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Sarah is a writer of roleplaying game products, including rules, supplements, and scenarios. She is also co-founder of the RPG and fiction small press “Mindjammer Press”. Here are some of the games she’s written.

The Emerald Scarab Conspiracy (The Great Game Part 2)

A tale of assassination, murder & terrorism. Can the Globetrotters uncover a terrifying Commonist plot?

As the Thames ices over and the country grinds to a halt, a scientist is found murdered in the north of London, and the globetrotters are called in to investigate the theft of a mysterious device. What they find is a conspiracy that brings the British Empire to the brink of war!

In this adventure, the globetrotters again encounter the mysterious Commonist League, anarchists hell-bent on ushering in revolution through a cataclysmic war, a violent offshoot of the scientific utopian Cosmist League. This time, the globetrotters uncover assassination, murder, and terrorist atrocities reaching to the highest levels of society.

But is everything as it seems? What lies behind the Commonists’ actions, and the disappearance of Nikolai Fyodorov, the mysterious Cosmist leader, in the distant Pamir Mountains? Can the globetrotters solve the mystery before war consumes the Empire?

The Emerald Scarab Conspiracy is the second action-packed scenario in The Great Game campaign. Leagues of Adventure is a Victorian Steampunk setting that is powered by the Ubiquity ruleset.

The Dreaming Spires (The Great Game Part 1)

It’s a time of revolution!

A time of exploration & discovery.A time when science itself stands poised to usher in a new golden age, or doom the world to terrible war. In the ancient university of Cambridge, the scion of an aristocratic family has gone missing, unearthing a plot which threatens to plunge the British Empire into chaos Can the intrepid globetrotters solve the Cambridge conspiracy before it’s too late? What secrets lie hidden beneath its dreaming spires?

Dreaming Spires is an action-packed scenario, featuring five nail-biting episodes of investigation and adventure. It can be played standalone, or as the first part of The Great Game campaign.

Achtung! Cthulhu – Heroes of the Sea

Achtung! Cthulhu brings you a wartime CALL OF CTHULHU roleplaying game setting packed full of fiendish Nazis, terrifying ancient mysteries, legendary war machines, and enough writhing tentacles to fill ten Reichstags!

Heroes of the Sea is the second standalone adventure supplement in the globe-spanning Zero Point campaign. Play soldiers, agents, and resistance fighters in the chaos and carnage of the Battle of Dunkirk, as a sinister conspiracy threatens the lives of the retreating Allied forces!

Achtung! Cthulhu – Three Kings


Achtung! Cthulhu brings you a two-fisted wartime CALL OF CTHULHU roleplaying game setting packed full of fiendish Nazis, terrifying ancient mysteries, legendary war machines, and enough writhing tentacles to fill ten Reichstags!

Three Kings is the first in a series of standalone adventure supplements in the globe-spanning Zero Point campaign for Achtung! Cthulhu written by Sarah Newton. Join a band of heroic soldiers, agents, and partisans behind enemy lines on the eve of World War Two, as they discover the unspeakable horrors of Castle Karlstein in occupied Czechoslovakia!

The Legends of Anglerre Companion

ADVENTURE AWAITS!

The Legends of Anglerre Companion is the first supplement for the Fate-powered Legends of Anglerre fantasy roleplaying game, giving you new rules, tools, background, and scenarios to take your Legends of Anglerre games to new heights of action and adventure! In these pages you’ll find haunted seas and treasure-filled ruins, nefarious villains, evil necromancers, and dry desert cities as old as the world.

The Chronicles of Future Earth

“In the last centuries of the Fifth Cycliad, a great malaise began to descend upon the lands of humankind. The great civilizations of Urth, which for Aeons had seemed on the verge of slumber, now finally began to rot from within. From the edges of the world the ever-present enemies drew close, their hungry claws poised to tear apart the delicate flesh of a fruit a hundred millennia in the harvesting. And all around, a cry arose for Heroes, to stand against the dying of the light and save the world from the sins of its past.
“Some said that it was the end of days. Some said that it was only the beginning. These pages tell the history of that time yet to come. These are
The Chronicles of Future Earth.”

Science-Fantasy Roleplaying in Earth’s Far Future

The Earth we know is gone, forgotten in the depths of time. In its place is the Urth — a world of mystery and danger, steeped in a thousand centuries of history and legend, where humankind brushes shoulders with beings and creatures strange and monstrous. The Venerable Autocracy of Sakara, the greatest — and oldest — Empire on Urth, rules over half the world, led by an immortal God-Emperor whose very word is law. It’s a world of deep, dark forests, brooding mountains, timeworn ruins haunted with the ghosts of the past and the weird monsters of the future. Arcane sorcerers explore strange dimensions, terrible priests wield powers from extradimensional beings known as Gods, mighty soldiers forge new histories from the ruins of the past. It’s a time of danger, reckoning, and adventure. Welcome to The Chronicles of Future Earth.

Written by Sarah Newton.

 

Legends of Anglerre

Legends of Anglerre shoves a massive battle axe in the hands of the Ennie Award-nominated Starblazer Adventures roleplaying game. This stand-alone fantasy interpretation of the popular FATE rules features two detailed settings:

•Anglerre, the world featured in the original Starblazer fantasy comics, and

•Lords of the Hither Kingdoms, a brand new setting.

Artwork from the Starblazer comics brings the worlds to life and will inspire Story Tellers to get plotting!

Players will be able to start with gritty characters through to epic demi-god like heroes, lead armies, fleets and kingdoms, conduct sieges and build a dynasty. New FATE rules include an elegantly simple system for magic and creature powers, personal campaign goals, epic style abilities, combo manoeuvres, magic artefacts and summoning as well as a detailed character background generator. Two introductory adventures, a fantasy campaign generator and fantasy bestiary will help new players jump straight in to the action!

Imagine your patrol ship strafing a fleet of galley’s defended by dragons and sorcerors! Legends of Anglerre is fully compatible with the Starblazer Adventures core book, allowing space opera characters to be dropped in to a fantasy campaign.

Written by Sarah Newton and Chris Birch, with Mike Chinn, David Donachie, Doug Laedtke, Tom Miskey, Mike Olson, and Marc Reyes.

 

Mindjammer – Starblazer Adventures in the Second Age of Space

2010 Judge’s Spotlight Award winner at the 2010 Ennie Awards!

“It was the Second Age of Space. The light of human civilization, which had flickered and threatened to die, suddenly burned bright again with contact with the thousand worlds of space. Humankind laughed, filled with the joy and power of a new-found youth, and strode forth to bring its message of hope and regeneration to the stars…”
– from “The Songs Of Old Earth”, Book I

The time: 15000 years from now. The place: the Milky Way galaxy. For millennia, Old Earth sent slower-than-light colony ships to the stars; for millennia, new worlds were settled and went their separate ways, keeping only tenuous, generations-long contact with Earth. Many colonies failed; many went silent, regressing into barbarism and savagery; but many thrived, evolving and diverging into new subspecies and societies. On Old Earth, the centuries wore into millennia, each one much like the last; blessed with long life, untold riches, and advanced technology, humankind had at last achieved Utopia, only to find it wearying, and stale. Whilst the stars sang with the songs of men, Old Earth slowly began to die.

Two hundred years ago everything changed. After centuries of stagnation, the scientists of Old Earth discovered the secrets of faster-than-light travel. In their planeships they ventured to the stars, in search of the colonies they had sent out millennia before.

What they found stunned them. The galaxy was alive! Everywhere they went, they found people. Vibrant cultures, civilizations made strange with vast stretches of time, worlds savage and untamed.

Suddenly, Old Earth felt itself old no longer, but young, and excited by the prospects of an unknown and unpredictable future. It was a new age of discovery – a Second Age of Space.

Mindjammer is a game of action and adventure in the far, far future. Explore new worlds, contact lost colonies, help rejuvenate the ancient civilization of Old Earth and save it from decay and the unknown dangers of space.

Can you defend the light of humanity’s greatest civilization as it spreads to the stars?

Written by Sarah Newton.

 

 

 

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One Comment leave one →
  1. David J. Tinsley permalink
    January 25, 2012 11:16 pm

    Hi Sarah,

    My compliments on “The Chronicles of Future Earth”. It recalled warm memories of Vance’s Dying Earth and Barker’s Tekumel without coming across as derivative in the least. Rarely have I seen a setting so evocative, let alone one with an introductory adventure that could do it justice. I sincerely hope your writings return to the Fifth Cycliad soon (if nothing else, I have to know more about that psion The PCs rescue from stasis in “The Worm Within”…).

    -David

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