“The heretics rise...
Content: Three heretical religions along with their followers, artifacts, seats of power, and teachings.
Writing: Three faiths enshrined in text. With histories and doctrines proving how fertile cults can spring forth from the infertile soil of a dying world.
Art/design: Design elements and illustrations mingle in rapturous heretical rites.
Usability: Visual and textual motifs allow for easy navigation between the faiths during play.
Content: 6 thematic hazards and stats for some pretty brutal basilisks
Writing: Clear descriptions with a healthy dose of humor
Art/design: Fits a fair amount of content efficiently onto one page alongside some nice graphic elaborations of the base image
Usability: Can be used as an overlay for another dungeon to add extra character and lethality
Content: Feast your eyes to an old god of the forest.
Writing: Strong thematic elements established in both background and environmental description.
Art/design: Haunting illustration by Waclaw supports an ominous yet understated layout.
Usability: You won’t get caught up in this web.
All proceeds donated to Doctors Without Borders
Content: Includes stats for various cultists and rules for torture and trauma; some interesting rules interactions
Writing: Clear and concise with entertaining cultural and metagame references
Art/design: Nice public domain art (some color-enhanced) sets the tone for individual cults
Usability: Pstress rules are a bit complex but robust rather than complicated
Concept: “Its followers claim that any who is swallowed by the god shall be reborn, expelled from its lower body free of pain and disease.”
Content: A heavyweight monster that
Writing: Compelling description of the devourer along with tables for ingestion effects
Art/design: Visually well organized; illustration frames the text and obscures the creature, which is a neat choice
Usability: Smooth, just like PCs through a giant maggot-god
Content: A frenzied mob is overtaking Grift, do something about it.
Writing: Deified mob violence unifies multiple sessions in Grift and provides a potential antagonist for long-term play.
Art/design: Design elements convey the compulsions of a waking god. Consistent use of public domain image backdrops.
Usability: Thoughtful design elements on a large-scale aid in utility and navigation.
Content: A faction of reavers worshiping gods of blood.
Writing: Backgrounds and mechanics complicate and enrich a faction that might otherwise be monolithic.
Art/design: A clean legible layout full of bloody worship.
Usability: Drop wherever you need a little more blood.
Content: 4 sets of 8 powers granted by dead folk gods
Writing: Simple and straightforward mechanically; minimalist but seething with character and tone
Art/design: Black-and-white art on black ground beside white text; the graphic design is as maliciously expressive as the visuals
Usability: Covers are blank to ensure random selection; red page headings facilitate quick reference
Content: An adaptation of the Aztec deity of night, astrology, and calendrics
Writing: A straightforward stat block with descriptions full of visual and visceral imagery
Art/design: Illustration blends prolific and the macabre elements in a very well-devised and -executed composition
Usability: Potentially dangerous in combat, but well suited (and probably more compelling) in a more narrative or character-driven role
Content: A great old 7:7.
Writing: A slow regression into madness and ecstasy.
Art/design: Art that awakens something deep down, two columns of terror.
Usability: Sigils rendered in understandable geometries.
Content: Political assassination by ritual god-child sacrifice.
Writing: A surprising amount of depth for a tiny, burned village and the chase for an infant god.
Art/design: Divine blend of color, artful illustration, and navigable sidebar column layout.
Usability: Easier to use than murdering a god-baby.