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.
Die Scenarios Volume 1: Bizarre Love Triangles is the first in a series of softback DIE RPG sourcebooks.
In Volume 1, Kieron Gillen teams up with UK indie darlings Laurie O'Connel and Nathan Blades and brings you three weird takes on a familiar formula:
BIZARRE LOVE TRIANGLES: A DIE EX CRAWL: Frustrated by their players' constant whingeing about failed relationships and lost loves, the Master throws them into their worst nightmare ? a fantasy kingdom populated entirely by ex-lovers with (literal) axes to grind.
WHERE THE VILE THINGS ARE: Luckless teenagers trapped at a summer camp where isolation, deprivation and cruelty are the order of the day escape into a fantasy kingdom by playing a strange game throughout the long night.
I GO INFINITE: Mugen Clash is the world's greatest collectible card game ? and you've just been drawn into the strange world depicted in the cards. Grab a hand of cards from any CCG or TCG you own and use them to succeed with cunning, strategy and paper-thin narrative conveniences improvised on the fly.
DIE Scenarios Volume 2 is the second in a series of softback DIE RPG sourcebooks.
In DIE Scenarios Volume 2: LOVE IS A BATTLEFIELD, Kieron Gillen returns to bloody his knuckles on the subject of wargames. But not in the way you'd expect, obviously.
LOVE IS A BATTLEFIELD (Kieron Gillen) is a one-on-one variant of DIE where you, a couple struggling to make it work after years of not really connecting, play a strange conflict resolution wargame in lieu of attending proper therapy.
POWERSWORD PURGATORY (Zedeck Siew) is a love letter to that most British of gaming pastimes ? Warhammer 40,000 ? but we've filed off all the serial numbers and resprayed the Space Marines so no-one will be the wiser.
SUNDAY NIGHT WARFARE (Basheer Ghouse) explores the disconnect between the grand fiction of wargames and the loss of a few little plastic men fighting over a shipping container.
If you want to convince those feckless players of your ineffable majesty and not let them see all the smudged biro notes about goblins, you should consider purchasing the official DIE RPG Gamesmaster's screen.
The front side is all Stephanie Hans, with a triptych of three original art pieces featuring a moody armoured hand, a mysterious tattooed hand, and the conflagration of possibility that lies within your soul (represented here by a flaming D20). The back is all Kieron Gillen, and as well as the standard rules summary you'd expect to find on any GM screen.
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!
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.
You are caught in the wake of the Delving Machine: a device that bores through rock, blood, bone, space, time and reality, towards the scintillating terror of a crimson eternity.
As your journey progresses, you doomed delvers will encounter a trio of antagonists who each seek control of the machine to shape their ideal future: the arms dealer Ptolemy Bay, the aelfir politician Aramos, and The One Who Waits In Ashes, a ragged figure who appears all too familiar. You'll witness the dreadful impact of Zenith abilities ? your Zenith abilities ? on the places that they journey through. You'll venture via uncanny passages to Summersisle, home of the humans, on the eve of their greatest tragedy. Ultimately, if you survive long enough, you might just stand before the Heart itself?
This 144-page release is dripping with evocative prose from author Gareth Ryder-Hanrahan, grotesque full-colour illustrations by Sar Cousins, and immersive layout by ENnie award-winning Minerva McJanda.
Heart: The City Beneath is an award-winning complete tabletop roleplaying game about delving into a nightmare undercity that will give you everything you've ever dreamed of ? or kill you in the process.
It is a dungeon-crawling, story-forward tabletop RPG from the designers of Spire that focuses on what characters have to lose in pursuit of their dreams in the chaotic darkness beneath the world.
Sharing a setting with Spire, Heart expands the unreal world beneath it. It uses an expanded and updated version of the Resistance system, the mechanics that power Spire, to help you tell stories of desperation, hubris and adventure in the City Beneath.
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.
The Heart GM Screen is a gorgeous three-panel landscape screen. The player facing side depicts the sprawling vista of the Below, where the Delving Machine featured in Dagger in the Heart cuts through reality to reach the centre of the Heart.
The GM facing side features a lusciously detailed wall of notes, trinkets, and evocative GMing tips scrawled by a Heart-obsessed Junk Mage. This acts as an immersive insight into the world, and the perfect blank canvas for a GM to build upon by using the content found within the 24 page booklet.
This booklet is full of tables and references for the GM to choose and use as they like ? everything from mechanical reminders to keep your game flowing, to flavourful tables that bring the world to life. GMs can use the booklet on its own, or cut out the tables they need the most and stick them to the back of the screen to make their perfect GM screen.
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.
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.
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.
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.
A fantasy-punk RPG about rebellion, brutality and oppression. What are you prepared to sacrifice to get what you deserve?
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.
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.
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.