puzzle
Descended like a dove...
Concept: “A puzzle ridden adventure with a very different enemy waiting at the end”
Content: A four-room dungeon with an ironic take on Christian iconography
Writing: Clearly describes the surreal dynamics of the dungeon and puzzle solutions
Art/design: Typographical choices make the dungeon easy to read and reference; illustrations and other design elements contribute to the overall atmosphere
Usability: For expediency, GMs should review thoroughly before playing
Content: A four-room dungeon with an ironic take on Christian iconography
Writing: Clearly describes the surreal dynamics of the dungeon and puzzle solutions
Art/design: Typographical choices make the dungeon easy to read and reference; illustrations and other design elements contribute to the overall atmosphere
Usability: For expediency, GMs should review thoroughly before playing
Helm of Awe
Concept: “Enter as three and be free”
Content: A Norse myth puzzle crawl.
Writing: Encounters that heavily reference mythological events and figures.
Art/design: A map and protective ward.
Usability: More likely to confound the enemies of the Æsir.
Content: A Norse myth puzzle crawl.
Writing: Encounters that heavily reference mythological events and figures.
Art/design: A map and protective ward.
Usability: More likely to confound the enemies of the Æsir.
How Dost Though Like Them Eggs?
Concept: “The room is indeed empty but it is diabolically trapped.”
Content: A room featuring d4 traps and d6 trigger sounds
Writing: A descriptive passage with mechanical exposition of the situation and individual traps (with clever names)
Art/design: Color and visual elements delineate each section for easy reference
Usability: Caution: contains disturbingly naked imps
Content: A room featuring d4 traps and d6 trigger sounds
Writing: A descriptive passage with mechanical exposition of the situation and individual traps (with clever names)
Art/design: Color and visual elements delineate each section for easy reference
Usability: Caution: contains disturbingly naked imps
Queen Hate
Concept: “The Queen was betrayed... Hate kept her alive, warping her body and her prison... those who lost everything bow before her.”
Content: A nauseating, poison shrouded temple to bile and frothing rage.
Writing: Consistent theme and tone throughout. Filled to bursting with literal and symbolic bile.
Art/design: Consistent design cues in a clean practical design. Plus, a disturbingly grainy image of Queen Hate herself.
Usability: Clean map, clear sensory references for crucial elements. Encounters do hop from room to room. Some DM review prior to the session is advisable.
Content: A nauseating, poison shrouded temple to bile and frothing rage.
Writing: Consistent theme and tone throughout. Filled to bursting with literal and symbolic bile.
Art/design: Consistent design cues in a clean practical design. Plus, a disturbingly grainy image of Queen Hate herself.
Usability: Clean map, clear sensory references for crucial elements. Encounters do hop from room to room. Some DM review prior to the session is advisable.
Take then thy bond
Concept: “The voice inside your head commands you: Travel to the wastelands and find the wretched peak. Scour its halls. Bring me its heart, the rest of the treasure is yours.”
Content: A putrid pyramid crawl full of heart—and other organs.
Writing: Encounters are lively and responsive, often in unexpected ways. Pregnant with activity.
Art/design: Bold cover art of the titular encounter. Table of contents and mini-map layout aid in navigating this moderately sized adventure.
Usability: Encounter descriptions diminish accidental revelations. Surprises reach player and GM simultaneously.
Content: A putrid pyramid crawl full of heart—and other organs.
Writing: Encounters are lively and responsive, often in unexpected ways. Pregnant with activity.
Art/design: Bold cover art of the titular encounter. Table of contents and mini-map layout aid in navigating this moderately sized adventure.
Usability: Encounter descriptions diminish accidental revelations. Surprises reach player and GM simultaneously.
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 Tomb of Galien
Concept: “Venture into the tomb of the powerful warlock Galien in search of riches and arcane knowledge.”
Content: A warlock's tomb with a very “protective” familiar.
Writing: Puzzle design that anticipates flexibility and player agency when possible. Encounter design that incorporates complicating elements if the conflict drags out.
Art/design: Subtle use of images to enhance the navigability and reference of the text. Strong back cover illustration of Gnash.
Usability: Short, sweet, and referenceable adventure.
Content: A warlock's tomb with a very “protective” familiar.
Writing: Puzzle design that anticipates flexibility and player agency when possible. Encounter design that incorporates complicating elements if the conflict drags out.
Art/design: Subtle use of images to enhance the navigability and reference of the text. Strong back cover illustration of Gnash.
Usability: Short, sweet, and referenceable adventure.
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