The perfect heist.
Getting in, getting out. The disguises. The smooth talk and careful bluffs. The stealth, the hacking, and—when the moment requires it—the quick action. And above all, the beautiful plan, so carefully researched and crafted.
Oh, you’re good at it. You and your friends, you do the impossible. It’s never as easy as it seems (not like it ever seems easy), but you pull it off—every time. And you look good doing it. Bond? Ocean? Neo? Yeah, they’re OK. You’re the real deal.
Because you’re not just master thieves. You’re master thieves from the future. And better yet: you’re liars—a special kind of liar, a kind whose lies come true. When you lie to reality, you change it. A door where there wasn’t one before. A lock someone forgot to check. A fault in the camera wiring that kicks in at just the right time. If the mission isn’t going right, you fix it. You change the rules. You take control of reality itself.
Someone else is telling lies, and they’re big ones. Like, end-of-the-world lies. Pushing-reality-to-the-breaking-point lies. Punching-holes-in-the-universe lies. It’s not clear who they are, what they want, or how they’re doing it, but if it isn’t stopped, it’s all over. As in, all over.
Who’d have guessed you’d be the ones saving the universe? But hey, you always find a way to come out ahead, and this is no different. Because it turns out that each time you fix a little bit of reality, you get to take a touch of its essence for your own uses. Powerful stuff. Grabbing that juice? We call that…
Designed by Monte Cook, Stealing Stories for the Devil is a fast-paced tabletop roleplaying game in which you save existence as we know it by bending reality to carry out the perfect heist.That house on the outskirts of town, sitting empty behind a crumbling wall. The one people whisper about. The one that has gone unlived in for years. Sometimes a few hearty souls creep in, it is said, to see what treasures or secrets they can find. Most find nothing—just an empty old house. Some return shaken. A few don’t return at all.
When you play Stealing Stories, you pull off the perfect heist, every time. Unique mechanics and structure ensure players and PCs are competent and cool at every stage of the adventure, and always have a trick up their sleeves. A collaborative scenario-building process alleviates GM prep as the group formulates its elaborate plan while creating the adventure scenario at the same time. Unique mechanical elements such as mission cards hand the initiative to the players, turning crisis into opportunity just when it looks like there’s no hope of success. And, as reality-shaping liars, PCs can reshape their situation in literally any way they can conceive of. And lies always succeed. (While success is never in doubt, the price may be steep.) Throughout play, unprecedented player agency ensures the PCs create and pull off amazing feats, completing their heists against incredible odds and looking great while they do it.
You’ve seen this house before. If not in this city, then in some other. You’ve heard the rumors—and if not, well, someday they’ll find you.
What happens to a house when it sits alone for so many long years? What jealousies and hatreds does it quietly nurture? What whispers echo through its empty hallways? What waits, crouched within its dark rooms, hungering for the return of life?
The Darkest House is an mega-adventure that takes you into a unique realm of horror. It’s made for the game you’re playing right now, to be integrated into your campaign regardless of the setting or game system. And its format—an entirely new form of tabletop RPG product—is uniquely optimized for online play.
The Darkest House will chill and frighten your players like no other RPG experience. But along the way their characters will have experiences that make them stronger, deeper, richer, and more powerfully bonded as a party. And it will improve the way you run and play RPGs online.
Come explore the Darkest House!A New Type of RPG Product
The Darkest House is a digital product designed for the needs of a game being run and played online—and built to take maximum advantage of that mode of play. Think of it like an RPG book that’s been reimagined from the ground up for the online environment, with pages formatted for your screen, easily-sharable resources, no page-flipping, intuitive navigation, and additional features that don’t just make online gaming easier—they take advantage of its unique nature to deliver a better RPG experience. Your players may find the Darkest House a daunting challenge, but you’ll find it amazingly easy to GM.
The Darkest House works with your preferred online TTRPG platform. You run it on Zoom or Discord, or a virtual tabletop like Roll20 or Astral, or however you normally run online games. Only the GM needs a copy of The Darkest House, just like only the GM needs a copy of a conventional adventure book or PDF. The GM needs a desktop or laptop computer (Windows or Mac OS—your purchase includes both versions) to use The Darkest House.
The Darkest House can be run in person—in fact, it’s great for that, too—but the GM will need a computer with internet access and the ability to share digital files with the players.