Collection: Back to Ghoul Sale! 6 Zines Powered by AGE

6 spooky zine-style offerings, bundled together to enrich any game you play, but especially any game that's powered by the Adventure Game Engine! 

 

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6 Digital Zines!


DREADCRAWLS ZERO: STRANGE PLACES

Mountains of madness, cave complexes inhabited since before history, and secret temples under moldering ruins are all part of the Mythos horror genre. With DREADCRAWLS #0: Strange Places, you can generate these bizarre, haunted locations with a few dice rolls and simple decisions. From underground complexes to hyper-dimensional locales folded into non-Euclidean shapes, create haunted lairs for the Mythos with a tried and true old school, table-based method.

DREADCRAWLS One: Threatening Scenarios

DREADCRAWLS is the official zine for Cthulhu Awakens, the AGE roleplaying game of Mythos horror, across the Weird Century. The void compels us to package reality into stories our limited minds can understand, even when those stories take us to unknowable places. DREADCRAWLS One: Threatening Scenarios provides a series of tables and procedures capable of outlining countless weird tales, by providing random options within classic story frameworks. Roll up your horrors, or cheat by choosing—only Cthulhu knows how you summoned it!

DREADCRAWLS Two: Events Under Sinister Stars

We know the score: When the stars are right, it all comes crashing down…or rising from the darkest deeps. DREADCRAWLS 2: Events Under Sinister Stars provides tools to create and track the development of Mythos tinged events, locally, regionally, or globally, whether it’s a strange fad secretly promoted by a for obscure reasons, or a war terrible enough to make  thousand cities burn, perhaps as a secret sacrifice. Use the tables and procedures here to make it happen. DREADCRAWLS is the official zine for Cthulhu Awakens, the AGE roleplaying game of Mythos horror, across the Weird Century.

Engine: The AGE Roleplaying Game Magazine #1

Engine is the magazine for AGE System roleplaying enthusiasts, covering Blue Rose, Fantasy AGE, Modern AGE, Cthulhu Awakens, and other games using the Adventure Game Engine rules. In our premiere issue:

  • Apprehension: Rules for fear and dread for Blue Rose and Fantasy AGE, with notes for other games.
  • Enemies & Allies—The Nyx: A marine monster for Fantasy AGE or any other AGE game.
  • Frolic in the Vale: A boisterous faerie folk encounter for Fantasy AGE.
  • Masons & Mystics: The Architecture Arcana for Fantasy AGE and Modern AGE.
  • Taking the Scepter: Talents for rulers in Fantasy AGE.
  • The Thistle Cup: A fully detailed Aldis tavern for Blue Rose.

ENGINE: The AGE Roleplaying Game Magazine #2

Engine is the magazine for AGE System roleplaying enthusiasts, covering Blue Rose, Fantasy AGE, Modern AGE, Cthulhu Awakens, and other games using the Adventure Game Engine rules. In this second issue you'll find:

  • Augmentations for Fantasy AGE: Reskin and expand Cyberpunk Slice to give your heroes arcane implants and sorcerous augmentations.
  • Playing AGE Solo: Tips on running Fantasy AGE and other AGE games solo, by an expert in the form.
  • The Screaming Summit: A volcano-based encounter for Fantasy AGE.
    Showdowns: Tests of nerve, battles of wit, and more in Modern AGE and other AGE games.
  • Enemies & Allies—The Schryker: A bloody-bladed automaton for Fantasy AGE.
    Running for a Long AGE: Keep your campaign running with advice from the Game Master of the Abraxas’ Precipice stream.
  • Rust & Bounty: A short adventure for Fantasy AGE with Fantasy AGE Technofantasy.

Engine: The AGE Roleplaying Game Magazine #3
In this special double-sized issue of Engine magazine, we present the Simple Adventure Game Engine—SAGE—complete in this issue, with all the rules you need to play. Use SAGE as an introduction or alternative to standard Adventure Game Engine RPGs, such as Fantasy AGE or Cthulhu Awakens, or use it by itself for character-driven tales of dramatic adventure. This issue gives you everything you need to get started:

  • The rules for SAGE, a lightweight implementation of the AGE System rules. This includes everything you need to play except for a setting—but of course, we have settings in this issue too.
  • Guardians of the Key, a cinematic sci-fi SAGE setting where heroes wield ancient artifacts to liberate worlds from a secret Autocracy.
  • The Half Moon Department, where agents who transcend the realms of mortals, shades, and spirits solve crimes that cross supernatural boundaries.
  • Zarat Adventures, in a volcano-scarred land where heroes win no crowns, and honor is the only currency.
  • Transmigration, where an ecological apocalypse provides a strange form of liberation.
  • Notes on how to convert between SAGE rules and the standard Adventure Game Engine.