Content: A tumorous corruption of a monstrous manual, starting with the letter A.
Writing: A thorough satire of its source material, suitable for the bleak humor of a surreal and ultimately doomed setting.
Art/design: Monstrous photo-bashing that blends classical elegance with downright ridiculousness.
Usability: Text balancing utility and style from entry to entry.
Content: Relatively benign; may transfer Omens from players to the GM, and feathers allow PCs to re-roll low Omen rolls (at a cost)
Writing: Mostly mechanics with concise description of behavior
Art/design: Monochrome silhouette suits the monster concept
Usability: Additional in-game lore, inspiration, and hooks provided on the product page
Content: 19 sanity-shaking creatures. d66 delusional prompts to manage the fallout.
Writing: A thorough mix of indescribable humor and horror. With a fantastical sanity system that won’t take your players out of the game.
Art/design: Impressionistic and inked illustrations capture both the silly and the strange.
Usability: Text which balances between utility and style from passage to passage.
Content: Soul-sucking forest ranger with an unfaithful friend.
Writing: A disturbing assortment of companions with a generous helping of soul-snacking.
Art/design: A masked, horned, and cloaked figure dispassionately observes a shadowed glade of text and skulls.
Usability: Kill things, steal souls, get good.
Content: At least nine (but potentially fourteen) monsters.
Writing: Strangely folkloric, highly specific, and vicious absurdism in its ecology.
Art/design: A mixed media collection dominated by sharp high-contrast marker, each creature layout accommodating its illustration.
Usability: Short, legible, and humorously horrific. Deluxe edition contains all 14 monsters.
Content: A desperately venomous little pointcrawl.
Writing: Head-turning depictions like, “At night they merge into one giant bird-snake."
Art/design: Miserable little trees, a filthy little creek, and a few other happy little accidents.
Usability: A quick sketch for an in-media-res forest crawl.
Content: “A journey through dilapidated townsteads, rejuvenated fields and terrifying dungeons, with all the horrors you meet along the way”
Writing: The pedagogy of planting and population planning, and a forgotten temple to begotten basilisks, all aggressively annotated.
Art/design: Darkly grotesque cultists, disturbed floral prints, cultured public domain illustrations, and colorful marginalia highlight the body text.
Usability: Organized, aside from a few intentionally frustrating almanac charts. But I’m sure you can manage those with a little old-fashioned spit and polish.
Content: The shadow of a bird.
Writing: Some serious OSR ambush predator energy.
Art/design: Well-organized table layout.
Usability: Don’t look up.
Content: An escalating tower crawl of nameless gods and religious conflict. Complete with three new classes, gear, artifacts, angels, Nephilim, and mythical creatures.
Writing: An absolutely metal reinterpretation of Jewish history and folklore.
Art/design: A spectacle of artistic styles as varied as the tower of tongues.
Usability: Visual styles delineate sections. VTT resources available.
Content: A bird, who paralyzes, and always wins initiative.
Writing: Yet more proof that nice names usually denote horrible creatures.
Art/design: Screenshot and discord text.
Usability: Probably inspired by someone's Elden Ring nightmares.
Content: A cape to become the bird of your dreams (or at least omens).
Writing: A surprisingly flexible and self-regulating magic item with gut-wrenching descriptive text.
Art/design: Some winged angel, tastefully protected by some boxed text.
Usability: Make sure to emphasize the bone-crunching transformation.
Content: “Pum-Kin, a giant crow that yearns and wants for things.” Those wants. Her gifts. How to earn them.
Writing: A clever collection of shiny Mörktober prompts, nested with a curious corvid.
Art/design: A feather-black trifold, with piercing eyes, sharpened beak, barren trees, and swollen moon.
Usability: Dynamic but cleanly framed tables.
Concept: “The Great Bird of Doom”
Content: A rather large, rather tough, rather valuable bird-beast
Writing: Some brief background and stats with 3 attack options
Art/design: The faces hidden in the plumage are a neat, subtle, evocative touch
Usability: Beware of falling rocks
Content: An escape dungeon, full of feathered “friends”.
Writing: Social elements add a dynamic element to the dungeon.
Art/design: Top-down map and creature illustrations highlight a compact two-page dungeon reference.
Usability: Compact and organized for easy reference of the entire dungeon during play.
Content: Worse than your standard-issue goose, this one has a paralyzing stare
Writing: Truly expresses the sentient malice in the heart of every goose
Art/design: Portrait and cool colors emphasize the fowl-beast’s the soulless frigidity
Usability: Geese are jerks