“The heretics rise...
Content: Three heretical religions along with their followers, artifacts, seats of power, and teachings.
Writing: Three faiths enshrined in text. With histories and doctrines proving how fertile cults can spring forth from the infertile soil of a dying world.
Art/design: Design elements and illustrations mingle in rapturous heretical rites.
Usability: Visual and textual motifs allow for easy navigation between the faiths during play.
All proceeds donated to Doctors Without Borders
Content: A desperate descent. An unexpected plunge. A shattered hope?
Writing: Miserable and descriptive encounters, backed by elegant mechanics, make a narrative descent into madness.
Art/design: A masterful balance of utility, consistency, and style. Haunting yet austere illustrations and maps fill but do not dominate the pamphlet.
Usability: Pairs well with Western Wall (also by Rugose Kohn).
Content: A dungeon scrawl for filthy scvm who’d do anything to escape the apocalypse.
Writing: Mörk Borg rules returned to Dark Fort style.
Art/design: Characterful and easy to print rules with understated but effective navigation aids.
Usability: Currently under active playtest.
Content: A short, isolation-horror scenario
Writing: Concise and to the point: “The dog must die!”
Art/design: Easy-to-read columns of text and an illustration (just in case your players don’t understand the concept of giant, black, bloody-mouthed dog)
Usability: Not a good boi
Content: A dark temple crawl through a cult of shadows.
Writing: A gory supernatural survival horror. Makes use of light as a resource to maintain suspense.
Art/design: Traditional adventure layout. Gridded, un-gridded, and notated map. Handout images for significant adventure features.
Usability: Not actually a pain.
“Visions of dog therefore no dog ahead
Ahh dog, let there be dog
Dog, O dog but still no dog”
Content: An adventure with both more and less dog than expected.
Writing: Solid straight-faced delivery of a laughable case of mistaken temple identity.
Usability: Make sure to play up the visual elements to drive home the absurdity of the situation. Decide on the identity of earthbound that best suits your table. Many map design options.
Content: A rodent sensation. It’s sweeping the nation. Plague!
Writing: Clearly telegraphed rat-catching adventure, complete with moral quandary, and incarnated miasma.
Art/design: A crowded, yet clean, pamphlet adventure containing inviting iconography in distressing contrast with its content.
Usability: Spend an evening dancing the night away, painting the rats red, and setting fires.
Concept: “Adds THREE new dungeons and accompanying characters to DARK FORT”
Content: New settings, characters, monsters, items, and optional rules for solo play; useful for generating themed dungeons on the fly
Writing: Primarily informational but with just the right amount of creative flair
Art/design: Strongly reminiscent of Dark Fort
Usability: Like its predecessor, each variant fits on one sheet of paper; doesn’t include custom character sheets
Content: An investigation into the cults of plenty, and their demons.
Writing: Scripted structure establishes witness and suspect statements. Contingent events sketch a timeline of events.
Art/design: Consistent and sturdy single-column layout, thematic cover art, with art of major locations and NPCs.
Usability: Flow of events requires pre-reading. Table of contents and strong section headings for ease of reference.
Content: 16 dungeons in a disturbing array of contents and formats
Writing: A variety of adventures await you with their own unique styles. The only guarantee is misery.
Art/design: A engrossing (sometimes gross) exploration of dungeon layout and illustration.
Usability: With a variety of design formats, make sure to read your selected dungeon before the session.