Is it the Spear that pierced Christ’s side, or the Spear of Odin? Does it grant true kingship or invincibility? Who has borne it through the millennia, and who seeks its true whereabouts now? This issue pierces the legend to reach the truth — and then makes the legend invincible. Plus, a look at the Spear for Night’s Black Agents, The Esoterrorists, Trail of Cthulhu, and TimeWatch.

The Spear of Destiny is the second installment of the third Ken Writes About Stuff subscription and is now available to subscribers – it will be available to buy in the webstore in May. If you have subscribed to the third KWAS subscription, The Spear of Destiny is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).

Stock #: PELH29D Author: Kenneth Hite
Artist: Jeff Porter
Pages: 8pg PDF

Tcho-Tcho cover “The nastiest people who ever lived … and whatever it is they were doing, they weren’t going to let a stranger in on it.” Do you really want to know what the Tcho-Tcho know? Too late.

Hideous Creatures: Tcho-Tcho is the first installment of the third Ken Writes About Stuff subscription and is now available to subscribers – it will be available to buy in the webstore in April. If you have subscribed to the third KWAS subscription, Hideous Creatures: Tcho-Tcho is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).

Stock #: PELH28D Author: Kenneth Hite
Artist: Jeff Porter
Pages: 11pg PDF

Mythos creatures, occult conspiracies, xeno-archaeology and more! KWAS Vol. 2 collects 13 supplements by master Lovecraftian writer and GUMSHOE guru Kenneth Hite.

Each PDF includes a deep delve into some deeply weird topic, plus crunchy bits for your GUMSHOE game. If you’re a fan of Suppressed Transmissions, Trail of Cthulhu, Night’s Black Agents, The Nazi Occult or Day After Ragnarok, KWAS is a must-have.

Available from April in the webstore, KWAS Vol. 2 features:

  • BONUS ISSUE – Foul Congeries 2 once more opens the books on Lovecraftian monsters that have never taken stat-block form before in any game, including the Bat-Thing, the Black-Winged Ones, and Medusa! Coming in April 2015.
  • Tomb-Hounds of Egypt. “God! … If only I had not read so much Egyptology before coming to this land which is the fountain of all darkness and terror!” All you need to know to forge a Pulp archaeology campaign set in 1930s Egypt – for Trail of Cthulhu or just GUMSHOE Bullwhips & Baboon-Mummies!
  • GUMSHOE Zoom: Goëtia. Bifrons. Glasya-Labolas. Marchosias. Names to conjure with – literally! This GUMSHOE Zoom takes you inside the pentacle and introduces you to the hierarchy of Hell. Historical European demon-summoning magic  just got easier and more realistic. Um … yay?
  • Hideous Creatures: Rat-Things. “Witnesses said it had long hair and the shape of a rat, but that its sharp-toothed, bearded face was evilly human while its paws were like tiny human hands.” Witch become rat, or thing become hyper-physicist? Familiar-ize yourself with Lovecraft’s creepiest creation.
  •  Vendetta Run. You’ve done worse things, but you’ve never done anything as dangerous as angering the Earps. Because now they’re coming to kill you. And they can’t be killed. Not permanent, anyhow. A survival-horror frame for Fear Itself set in the worst and weirdest West.
  • Hideous Creatures: Byakhee. “Apart from the curiously repellent feeling of human flesh under my hands, and furred wings, I was not able to ascertain what these creatures were like.” Servants of Hastur or misperceived shantaks? Astral psychopomps or sidereal scavengers? Climb aboard the byakhee and find out!
  • The School of Night. “Black is the badge of Hell; the hue of dungeons and the School of Night.” Queen Elizabeth’s realm lies vulnerable, not just to the Spanish or the plague, but to occult forces perhaps more dangerous than either. You study those forces at the risk of torture — at the risk of your soul — but you must hold them at bay or see England destroyed. This GUMSHOE campaign frame sets the PCs on the stage with John Dee, Christopher Marlowe, and Sir Walter Raleigh … and perhaps with traitors in their ranks.
  • Hideous Creatures: Lloigor. “You make the usual mistake — of thinking of them as being like ourselves. They weren’t.” God or monster? Species or phenomenon? Dragon or disc — or discontinuity? Invisible, invulnerable, inexplicable — the vile vortices of the lloigor encompass all and care for nought.
  • Xeno-Archaeology! “No other ancient city on Mars had been laid out in that manner; and the strange, many-terraced buttresses of the thick walls, like the stairways of forgotten Anakim, were peculiar to the prehistoric race that had built Yoh-Vombis.” From the Face on Mars to Precursor artifacts orbiting dead quasars, the mysteries of space aren’t all astrophysical. For some answers, you have to dig. Ruins — of cities, starships, and planets — hold danger and horror, riches and knowledge. What a lost species or a cunning GM can build, bold exo-archaeologists and their players can uncover.
  • Hideous Creatures: Serpent Folk. “The features mingled and merged in a seemingly impossible manner. Then, like a fading mask of fog, the face suddenly vanished and in its stead gaped and leered a monstrous serpent’s head!” They built Valusia before the dinosaurs, and lurk behind half mankind’s darkest cults. Are they extra-dimensional, extra-terrestrial, or just extra venomous? You won’t fool the Children of Yig, in any skin they wear.
  • GUMSHOE Zoom: Voodoo 2: The Invisibles. The Invisibles, more than spirits and a little less than gods, can fit inside stones, trees, and their servitors’ heads — but not into just one issue of KWAS! Whether you call them Loa or Orisha, these mighty beings demand your attention and your sacrifice, but give you hidden knowledge and awaken your interior fires. This second issue of our two-issue Voodoo series gives you plenty of Invisibles to summon, battle, invoke, and ally with whether you’re hunting Dagon in Haiti or rogue programs on your starship.
  • GUMSHOE Zoom: Voodoo 1: Magic. The first of a new series of GUMSHOE Zooms looking at historical magic traditions — and giving you the tools and rules to evoke these puissant powers in your own game! This first issue in a two-issue series examines sympathetic magic and zombies, and Zooms in on the Afro-Caribbean magical-religious complex encompassing Vodoun, Candomble, Santeria, Obeah, and Palo Mayombe. The loa ride in May!
  • Hideous Creatures: Dark Young of Shub-Niggurath. “Worlds of sardonic actuality impinging on vortices of febrile dream – Iä! Shub-Niggurath! The Goat with a Thousand Young!” Are they nameless horrors or numbered servitors, Druidic nightmares or ab-natural abominations? Where do they grow, and on what loathsome food do they thrive? Follow them to Hell and Hydra, or to Mormo and Monsanto.

The first volume is available as a collection from the Pelgrane store.

The third volume is available for subscription from the Pelgrane store.

Tomb-Hounds of Egypt

“God! … If only I had not read so much Egyptology before coming to this land which is the fountain of all darkness and terror!” All you need to know to forge a Pulp archaeology campaign set in 1930s Egypt – for Trail of Cthulhu or just GUMSHOE Bullwhips & Baboon-Mummies!

The Depression has hit Egypt, too. Funding for major expeditions has dwindled; minor expeditions have almost dried up. Formerly, Egyptologists could look forward to recouping their costs by selling half their finds overseas, to museums or collectors. Now, however, the increasingly nationalistic Egyptian government pressures the Service of Antiquities to keep all such new-found ancient treasures in the country.

But the European and American market for Egyptian antiquities remains, stoked to ever-higher heat by Howard Carter’s discovery of Tutankhamen’s golden tomb in 1922. With fewer expeditions guarding and excavating the tomb sites, and fewer artifacts coming onto the legitimate market, real opportunities have opened up. Those who know enough Egyptology to know where to dig, and who know enough shady dealers to know how to sell what they dig up, can name their own price for a spectacular item. Of course, there’s always that little matter of a curse – but no true tomb-hound lets the possibility of a curse interfere with the certainty of a profit.

Wonderful things await — all you need is a map and a bullwhip.

Tomb-Hounds of Egypt includes new occupations (Reis, Smuggler), drives, and abilities for Trail of Cthulhu. Additionally, full stats for God-Beasts and Monsters, write-ups of Necropolitan Egypt, and Egyptian Magic.

Praise for Ken Writes About Stuff,

The content of KWAS is top-notch, as one would expect from a RPG luminary like Kenneth Hite” –Daniel D.

brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo” – Bill Templeton

Tomb-Hounds of Egypt is the twelfth installment of the second Ken Writes About Stuff subscription and is now available to subscribers – it will be available to buy in the webstore in March. If you have subscribed to the second KWAS subscription, Tomb-Hounds of Egypt is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).

Stock #: PELH26D Author: Kenneth Hite
Artist: Melissa Gay
Pages: 14pg PDF

Goetia_cover

GUMSHOE Zoom: Goëtia

Bifrons. Glasya-Labolas. Marchosias. Names to conjure with – literally! This GUMSHOE Zoom takes you inside the pentacle and introduces you to the hierarchy of Hell. Historical European demon-summoning magic  just got easier and more realistic. Um … yay?

From the mid-13th century to the early 20th century, Western European magicians summoned, bound, and commanded demons using the Names of God, Jesus, and various angels. Some were black magicians seeking power and poison; others thought of themselves as white magicians investigating the laws of Nature and the deeds of Man.

Their art, goëtia, is the subject of this Zoom. In goëtic magic, there are no fireball spells. If you want to toss a fireball at someone, you have to summon a demon and command it to go toss a fireball at your foe. Same thing if you want to reconcile two enemies, or learn astronomy overnight. It’s demons all the way down.

Praise for Ken Writes About Stuff,

The content of KWAS is top-notch, as one would expect from a RPG luminary like Kenneth Hite” –Daniel D.

 

 brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo” –Bill Templeton

What is a GUMSHOE Zoom?

Not everything can support a game of its own, or even a big sourcebook. For those things, we present the GUMSHOE Zoom, a sort of supplement focused on a key game mechanic and its possible applications. In general, Zooms are interesting potential hacks, or intriguing adaptations of the main rules. Some apply to one specific topic or sub-sub-genre. Others cross all manner of GUMSHOE turf; you can slot them in and adapt them to tales of Cthulhuoid investigation, mean superpowered streets, or alien colonies alike.

Zooms are experimental. That does mean that they haven’t been playtested, necessarily. (If something in here is really really broken – and it’s not, as this ain’t our first rodeo – we’ll fix it in post.) But that also means we encourage you to experiment with them. Changing the cost, or prerequisites, or point effect, or other mechanical parameters of a given Zoom changes how often it shows up and how much drama it drives. The dials are in your hands.

Zooms will change the focus of your play if you use them. Putting a mechanic on the table puts it into your game. Adding a Zoom means more actions, possibly even more scenes, using those rules. Since the Zoom mechanics are intended to encourage specific actions or flavors, to force a card in your storytelling hand, they aren’t “balanced” against “normal” actions or rules. In general, if you don’t want to see more of it, don’t Zoom in on it.

Zooms are optional rules. You can and should ignore them if you don’t want them, or change them at will. After all, if a given Zoom turns out to be crucial to an upcoming GUMSHOE game, we’ll change it to fit that specific genre or form of storytelling.

GUMSHOE Zoom: Goëtia is the eleventh installment of the second Ken Writes About Stuff subscription available to subscribers now – it will be available to buy in the webstore in February. If you have subscribed to the second KWAS subscription, GUMSHOE Zoom: Goëtia is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).

Stock #: PELH25D Author: Kenneth Hite
Artist: Anna Rogers
Pages: 15pg PDF

The blurb for Goëtia, or, the Summoning of Demons, which is the upcoming issue of Ken Writes About Stuff, mentions three demons: Bifrons, Glasya-Labolas, and Marchosias.

Not these guys. Three other guys.

Unfortunately, as we (or rather, as Simon, and you, and Cat, and everyone but me) learned with the Voodoo kerfuffle, writing up a new magic system — in this case, as the name indicates, goëtia, the demon-summoning art of European magic — can run a little texty. So the KWAS issue in question wound up only having one demon in it, Buné. Now before you get all outraged, note that this time I worked very hard to provide a good general demon-statting matrix. Also, goëtia already has a great list of demons in its major sourcebook, the Lemegeton Clavicula Solomonis. But, bearing in mind what we (or rather, what Simon, and you, and Cat, and everyone but me) learned with the Mind Control kerfuffle, it’s always a good idea to honor the spirit of the blurb. Especially if it’s a blurb about spirits. Who command, you know, legions of demons.

So here, then, are the three Demons of the Blurb of Goëtia, statted up per the guidelines in the Goëtia issue of KWAS. Zim-bala-bim! As one never says in goëtia.

Bifrons

The Lemegeton says of Bifrons:

He is an Earle and appeareth in ye forme of a Monster at first but after a while at ye command of ye Exorcist he putteth on ye shape of a man, his office is to make one knowing in Astrology & geomitry & other arts & siences, & Teacheth ye vertues of all hearbs, precious stones & woodes, he changeth ye dead Bodyes & putteth Them into one another [anothers’] places, & lighteth candeles seemingly upon ye graves of ye dead he hath under his command 6 Legions of spirits.

As an Earl, he has Aberrance 31, Damage +5, and -2 Armor. He requires a pentacle with Might 31 or more (total Inscription roll + spend = 6+) to hold him.

He appears “in ye forme of a Monster” implying that his form is even more horrible than other demons; failing a Stability test when beholding him costs a further +1 Stability.

He teaches various abilities: Astronomy, Geology, and Mathematics (in games with that ability) for sure; likely Art, Pharmacy, Outdoorsman; possibly Occult (“vertues” means more than just healing and flavor profile); and “other arts & sciences” so at the GM’s discretion most Academic or Technical abilities, plus Mechanics. (Lots of Ashen Stars abilities, too, if you’re a space-demon weirdo.) If the GM is generous, he teaches Magic.

He changes “dead Bodyes” — not merely swapping them around (although that act likely only costs 1 Constriction, as it’s both mentioned specifically and requires a degree of player ingenuity to use well) but also reviving them as zombies, or performing other necromantic services. (Oh, I just thought of one — Bifrons makes a great crime scene cleaner. Swap out the guy you killed for some other guy who’s clearly been dead for ages.) He commands corpse-candles, which might be murony or chupas from Night’s Black Agents, or Space Eaters or Mi-Go in Trail of Cthulhu, or something else entirely.

Glasya-Labolas

The Lemegeton says of Glasya-Labolas:

He is a Mighty president & sheweth him selfe in ye forme of a dog with wings like a griffin; he teacheth all arts in an Instant, and is an author of Blood shed & Manslaughter, he telleth all Things past & to come, if desired, & causeth love of friends and foes; he can make a Man goe Invisible, & he hath under his rule 36 Legions of spirits.

As a President, he has Aberrance 53, Damage +8, and -4 Armor. He requires a pentacle with Might 53 or more (total Inscription roll + spend = 8+) to hold him.

He “teacheth all arts” so probably any and all Investigative abilities, definitely including Magic. (Look, if you summoned a President, you got your money’s worth. Just like now.) His zest for “Blood shed & Manslaughter” tells you he’ll be eager to kill your foes. Or your friends. He probably accelerates other people who hate your foe into attacking them first, then comes in to finish the job, all for just those 2 Constriction.

He can predict the future, and change human minds to love you (effective Credit Rating upshift, or supernatural Flirting, is up to you). This un-natural love lasts longer than just the next sunrise — until Christmas or Easter, perhaps.

Plus, he can turn you invisible, which is nice.

Marchosias

The Lemegeton says of Marchosias:

He is a great and mighty Marquiz appering at first in [the] forme of a wolfe; having griffins wings, and a serpents Taile, vomiting up fire out of his mouth But afterwards at ye command of ye Exorcist, he putteth on ye shape of a man, and is a strong fighter he giveth true answares to all questions, & is very faithfull to ye Exorcist in doeing his Buisness, he was of ye order of Dominations he governeth 30 Legions of spirits, he Told his chiefe Master which was Salomon, that after 1200 yeares he hadd hopes to returne to ye 7th Throne.

As a Marquis, he has Aberrance 23, Damage +3 (actually +5), and -1 Armor. He requires a pentacle with Might 23 or more (total Inscription roll + spend = 5+) to hold him.

He breathes fire, or maybe vomits lava, which is important or at least cool to know, and changes from wolf (well, winged, snake-tailed wolf) to man. He therefore likely controls werewolves, and may have a shapeshifting skin to offer if you’re using the demonic item rules.

He is “a strong fighter” so he does an extra +2 damage even as a measly Marquis. In human form, he has a Hit Threshold of 5 or even higher if he spends Aberrance on it.

He answers questions fully and completely.

He is “very faithfull” so once he signs the Book of Pacts, the Difficulties of Invocation, Evocation, and Abjuration drop by 1. This is probably because he still thinks he can get back to Heaven and resume being an angel. Of course, in 950 B.C. he thought it would only take 1,200 years, so perhaps this motive is a little outdated. Still, it offers the rare chance to use Reassurance on him (2-point spend for +1CA).

Hideous Creatures: Rat-Things

“Witnesses said it had long hair and the shape of a rat, but that its sharp-toothed, bearded face was evilly human while its paws were like tiny human hands.” Witch become rat, or thing become hyper-physicist? Familiar-ize yourself with Lovecraft’s creepiest creation.

Rat-things resemble ordinary rats, and are easily mistaken for them at a distance. Their heads are nonetheless evil caricatures of human heads, and their paws are like tiny human hands. They have extremely strong, sharp teeth, canines grown forward to resemble incisors. They nuzzle and nurse on human blood from their witch companions or from convenient sleepers. Though they do not die naturally, they are now very rare. Attacking rat-things climb the legs or clothes of human opponents, or drop down from ceilings, or climb plumbing into their delicate areas at delicate moments, or tunnel up from the insides of their chests.

Hideous Creatures: Rat-Things includes,

  • Two unique scenario seeds, The Rats in the Trenches, and The Dream House in the Witch
  • Keeper clues for every GUMSHOE investigative ability
  • Five mythic echoes from across the world
  • Thirteen Rat-Thing variations
  • And new powers, like Internal Attack and Dream Initiation, with GUMSHOE statistics.

In this series, Kenneth Hite looks at the creatures, species, and monsters of the Cthulhu Mythos from every non-Euclidean angle. Alternate versions and new explanations provide the same jolt of mythic bisociation that the gods and titans receive in the TRAIL OF CTHULHU corebook. Hite traces these foul things through their legendary history, and provides further clues for any Investigator to follow. Horrific scenario seeds burst and bloom, story spines protrude and deform, in a blasphemous garden any Keeper can harvest.

Praise for Hideous Creatures,

a brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo.” – High Trust, High Drama Blog

I consider this series a wake-up call to the lacklustre, to remind them tales of the Mythos, using whatever system, should instill uneasiness, upset and fear. Grasp the potential of the unearthly and inhuman…” – Paul Baldowski

Hideous Creatures: Rat-Things is the tenth installment of the second Ken Writes About Stuff subscription available to subscribers now – it will be available to buy in the webstore in January. If you have subscribed to the second KWAS subscription, Hideous Creatures: Rat-Things is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).

Stock #: PELH24D Author: Kenneth Hite
Artist: Gennifer Bone
Pages: 11pg PDF

Vendetta Run_400

Vendetta Run

You’ve done worse things, but you’ve never done anything as dangerous as angering the Earps. Because now they’re coming to kill you. And they can’t be killed. Not permanent, anyhow. A survival-horror frame for Fear Itself and Owl Hoot Trail set in the worst and weirdest West.

In December 1881, after the gunfight at the O.K. Corral, three Cowboys ambushed and shot Virgil Earp. Three months later, four Cowboys shot Morgan Earp in the back and killed him. Wyatt Earp assembled a posse of his surviving relations and willing gunmen to hunt down the killers, gunning down the Cowboy Frank Stilwell in Tucson on March 20, 1882. You and the other Cowboys can no longer count on corrupt or intimidated local authorities for protection. The Earps have turned vigilante, riding out in vendetta against you, and you have turned and run.

The players all take the roles of Cowboys, members of the quasi-criminal ring of local rustlers and thieves in cahoots with Sheriff Behan. One of you may even be Sheriff Behan – the Earps no longer care about legal niceties. Your party is one group of Cowboys, with the Earps’ posse on their trail.

Praise for Ken Writes About Stuff,

The content of KWAS is top-notch, as one would expect from a RPG luminary like Kenneth Hite” –Daniel D.

brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo” – Bill Templeton

Vendetta Run is the ninth installment of the second Ken Writes About Stuff subscription available to subscribers now – or individually in the webstore. If you have subscribed to KWAS 2 subscription, Vendetta Run is on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).

Stock #: PELH23D Author: Kenneth Hite
Artist: Jeff Porter
Pages: 11pg PDF

HC_Byakhee_cover

Hideous Creatures: Byakhee

“Apart from the curiously repellent feeling of human flesh under my hands, and furred wings, I was not able to ascertain what these creatures were like.” Servants of Hastur or misperceived shantaks? Astral psychopomps or sidereal scavengers? Climb aboard the byakhee and find out!

Byakhee are interstellar hunters, flying between the stars on vast membranous wings. They sometimes carry riders, usually one apiece — though such riders need protection from the vacuum and cold from suitable spells or potions. Byakhee do not have bases on earth, but sorcerers summon them to perform foul deeds or to serve as steeds.

Hideous Creatures: Byakhee includes,

  • Two unique scenario seeds, Something in Platinum, and Just a Song at Twilight
  • Keeper clues for every GUMSHOE investigative ability
  • Six mythic echoes from across the world
  • Eighteen Byakhee variations
  • And new powers, like Cognitive Dissonance and Orbital Flight, with GUMSHOE statistics.

In this series, Kenneth Hite looks at the creatures, species, and monsters of the Cthulhu Mythos from every non-Euclidean angle. Alternate versions and new explanations provide the same jolt of mythic bisociation that the gods and titans receive in the TRAIL OF CTHULHU corebook. Hite traces these foul things through their legendary history, and provides further clues for any Investigator to follow. Horrific scenario seeds burst and bloom, story spines protrude and deform, in a blasphemous garden any Keeper can harvest.

Praise for Hideous Creatures,

a brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo.” – High Trust, High Drama Blog

I consider this series a wake-up call to the lacklustre, to remind them tales of the Mythos, using whatever system, should instill uneasiness, upset and fear. Grasp the potential of the unearthly and inhuman…” – Paul Baldowski

Hideous Creatures: Byakhee is the eighth installment of the second Ken Writes About Stuff subscription available to subscribers now – it will be available to buy in the webstore in November. If you have subscribed to the second KWAS subscription, Hideous Creatures: Byakhee is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).

Stock #: PELH22D Author: Kenneth Hite
Artist: Patricia Smith Pages: 11pg PDF

School of Night_cover

The School of Night

“Black is the badge of Hell; the hue of dungeons and the School of Night.” Queen Elizabeth’s realm lies vulnerable, not just to the Spanish or the plague, but to occult forces perhaps more dangerous than either. You study those forces at the risk of torture — at the risk of your soul — but you must hold them at bay or see England destroyed.

This GUMSHOE campaign frame sets the PCs on the stage with John Dee, Christopher Marlowe, and Sir Walter Raleigh … and perhaps with traitors in their ranks.

Your School of Night campaign might resemble a 16th-century Night’s Black Agents investigation of a demonic conspiracy, a picaresque “weirdness and monster hunt” game a la Fringe, Supernatural, or The X-Files, Tudor ghost-breaking and exorcism played for psychological and proto-scientific chills, or feature straightup horror of the Cthulhoid or Gothic bent. It might feature “wolf in the fold” gaming as players betray Raleigh to the Tudor police state for their own masters, or play up the espionage element in true “wildernesse of mirrors” style. Or it might combine all of these elements but really feature the fun of carrying rapiers, casting Enochian spells, and playing the dozens with that new-fledged goose Shakespeare down at the Mermaid Tavern.

The School of Night includes new abilities (Tod-Spotter), arms and armor, magickal abilities, historical scolars, and the opposition (necromancers, werewolves, demons, etc.)

Praise for Ken Writes About Stuff,

The content of KWAS is top-notch, as one would expect from a RPG luminary like Kenneth Hite” –Daniel D.

brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo” – Bill Templeton

The School of Night is the seventh installment of the second Ken Writes About Stuff subscription available to subscribers now – it will be available to buy in the webstore in October. If you have subscribed to the second KWAS subscription, The School of Night is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).

Stock #: PELH21D Author: Kenneth Hite
Artist: Jeff Porter Pages: 13pg PDF
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