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DIE RPG Core Rulebook Deluxe Editon

DIE RPG Core Rulebook Deluxe Editon

You and your friends are dragged into a treacherous fantasy world made from your own fears, doubts and desires. There's only one way to escape - but with limitless adventure within your grasp, would you even want to? DIE is a tabletop roleplaying game about fantasy versus reality, and poses the question of why we play games at all. The comic it's based upon is occasionally jokingly described as "goth Jumanji"; DIE the RPG is designed from the ground up to let a group of players make their own personal version of the comic.

This deluxe edition features the limited run Rian Hughes graphic design. Bound in bookcloth, foil-printed with embossing/debossing and including a protective slipcase.

DIE RPG Games Master Screen

DIE RPG Games Master Screen

The official GM screen for DIE; the front cover has art from Stephanie Hans and the back has tips and rules summaries by Kieron Gillen.

Eat The Reich RPG: Core Rulebook

Eat The Reich RPG: Core Rulebook

Eat the Reich is a tabletop roleplaying game in which you, a vampire commando, are coffin-dropped into occupied Paris and must cut a bloody swathe through nazi forces en route to your ultimate goal: drinking all of Adolf Hitler?s blood.

This over-the-top, ultraviolent game is designed to be played from beginning to end in one to three sessions of carnage, blood magic, meaningful flashbacks and hundreds upon hundreds of extremely dead fascists. It tells one story, it tells it loud, and it tells it brilliantly. Think Wolfenstein crossed with Danger 5 and you?re not far off the mark.

Goblin Quest RPG

Goblin Quest RPG

Goblin Quest is a tabletop roleplaying game about slapstick violence, fatal ineptitude, and the greatest adventure of your life.. Play five goblins each (in sequence, not parallel) and watch them meet hilarious ends while failing to achieve the most basic tasks. Will they survive the dangerous world of the Great Battle Camp and avoid the attentions of brutal orcs, murderous bugbears, mean-spirited hobgoblins and scary wizards? Probably not. But you'll have fun finding out!

The 120-page book is packed with full-colour art from "Calamity" Jon Morris, Iguanamouth and Tim Wilkinson Lewis, and has loads of ideas for great adventures from the leading lights of the game design world such as James Wallis, Ken Hite, Rob Heinsoo, Naomi Alderman, Merritt Kopas, and more. This edition also contains illustrated rules-hacks to let you play the game in different settings, which are: Kobold Quest: Create a machine that will please the Mighty Dragon King. My Name Is Inigo Montoya Jr: They killed your father - prepare to die! Sean Bean Quest: Play five Sean Beans (in sequence, not in parallel) and attempt to survive all the way to the end of a film. The Cthulhu Files: Go irrevocably insane as you uncover secrets man was not meant to know. Neither Super, Nor Heroic: Play the caped crusaders that got left out of the comic books. Space Interns: The Explore Corporation wishes you luck on your alien diplomatic mission and reminds you not to damage your red jumpsuit. Regency Ladies, The Roleplaying Game: Fall in love! Made snide remarks at balls! Refuse proposals! Throw your money around!

Heart The City Beneath RPG: Burned And Broken

Heart The City Beneath RPG: Burned And Broken

Burned and Broken is a sourcebook for the Heart roleplaying game with details on how to bring characters from Spire into Heart and how to use the themes of the Ministry in regular campaigns.

Inside, you?ll find:

  • A new way of playing Heart: flee the Ministry after they?ve turned against you and make your way to the City Beneath
  • Origins for each Spire character class that allow them to function as characters in Heart
  • More information on Derelictus, the City Between, giving players the chance to explore it as though it were a series of landmarks and delves
  • The Minister calling, which allows players to quest for fragments of Our Hidden Mistress
  • Four new spells for those devoted to the dark goddess
  • Active Operations of the Ministry in the Heart, each a plot hook for a zealous character or crew.

    A copy of Heart: The City Beneath is required to use this book fully.

  • Heart The City Beneath RPG: Doors To Elsewhere

    Heart The City Beneath RPG: Doors To Elsewhere

    THE CITY LIVES.

    THE CITY SPEAKS IN DOORS AND PATHWAYS.

    THE CITY IS DYING.

    As dozens of doors to a strange land between dimensions begin to open throughout the Heart, the delvers step through to find the city of Elsewhere in turmoil. The lights which keep them safe are going out one by one. An ocean of vicious darkness roils at the edge of Elsewhere and seeps through to the City Beneath.

    Will the delvers save this nexus of worlds?

    Inside you?ll find:

  • A campaign frame designed to pull characters into the City Elsewhere
  • Places to go and people to see in this land between worlds
  • Rules for surviving the city at night
  • Details on major and minor dimensional links through Elsewhere
  • Spells specific to the culture of Elsewhere, such as Summon Bridge.

    This is a scenario supplement for Heart: the City Beneath. A copy of the core rulebook is required to play.

  • Heart The City Beneath RPG: Map And Sticker Set

    Heart The City Beneath RPG: Map And Sticker Set

    Plot your journey into the City Beneath with this beautiful fold-out hex-map and sticker set illustrated by Heart artist Felix Miall. The map itself is large enough to run several campaigns on (assuming you don't mind revisiting old landmarks to see how they've changed and evolved) and the stickers allow your group to make their own version of the Heart with ease.

    The map is printed on thick cardboard (akin to a board game) and is 45cm square when unfolded. Each is supplied with two sheets of hex-shaped stickers - a mix of landmarks (each themed after one of the game's Domains) with a blank space to write a name, and connections to stitch them together. This map makes a beautiful centrepiece for your game of Heart, and allows your players to quickly plot out routes and get their bearings in the chaotic environs of the City Beneath. You'll also get access to high-res images of the board and stickers, as well as a digital assets pack optimised for use on Roll20, for use with remote play.

    Heart The City Beneath RPG: Quickstart Edition

    Heart The City Beneath RPG: Quickstart Edition

    The Heart: a roiling tear of unreality beneath the city of Spire.

    Within its borders, there are routes to unknown places, great secrets, shrines to long-dead gods, and monsters the like of which have never been seen on the surface world. In the Heart RPG, players take on the role of delvers ? strange, desperate, broken people exploring the nightmare city in search of the object of their obsessions.

    Take your first steps into the City Beneath with this streamlined version of the rules for the Heart RPG. This document includes:

  • All the rules you need to adventure, go mad and die in the Heart
  • Five pre-generated characters with space for advancement ? the magic- addicted Junk Mage, the zealous Heretic, the noble Vermissian Knight, and more
  • An adventure, Drowned, which sees you rescuing vital components from a lost settlement to put a stop to coral-boned monsters flooding the Church of the Moon Beneath with salt water.

  • Heart The City Beneath RPG: Sanctum

    Heart The City Beneath RPG: Sanctum

    SANCTUM is a sourcebook for the Heart RPG. Inside, you?ll find a guide to building havens with your group to create the basis for an exciting campaign. You?ll also find advice on running haven-based campaigns, special fallout results that reflect your settlement?s trials and tribulations and ways to create and reinforce bonds with the people within.

    Finally, you?ll find rules for four new types of angel, the fell-handed messengers of the Heart Itself which infiltrate and smash apart havens. You?ll also enjoy in-character ramblings on them from washed-up pulp fiction author Gris Hannemann who, potentially, invented them to sell more copies of his books. But they?re real now.

    A copy of Heart: The City Beneath is required to use the rules and advice in Sanctum.

    Heart The City Beneath RPG: Vermissian Black Ops

    Heart The City Beneath RPG: Vermissian Black Ops

    From the depths of the cursed mass transit network known as the Vermissian, the Ministry of Our Hidden Mistress wages a shadow war against their cruel high elf overlords.

    You are part of the Throne Division: cells of black ops paramilitary assets drawn from the people of the Heart. You undertake vital missions in support of the Ministry?s cause, using the miles of twisting tunnels to move secretly through the city.

    This sourcebook for the Heart RPG contains expanded and alternative rules for sending your undercity delvers on dangerous missions for the dark elf revolutionary front. You?ll also find information on the factions that make the Vermissian their home, details on Throne Division equipment, a guide to building operations and a line-by-line breakdown of the network.

    A copy of Heart: The City Beneath is required to use this book.

    Orc Borg RPG

    Orc Borg RPG

    The DERELICT is a great big beautiful trash rocket smashing through space and it is jam-packed with ORCS, generations upon generations of them, sporing and scrapping, building murderous idols to their mad gods, and praying for DOOM when the Derelict will crash into heaven and disgorge every dead-hard big-toothed bastard in a glorious tide of violence. YOU are an ORC, and you fight and kill and pray and scheme and tinker and howl for a place in heaven.

    Written by Grant Howitt and illustrated by ROLLINKUNZ, ORC BORG is loud, over-the-top and obnoxious. It uses the MORK BORG rules-set to make easy-to-run game set in the chaotic Derelict, and includes (but is not limited to): Everything you need to make a crazed alien warrior determined to punch their way to Armageddon. Rules for piloting, fighting and stealing legendary Big Robots such as BANG TEN THOUSAND, MASSIVE PROBLEM, and RUST BITCH. Two types of space magic: runic TECHNOWIZARDRY and good old-fashioned YELL PRAYERS. A D12 weapon table we stretched out to four pages so we could draw the weapons really big. A custom Apocalyptic Prophecy table, which is much more fun than MORK BORG's. Rules for playing a cyborg orc, or ORCBORG, as we call them. Eight musical genres including PIANOHAMMER, TRASH CANNON and DRUM BASTARD. A bestiary including bloodthirsty demons, grotty aliens, cultish humans and rival orcs. ORC BORG is riso-printed, which means it's more vibrant than it has any right to be, and the rough-paper A4 format makes it feel like an edition of the Beano or Dandy. We couldn't be happier with how it looks and feels and we think you'll enjoy it too.

    Royal Blood RPG

    Royal Blood RPG

    YOU are a Royal - half-magic, half-human. You're one of the court cards from the tarot deck - the impetuous Princess of Wands, the calculating Knight of Pentacles, the empire-building Queen of Wands, and so on. You use magic like a brick through the window of the world. THEY are the Arcane - Death, The Hanged Man, The Devil, The Lovers, The Star. They are reality-bending monsters that wear human skin like a suit. TONIGHT, before dawn, you are going to corner one of them and take their power for your own in a heist the likes of which the worlds have never seen. The city is going to burn. It's going to be beautiful.

    ROYAL BLOOD is a rules-light heist roleplaying game for three or more players and a gamesmaster.To play, you'll need a deck of tarot cards and a handful of coins. Download it here. As with all my games, if you can't afford to buy it, drop me an email explaining why and I'll give it to you for free. Or send me a copy of you a game you've written and we'll do a swap.

    Spire RPG: Conspiracy Handbook

    Spire RPG: Conspiracy Handbook

    This slim volume contains rules and guidance on making your own bespoke secret society using some of the non-player characters and locations detailed within.

    Each character and location has been lovingly illustrated by Rowan MacColl.

    Spire RPG: Core Rulebook 5th Anniversary Edition

    Spire RPG: Core Rulebook 5th Anniversary Edition

    A fantasy-punk RPG about rebellion, brutality and oppression. What are you prepared to sacrifice to get what you deserve?

    Spire RPG: GM Screen

    Spire RPG: GM Screen

    Hide your schemes from prying eyes.

    The Spire Gamesmaster?s screen not only conceals your notes from inquisitive players, but has everything you need to run a game of Spire condensed into three panels.

    Spire RPG: Kings Of Silver

    Spire RPG: Kings Of Silver

    Given a run-down gambling hall and a sheaf of newspaper clippings, a ministry cell are tasked with a single objective ? take control of the Silver Quarter. Kings of Silver is a campaign frame ? a way to set up a series of linked games of Spire using the same characters ? set in Spire?s Silver Quarter. Kings of Silver starts with a sheaf of newspaper clippings cut from magazines and newspapers distributed throughout the city.

    (We?ve included all 10 as stand-alone images, too, for ease of printing.) The cell are instructed to use the clippings as a starting point to investigate three power-players in the glittering Silver Quarter: Hestra Wander-the-Lost, scandalous media sensation, master seductress and sister to the morose warrior-poet on the city council with the same surname. Lay-Deacon Strides-Out-Harmonious, a wealthy devotee to Father Summer, who has been building heavily-defended temple-casinos throughout the district, and Loq Walks-On-Light, enigmatic ex-military playboy who boasts an increasingly large entourage and some strange philosophies. From there, we adopt a hands-off approach to adventure design. Each of the three main NPCs (and a few other important people) are given full breakdowns and a series of suggested scenes that the GM can weave into the story, and we?ve taken a guess at a few finales that might happen, but we can?t be sure how it will end.

    EXTRA STUFF :Kings of Silver also boasts several pages of random tables designed to evoke the atmosphere of the gaudiest district in Spire ? festivals, noble families, street furniture, whatever the gangsters who run the place are doing, and whatever the city guard are doing to keep things ticking over ? six pre-generated characters with Silver-Quarter-ready backstories, and a full list of employees for The Manticore gambling house which the player cell has received as a cover identity. We?re really keen for you to hit the ground running with Spire ? and we?re really excited to share Kings of Silver with you, to make playing as easy and as fun as possible.

    Spire RPG: Magister's Guide

    Spire RPG: Magister's Guide

    THE MAGISTER'S GUIDE is the essential gamesmaster supplement for Spire: the City Must Fall. This book is packed with advice, new systems, and additional materials for the core game that should make running each session more enjoyable than ever and provide exciting new options for seasoned GMs and players alike.

    Featured within are: New advances, equipment, fallout and specialised adversaries for every Spire class, including those released in the Strata and Sin sourcebooks. Full rules for Safehouses, which provide a Ministry cell with a fully-furnished base of operations and cult headquarters. Acquisitions, which make multiclassing and getting hold of equipment both easy to adjudicate and fun to do. Liberty, a new shared resistance, which represents the efforts of the aelfir to oppress the drow all across the city. Beats, an alternate method for advancement adapted from our ENnie-award-winning Heart which lets you focus on individual goals and scenes. Tips and advice on running games of Spire. This is a sourcebook for the Spire: the City Must Fall roleplaying game. A copy of Spire is required to use this book.

    Spire RPG: Shadow Operations

    Spire RPG: Shadow Operations

    Climb aboard the Last Train and steal the secrets of its locomotion. Assassinate the most powerful man in the lawless undercity of Red Row. Defend the wedding of Brother Hellion?s only daughter at the Church of the Gun. Spring a gnoll prisoner-of-war from the best-defended prison in all of Spire. Kidnap a reborn Saint gone rogue on the streets of Pilgrim?s Walk.

    All these adventures and more await you in Mission Book One, a collection of eleven Spire scenarios designed to be run in a single session and written by a wide variety of authors. Each of them is laid out in an easy-to-read format, allowing you to get up and running as quickly as possible.

    The missions contain within are:

  • LIFE AND SOUL by Grant Howitt: The legendary Red Row gangster Mr Winters is having an extravagant birthday party in his spacious mansion, which is a shame, because you?re going to murder him for selling weapons to the cops.
  • THE LAST TRAIN by Nathan Blades: The Last Train is the only functioning train left on the cursed, infinitely fractal mass transit network of Spire. It can never stop, and you don?t steer it ? you pray to it. Now: steal whatever?s powering it.
  • A SHOTGUN WEDDING by Christopher Taylor: Can you defend a wedding between Brother Hellion?s only biological daughter and a renegade noble-blooded Knight of the North Docks? Bear in mind that it takes place at the Church of the Gun, so everyone is armed.
  • HOUSE OF LEAVING by Sharang Biswas: When a prominent researcher ? and her research, and her office ? go missing within the boundaries of the Infinite Library, the cell is dispatched to bring her back intact.
  • HOW TO STEAL A BODY by Pauline Chan: Simple enough: all you have to do is get a magically-radioactive corpse through the streets of New Heaven while both the blood-hungry Charnelites and the sanctimonious Morticians are trying to stop you doing it.
  • JAILBREAK by Basheer Ghouse: Liberating an infamous gnoll prisoner of war from the Hive would be hard enough, but once you make contact, it looks like he?s in no hurry to leave.
  • THE MOON BENEATH by Jabari Weathers: A useful moon priest has defected to worshiping something strange and chthonic in the environs of the Heart. Pull her out of the darkness and bring her back to the light.
  • POWDERKEG by JP Bradley: Two rival houses of Knights are pitching the North Docks into turmoil. Can you squash the beef tonight before the police turn up and start shooting?
  • RIME AND REASON by Christine Beard: A renegade Warrior-Poet has been magically frozen in a block of ice; can you get him to a safe house so he can aid the revolution, even though he?s rapidly defrosting and warping reality around him as he does it?
  • THESE FERAL SAINTS by Pam Punzalan: Drow Saints reincarnate when they die. One of them has shown up in the religious tinderbox that is Pilgrim?s Walk: recruit her as an operative before the church of Our Glorious Lady or the sect of the Crimson Vigil execute or sacrifice her.
  • THE SHOW MUST GO ON by Jason Pitre: For one night only, a revolutionary desang play will be performed on the streets of Spire. The authorities want to stop it ? and it?s your job to run interference. Also, the play magically alters reality as it?s performed, so best of luck.

  • Spire RPG: Sin

    Spire RPG: Sin

    In Spire, the greatest city on the continent, a mile-high shard of pitted obsidian and black magic, revolution is brewing. A thousand gods bicker and war for control of the countless congregations within Spireƒ??s crumbling walls. The aelfir rule from their frozen palaces and perform festival after festival in honour of their solar masters; the drow, long-subjugated, stitch together scraps of scripture to form sawn-off mystery cults and threadbare churches to illegal goddesses.

    Gods of arson, burglary and mugging blossom in the undercity, finding more faithful each day. The crime lords of Red Row flood a city hungry for upheaval with guns, drugs and fighters with nothing to lose but something to prove. The plate-armoured gangster knights of the North Docks fight wars of extortion and leg-breaking from their sacred pubs whilst clinging to a street's worth of territory handed down from their forebears. The Council - unelected and corrupt to the point of uselessness - oversee it all from their triple-warded chamber in the upper city, sending their agents to smash apart insurrection and maintain control. But they fight a losing battle, and the collateral damage will soon become unsustainable. Sin delves deeper into the world of Spire, and includes: Two new classes: the divine confidence trickster Gutter Cleric and the necromantic bureaucrat Mortician Executioner. Extensive sections on the Crime, Order and Religion domains including dozens of new abilities, hundreds of plot hooks and fiction tidbits, and beautiful illustrations by Adrian Stone. Three ready-to-run scenarios, pitching the player characters headlong into a world of squabbling holy orders, mysterious librarians, demonic artefacts, overclocked noir magic, interdimensional breaches and hotwired avatars to death gods.

    Spire RPG: The City Must Fall - Quickstart

    Spire RPG: The City Must Fall - Quickstart

    Streamlined rules, pre-generated characters and an exciting starter scenario for Spire: The City Must Fall.

    Hit the ground running and change the city for good with the Spire Quickstart. It includes: Streamlined rules, edited and redesigned for clarity and ease of play/ Six pregenerated characters include Bonchance Malrique (a spoiled but brilliant Midwife occultist), Diyell Serpent's Eye (an ex-military gangster Knight), and Mallory Hemlock (a damaged Lajhan moonpriest with a taste for murder). Snuff Out The Sun, a starter adventure, which focuses around the murder and replacement of a prominent high elf bishop before (or during!) a spiritually-relevant solar eclipse.

    Unbound RPG

    Unbound RPG

    As players make their characters, they?re guided by the gamesmaster through a series of questions to build the setting, the plot, and the supporting characters that?ll make up the game.

    Fleshing out that world through play, games are broken up into 5-session long adventures focusing around a set of characters ? and once they?ve told their story, the group moves on to a new set of characters to explore a different facet of the setting they?ve created.