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Blue Rose: The AGE RPG of Romantic Fantasy

A decade ago Blue Rose shook up the RPG scene with its vision of romantic fantasy and inclusive gaming. Now the world of Aldea returns in a new edition using the Adventure Game Engine (AGE), the popular rules that power the Fantasy AGE and Dragon Age RPGs. This beautiful, full-color book contains everything needed to create and tell stories of heroic envoys of the Sovereign’s Finest as they protect their homeland of Aldis from threats like the shadowy Kingdom of Kern and the fanatical Theocracy of Jarzon, as well as monsters and artifacts from the cruel reign of the Sorcerer Kings. Aided by the rhydan—their psychic animal allies—the champions of the Kingdom of the Blue Rose safeguard the light of the world against the power of Shadow. Will you answer the Sovereign’s call?

fantasy romance age system PDF + Physical
Stonetop
Stonetop

Stonetop is a “hearth fantasy” tabletop RPG set in an Iron Age that never was. The players portray the heroes of an isolated village near the edge of the known world. Their adventures focus on dealing with threats to the village and seizing opportunities. These aren’t rootless mercenaries seeking fortune and glory; they’re exceptional people, taking risks on behalf of their friends, family, and neighbors.

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Mountain Home
Mountain Home

Mountain Home is a Forged in the Dark roleplaying game where the players take on the role of a group of founding dwarves setting out to create a new settlement. Dig deep, engage in politics with your neighbors, and secure your future in a strange new land. Mountain Home games take place over the tenuous decades of a settlement’s early existence in a new and remarkable land. The game cycles through both fast-paced expeditions where the characters set out to take control of fate and the steady dig downward as the settlement expands. Within you’ll find: Seven complete playbooks for player-controlled dwarves Four settlement goals that give your dwarves a reason to make their new mountain home All the rules and printouts necessary for your group to engage in daring expeditions, build your settlement, and discover your new mountain home’s fate Procedures for group-driven worldbuilding to make every game your own Chapter art by Juan Ochoa and playbook art by Galen Pejeau Mountain Home is a laid-out, fully functional game. It has an index, working bookmarks, and hyperlinks for navigation but it is still a work in progress. Buying the game now ensures you get all future digital versions of the game released right here. As I polish Mountain Home further, I’m going to be increasing the price accordingly. I’ve released it at a lower price today so I can more easily get feedback and eventually pay for things I can’t do myself, like fill the book with art.

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Lavender Hack: Tarantula Hawk Wasp Edition
Lavender Hack: Tarantula Hawk Wasp Edition

Lavender Hack is a grand strategy fantasy role-playing game of strict time records, mismanaged party resources, diplomatic incidents, magical mishaps, starving in the wilds, running out of light in a dungeon, facing mutiny on the high sea, and going broke in service to your company’s wild ambitions! Lavender Hack is a fantasy tabletop roleplaying game with a focus on strict time records, exploration, diplomacy, trade, downtime, and getting as much wealth as possible. In many places, it works like 80’s era old school fantasy role-playing games, but it has some newer tech as well, such as success with cost, aspects, usage dice, and tighter procedures to support strategic modes of play.

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Prequel: A Tactical Storytelling Game of Heroic Sacrifice
Prequel: A Tactical Storytelling Game of Heroic Sacrifice

You are the first Heroes who have reached the Evil that rules over the realm. The Quest was difficult and full of sacrifice. But despite all this, victory will not meet you. The ones who come after you, however, may still have a chance–provided you can pave the way. You will fall, but you are not The End. PREQUEL is a tactical storytelling game of heroic sacrifice for 4-5 players.

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Agnostic TTRPG Prep Method
Agnostic TTRPG Prep Method

Agnostic is a GM prep method for creating a one-shot adventure for your favorite TTRPG with all of your favorite books you never get to use in you games. It’s also packed with a bunch of extra random tables to help you get unstuck in your prep! Agnostic is a black & white, 28-page zine (dice and chalk not included). The book is deliberately esoteric, and not designed with the beginner GM in mind. Agnostic is intended for the GM that has been in the hobby so long that they have a stack of gorgeous books and zines that just never seem to get used for a game. Well now, you can use all of them to prep an indulgent and forbidden one-shot adventure!

fantasy system neutral gm-prep PDF + Physical
Book of Wyrms
Book of Wyrms

A system-agnostic zine of… you guessed it, wyrms! Book of Wyrms is a bestiary, detailing a variety of creatures spanning from tiny to gargantuan, mischievous and clever to downright sadistic. You can utilize the mythos we present here as a stepping stone to tell your stories, an obstacle to be overcome for your players, or perhaps even as a pet your players can learn to love. Let your imagination run free!

bestiary fantasy system neutral wyrm PDF + Physical
Broken Heart of the Castle
Broken Heart of the Castle

A SYSTEM-NEUTRAL ADVENTURE BY SC ORMOND Broken Heart of the Castle is a system-neutral gothic fantasy adventure steeped in mystery, romance, and tragedy. Players can expect to meet fascinating humanoid and bestial NPCs and be presented with opportunities for creative problem-solving.

fantasy adventure zine system neutral lgbtqia+ PDF
ARC: Doom Tabletop RPG
ARC: Doom Tabletop RPG

ARC is a rules-light, tension-heavy fantasy tabletop role-playing game where anyone can create urgent stories ticking down to a seemingly inescapable apocalypse.

fantasy dark fantasy d6 rules lite storytelling PDF + Physical
HEDGE
HEDGE

The Fey were here before we were. They have not forgotten. Their forms are multitude. Their powers are incalculable. Their mastery of the world, the Wyld, that they fashioned for themselves when nature rebelled against them, is absolute. They press against the edges of our world, watching. Waiting. They pick at the seams and wait for the barrier between us and them to unravel. They are coming. All that stands between them and us is the Hedge. The barrier of Nature’s magic which keeps them at bay is weakening. In her agony, the Hedge calls forth her champions. “My savior, my darling, my cure. Stop at nothing.” Once, you were merely human. Once, the Fey would have looked at you only as a thing to be bent or broken. Or eaten. Now the Hedge has chosen you to stand, to fight, and to shine. Harness the powers of nature, upgradeable weapons, and stolen Fey magic, to fight against hordes of scary faeries.

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HORDE: HEDGE Supplement
HORDE: HEDGE Supplement

The Hedge is weakening, Warden. We knew it could not hold forever, but the sheer mass of numbers pressing against the edges of our world is a weight which presses upon our shoulders, a psychic scream which we feel in our bones and teeth even if we cannot hear it with our ears. Our troubles come not singly, but in battalions. Things are going to get worse before they can ever get better.

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HEARTH: HEDGE Expansion
HEARTH: HEDGE Expansion

The fires of humanity are flickering, Warden, but they are not out. Darkness gathers, but points of light still gutter in that shadowed sky. As you feel the pull of the Hedge, embark once more on perilous missions to save what remains of us, spare a passing thought for those left to pick up the pieces. We are diminished, but we are not destroyed. Our civilizations lie in ruins, but true brave hearts and a stubborn belief that tomorrow may be better remains. Else what are you fighting for?

fantasy post-apocalyptic dark fantasy fey lumen PDF
HEDGE Quickstart
HEDGE Quickstart

The Fey were here before we were. They have not forgotten. Their forms are multitude. Their powers are incalculable. Their mastery of the world, the Wyld, that they fashioned for themselves when nature rebelled against them, is absolute. They press against the edges of our world, watching. Waiting. They pick at the seams and wait for the barrier between us and them to unravel. They are coming. All that stands between them and us is the Hedge. The barrier of Nature’s magic which keeps them at bay is weakening. In her agony, the Hedge calls forth her champions. “My savior, my darling, my cure. Stop at nothing.” Once, you were merely human. Once, the Fey would have looked at you only as a thing to be bent or broken. Or eaten. Now the Hedge has chosen you to stand, to fight, and to shine. Harness the powers of nature, upgradeable weapons, and stolen Fey magic, to fight against hordes of scary faeries. Hold tight to your humanity as you take the fight into the depths of the Wyld, facing down the Court of Air and Darkness in the heart of their power with six iconic Wardens, 102 awe-inspiring powers, 65 beefy pages of rules and vague-but-evocative lore, and the robust, power-fantasy fueling core mechanics of LUMEN. Hold the line against terrifying foes, collect powerful Fey Grafts, and save what’s left of the world from a dark fairytale apocalypse.

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Nexalis
Nexalis

The Setting Nexalis is an otherworldly realm where islands drift amidst an endless cosmic ocean of magical plasma, the Nectar. The Nectar, pulsing with vibrant, ever-shifting colors, mirrors the celestial patterns that guide adventurers on their thrilling journeys. At the heart of this sea lies the Celestial Nexus, an entrancing vortex of astral energy that births islands and renews the world in a constant cycle of creation. As you journey through the Starbound Isles and the shimmering Nectar ocean, you will encounter vibrant cultures, awe-inspiring landscapes, ancient relics, and enigmatic secrets. Guided by celestial constellations, you will brave untold challenges, learn valuable lessons, and forge lasting bonds with the people and places you encounter. The Game Nexalis is a game about exploration and growth in a mesmerizing and ever-evolving world. In this game, characters are drifters from diverse backgrounds, united by a shared purpose and an insatiable curiosity for the unknown. You will take on unique roles, aiding locals and protecting the delicate balance of the world, as you grow stronger and wiser with every new experience. Embark on a voyage of wonder and revelation, guided by the stars and the whispers of the Nectar. Unravel the mysteries of the Starbound Isles, open your heart and your mind to the Nexus, and leave your mark on the world of Nexalis. Are you ready to answer the call of the unknown, chart your course through the Nectar, and embrace the transformative power of your journey? The world of Nexalis awaits.

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Against the Wind
Against the Wind

Against the Wind is a solo/coop fantasy-adventure sandbox game in a land ravaged by fierce winds and biting cold, all infused with a subtle pinch of fairy tale ambiance. In this world, players step into the roles of magical nomad heroes, confronting the relentless climate, traversing diverse landscapes, and following their own unique paths. The game blends traditional and modern styles of play, merging the classic elements of fantasy adventure — like wilderness exploration and dungeon delving — with contemporary, narrative-driven mechanics.

sandbox solo fantasy co-op PDF + Physical
Beneath the Spindle
Beneath the Spindle

Delve deep down into the chaotic mess of a long–abandoned wizard’s basement. Get eaten by living corridors, walk through piles of slugs, gaze upon the trees of flesh, converse with a captured Patron of Sprouts & Spores, find forgotten potions and wizard’s robes, and get lost in the expanded mind of a lonely slug. ––––––––––––––– Intro: You have found the bones of long-dead Wizard Halvia ‘The Whisperer’. Among the bones lies a note; detailing the coordinates of an isolated wizard’s tower named “The Spindle” – and a grand reward upon delivery of the bones. In Halvia’s 252 years of absence, Kalvadox the servant – a living book with legs – has been trying to maintain The Spindle. The basement; full of magical materials, objects, & creatures, has long been warded off – ever since odd & unearthly noises started emanating from the depths, triggering the cowardly nature of Kalvadox. Performing a Ritual of Resurrection, Kalvadox brings back Halvia: but the Wizard is weak, and their memory cloudy. They cannot remember where your grand reward is hidden – but one thing may just jog their memory: Life–Bringer. A bright yellow, icosahedral crystal, the size of a fist, said to have life–giving properties. The crystal is stored within the depths of the basement, which Kalvadox reluctantly reopens for you. Who knows what magical Chaos has ensued in these long–abandoned bowels of The Spindle?

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Beneath The Muckfort
Beneath The Muckfort

When Duke Duncan Muckman died, he left no heirs. His lands are overseen by the wicked Amon Uulie. Now, an heir has appeared with a quest: brave the Undermuck, retreive the artifacts of ducal office, and unseat Amon. However… the old dead duke isn’t so dead anymore. BENEATH THE MUCKFORT! Delve into a perilous dungeon crawl Discover exciting new relics Face the agents of House Uulie Join an ancient order of skeletal warriors Survive the many perils of the Undermuck … if you can! 36 PAGES OF OLD SCHOOL FUN Beneath the Muckfort is a handcrafted dungeon delve zine, packed with over two dozen illustrations. It is a dangerous sandbox, leveraging the powerful dungeon procedures from Cairn 2e to ensure that every play is different and exciting.

osr dungeon crawler cairn fantasy adventure zine PDF + Physical
The Knight Errant: Expanded Edition
The Knight Errant: Expanded Edition

A DEAD PLANET, A FORSAKEN KNIGHT AND A GROUP OF STRANDED SPACEFARERS Earth is dead, once radiant with heroes and villains, gods and monsters, myth and magic. Then the Horror from Beyond fell upon it, a baleful thing of void-born malice. Now ghouls prowl the blasted wastes and decaying ruins, seeking their absent master. The Knight Errant alone defied that cosmic pestilence. He shackled the Horror within his own flesh, becoming both prison and prisoner. Centuries later he endures, frozen in his sanctum, a sentinel damned to eternity. Far across the gulfs of space, the scattered progeny of Earth raised civilizations of metal and science, trading magic for machines. Yet the old world lingers in legend, attracting spacefarers and outcasts. But a few, burdened by mischance, are cast down upon this necrotic sphere, stranded in the shadow of forgotten ruin, where only peril promises reward. Winner of the 2025 Appx. N Jam’s Audience Pick (#1 out of 227 entries) The Knight Errant: Expanded Edition is a science fantasy old school Tabletop RPG adventure (3 - 5 sessions), designed for any Mark of the Odd games (Into the Odd, Electric Bastionland, Cairn, Eco Mofos!!), inspired by the works of Weird Fiction authors such as Clark Ashton Smith, H. P. Lovecraft, Jack Vance, and Michael Moorcock. Featuring: A necrotic wasteland with five locations and a nine room dungeon for a short campaign, drawn in isometric style! Illustrations for the NPCs and creatures that the players will encounter! Portents for each location, inspired by Omens from Mythic Bastionland and Corpo schemes from Eco Mofos!! Islands of Weirdhope. The locations have their own story to tell! Three factions right out of the Weird Fiction genre. Cultists, Robot Soldiers, and Wasteland Survivors! Random Encounters Tables and Random Treasures Tables to support your GMing needs! PDFs, colored and black & white, single and spread Zip file containing the illustrations and maps! 3 - 6 sessions worth of adventure! What they say about the original: “The Knight Errant is excellent, with a unique, pulpy theme, decent, if terse, writing, and compelling spaces.” - Idle Cartulary (Playful Void) “…Really combined science fiction and fantasy extremely effectively.” - Lex Mandrake (Dank Dungeons) “They have tremendous talent, both in the visual design and the writing.” - TonyPlusOne The Knight Errant is licensed under the Mark of the Odd licence. It is designed to be played using Into the Odd, Electric Bastionland, and other rules-lite OSR/NSR games. Into the Odd and Electric Bastionland are created by Chris McDowall.

osr dungeon crawler fantasy cosmic horror mark of the odd PDF + Physical
The Knight Errant
The Knight Errant

Spacefarers discover a dead planet and detect a single lifeform in an ancient ruin. Inside lies the last member of a knightly order, frozen alive to seal an ancient cosmic horror. If freed, he may doom the stars. If left alone, he suffers for eternity. The Knight Errant is a 4-page science fantasy Mark of the Odd adventure for 3 – 5 players. Inspired by the works of Weird Fiction authors such as Clark Ashton Smith, H. P. Lovecraft, Jack Vance, and Michael Moorcock. The adventure is a submission for Appx. N Jam. Featuring: A tragic NPC, an intriguing lore, and looming dread! A ruin featuring 7 rooms and its exterior, presented in a hand drawn isometric style map to provide visual information for Referee and Players! Stats for The Knight Errant and a creature popularized by one of the Weird Fiction authors! Random Events Table to make things more exciting during exploration! The Knight Errant is licensed under the Mark of the Odd licence. It is designed to be played using Into the Odd, Electric Bastionland, and other rules-lite OSR/NSR games. Into the Odd and Electric Bastionland are created by Chris McDowall.

osr fantasy cosmic horror adventure zine mark of the odd PDF
Ironsworn
Ironsworn

In the Ironsworn tabletop roleplaying game, you are a hero sworn to undertake perilous quests in the dark fantasy setting of the Ironlands. Others live out their lives hardly venturing beyond the walls of their village or steading, but you are different. You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land. Are you ready to swear iron vows and see them fulfilled — no matter the cost?

solo fantasy PDF + Physical
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