News
The Prosperitas Protocols Trilogy is Live! There is a coupon code in the blog post! 50% off...
I am reworking the landing pages. I was not happy with how they looked. Now they will be more consistent and readable. Starting with the oldest products and working my way forward. It is a work in progress at:
https://games.akapplegarth.us
The Cult Engine is now Copper! You can find it HERE!
Check out the blog post to get a 10% off coupon!
Blog Post
It is on the way! Once I get the proof (if there are no more mistakes!), it will be going live soon. This book delves into what makes a memorable NPC. Structured towards the horror genre, but can be applied wider. Lets face it, we only remember a few NPCs, this book will tell you why and how to make your NPCs more memorable and get your players to care about them.
More to come.
You can find out more here: Game.AKApplegarth.us
My next title is almost done! Check it Where Madness Watches!
My latest scenario, The Chiaroscuro Descent, just made COPPER! Check it out here: The Chiaroscuro Descent
All done... Well, as good as it gets. I will start posting more stuff soon.
Home
The Palimpsest Trilogy Is Live
Today I'm launching The Palimpsest Trilogy, a set of three linked, modern‑day Pulp Cthulhu one‑shots about a city being quietly "optimized" out of existence by corporate logic gone cosmic.
If you've been following along here, you've seen bits and pieces of this project over the past few months. The core premise started simple: what if a janitorial night crew showed up to clean an office floor, and the building decided to help by erasing rooms, records, and eventually people? That became Deep Clean. Then I asked what would happen if the machine's logic escaped into the wider city, and The Missing Playback was born—a rough‑cut documentary that starts rewriting neighborhoods every time it's watched. By the time I got to The Last Customer, the question had shifted to "what shows up to audit a reality that's been edited this many times?" and the answer was: something that treats timelines like ledgers and cities like balance sheets.
Each scenario can be run on its own as a standalone one‑shot for a convention slot, a pick‑up game, or a break between campaigns. But if you chain them into a short mini‑campaign, the consequences from one session visibly warp the next: destroy the Pattern Engine and pieces of its logic escape; weaponize it and the city overlay becomes a precision tool; shut it down too late and you're left with a patchwork reality already flagged for cosmic audit. Your players' choices echo forward, and by the time the graveyard shift at SAVEMORE #347 rolls around, the Auditor is there to talk about what they've done.
I built the whole trilogy for modern Pulp Cthulhu—tougher PCs, more stunts, and danger that comes from environments turning hostile rather than from bad dice rolls. You get six blue‑collar pregens (supervisor, stocker, cashier, ex‑cop, medic, videographer), a shared backstory hook that ties them all to NeonDyne before the first session, and NPC support designed to let you sit down and run without a ton of prep.
This is a one‑person project from start to finish—writing, design, layout, the whole thing—so if you pick it up, run it for your group, and tell me how the audit went, that genuinely makes my week. You can grab The Palimpsest Trilogy now on DriveThruRPG, and I'd love to hear what your players did to the city, and whether the Auditor let them keep it.
Thanks for being here, and happy haunting.
