Content: Danger noodle (sometimes called a nope rope)
Writing: Stat block and a mechanically straightforward but still twisted special ability
Art/design: An object lesson in pictures being worth a thousand words
Usability: Special damage adds more nuance to an already sturdy monster
Content: Giant, on-fire snake-guardian of the Yvy Forest
Writing: Detailed descriptions of context, setting, and creature, but no explicit mechanics
Art/design: Nice illustration and overall design
Usability: Requires some prep on the GM’s part
Content: In addition to creatures, includes tables for weather, treasures, natural hazards, corpse plundering, events and hooks, and additional inhabitants
Writing: Provides plenty of descriptive text alongside stat blocks and some tables that add variability to encounters
Art/design: Backgrounds definitely create the sensation of exploring dense, tropical jungles
Usability: The only challenge is deciding which monster to kill your players with
Content: An emerald serpent-man. A shedder of skin. A summoner of snakes.
Writing: Just the stats. Do what you wish with them.
Art/design: Hand drawn, painted and written. Straight out of the DM's notes.
Usability: Flexible abilities for a surprising npc, combat encounter, or ally.
Concept: “Savage creatures lurk in the depths of forgotten crypts, incomprehensible relics lie waiting in the shadows of crumbling tombs, mystics argue incessantly trying to find a escape to the impending doom, and the powerful occupy themselves with vengeance.”
Content: A sprawling offering of all things Mörk Borg
Writing: Captures the tone and atmosphere of the Dying World through the descriptive text as well as the character of the mechanics
Art/design: Adapts the aesthetics and tactics of the core book with extensive use of modified public domain art
Usability: There’s something here for everyone
Content: A middleweight monster fit for amphibious adventures
Writing: Efficient stats and a dash of flavor text (with more on the product page)
Art/design: Color choices and arrangement make text easily readable without obscuring the gritty, Borgy illustration
Usability: Includes an ongoing fear effect; take note, GMs
Content: A serpentine sepulchre you’ll wish you never entered.
Writing: A two-for-one adventure in two modes: sedate & completely stoned.
Art/design: Mind-blowing emerald hued hallucinations, a venomously detailed map, with a sober adventure layout.
Usability: Each scvm can (try to) decide how trippy they want the adventure to be.
Content: An escort mission. Really.
Writing: “Like, really slow. Painfully slow. Pain. Fully. Slow.”
Art/design: I can tell from the art that Esther is a real charmer. The layout is too.
Usability: Use at your own risk. Players will get impatient. Antics will ensue.
Content: An investigative, isolation-horror adventure inspired by South American lore
Writing: Provides background and hooks along with profiles for important NPCs, stat blocks for enemies and monsters, and weather mechanics
Art/design: Judicious use of contrasting colors in illustrations and clean, clear maps
Usability: Relevant information and stats are proximal to maps, making them easy to use at the table
Content: A 15-room dungeon with indigenous monsters and treasures
Writing: Short, clear descriptions of each room and inhabitants
Art/design: Map is easily readable and use of colored text facilitates easy GM use
Usability: Includes a player-facing map and an overlay sheet to simulate a torch’s light radius while exploring
Content: A drug-fueled, sex-filled, pig boiling trip into the unconscious.
Writing: A hallucinogenic dream sequence.
Art/design: Psychedelic photo mashups of NPCs, hand-drawn map. Glaring yellow text over a drug-addled purple backdrop.
Usability: Designed in a three-column pamphlet format.