure for 1st level heroes by Wade Rockett (Temple of the Sun Cabal, 13th Age Game Master’s Screen and Resource Book). It can be played as a one-shot or as the start of a campaign, and is customizable based on characters’ icon relationships.

Format: PDF
Author: Wade Rockett
Developers: Rob Heinsoo, John-Matthew DeFoggi
Cover: Aaron McConnell
Status: In development

The Underworld calls! Can you resist its dark lure?

The expanse of the Dragon Empire is as nothing compared to the vast and mysterious realms that lie beneath it. Deep within the Underworld lie adventure and treasure—as well as madness and death. But what is reward without risk?

With The Book of the Underworld, designer Gareth Ryder-Hanrahan (Eyes of the Stone Thief, Book of Demons, Book of Ages), reveals the Underworld’s secrets for 13th Age, including:

  • The lands of the Underworld: the Underland, the kingdoms of the Hollow Realms, and what lies within the Deeps
  • The mighty dwarven city of Forge, rallying point for the inevitable war to reclaim Underhome
  • The domains of the Silver Folk elves, and their underground icons: She Who Spins in Darkness, and He Who Weaves with Joy
  • The threats of Malice, the Drowfort, and the four kingdoms of the Mechanical Sun
  • New Icons, forgotten gods, spells, feats, magic items, monsters, and more!

You’ll also find rules for traveling in the Underworld—including ways to make travel montages more interesting (and hazardous!)—and advice for GMs who want to create adventures and campaigns set in the Underworld.

The passage downward lies ahead. Cold air chills your bones, and you can hear the echoes of something huge and ancient stirring far below. Mutter one last prayer to the Gods of Light, set your torches ablaze, and prepare to enter the Underworld!

Author: Gareth Ryder-Hanrahan
Developers: Rob Heinsoo, John-Matthew DeFoggi

Cover: Lee Moyer, with Rich Longmore

Status: In development

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

The Borellus Connection is a campaign for Fall of Delta Green, using the heroin trade and the United States Bureau of Narcotics and Dangerous Drugs as a narrative spine. The campaign runs from South-East Asia to the Middle East to Europe, as the Agents uncover the sinister machinations of a necromantic cult.

  • Operation JADE PHOENIX (North-Eastern Burma): The CIA wants the Chinese-backed Shan warlord Li Bao Lung assassinated, and the Agents are tasked to escort a Marine sniper, Sergeant Adolph Lepus, to Li’s headquarters in the Wa state of northeast Burma, with orders to eliminate Li and return with proof of Li’s (and therefore Peking’s involvement in the opium trade. DELTA GREEN has identified one of Li’s advisers, Ming Yuan, as a Kuen-Yuin sorcerer; Li’s compound is a target-rich environment. The team must travel into Burma, avoiding detection en route, and penetrate the defences around Li’s compound to ensure Lepus has a clear shot on both targets.
  • Operation ALONSO (Saigon, Vietnam): The NBDD assigns the Agents to surveil a drug summit at the Continental Palace hotel between Unione Corse bosses and emissaries from Marseille. While there, DELTA GREEN wants them to ascertain the status of the Cthulhu cult in the Rung Sat region south-east of the city.
  • Operation HORUS HOURS (Hong Kong to Los Angeles, by air): Clues uncovered during ALONSO point to the existence of a heroin smuggling route running from Hong Kong to Los Angeles. The Agents have to hastily follow the couriers on the trans-Pacific flight via numerous stops and layovers, watching for the critical moment of the handover.
  • Operation DE PROFUNDIS (Bozuktepe, Turkey): Using a BNDD investigation into opium smuggling as cover, DELTA GREEN sends the Agents to investigate the suicide and disappearance of archaeologist Charles Whiteman. He was excavating a ceremonial site at Bozuktepe before mysteriously killing himself; his body vanished en route back to England. What did he bring up from the depths before he died?
  • Operation SECOND LOOK (Beirut, Lebanon): The Agents are sent in to surveil another drug deal and gather evidence; this time, an unreliable DELTA GREEN informant, Francois Genoud, is in the mix, and the Agents are ordered to remind him where his loyalties lie – but there’s more at stake here than they know, as sinister powers make a second attempt to uncover secrets of the Mythos…
  • Operation PURITAN (Munich, Germany to Prague, Czechoslovakia): The Agents follow Unione Corse heroin shipments into Munich, but while there, another DELTA GREEN case officer tasks them to investigate unnatural contamination of the CIA’s QK-ACTIVE propaganda broadcasts into the Soviet Union. Who is broadcasting elements of the Necronomicon from a CIA-backed radio station? Finding the truth sends the Agents on a desperate race into Prague.
  • Operation MISTRAL (Marseille, France): During the May ’68 riots, the Agents are sent to Marseille to investigate gang conflicts – and possible Unnatural activity in the troubled city.

and the mysterious Operation 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 daring 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

 

Stock #: PELGM201 Authors: Robin D. Laws, Gareth Ryder-Hanrahan
Artists: Gene Ha, Tangmo Cecchini, Mary Corbalis, Douglas P. Lobo, Miguel Santos, Lily Serrentino, Phil Stone, Jessica Trevino, Karolina Węgrzyn Pages: 216 pages, case bound, B&W

 

Pre-order now

 

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.  Born Robot 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?

Born Robot, 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?

Stock #: PELGOC09 Author: Robin D. Laws, Chris Spivey, Ruth Tillman
Artists: Wagner Chrissante, Marisa Erven, Jérôme Huguenin, Gabrielle Kershaw, Christian Knutsson, Laura Martin Format: 360 page casebound B&W 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.

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