Dice Monkey Games
Song of the River Prince
The Riverlands are alive with stories. Mist drifts across still waters, laughter carries through lantern-lit markets, and the fey courts weave joy and sorrow in equal measure. Every bend in the river holds a secret, every village a tale waiting to be told.
In Song of the River Prince, you and your companions will wander through towns and marshes, festivals and ruins, guided always by the distant song of the River Prince. Will you follow it toward wonder, peril, or something in between?
Inside you’ll find:
-A full rules-light system designed for quick play and rich storytelling.
-Dozens of Riverland towns, each with its own characters, legends, and secrets.
-Echanted animals, spirits, and beings of the river, each with unique abilities.
-Downtime activities that bring villages to life, from festivals to foraging.
-Guidance for weaving tales of mystery, wonder, and quiet magic.
Step into the Riverlands. Let its waters cary your story downstream.
Tales of the Riverlands
Tales of the Riverlands drifts through a world where rivers remember, forests whisper, and towns keep company with ancient secrets. Each tale follows travelers, wanderers, and weary hearts as they move through a land shaped by old stories and unseen watchers. Along the water’s winding path stand the many courts of the fey, shifting like moods in a dream, each carrying its own strange beauty and hidden cost.
Within these pages, readers wander through marketplaces bright with rumor, stroll beneath lanterns swaying at dusk, and step carefully where marsh paths vanish into silver fog. Some stories rest close to hearthfire warmth. Others tug at the threads of memory, sorrow, and longing, revealing how the Riverlands listens to every wish and every lie.
Here, the ordinary and the uncanny travel side by side.
Tales of the Riverlands offers a collection of poems and songs, wonders and perils, inviting readers to linger at the water’s edge and follow each story wherever the current pulls.
Curse: The City of One Thousand Martyrs
The Eldest call it Blachach, the Dwarves call it Blackhold, the Drengr call it Shakarn but the name is the same no matter what the language – Curse.
In all the realms, no place is as feared or hated as Curse. The victim of a horrible disaster in its distant past, its misfortune is now the fortune of all.
The city rests now in ruin. Mists which choke and strangle the streets hide many secrets both dark and dangerous.
Across the lands, many travel to Curse. Some for gold, some for treasure, some for redemption. Few will find it. Most will die trying.
Curse: The City of One Thousand Martyrs is a system-agnostic setting book detailing a wretched and ruined city at the edge of civilization. Designed to easily be used with most fantasy roleplaying games, the book details the city itself, the people and creatures that inhabit it, as well as the lands around the city, detailing greater Teranern. In addition the book features a two-page adventure venturing below the city itself.
Survivors of Curse
The survivors of Curse are one of the most hardy people in all of Teranern. Those few who can survive the horrors of the city find themselves forged anew.
This supplement features a new subclass for each of the Core Rulebook. Covering every class, this supplement dives into what makes the city so unsettling. Those who employ these subclasses are encouraged to fully embrace the madness the city has to offer.
Cautiously.
Instruments of Darkness
A short story set in the city of One Thousand Martyrs.
In the heart of the forsaken city of Curse lies a temple long shunned by sellswords, priests, and pilgrims alike. Amaria, a lone scholar driven by forbidden curiosity, defies every dire warning to uncover its ancient mysteries. Hounded by phantoms in the twisting ruins, she soon realizes she’s not the only watcher at the Temple of Two Faces—zealots of the Ephaldian faith have their own dark designs, and they’ll kill to keep the temple’s secrets buried.
The Taste of Fears
A short story set in the city of Curse: The City of One Thousand Martyrs.
Three days, two sellswords, one terrible secret.
Gwynn and Kassen journey into the doom-wracked city of Curse in search of the Beast of the Winding Ways, but the terrors they face, human and otherwise, are more than they bargained for.
Their hunt leads them deep within the horrors of the city, to an encounter with someone from their past puts them face-to-face with one of the greatest horrors that Curse has to offer.
Pointman Hacker Thief

Pointman Hacker Thief is a quick, lightweight roleplaying game that allows a group of players and a game master to participate in epic espionage missions spanning the entire globe, from Hong Kong to New York City. This book has everything you need: A complete game system, including character creation, combat, hacking, equipment and NPCs, as well as a multiple modern spy settings. Combat in the world of PHT is quick and brutal, as it is in real life. But, as they say, if you’ve been spotted, perhaps you deserve to be gunned down; you are a spy, after all. PHT doesn’t make use of classes, like in other RPGs. Players are encouraged to create their characters freely without having to fit them into archetypal roles. Pointman, Hacker and Thief are the character’s basic attributes, which measure their capabilities in combat, academics and stealth, respectively. A game more than 6 years in the making, Pointman Hacker Thief is the perfect lightweight modern RPG. Check out a great review of PHT here.
The Accelerated Book of Approaches

The Accelerated Book of Approaches looks into how Approaches are used in Fate Accelerated. Approaches are one of the most accessible and easy to learn parts of the Fate Accelerated Edition system, familiar to players of traditional games as well as players brand new to roleplaying. While the Fate Core Rulebook provides an excellent set of approaches, they may not work for all games. This book remedies that fact by providing new approaches to replace those found in the Fate Accelerated rules, including approaches familiar to those using the d20 system, the d6 system, and the Traveller system. The book also examines the traditional approaches found in Fate Accelerated and shows how they can be used differently in the game.
Player Race: Owl

Hoot hoot. Serrated wings flutter in the darkness, heralding quiet warning. Owls are the silent sentinels of the night, battling the spreading shadows that threaten civilization from all sides. Owls may seem to be a strange choice for adventuring, but their wisdom can serve as a great boon to any party who may need an owl’s essential knowledge. Included is a single page PDF featuring the rules for the Owl as a PC race. Enjoy. One reviewer said, “I don’t… Why? Why is this a thing?” We couldn’t agree more.
The Invisible Hand: A Warlock Patron

You have made a pact with a terrible beast. Known by some as “The Invisible Hand,” by others as “The Dow.” Some simply call it “The Economy.” The slavering beast demands bodies. If some must die to feed the beast, so be it. The only thing that matters is The Line. The line must rise. It must never fall. ALL HAIL 3% GDP GROWTH IN THE 3RD QUARTER!
Check out the Warlock patron Brian B. called “Blatant socialist propaganda, happily brought to you via the company that makes most of its money from the labor of 3rd party content creators! Not worth your highly-inflated dollar.”
Awesomesauce 1st Edition

It’s finally here! What started as an experimental Tweet by Mark Meredith grew into several blog posts, a few fan-created PocketMods, and finally was expanded by Paul Ingrassia, and became the subject of even more blogging. Check out what all the excitement is about! It’s the simplest RPG you’re going to find, one number, one roll. Further expanded and with new artwork, Awesomesauce Troll Hammer Edition puts the game in your hands, you decide how complex or simple you want your games to be. Both PocketMod and full-sized versions included, absolutely FREE!!! It’s amazing, astounding, astonishing, it’s, it’s… AWESOMESAUCE!!!
Awesomesauce 2e

You only have one stat.
It is called Awesome.
In Awesomesauce 2, you play heroes who live on momentum, confidence, and reckless brilliance. Whether you are a barbarian, a space pilot, a goblin lawyer, or a talking motorcycle, everything you do runs on how awesome you are right now.
Roll a d6. Add your Awesome. Explode on sixes. Do something incredible or fail in spectacular fashion.
There are no hit points. No skill lists. No character builds to min-max.
Just fast rules, big stunts, legendary gear, ridiculous teamwork, and heroic last stands that matter.
Love by the Quarter Mile 1e

Rev your engine and prepare to fire the NOS. In Love by the Quarter-Mile, you play as a street racer trying to make it while fighting for family. This one-page tabletop RPG is quick and dirty, providing you with everything you need to use to play games in the same vein as Fast and Furious and Gone in 60 Seconds.
Love by the Quarter Mile 2e

Live Fast. Fight Hard. Never Turn Your Back on Family.
In Love by the Quarter-Mile 2e, you’re a street racer fighting for pink slips, pride, and the people who ride or die with you. Every second matters, behind the wheel, with fists flying, and when the ones you love are on the line.
Build your Racer with speed, fury, and loyalty. Race for everything you care about. Fight for the ones who won’t give up on you. Argue for what matters when the smoke clears.
Fast-paced, emotional, and driven by heart, Love by the Quarter-Mile is about more than who crosses the finish line first. It’s about who’s still standing when the dust settles.
How far will you go, and who will you take with you?
Slow Train Home
Slow Train Home is a pocket-size tabletop story game about the magic that lives between departure and arrival. Trade neon skylines for misty mountain tunnels, cracked bus windows, and the hush of firefly dusk as you and your friends ride Korean rails toward family in the countryside.
A single card sparks each vignette—a pine-scented gust through a carriage window, a fox-masked conductor at a sleepy station, a bowl of street-market tteok skewers shared with strangers. One d6 decides whether the moment glides, tangles, or blossoms, while a handful of chips track delays and gifts gathered along the way. Perfection isn’t the goal; the missed transfers and rainy platforms become stories you’ll tuck inside your ticket sleeve.
All Quiet
They trained together. They waited together. They went over the top together.
They did not come home.
All Quiet is a micro-RPG about the First World War, focused on a single infantry squad and the slow, grinding certainty of loss. There are no victories, no character arcs, no survival. Only orders, waiting, and what remains when resolve is gone.
Designed for one session. No preparation required. All characters die.
This is not a game about heroism. It is a game about remembrance.
Close Enough to Hear a Heartbeat
A quiet moment hangs between two people who haven’t yet decided which way their stories will bend.
“Close Enough to Hear a Heartbeat” is a duet micro-game about that breath-catching space between strangers and lovers. With only a handful of cards and six tiny tokens, Hearts for every step closer, Walls for every flinch away, you’ll trade improvised scenes that pulse with warmth, doubt, and all the mess in between. By the final beat you’ll know whether the pair reaches for each other, drifts apart, or lingers on the cliff edge of maybe.
Twin Suns Gaffiti
Life on a desert world never felt so small, or so electric. Under twin suns and endless sand, you and your friends are Sunsiders, drifting between junk-lots, canyon trails, and dusty rooftops with nothing more than hope, heat, and big dreams to carry you through.
Twin Suns Graffiti is a micro-RPG that fits in your pocket. You need only a d6, a handful of tokens, and two index cards each to create a cast of scrappy locals—gear-heads, daydreamers, daredevils—and spin up low-stakes scenes of scooter races, impromptu heists, moonlit murmurs, and rooftop confessions.
By Way of Perdition
The West is bleeding out. The iron rails carve up the land. The law hunts you like a wounded animal.
You are an outlaw on the run, clinging to a dying gang and a fading dream.
Every camp you build will crumble. Every mile you ride burns what little trust remains.
Push your luck to survive another day, but every gamble tightens the noose.
The Pinkertons are coming. Your family is falling apart.
And there’s no such thing as a clean ending for folk like you.
By Way of Perdition is a storytelling game of desperate loyalty, hard choices, and the cost of holding on when the world wants you gone.
Pinocchio is Broken
A Game of Humanity on Trial
“A machine can have memory. But can it hold regret?”
In a sterile courtroom bathed in artificial light, one being stands alone.
They are not flesh and blood, yet they speak, feel, and choose.
Three judges must decide: Is this android a tool, or a person?
Pinocchio Is Broken is a one-session roleplaying game for four players, where one portrays an android fighting for their right to be recognized as sentient, while the others serve as a tribunal questioning their claim to humanity. Through rounds of philosophical inquiry, emotional tension, and strategic argument, players explore the line between man and machine, and what it truly means to be alive.
No dice rolls. Only shifts in judgment. Tension builds across four rounds of testimony. The outcome is uncertain… until the final ruling is made.
The Slaying of Lamorak
“You will not save him. But you may save yourself.”
Camelot sings of glory, but not all songs end in triumph. This is the tale of Sir Lamorak, knight of the Round Table: valiant, loyal, and doomed. He loved where he should not have loved. He trusted those who would raise steel against him.
In this tragic one-session roleplaying game, you and your fellow players take on the roles of Sir Lamorak and the sons of Lot, Gawain, Gaheris, Agravain, and Mordred. Once brothers in arms. Now hunters and hunted.
There is no victory. There is no salvation. Only memory, vengeance, and the weight of shattered bonds.
The Last Ember at Cold Hearth
Last Ember at Cold Hearth is a small, emotional storytelling game about a village trapped in a sudden mountain blizzard. Only one fragile ember remains from the great hearth, and the people hiding below must keep it alive through nine long hours of winter darkness. If the ember dies, so does Cold Hearth.
This is a rules-light, GMless game for 2–5 players and takes 1–2 hours.
Players create villagers through short narrative prompts, no stats, no numbers, and face each hour of the night together. At the start of every scene, you roll the Ember Die to see whether the flame weakens. Then you describe the threat, unravel buried fears, and decide what you’re willing to sacrifice to keep hope alive.
The only way to strengthen the Ember Die is through loss. Destroy a precious keepsake, reveal an old wound, or take a lasting scar, and the next hour becomes a little safer. But courage is finite, the storm is patient, and dawn is still far away.
Everdawn: Tales in the Realm of Giants
Journey into the heart of a lost valley where humans and dinosaurs coexist. Form unbreakable bonds, uncover forgotten truths, and shape the legacy of a world untouched by time.
Whether you are a healer riding a gentle giant, a scout leaping through the canopy on raptor-back, or a lorekeeper deciphering the runes of ancient ruins, your story matters.
Adventure awaits. The valley is listening.
Fiasco Playsets
With Great Power

There’s nothing more chaotic than a superhero team. Take a bunch of A-Type personalities, give them all the power to punch holes in reality, then give them differing goals, beliefs and ideas. With that, you’ve got a bit of a fiasco on your hands… This is a Fiasco Playset inspired by the many superhero comics and movies that have oversaturated our culture. While you may imagine your adventure will turn out like The Avengers, more often than not, you’ll end up as the Mystery Men. The Fiasco Roleplaying Game is required to play. With Great Power… is available at DriveThruRPG.
A Lonely Place To Die

High above Earth, the International Space Station (ISS) floats in microgravity. It’s a marvel of engineering, scientific cooperation, and national pride—a place where astronauts and cosmonauts of various space agencies are supposed to live and work together in harmony.
But behind the mission patches and carefully choreographed press conferences, tensions can run high. Funding might be at risk, personal relationships get entangled in cramped quarters, and secrets do not stay buried for long (especially in an environment where everyone’s on camera… mostly). A single oversight, a petty feud, or a misrouted experiment can spiral into crisis—especially when rescue is hundreds of miles below.
It’s not personal—it’s orbital. Suit up and strap in for a fiasco where the slightest nudge can send everything spinning out of control.
Robert’s Hamburgers

Welcome to Bay Town, home to Robert’s Hamburgers on Sea Street. It’s a small seaside community with big dreams, small budgets, and more than a few complicated relationships. From the family’s struggles to keep the business afloat to zany neighborhood fiascos and high-stakes personal drama, everyone is cooking up big ideas. All it takes is one small mix-up, one petty grudge, or one questionable scheme for everything to go hilariously (or tragically) wrong.
Blogging Publications
Dice Monkey: For more than 10 years, Mark has served as the Editor-In-Chief for Dice Monkey, writing most articles and reviews, and managing more than a dozen different writers who have written over the years.
Marvel Plot Points: Established shortly after the release of the Marvel Heroic RPG by Margaret Weis Productions, Mark established the site, and has collaborated with many writers to create a large variety of new gaming content for this game, even after the game was no longer produced.
