RPG

The Thirteenth Convict

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From the introduction: When compared with the (supposedly) rational world we are familiar with, the general mindset of most people in the Convicts & Cthulhu era was strongly shaped by beliefs that were decidedly irrational. Indeed, superstition and folk magic were routine parts of life in Britain in this time, so it is not surprising that such beliefs and practices made their way with the convicts and settlers of colonial Australia to their new home. Some of these curious traditions are things that we still recognize today — belief that certain numbers, occurrences, or times of the week or year were associated with bad luck. Others were far stranger, including magical marks and concealed objects — the latter ranging from shoes to dead cats, all meant to ward off evil and protect the householder. For this 13th Ticket of Leave, it seems only fitting that we look at convict era superstitions and folklore and present an adventure that sees an exploitation of such practices to raise an evil greater than even the most superstitious might suspect.

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