multi-session
Galgenbeck Sacrifice
“Half of Galgenbeck's population is gone. Most have fallen to Josilfa's scythe. The city seems eerily empty, but nobody notices the citizens' absence. Galgenbeck was always half empty. All is as it should be.”
Hlautbolli
“Advent related monster hunting and making blood sacrifices to the antichrist...”
In the Bluelight
“Takes characters deep beneath the barren wastes of Kergüs, where an ancient artefact that holds the power to stop the Miseries afflicting the world lies buried beneath the ice”
Lord of Chains
7 contributors
Concept: “Rob a grave. Steal a blade. Kill the Lord of Chains.”
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: 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.
Monkey Murder Manor
“The characters venture into the depths of the venerable Manor, attempt to steal treasure, uncover its dark secrets, and kill a lot of monkeys along the way.”
Penuria
Concept: “Uno del los asentamientos que ha sucumbido ahte la brutalidad es Penuria: un desolado y lúgubre paramo habiado por una docena de almas deplorables, al oeste de Schleswig.”
Content: A filthy pointcrawl, a miserable village setting, and the local ziggurat.
Writing: A village in hardship. Potentially some deep shit. Specifically Fathmu’s shit.
Art/design: The classic grimy yellow in a crisp accordion pamphlet design.
Usability: Printable, but hard on your yellow ink. Spanish language.
Content: A filthy pointcrawl, a miserable village setting, and the local ziggurat.
Writing: A village in hardship. Potentially some deep shit. Specifically Fathmu’s shit.
Art/design: The classic grimy yellow in a crisp accordion pamphlet design.
Usability: Printable, but hard on your yellow ink. Spanish language.
Putrescence Regnant
9 contributors
Concept: “Targ-Dungel. A festering wound upon a dying world. Time and space warp within the malodorous miasma. … This, cursed walker, is where you must go. Into the blight. Into the cold, damp mire.”
Content: A bog crawl and soundtrack filled with sludge, corpses, and brutality; also includes the Gilded Wolf character class
Writing: The prose resurrects the core book’s weird imagery and ominous tone; mechanics text is accessible and easy to use
Art/design: The Mörk Borg style we know and love, but left to putrefy in a swamp
Usability: Places three factions in explicit large-scale conflict, creating a complex backdrop for players to explore and GMs to exploit
Content: A bog crawl and soundtrack filled with sludge, corpses, and brutality; also includes the Gilded Wolf character class
Writing: The prose resurrects the core book’s weird imagery and ominous tone; mechanics text is accessible and easy to use
Art/design: The Mörk Borg style we know and love, but left to putrefy in a swamp
Usability: Places three factions in explicit large-scale conflict, creating a complex backdrop for players to explore and GMs to exploit
Soundtrack: available on Spotify
Seven Hells and a Dead Paradise
Concept: “in this book you will find Seven Hells to inflict upon your players, and one Dead Paradise. Tie them all together with a Hellish table-crawl, the Eightfold Crypt of the King Orzog”
Content: Seven hells, a lost paradise, a tormented class, body parts, and a dread king’s crypt.
Writing: The history and cosmos of dead gods conveyed in 13 spreads worth of tables and dungeon.
Art/design: Excellent use of public domain imagery as inspiration for the various locals. Tortured sketches of divine punishment.
Usability: Enough material here to flesh out many settings. With an index to use them piecemeal or whole.
Content: Seven hells, a lost paradise, a tormented class, body parts, and a dread king’s crypt.
Writing: The history and cosmos of dead gods conveyed in 13 spreads worth of tables and dungeon.
Art/design: Excellent use of public domain imagery as inspiration for the various locals. Tortured sketches of divine punishment.
Usability: Enough material here to flesh out many settings. With an index to use them piecemeal or whole.
Snow on Snow
Concept: “Out in the frozen wastes of Kergüs is the graven image of a dead god… You need to appease the irate Blood-Countess Anthelia of Alliánce. This may be your chance.”
Content: A blasphemously festive hexcrawl. With occult items, frozen foes, and plenty buried beneath the snow.
Writing: An eloquent introduction this sorry excuse of a province. An unsurprising amount of snow (and death) related mechanics.
Art/design: A flavorful variety of illustrations and layouts. All admirably executed.
Usability: Stylish yet easy to read, with strong visual elements aiding in reference.
Content: A blasphemously festive hexcrawl. With occult items, frozen foes, and plenty buried beneath the snow.
Writing: An eloquent introduction this sorry excuse of a province. An unsurprising amount of snow (and death) related mechanics.
Art/design: A flavorful variety of illustrations and layouts. All admirably executed.
Usability: Stylish yet easy to read, with strong visual elements aiding in reference.
Swordpoint
Concept: “A micro-hexcrawl”
Content: A pair of 10-point tables and a 24-tile hex map with 4 locations
Writing: Establishes a setting and pretext for delivering the 20 quest seeds
Art/design: Fairly intuitively laid out with a suitable map and some neat cover art
Usability: GMs will need to devise and populate whichever adventures the players pursue; note that numbers on the map don’t correspond to table results
Content: A pair of 10-point tables and a 24-tile hex map with 4 locations
Writing: Establishes a setting and pretext for delivering the 20 quest seeds
Art/design: Fairly intuitively laid out with a suitable map and some neat cover art
Usability: GMs will need to devise and populate whichever adventures the players pursue; note that numbers on the map don’t correspond to table results
Temple of the Kraken God
Concept: “‘Steer a ship into the unknown, carry our hopes to alien shores, and restore our destiny.’”
Content: An adventure filled with maritime weirdness and cosmic horror; includes a corruption rule
Writing: Sharp and esoteric in descriptive text but clear and efficient when addressing mechanics
Art/design: A variety of layouts and visual styles ranging from brooding to vibrant
Usability: Isolated island setting makes this a good option for anyone seeking a survival-horror adventure
Content: An adventure filled with maritime weirdness and cosmic horror; includes a corruption rule
Writing: Sharp and esoteric in descriptive text but clear and efficient when addressing mechanics
Art/design: A variety of layouts and visual styles ranging from brooding to vibrant
Usability: Isolated island setting makes this a good option for anyone seeking a survival-horror adventure
The Dead City of Pyre-Chrypt
Concept: “The source of the plague, and great power, is still present, somewhere in the heart of the city, locked in a giant iron ziggurat.”
Content: A sprawling, horror-haunted necropolis
Writing: There’s a lot, but it provides appropriate imagery and atmosphere
Art/design: Largely non-representational but does include some illustrations, particularly in the bestiary
Usability: Some instructions and mechanics are incorporated into descriptive text
Content: A sprawling, horror-haunted necropolis
Writing: There’s a lot, but it provides appropriate imagery and atmosphere
Art/design: Largely non-representational but does include some illustrations, particularly in the bestiary
Usability: Some instructions and mechanics are incorporated into descriptive text
The Doomsday Archive
“Where lanternlight fails, you’ll find the Doomsday Archive.”
The Road of Light
Concept: “The road of light has chosen. You have no choice but to follow.”
Content: A linear sequence of puzzles with two new optional classes
Writing: Vivid descriptions of locations with clearly delineated key reference points for GMs
Art/design: Organized and designed for easy use; plentiful and consistently excellent illustrations throughout
Usability: PCs will permanently change class at least once; the first part of an ongoing adventure
Content: A linear sequence of puzzles with two new optional classes
Writing: Vivid descriptions of locations with clearly delineated key reference points for GMs
Art/design: Organized and designed for easy use; plentiful and consistently excellent illustrations throughout
Usability: PCs will permanently change class at least once; the first part of an ongoing adventure
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
Treasures of the Troll King
Concept: “The troll-king Niduk … oversees the small domain he has carved for himself, in a forgotten chapel to a murdered god. KILL HIM.”
Content: A randomized, shifting sewer crawl with multiple set pieces, random encounters, some new Powers, and one nasty f’ing troll
Writing: Provides copious descriptions and multi-sensory imagery to help GMs immerse their players
Art/design: A mix of layouts and design choices meant for expressiveness and usability
Usability: Seriously, the last boss is going to be really tough
Content: A randomized, shifting sewer crawl with multiple set pieces, random encounters, some new Powers, and one nasty f’ing troll
Writing: Provides copious descriptions and multi-sensory imagery to help GMs immerse their players
Art/design: A mix of layouts and design choices meant for expressiveness and usability
Usability: Seriously, the last boss is going to be really tough
Valley of Forbidden Churches
“This sandbox-style adventure presents a series of dangerous areas where players could succeed or fail based on their preparation and cleverness.”
Within a Mile of Home
Concept: “Based on Flogging Molly’s Within A Mile of Home album”
Content: A sailor class, nautical weapons, tattoos, shipbuilding and sailing rules, and a hexcrawl (hexsail?)
Writing: Clear, concise, and descriptive with some dramatic, creepy, and somber imagery
Art/design: Primarily typographical for easy reference with some flavorful illustrations
Usability: Way easier than actually sailing; adventure includes PC- and GM-facing maps as well as links to content incorporated from external sources
This entry was sponsored by Bijan F. Zavareei as part of the Ex Libris RPG crowdfunding campaign.
“An incredibly entertaining hexcrawl that provides easy to use and engaging rules for nautical adventures. Absolutely fantastic content made with lots of love and care.”
Content: A sailor class, nautical weapons, tattoos, shipbuilding and sailing rules, and a hexcrawl (hexsail?)
Writing: Clear, concise, and descriptive with some dramatic, creepy, and somber imagery
Art/design: Primarily typographical for easy reference with some flavorful illustrations
Usability: Way easier than actually sailing; adventure includes PC- and GM-facing maps as well as links to content incorporated from external sources
This entry was sponsored by Bijan F. Zavareei as part of the Ex Libris RPG crowdfunding campaign.
“An incredibly entertaining hexcrawl that provides easy to use and engaging rules for nautical adventures. Absolutely fantastic content made with lots of love and care.”
Ziggurat of the Blood God
Concept: “Deep in the jungle, far from civilized lands, lies an ancient temple dedicated to a long forgotten god.”
Content: A “4th level adventure” of alien gods, blood sacrifice, and ziggurats.
Writing: A heavy science fantasy/weird fiction setting with loose references to elements of Preclassic/Classic Mesoamerican civilization.
Art/design: Dark and forbidding page illustrations of strange aliens and ancient machinery highlight an effective single-column layout.
Usability: Organized for reference over multiple sessions. Occasional generalized OSR rules reference.
Content: A “4th level adventure” of alien gods, blood sacrifice, and ziggurats.
Writing: A heavy science fantasy/weird fiction setting with loose references to elements of Preclassic/Classic Mesoamerican civilization.
Art/design: Dark and forbidding page illustrations of strange aliens and ancient machinery highlight an effective single-column layout.
Usability: Organized for reference over multiple sessions. Occasional generalized OSR rules reference.
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