Restocks, New Arrivals, and a Bundle
Check out new books from Highland Paranormal Society, Jason Wardell, Orbital Intelligence, and more!
Happy Tuesday, everyone! Here are the new arrivals at the Monkey’s Paw Games store available immediately.
CHALICE: SOFTCOVER EDITION
Chalice is back!
Softcover edition of Chalice available for pre-sale for a few more days. 36 pages, staple-bound softcover, A5. Full colour.
Chalice is a solo journaling role-playing game where you chronicle the perilous journey of a Grail-seeking knight in Arthurian England. During the game, you will tell the story of your Knight’s physical and spiritual descent as they quest for, and ultimately fail to find, the Grail. Your Knight’s quest is doomed. Their chivalric virtues will be surely undone by their fatal flaws and moral shortcomings.
To play you will need a deck of tarot cards, a pen and journal for recording your journey and deed, and a quiet place in which to divine, reflect and write. Play progresses through Prompts, delivered by the oracular tarot deck and interpreted by you.
PILGRIMS OF MISFORTUNE
28 pages, 5.5" x 8.5" saddle stitched zine, color cover, black & white interior. New.
Pilgrims of Misfortune is an open world dice game in the folk gaming tradition. One player is the Comptroller who presents an imaginary world to the other players who control Player Characters that interact with it. It takes inspiration from games such as Cairn, The Black Hack, and Dungeons & Dragons: Forbidden Edition. As tradition dictates, it uses random character generation and simple guidelines for adjudicating any uncertainties that arise during otherworldly explorations.
This tome contains the rules for creating characters and playing the game but that is not all! It will also include a mapped portion of another world for these characters to explore, with holy shrines, ancient tombs, and powerful relics to find! But all is not sunshine and smiles, pilgrim! For also in this tome are dangers that await you, things that creep in the dark, things that hunger for blood, things that should not be considered lightly. There are friends and foes to be met in the otherworlds, and they are rarely what they appear to be.
IN THE LIGHT OF A GHOST STAR
16 pages, 5.5" x 8.5" saddle stitched zine, black and white throughout.
In The Light Of A Ghost Star is a rules-lite system and setting for sci-fi roleplaying. It comes with a hex crawl and random tables that can also be used with other RPG systems. Includes a folded 11x17 hex map poster for coloring!
Ghost Star was designed to be quick and easy to play. It’s perfect for one shot games and short campaigns. Characters can be created quickly and can die even quicker!
SCUMGUTS
18 pages, staple-bound softcover. A5. Hand-printed by Nate Treme. Includes Roder business card analog adventure game.
A sludgeman crime lord has hired you to investigate an abandoned Imperial laboratory near a work camp outpost known as The Scumguts. He wants data and samples of any research done there. Specifically, he wants something called the Mathematician, a rumored living computer.
This is an adventuring location meant to be used with Roder (included; pronounced "Ro-Day"), an analog adventure game published by Highland Paranormal Society. Of course, it may be easily adapted for another adventure gaming rules.
MOONLIGHT ON ROSEVILLE BEACH
160 pages, perfect-bound softcover, 7.75 x 5 inches. Full color. New.
A QUEER GAME OF DISCO & COSMIC HORROR THAT TABLETOP MAGAZINE CALLS A "MUST PLAY"
Head west on Rose Island and you get to the pricey summertime communities like Saltwinne, Destiny Bay, or Dunewood. Head east and you’ll find exclusive resort towns like Pinewood Harbor, Charmington, and Sunken Oak. But those city kids and artists looking to get away for a long weekend, they’re heading right out to the middle of the island for that old gaycation getaway: Roseville Beach.
You play the amateur sleuths protecting this 1979 queer beach town from cosmic horrors, vindictive necromancers, fantastical beasts, and conservative politicians.
The 160-page game includes:
An introduction to Roseville Beach
Rules for character creation
Rules for playing and GMing, including creating mysteries, running romance, and even optional quick action mechanics
Over 20 Guest Stars: Ready-to-Run characters for anyone dropping into your campaign for a session or two
Secret GM information on multiple locations and people in Roseville Beach or on Rose Island
Five ready-to-run mysteries and a mystery idea generator to get your campaign started
STONES TO KILL THE SEA
A6-size adventure for use with the Bastards. system. 20 pages, full color.
Long as they've known it,
men have tried to own the sea
and all that it hides.
The Synarchy of Tristia seeks capable adventurers to retrieve three stolen artifacts: Seastones believed to be held by the Artificer Quayvin at the Isle of Carsen. Approaching the edge of the Great Green Sea, you find nothing but a dry, saline basin. In the far distance, the lighthouse shines with a stunning turquoise glow.
STONES TO KILL THE SEA includes a dungeon, a small hex map, hooks, random loot and encounters, and all a daring party needs to restore the sea and die trying.
THE DUNGEON NEAR THE SHADOW
A6-size adventure for use with the Bastards. system. 24 pages, B&W throughout.
The persistent suborbital occlusion sits writhing in the west. It dropped from the heavens, some say, or maybe it bubbled out of the ground or burst out of the space between air, three years past. Some call it the Shadow for how it negates the light, drowning everything it covers in opaque darkness. The sun no longer sets in the west: it disappears into the Shadow, and each evening you can hear prayers at every hearth that it returns unchanged the next day. Most things that enter the Shadow do not return, and if they do, they are seldom unchanged.
THE DUNGEON NEAR THE SHADOW details: the town of Krotak at the edge of Shadow, and the folks and rumors therein; a ten-room dungeon populated with creatures both pitiful and horrid; and everything you need to know about the cursed Shadow, itself.
2-CLAN TANGO
14 pages, staple-bound softcover. B&W.
Two Clan Tango is a new town and adventure set in the world of Dungeon Grand Prix for levels 3 and above!
Remember it’s not a race, it’s an adventure! And everything than CAN be in a kart, IS in a kart.
The town of Suippes didn’t think twice when Dwarven prospectors asked to examine beneath the basements and roads—they were paying, after all.
Two Dwarven clans, each founded by a pair of feuding brothers generations ago, claim a legally enforceable mining claim on the land Suippes sits upon —both know what lies beneath.
Inside you may:
Explore the town of Suippes, complete with strange establishments and ever stranger residents.
Encounter the two feuding Dwarven expeditions, their assassins, and convoys of karts!
Enter the Minor Miner (a Dwarven Mech, full of karts, appearing as a giant dwarf)
Credits
Writing by Luke Gearing
Editing by Fiona Maeve Geist (MRC)
Layout by Dai Shugars
Art by Sam Mameli
DAGON IN SIXTY SECONDS
36 pages, staple-bound softcover. A5. B&W.
Remember it's not a race, IT'S AN ADVENTURE! and everything that CAN be in a kart, IS in a Kart!
The Solera family once held estates in that most benighted and witch-ridden
of lands, the ancient province of Averoigne. Their search for greater and more terrible power led them down a path into the blackest of magicks—eventually exposed, they were forced to flee through a dimensional rift after a short but deadly conflict.
They are now known as the Lords Dagon
For one reason or another, the zeroes have fallen afoul of one (or more!) of the degenerate Lords Dagon. Capricious, cruel, and more than a little crazed, the Lords Dagon offer the unfortunate zeroes a choice: either steal fifty high-end karts from the various Krewes of New Solera in a single night, or drown in the Eibon bay. They have twelve hours.
Failure carries the promise of an imminent and painful death not only for the zeroes, but for their entire families and indeed anyone who ever shook their hand or sold them a po-boy.
Inside you may:
Find 50 wild new karts to steal.
Drag-race star vampires
Partake in Block Parties!
Be abducted by Grey Aliens
Over 110 ridiculous hexes including: Giant Crocodiles wandering into the road, Skyscrapers of Giant Wasps, Parade Floats of Pirate Ships, and autobody shops operated by Giant Frogs.
Credits
Writing by Noora Rose
Editing by Jared Sinclair
Layout by Glynn Seal
Art by Amanda Lee Franck
THE DUNGEON GRAND PRIX BUNDLE
Get Dungeon Grand Prix and adventures Two Clan Tango and Dagon in 60 Seconds all together at a discount! Limited quantities available.
BASTARDS. PEARLESCENT (RESTOCK)
76 pages, perfect-bound softcover, A6. Full color. New.
A new edition of the instant-classic dragon game. Includes an expanded bestiary; more potions, magic wands, traps, tricks, and gear; thirty-six extra classes; and a starter adventure, A Simple Dungeon.
THE ISLE (RESTOCK)
80 pages, casebound hardcover, A5. Color cover, black and white interior. New.
"The Isle is tiny, a mere 40 acres of forbidding rock and low grasses. Seen from the sea, the monastery buildings stand adjacent to the peak of the isle, lit by a fire atop a tower. The monks never let the fire go out.
"Cliffs rise above the bitter sea, mauled by waves and weather. Fallen stones jut like Frisian horses, big enough to skewer whales. The abbot knows this, because he has seen it."
An adventure for The Vanilla Game or another fantastic or historical roleplaying game of your choosing, by Luke Gearing. Includes the isle itself, the monks that inhabit it and protect its secret, and the large, open-ended dungeon beneath.
The first book in the Spear Witch Adventure Writers' Series. Featuring clean and modern graphic design, the Adventure Writers' Series is a stark showcase of some of the best prose in tabletop role-playing games today.
By Luke Gearing. Editing by Jared Sinclair. Graphic design by Micah Anderson.