Vendor: Pelgrane Press
Type: Role Playing
Price:
28.99
This book comes with a free PDF version courtesy of the publisher in conjunction with the "Bits 'n' Mortar" scheme. A link from which the PDF can be downloaded will be emailed to the address you enter at the checkout once we have confirmed payment, which will normally be within 2 working days* of receipt of orders for products that are currently in stock. (*not including Sundays or Austria national holidays). PLEASE NOTE - you will need to enter a valid email address at checkout in order to receive the PDF.
A new supplement for the Trail of Cthulhu RPG. Pay homage to the horror films of the 1930's with this book chock full of adventures and setting ideas.
Vendor: Bayt al Azif
Type: Role Playing
Price:
14.99
The magazine dedicated to adventuring against the Cthulhu Mythos continues!
Issue #5 includes:
2 adventures dual-statted for Call of Cthulhu 7th edition and Cthulhu Dark or Pirate Borg
A overview of every Cthulhu Mythos RPG release of 2021
Vampires in Cthulhu Mythos games
Interviews with John Scott Tynes and Shane Ivey, of Delta Green
An interview with Shanna Germain and Sean K. Reynolds, of Consent in Gaming
Advice, history, comics, and more!
Vendor: Pelgrane Press
Type: Role Playing
Price:
34.95
Have your The Yellow King Roleplaying Game players grown complacent battling gargoyles, vampires, and riot dogs? Do you have a reality horror mystery crying out for a fresh and bizarre villain to drive it?
Legions of Carcosa: The Yellow King Bestiary solves your problems by helping you create some for your Belle Époque art students, Continental War soldiers, alternate reality ex-insurgents, and ordinary people trapped in unraveling normalcy.
From alien parasites to warped human conspirators, from hungry buildings to incarnations of drought, from gods torn from the pages of myth to war machines that hunt in wolf-like packs, Legions of Carcosa: The Yellow King Bestiary presents 86 new Foes to mystify, haunt and menace your investigators.
Throw icewater into your player’s veins with 100 brand new Shock and Injury cards. The book also includes all the preexisting cards you need to run these adversaries and beasties without reaching for any other volume.
Foe descriptions key themselves to one of the game’s four twisty sequences. Each entry also includes hooks inspiring you to repurpose the Foe in the other three settings.
With this book in your feverish hands, the investigators can:
Whatever hole opens up in your reality today, an antagonist from The Yellow King Bestiary is ready to slither out of it, through your mind and into your heart.
Vendor: Pelgrane Press
Type: Role Playing
Price:
10.95
A novel by Robin D. Laws
A new day has dawned, and elections are coming. The corrupt, covertly supernatural regime of the Castaigne family has been consigned to history. After a century of American dictatorship, the hard work of self-government begins.
Reluctantly, one of the revolutionary heroes who helped put them away has agreed to run for public office. How else can he put the Government Lethal Chambers out of commission for good?
But at his first Senatorial debate, the Technician discovers that the eerie forces that supported the old dictatorship are still in play.
A stray bullet from an attempted assassination strikes kills not its intended target, a rival candidate, but an innocent bystander. Only the Technician and his crew are willing to face the truth: this was no ordinary accident of trajectory, but an otherworldly intervention.
This nagging discovery propels them into a twisting investigation crossing crime, conspiracy, and the mind-bending invasive reality known as Carcosa.
Read Fifth Imperative, the second novel in the Technician series which also includes The Missing and the Lost, as a tense, thought-provoking mystery of a dread-drenched alternate reality.
Or use it as a model for your sessions of The Yellow King Roleplaying Game when you play in its mind-bending Aftermath setting.
Vendor: Pelgrane Press
Type: Role Playing
Price:
26.95
Ritual magic of the Belle Époque! The desperate Science Jaune of a war-torn continent! Parageometrical horrors perfected in the labs of the tyrannical, overthrown Castaigne regime! Signing, the latest way to turn social media dysfunction into sorcerous reality!
Your players can master them all—at perilous risk!
Each spell is a Shock card with effects both useful and sinister. Do they hold onto that that spell they need to do that thing, even as their inner realities start to break apart? Or do they take the safe route, and cast out the buzzing, insistent power of the Yellow Sign?
Black Star Magic features new magic rules for The Yellow King RPG, including 144 startling spells, background material on Carcosan magic in all four YKRPG settings, and GM guidance showing you how to incorporate player-facing occult powers into your game.
Plus, a quartet of scenarios, allowing the characters of each sequence to make double-edged deals with the world of sorcery:
Play them separately, or chill your players with all of them. All they have to lose is their grip on reality…
Vendor: Pelgrane Press
Type: Role Playing
Price:
49.95
EVEN DEATH CAN DIE features nine twisting, turning, adventures for Cthulhu Confidential in a world both hardboiled and cosmically horrific.
One For the Money: Scholarly WW2 vet Langston Wright fights for room to breathe in wartime Washington under the shadow of Jim Crow. Rhino Jones is one tough cookie, and he makes it impossible to turn down a demand to identify the culprit who stole from him and killed his crew. This plunges Langston into a blurred otherworld of corrupt businessmen, Nazi spies, a deadly weapon prototype.
The Shadow Over Washington: Langston knows an ancient enemy is rising, but he is trapped a million years away. An extraterrestrial intelligence inhabits Langston’s body, dodging bullets as well as a monster controlled by a megalomaniac. Can Langston regain his selfhood in time to save the nation’s capital?
Preacher Man Blues: Langston Wright investigates a traveling fire and brimstone preacher spurring the black community to action. The police want him silenced. Local churches want him to move on. What do those slaughtered animals have to do with it?
The Howling Fog: Sharp-dressing, straight-talking, New York investigative journalist Vivian Sinclair chases the Big Apple’s hottest scoops. She goes deep undercover in sleazy clip joints and Harlem’s famous Cotton Club—only to learn a dead Irish hitman’s terrifying secret: murder from a distance!
Ex Astoria: A brawl between picketers from the miner’s union and scab laborers working on the Winn Water Tunnel turns into a riot, with Vivian Sinclair on the scene reporting. But scab workers are the least of the miners’ concerns. Can Viv prevent further injuries and an environmental disaster?
Boundary Waters: Vivian Sinclair’s third cousin, society heiress Tabitha “Tabby” Sinclair hosts a benefit gala aboard a gambling ship. Vivian accepts her invitation to cover the gala, keen to investigate rumors about the boat’s other international activities. But under this swell affair skitters something creepy and crawly.
The House Up in the Hills: Hard-boiled private eye Dex Raymond prowls Los Angeles, led by his nose for trouble. A supposedly straightforward auto fatality case hurtles Dex toward sorcerous members of L.A.’s business elite, a wave of rat attacks, and a child’s disappearance.
High Voltage Kill: A legendary designer of spark-flinging horror movie props becomes Dex’s client when some punk swipes key set pieces from 1931’s Frankenstein. Dex encounters a man so determined to get revenge he’s willing to kill anyone who gets in his way, be it bystander, cop, or hardboiled private eye.
Skin and Teeth: The Revelstock hotel, on South Normandie near Pico, is a place where the shady go to hide out and/or ply their trades. But one of the maids found something so terrible under a bed while cleaning that even the mob-connected owner Hal Cade is sweating. The answer lies in a shocking disaster of the recent past—and something older still.
Vendor: Porcupine Publishing
Type: Role Playing
Price:
8.50
Ciaron played bass for The Gutters. Now he's dead, so you're headed to his home town for the funeral and to play a gig in his memory. You're going to see where he grew up. He hailed, it turns out, from a village in south Armagh, where soldiers and paramilitaries contend for control of the roads and fields. And not far from the village something strange and ancient stirs. All that blood, it had to go somewhere.
"The Five Techniques" is the debut edition of No Future, a zine from the Pent-Up Press imprint containing a new 1970s punk-scene Lovecraftian RPG scenario in each issue. It provides mechanical support for Cthulhu Dark and GUMSHOE.
Content warnings: violence, body horror, reference to torture
REVIEWS
I recently finished an excellent three-session run of the zine with four players, and this is my review: The Five Techniques is equal parts raucous, brooding, tense and politically astute. With a brash and colourful but GM-friendly layout and studiously helpful supporting materials, the vibrant radicalism of 70s Punk clashes and fuses with the simmering violence of the Troubles and something old and sinister beneath. (scrivenersmith)
Perfect aesthetics. This is one of those 5/5 would buy again type of deals. Worth every penny. (Petri Leinonen)
Requires Cthulhu Dark or Trail of Cthulhu to play
Vendor: Pelgrane Press
Type: Role Playing
Price:
19.95
It is 1927. As Britain continues her slow recovery, August Darcy, a young journalist, is seized with a strange obsession. He must recover the very essence of England – her traditions, customs, and legends – and he must do that even at the cost of his livelihood; even if he loses the woman who is to be his wife.
Then, in the early 1930s, England experiences the first portents of a magical war. Darcy’s mythic sites are the hidden battle fields; and that forbidden knowledge, the esoteric ordnance of the forthcoming conflict.
The Book is replete with mythic sites, occult rumours, and clues which will guide you on your quest for forbidden knowledge.
Within these covers are the never-before-published early writings of the author of The Book of the Smoke. Sketches of English life, in his unique style, are interspersed with private letters and diary extracts to offer an extraordinary insight into the victim of England’s most notorious occult crime. These are not romantic yearnings for a golden age long gone, but a timely reminder that the terrors of our forefathers still linger on the fringe of modernity.
Written as the companion volume to Fearful Symmetries for Trail of Cthulhu, The Book of the New Jerusalem can be used as a Keeper’s resource as well as an in-game artefact for players in any Mythos game, and it stands alone as an entertaining guide to English folklore.
Vendor: Pelgrane Press
Type: Role Playing
Price:
36.95
For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world, against spiritual wickedness in high places.
– William Blake, The Four Zoas (from Ephesians 6:12)
Albion, the primeval and perfect England of William Blake, is broken – by war in heaven, and turmoil amongst mankind. Heroes arise to build Jerusalem anew in the Green & Pleasant Land guided by Blake’s visionary poetry.
In this supplement to Trail of Cthulhu, you play a group of magicians exploring the magickal revival; wielding the terrible, double-edged power that grants both dominion and degeneration.
With its companion volume, The Book of the New Jerusalem, Fearful Symmetries gives the Keeper guidelines for building an improvised campaign with dangers drawn from English folklore and Mythos abomination. Four systems of magic are described, along with locations, threats, tomes, and characters. Use Fearful Symmetries to flesh out the struggle between the lurking horror, and the shrivelled good intentions of those who think such power can be contained, and controlled, by mere mortals.
Vendor: Bayt al Azif
Type: Role Playing
Price:
15.50
The magazine dedicated to adventuring against the Cthulhu Mythos continues!
Issue #4 includes:
Vendor: Bayt al Azif
Type: Role Playing
Price:
15.50
The magazine dedicated to adventuring against the Cthulhu Mythos continues!
Issue #3 includes:
Vendor: Pelgrane Press
Type: Role Playing
Price:
14.99
This optional accessory allows The Yellow King Roleplaying Game GMs select and hand out Shocks during in-person play. Its card selection focuses on the varieties of fear and emotional disequilibrium most likely to afflict investigators into any reality-altering Carcosan mystery. Perfect for on-the-fly scenarios or abrupt sidetracks into hallucination and shattered consciousness. This deck assists GMs who prefer the solid slap of a physical card against the game table you can plunk before players when their characters stare into the uncanny and wish they hadn’t.
Please note – this deck only includes a selection of the most used cards, not a complete set of every card in the game.
Vendor: Pelgrane Press
Type: Role Playing
Price:
14.99
This optional accessory allows The Yellow King Roleplaying Game GMs to quickly grab and dish out Injury cards during face-to-face play. Its card selection focuses on the sorts of harm most likely to occur in any investigation into reality-bending occult horror. Ideal for improvised scenarios or sudden swerves into unexpectedly dangerous territory. This deck assists GMs who prefer the tactile charms of a physical card you can plunk before players when their characters lose fights or run afoul of hazards.
Contains 76 cards, with 2 copies of each Minor Injury and 1 of each Major Injury, corresponding to a wide variety of heroically harmful situations. Includes those essential workhorses of the game, post-healing Secondary cards like “On the Mend” and “Precarious Recovery.” From the mild drowning of “Cough, Choke, Splutter” to the memorable agony of “Fearsome Gut Punch,” this deck contains more than enough smackdowns to keep your investigators reeling with adventurous consequence.
Please note – this deck only includes a selection of the most used cards, not a complete set of every card in the game.
Vendor: Pelgrane Press
Type: Role Playing
Price:
32.99
Ever since the Sudden Mutation Event, people have been able to fly. Phase through walls. Read minds. Shoot bolts of energy from their fingertips. Walk into dreams.
As members of the elite Heightened Crime Investigation Unit, you and your fellow detectives solve crimes involving the city’s mutant community. When a mutant power is used to kill, you catch the case. When it’s a mutant victim in the chalk outline, you get the call. And when it comes time for a fight, you deploy your own extraordinary abilities to even the odds.
With new human capacity has come new science. Your squad brings forensic science to bear on the solution of mutant crimes. Need to know if a suspect is the victim of mind control or dream observation? Perform an EMAT protocol to detect the telltale signs of external influence. Was your victim killed by a light blast? Use Energy Residue Analysis to match the unique wound pattern to the murderer, as surely as ballistic science links a bullet to a gun.
Does your crime scene yield trace evidence of two separate powers? Use your trusty copy of the Quade Diagram, the infallible map of genetic relationships between mutant powers, to tell if one suspect could have used both – or if you have two perps on your hands.
If chases, interrogations and mutant battles weren’t enough to handle, you also serve as a bridge between the authorities and your mutant brethren. To successfully close cases, you must navigate the difficult new politics of post-mutation society, and deal with your own personal issues and mutation-caused defects.
Police work will never be the same.
Upgraded In 2nd Edition!
Vendor: Pelgrane Press
Type: Role Playing
Price:
49.99
by Kevin Kulp and Emily Dresner
When it’s summer, you smell her before you see her. As you come around the curve of the Serpentine river the scent of the open sea is replaced by the stench of low tide, of boat tar, of rare spices spilled from a smuggler’s ship; of cooking smoke and human waste. Bells ring out across the water and echo like the song of ghosts, loud enough to almost drown out the chanted prayers of your ship’s rowers.
You round the bend past the lower fort and there she is: the great city of Eversink, sprawled out on scores of islands across the sheltered water. Her jeweled and crystal turrets are reflected in a shimmering bay full of hundreds of brightly colored boats. Architecture from a dozen eras towers above a tangle of grand plazas and narrow canals. Temples to her goddess rise above the mansions and tenements, calling her people to prayer. She may be ancient and corrupt, slowly and inexorably swallowed by an endless bog; but she’s alive in a way most cities aren’t. She’s a melding of faith and stone and wood and water – and mud – that’s unique in all the world.
It doesn’t matter whether you’ve come to kill a rival, earn a fortune, learn a secret, or hire an army. You’re home now, and the Sinking City will embrace you. All you need to do is survive.
Swords of the Serpentine is a sword & sorcery game of daring heroism, sly politics, and bloody savagery, set in a fantasy city rife with skullduggery and death. The rules adapt the GUMSHOE investigative roleplaying system to create a fantasy RPG with a focus on high-action roleplaying and investigation inspired by the stories of Fritz Leiber, Terry Pratchett, Robert E. Howard, and others.
Your characters will discover leads that, if followed, propel them headlong into danger and forbidden knowledge. A lead might point the way to sunken treasure, jungle ruins, the missing key to a sorcerous trap, or the true identity of a notorious murderer. The GUMSHOE game mechanics ensure that you’ll always notice leads if you look for them. It’s up to you to choose which one you’ll follow into whatever perils lie ahead, in hopes of fortune, glory, justice, or just staying alive another day.
If you want to track down foul sorcerers in a corrupt and decadent city, clamber through underground ruins to sneak into an enemy’s home and rob them, or wage a secret war against a rival political faction, you’re in the right place.
Swords of the Serpentine offers:
Vendor: Pelgrane Press
Type: Role Playing
Price:
11.95
The man they call the Technician helped overthrow the Castaigne regime. Now he seeks a return to civilian life, and to eliminate the suicide machines known as the Government Lethal Chambers. But when the body of a murder victim shows up in the flagship Lethal Chamber in Washington Square, the Technician sees that he may need to do one more job…
Vendor: Bayt al Azif
Type: Role Playing
Price:
12.50
The new magazine dedicated to adventuring against the Cthulhu Mythos continues! Issue #2 includes:
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Vendor: Pelgrane Press
Type: Role Playing
Price:
34.99
You used to be a spy. You were part of the clandestine world, backed up by the full strength of the shadow state. Then you asked the wrong questions, discovered things you shouldn’t know about who really rules the world.
You found the truth. You found the vampires – and got burned.
You’re all alone against them.
One player. One Gamemaster.
The odds are against you. You’ll have to use every edge you can muster, every contact you can blackmail, every weapon you can find just to survive. But maybe, just maybe, you can fight back against the monsters.
Create your own Agent, or take on the role of Leyla Khan – an ex-MI6 officer who must confront her own half-remembered past as a thrall of the vampires!
Use the GUMSHOE One-2-One rules, designed for the thrilling intensity of head-to-head play. Navigate complex mysteries with investigative abilities! Overcome challenges with luck and mastery edges! And if you fail, pick up Injury, Heat and Shadow problems that’ll cause trouble later on.
Play through three complete adventures for Leyla Khan, or use them as templates to create your own mysteries:
We’ll give you the tools you need to battle the undead princes and crime lords, all alone. But will it be enough? Find out, with Night’s Black Agents: Solo Ops!
Vendor: Pelgrane Press
Type: Role Playing
Price:
39.95
Lovecraft created his various “shadowy congeners” because the stories of vampires, werewolves, and even ghosts had become too familiar and too formulaic to evoke true horror. Almost a century after he wrote, his own monstrous races have likewise begun to seem like comfortable story furniture rather than unnerving signals that the world is horrible and wrong.
In Hideous Creatures: A Bestiary of the Cthulhu Mythos, we present a comprehensive look at Lovecraft’s hideous creatures, from as many angles as we can. Our goal is contradiction, surprise, and most especially the uncanny: the recognition of something familiar as something weird. As in the “Gods and Titans” section of the Trail of Cthulhu core book, this book deliberately contradicts itself, blurring boundaries and erasing certainties in the name of the uncanny. In your campaign, these variant truths might be misunderstandings, legends, heresies, or deliberate lies spread by the creatures to lull their foes into a false sense of familiarity.
Hideous Creatures: A Bestiary of the Cthulhu Mythos is the Trail of Cthulhu bestiary written by Mythos giant Kenneth Hite and fellow experts Gareth Ryder-Hanrahan, Becky Annison, Helen Gould and Ruth Tillman, in the tradition of the award-winning Book of Unremitting Horror and the 13th Age Bestiary. Creatures are not just antagonists to fight or flee from; they are entire adventures by themselves, leaving physical traces, occult clues and madness in their eldritch wake.
Hideous Creatures: A Bestiary of the Cthulhu Mythos features seven all-new creatures:
Bholes * Colour Out of Space * Elder Things
Flying Polyps * Moon Beasts * Night-gaunts * Spawn of Yog-Sothoth
Plus full write-ups of nine Foul Congeries, opening the books on Lovecraftian monsters that have never taken stat-block form before in any game!
Bat-Things * Black Winged Ones * Gaseous Wraiths
Medusas * Raktajihva * Ultraviolet Devourer
Vampirish Vapour * Worm-Cultist * Y’m-bhi
And new art and in-world documents for each of the fifteen original Hideous Creatures:
Byakhee * Dark Young of Shub-Niggurath * Deep Ones
Ghouls * Great Race of Yith * Hounds of Tindalos
Hunting Horrors * Lloigor * Mi-Go
Rat-Things * Serpent Folk * Shoggoths
Star Vampires * Tcho-Tchos * Wendigo
Author: Kenneth Hite, Gareth Ryder-Hanrahan, Becky Annison, Helen Gould, Ruth Tillman
Artists: Gislaine Avila, Ethan Black, Gennifer Bone, Mark Bulahao, Wagner Chrissante, Tyler Clark, Kennedy C. Garza, Dean Engelhardt, Jorge Fernández Sanz, Quintin Gleim, Heather Landry, Jeff Porter, Georgia Roan, Anna Rogers, Ian Schofield, Patricia Smith, Kellianne Stakenas, Kyle Strahm, Piya Wannachaiwong.
Pages: 368 page hardback
Vendor: Arc Dream
Type: Role Playing
Price:
29.99
OLD ONES RISING compiles issues 18 through 21 of The Unspeakable Oath, the Ennie Award-winning magazine of Cthulhu Mythos role-playing games. It includes:
Eight ready-to-play scenarios:
Arcane artifacts, mysterious manuscripts, and scenario seeds for any campaign.
Feature articles to deepen your gaming and horrify your players:
And more. The Old Ones lurk, even now as one with your guarded tabletop—and they hunger.
Vendor: Bayt al Azif
Type: Role Playing
Price:
7.99
Vendor: Pelgrane Press
Type: Role Playing
Price:
28.99
At the end of the 19th century, an American art student went to Paris, read The King in Yellow, and lost his grip on reality. As he explored Paris in search of its decadent influence, he created a scrapbook. A guide for himself, and for those who would come after him. Absinthe in Carcosa is this indispensable city guide, and a stunning, full-color visual artifact in its own right.
Note: we expect complimentary PDFs to be made available by the publisher for this item when it has been published, but cannot confirm this at this stage.
Vendor: Pelgrane Press
Type: Role Playing
Price:
81.95
The book has been written.
The book has been read.
Note: we expect complimentary PDFs to be made available by the publisher for this item when it has been published, but cannot confirm this at this stage.
Vendor: Pelgrane Press
Type: Role Playing
Price:
15.95
This collection of adventures considers the Great War, 1914-18, from the perspective of Trail of Cthulhu. From the conflict in the air, to the depths of the sea, the home front and the different battle fronts, the Great War affects the lives of countless millions of people. It also brings humanity into conflict with elements of the Mythos, and in particular the Charnel God Mordiggian who, for the first time in centuries, may actually have more to devour than it can stomach.
The forces of the Gods do not take kindly to being disturbed, and nor do they usually play favourites; unless your players are careful, they may find themselves attacked and wiped out in an instant, caught in an otherworldly crossfire they can only hope to survive, not understand.
Campaign Frame
Dulce et Decorum Est features GUMSHOE adaptations and new abilities for war in the air, and on the sea and land, and how the mythos might interact with the horrors of the war, and the participants.
Dulce et Decorum Est ' Great War Trail of Cthulhu contains the following scenarios:
Vaterland
The once-mighty Vaterland is a prisoner of politics. She is trapped in New York Harbour, as war rages in Europe. Her crew and Commodore are just as much prisoners as the ship herself, though they are making the best of their captivity by hosting concerts in support of the German relief effort. You've come aboard at the behest of John Rathom, editor of the Providence Journal, in hopes of uncovering a German plot.
Dead Horse Corner
The protagonists discover that a trench which ought to have been occupied by their fellow soldiers has been abandoned. Twenty men vanished without a trace, food still on the table and coffee cooling in their mugs. Was it an enemy attack, or something less ordinary?
Sisters of Sorrow
The crew of German U-boat UC-12, is sent on a standard mission; penetrate the North Sea defensive zone, make their way to Tyneside, lay their mines and return. But nothing in the Great War is that simple. While underwater, the crew start to hear a strange, muffled booming noise, ringing like a sequence of church bells. It's not whales. It's not enemy forces. Something else is down here. While settled on the sea floor to get some much-needed rest, the crew starts to act suspiciously. Someone is up to no good. The ship's cat disappears and a strange weed is found growing on board.
Then the tapping on the hull begins'
Vendor: Pelgrane Press
Type: Role Playing
Price:
17.99
Little Girl Lost is a full-length campaign for The Esoterrorists. Written by Ian Sturrock, it's a race against time to rescue the daughter of your OV chief. It's set in the Austria, but designed for US operatives.
Investigators Abroad
You're all experts in your field. The amount you know about the dire work of the Esoterrorists, it's a wonder you're not mad, or paranoid, but somehow you keep fighting. This could be your toughest case yet. First up, get the girl back. Next, find out if the Esoterrorists are involved. Then shut down their conspiracy. Finally. just try to stay alive.
It takes you to the grim North of England on what seems at first to be an ordinary missing persons case. Is this just a favor to set a respected colleague's mind at rest, or could something more sinister be at work?
Little Girl Lost includes:
* A complete adventure for The Esoterrorists
* Detailed appendices on British culture, life, and Esoterrorist activity
* Hundreds of clues
* Four Esoterrorists cults and one sinister cabal
Little Girl Lost - An apocalyptic investigation into the dark occult heart of England, from the Druids and mad poets to Crowley and the Satanists...