Best Left Buried: Deeper is a rules-light, fantasy horror roleplaying game ? where the monsters are scary, and you are scared.
Players take the role of Cryptdiggers; professional dungeon-divers who venture into monster-infested crypts in search of riches. Within those dark tunnels, Cryptdiggers brave threatening environments, solve cryptic puzzles and face terrifying monsters. Those who survive might find themselves richer, but changed by their experience. They are often broken, beaten and diminished ? as ruined as the crypts themselves.
Cantrip is a Belonging Outside Belonging game about young witches attending a magical academy. In play, the witches will grapple with their place in the world at large, their emotions, their budding relationships, the expectations placed on them by everyone in their lives, the secrets held by the Academy, and the constant scheming of their fellow witches.
Taking cues from Little Witch Academia, The Owl House and high school anime, as well as Witch Hat Atelier and Discworld's Unseen University, players will build the world together during play, make trouble, learn magic, fall in love, make friends and try to make it through a full school year.
Cantrip is unabashedly queer and explicitly rejects the reactionary and unfun tropes that tend to show up in Magical Academy media and opts to tell a story that, while not free of conflict, is decidedly about girls living their best lives.
The Gardens of Ynn is a point-crawl adventure set in an ever-shifting extradimensional garden. Each expedition randomly generates a new route as it explores, resulting in different vistas being unlocked with every visit.
The 160 page adventure location is a perfect toolkit for generating a zero prep session or campaign for fantasy adventurers, no matter the system or the sub-genre. Every room is stacked full of whimsy, delight and surreal perils, so that even the procedurally generated adventure is novel and tightly themed.
The Gardens of Ynn is statted generically for Old School systems, allowing it to be easily converted into any fantasy adventuring system.
You Can't Fight Fate!
Knights and wizards have defended the Kingdom of Myth for centuries. These lands have known peace and prosperity, but soon the kingdom shall be destroyed.
The Prophets have declared that your city shall burn and Myth will fall. All those who follow your King shall die. It is INEVITABLE.
But you shall defy fate. Myth will not end while you bear arms. You will fail, but as long as there are still stories, they will sing of you!
Strange Encounters: receive a prophecy from a winged oracle seated on her marble throne, or treat with the sickly boy-king Ruvain. Inevitable has an enthralling cast of Arthurian-inspired NPCs, each richly detailed and able to spark new stories.
Fantastic Landscapes: from the heart of the Crownlands to the outer peaks of the Cradle Range, players will journey across a unique landscape unlike anything they've ever seen before. Each location features landmarks, aesthetics and potential scenes.
Grim Portents: inevitable features six unique endgame scenarios called Dooms, which the players fight desperately to stave off, but will ultimately come to pass. These range from the fearsome Great Drake to the enigmatic Tower Wizards.
Inevitable is a Arthurian Western roleplaying game for 2-6 players and a GM, where your party of disastrously sad cowboy knights fail to stop the apocalypse. This 284 page book contains all the rules, character creation and the setting for your campaign, thoroughly and evocatively detailing The Barren, the lands surrounding the Kingdom of Myth.
Good luck failing to save the world!
This is the rock and roll future of yesteryear that never was - and nobody wanted.
It is an intergalactic age of cowboys, outlaws and bandits playing on an interstellar stage. It is a time of hyper-capitalism and a cut-throat gig economy. Unreliable trash-heaps carry scrappy underdogs to their next gig, and corporation freighters lumber across the horizon laden with an empire's bounty.
These are the music-fuelled, moon-age daydreams of a rebel space age.
These are your Orbital Blues.
A Starborn Resistance is a collection of NPCs, character creation tools and adventures hooks that create a hub-world for your Interstellar Outlaws to visit between adventures. The Varis X-0 Project has failed. The Scintilla Station, the old jewel of the Wings of Valor Confederacy, is all that remains of this abandoned colony. All stars lose their shine. The Central Commune now runs the station, and it is a place for Interstellar Outlaws together away from the corperate held stations, and a steady source of work.
The book contains 5 new Blues to make origins for characters from the Scintilla Station, a series of NPCs to act as friends, rivals and employers, and a hub world location bristling with encounters and drama. Written by Sinta Posadas and illustrated by Orbital Blues co-creator Josh Clark, A Starborn Resistance is an adventure for Orbital Blues, a sad space western about Interstellar Outlaws trying to make ends meet in the corporate dominated dustbowl of the Frontier Galaxy.
"I want to see the golden shores of my old home, feel its warm sands on my feet, hear the bittersweet melodies, the ones sang to me in bedtime stories by sobbing workers. Day and night the people of Tradis station toil away, forced to clean the planet-side wasteland that the corp calls the future of living. This is not a strike. This a call for help. Bring us home, outlaws."
Chega de Saudade presents an adventure that explores themes of home, nostalgia, place and being. Your Interstellar Outlaws will visit Tradis station and discover the meaning of Saudade, know the plight of its workers, and be tempted by corporate money beyond their wildest dreams. Here, you can't save everyone.
Chega de Saudade is an adventure for Orbital Blues, a sad space western about Interstellar Outlaws trying to make ends meet in the corporate dominated dustbowl of the Frontier Galaxy.
Beyond the orbit of the conflict-wracked Melange-223, the Everjoy Amusement Park and Rides stands forlorn and nearly forgotten. With infrastructure long destroyed and no way in or out, it has managed to complete three lonely orbits alone and uninhabited.
Remedia Alala thinks otherwise. 'Giles Ektro still lives,' she insists. 'And we must find him.' She's not alone in her sentiments? for the reclusive genius, once the master engineer of the park, is pursued by none other than the hegemonic Futura Trust.
But between now and Everjoy lie desperate rebels, time-maddened robots, and even stranger children, all bound to the pain of memory and the pursuit of imagined happiness.
There's no admission fee to enter the park?but can our Outlaws get out alive?
Trouble at the Rock of Tariq is an Orbital Blues adventure based around a succession crisis on the Rock of Tariq and an incredibly valuable terraformation satellite in the possession of your player crew.
The adventure starts as the characters take a suspiciously lucrative delivery job, ferrying mysterious cargo to the Rock on behalf of its ruler, before everything goes horribly horribly wrong. Your character are trapped on a foreign space station, trying to survive shifting politics long enough to get paid, discharge their cargo, and get the hell out of dodge.
Written by Basheer Ghouse andd illustrated by Orbital Blues co-creator Josh Clark, Trouble at the Rock of Tariq is an adventure for Orbital Blues, a sad space western about Interstellar Outlaws trying to make ends meet in the corporate dominated dustbowl of the Frontier Galaxy.
Books are condensed collections of knowledge. Knowledge is power. Power corrupts.
As any physicist will tell you, power is a function of energy, and energy and mass are interchangeable. Put enough books in one place and it distorts the world around it into strange shapes. Eventually, it forms a wormhole, linking the library to other libraries. The space between is a pocket realm, budded off from reality, maintained by the sheer power of books.
Somewhere in any big enough and old enough library, there will be an unmarked door. It is invariably locked, and probably hidden, perhaps behind a shelf against the wall, beneath wallpaper, in rooms the public are barred from entering, or under a painting or sign. Find it, unlock it, and on the other side the shelves continue.Scholars have known about this - or at least had their suspicions - for centuries. They know that if you spend too much time in the Stygian Library, you don't come out.
The Stygian Library is a point-crawl adventure set in an infinite extraplanar library. Each expedition randomly generates a new route as it explores, resulting in different vistas being unlocked with every visit.
The 160 page adventure location is a perfect toolkit for generating a zero prep session or campaign for fantasy adventurers, no matter the system or the sub-genre. Every room is stacked full of mystery, charm and baroque gloom, so that even the procedurally generated adventure is novel and tightly themed.
The Stygian Library is statted generically for Old School systems, allowing it to be easily converted into any fantasy adventuring system.
The Lost and the Jammed is a three stat, high lethality dungeon-crawling game filled with strange and esoteric firearms, wandering gunslinger-mystics and high-calibre monsters threatening to overwhelm the last strongholds of civilisation. The Lost and the Jammed presents a uniquely twisted roleplaying experience, taking a dark fantasy setting, such as Warhammer Fantasy, the Witcher or Dark Souls, and mixing with the gunpowder gonzo of Enter the Gungeon.
Players step into the waterlogged boots of the Flotsam, mercenaries and adventurers drawn to the Blighted Lands by the promise of plunder. When the Old Kingdom's mancers unleashed the cataclysm that broke the world, they left devastation in their wake. The Blighted Lands are all that remain, the last bastion of humanity clinging to survival in the skeletal remains of the Old Kingdom.
You'll explore abandoned gun foundries, dilapidated war machines, and isolated settlements, encountering infernal demons, grotesque aberrations, and chanting cultists. Uncover the science and magic of the Old Kingdom and bend it to your will, helping humanity cling on in the face of utter annihilation.