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A Pestilence of Maths
Concept: “A plague of madness spreads across the countryside: people hopelessly repeating strings of numbers and words until their head bursts into flames and they die in shrieking violence.”
Content: Includes an ad hoc sanity metric, random travel events and tower rooms, and a whole lot of exploding heads
Writing: Clean and characterful with dry gallows humor and well-chosen, interconnective details
Art/design: Effective and appropriate graphic choices that interact cleverly with the concept
Usability: Packs a fair amount of tension and grit into a relatively small package
Content: Includes an ad hoc sanity metric, random travel events and tower rooms, and a whole lot of exploding heads
Writing: Clean and characterful with dry gallows humor and well-chosen, interconnective details
Art/design: Effective and appropriate graphic choices that interact cleverly with the concept
Usability: Packs a fair amount of tension and grit into a relatively small package
Alles Wird Brennen
Concept: “The PCs awaken to the sounds of thunder and screams. […] Can they escape the city before it crumbles in the inferno?”
Content: A map-based adventure to find the keys to the city gates; includes encounter and event tables as well as enemy stat blocks
Writing: Sets the scene and the stakes fairly concisely; other descriptions are tightly focused
Art/design: Intuitive layout with some stylized illustrations of enemies and NPCs
Usability: Provides some leeway for making forward progress or just punishing inept PCs
Content: A map-based adventure to find the keys to the city gates; includes encounter and event tables as well as enemy stat blocks
Writing: Sets the scene and the stakes fairly concisely; other descriptions are tightly focused
Art/design: Intuitive layout with some stylized illustrations of enemies and NPCs
Usability: Provides some leeway for making forward progress or just punishing inept PCs
Idle Borg: avert the apocalypse
Concept: “You come to find that the apocalypse can be averted. Hope is rekindled in a hopeless world.”
Content: An apocalypse-averting, temple-building, village management minigame.
Writing: Rules to pass your final days, spend your last silver, and roll the Misery dice between adventures.
Art/design: A series of generated village locations, defined by bordered text laid upon bordered scrolls.
Usability: Adventure minigame included for stand-alone play. Table of contents included. Reference sheets provided.
Content: An apocalypse-averting, temple-building, village management minigame.
Writing: Rules to pass your final days, spend your last silver, and roll the Misery dice between adventures.
Art/design: A series of generated village locations, defined by bordered text laid upon bordered scrolls.
Usability: Adventure minigame included for stand-alone play. Table of contents included. Reference sheets provided.
In the Hall of the Goblin King
Concept: “You were ambushed, and now you're running out of time. Just as you've discovered their layer, you can feel the curse taking hold!”
Content: A race against the goblin curse and an album of your choice
Writing: Neatly arranged in two columns (scenario rules and concise, efficient room descriptions)
Art/design: Color and typography choices facilitate quick reference
Usability: A modular dungeon; depending on rolls and album choice, could be quick and easy, long and excruciating, or fast and brutal
Content: A race against the goblin curse and an album of your choice
Writing: Neatly arranged in two columns (scenario rules and concise, efficient room descriptions)
Art/design: Color and typography choices facilitate quick reference
Usability: A modular dungeon; depending on rolls and album choice, could be quick and easy, long and excruciating, or fast and brutal
Rituals
“13 priests have been abducted while gathering components needed to perform a ritual that, if performed within the next two hours, may prevent the end of the world.”
Samson’s Dead, Where’s His Head?
Concept: “Find Randal in d8 rounds and return the head to Samson’s body before all the blood drains out and Samson’s protective magicks over Sarkash are lost.”
Content: An adventure hook and stat blocks for a chase through Sarkash
Writing: Concise, unambiguous, and to the point
Art/design: Well organized and cleanly laid out
Usability: GM will need to fill in incidentals, but the framework is there
Content: An adventure hook and stat blocks for a chase through Sarkash
Writing: Concise, unambiguous, and to the point
Art/design: Well organized and cleanly laid out
Usability: GM will need to fill in incidentals, but the framework is there
The Burning of Galgenbeck Cathedral
Concept: “Onlookers still gather, unsure whether to fight against the blaze and save the temple, or to fan the flames and sate their avarice with molten gold.”
Content: A cathedral-saving sewer crawl (presumably); packed with characters, hazards, and options for dealing with them
Writing: Sets the atmosphere and then devotes itself to delivering mechanical information
Art/design: Artwork and color choices work very well together
Usability: Cathedral map’s numerical markers can be tough to spot amidst the art
Content: A cathedral-saving sewer crawl (presumably); packed with characters, hazards, and options for dealing with them
Writing: Sets the atmosphere and then devotes itself to delivering mechanical information
Art/design: Artwork and color choices work very well together
Usability: Cathedral map’s numerical markers can be tough to spot amidst the art
The Festering Pit of Mokath
Concept: “Descend into the depths on a doomed quest, the only certain outcome is total ruin!”
Content: A continually randomized dungeon with rules for fire spreading and damage
Writing: Plenty of vile imagery and vindictiveness for the PCs
Art/design: Subdued colors create a somber tone; rooms are nicely presented on the page but detached, allowing the GM to arrange and rearrange them as called for
Usability: Requires some renumbering and extra rolling on the GM’s part, but worth it to make those scvm suffer
Content: A continually randomized dungeon with rules for fire spreading and damage
Writing: Plenty of vile imagery and vindictiveness for the PCs
Art/design: Subdued colors create a somber tone; rooms are nicely presented on the page but detached, allowing the GM to arrange and rearrange them as called for
Usability: Requires some renumbering and extra rolling on the GM’s part, but worth it to make those scvm suffer
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