Content: Yeah, what he said.
Writing: Abundant descriptions of locations and things found within the palace
Art/design: Fairly straightforward, text-first pages with some more elaborate, image-dominated spreads later in the document
Usability: “It’s up to the GM to let the PCs escape the palace. It won’t change anything.”
Content: “a blood-soaked dungeon of death and depravity”
Writing: Gory, gonzo, goofy, and peculiarly congruent. With a timer that’s sure to rupture a blood vessel or two.
Art/design: Bloody crimson spot illustrations garnish a spread of vibrant red and white text.
Usability: Blood tokens and the map are recommended but not required.
“The graves are disturbed
The weeping won’t stop
Content: An angel weeping, zombie bleeding tomb crawl.
Writing: Compact mechanics with descriptive fragments to embellish at the table.
Art/design: Simple polished black and yellow dungeon. Text boxes separate locations, encounters, and creatures.
Usability: Easy to reference. Pre-reading enhances understanding.
Content: A Mörk Borg Smoked Stout as black as Nechrubel’s heart.
Concept: “The PCs find themselves buried alive in the vast, ever-changing cemetery of Graven-Tosk.”
Content: A macabre, nonlinear graveyard crawl
Writing: Relentlessly grim with splashes of gallows humor, especially at the end
Art/design: Monochrome with purple highlights set the atmosphere beautifully
Usability: Well-organized into sections that include relevant stat blocks
Content: Graverobbery for a mysterious benefactor.
Writing: A simple organic reproduction of a violently transformational movie.
Art/design: Loud compositions, vibrant colors, grunge, and visual interest.
Usability: Memorable, referenceable, legible.
Content: A Graven-Tosk digging, Sarkash roaming, Bastion storming, Shadow King’s prophecy averting point crawl.
Writing: Energetic and near melodramatic plot sets the tone for a truly torturous adventure.
Art/design: Loud when it ought to be, quiet when it counts. Metal throughout.
Usability: Self-contained, shadowed, and bound in iron chains.
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: A mirrored reflection of possible futures. A potential omen. A severed head.
Writing: A descriptive cinematic encounter with unusual furnishings.
Art/design: Focal central illustration. Staggered text elements. Considerate use of yellow and pink.
Usability: Spacious and legible.
Content: A legend of one seriously pretentious bastard, and a possible origin story for the Dying World as we know it today.
Writing: A miserable little myth befitting a doomed and dying world.
Art/design: Some uppity reagent overshadowed by his own legend.
Usability: Introduce it to your players. Let them decide how true it is.
Content: 12 random encounters, 3 otherworldly entities, 21 rewards, 8 consequences, and more adventure possibilities than I feel like calculating
Writing: A clever concept well executed with lots of descriptive flair
Art/design: Organized for usability with illustrations and other graphic elements that contribute atmosphere
Usability: Linear, dual-column layout makes the document easy to read and navigate
Content: A pulse pumping, blood-drenched, flesh crawl.
Writing: As consistent and efficient as the beating heart, without feeling too clinical.
Art/design: Accessible and fluid design which doesn’t clot alongside thematic illustrations which do.
Usability: A considered and effective table reference.