Song of the Crimson Tower
A short TTRPG of myth, memory, and damnation. “Game of Thrones” meets “The Dark Tower,” written by Dante.
The Setting
The Crimson Tower looms across a dying world — where ruined kingdoms and infernal echoes twist fate and bloodlines. You are pilgrims, exiles, or doomed nobles on a cursed journey. The Tower sings. It demands blood, secrets, and memory.
The land is a broken fusion of Westeros' political decay, Outworld’s magical entropy, and Dante's layered Inferno. Each level of the tower is inspired by a Sin, each sin guards a Truth.
You must ascend the tower to prove yourself worthy of your destiny.
But what is that destiny, and why does the tower hold sway over you?
Core Mechanic
Draw a card from a standard playing deck (Jokers removed).
Success: Red cards (Hearts or Diamonds)
Failure: Black cards (Clubs or Spades)
If your Stat applies, draw bonus cards and pick the best.
Jokers (if used): Something catastrophic, fateful, or divine occurs.
The Opposition will draw several cards equal to a D6 dice roll, this forms the hand. The GM (or randomly) assembles the cards in any order and used to determine the outcome of any action, which is presented in a “Stack”. 1 card in the stack for each action the players must overcome for any challenge.
The Players then vote on who gets the prize of the encounter with the opposition, or this may be determined ahead of time narratively. (See Progression below).
Alternatively you could use the OSR game of your choice (Into the Odd, The Black hack, etc.)
Stats
Hand – Strength, fighting, labor, survival.
Eye – Perception, cunning, lore, magic.
Heart – Charm, empathy, command, will.
Distribute: 2 | 1 | 0 among the three at character creation.
Each point gives +1 extra card draw when using that stat.
Stunts
Pick 1 at character creation (like a class or background).
A Stunt gives you a unique edge:
Gunslinger’s Oath: You never miss a shot under pressure.
Silver Tongue: You can convince anyone of anything—once.
Hell-Wise: You sense the sins haunting any place or person.
Broken Noble: Once per session, call upon your fallen House’s name to command awe or fear.
Spark Tables (for Inspiration)
This section is for setting up the table and situations.
Character Traits (Draw a Card)*
| Card | Trait |
| A | Stoic |
| 2 | Vengeful |
| 3 | Charismatic |
| 4 | Reckless |
| 5 | Noble |
| 6 | Sadistic |
| 7 | Cunning |
| 8 | Loyal |
| 9 | Ruthless |
| 10 | Ambitious |
| J | Paranoid |
| Q | Brave |
| K | Manipulative |
♠= signature equipment
♥= ally or favor owed
♣= signature weapon
♦= ]treasure or valuable
*NOTE: Recommend 2 cards for more interesting characters
Tower Generator (Use Faro Layout or Pick)
Note: Faro layout is traditionally done with Spades, but any single suit will work. I like to drop dice on the cards to determine the tower map, then use the dice numbers to rank the progression.
| Card | Spark One | Spark Two |
| 2 | Burnt | Shrine |
| 3 | Overgrown | Fortress |
| 4 | Frozen | Graveyard |
| 5 | Broken | Market |
| 6 | Quiet | Monastery |
| 7 | Smoking | Toll Gate |
| 8 | Cursed | River Port |
| 9 | Sinking | Library |
| 10 | Isolated | Forge |
| J | Walled | Brothel |
| Q | Glowing | Well |
| K | Haunted | Keep |
| A | Forgotten | Tower |
Progression
Characters do not level up. They accumulate the following by overcoming Challenges in the tower:
Sins: Marks of their moral descent (mechanical penalties or bonuses).
Relics: Items of power, memory, or guilt.
Reputation: Choose one group (Fellowship, House, Cult, etc.) that now fears/respects you.
They find these things as they “climb the tower” and tell the story of their journey.
Climbing the Tower
Each PC gets a scene where they answer the following questions:
Why have you come to the tower?
What do you seek to find in the tower?
Which other character (PC) have you met on your journey to the tower already?
How are you prophesied to die?
The answer to these questions forms the basis of the game and the journey ahead. The game can proceed as a linear journey up and through the tower or be presented as vignettes where the sparks from the tower generator are just the “key moments” in the game.
If you choose to try this game using the latter approach, I recommend that you start & end each session with a fireside chat where the PCs discuss what has transpired since the last session and what rumors they expect to find ahead. This is also a good way to handle a 1-shot.
Please post comments below if you try it or are inspired by this game.