The Yellow Sign featured heavily in The Yellow King Roleplaying Game and its associated banners and art radiates an alien clarity. As created by graphic designer extraordinaire Christian Knutsson, its imperfections exist within the calm and implacable surety of the Pallid Mask.

Yet not everyone in the clashing realities of the game pulls the same template or stencil off the shelf when they need to inscribe their loyalty to the Court of Hali in sigil form. You might want a gnarlier, freehand version to incorporate into your handouts and fan art. At Pelgrane we’re all about satisfying obscure desires we invent and then project upon you, the esteemed hypothetical reader. Accordingly, here are three sizes of the same freehand Sign for your sinister use.

The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

Waxen-eared conspirators at constant war with their cats aren’t the only people with a vested interest in propagating the Yellow Sign. At Pelgrane Press we want everyone to gaze into the symbol of Carcosa, pledging fealty to the Pallid Mask and perhaps picking up a copy of The Yellow King Roleplaying Game.

To this end, Pelgrane releases its Yellow Sign symbol, designed with subtle menace by Christian Knutsson, into the public domain. Use it personally or commercially. Put it in illustrations, banners, or books. Slap it on t-shirts, hats, mugs, or temporary tattoos. Get started by downloading the Yellow Sign image pack.

Spread the word from here to the Hyades. The king is here!

The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.


Other resources

  • Download a form-fillable blank character sheet by Marco M.



  • Download the Night’s Black Agents: Solo Ops errata

With The Fall of Delta Green having psychedelically burst onto the shelves of finer game stores everywhere and indeed of this very site, this column keeps on bursting the covers of that already overfull tome. This time, rather than throw more weird story meat out there for the Handler, it’s time to give the players some love. And what better form can love take than a steady government paycheck? No better form, in the 1960s or now, surely. So here are a few more Departments where Agents can hang their hats while they’re out hatlessly hunting the unnatural. All these appear in the same format as those in the core book; and as always, yes, some of these Departments are actually just agencies, offices, bureaus, commands, and so forth.

Ability ratings with asterisks add to the rating already in the template, if you pick that ability for your Agent.

Army Security Agency

Technically under the wing of the NSA, but commanded by a U.S. Army general, the ASA protects electronic transmissions by the U.S. Army and attempts to intercept enemy and hostile communications both in the field and from listening stations, satellites, and other technical means. The ASA also has responsibility for electronic countermeasures and electronic warfighting if needed.

Semper Vigile

In Vietnam, the ASA operates as the 3rd Radio Research Unit (509th Radio Research Group after 1965) out of Tan Son Nhut in Saigon, accompanying Special Forces and MACV-SOG units and providing ELINT to regular U.S. forces in country. ASA pilots fly Special Electronic Mission Aircraft (SEMA) over the jungles, locating and targeting Viet Cong and NVA transmissions … and perhaps other phenomena.

ASA Officer

Prerequisite: Begin by building your Agent using the Soldier template (FoDG, p. 028). You may be Active Duty.

Points: 9 Investigative, 12 General

Foreign Language 1, HUMINT 1, Military Science 1, SIGINT 2, Traffic Analysis 1

Bureaucracy 2, Mechanics 2

Pick Three Investigative: Anthropology 1, Cryptography 1, Data Retrieval 1, Foreign Language 1*, Interrogation 1, Photography 1

Pick Two General: Athletics 4, Mechanics 4*, Pilot 4, Sense Trouble 4, Stealth 4

Bureau of Customs

The U.S. Bureau of Customs doesn’t just collect tariffs and man airport checkpoints (or the other 300 points of entry into the United States) looking for undeclared bottles of wine. Its Office of Investigations combats art and antiquities smuggling, human and narcotics trafficking, and illegal weapons sales both at home and overseas; in 1969 it gets an Air Interdiction Unit. The Customs Bureau also maintains and secures bonded warehouses in ports and airports where almost anything might be stashed away by someone.

Customs Investigator

Points: 11 Investigative, 23 General

Accounting 1, Law 2, Cop Talk 1, Notice 1, Streetwise 1

Bureaucracy 2, Conceal 2, Drive 3

Pick Five Investigative: Accounting 1*, Archaeology 1, Art 1, Cop Talk 1*, Criminology 1, Foreign Language 1, HUMINT 1, Interrogation 1, Law 1*, Notice 1*, Streetwise 1*

Pick Four General: Athletics 4, Conceal 4*, Health 4, Pilot 4, Preparedness 4, Sense Trouble 4, Stability 4, Stealth 4

Central Intelligence Agency

Division D Intercept Specialist

Within the CIA’s Directorate of Plans, Division D handles the collection of electronic and signals intelligence, sometimes in partnership with the Office of Research and Development. The Division’s work happens overseas, in embassies and foreign listening stations such as Kagnew in Ethiopia and Teufelsberg in West Berlin. “The Shop” (FoDG, p. 033) most likely operates under Division D, which does not scruple to access foreign transmitters as well as passively intercept foreign signals. In 1978, Division D folds into the Special Collection Service (SCS), a joint NSA-CIA program.

Points: 14 Investigative, 25 General

Agency 2, Architecture 1, Cryptography 1, Data Retrieval 1, Foreign Language 1, HUMINT 1, Notice 1, SIGINT 2, Tradecraft 1

Bureaucracy 3, Firearms 1, Mechanics 5, Stealth 3, Unarmed Combat 1

Pick Three Investigative: Architecture 1*, Cryptography 1*, Foreign Language 1*, Photography 1, Reassurance 1, SIGINT 1*, Streetwise 1, Tradecraft 1*, Traffic Analysis 1

Pick Three General: Conceal 4, Disguise 4, Filch 4, Mechanics 4*, Preparedness 4, Stealth 4*

Office of Scientific Intelligence Analyst

Tasked with collecting information about scientific developments that could affect national security, the OSI remains something of an odd man out within the CIA. It supports U-2 flights and (until 1965) analyzes Soviet rocket launches, it monitors nuclear tests and provides grants to cooperative universities. In 1963 it moves from the Directorate of Intelligence to the DDS&T; in the confusion and bureaucratic infighting that follow, DELTA GREEN uses OSI as a seine for any hint of hypergeometric research overseas or inside MAJESTIC.

Points: 13 Investigative, 20 General

Data Retrieval 1, Fringe Science 1, Military Science 1, Notice 1, Physics 1

Add One Scientific Specialty: Astronomy 2, Biology 2, Chemistry 2, Physics 2*

Bureaucracy 3, Firearms 1, Mechanics 4, Sense Trouble 1, Unarmed Combat 1

Pick Three Investigative: Agency 2, Data Retrieval 2*, Foreign Language 2, Fringe Science 2*, SIGINT 2, Traffic Analysis 2

Pick Two General: Bureaucracy 5*, Network 5, Preparedness 5, Sanity 5, Stability 5

National Underwater Reconnaissance Office

Established in 1968 to take advantage of the sinking of the Soviet submarine K-129, NURO remains entirely classified for thirty years. Staffed by CIA and ONI personnel, NURO uses mini-subs and “special project submarines” like USS Halibut and USS Seawolf to carry out undersea operations against signal targets such as undersea cables and to penetrate both enemy and neutral waters for intelligence gathering. Prior to 1968 the ONI has a handful of officers tasked with undersea intelligence, but no dedicated program as such; the Navy has the “Oceanographic Systems” Commands (COMOCEANSYS) that operate the SOSUS deep-water sonar array.

The amount of intelligence product on Deep Ones alone that floods into DELTA GREEN with the establishment of NURO nearly drowns the program. Much of the planning of the abortive Operation POMPEY (FoDG, p. 185) comes from NURO sources. Meanwhile, program investigators backtrack the opposition to NURO to pressure from Exalted Circle-connected admirals and bureaucrats; another promising lead the dismantling of DELTA GREEN shuts off.

NURO Analyst

For COMOCEANSYS operators and officers, the Sailor template (FoDG, p. 027) is a prerequisite for your Military Service. Both COMOCEANSYS and NURO personnel may be Active Duty.

Points: 11 Investigative, 13 General

Cryptography 1, Military Science 2, Notice 1, SIGINT 1

Add 3 to any two of these: Bureaucracy 2, Drive 1, Heavy Weapons 1, Mechanics 2, Pilot 1

Pick Three Investigative: Agency 2, Cryptography 2*, Data Retrieval 2, Foreign Language 2, Physics 2, SIGINT 2*, Traffic Analysis 2

NURO Frogman

If your game uses Special Training skills, NURO frogmen should take SCUBA.

Prerequisite: Sailor template (FoDG, p. 027) for your Military Service. You are on Active Duty.

Points: 8 Investigative, 22 General

Add 1 to any two of these: Astronomy 1, Foreign Language 1, Inspiration 1, Interrogation 1, Notice 1, SIGINT 1

Athletics 4, Demolitions 3, Mechanics 2, Preparedness 3, Stealth 4

Pick Two General: Demolitions 3*, Firearms 3, First Aid 3, Heavy Weapons 3, Mechanics 3, Pilot 3, Stealth 3, Unarmed Combat 3



Free Downloads and Resources for The Fall of DELTA GREEN

Character sheet downloads

Other downloads




twresourcesFire up your time machine, and hunt down your evil double with these TimeWatch RPG resources.

All official downloads as a zip file.


Running your first TimeWatch game

Who runs TimeWatch – background details of the TimeWatch organisation

Great Player Tactics for TimeWatch

Fighting God: TimeWatch and the Secret Enemy

An Overview of TimeWatch for GUMSHOE GMs – Part One, Characters

An Overview of TimeWatch for GUMSHOE GMs – Part Two, Gear

An Overview of TimeWatch for GUMSHOE GMs – Part Three, Thrills

The Origin of TimeWatch Antagonists

Using TimeWatch and as an Educational Tool – by Daniel Fidelman



The Font of Knowledge – Free RPG Day 2017 adventure

Character Sheets and Pregens


Static low-res character sheet

Static print-resolution character sheet

Fillable PDF with character templates

Iconic characters in a fillable PDF – landscape

Iconic characters in a fillable PDF – portrait

Iconic characters on individual pages

Excel character generator


Fillable PDF by Jargogle Bamboozle

Play Aides


TimeWatch theme by James Semple

GM and player cheat sheets for TimeWatch (layered)


TimeWatch Playmat by Jargogle Bamboozle


A review of TimeWatch from

A review of TimeWatch from


Errata for The Font of Knowledge print book

An interview with author Kevin Kulp courtesy of

by Ian ChilversDwarf charging driders_350

Download Ian’s 13th Age encounter manager here.

A lot of my time used in the preparation of 13th Age sessions is in the creation of encounters. Particularly in the specifics of balancing (or deliberate unbalancing) of encounters to a party’s level. 13th Age has a reasonably simple method for calculating an encounter’s level, but still I always find myself spending more time wrestling with maths than I do monsters. Time that could be better used creating meaningful encounters more closely tied to the story or spent pondering how I might make best use of the Owlbear’s ability to rip off limbs. This is what initially set me to work on creating a spreadsheet that would do all the fiddly, boring maths for me. What started as a quick time-saver focused on automating the application of the monster equivalents table spiralled quickly into how I might be able to make picking monsters based on their level and/or type easier, without having to flick between the various sources.

Whilst the encounter builder helps with preparation before hand, it is also helpful during sessions. Every adventuring group likes to wrong-foot their GM every now and again, and this is in part built into the more improvisational nature of 13th Age. Improvisation is something that I, as a GM, am still very much practising (with mixed results). Having a tool that will enable me to build an unexpected battle, because the PCs chased the The High Druid’s ranger instead of The Three’s assassin, is useful in giving me more confidence that I think ultimately makes for a better roleplaying experience for everyone.

Encounters are made to be run though. For PCs to fight (or avoid) the monsters you put in their path. It was only natural then that the encounter builder also allows encounters to be managed. The monsters are already there; why transcribe it to paper or to another document? The encounter manager pulls through all the monsters included in your encounter and also allows you to add player characters. So in the same way that I can focus on the fun parts of encounter building, the encounter manager helps me to focus more on the things that really matter in an encounter: the story, the tension, the ripping off of arms.

The manager automates, or at least provides prompts for the mechanics of the encounter. It can handle initiative, damage and hit points and it provides space for tracking conditions and on-going damage (something I often forget). This helps to speed up encounters and, everything else being right, makes for more exciting and tense battles.

As I rarely have the opportunity to roleplay in person these days, spending most sessions online with friends, using an encounter manager is natural for me. I have my session notes on one screen and my prepared (or not) encounters ready to open and do battle with my players. Those unpredictable forces for good (or not).

Goblin cowboys


  • Matthew Breen has designed a lovely one-page character sheet for Owl Hoot Trail – download it here.
  • Download the two-page extended character sheet from the rulebook here.
  • Download the three Perdition map handouts from the rulebook here.


  • The Box is a one-shot adventure by Clinton Dreisbach – read it here.

Articles and Resources

  • Kevin Kulp details a few alternate modes of play, along with some great game hooks for them, here.
  • There are more playable races by Paul Stefko here.

So you’ve got yourself a copy of the fantastic new RPG, 13th Age. You’ve printed out the free PDF you get when you pre-order and you’re raring to go but your players aren’t as enthusiastic. They want to give it a go but maybe not a full session, maybe just a taster, an hour or two. WELL, we’ve got just what you need!

One of the gaming gods behind 13th Age, Rob Heinsoo, has written a demo adventure for just such an occasion. The 13th Age 2-Hour Demo is the thing for you, free to download and quick to run. If you also want to get ahead and print out easy to read, filled character sheets, then you can use the 13th Age Fillable Character Sheet PDF. Add to that a host of our useful resources, like player and GM aids, you and your players will be enjoying battles with the Lich King in no time!