Wet Ink Games
Heckin' Good Doggos Rpg
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Trade paperback
$26.00
Reader Reward Price: $23.40
Heckin' Good Doggos is a family friendly, all ages role-playing game where the players take on the roles of humankind's best friends: The dog! It is a game of "Dogs doin' Dog Stuff" that focuses on the kinds of stories and adventures dogs can get into such as: Finding their favorite treats. Barking at that squirrel up in the tree. Finding their human Best Friend who has gone missing. Banishing an ancient spirit that threatens the neighborhood. Scavenging for supplies in a futuristic wasteland. And so much more! Heckin' Good Doggos is a game of make believe where players can experience the world from an animal's point of view. Some things will seem familiar, like protecting their backyard from potential threats and protecting their owners, while others are purely fantastic and whimsical situations they find themselves in like helping a ghost resolve its business so it can leave this world. It is simultaneously serious and silly, with an emphasis on crafting scenarios that make players have a blast while also having to solve the many challenges they will experience in ways that only doggos can.
Into the Cess & Citadel Rpg
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Trade paperback
$46.00
Reader Reward Price: $41.40
2023 Silver ENnie Award for Best Supplement
2023 Indie Groundbreaker Award nominee for Best Setting
Roads beyond counting and buildings that block the very sun. A city that stretches without measure and whose secrets are without number...
A sprawling metropolis, built on the bones of cities long forgotten, it is as every bit as colorful and chaotic as it is deadly and unforgiving. It is ruled from the glistening Spires above; The Nobles, demigods of flesh made gold, who’s tyrannical whims ebb and flow like bloody tides across the city. Yet, as tall as the city towers above, so too does it descend below, where dark and terrible things roil with hunger beneath the cobblestone streets...
This city eats people. Never forget that.
Into the Cess and Citadel is a supplemental TTRPG book for those seeking to incorporate a strange, colorful, and terrifying city into their role-playing game. Presented within the book is a comprehensive guide to running adventures or campaigns within a fantastical city, along with an overhaul of the adventuring system to better accommodate the unique challenges and benefits of a sprawling urban environment.
Into the Cess and Citadel is designed to turn the traditional city into a more immersive dungeon-like adventure setting.The book provides rules for everything from small urban-dungeon exploration to a total urban conversion with a world filled with disasters, factions and encounters that react to the player's actions. Along with these rules are a series of generators for creating an urban environment from a 6-mile district down to a single building and an essay on how best to run your urban adventures.
The book contains:
Rules for traveling and surviving in a city; including exploration, traffic, and hazards.
Tools for generating unique urban factions and their complicated relationships.
Guides for running each of the urban environments presented within the book and pointers on how they differ from dungeons or wilderness.
Step-by-step guides for generating and running three unique city landscapes: the sprawling Megacity, the dungeon-like Undercity, and the dangerously opulent Spires.
Hundreds of tools, hirelings, contraband and services both mundane and strange.
Unique districts to explore and exploit, from the grand libraries of the Archivists to the industrial hellscapes of the Foundry.
Dozens of tables for dressing shops, streets, NPCs and more.
50+ monsters ranging from Depraved Aristocrats, Sewer Walruses, and Dire Pigeons
Magical artifacts, curious spells, diseases, 100 locations and more…
All written in a system-neutral format for use in most role-playing games.
With tools and options for Players and Referees alike, Into the Cess and the Citadel is a complete resource for a foray into the urban adventure or a total urban conversion.
Into the Wyrd & Wild Rpg Sourc
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Hardcover
$45.00
Reader Reward Price: $40.50
This is the 2021 revised edition. Beyond the reach of roads, past the scope of mortals there is a darkened place. A shadowed tree-line where no-one dares cross and whose boundaries go undisturbed. This is not the woods of peaceful fey and beast, but the dark and twisted children’s tale that kept you full of terror. It is a world of fear, madness, and bloodshed; ruled over by the uncaring watch of ancient trees. There is no bargaining with the primal forces that rule the uncivilized world, as you have nothing they could ever want. The woods do not care for you. Never forget that. 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. The book contains: Rules for wilderness travel and survival Rules for Moon Cycles and strange phases. Rules for hunting, tracking, and butchering monsters. 40+ dangerous and terrifying monsters. 40+ strange and savage items. 40+ spells and rules for channeling the Wyrd. An essay and guideline on running and creating "wilderness dungeons." A step-by-step guide for generating your own wilderness adventure. 100 random wilderness locations. Tables upon tables of random diseases, wilderness dressings, traps, hazards, flora, encounters, and MORE. All illustrated with over 150 pieces of original art. Whether you are a veteran group looking to make a foray into the terrifying Wilds, or new to the hobby and looking to spice up your game, Into the Wyrd and Wild provides something for everyone! Note: The Cacophonous Crowmen illustration is missing on page 46 of the first printing. The second printing includes the illustration.
Never Going Home Rpg
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Trade paperback
$26.00
Reader Reward Price: $23.40
Ennie Award 2020 nominee for Best Interior Art
The World is already at War.
Now the Veil has been torn.
The Whispers promise you power.
You may live long enough to lose your humanity.
Complete role-playing rules.
9 National Profiles
6 Magic Paths
12 Monsters
3 Adventures
Never Going Home is a role-playing game set in horror haunted trenches during the First World War.
Party-Focused: Never Going Home uses the +One System to focus play and growth on what an individual character can do as part of the larger story that follows a group of soldiers called a Unit. Individual characters may depart regularly as they die from injuries or collapse into madness due to forces from beyond the Veil. Characters are quick to create, so players should expect to re-join the story portraying a new member of the Unit. Each character can have their own heroic moments, but the story of the Unit is the focus.
Horror-Haunted: The Veil between worlds has been opened by the slaughter from the war; and the monstrous Whispers of beings wholly alien to humanity can now be heard. Some people have listened to the Whispers enough to gain arcane powers and now struggle to maintain control as their minds and bodies begin to change. Others are too far gone, mutated into barely-recognizable versions of their former selves. War consumes the days and monsters stalk the nights. Not even dreams are
safe. Players manage their characters’ mental and emotional resources with a dwindling hand of cards.
The First World War: The setting is the real Earth and the characters are all humans. A terrible new element has been added to the war, but the true horrors of the real war are part of the story as well. The game is set in the years between when the Veil was torn in 1916 and when the war really ended in 1918. The focus is on the front-line soldiers who are fighting and experiencing the worst of the magic and monsters. There is some mention made of, but little exploration of, the “home fronts” of any of the belligerents and civilians only appear in passing.
Never Going Home Rpg Blood on
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Trade paperback
$25.00
Reader Reward Price: $22.50
1916
The Others have always been speaking to us.
Join the Russian army as their advance west ends and a long series of retreats begins. You will find it is hardly any safer in the interior, where terrible fear walks the woods and political turmoil shakes the streets. What do you make of the madman running the palace?
Blood on the Snow
A Campaign Dossier for Never Going Home
The Morale Pool
2 Whisper Paths
The Breath of Father Winter
4 Monsters
6 Connected Adventures
A copy of Never Going Home is needed to play.
Never Going Home Rpg Bones in
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Trade paperback
$25.00
Reader Reward Price: $22.50
1915
The problems started long before the Veil was torn.
Join the British and ANZAC forces as they attempt to invade the Ottoman Empire at Gallipoli. There you will meet much more than enemy gunfire. Ancient power is stirring and secretive sects are driving events forward. How much will victory cost you?
Bones in the Dust
A Campaign Dossier for Never Going Home
His Majesty’s Paranormal Investigation Task Force
7 Fetishes
The People of the Mountains
1 Whisper Path
6 Connected Adventures
A copy of Never Going Home is needed to play.
Never Going Home Rpg Bk of Whi
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Trade paperback
$26.00
Reader Reward Price: $23.40
The Others speak words of power. They are Corrupting your mind. They say you can do anything. You are starting to believe them. This full sourcebook for the hit horror RPG Never Going Home is full of captivating material for players and Narrators alike, including: 3 Whisper (Magic) Paths giving more options for characters to fight the horrors of the Others 9 Constructs to aid the players in battle 9 Fetishes imbued with magic and power The Corruption Pool allowing Narrators to influence encounters based on how corrupt the characters are 4 Adventures Requires Never Going Home to play.
Never Going Home Rpg Once More
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Trade paperback
$25.00
Reader Reward Price: $22.50
The War has many battlefields. Mountains, forests, souls. What's the matter, soldier? Did you expect to live forever? 21 Adventures A complete adventure sourcebook for Never Going Home Adventures by: Eric Bloat, Jodie Brandt, Craig Campbell, Corey Capps, Elizabeth Chaipraditkul, Brandon Daughenbaugh, August Hahn, Justin Isaac, John Kennedy, Michele Lee, Doug Levandowski, Sen-Foong Lim, Alicia Lutes, Crystal Mazur, Jonathan Meadows, Tyler Omichinski, Kodeir Ralford, Ryan Schoon, Josh Sinsapaugh, Robert Turk, Ben Woerner Requires Never Going Home to play.
Never Going Home Rpg Tears in
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Trade paperback
$25.00
Reader Reward Price: $22.50
1917
The Corruption is spreading everywhere there is war.
Join the German crew of U-19 as they track down the secrets of PROJECT RIPTIDE. Aboard the cursed U-boat the flesh of her former crew will mock you. In the North Sea the British Grand Fleet will hunt you. When will your suffering end?
Tears in the Sea
A Campaign Dossier for the Never Going Home RPG
7 Magic Tattoos
1 Whisper Path
Naval Combat
Stealth Incidents
6 Connected Adventures
A copy of Never Going Home is needed to play.
Never Going Home Rpg Tome of C
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Trade paperback
$26.00
Reader Reward Price: $23.40
The Veil has thinned. The Corruption seeps in. The war is the least of your worries. The Tome of Corrupted Beasts is a full sourcebook for the Never Going Home horror RPG, with 24 monsters and 3 adventures. Requires Never Going Home to play.
Tenebria Remnant of Rome Rpg
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Trade paperback
$26.00
Reader Reward Price: $23.40
Welcome to the end of the world...
Rome has fallen. As the West descends into chaos, refugees to the East are turned away at spear point. Warlords and would-be kings gather stragglers and former soldiers to their banners. Superstition, fear, and violence are commonplace. In this apocalypse, small pockets of civilization remain, guarded by those who would honor the best legacies of Rome. One such place is Tenebria.
Tenebria: Remnant of Rome is an epic historical setting for the +One tabletop RPG system. Join with your fellow survivors in the struggle to build a life from the carcass of a broken empire. Will you protect others with the strength of your arms? Outsmart your rivals with your superior intellect? Do you rely upon the protection of your faith? Perhaps you will reach for older beliefs--forbidden rituals and hexes that warp the minds of those who witness them. Whatever your method, you will need to find the resources to aid your survival, and then, just maybe, restore some of what was lost.
If you believe that you're up for the challenge, gather your companions and venture forth.
Fight. Scavenge. Survive.
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