Tag Archives: See Page XX

View From the Pelgrane’s Nest – September 2022

We are slowly, but surely, getting back into the swing of things here in the Pelgrane’s Nest, and See Page XX is back! See Page XX is one of the key ways we communicate what we’re working on, and what’s coming up in Pelgrane Press, and during the pandemic this vital outlet fell by the […]

Playtesting: Intelligent Animals (Non-Human Heroes) in Swords of the Serpentine

by Kevin Kulp Now that we’ve explained the rules for non-human Heroes in Swords of the Serpentine, let’s start with the first Ancestry: Intelligent Animals. Please go read those base rules if you haven’t yet, as it will make this article make much more sense. Each month’s Ancestry will follow the same format, as shown […]

Playtesting Rules: Non-Human Heroes in Swords of the Serpentine

by Kevin Kulp Classic sword and sorcery stories feature human heroes almost exclusively, but that doesn’t mean your game needs to look like this. If you want to use the GUMSHOE Swords of the Serpentine rules for high- or epic fantasy, you’ll want access to non-human heroes. This monthly series will feature Ancestries for non-human […]

My Sanity Is False! Or How I Learned To Stop Worrying And Love Cthulhu

by Tony Williams (you can download a crib sheet here for this variant rule). Here is a suggested rule variant for Trail of Cthulhu to make the dance towards insanity more peripatetic. I wanted to bring the sense of teetering over the abyss of insanity more to the fore. One false step and your investigator would […]

See P. XX: Meet the Feeders

A column about roleplaying by Robin D. Laws   Early phases of Yellow King scenarios often find the investigators looking into subtle symptoms of Carcosan reality shifting. While they talk to initial witnesses and hit the books to orient themselves in some research, not much in an overtly horrific or supernatural vein might be happening […]

October playtesting

Please email support@pelgranepress.com for instructions on how to take part in this playtest! Title: The Ocean Game System:Fear Itself Authors: Original material by Dave Allsop, developed by Gareth Ryder-Hanrahan and Padraic Barrett Deadline for return of feedback: Tuesday, 6th December 2022 Number of sessions: 1-2 sessions per each of the four adventures Description: A campaign framework […]

13th Sage Mailbag: Shocked Condition and Disengaging

13th Age cover detail

The section on damage resistance in the core book says, “If there’s an automatic damage effect that feels like it should have a chance of being reduced by resistance, go ahead and fake an attack roll to see if the effect penetrates resistance.” My question is, if the attacker has the shocked condition from the […]

Don’t Panic! Alternate Fear rules for Fear Itself

Fear Itself and most other GUMSHOE games use a Stability system that’s inspired by the classic Call of Cthulhu ‘mental hit points’ approach – your character has a big pool of Stability that gets ablated over time by horrific encounters, until you’re eventually forced to ‘heal’ or get taken out. This approach works well for […]

Rosencrantz and Guildenstern Roll For Initiative

One of my favourite techniques for livening up a campaign is to hand out a bunch of disposable characters for the players to play for a single session. It’s certainly not original to me: Ken’s often spoken of the genius of the Raid on Innsmouth scenario for Call of Cthulhu, which gives the players command […]

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