You're 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? In DIE: The Roleplaying Game, you play a group of authentically flawed people from the real world who gather together to play a game and are trapped in a magical realm. What are they prepared to sacrifice to escape? What are they prepared to sacrifice to stay?
Built by Kieron Gillen and Stephanie Hans, the creative duo behind the comic of the same name, this 408 page book gives you all the tools you need to build a bespoke world out of the obsessions and dreams of your friends. Five unique character classes drawn from the comic give players access to powers beyond their imagining - bargaining with gods, augmenting their bodies with strange technologies, bending the laws of chance, twisting minds with a word, or channelling their deepest emotions into magical violence. The gamesmaster isn't left out; they get their very own class, the Master, who manipulates the rules of the game that the players are trapped in. DIE: The RPG has everything you need to play or run the game aside from a handful of dice, some friends, and a burning desire to get lost in a hell of your own creation.
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.
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 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.
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 copy of Heart: The City Beneath is required to use this book fully.
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:
This is a scenario supplement for Heart: the City Beneath. A copy of the core rulebook is required to play.
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.
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.
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.
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.
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.
A fantasy-punk RPG about rebellion, brutality and oppression. What are you prepared to sacrifice to get what you deserve?
Take to the sacred streets of New Heaven to fight demons, deal drugs and evade the attentions of a cruel and beautiful serial killer in this campaign frame for Spire. There's trouble in the bone-strewn streets of New Heaven and the creaking shanties of Perch: addiction to a new drug known as dreck is hitting epidemic levels. Drow are being snatched from the streets and not returning. A serial killer who calls himself The Swan is vivisecting his prey and writing cryptic letters to the Torch, taunting the guard to catch him before he claims another victim. And last week, rumour has it, a demonic incursion tore apart a tower of silence and drove everyone nearby mad.
Enter the Ministry ? sworn to protect the dark elves of Spire and take advantage of every possible opportunity they can find. The players' cell is led into a conspiracy that goes far, far above their heads, and that could change the face of Spire forever. This campaign frame for Spire takes the ideas we developed in Blood and Dust and develops them further ? Eidolon Sky is a series of prompts, suggestions, factions and personalities that players and GMs are free to explore as they wish, culminating in an occult showdown that will determine the future of the city.
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.
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.
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:
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 Spire'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.
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.
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.