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Butter Princess

A Game of Indulgent Doom! What better way to gear up for Thanksgiving than by indulging in a twisted dairy heist of absurd proportions? Equal parts comedy, horror and thriller, Butter Princess is a journey  into the butter-clogged heart of an over-the-top rendition of the Minnesota State Fair. At the center of it all is a 90-pound butter sculpture of the winner of a dairy-themed Midwestern pageant. That sculpture has the attention of your characters who will stop at nothing to obtain it for their own devious goals. Who among you will glide away with this blue-ribbon MacGuffin of the Northwoods? And who will be caught forever in the churn of farm animals, deep-fried food, and armpit-to-armpit humanity?

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Under the Autumn Strangely

“Under the Autumn Strangely” is a storytelling game of pastoral horror priming with anachronistic Americana set in a land that Never Was. Inspired by “Over the Garden Wall” created by Patrick McHale, players collaboratively create a world uncanny and old. Codify and encourage tonal clash as the Three Roles meld whimsy, autumnal melancholy, and dread. Take a wrong turn on a dusty road. Follow the sign past the red barn with peeling paint. Doubt your senses. Get a little lost. Welcome to the Never Was.

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Liminal Horror: Raven’s Loft

A vein opens on the coast… There are many crumbling lumber towns on the west coast of British Columbia. Forgotten places with deep roots. Dried up industry. Sometimes people would pass through and spend some money, but those times are drawing to an end. Old buildings, families, and ways of life rot on the windswept shore. And when things rot, scavengers pick through what’s left. LIMINAL HORROR is a rules-lite, adaptable Survival-Horror roleplaying game about normal characters and their struggles against the things that go bump in the night. The game focuses on surviving the weird and Investigating horrors while blending simple, old-school inspired rules with modern, narrative first principles. Survival is not guaranteed and those that do make it through the night are often forever changed.

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The Halloween Babysitter

THEY EXPECTED A PARTY. WHAT THEY GOT WAS A NIGHTMARE. It’s Halloween night. Your parents dropped you off at a friend’s house. You were promised Candy, Costumes, Trick or Treating, but you were abandoned, and left in the care of a very unusual babysitter. She wears a tattered, soiled Halloween costume, and never speaks, but her heavy breathing and the sound of her filthy boots resound through the house. She has given you all chores that must be completed, and rules to follow. Don’t make a sound. Don’t make trouble. Behave yourself. If you fail to follow her rules, she will open up her toolbox, and then the hunt will begin. Can you escape? Finish her chores and make her leave? Can you keep your cool as her presence causes your house to become more and more haunted? Or will you die and become a ghost haunting your friends, doomed

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Frontier Scum: Tides of Rot

Small towns always seem cursed places, but something particularly foul has come to ensconce the petty port of DREDGE-UPON-ROCK. A storm has settled upon its shores, the buildings are crumbling into the bay, floods are unearthing all the folk there once wished buried, and the dead ain’t willing to give up on what they think is theirs. FRONTIER SCUM is a rules-lite Acid Western roleplaying game. An auto-destructive, violent and LSD-infused take on Spaghetti Westerns, about wanted outlaws making their mark on an unreal Lost Frontier. Probably getting shot before having the chance to shoot. A rough-and-tumble world of insatiable greed where scum live one slug from the grave. Inspired by such things as El Topo, Dead Man, and Bone Tomahawk.

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Trophy Dark: Die, Grave Robber, Die!

Die, Grave Robber, Die! is a gothic horror incursion for Trophy Dark. A rain-drenched world of horror and open graves awaits! Can you reach the Flayed House in time to rescue a stolen body before it’s too late? Trophy Dark is a collaborative storytelling game about a group of treasure-hunters on a doomed expedition into a forest that doesn’t want them there.

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Never Going Home: The City on the Other Side

A One-Shot of Never Going Home, a +1 System game set in the trenches of World War I in an alternate reality where the death and destruction of war has torn open the gates to dark forces.  Please note location is subject to change depending on space availability.

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Sunken: The Farthest Shore

The stories we tell are often not of gallant survivors but of the hard-pressed, star-crossed crestfallen. They are the poetry of the broken and the inhuman breakers: haunting things, deep and dark and bellowing things, unfathomable things that consume all that edges to their precipice. Sunken is a tabletop roleplaying game about these things. It is a tabletop roleplaying game about these things and the sea. It is a tabletop roleplaying game about how your characters find their doom among these things while at sea. Sunken shifts the focus of the world of Trophy onto – and below – the vast and treacherous Salt Sea, expanding “That Silent Howl” from Codex: Void into a full stand alone system that remains rooted in the mechanics of Trophy Dark.

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Trophy Dark: Southern Holler

In the hills and valleys of Appalachia lie many a hidden holler. These are secret spaces, liminal and oracular. You know in the mountains there is coal, those dark, black diamonds that mean riches and a life of leisure. Hidden in between the dense forests and winding creeks, the fog and spiritualists, the shale and caves, there is hope, future, a hidden and secret valley. But the mountains, southerner, are older than you. And they’re waiting. Trophy Dark is a collaborative storytelling game about a group of treasure-hunters on a doomed expedition into a forest that doesn’t want them there.

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Trophy Dark: To Make My Bread

Fi, Fai, Foh, Fum. I smell the blood of a little one. Be you alive or be you dead, I’ll grind your bones to make my bread. Just inside the edge of the forest, a half day’s journey from Fort Duhrin and nestled into the banks of the Naveh River, are the ruins of a massive, old mill known as Kormoran’s Wheel. Given the strategic location of the mill ruins, a tent city has sprung up around it—an unlicensed gathering point for treasure-hunters and those seeking to profit from their journey. The Fort’s governor has sent in the kingsguard four times to toss out the squatters and tear the tents down, and four times the city has been rebuilt bigger than before. The residents of Kormoran’s Wheel have little fear of the kingsguard or any other so-called authority figure with fancy proclamations and fancier horses. What they do fear—and are

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