See Page XX: Sketching Our Your Yellow King: Wars Sequence (Part 1)

A column about roleplaying by Robin D. Laws Previously in See Page XX, I laid out a two part sample outline for a Yellow King RPG: Paris series. By popular demand, I’m now going to do the same for the next of the game’s four sequences, The Wars. As before, this is a starter framework […]

Find FOREVER

For some time now, the Agents have been on the trail of something called FOREVER. From what they’ve gathered, FOREVER is some sort of vampire-connected program run by shadowy elements within the United States intelligence community. Some claim FOREVER’s an ultrablack operation, a dozen levels higher and deeper than anything at Groom Lake. Other accounts […]

Exploring Bookhounds of Eversink

By Kevin Kulp “Bookhounds of Eversink” (p. 28 of the Adventurer’s Edition) is a quick-start campaign setup for your Swords of the Serpentine game. The premise, which will be familiar to folks who have read or played in Pelgrane’s other Bookhound game Bookhounds of London, is that adventures focus on the acquisition or sale of […]

Call of Chicago: The Fighting Yank!!

“While America needs you, my son, you shall not die!” — Bruce Carter I, to the Fighting Yank (Bruce Carter III), in Startling Comics #35 (Sep 1945) The Shield was the first, and Captain America was the greatest, but lots and lots of heroes donned the red-white-and-blue and punched Nazis in the 1940s. Many of […]

Cabaret du Néant

During the Paris sequence of The Yellow King Roleplaying Game, the art student characters may while a decadent evening at Montmartre’s Cabaret du Néant—or as they may know it, the Cabaret of Nothingness. Seated at the coffin-like tables of its Salle de Intoxication, they order from servers dressed as monks and morticians. Overhead dangle skeletal […]

District Knowledges in Mutant City Blues

District Knowledges, used in the Station Duty campaign frame in The Esoterrorists and in Cthulhu City, are a special set of investigative abilities designed for use in games where a particular city is of paramount importance – and the city’s right there in the title in Mutant City Blues! The districts in your Mutant City […]

13th Sage: Siege Breaker, a Make Your Own Luck Spinoff Adventure

The Free RPG Day adventure Make Your Own Luck was the first published 13th Age adventure I ever ran. (Well, not counting The Wreck of Volund’s Glory, which I wrote!) I love how much it does within the confined space of a city under siege, and I come back to it again and again—incorporating it […]

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