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On the High Road to Kaiin


Authors: Ian Thomson

Cover Artists: Ralph Horsley

Interior Artists: Ralph Horsley, Tim Challis, Roy Duffy, Ian Thomson

Pages: 140

On the High Road to Kaiin (& sundry other articles of equally fine quality)

Scenarios and articles for Cugel-level The Dying Earth RPG.

Within this substantial booklet you will find:

  • A comprehensive gazetteer of Azenomei Town – its customs, inhabitants, and opportunities for misadventure and malfeasance. Followed by an accompanying piece on Pergolo: the Manse of Iucounu, including full plans and room index & contents for two floors of this extensive iconic location.
  • ‘The High Road to Kaiin’: An extensive, darkly humorous, murder-mystery. A large fully-detailed scenario, utilizing several classic Vancian concepts adapted to new circumstances. Including full-color deck-plans for a highly unusual mode of transport that would be the envy of Captain Wiskitch himself!
  • High Road leads directly into ‘A Walk in the Woods’ – a nail-biting race for survival against the inhospitable expanse of the Great Forest of Da and its varied slavering denizens. (In the author’s game series, this two-part scenario was the immediate prequel to The Exasperating Cadaver adventure.)
  • A large article on the ‘Deities of the Dying Earth’ – replete with new cantraps, spells, magic items, and suggestions for including the influence of these Overworld entities in your games. Plus, full details on the Aumoklopelastianic Cabal and Solar Emosynaries!
  • ‘Dabbling with Magic’: Detailed notes on how to practically introduce more potent magic to your Cugelesque characters as they head towards the lofty heights of Liane-Level gameplay. (Including a number of dangerously incomplete spells of ‘less than perfect utility’ likely to be learned by our unwitting rogues – and used at their peril!)
  • More ‘Cantraps’ than you can shake a stick at! Being mostly minor spell-like effects for Cugel-Level characters who aspire to learn the magical arts.
  • ‘Gilgad’s Wilderness Survival Guide’ offers numerous peculiar enchanted items, a range of cunning capacities (Tweaks) that your characters can attempt to master, and a bounty of efficacious Tag-Lines harvested from the original stories and the author’s addled perspectives.
  • An alternative ‘Exotic Weaponry of the Dying Earth’ article that was created independently of (and at the same time as) the one found in Issue 6 of the Excellent Prismatic Spray.
  • ‘The Royal Cartographers’. An introductory framework plus a full set of itineraries that turn the entire Scaum Valley Gazetteer publication into an expedition on behalf of Prince Kandive of Kaiin. The characters are employed to compile a comprehensive guide to the peoples, locations, and oddities of the lands he sees as his eastern domains. The introduction also includes a congruent in-game opportunity to reside for some weeks among the upper echelons of society in the Great Palace of Kaiin – even if your adventurers are rogues of the lowest sort!
SKU: PEL024D Category: Tags: , , , , ,
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The Paragon Blade pre-order


Authors: Gareth Ryder-Hanrahan

Cover Artists: Margarita Bourkova

Interior Artists: Carlos Cara Álvarez, Alberto Bontempi, Talon Dunning, Bien Flores, Falk Haensel, Daniel Humphrey, Naomi Hurrey, Chris Malidore, Vincenzo Sirianni, Unique Soparie, Dimitar Spasov, Sergio Villa-Isaza, Alexander Yakovlev, Simon Zhong

Pages: ~280

Enter a realm of powers and perils!

In The Paragon Blade, you play a hero in a fantastical land, still scarred by the evil of the fallen Hellbound Empire. Mystery and magic collide in tales of conspiratorial wizards, monstrous foes, and arcane intrigue.

Gather your wits, your allies, and your blade!

You have three key advantages in your quest, three boons that see you through the perils that await.

First, you’re accompanied by a trusty Companion – a wise mentor, a stalwart servant or a cryptic ally. You may fight alone, but your Companion travels with you, offering sage counsel and assistance.

Second, you wield a relic from the dark days of old, a treacherous artefact of terrible power. If your relic falls into the wrong hands, it would be a disaster – but you have the strength and courage to use its powers for good ends.

Third, you’re a hero of great skill and insight. You’ll read the riddle of this broken world and battle evil in all its many forms.

One Game Master, One Player

The Paragon Blade retunes, rebuilds and reenvisions the acclaimed GUMSHOE investigative rules set for one player and one GM – the GUMSHOE One-2-One system. Together you create a story that evokes classic tales of swords and sorcery.

  • Can’t find an entire game group who can play when you can?
  • Want an intense head-to-head gaming experience?
  • Looking for a game to play online which fits superbly with virtual tabletops?

The Paragon Blade includes all the rules you need to play, plus a detailed approach to building your own heroes and quests.

Three Heroes, Three Quests

In the wilderness beyond the Gloamwood, barbarian hero Conn the Unslain must race against time to seek a cure for a demonic curse in Heart of the Beast!

Magic is considered a crime in the Empire of Hekte – so Aletheia the Scholar must conceal her powers from her father the magistrate while helping him investigate the mystery of The Isle of Death.

Mysterious thief Puc is master of the shadows in the great city of Tyros Ashem. In The Thief of Souls, a necromantic cult seeks to unleash a deadly plague and bring about the end of the world. Can Puc steal the jar of doom before it’s opened?

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Brought to Light pre-order


Authors: Kevin Kulp

Cover Artists: Janio Garcia

Interior Artists: Janio Garcia, Rich Longmore

From the rotting rooftops of Sag Harbor to the glittering ballrooms of Alderhall, the city of Eversink welcomes you – assuming you can survive it! This collection features four one-shot adventures for Swords of the Serpentine, each designed to be played in four hours with pre-generated Heroes. Featured by Pelgrane Press at Gen Con and used only for convention play, now collected and expanded with designer notes and updated rules.

  • Play as orphaned urchins trying to steal back the only things that matter, in Ragamuffins
  • Trapped at a society ball, solve a murder while you unravel the unexpected mystery of Eversink’s greatest sleuth, in Murder Most Foul!
  • Trod the cobblestones as officers in the City Watch as you scramble to prevent civil war, in Smuggler’s End
  • Playing some of the most powerful people in the city, use every social (and probably illegal) resource you have to undermine a corrupt and unspeakably powerful judge, in Takedown

The four adventures collected in Brought to Light showcase the best Swords of the Serpentine has to offer: fun characters, unusual mysteries, high action, and devious plotting. Collected here for the first time, these four adventures give you a solid cross-section of the game. From Fledgling tier play as plucky urchins fighting back against monsters when no adult will believe you, to Sovereign tier play as rich and powerful members of society’s elite who need to undermine a corrupt judge for the good of the city, you’ll get a great feel for how we personally run the game – and in doing so, carve out your own place in Eversink’s history.

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The Exasperating Cadaver


Authors: Ian Thomson

Cover Artists: Ralph Horsely, Kris Herbert, Diana Probst

Interior Artists: Ian Thompson

Pages: 76

The Exasperating Cadaver
(& sundry explorations of Kaiin Old Town)
A Cugel-Level scenario for The Dying Earth RPG

“Such flourishing prose and tangible flavor. It’s almost as if I was there!”
(Lesorix of Perne)

The bulk of this publication is ‘The Exasperating Cadaver’ scenario, wherein our rascally protagonists are hired to take a mysterious package from one part of Kaiin to another – secretly in the dead of night. Which couldn’t possibly end up in a race against time across the entire city.

This multi-part escapade heavily references The Kaiin Player’s Guide. It is designed specifically to be an introductory adventure for the Guide, and you need access to that sourcebook in order to run this!

Inside are also extra details (& floorplans) for the infamous Odkin Prospect Hotel – sufficient for it to be a potential homebase for a series of Kaiin-based scenarios.

This work closes with a whole extra section – a major appendix location guide and adventure ideas for Kaiin Old Town. Including expanded information on the horrifying Chun the Unavoidable.

The scenario that ran immediately before this one in the author’s House Campaign is now also available: On the High Road to Kaiin.

“This was a lot of fun. You were never quite sure where things were going, beyond being certain that nothing would turn out the way you expected. It all had a wonderful far-future feel, combined with a gloriously decadent and doomed aspect.”
Philipp Grawe (Grom the Intractable: Escaped Vat-Grown Bodyguard)

SKU: PEL023D Category: Tags: , , , , ,
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Hard Helix 1st Edition


Authors: Robin D. Laws

Cover Artists: Jérôme Huguenin, Pascal Quidault

Hard Helix is the first supplement for Mutant City Blues, the super-powered police procedural game. Mutant City Blues creator Robin D. Laws brings you four ready-to play case files to puzzle and challenge your local Heightened Crimes Investigative Unit.
The book is an anthology of four scenarios further illuminating the genetically altered near future of the MCB setting.

  • The Hard Helix: A controversial researcher into mutant powers Sidney Dorris is found murdered the evening before his scheduled announcement of a stunning scientific breakthrough. What was his secret, and who was willing to kill him for it?
  • The Vanishers: The squad’s intervention in a jewelry store robbery leads them into an operation against the new school, mutant-bolstered forces of organized crime.
  • Super Squad: A sudden death at a mutant-related riot leads the unit into the twisted world of the Super Squad, an elite policing group who work the city’s toughest streets—and have, in the process, gotten more than a little dirty.
  • Cell Division: The detectives confront a homegrown terrorist threat from a previously unknown group of mutant supremacists. Can they uncover the truth behind the Mutant Revolutionary Front — one that remains shrouded even from its own suicidally indoctrinated followers?
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The Rending Box


Authors: Graham Walmsley

Cover Artists: Jérôme Huguenin

Interior Artists: Jérôme Huguenin

Pages: 31

Nominated for Best Adventure in the 2012 ENnie awards

In an antiques shop in North London, there is a box. Inside the box is an ancient creature, seeping through into the world. It will show the Investigators the universe as it really is.

The previous Purist scenarios, The Dying of St Margaret’s, The Watchers in the Sky and The Dance In The Blood have hinted about an immense, fecund creature, spawning beneath the soil of the Lake District. In The Rending Box, the Investigators see that creature. Indeed, they may discover everything: the patterns behind the universe, the monsters older than time, the secrets that break your mind. And all they need to do is open a box.

Read reviews of the Rending Box.

This is the fourth and final Purist adventure for Trail of Cthulhu from Play Unsafe author Graham Walmsley. It is now available in print and PDF format in the collection The Final Revelation.

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The Dance in the Blood


Authors: Graham Walmsley

Cover Artists: Jérôme Huguenin

Interior Artists: Jérôme Huguenin

Pages: 29

There are monsters beneath the earth. You cannot fight them. You cannot run from them. And they are closer than you think.

In a forgotten corner of Northern England, between the rolling hills and tranquil dales nestles a village plagued by terrible secrets and subterranean horrors.

Every 119 years the village of Manesty is torn apart, its inhabitants massacred. It happened in 1697. It happened in 1816. Now it’s 1935 and horrific events have been set in motion. Swimming through the soil beneath the village are loathsome creatures waiting, impatiently, to rise above the earth and reclaim the land they believe is theirs and kill anyone who stands in their way, including the Investigators.

However, as with all the best Mythos adventures, not all is as it seems. The Investigators must uncover the mystery that has killed many and doomed others in the tiny village while struggling to keep their lives and the last vestiges of their sanity intact.

This is the third Purist adventure for Trail of Cthulhu from Play Unsafe author Graham Walmsley. It is now available in print and PDF format in the collection The Final Revelation.

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The Watchers in the Sky


Authors: Graham Walmsley

Cover Artists: Jérôme Huguenin

Interior Artists: Jérôme Huguenin

Pages: 36

Your friends cannot be trusted, your knowledge means nothing, and everything you hold dear turns to dust.

A madman feeds the birds, paranoid they are watching him. Later, the same strange birds stare from the rooftops, warping the laws of physics and chemistry. And, when the Investigators dissect one of the creatures, they find something monstrous inside.

The Watchers introduces a new and unknowable Mythos entity. Blending Lovecraft with Hitchcock and written in the Purist style, there is no glory in fighting the Mythos, only madness and despair. The more you discover, the more the Mythos infects your mind.  It will also destroy your family, your friends and everyone you love.

The Watchers is a must for Keepers who like their fun bleak!

This is the second Purist adventure for Trail of Cthulhu from Play Unsafe author Graham Walmsley. It is now available in print and PDF format in the collection The Final Revelation.

Playtesters’ comments:

“Our group had a blast playtesting the scenario! It’s truly creepy, and I was inspired enough by the material to improvise a truly horrific ending for the investigators. We still talk and laugh about it!”

“Our group really had a good time with the Drive Yourself Crazy rules … This really lent an element of player involvement that seems to reward getting into the Purist mindset. It’s one of those things that after years of running Cthulhu seems like a great idea that I want to add to any adventures where it might benefit the theme/mood.”

“All in all this was a most enjoyable experience for us. The adventure captured the Purist play style (with an encroaching sense of dread, a strange enemy that one cannot truly understand, and a conclusion that adds to the horror more so than it does to resolve anything). The difficulty of the adventure and the clues was just right as my players were able to piece together the information they needed to sail into the scene with just enough information for them to form new questions.”

“A good game with a thrilling intrigue and many new features and gaming methods which made it feel fresh.”

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