September playtesting

Dice imageIf you are interested any of these games, please email me with the game you wish to playtest in the subject line.

 

 

TimeWatch Mythos

System: TimeWatch

Author: Chris Lackey

Duration: One to two sessions

Deadline: October 31st

Description:

Lovecraftian horror throughout time. You’re from 1920s Arkham, but arcane rituals open a path to travel through time, letting you possess people in the past or future and thwart the machinations of unnatural horrors. Comes with the TimeWatch Jurassic edition and the chapter on Mythos-based time-traveling by Chris Lackey. Just watch out for relentless hounds of Tindalos… We need 1-2 sessions of playtesting per group, with a GM and 2-6 players. Perfect for Trail of Cthulhu groups as well.

TimeWatch Parallel Realities

System: TimeWatch

Author: Dave Chalker

Duration: One to two sessions

Deadline: October 31st

Description:

Instead of time traveling you’re walking between worlds, stepping from one parallel universe to the next. The problem is that you’re not the first people to discover this technology. Comes with the TimeWatch Jurassic edition and the chapter on parallel realities by Dave Chalker.

TimeWatch Pulp!

System: TimeWatch

Author: Corey Reid

Duration: One to two sessions

Deadline: October 31st

Description:

Christianity has just disappeared, and the reason isn’t necessarily what you’d expect. Why do those wooly mammoths have rocket launchers, anyways? Corey Reid’s pulp TimeWatch adventure “Queen of the Nile” can be run in 4-6 hours, for 3-6 players.

 

TimeWatch Leap of Faith

System: TimeWatch

Author: Kevin Kulp

Duration: One to two sessions

Deadline: October 31st

Description:

Solo play for one player and GM. If you just have yourself and one other player (or GM), we’d love to have you playtest TimeWatch’s solo rules, written by Kevin Kulp and inspired by TV shows like Quantum Leap. When you time travel by possessing someone else’s body, sometimes you have to play the hand you’ve been dealt. Comes with the TimeWatch Jurassic edition and the chapter on solo play.

Shards of the Broken Sky

System: 13th Age

Author: ASH LAW

Deadline: November 30th

Description:

Imagine YOU are the Archmage. A big part of your job is eliminating terrible threats that could destroy the Empire, or at least severely damage big chunks of it. But some of those threats can’t be destroyed, only suppressed. So what do you choose?

Option A) Stash the suppressed threats in hiding places all over the map, each protected by smaller wards.

Option B) Create one super-powerful warded area and dump a steady pile of the threats you can’t quite deal with under that ward, damping them down and keeping them hidden from everyone else. 

If you answered Option A, you are not this campaign’s Archmage, good luck in all your future endeavors!

If you answered Option B, welcome to Shards of the Broken Sky!

This sandbox adventure for characters of all levels dumps the player characters into the mess left by the destruction of the Archmage’s super-ward. What was a peaceful valley is now a conglomeration of resummoned monster armies!  What’s left of the Archmage’s wards falls upon the valley as half-ruined magical dungeons! Are you going to clean up the mess, or just loot it? And will the plots of the evil icons give you enough time to decide?

Shards of the Broken Sky contains multiple adventures and dungeons for every tier. Depending on how much of the material you decide to use, and when, you should be able to use it twice in separate campaigns and face all-new adventures.

 

Playtest note: Playtesting in a straight shot through every adventure probably isn’t possible during a normal campaign because some of the choices are meant to lead away from each other. Choose your path, play as you like, use as much as you can and tell us about the path you chose.

 

This site uses cookies to offer you a better browsing experience. By browsing this website, you agree to our use of cookies.