A scenario from Mysteries of Mesoamerica from Pagan Publishing, it is described as “a legend around Pagan Publishing. Playtested again and again, the scenario gained the nick-name The Boneyard.” A group of archeologists check out a fabled Mayan site only mentioned in a dead explorer’s notes. Run as a pick up game at Gencon 2009, I run the scenario for Greg Stolze, Shane Ivey, James Knevitt, Tom, Aaron, and Andy. Find out who lives and who dies in this aptly named adventure!

We had a blast with the scenario and if you want to run it, pick up a copy of Mysteries of Mesoamerica. Great art, writing and more!

The war to stop Cortez is underway and the Water Barons try to rack up more allies and prepare for the final battle against the vile horde marching on Border Town. A cunning plan to destroy the enemy’s supply train is hatched. The water barons lead a small force of 100 grippli warriors in a daring raid. But in order to make sure at least some of the grippli make it out alive, the players must guard a narrow pass for 10 rounds against Cortez’s vanguard. Find out if the gambit works on episode 16 of the new world campaign!

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!

Have you seen the Yellow Sign? 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.