Liminal: Ghosts of Glencoe - PDF


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Description

The crew travel to Scotland to investigate missing climbers in the wilds of Glencoe. To those clued-in, it all points to increased ghost activity; the area is known to be haunted. But what could have stirred up the ghosts?

Join us in this adventure for the Liminal RPG, where the magical and mundane worlds collide in the modern day United Kingdom.

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P
Paul Rickards
Ghosts of Glencoe

I ran this case three different times with three different groups, and each time, it played slightly differently. One group, or rather one player, took a more aggressive approach to some of the main protagonists whereas the other two groups followed a more exploratory path. I think this derived from the nature of the character who was ex-British army and possibly a little psychotic, more crucially.

I posited that each of the crews were working on behalf of P Division who fit the bill as a faction that wants to cover up any situations that might reveal the existence of the Liminal world but allow a large degree of operational freedom. The Council of merlin or the Order of St. Bede would not thematically do that unless all the PC's belonged to that faction which would be a little stale after a while. Crew composition should be varied and offers better roleplay interaction in my view.

This case is set in Glencoe, Scotland and near to the site of the infamous massacre of thirty members of the McDonald clan on 13th February 1692 by Scottish government forces, allegedly for failing to pledge allegiance to the new monarchs, William III and Mary II. I chose to work that in as a reference point and felt it added more sympathy for the ghosts of the story. You can also throw in some accents.

There is a fair amount of investigation and time for resolution is about three days including any travel so PC"s must get a move on. A great starting case that needs a little expansion.

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