pointcrawl
The Guild of Xargosi
Concept: “Their motto is ‘Corpora Infinita’ for the sheer number of fools ready to die under their banner."
Content: A parody of a guild that fights bears, whiffs hard, picks up the pieces, and dumps them in the endless sea.
Writing: Exaggerated Galgen-“talian” flair, with puns and body humor aplenty.
Art/design: A colorful, variegated, and grimy zine format. Classic poster illustrations of major encounters with altered public-domain spot illustrations.
Usability: Available in “guilded” and plaintext formats.
Content: A parody of a guild that fights bears, whiffs hard, picks up the pieces, and dumps them in the endless sea.
Writing: Exaggerated Galgen-“talian” flair, with puns and body humor aplenty.
Art/design: A colorful, variegated, and grimy zine format. Classic poster illustrations of major encounters with altered public-domain spot illustrations.
Usability: Available in “guilded” and plaintext formats.
The Lonely Throne
Concept: “It is said that that those who sit upon this ‘Lonely Throne’ […] can attract the attention of something buried deep under Graven-Tosk that can grant them treasures and forbidden knowledge… for a price.”
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: 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
The Masticator Gate
Concept: “The Vile Court were imprisoned in a black oubliette where they were forgotten. … Through the Masticator Gate, the survivors are now vomited back into the world from which they were banished. Remade and vengeful.”
Content: A three-part campaign, a new class for unlucky PCs, and a lot of monsters
Writing: Lots of description and discussion of the overall situation and locations; more specific locations’ text is broken down into quickly navigable paragraphs and points
Art/design: Tends toward an efficient 2-column layout but breaks from the norm to facilitate usability and accommodate the grim, gritty artwork
Usability: Designed for a fresh game with 0 Miseries; requires The Endless Demon Deck
Content: A three-part campaign, a new class for unlucky PCs, and a lot of monsters
Writing: Lots of description and discussion of the overall situation and locations; more specific locations’ text is broken down into quickly navigable paragraphs and points
Art/design: Tends toward an efficient 2-column layout but breaks from the norm to facilitate usability and accommodate the grim, gritty artwork
Usability: Designed for a fresh game with 0 Miseries; requires The Endless Demon Deck
The Neverending Forest
“Many walk past. Few enter. None leave.”
The Thirteenth Damned Son
Concept: “When Mother Leeds heard she was due for a thirteenth child she cursed The Two-Headed Basilisk and the child, and demanded HE take what belonged to HIM.”
Content: An abomination inspired by the Jersey Devil but skillfully adapted to the setting; includes a sleek randomized crawl through the frozen lands of Kergüs
Writing: Short but flavorful description and a healthy stat block; a beautifully written hook with a table of random encounters that keep the PCs moving toward the climax
Art/design: Fits right into Mörk Borg on every count
Usability: Verbally and visually economical
Content: An abomination inspired by the Jersey Devil but skillfully adapted to the setting; includes a sleek randomized crawl through the frozen lands of Kergüs
Writing: Short but flavorful description and a healthy stat block; a beautifully written hook with a table of random encounters that keep the PCs moving toward the climax
Art/design: Fits right into Mörk Borg on every count
Usability: Verbally and visually economical
The Visitation at Rosewell
Concept: “The Angel came to offer salvation, and began to lead the villagers into the Miracle Forest that had sprung up from the starved soil.”
Content: A sinister forest crawl across 7 hazardous locales
Writing: The dark, gruesome elements contrast well with the more pastoral and divine-symbolic imagery
Art/design: Images and colors serve as quick reminders of locations’ inhabitants and their threat levels
Usability: Includes navigation prompts and references so GMs can flip to destinations instead of the map
Content: A sinister forest crawl across 7 hazardous locales
Writing: The dark, gruesome elements contrast well with the more pastoral and divine-symbolic imagery
Art/design: Images and colors serve as quick reminders of locations’ inhabitants and their threat levels
Usability: Includes navigation prompts and references so GMs can flip to destinations instead of the map
This Forest Breathes
Concept: “Pulsing with green life, lit without sun, the secret to this sprawling wood lies within its lifeblood: somewhere, deep past crawling vines and scurrying creatures, is a pool, its crystal-clear waters holding the secret to life eternal.”
Content: A bizarre subterranean forest crawl
Writing: Predominantly textual and relies on the writing to convey the intended tone
Art/design: A variety of layouts, some more traditional than others, and an array of typefaces all within a limited palette
Usability: Eternal life ain’t all it’s cracked up to be
Content: A bizarre subterranean forest crawl
Writing: Predominantly textual and relies on the writing to convey the intended tone
Art/design: A variety of layouts, some more traditional than others, and an array of typefaces all within a limited palette
Usability: Eternal life ain’t all it’s cracked up to be
Tranquility Base Hotel & Casino
Concept: “A red glow is coming from over the horizon. It is a HOTEL sign.”
Content: Mörk Borg vacations at a lunar resort
Writing: Conveys an isolated, nostalgic tone
Art/design: Color and graphics contribute a lot to the overall atmosphere
Usability: Slight flow ambiguity between Lobby and Hotel but not a major obstacle
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
Trial of the Altered Beast
Concept: “The Altered Beast is dying, slowly succumbing to the passage of time. While their story is set to end, there is a way they can yet live on.”
Content: A funnel containing locations, monsters & NPCs, and an optional class as a “reward”
Writing: Provides background for the GM’s benefit along with descriptions and relevant mechanics for locations and inhabitants
Art/design: Typographical choices create a visual hierarchy that facilitates reference and navigation; illustrations add color and character to the creatures & NPCs
Usability: Includes separate PC- and GM-facing maps and a printer-friendly version of the whole document
Content: A funnel containing locations, monsters & NPCs, and an optional class as a “reward”
Writing: Provides background for the GM’s benefit along with descriptions and relevant mechanics for locations and inhabitants
Art/design: Typographical choices create a visual hierarchy that facilitates reference and navigation; illustrations add color and character to the creatures & NPCs
Usability: Includes separate PC- and GM-facing maps and a printer-friendly version of the whole document
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.”
Vile Bodies
Concept: “Freshly dead corpses are rising and bounding off into the forest. The Arch Prisetess of Galgenbeck wants this heretical necromancy investigated.”
Content: A pointcrawl through the woods after a fresh snowfall … and also freshly risen zombies
Writing: Primarily descriptive of scenario and settings but with some colorful imagery
Art/design: Straightforward block layout with readable body text and unobtrusive illustrations
Usability: Failure is an option for PCs (but not a good one)
Content: A pointcrawl through the woods after a fresh snowfall … and also freshly risen zombies
Writing: Primarily descriptive of scenario and settings but with some colorful imagery
Art/design: Straightforward block layout with readable body text and unobtrusive illustrations
Usability: Failure is an option for PCs (but not a good one)
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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