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Posted: Fri, 13 Mar 15:04:32 CDT
DIVE INTO THE SHADOWS OF THE '90S IN THIS OCCULT SERIAL KILLER INVESTIGATION TTRPG
Midnight of the Century is a 104-page black and white rulebook from writer and designer Colin Le Sueur. MotC is a mid-'90s pre-apocalyptic serial killer investigation TTRPG inspired by '90s movies and TV shows like Millennium, Silence of the Lambs, Twin Peaks, and Homicide: Life on the Street.
This book contains everything you need to play and run the game:
- Run investigations using a lightweight, no-combat framework.
- Navigate a world of escalating chaos and tensions using a four-phase Doom Clock: Dawn, Midday, Dusk, and Midnight.
- Peer into the Uncanny world of the supernatural, including relics, mysterious entities and arcane rituals.
- Delve into the secret history of the mysterious Oroboro Group and expose their true objectives.
- Explore ten destructive End of the World scenarios, both secular and supernatural.
- Learn to build and run compelling investigations.
- Experience the world of the Pacific Northwest in the 1990s with a setting guide for Seattle, Portland, and Vancouver.
- Lead your table into a new system with an introductory investigation perfect for a one-shot or the start of a campaign.
- Craft your own serial killer investigation, with random generators for killers, victims, murders, and Uncanny events.
- Dive alone into dangerous shadows with solo play and, if you die, hand your Investigation off to other with the Solo Legacy rules.
Midnight of the Century is inspired by Liminal Horror, Cairn, Into the Odd, Mothership, Vaesen, Brindlewood Bay, and Cthulhu Dark.
Appendix N
MOVIES
- The Bone Collector (1999)
- 8mm (1999)
- Fallen (1998)
- Ringu (1998)
- Cure (1997)
- Perfect Blue (1997)
- Copycat (1995)
- Seven (1995)
- Man Bites Dog (1992)
- Candyman (1992)
- Twin Peaks: Fire Walk with Me (1992)
- Silence of the Lambs (1991)
- Angel Heart (1987)
- Henry: Portrait of a Serial Killer (1986)
- Manhunter (1986)
- The Dead Zone (1983)
TV
- Millennium (1995–99)
- Brimstone (1998–99)
- Profiler (1996–2000)
- Nowhere Man (1995–96)
- Homicide: Life on the Street (1993–99)
- Twin Peaks (1990–91)
COMICS
- Stormwatch (WildStorm)
- Hellboy (Dark Horse Comics)
- Sin City (Dark Horse Comics)
- Hellblazer (DC/Vertigo)
TABLETOP GAMES
- Liminal Horror (Goblin Archives)
- Cairn (Yochai Gal)
- Into the Odd (Chris McDowal)
- Mothership (Tuesday Knight Games)
- Cthulhu Dark (Graham Walmsley)
- Brindlewood Bay (The Gauntlet)
- Vaesen (Free League)
What people are saying
Josh Domanski, tabletop writer and designer (Liminal Horror):
Midnight of the Century is a clever mashup of pieces of some of my favorite systems, pulled together by inspiration from some of my favorite media. It all clicks in a way where I instantly want to get it to the table.
Emmet Byrne, tabletop writer and designer (Old Oak Games):
Midnight of the Century absolutely nails the vibe and feel of serial killer drama with a hint of supernatural weirdness. As a huge fan of Millennium, Silence of the Lambs, and Seven, I can't wait to get my hands on the finished book!
From Colin
Midnight of the Century is a love letter to the TV series Millennium (Fox, 1996-1999), created by Chris Carter, and the show’s protagonist Frank Black (played by Lance Henriksen). Millennium was one of my favourite shows as a teenager in the '90s, and I wanted to make a game that replicated the feeling of hunting serial killers through a rain-soaked city in the Pacific Northwest.



Posted: Fri, 13 Mar 14:53:35 CDT
Check out the Archivist's Codicil to get a free sample including the Pale Keeper Monk!
The Archivist's Codex is a collection of new character options inspired by the Archive, a library in which the Archivists do not collect books, but rather have interred fallen heroes, scholars, mages, and leaders in the hopes of best preserving the knowledge they possessed in life. Powerful necromancers and practitioners of magic that effects the liminal spaces between life and death, the Archive is the home to many who have mastered a variety of necromantic arts to collect, commune with, and guard the spirits of the dead.
Four new subclasses each incorporate a unique role in shepherding the dead. The Archive Domain Cleric uses a reliquary to collect and store souls to learn what they knew in life, while the Medium Sorcerer speaks with, and walk among, the souls of the dead, together these two serve as the primary vessels to commune with the souls of the departed. To collect these bodies the Archive will send Pale Keeper Monk animates the bodies of the dead and fights along side them, while the Spiritwalker Druid enters a trance to conjures the souls back from beyond the veil to protect these Archives.
Inspired by the duties of the Archive, you will also find the new Archivist background dedicated to the cataloguing the heads of the fallen to preserve their knowledge. A new item that contains wisdom of the spirits called a Record of the Dead. Two talents called the Apostle of Death that has gained mastery over death and is very difficult to kill and the Spare the Dying Adept that is particularly gifted at keeping people from crossing the threshold of death. Finally, you will find 6 new spells ranging from the 1st circle Vital conduit to the 5th circle Echoing Reliquary.
Posted: Fri, 13 Mar 14:53:27 CDT
Check out the Archivist's Codex to see the full collection of macabre secrets!
The Archive, a library in which the Archivists do not collect books, but rather have interred fallen heroes, scholars, mages, and leaders in the hopes of best preserving the knowledge they possessed in life. Powerful necromancers and practitioners of magic that effects the liminal spaces between life and death, the Archive is the home to many who have mastered a variety of necromantic arts to collect, commune with, and guard the spirits of the dead.
The Pale Keeper Monk animates the bodies of the dead and fights along side them, ensuring they are brought back to the Archive. The findings extracted from these dead are recorded in a Record of the Dead magical tomes which can impart some of these lessons from those past onto the living.
Posted: Fri, 13 Mar 14:23:30 CDT
3 versions. 22 sheets. one piec of art.Old school punk rock zine quality.
Its character sheets for Vigilantes,
Posted: Fri, 13 Mar 14:22:46 CDT
10 Elf Warden Encounters
In most games, the guardian at the border is just another NPC.
They tell you not to cross, maybe they fight you, maybe they let you pass after a skill check. They're a speed bump. A line of dialogue. A minor obstacle between the party and the next area.
But a being who has stood at the same boundary for centuries, who remembers every clause of a treaty signed before human kingdoms existed, who has watched generations come and go without ever crossing the line—they are not a speed bump. They are the living embodiment of a promise. They do not hate. They do not negotiate. They simply remember. And they will not move.
DM Essentials #62 gives you ten ways to make elven wardens feel ancient, immovable, and unforgettable. They are not enemies. They are not obstacles. They are the line between worlds, and they have stood there longer than your ancestors' ancestors were alive.
What's Inside?
The Elf Warden's World (Short Essay): Who they are, what treaty they guard, and why they will never cross the line.
10 Encounters at the Boundary: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Boundary – An invisible line. An elf standing on the other side. They will not explain. They will not move.
- The Question – "Why should I let you pass?" They have heard every answer before. They are testing truth, not creativity.
- The Exception – The treaty allows passage for three purposes. The party has none. Unless they can find a connection.
- The Debt – An ancestor helped the elves long ago. The debt can be claimed once. Then it is paid.
- The Warning – "Beyond this line, you are not protected. The treaty does not cover what waits there."
- The Violation – A crime committed by humans centuries ago. The party carries the debt, whether they like it or not.
- The Gift – A token, a map, a word. "Take this. It may help, beyond the line."
- The Replacement – Two wardens stand together. One is leaving. One is taking their place. The vigil passes.
- The Breach – Something has crossed the boundary. The warden is hunting it. The party is in the way.
- The Choice – The warden stands aside. "The treaty is old. Perhaps it is time for a new one. Prove me wrong."
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want boundaries that cannot be crossed by rolling dice
- Players who think "I persuade the guard" works on everyone until they meet someone who has stood still for five centuries
- Anyone who understands that some promises are older than any living person
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
They have stood here since before your kingdom was a dream. They will stand here long after it is dust. They will not move.
Posted: Fri, 13 Mar 14:22:26 CDT
Sally Port Magazine is a fantasy fiction and writing magazine featuring stories for YA, middle-grade, and general (including parents and other adults) audiences. Each issue features fiction sections for each audience and an On Writing section with advice from the editors and other professionals on a variety of writing and editing topics.
Each issue centers around a theme and stories are chosen through a blind selection process (meaning new writers have as much of a chance as the established folks). Engaging stories and great characters are always the focus.
A sally port is a door, and if any of this interests you our doors are open at www.sallyportmagazine.com.
Posted: Fri, 13 Mar 14:22:21 CDT
Sally Port Magazine is a fantasy fiction and writing magazine featuring stories for YA, middle-grade, and general (including parents and other adults) audiences. Each issue features fiction sections for each audience and an On Writing section with advice from the editors and other professionals on a variety of writing and editing topics.
Each issue centers around a theme and stories are chosen through a blind selection process (meaning new writers have as much of a chance as the established folks). Engaging stories and great characters are always the focus.
A sally port is a door, and if any of this interests you our doors are open at www.sallyportmagazine.com.
Posted: Fri, 13 Mar 14:22:19 CDT
Sally Port Magazine is a fantasy fiction and writing magazine featuring stories for YA, middle-grade, and general (including parents and other adults) audiences. Each issue features fiction sections for each audience and an On Writing section with advice from the editors and other professionals on a variety of writing and editing topics.
Each issue centers around a theme and stories are chosen through a blind selection process (meaning new writers have as much of a chance as the established folks). Engaging stories and great characters are always the focus.
A sally port is a door, and if any of this interests you our doors are open at www.sallyportmagazine.com.
Posted: Fri, 13 Mar 13:52:25 CDT
A level 1 adventure for new initiates of the League of Dark Few. Sneak into the ancient crypts of the city’s wealthiest nobles and restore a fallen family to their former glory in this pamphlet adventure.
What's Included:
- A 6-panel pamphlet adventure that takes the newly initiated members into a crypt below the nobles’ district in search of a magic ring.
- Thirteen dungeon rooms, formatted for quick prep and ease of use at the table.
- A map (VTT & Printable) of the crypts and connecting sewers.
- Eight new foes to fight (or flee from).
- Designed for either DCC or Shadowdark (both included)

Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. For additional information, visit www.goodman-games.com or contact info@goodman-games.com
Posted: Fri, 13 Mar 13:23:05 CDT
DM Essentials #61: 10 Elf Singer Encounters
In most games, elven music is just atmosphere.
You hear it in the background when you enter an elven city. Maybe it's pretty. Maybe it's sad. Then it fades and you forget about it until the next time you need some local color.
But a people who have preserved their entire history in song, who have melodies that can heal or harm, who carry the memory of every battle and every love in their throats—they do not sing for atmosphere. They sing because the songs demand to be sung. And some songs have not been heard in a thousand years.
DM Essentials #61 gives you ten ways to make elven singers feel powerful, ancient, and unforgettable. They are not performers. They are the voice of memory, and when they sing, things change.
What's Inside?
The Elf Singer's World (Short Essay): Who they are, what their songs can do, and why they sing even when no one is listening.
10 Encounters in Voice and Memory: Each one gives you a situation, the truth behind it, and a way for the players to respond.
- The Lullaby – Singing in the distance. The party grows sleepy, peaceful. The singer is calming something dangerous.
- The Lament – A song of grief, centuries old. They sing it every year. The loss is still fresh.
- The Battle-Hymn – The singer's voice rises, fierce and wild. The party feels stronger, faster, braver. A gift for one battle.
- The Warning – A single note, urgent and wrong. Danger is coming. The song is the only warning.
- The Binding – Singing to a wounded creature, calming it, healing it. Mercy in melody.
- The Question – "Sing for me. Any song." A test of the soul. What do they choose?
- The Memory – A song about someone the party knows. Things they never told anyone. The song remembers everything.
- The Silence – The singer has lost their voice. The forest feels wrong. They need help to find it again.
- The Gift – An offer to teach the party a song. Ancient, simple, powerful. Sing it when you need to remember.
- The Ritual – A song not heard in a thousand years. The party must witness. The song will change something.
Quick Reference Table: Roll d10 and get a full encounter hook in seconds.
Who This Is For:
- DMs who want music to feel like magic, not background noise
- Players who think they've heard everything until a song tells them their own secrets
- Anyone who understands that some things can only be sung, never spoken
ENTER THE ARCVERSE
More DM Essentials, adventures, and settings at the link below.
They sing, and the world listens. You are part of the world now.
Posted: Fri, 13 Mar 13:15:32 CDT
Treants – Three Species
We present three new treant lineages. Oak Treants, Willow Treants, and Cactus Treants.
Treants – Three Species is a monster supplement for 5e that presents treants not as solitary forest curiosities, but as dominant ecological authorities shaped by species, climate, and age. Instead of relying on a single treant stat block, this book provides three distinct and escalating ladders: deep-rooted forest sovereigns, mist-veiled river manipulators, and desert-forged thornbound sentinels.
These are not elemental variants. They are biological lineages.
The intent of this product is environmental dominance and evolutionary expression. Oak treants represent authority, endurance, and territorial anchoring. Willow treants represent control, isolation, and the shaping of movement through water and mist. Cactus treants represent survival through punishment, adaptation to extremes, and the weaponization of harsh terrain. Each ladder escalates not simply in size or damage, but in presence, influence, and ecological control.
Geography, alliances, and rivalries are intentionally undefined. These treants can represent ancient forest courts, haunted river kingdoms, or desert dominions that reshape dunes and stone through patient growth. They are not meant to replace the traditional treant—they are divergent expressions of what a treant becomes when shaped by different climates and survival pressures.
Whether these lineages cooperate, compete, war across ecosystems, or view younger forests as naive is left entirely in the GM’s hands.
Oak Treants
Oak treants are the sovereigns of deep forests. Broad-trunked and thick-barked, they anchor territory through immovability and force. Their presence reshapes soil, strengthens surrounding plant life, and locks enemies into battles they cannot easily escape.
They are deliberate, judicial, and territorial. They do not chase. They endure. Combat begins not with a charge, but with the ground itself rebelling against intruders.
Oak treants are designed for:
- Ancient forest strongholds
- Territorial boundary encounters
- Defensive, area-control battles
- Campaign arcs involving regional ecological power
They do not wander. They claim.
Willow Treants
Willow treants dwell along riverbanks, marshlands, and floodplains. Slender but immense, their long tendrils isolate enemies and drag prey into obscured terrain. Where oak dominates ground, willow dominates movement.
They are patient manipulators. They divide, obscure, and reposition rather than overpower. A willow treant rarely confronts a formation head-on—it breaks cohesion first.
Willow treants are designed for:
- Swamp and river encounters
- Fog-heavy battlefields
- Isolation and reposition mechanics
- Psychological or dream-inflected storylines
They do not block. They entangle.
Cactus Treants
Cactus treants rise from deserts and arid badlands. Armored in spines and sustained by internal reserves, they embody survival in hostile climates. Every strike against them carries consequence.
They are reactive rather than expansive. Where oak roots and willow drags, cactus punishes. The desert around them becomes a weapon—sand, heat, and needle storms reshaping the battlefield.
Cactus treants are designed for:
- Arid wilderness encounters
- Ranged-pressure battles
- High-risk melee engagements
- Environmental attrition scenarios
They do not chase survival. They are survival.
Treants – Three Species offers three ecological philosophies shaped by species and age: authority, manipulation, and endurance. How these lineages intersect—whether as rival dominions, distant ecosystems, or forces of nature indifferent to one another—remains entirely in the GM’s hands.
Oak Treant Ladder
Oak Youngwood (CR 1/4): Newly awakened oak that entangles intruders with erupting roots before striking with heavy limbs.
Oak Rootbound (CR 1/2): Thick-barked defender that becomes extremely difficult to move once planted into the soil.
Oak Elder Trunk (CR 3): Massive forest anchor whose roots reshape the battlefield into treacherous terrain.
Oak High Ancient (CR 7): Towering territorial authority capable of upheaving large sections of ground through violent root surges.
Oak Primeval Sovereign (CR 9): Colossal forest monarch whose roots and canopy dominate entire groves.
Willow Treant Ladder
Willow Youngwood (CR 1/4): Slender treant that lashes enemies with hanging tendrils to pull them out of formation.
Willow Grovewarden (CR 1): Mist-shrouded guardian that drags enemies through fog and marsh terrain.
Willow Elder Trunk (CR 3): Riverbound hunter that grapples prey with massive tendrils and drags them through water.
Willow High Ancient (CR 7): Ancient marsh sovereign capable of engulfing battlefields in fog and dragging enemies toward its grasp.
Willow Primeval Sovereign (CR 9): Gargantuan master of waterways and mist that isolates entire groups of enemies within its domain.
Cactus Treant Ladder
Cactus Youngwood (CR 1/4): Young desert sentinel that erupts in spines when disturbed.
Cactus Rootbound (CR 1/2): Hardened cactus defender whose spines punish attackers that strike too closely.
Cactus Elder Trunk (CR 3): Towering desert guardian that alternates between crushing limbs and deadly needle volleys.
Cactus High Ancient (CR 7): Ancient cactus colossus capable of devastating enemies with explosive storms of spines.
Cactus Primeval Sovereign (CR 9): Gargantuan desert monarch that turns sandstorms and needle storms into battlefield weapons.
Posted: Fri, 13 Mar 13:04:34 CDT
Paws & Claws: A Fantasy Adventure Tail is a wholesome family tabletop role-playing game about animals becoming heroes. It mixes storytelling and tactical combat that relies on teamwork and imagination to succeed.
It takes place in Thrandyr, a whimsical and fantastical world filled with magical anthropomorphic animals. Without the threat of humans, critters across the animal kingdom live harmoniously in idyllic villages, underground caves and kingdoms made of coral. Many set out to explore Thrandyr, seeking snow-capped mountains, white sand beaches and bustling burrows in search of magical artifacts.
But all who leave their villages know there are perils waiting for them on the road…For not all creatures in Thrandyr are as welcoming as they are cute.
This is the three-page quickstart rules for Paws & Claws. It can be played with as little as two people of any age.



