I am currently writing a campaign for Monsters and Other Childish Things, themed around a summer road trip around the USA to save the world from an evil cult. A group of kids with their monster friends must fight the bad guys at many different places including Pastoral Manor, a quaint New England farm with a unique quirk: every animal on it is intelligent and can talk. Of course bad things are brewing there as a rabbit is leading a revolt against the human owner of the farm. What is the evil cult up to and what side should our heroes take? Find out in the first playtest of Pastoral Manor!
The contest between the Water Barons and Cortez the Tyrant is underway! The player characters must rebuild a great Lemurian shipyard before Cortez completes his project. Furthermore Bright Eyes the gnome rogue has resurfaced under the control of guest player Brian. The water barons need to find an architect to lead the construction, defend the work camp from marauding monsters and more! Find out what other complications our heroes get entangled with in episode 15 of the new world campaign!
Guarding a mall is a strange assignment for a cell of experienced Delta Green agents, especially with the heavy machineguns, body armor and other tactical equipment they’ve been given. Yet as they fight off murderous gangs and encounter unexplained sounds and sights, they realize they aren’t in a mall. They are in another realm entirely…
This is a playtest of a scenario called Night Mall based on ideas developed by members of the Delta Green Email List and the Delta Green scenario called Night Floors (PDF) written by Dennis Detwiller. I ran this scenario 4 more times: twice at Gencon 09 and twice at Dragoncon 09. I will post each game, as every single time I ran it, it turned out quite differently. If you enjoy this scenario, you should check out the original King In Yellow or the King in Yellow wiki.
The Paragon tier of adventure continues with the Water Barons fighting their way to the peak of the mountain to converse with the Ant Spirit. In order to defeat Cortez and prove that civilization is better than tyranny, they shall undertake a great contest. Furthermore, the warlock Kuthin makes a dark deal with the Water Spirit. All this and more in the 14th session of the New World campaign!
The epic conclusion to Adam Scott Glancy’s World War 1 Call of Cthulhu scenario, featuring all of the players except Shane Ivey. The players have learned that the rescued orphans have been taken by a mysterious group. Who can they trust and what can they do to save the children and put a rest to the ancient evil that dwells on the island? Find out in U-Boote Heraus part 2!