demon/devil
Temporal Stalker
Concept: “Doodle to kill time”
Content: A demon, it wants to kill time.
Writing: I wouldn’t kiss my mother with that mouth.
Art/design: Expectedly toothy. Surprisingly horny.
Usability: Ready to silently manifest at your table.
Content: A demon, it wants to kill time.
Writing: I wouldn’t kiss my mother with that mouth.
Art/design: Expectedly toothy. Surprisingly horny.
Usability: Ready to silently manifest at your table.
The Antechoir's Anchorites
Concept: “The Anchorites are heretic beings who live in a mythic dimension... Their unholy goal is to find the meaning and boundaries of pleasure and pain.”
Content: Four iconic explorers of the boundaries of pleasure and pain.
Writing: Mechanics tempt your scvm into risky propositions in search of assistance or new experiences.
Art/design: Four sensuous depictions of the Anchorites with ample—blocks of text.
Usability: Not excessively torturous.
Content: Four iconic explorers of the boundaries of pleasure and pain.
Writing: Mechanics tempt your scvm into risky propositions in search of assistance or new experiences.
Art/design: Four sensuous depictions of the Anchorites with ample—blocks of text.
Usability: Not excessively torturous.
The Black Emperor
Concept: “Once an Emperor, you are now just a shadow of what you once were.”
Content: A would-be conqueror, conquered.
Writing: A troubled history. Conveyed in rumor, legend, and imperial ephemera.
Art/design: Layered tapestry of prints, photography, corpse paint, and ghostly blue highlights.
Usability: Blackletter style, lean san-serif body.
Content: A would-be conqueror, conquered.
Writing: A troubled history. Conveyed in rumor, legend, and imperial ephemera.
Art/design: Layered tapestry of prints, photography, corpse paint, and ghostly blue highlights.
Usability: Blackletter style, lean san-serif body.
The Deluge
Concept: “No longer is the sea just an impassive viewer of the Dying World's slow demise; it is coming up to hasten the end.”
Content: A flood of aquatic content.
Writing: A collection of flotsam and jetsam. Sometimes humorous, often abysmal.
Art/design: A minimalist layout with woodblock prints alongside modern renditions of fish-folk.
Usability: Fluid but with the occasional bit of detritus. Available in storm-tossed gray or eye-numbing yellow.
Content: A flood of aquatic content.
Writing: A collection of flotsam and jetsam. Sometimes humorous, often abysmal.
Art/design: A minimalist layout with woodblock prints alongside modern renditions of fish-folk.
Usability: Fluid but with the occasional bit of detritus. Available in storm-tossed gray or eye-numbing yellow.
The Demon's Arse
Concept: “This is the legendary Demon’s Arse, rumored to be the home of unearthly creatures both demonic and dead. Who dares enter?”
Content: A smoky temple of torture and transformation.
Writing: Purposeful description lends a sense of vibrancy and life to the deranged proceedings of a heretical cult.
Art/design: Gorgeous map of the Demon’s Arse with a clean and clear sidebar column layout. Enhanced with background illustration and judicious use of color.
Usability: A few too many rooms to keep track of in a booklet. Print the map separately.
Content: A smoky temple of torture and transformation.
Writing: Purposeful description lends a sense of vibrancy and life to the deranged proceedings of a heretical cult.
Art/design: Gorgeous map of the Demon’s Arse with a clean and clear sidebar column layout. Enhanced with background illustration and judicious use of color.
Usability: A few too many rooms to keep track of in a booklet. Print the map separately.
The Endless Demon Deck
Concept: “The demons of The Vile Court are escaping the black oubliette in which they have been forgotten. In the process they are chewed, mangled, and remade.”
Content: 36 tarot-size cards containing monster heads, trunks, and legs
Writing: Each card contains stats and abilities (and the occasional pet)
Art/design: Monster components are diverse but coherent when aligned; mostly greyscale figures against vivid yellow grounds with occasional highlights or shocks of color
Usability: Requires additional resources in The Masticator Gate for full functionality
Content: 36 tarot-size cards containing monster heads, trunks, and legs
Writing: Each card contains stats and abilities (and the occasional pet)
Art/design: Monster components are diverse but coherent when aligned; mostly greyscale figures against vivid yellow grounds with occasional highlights or shocks of color
Usability: Requires additional resources in The Masticator Gate for full functionality
The Fevre Pytt
Concept: “The stench. The flies. The touch of clammy flesh. You have been cast into the Fever Pytt to die.”
Content: A corpse pile crawl through a mispurposed cistern in The Western Kingdom.
Writing: A festering pytt of viscera and gore that bursts with sickening mechanics to back it up.
Art/design: Currently only available as plaintext.
Usability: Standardized room description layout aids in reference.
Content: A corpse pile crawl through a mispurposed cistern in The Western Kingdom.
Writing: A festering pytt of viscera and gore that bursts with sickening mechanics to back it up.
Art/design: Currently only available as plaintext.
Usability: Standardized room description layout aids in reference.
The Hull House Devil Baby
Concept: “You’ve heard that everyone abandoned the house except for the baby. Or was it because of the baby?”
Content: A floating, telekinetic devil baby replete with horns and hooves
Writing: Provides concrete mechanics but leaves the lore and details ambiguous
Art/design: Easy-to-navigate layout, colors add emphasis and facilitate quick reference, and damn if that isn’t one seriously evil devil-baby head
Usability: Lots of room for GMs to adapt situation to their needs
Content: A floating, telekinetic devil baby replete with horns and hooves
Writing: Provides concrete mechanics but leaves the lore and details ambiguous
Art/design: Easy-to-navigate layout, colors add emphasis and facilitate quick reference, and damn if that isn’t one seriously evil devil-baby head
Usability: Lots of room for GMs to adapt situation to their needs
The Hungering Halls of Haat the Pitiful
Concept: “Lost, tired, and starved... you are greeted by a pitiful small man who offers a tour of the wonders within while trying to hide blood stains on the floor.”
Content: A pitifully persistent guided tour-crawl
Writing: A thoroughly unexpected escort quest with positively soul-wrenching implications.
Art/design: A gritty map and thoroughly splattered reference text in a dramatic and high-contrast pamphlet layout.
Usability: Stylish text that is legible in print or at full resolution.
Content: A pitifully persistent guided tour-crawl
Writing: A thoroughly unexpected escort quest with positively soul-wrenching implications.
Art/design: A gritty map and thoroughly splattered reference text in a dramatic and high-contrast pamphlet layout.
Usability: Stylish text that is legible in print or at full resolution.
The Illusionist
Concept: “Então tomou uma medida drástica: fez um pacto com um patrono vil em troca de habilidades que lhe ajudassem em combate. Às vezes, parece que não foi uma decisão acertada.”
Content: Prizefighter to a dark patron, with a will to live, and a few tricks of their sleeve.
Writing: Mechanics lend a sense of power and powerlessness, of a fate that’s no longer your own.
Art/design: Lightly stylized and structured two-column layout.
Usability: Print-friendly with a hint of yellow. Portuguese Language.
Content: Prizefighter to a dark patron, with a will to live, and a few tricks of their sleeve.
Writing: Mechanics lend a sense of power and powerlessness, of a fate that’s no longer your own.
Art/design: Lightly stylized and structured two-column layout.
Usability: Print-friendly with a hint of yellow. Portuguese Language.
The Lich of Föhrenöd
7 contributors
Concept: “Lady Neszeka, they say, is sealed in the crypt. Dead, but not gone.”
Content: A heretical crypt crawl.
Writing: A complete and self-contained micro-setting. With the abridged history of Lady Neszeka, her domain, as well as its major players.
Art/design: An engaging printer friendly layout with consistent design elements and crisp inky character illustrations.
Usability: Suitable for both dungeon crawling and narrative play.
Content: A heretical crypt crawl.
Writing: A complete and self-contained micro-setting. With the abridged history of Lady Neszeka, her domain, as well as its major players.
Art/design: An engaging printer friendly layout with consistent design elements and crisp inky character illustrations.
Usability: Suitable for both dungeon crawling and narrative play.
The Negligent Necromancer
Concept: “Send your legions to their doom, then do it again. It's not like they have anything better to do.”
Content: A commander of the un-loyal dead.
Writing: A powerful but doomed necromancer, most likely to be killed in the night by their own unwilling servants.
Art/design: A simple two-column layout with good bones.
Usability: Print-friendly and mostly plaintext.
Content: A commander of the un-loyal dead.
Writing: A powerful but doomed necromancer, most likely to be killed in the night by their own unwilling servants.
Art/design: A simple two-column layout with good bones.
Usability: Print-friendly and mostly plaintext.
THE PALE CURSE OF YAKEDO CASTLE
Concept: “‘I will bring him death. I will avenge every soul he took and end this curse, even if I lose my own life in that god-forsaken place, the White Demon's lair’
the Dark Fort”
Content: An ashen death-cursed castle crawl.
Writing: Consistent theming lends a sense of verisimilitude to Yakedo Castle and its curse.
Art/design: Strong design aligns with classic illustrations in a simultaneously vibrant and grave visual style.
Usability: Easy-to-reference spreads aid in dungeon navigation.
Content: An ashen death-cursed castle crawl.
Writing: Consistent theming lends a sense of verisimilitude to Yakedo Castle and its curse.
Art/design: Strong design aligns with classic illustrations in a simultaneously vibrant and grave visual style.
Usability: Easy-to-reference spreads aid in dungeon navigation.
The Plagued Crypt of Helvete
6 contributors
Concept: “When a horrible plagued beast invades Galgenbeck, the party takes a bounty to seek out the source in the doomed forests of the north!”
Content: A plague-ridden, demon-driven bounty crawl.
Writing: A cinematic flair with a three-act structure, detailed boxed text, and staged set-piece encounters. A plague token mechanic produces both risk and “incentive” for scvm.
Art/design: A variety of visual styles with the notable addition of an introductory comic strip.
Usability: A core two-column structure with consistent hierarchy aids in table reference.
Content: A plague-ridden, demon-driven bounty crawl.
Writing: A cinematic flair with a three-act structure, detailed boxed text, and staged set-piece encounters. A plague token mechanic produces both risk and “incentive” for scvm.
Art/design: A variety of visual styles with the notable addition of an introductory comic strip.
Usability: A core two-column structure with consistent hierarchy aids in table reference.
The Tight Grip
Concept: “You have been tasked with stealing an artifact from a forgotten temple for a collector of rarities... You have received a hint: ‘Follow the left hand, the left eye reveals the path.’”
Content: A pot collecting, bounty escaping, possession crawl.
Writing: An entertaining mix of motivated factions in a situation that’s ready to spiral out of control. In short, a good night of Mörk Borg.
Art/design: Hazy sketches of cheerless figures and grisly horror occasionally sully an otherwise clean plaintext layout.
Usability: Black and white. Text separated from darker illustrations for ease of printing.
Content: A pot collecting, bounty escaping, possession crawl.
Writing: An entertaining mix of motivated factions in a situation that’s ready to spiral out of control. In short, a good night of Mörk Borg.
Art/design: Hazy sketches of cheerless figures and grisly horror occasionally sully an otherwise clean plaintext layout.
Usability: Black and white. Text separated from darker illustrations for ease of printing.
The Vaults of Torment
Concept: “Explore a demon-infested hell-hole below the city of Schleswig.”
Content: A modular, procedurally generated dungeon replete with ambient hazards, elaborate set pieces, monsters, tables for generating inhabitants, a pantheon of demonic gods, and powerful artifacts; also includes terrain “tiles” to print, cut, and assemble during the game
Writing: Well written with a grim, gruesome tone and copious imagery to match
Art/design: A variety of page layouts crafted and organized for easy usability at the table
Usability: Easy to use on both the GM and player sides; Zombification provides a countdown clock that adds additional lethality
Things That Go Bump
Concept: “a collection of classic horror monsters to terrorize your players. Perfect for gothic horror settings or really anything spooky and dark.”
Content: 13 more somber monsters with a few dashes of weird
Writing: Concise and easily readable/usable
Art/design: Creates striking spreads with text and public domain images presented in black, white, teal, and red; good use of color lets certain layouts breathe without feeling empty
Usability: Grab your d13 and go wild
Content: 13 more somber monsters with a few dashes of weird
Writing: Concise and easily readable/usable
Art/design: Creates striking spreads with text and public domain images presented in black, white, teal, and red; good use of color lets certain layouts breathe without feeling empty
Usability: Grab your d13 and go wild
Thoughts and Prayers
7 contributors
Concept: “100% of the benefits are to be donated to Direct Relief.”
Content: A porcine-deity crawl, NPCs to murder, a fallen angel hunt, more ways to break your body, d66 murder implements, a weird egg, some cool essays, and stuff for those other Kartell games.
Writing: Some great insight into how to run or design for rules light games, along with some truly Miserable examples.
Art/design: Dark, gritty, a little messy, and fun.
Usability: You can identify the Swedish printing by (paper) weight. I’ll give you a hint, the title can be abbreviated TP.
Content: A porcine-deity crawl, NPCs to murder, a fallen angel hunt, more ways to break your body, d66 murder implements, a weird egg, some cool essays, and stuff for those other Kartell games.
Writing: Some great insight into how to run or design for rules light games, along with some truly Miserable examples.
Art/design: Dark, gritty, a little messy, and fun.
Usability: You can identify the Swedish printing by (paper) weight. I’ll give you a hint, the title can be abbreviated TP.
Tormented Imp Mangler
Concept: “little shits jumping around you that you can throw at enemies or stomp to death to make cool shit happen!”
Content: Alternate reality Tim, punished for his sins by little imps.
Writing: Narrative and mechanics reinforce what a pain in the ass these imps are.
Art/design: Imps cavort in TIM’s wake... until he throttles one by moonlight.
Usability: Imp as follower. Broke. Imp as weapon. Woke.
Content: Alternate reality Tim, punished for his sins by little imps.
Writing: Narrative and mechanics reinforce what a pain in the ass these imps are.
Art/design: Imps cavort in TIM’s wake... until he throttles one by moonlight.
Usability: Imp as follower. Broke. Imp as weapon. Woke.
Trapped Within
Concept: “’Descending further into delirious madness, King Fathmu IX is haunted by visions of mockery... (he) imprisons everyone who seems a threat in his underground prison. Terrified traitors, aspiring necromancers, powerful demagogues and even scum like you.’”
Content: A warped, demented, and bloody prison crawl with two new classes, items, tools, and apocalyptic campaign aids.
Writing: A gonzo trip with some devious twists. Accessible at multiple levels of play, from dungeon crawls to a dramatic campaign.
Art/design: A grimy, yet familiar, adventure layout which deviates from expectations to emphasize its most unusual or dramatic encounters.
Usability: Strongly visual, yet highly structured and easy to navigate in play.
Content: A warped, demented, and bloody prison crawl with two new classes, items, tools, and apocalyptic campaign aids.
Writing: A gonzo trip with some devious twists. Accessible at multiple levels of play, from dungeon crawls to a dramatic campaign.
Art/design: A grimy, yet familiar, adventure layout which deviates from expectations to emphasize its most unusual or dramatic encounters.
Usability: Strongly visual, yet highly structured and easy to navigate in play.
Vessel of the Formless One
Concept: “you have been chosen by a formless deity as their vessel, their voice and their harbinger; forced to spread their dreadful gospel.”
Content: A vessel without a cause… with eight deific parasites.
Writing: More dynamic than an empty vessel has any right to be.
Art/design: An umbral figure regards thin and vacuous text, lightly adorned by blood of a formless god given flesh.
Usability: Emaciated, but legible text.
Content: A vessel without a cause… with eight deific parasites.
Writing: More dynamic than an empty vessel has any right to be.
Art/design: An umbral figure regards thin and vacuous text, lightly adorned by blood of a formless god given flesh.
Usability: Emaciated, but legible text.
Whispers in The Darkness
Concept: “a collection of four dark MÖRK BORG adventures that will take you through a weird lovecraftian trip.”
Content: A transformative four-adventure experience.
Writing: A slightly detached and understated style that slowly ratchets up the tension to a horrifying conclusion.
Art/design: Gorgeously detailed maps in a clear and structured black-and-white design.
Usability: Consistent textual cues and a clean layout are ideal for use at the table.
Content: A transformative four-adventure experience.
Writing: A slightly detached and understated style that slowly ratchets up the tension to a horrifying conclusion.
Art/design: Gorgeously detailed maps in a clear and structured black-and-white design.
Usability: Consistent textual cues and a clean layout are ideal for use at the table.
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