A good scare makes for a great game.
It’s the abandoned corridor, the flickering light never quite reaching the deeper shadows. It’s that cry in the distance—a child’s wail, or some weird animal bleating? It’s the gentle breath on the neck, or that slithering motion just past the edge of the light. It’s horror, and whether it’s a terrifying one-shot adventure, an entire campaign fighting against the darkness, or an edge of tension added to a more conventional adventure, it makes for great roleplaying experiences.
Build an entire campaign battling Lovecraftian cults or surviving the zombie apocalypse. Run one-shots that pit the players against masked slashers, crawling xenomorphs, or sinister spirits. Or just get the most fun out of your lich queen and her minions at the lowest depths of your dungeon. No matter how you use horror at your table, this book gives you all the tools you need to create hair-raising game sessions and nail-biting campaigns.
- Horror is an RPG staple. This is a Cypher System book—but it’s full of useful advice and subsystems for GMs of any game system.
- Loads of gear, creatures, and other options for any horror campaign.
- Plus this huge book fits in a full-fledged campaign setting. In Masters of the Night, the PCs are vampires. But there are things out there even they are afraid of!