18 results
Sort by
Burned and Broken
Burned and Broken

The Ministry cast you out and turned against you. Can you survive in the City Beneath? 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.

dungeon crawler pointcrawl resistance dark fantasy PDF + Physical
Sanctum
Sanctum

Create and destroy settlements in the City Beneath with this sourcebook for the Heart RPG. Inside 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.

dungeon crawler pointcrawl resistance dark fantasy PDF + Physical
Vermissian Black Ops
Vermissian Black Ops

Engage in desperate high-stakes combat against the Spiral Council in this sourcebook for the Heart RPG. 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.

dungeon crawler pointcrawl resistance dark fantasy PDF + Physical
Doors to Elsewhere
Doors to Elsewhere

Visit Elsewhere, the City Between, in this unique dimension-hopping adventure for Heart: the City Beneath.

dungeon crawler pointcrawl resistance dark fantasy PDF + Physical
Heart: The City Beneath Quickstart
Heart: The City Beneath Quickstart

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

dungeon crawler pointcrawl resistance quickstart PDF + Physical
Ichor Drowned
Ichor Drowned

The Heart has changed. It lies drowned, deep under a seemingly infinite torrent of the blood of gods. Somewhere, somehow, a god was murdered—and the wound has not stopped bleeding. Now, the Heart fills to the brim day by day with warping, angry godsblood—ichor—and the denizens of this nightmare realm are beginning to change along with it. ICHOR-DROWNED is a supplement for HEART: The City Beneath, the award-winning RPG by Rowan, Rook and Decard. It requires Heart: The City Beneath to play. Inspired by the aquatic nightmares of works like Sunless Sea and The Rime of the Ancient Mariner. It includes new options for players and game-masters alike: wretched character classes, transformed landmarks, vehicles to sail the accursed seas, inspiration for new delves, and much more.

dungeon crawler pointcrawl resistance Physical
Dagger in the Heart
Dagger in the Heart

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…

dungeon crawler pointcrawl resistance PDF + Physical
Beyond Corny Gron - Adventure's Guide
Beyond Corny Gron - Adventure's Guide

BEYOND CORNY GROŃ – ADVENTURER’S GUIDE is a system-neutral toolkit and sandbox generator, set in the world heavily inspired by legends from the Polish mountains, folk songs of bold highwaymen, and romantic tales about Hidden Things.

osr sandbox pointcrawl knave PDF + Physical
Kumonosu D1: Escaping Bansunin
Kumonosu D1: Escaping Bansunin

A 0-level gauntlet point-crawl for Shadowdark. The players start as drow slaves escaping their captivity and surviving the darkness until they can find Hope - who will guide them to the surface. Filled with battles between ankhegs & remorhaz, acidic fungal trees, and a gnome talking to moss in a jar. Also available on Itch.io . Available in print on DriveThruRPG .

osr shadowdark pointcrawl gauntlet PDF + Physical
Ultraviolet Grasslands and the Black City 2e
Ultraviolet Grasslands and the Black City 2e

The Ultraviolet Grasslands is a roleplaying game of heroes on a strange trip through mythic steppes in search of lost time, broken space, and deep riffs. Half setting, half adventure, and half epic trip; inspired by psychedelic heavy metal, the Dying Earth genre, and classic Oregon Trail games. (adapted from itch.io page)

osr science fantasy pointcrawl PDF + Physical
Heart: The City Beneath
Heart: The City Beneath

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: The City Must Fall, 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. (adapted from Rowan, Rook and Decard)

dungeon crawler pointcrawl resistance PDF + Physical
The Electrum Archive - Issue 1
The Electrum Archive - Issue 1

“On Orn the pauper dreams of a liquid, black as starless night. The power of gods, distilled into midnight ink.” The Electrum Archive is a science-fantasy TTRPG zine series inspired by the worlds of The Elder Scrolls III: Morrowind, Dark Sun and Ultraviolet Grasslands. It uses simple core rules inspired by other OSR games like Cairn, Mausritter and Whitehack to quickly get you started playing. The game is set on the world of Orn, a place long ago abandoned by an alien race now known as the Elders. The magical ink left behind in the shipwrecks of these ancient aliens is now used as currency and inhaled by warlocks as fuel for their spell casting. Adventurers called inkseekers venture out into the decaying world beyond the cities ruled over by scheming Merchant Houses to look for Elder artefacts and ink. (from author)

osr science fantasy pointcrawl tables PDF + Physical
Into the Wyrd and Wild
Into the Wyrd and Wild

Into the Wyrd and Wild is a supplemental book for those seeking to incorporate a weird and terrifying wilderness into their role-playing game. Players and GMs who enjoy a level of horror and prefer the sweeping, darkened landscapes of forest and mires to the well-trodden cobblestone of dungeons need look no further when it comes to books. Presented within the book is a light overhaul of the adventuring system, modified to fit better with a campaign centered around forays into the frightening wilderness.

osr pointcrawl forest PDF + Physical
Electric Bastionland
Electric Bastionland

Bastion - The Electric Hub of Mankind The only city that matters. Too big to fall, too complicated to function. A mess of alleyways, legalese and crowds. Aliens, Mockeries and People always in your way and your business. Everybody’s here. Everything is here. In Deep Country, the land stretches forever. The long shadow of our embarrassing past. Villages rot away, trees don’t bother to flower anymore, and the potato is eaten cold from the ground. Things were better before. Better before Bastion. In the Underground are impossible tunnels beneath time and space. Devious machines release their creations into the corridors. All while the twisting network grows and touches everything. Connects everything. You can get anywhere, but there’s always a challenge. You have a failed career and a colossal debt. Treasure is your only option. A spark of hope in Electric Bastionland. (from Bastionland Press)

osr pointcrawl city oddlike PDF + Physical
Vaults of Vaarn #4
Vaults of Vaarn #4

The acclaimed Vaults of Vaarn series returns for a fourth issue of psychedelic science-fantasy roleplaying. Vaarn is a ‘dying earth’ tabletop RPG setting, drawing from novels like Dune, Hyperion, The Book of the New Sun, and the artwork of Moebius. Vaarn is a surreal and colourful world: a post-apocalyptic, post-human landscape, where the dividing line between flesh and machinery has blurred and the borders between magic, science, and faith have likewise been obscured. This fourth installment takes readers beyond Vaarn’s sky-blue deserts to the Great Wall, a towering megastructure so large that it contains entire civilisations within its ancient, decaying bounds. The Wall is inspired by the superstructure depicted in Tsutomu Nihei’s manga Blame! and the overgrown industrial environments of the videogame Rain World. The Wall can be used as a palette cleanser in a long-running Vaarn campaign, or it can be a campaign setting in itself, with the PCs hailing from the societies that have established themselves within the colossus.

science fantasy pointcrawl PDF + Physical
Vaults of Vaarn #3
Vaults of Vaarn #3

Vaults of Vaarn returns for a third issue of science-fantasy RPG content, providing further support for referees who wish to set their game in the blue deserts at the very end of time. Issue three focuses on the Vaarnish Interior, the endless sand-sea that intimidates even the hardy souls who live in the dry and dangerous badlands. No accurate map has ever been drawn of the Vaarnish Interior: the territory seems to defy rational organisation. This is a place without borders, the horizon between blue sand and blue sky no longer a stark dividing line but rather a molten membrane that swims and drifts woozily in the sun’s wine-red heat, the land making and remaking itself just as a lizard sheds its skin. The blue sands retreat from the wind, revealing structures that have lain dry and deathless and undisturbed for aeons, and then those same restless dunes shroud the ruins once again, before a living soul can name them. This is a country vast and blue, as deep with secrets as the ocean and twice as capricious.

science fantasy pointcrawl PDF + Physical
Vaults of Vaarn #2
Vaults of Vaarn #2

Vaults of Vaarn is an ongoing series of zines for science-fantasy tabletop RPG gaming. The second 48-page issue is a city-based adventure supplement for the setting, expanding on the far-future world outlined in the first issue. The reader can visit the city of Gnomon, a decadent and dangerous trade hub.

science fantasy pointcrawl city PDF + Physical
Vaults of Vaarn #1
Vaults of Vaarn #1

Vaults of Vaarn is a 48-page, black and white tabletop RPG zine, which presents setting information, a full game system, and character creation procedure for adventures in Vaarn, a vast blue desert that lies at the very end of time. The game is built on the chassis of Knave by Ben Milton, with lightweight rules, speedy character generation, and gameplay that emphasises creativity and problem-solving on the part of players and referee.

science fantasy pointcrawl PDF + Physical
Filters

Type

Format

Tags