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.
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.
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.
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?
“Grimwild is a streamlined, character-driven, cinematic fantasy RPG. The goal with Grimwild is simple. Take D&D-inspired heroic fantasy, with its 12 classes and super tropey monsters, and match it up with a super fast, cinematic narrative rules system. The rules are concerned with the dramatic over the realistic, and minimizing detailed tracking. The game is very low-prep for the GM. The fiction maps to the rules simply, on-the-fly. Designed to run in your own setting (or a published one), or use our pointcrawl exploration system and collaborative worldbuilding to create emergent storylines. Characters earn bonus dice for pursuing self-set goals, pushing the story in the direction they want. The GM is given a clear GM framework of principles and moves to run the game by. Get strong player buy-in with the adventuring party creation system and creative freedom for the players. The rules create fluid action and gets rid of the mechanical slog that bogs down D&D. And all of this with GREAT ART from artist Per Janke, creating a consistent vision throughout the book.”
Outclaws is a quick-play fantasy heist TTRPG inspired by games like Lasers & Feelings, Honey Heist, and Blades in the Dark. In Outclaws, you play as a crew of monstrous little outlaws sneaking into an evil dragon’s lair to pull off a legendary heist. While the players are skilled thieves, the DM is the Dragon Master (really more like its fancy butler). The game is easy to run & play, with tables to help the players make unique outlaws with magical thieving gear, and help DMs design the dragon and lair they will be stealing from! Number of players: 2-6 + a DM Length: 2-3 hours per heist!
Craft, explore, cultivate your Mana, and discover lost legends. Dive into a world of alchemy, ancient ruins, and lost histories in this fantasy ttrpg. featuring: Over 25 (and counting) unique monsters you won’t find in any other ttrpg. A robust crafting system. An an elemental system inspired by modern jrpgs. And an in-universe card game.
Below the surface of the City is the Lower Ossuary—an underground temple that houses crypts and shrines to the four cardinal virtues: Temperance, Fortitude, Justice, and Wisdom. The temple is currently befouled as the City-dwellers have routed a sewer through it. If the adventurers can cleanse the four shrines, the encroaching Underworld might be driven back. However, something dwells at the center of the Lower Ossuary. Something wicked. Something that can’t stop laughing. This dungeon is designed for His Majesty the Worm! It contains: A GM map and a player-facing map A 30-room dungeon A complete Meatgrinder for the dungeon An alien-clown dungeon lord, the Clown Queen A procedure for making a hub, stocked with vendors and merchants, if the players successfully cleanse the evil
The Sunless Estate is a 24-room megadungeon level for use with HIS MAJESTY THE WORM, a roleplaying game by Josh McCrowell. Designed to be easily slotted in to your own megadungeon, or played as a one-off adventure. The Sunless Estate was once the prime locale for the upper class of society looking to flaunt their status. Wealthy young bachelors would wow suitors with the sights, visiting diplomats would be brought to properly appreciate the prosperity of the kingdom. Beautiful feast halls, libraries, and rolling gardens defined the Estate, all nourished by the Sun Tree, a tree of such size and life that it gave off its own light. No-one in the modern day is quite sure how the Estate fell, or which kingdom or society it was once a part of. They’ve found no skeletons, no remains, no evidence of any life beyond the simple assumption that because it exists, someone must have created it. Now, the feast hall is shattered, the library is burned, the gardens are trampled, and the Sun Tree is the closest a thing can be to dead without quite crossing the threshold. Though the exact amount of time since the fall of the Estate is unknown, it has clearly been enough for the location to find new tenants. The fraction of the Estate that’s been discovered is home to all manner of creepies and/or crawlies, most of whom are divided into factions desperate for a piece of the luxuries and treasure that still remain, trying to squeak out an existence among the many still-present dangers. In other words: an adventurer’s paradise.
1400 Lo-Fi Hi-Fantasy is a collection of five rules-lite fantasy micro-games with a shared ruleset. Each game has its own character options and variant rules, which can plug-and-play to tailor the game to the perfect experience for your table. The zine also includes concise player and GM guidance, which is applicable not only to 1400 but most tabletop roleplaying games, and a short starter adventure. (from itch.io page)
The Savage Worlds Fantasy Companion provides all the tools you need to travel to fantasy lands or create your own phenomenal setting… all in the award-winning Savage Worlds rules system!
Swyvers is a tabletop role-playing game about bastards. You and your gang of criminals scarper through heists and sewers, stalk through the filth of The Smoke and, if you’re lucky, you’ll make it out with a few extra shillings. The whole of this city is your filthy, sickly oyster.
The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring: a city (with a map) a fortress (with interior and exterior maps) two hectic days and nights a guide to designing your own heists. glorious black and white art by Luka Rejec scheming cardinals, frantic servants, and secret plots
This book is about Atlantis before the tide turned. It’s about Hyperborea before it vanished between dimensions. It’s about Nu Yark Citee before the Mushroom Bombs hit. It’s a setting guide to the greatest and most ambitious city in the world: Endon. It’s about a world slowly tipping onto its side, and all the interesting things that begin to slide at the start of a revolution. It’s about people with grand dreams pushing the boundaries of the possible, and the strange machines and devices they create along the way. But mostly, it’s about magic. This book contains a wealth of information to supplement Role Playing Game campaigns, including: Maps, People, Buildings, Dungeons, Factions, and Villains of Endon Eight Pre-Apocalyptic Innovations Hundreds of Magic Items and Spells Rules for Magical Industry Useful Tools for Urban Campaigns Horrible Monsters and Nightmarish Creatures And much, much more. 154 pages, black and white. Written by Skerples. Editing and Layout by David Shugars. Editing by Fiona Geist. Art by Jonathan Newell, Logan Stahl, and Luka Rejec. 3 double-sided PDF pamphlets are included: The Secret Key: a Visitor’s Guide to Endon Cumberworld’s Guide to Magical Industry Famous Last Words and Scibblings The pamphlets are designed to assist players in navigating Endon, dabble with magical industry, sing gallows ballads, and read edifying tales and ludicrous advertisements.
What’s a Sphinx without a riddle, or a Minotaur without a labyrinth? What’s a Dragon without a hoard, or a Peasant without a grievance? The Monster Overhaul is a massive Role Playing Game bestiary designed for at-table utility. Monsters are presented alongside useful tools, ready for immediate use in any scenario. This book aims to provide a GM with the tools they need, as they need them, without slowing down a session. In the middle of a game, a GM doesn’t need to be told that Bears live in caves or that Ghosts haunt graveyards. They know that. What they need are interesting prompts that are difficult to invent under pressure; names, details, motivations, secrets, riddles, maps, twists, etc. Numbers are calibrated around old-school fantasy adventure game principles. This book should be compatible with, and has been tested against, the most popular and enduring old-school systems. This 336 page book contains: 200+ Monsters. 160+ Pieces of original art. 20+ Maps. Random encounter tables, indexes, and a host of other useful tools. By Skerples, the author of the CoinsandScrolls blog, Tomb of the Serpent Kings, Kidnap the Archpriest, Epochrypha, Magical Murder Mansion, and Magical Industrial Revolution. Editing by Dai Shugars. Art by Lucas Roussel, Robin Carpenter, Iguanamouth, Logan Stahl, Ash Rudolph, Nadhir Nor, Crim_Reaper, Naf, Luka Rejec, Erin Kubo, Conor Nolan, Frenden, Scott Wegener, and Dyson Logos.
The complete Referee’s guide to the weird, wondrous, and terrifying denizens of Dolmenwood.
The complete player’s guide to the beguiling realm of Dolmenwood—a moss-clad forest on the borders of Fairy, rife with intrigue, secrets, and magic. Step then, bold and foolhardy adventurer, into the tangled Wood and beware, for little here is as it seems. Dolmenwood is a weird fairy tale adventure game, conjuring the wonder, horror, whimsy, and strangeness of British folklore.
The first cut is the hardest. The sharp pain, the fear, the regret. It all comes crashing down, you betray your body for loving you. It begs you to stop, and you cut again. Blood pumped by your unforgiving grip. A cavity remains where feeling once became. You wield heartlessly, with uncaring hands. Heir of Swords is a tarot-based solo divination and journaling TTRPG where you divine the fate of the Heir of Swords through a tarot spread. Navigate the spread of the Forest as the Heir, searching for their Heart and the treacherous Knight of Swords. The settled spread generates a story and history for a heartless deserter, a knave who cut out their heart so they may Cut Down fate. Plus One EXP February 2026 Zine Club Adventure Zine.
Our story begins in a sprawling old house outside time and space, where it’s always September 15th and there’s always room for a new visitor. A teen girl sits on the windowsill, reading a well-worn paperback and listening to the splashy-crashy rain come down. She’s alone in the world, but soon enough the strangers who reside here will become her closest friends, family, and mentors. Yazeba’s Bed & Breakfast is many things. It’s a bed and breakfast, of course, but it’s also this book. And this book is a book, of course, but it’s also a role-playing game—the sort of game we can play with our friends around a table, or on a voice call while hanging out, or even very, very slowly by mail. Yazeba’s Bed & Breakfast is played over the course of 48 chapters, each of which is a 1 to 2-hour scenario with its own unique but quick-to-learn rules. Players can take control of one of the 7 long-term residents of the B&B or choose from a cast of 50 quirky guests, each of whom has their own ongoing storylines. The adventures contained within each chapter include lazy afternoons, frightful nights, insurmountable chores, and zany competitions, so every play session is full of surprises. There are bespoke game rules for overcoming mountains of laundry, picking berries, surviving a trip to the scary basement, naming constellations, and everything else that matters in a slice-of-life story. These mechanics are simple and modular, meaning you only need to know the rules for the chapter in front of you. It can take as little as 15 minutes to start playing. After each chapter, we’ll be able to make changes to our characters and to the book—unlocking new guests and chapters and advancing the individual storylines of each character who played. Whether they’ve traded their heart away for magic powers or are just doing the everyday business of growing up, everything about a character can change through play, including their core identities. Over time, your copy of Yazeba’s Bed & Breakfast will become a unique artifact of your group’s play experience, a treasure that you can revisit and replay for decades. Yazeba’s unusual blend of premade characters, modular rules, and legacy mechanics makes it a perfect game for pick-up play: busy players can drop in and out without ever feeling lost, and anyone who wants to jump in can make a long-term impact without a long-term commitment.
Magic is waning. The last of the sun’s shards illuminate only a small valley of the world, while the remainder is bathed in perpetual Wildernight. Roots of the elusive Midnight Muscadines grow deep into the earth, concentrating the last tendrils of magic into its grapes. Find, collect, and preserve these grapes into highly coveted jams, sustaining the world’s magic.