Where the Rock Stops
In the Clutchlands, far below even the Deepest Down, cities and wilderlands cling desperately to an endless roof, suspended over a black and monstrous void. Some call it merely an oversized cavern. Others call it the end of the world. What adventure will you find here in the dark deeps,
Where the Rock Stops
- Descend an ancient brass-bound elevator in a questionable state of repair...
- Discover the sundry Conveyances of the Clutchlands, required to journey through this vertiginous place, including a rusty network of suspended minecarts, ill-advised inventions, and a most curious colorful creature...
- Visit the jeweled city of Nadir, built into an immense stalactite and meeting the yawning black void below with light and laughter...
- Integrates with your existing Volumes and Folk, adding a new Region to your Deep, Deep Down!
* In Guided mode (with a gamemaster), the GM can keep the cards totally secret behind the GM screen, using them as reminder triggers to advance the plot, or have them on the table to show the players what moves will trigger more plot, but read and reveal cards themselves.
Each Downcrawl Adventure Zine is its own set of special moves that can be played alone, gathered up and set aside for a while to put that plot thread on hold, or even shuffled together to play multiple Advenure Zines at once.
Where the Rock Stops takes you into an exciting new Region of your Downcrawl campaign world, which you can continue exploring after the adventure ends. It wil likely take around two sessions to play.
| Status | Released |
| Category | Physical game |
| Author | Aaron A. Reed |
| Tags | GM-Less, module, Solo RPG, Tabletop role-playing game |
| Content | No generative AI was used |
Purchase
In order to download this zine you must purchase it at or above the minimum price of $6.95 USD. You will get access to the following files:


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