Absinthe in Carcosa (Yellow King RPG Supp., Hardback)

Absinthe in Carcosa (Yellow King RPG Supp., Hardback)

Author: Pelgrane Press

Publisher: Pelgrane Press

Published: 2020-01-21

Total Pages:

ISBN-13: 9781912324200

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The City Guide That Shatters Reality! At the end of the 19th century, an American art student went to Paris, read a play called The King in Yellow, and lost his grip on reality. Head reeling from absinthe, bedeviled by unseen adversaries, he realized that the alien world the play described, Carcosa, had sunk its traces throughout the City of Lights. As he explored Paris in search of its decadent influence, he created a scrapbook. A guide for himself, and for those who would come after him. Yoked together from existing travelogues, newspapers, and the disquieting ephemera of the occult tradition, it laid out a skewed portrait of a haunted city. Absinthe in Carcosa is an indispensable city guide for The Yellow King Roleplaying Game and a stunning, full-color visual artifact in its own right. Made in the USA.


The Yellow King RPG (Four 6x9 Slipcase Set)

The Yellow King RPG (Four 6x9 Slipcase Set)

Author: Pelgrane Press

Publisher:

Published: 2020-01-21

Total Pages:

ISBN-13: 9781912324255

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Inspired by Robert W. Chambers' influential cycle of short stories, it pits the characters against the reality-altering horror of The King in Yellow. This suppressed play, once read, invites madness or a visit from its titular character, an alien ruler intent on invading and remolding our world into a colony of his planet, Carcosa. Four books, served up together in a beautiful slipcase and GM screen set, confront your players with an epic journey into reality horror: Belle Époque Paris, where a printed version of the dread play is first published. Players portray American art students in its absinthe-soaked world, navigating the Parisian demimonde and investigating mysteries involving gargoyles, vampires, and decadent alien royalty. The Wars, an alternate reality in which the players take on the role of soldiers bogged down in the great European conflict of 1947. While trying to stay alive on an eerie, shifting battlefield, they investigate supernatural mysteries generated by the occult machinations of the Yellow King and his rebellious daughters. Aftermath, set later in the same reality, in present day North America. A bloody insurrection has toppled a dictatorial regime loyal to Carcosa. Players become former partisans adjusting to ordinary life, trying to build a just society from the ashes of civil war. But not all of the monsters have been thoroughly banished--and like it or not, they're the ones with the skills to hunt them and finish them off.


Ripples from Carcosa

Ripples from Carcosa

Author: Oscar Rios

Publisher: Chaosium

Published: 2014-07-31

Total Pages: 0

ISBN-13: 9781568824017

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Of all the varied and mysterious Great Old Ones of the Cthulhu Mythos, few ensnare the imagination as easily as Hastur. The image of the silent, deserted city beside a dark, foreboding lake where sinister things lurk is one that stays with the reader. Many of us have walked the twisting streets of that dead alien city in our minds, finding our way into the tall towers to stand before an ancient throne. There sits the King in Yellow, the Lord of Carcosa, who gazes at us from behind his Pallid Mask. It is a journey many of us have taken, whether alone in our dreams or around a table rolling dice with our friends. It is a journey we are about to take again.RIPPLES FROM CARCOSA expands upon the mythology of He Who Should Not Be Named and gathers much of the varied material on Hastur into one place. The first chapter reviews The Great Old One Hastur and his various avatar forms. It examines the Yellow Sign, the play The King in Yellow, the Mythos tome of the same name, and the effects these things have on the human mind.Next within these pages is a trio of adventures pitting investigators against Hastur and his human worshippers. These scenarios can be played as stand-alone adventures or as a linked campaign called Ripples from Carcosa. Investigators are provided for each scenario, but keepers should feel free to allow their players to use their own investigators if they so choose.Finally is information on the Great Old One Hastur and his cults during the Cthulhu Invictus and Cthulhu Dark Ages eras.


Monster of the Week

Monster of the Week

Author:

Publisher:

Published: 2015-01-27

Total Pages:

ISBN-13: 9781613170922

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Most people don't believe in monsters, but you know the truth. They're real, and it's your task to bring them down. This revised edition of Monster of the Week brings that adventure to life.Monster of the Week is a standalone action-horror RPG for 3-5 people. Hunt high school beasties a la Buffy the Vampire Slayer, travel the country to bring down unnatural creatures like the Winchester brothers of Supernatural, or head up the government investigation like Mulder and Scully.This book contains everything you need to tackle Bigfoot, collar a chupacabra, and drive away demons. In this revised edition, you'll find:


John Carter of Mars Players Guide John Carter RPG Supp.

John Carter of Mars Players Guide John Carter RPG Supp.

Author: Modiphius

Publisher: Modiphius

Published: 2019-06-18

Total Pages:

ISBN-13: 9781912743131

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Modiphius Entertainment presents the John Carter of Mars Players Guide. The exterior features amazing rendered artwork from the cover of the core rulebook, while the interior features character-focused chapters from the core rulebook for easy player reference. - 149-page, full colour, soft back, digest size players guide. - Player character focused chapters, including character generation, core rules, combat, experience and more. - Digest size for easy carrying and use at the table. Additional products such as the Phantoms of Mars campaign book, the Prince of Helium Notebook and custom John Carter of Mars dice sets are also available, with additional supplements to follow. Made in the UK.


John Carter of Mars - Adventures on the Dying World of Barsoom

John Carter of Mars - Adventures on the Dying World of Barsoom

Author: Modiphius Entertainment

Publisher: Modiphius Entertainment

Published: 2019-03

Total Pages:

ISBN-13: 9781912743117

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Modiphius Entertainment presents John Carter of Mars: Adventures on the Dying World of Barsoom. A roleplaying game from the mind of Edgar Rice Burroughs that transports you to Barsoom, an arid, dying land of ancient civilizations and fearsome creatures. John Carter of Mars is a science-fantasy roleplaying game using a pulp-action inspired variant of the 2d20 System. A 288 page full colour, landscape hardback book with everything you need to play the game and introduce new players to the world of Barsoom. Uses a pulp-action, narrative driven version of the 2d20 system with a character generation system designed to create diverse and unique heroes. Detailed narrators section with information on how to run genre and setting appropriate campaigns. Detailed information on the people, cultures, technology and secrets of Barsoom. Introductory adventure Mind Merchants of Mars to help you begin to explore John Carter of Mars and the world of Barsoom.


Dream Park

Dream Park

Author: Larry Niven

Publisher: Macmillan

Published: 2010-05-11

Total Pages: 320

ISBN-13: 1429935359

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The beginning of a hard sci-fi series, Deam Park is a visionary science fiction classic from Larry Niven and Steven Barnes A group of pretend adventurers suit up for a campaign called "The South Seas Treasure Game." As in the early Role Playing Games, there are Dungeon Masters, warriors, magicians, and thieves. The difference? At Dream Park, a futuristic fantasy theme park full of holographic attractions and the latest in VR technology, they play in an artificial enclosure that has been enhanced with special effects, holograms, actors, and a clever storyline. The players get as close as possible to truly living their adventure. All's fun and games until a Park security guard is murdered, a valuable research property is stolen, and all evidence points to someone inside the game. The park's head of security, Alex Griffin, joins the game to find the killer, but finds new meaning in the games he helps keep alive. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.


Into the Odd

Into the Odd

Author: Chris McDowall

Publisher:

Published: 2015-01-10

Total Pages: 48

ISBN-13: 9781506196589

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Into the Odd contains everything you need to create a character and explore an industrial world of cosmic meddlers and horrific hazards. This is a fast, simple game, to challenge your wits rather than your understanding of complex rules.You seek Arcana, strange devices hosting unnatural powers beyond technology. They range from the smallest ring to vast machines, with powers from petty to godlike. Beside these unnatural items that they may acquire, your characters remain grounded as mortals in constant danger.The game is 48 pages, containing:Original artwork from Jeremy Duncan, Levi Kornelsen, and others.The fastest character creation out there, getting you playing as soon as possible.Player rules that fit on a single page, keeping a focus on exploration, problem solving, and fast, deadly combat.The complete guide to running the game as Referee. From making the most of the rules to creating your own monsters and Arcana. Sample monsters, arcanum, traps, and hazards.Character advancement from Novice to Master Rules for running your own Company, and taking it to war with an original mass combat system.Complete guide to the Odd World, from the cosmopolitan city of Bastion and its hidden Underground, through to backwards Deep Country, the unexplored Golden Lands.The Iron Coral, sample expedition site to test the players' survival skills.The Fallen Marsh, a deadly wilderness to explore.Hopesend Port, a settlement to regroup and sail on to further adventure.Thirteen bonus pages of tools and random tables from the Oddpendium.


Night's Black Agents RPG

Night's Black Agents RPG

Author:

Publisher: Night's Black Agents

Published: 2012-09-01

Total Pages:

ISBN-13: 9781908983398

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The Cold War is over. Bushs War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didnt come in from the cold. Instead, you found your own entrances into Europes clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didnt matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You dont know those answers yet. So youd better start asking questions. You have to trace the bloodsuckers operations, penetrate their networks, follow their trail, and target their weak points. Because if you dont hunt them, they will hunt you. And they will kill you. Or worse. Nights Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Nights Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors and pray youve got your vampire stories straight.