fort/castle
One Night at Castle Ghast
Concept: “...best be gone before the coming of the dawn, lest the castle disappear and drag them with it to the lands of the dead.”
Content: A once in a lifetime castle-crawl.
Writing: A traditional ghost story, an inexorable timer, and the highest stakes.
Art/design: Dark, textured, and occasionally effervescent images of spectral manifestations.
Usability: To prolong the inevitable.
Content: A once in a lifetime castle-crawl.
Writing: A traditional ghost story, an inexorable timer, and the highest stakes.
Art/design: Dark, textured, and occasionally effervescent images of spectral manifestations.
Usability: To prolong the inevitable.
Palace of The Shadow King
Concept: “An expanded view of the palace of the shadow king for Mork Borg”
Content: The Shadow King’s Palace as dungeon.
Writing: A curt and well-mannered depictions of the palace and court.
Art/design: Strongly colored public domain illustrations and sharp simple visual elements. All shadowed faintly by transparent text boxes.
Usability: Legible fonts in an easy-to-reference format.
Content: The Shadow King’s Palace as dungeon.
Writing: A curt and well-mannered depictions of the palace and court.
Art/design: Strongly colored public domain illustrations and sharp simple visual elements. All shadowed faintly by transparent text boxes.
Usability: Legible fonts in an easy-to-reference format.
REGICIDE
Concept: “The Queen is dead. Long live the Queen. She squats atop her silk throne”
Content: The end of an empire. A parasite deposed.
Writing: Many hooks and threads ensnare a micro setting at one instant in time.
Art/design: A tightly wound, regal design befitting a 700-year reign at an end.
Usability: Easy to navigate. Requires some translation at the table to be fully compatible.
Content: The end of an empire. A parasite deposed.
Writing: Many hooks and threads ensnare a micro setting at one instant in time.
Art/design: A tightly wound, regal design befitting a 700-year reign at an end.
Usability: Easy to navigate. Requires some translation at the table to be fully compatible.
Rugose Kohn’s Misery’s Keep
Concept: “an independent production by Rugose Kohn… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A efficient, organized, and evocative little book, with well-placed illustrations to inspire theatre of the mind gameplay.
Usability: Kohn made me do crafts. It requires scissors, and glue if you’re into that sort of thing.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A efficient, organized, and evocative little book, with well-placed illustrations to inspire theatre of the mind gameplay.
Usability: Kohn made me do crafts. It requires scissors, and glue if you’re into that sort of thing.
something wicked this way comes
Concept: “Since King Dunkan died and Macdeath sits on the throne of Kamdorr Castle as his successor, no one in the entire city has slept a wink.”
Content: Mörkbeth
Writing: Adapts Macbeth in broad strokes, adding in some additional occult elements and atmosphere
Art/design: Introductory sections are typographically differentiated; the adventure itself is presented in the clean, accessible style of Rotblack Sludge (with some blood smears and stains for extra character)
Usability: Perfect for groups seeking a gothic-horror castle crawl
Content: Mörkbeth
Writing: Adapts Macbeth in broad strokes, adding in some additional occult elements and atmosphere
Art/design: Introductory sections are typographically differentiated; the adventure itself is presented in the clean, accessible style of Rotblack Sludge (with some blood smears and stains for extra character)
Usability: Perfect for groups seeking a gothic-horror castle crawl
Tajemnice Eterycznej Twierdzy
Concept: “Widoczne w oddali ruiny twierdzy zakrzywiają otaczającą rzeczywistość. Światło wydaje się być wciągane wgłąb czarnych murów. Dlaczego tu przyszliście? To teraz bez znaczenia. Ważniejsze jest czy i jak stąd wyjdziecie.”
Content: A time-frozen, flesh-warping, light-sucking fortress 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: Dark and menacing AI-generated figures haunt a simple map in a tri-fold layout.
Usability: Organized into clear sections, legible, Polish.
Content: A time-frozen, flesh-warping, light-sucking fortress 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: Dark and menacing AI-generated figures haunt a simple map in a tri-fold layout.
Usability: Organized into clear sections, legible, Polish.
The Cataclysm Coast Is Burning!
Concept: “The sea boils. The sky is black. The End is here.
And now, so are you.
Welcome to the Cataclysm Coast. We hope you enjoy your stay.”
Content: The Cataclym Coast... IS burning as three unwashed naval factions gnaw and raid through their last moments.
Writing: A misery-soaked narrative setting guide, providing locations, motivations, and horrors to unleash before the end.
Art/design: High contrast false color maps and neon-toned public domain imagery dominate this single-column layout.
Usability: Color-coded map icons and section headings denote three rival factions. Also available as plaintext.
Content: The Cataclym Coast... IS burning as three unwashed naval factions gnaw and raid through their last moments.
Writing: A misery-soaked narrative setting guide, providing locations, motivations, and horrors to unleash before the end.
Art/design: High contrast false color maps and neon-toned public domain imagery dominate this single-column layout.
Usability: Color-coded map icons and section headings denote three rival factions. Also available as plaintext.
The Flesh Legion
“The hamlets are exhausted of silver, steel, and most curiously, people. No valuables or personal effects were taken. Just all the people, their money, and their weapons.”
The Forsaken God
Concept: “Destroy the abhorrent cult of the dreaming serpent and plunder the treasures left by the lifeless corpses of its followers.”
Content: A crawl through the castle and its surroundings, including a table to randomize the fortress’s layout
Writing: Ample descriptions of NPCs, locations, and other details
Art/design: Includes a full-page map and a Mörk-Borgy palette
Usability: Mechanics are incorporated into the descriptive text, which may slow some readers and GMs down
Content: A crawl through the castle and its surroundings, including a table to randomize the fortress’s layout
Writing: Ample descriptions of NPCs, locations, and other details
Art/design: Includes a full-page map and a Mörk-Borgy palette
Usability: Mechanics are incorporated into the descriptive text, which may slow some readers and GMs down
The Hadean Fort
Concept: “A Dark Fort - long thought abandoned - stands upon a sinking island on an icy lake.”
Content: A fairly elaborate dungeon inspired by a DNGNGEN creation
Writing: Provides copious detail about rooms, inhabitants, and content
Art/design: Primarily textual, but includes some illustrations and maps
Usability: Fairly linear progression obviates need for flipping/scrolling through a relatively lengthy document
Content: A fairly elaborate dungeon inspired by a DNGNGEN creation
Writing: Provides copious detail about rooms, inhabitants, and content
Art/design: Primarily textual, but includes some illustrations and maps
Usability: Fairly linear progression obviates need for flipping/scrolling through a relatively lengthy document
The Hexed Gauntlet of Kagel-Secht
Concept: “A Mörk Borg obituary dungeon”
Content: A combination poster-size comic/dungeon
Writing: Contains stat blocks, item descriptions, and a point-map of the dungeon layout
Art/design: Panels convey a narrative and illustrate the dungeon’s locations; colors and style strongly recall the Underground Comix movement; sweet art on the reverse side
Usability: Could double as a play mat if you hide the stats (or don’t care if players see them)
Content: A combination poster-size comic/dungeon
Writing: Contains stat blocks, item descriptions, and a point-map of the dungeon layout
Art/design: Panels convey a narrative and illustrate the dungeon’s locations; colors and style strongly recall the Underground Comix movement; sweet art on the reverse side
Usability: Could double as a play mat if you hide the stats (or don’t care if players see them)
The Sundrenched King
Concept: “The coronation is approaching. Helvius will die. Long live Helvius.
You are newcomers to Hunningbury. You are here to stop the coronation.”
Content: Rabble-rousing and regicide in the kingdom of Hunningbury.
Writing: A hard timer lends urgency to the political intrigue. There are many options to prepare for the assault on Helvius in his keep, all of them viable.
Art/design: Quaint and idyllic imagery belies the unpleasant realities of Hunningbury.
Usability: Political intrigue that works for both talk and sword happy scvm.
Content: Rabble-rousing and regicide in the kingdom of Hunningbury.
Writing: A hard timer lends urgency to the political intrigue. There are many options to prepare for the assault on Helvius in his keep, all of them viable.
Art/design: Quaint and idyllic imagery belies the unpleasant realities of Hunningbury.
Usability: Political intrigue that works for both talk and sword happy scvm.
Tragic Castle Obsession
Concept: “VAMPIRES! VAMPIRES! VAMPIRES!
EVERYTHING IS A VAMPIRE! ...”
Content: A vampire castle dungeon, and Old Nick album crawl.
Writing: A full-blooded and aggressive parody of spooky vampire dungeons.
Art/design: Illustrations reinforce the cheesy haunted castle aesthetic.
Usability: Highlighted mini-map and column sidebar make for convenient table reference.
Content: A vampire castle dungeon, and Old Nick album crawl.
Writing: A full-blooded and aggressive parody of spooky vampire dungeons.
Art/design: Illustrations reinforce the cheesy haunted castle aesthetic.
Usability: Highlighted mini-map and column sidebar make for convenient table reference.
UnitSix's Misery's Keep
Concept: “an independent production by UnitSix… hastening the final Misery”
Content: A miserable keep-crawl, redecorated.
Writing: A dastardly villain, a towering castle treasure to steal, and dolls… (the original text has been slightly altered to accommodate the “reframing”)
Art/design: Crisp and spacious layout contrasts with rich inky illustrations, lovingly splattered.
Usability: Easy to reference try-fold layout with strong visual hierarchy.
Content: A miserable keep-crawl, redecorated.
Writing: A dastardly villain, a towering castle treasure to steal, and dolls… (the original text has been slightly altered to accommodate the “reframing”)
Art/design: Crisp and spacious layout contrasts with rich inky illustrations, lovingly splattered.
Usability: Easy to reference try-fold layout with strong visual hierarchy.
Vvavvl
Concept: “A castle on a hill in the middle of nowhere unknowingly bringing about THE END.”
Content: A season-skipping, Misery-inducing, gold-grabbing, castle-side family reunion crawl.
Writing: Interesting family dynamics, the dreaded Economicon, and a surprising number of brothers-in-law.
Art/design: Stylized text which combines splashes of high-contrast emphasis with an overall print-friendly design
Usability: Yes, the QR code works.
Content: A season-skipping, Misery-inducing, gold-grabbing, castle-side family reunion crawl.
Writing: Interesting family dynamics, the dreaded Economicon, and a surprising number of brothers-in-law.
Art/design: Stylized text which combines splashes of high-contrast emphasis with an overall print-friendly design
Usability: Yes, the QR code works.
Warped Grotto’s Misery’s Keep
Concept: “an independent production by Joonas R… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A lightly distressed tri-fold pamphlet design with a clever pastel palette with vibrating blue highlights to draw the eye.
Usability: Available in printer friendly, or lively pastel.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A lightly distressed tri-fold pamphlet design with a clever pastel palette with vibrating blue highlights to draw the eye.
Usability: Available in printer friendly, or lively pastel.
Wuz’s Misery’s Keep
Concept: “an independent production by Conlin Durbin… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A sprawling waltz of a design. Typographic tricks, tasteful spot illustrations, and splashes of color are provided space to flourish in half-unlife.
Usability: A fluid presentation of Misery, in a keep.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A sprawling waltz of a design. Typographic tricks, tasteful spot illustrations, and splashes of color are provided space to flourish in half-unlife.
Usability: A fluid presentation of Misery, in a keep.
Yuigaron’s Misery’s Keep
Concept: “an independent production by Matthew John… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Balanced yellow and black, room descriptions framed in the shadow of the keep, a little inverted text, some grit.
Usability: Stylish, condensed, and functional.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Balanced yellow and black, room descriptions framed in the shadow of the keep, a little inverted text, some grit.
Usability: Stylish, condensed, and functional.
Zwyntar Pass
Concept: “Hunt a troll at a pass at Graven-Tosk... inspired by a Ukrainian band called Zwyntar.”
Content: A rambling troll hunt between trunks and tombstones, from Grift to Galgenbeck.
Writing: A dynamic point crawl with events that evolve as scvm wander the trails.
Art/design: Bright red trail markings with black text before saturated yellow tombstones and tree trunks.
Usability: Double-sided print layout separates player and gamemaster information.
Content: A rambling troll hunt between trunks and tombstones, from Grift to Galgenbeck.
Writing: A dynamic point crawl with events that evolve as scvm wander the trails.
Art/design: Bright red trail markings with black text before saturated yellow tombstones and tree trunks.
Usability: Double-sided print layout separates player and gamemaster information.
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