I write speculative fiction you can experience.

 
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Dune: Adventures in the Imperium

Modiphius Entertainment

The Dune: Adventures in the Imperium roleplaying game takes you into a far-future beyond anything you have imagined, where fear is the mind-killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics, and mysterious abilities, noble Houses politic constantly for power, influence, and vengeance in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne.

Somehow, the network of systems and rules Modiphius’ team has thrown at Adventures in the Imperium have managed to make it possible to play in something that at least approximates the weirdness of the Dune universe. This is a rather impressive achievement.

- Richard Jansen-Parkes, Dicebreaker

Dune: sand and dust

Modiphius Entertainment

In the backwaters of the vast Imperium of humanity lies the hostile desert world of Arrakis. It is a deadly place, where no drop of rain falls and the people live a sparse existence in the baking cities of the northern pole. But Arrakis is the most important planet in the entire universe, for it is only here that you can find the spice melange.

This sourcebook for the Dune: Adventures in the Imperium roleplaying game, takes you to the desert world of Arrakis and explores the secrets of the spice. Visit the hidden sietches of the Fremen to learn the mysteries of their culture. Walk without rhythm in the great deserts and perhaps see one of the incredible sandworms. Trade secrets with spies and agents in the bustling marketplace of Arrakeen or the alleys of Carthag. Arrakis is a planet of mysteries and danger, and those who underestimate it never leave.

Dune: time becomes a narrow door

Modiphius Entertainment

A debt owed. A missing heir. A new cult rising in the desert. Trapped between an ageless prophecy and sensitive politics, a delicate path must be walked. What is the truth? With whom will you stand?

In Time Becomes A Narrow Door, the player characters are entrusted with the task of locating the missing heir of an allied House. They must travel to a pyon village beyond the relative safety of Arrakeen, but where the situation is no less complex. Navigating the fine line between ethics and duty may prove difficult, but nothing on Arrakis is easy.

This stand-alone 20-page PDF adventure for Dune - Adventures in the Imperium is a great introduction to some of the core elements at the heart of the game. With multiple possible outcomes depending on player character decisions, Time Becomes A Narrow Door is designed to encourage roleplaying difficult choices.

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Let the Streets Run Red

Renegade Game Studios

Let the Streets Run Red includes four full stories for play over multiple game sessions, each handling a different core theme from Vampire: The Masquerade. These chronicles can be played independently of each other or in sequence, touching upon the domains of Chicago, Milwaukee, Indianapolis, and Gary.

I imagine that, for a lot of folks, the biggest draw will be pulling updated details on Gary and Milwaukee out of the stories and the SPC write-ups. If you’re into the canon lore and the early Vampire stories from the 1990s, you’ll want to pick up Let The Streets Run Red.

- Chris Stevenson, Strange Assembly

The updates to the setting of Gary are exciting and dynamic. The classic legacy characters are presented in a way that has lasting, real ramifications to the metaplot, and they're enjoyable and sometimes shocking.

- Nathan Siever, Two D Ten

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Cults of the Blood Gods

Renegade Game Studios

Cults of the Blood Gods includes an in-character breakdown of the rise of esoteric beliefs among the ranks of the undead and how faith drives many of the major aspects of vampire culture. It also includes the history, structure, and ambitions of the Hecata, the vampire group known as the Clan of Death, as well as a chapter dedicated to playing a vampire among the Necromancers, and the rituals for their signature Discipline: Oblivion.

I think it is fair to say that, as of this recording, V5 books have been either really good or really meh, with the core book sitting right in the middle. Cults of the Blood Gods is not only the best V5 book to date, but I am confident to say, it has become one of my personally favorite books in my collection.

- Lore By Night

The book wraps with a chilling sample story focusing around the Hecata. While other Clans could be involved it seems they would need to be very mercenary in attitude, as it really is focused on the ins and outs of the Hecata. The Cult of Mithras makes an appearance, the history of the Clan of Death is explored, and a mystery awaits the PCs with the timer ticking down. In addition, the story is a great primer for the city of Munich, whether you use it for a Hecata game or not.

- Skaye, The Tabletop Almanac

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Night Horrors: Spilled Blood

Onyx Path Publishing

This book includes antagonists for both Vampire: The Requiem and other Chronicles of Darkness games. It includes ten new bloodlines to serve as both antagonists and player character options, two new antagonistic covenants, several lost clans with reasons to both hate and work with Kindred and myriad antagonists who prey on vampires, either as diseases or those who need Vitae.

One Lost Clan, the Amari are very cool – lords of the midnight sun, they are vampires who dominated the Arctic until climate-change began to diminish their territory and allowed other Kindred to stake a claim. Likely descended from the Gangrel in the same way the Venture are said to be descended from the Julii of Rome, they have adapted to their territory and are able to preserve Vitae for much longer than other Kindred.

- Skaye, The Tabletop Almanac

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Scion: Heroes for the World

Onyx Path Publishing

This book is for use with Scion: Origin and Scion: Hero. It includes six Scion characters with backgrounds, motivations, and both Pre-Visitation and Post-Visitation character sheets. It also includes suggestions on how to portray the characters together in a Band, and ten story hooks to get your chronicle started.

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Scion: Mythical Denizens

Onyx Path Publishing

Awakening to a mythic destiny brings a rush of new powers and capabilities, but it can also bring a Hero to the attention of a variety of strange and powerful beings, who seldom regard the arrival of a meddling band with warm wishes and open arms. Some are dyed-in-the-wool villains straight out of folklore, bringing ruin and chaos for their own selfish reasons. Others are more conflicted, possibly even victims themselves after a fashion, though no less dangerous for it. No matter what their motivations, each one poses a serious threat. So, the question is: What are you going to do about it, Hero?

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Time is Come Round: The Contagion Chronicle Jumpstart

Onyx Path Publishing

The world suffers from illness. It shivers and shudders as the Contagion takes hold. In Houston, Texas, a woman has gone missing and you’re the ones to find and rescue her. But all is not what it seems. Prepare to draw back the curtains and peek backstage. Welcome to the Chronicles of Darkness. A world like our own, but uglier, more brutal — infinitely more dangerous. This world can’t survive long against its disease. Perhaps you can provide a cure.

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Mage 20th Anniversary: The Rich Bastard’s Guide to Magick

Onyx Path Publishing

This Mage 20th Anniversary Edition sourcebook expands on the mystique of the elite with an exploration of how the real movers and shakers operate when you throw magick into their world as well.

they came from beyond the grave!

Onyx Path Publishing

They Came from Beyond the Grave! is a dramatic, hammy, and horrifying tabletop roleplaying game encompassing the shock, terror, eroticism, and humor of 1970s horror. This game allows you to play with all the magnificent content from the movies of Hammer, Amicus, and Roger Corman, and promises fun and thrills of the horror movie genre!

In They Came from Beyond the Grave! you play humans faced with the horrors of the supernatural. You’ll find yourself pitted against vampires, werewolves, ghosts, and constructed critters, along with demons, slashers, and THE DEVIL HIMSELF. Adventures range from the one-shot exploration of a haunted house, to the multi-era play across the 19th century and 1970s.

LIVE ACTION EVENTS

 
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The Night in Question

Jackalope Live Action Studios - Story Lead

The Night In Question is a fully-immersive rules-light LARP experience, taking the lessons and inspirations of the new Nordic-style games such as Enlightenment in Blood and End of the Line, then adding a horrific splatterpunk twist. The Night in Question is a frightening and engulfing story, focusing on the monstrosity of the Sabbat, the visceral horror of their dark rites and a blood and guts feel inspired by films like From Dusk Til Dawn and Near Dark. It is a unique World of Darkness event using intense visual effects, high quality props, set design and costuming; a “retro” Sabbat event, reflecting a classic monstrous Sabbat mythos.

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Eskhaton

Reverie Studios - Writer

Eskhaton is a LARP in the genre setting of cosmic horror and will provide the sense that ordinary life is a thin shell over a reality that is so alien and abstract in comparison that merely contemplating it would damage the sanity of the ordinary person. This dark and mysterious event will drop you into the twilight hours of existence before the end times. During the event you and other cultists, in one of five originally designed cults, will be worshipping a different god while celebrating the impending apocalypse.

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Armistice Arcane

Peculiar Crossroads - Facilitator

In the twilight years of the 19th century, Victorian America plays host to a variety of secret occult societies. Beyond the sight and understanding of the uninitiated, sorcerers, alchemists, psychics, mad scientists, and even stranger things have worked arcane wonders for centuries, secure in their power and influence. In their hubris and complacency, they have fallen to warring with each other in the shadows, but with a new millennium on the horizon and natural arcane forces on the rise, new threats will make allies of old enemies. Located at the Le Pavillion Hotel in New Orleans, The Armistice Arcane is a one of a kind, all-inclusive weekend where you will be immersed in the 19th century.

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FATAL BONDS

Journeys & Tales - Facilitator

Fatal Bonds is a Nordic-style larp. The scenario is a noir-inspired family drama set in an unnamed city in history-adjacent America during the late 1940s. A mixture of high society, blue-collar workers, crafty opportunists, and seedy characters will come together for a weekend of rehearsal dinners, social mingling, and eventually a wedding. During this time they will take the opportunity to drive their agendas forward, settle old debts, reconfirm alliances, and possibly forge new ones. Who knows what the shadows hold once the light of day sets?