The thieves have their prize but can they escape with it? The guardian of the museum has trapped them in a small town and has sent her remaining cultists and followers to catch them. Either the thieves must wait until the mystic barrier weakens or they must defeat the dread priestess of Hecate and her followers. Can they survive to cash in or will the cult of Hecate feast on their blood? Find out in the conclusion to this mini-series!
The thieves now face their greatest challenge, stealing a priceless artifact from a well-guarded and remote museum. It has unusually strong security, including an armed response team and high tech alarm systems. Plus the thieves encountered the supernatural earlier, so they reasonably expect more occult interference. Planning and executing a flawless heist is easier said than done, but if anyone can pull it off, it’s this team.
A group of talented criminals are brought together by a mysterious and well-financed patron. The patron wants them to steal certain objects from certain places. The first is an ancient and valuable artifact from the safe of an art gallery. It is guarded by alarms and other conventional security, but the team is not told of its ultimate protection…the undead. Is fighting a blood sucking monster worth a sizeable payday?
News: Why were we gone for so long? Read this for more info. We are now on a new web host, so hopefully, everything will be smooth sailing from here on out.
Amidst the chaotic guerrilla warfare of Civil War Missouri, a small force of Union militia troops is tasked with carrying out General Order No. 11, the expulsion of all civilians from four counties on the Kansas-Missouri border. But each soldier has his own motivations, not all of them noble. When they encounter some unusual opposition, their commitment to their mission, their unit, and even their sanity will be tested.
This is an early playtest version of this scenario, and also Ethan’s first time running Trail of Cthulhu.
A woman, blood seeping through her suit, staggers to the door of Red-Talk Phones. A gun is in her hand. She is strong enough to yell out not to bother calling the police. She just needs a clean phone, a burner. It is coming and it would be better if it did not have more victims to attack. The employees of the strip mall huddle behind the counter of Red-Talk Phones.
Burner is a Delta Green scenario in which the PCs are civilians thrown into an Opera without warning. I used Fear Itself (a Gumshoe system) to playtest the engine because I thought it suited the scenario more and I wanted to introduce one of the players, Shaun, to Gumshoe.