temple/church
Darker Forts
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
Dungeoneer's Black Book
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.
Galgenbeck Sacrifice
Gregor's Folly
Hammer of a Killing Crown
Content: A dungeon crawl. Bufonic treasures. Murderous Crowns. Toadstools. Toads. Spells. Plague.
Writing: Strong and consistent theme and symbolism. Clear mechanics. Incorporates playing cards.
Art/design: Mörk Borg with toadstools (and toads).
Usability: Aesthetics complement the readability. A breeze to read and reference.
Harrowshade
Content: A Sölitary Defilement Grift-crawl to string you along and leave you in stitches.
Writing: Contains enough rotten detail for engaging solo or GM-less play. With secrets hidden in the navigable text.
Art/design: Inky illustrations and rich textures in a fluid and navigable layout.
Usability: Contains portions of The Grisly Fare, The Fleshmonger, and Vorgs by Unit Six. Available in a variety of full-color and print-friendly formats.
Idle Borg: avert the apocalypse
Content: An apocalypse-averting, temple-building, village management minigame.
Writing: Rules to pass your final days, spend your last silver, and roll the Misery dice between adventures.
Art/design: A series of generated village locations, defined by bordered text laid upon bordered scrolls.
Usability: Adventure minigame included for stand-alone play. Table of contents included. Reference sheets provided.
Immortal Soul (Alma Imortal)
Content: A purgatory-escape-crawl for dead Scvm, complete with consequences for the dying world should their spirits perish in the attempt.
Writing: Establishes distinct regions of purgatory to explore, complete with set-piece destination encounters. Supplying enough context, tone, and style to produce flavorful travel encounter in each region as needed.
Art/design: Somber, expansive, and severe imagery compliments harsh setting descriptions to establish purgatory as the crucible that it is.
Usability: Adventure to establish a new campaign, or regroup and return to the dying world stronger after a TPK. Google translation from Portuguese to English makes for the occasional anomaly.
Into Those Drowning Bells
Content: The journey from a flagging village to an abandoned “pyramid”.
Writing: Sober depiction of desperation and despondency would certainly invoke sympathy if you weren’t scvm.
Art/design: A clean draft adventure with easy to reference layout. Table of discontents that hints at more adventure to come.
Kult Proroka Pnączy (The Cult of the Vine Prophet)
Content: A overgrown, larva-infested, basement cult-crawl.
Writing: A convincing cult hideout. With agency, ecology, and ingenuity. Captured in a moment.
Art/design: Grimy and vine-choked isometric map captures a moment in time.
Usability: Stylish and organized. Polish & English language.
Monastery ov the Horned One
Monolith 1: Harvest
8 contributors
Content: “A journey through dilapidated townsteads, rejuvenated fields and terrifying dungeons, with all the horrors you meet along the way”
Writing: The pedagogy of planting and population planning, and a forgotten temple to begotten basilisks, all aggressively annotated.
Art/design: Darkly grotesque cultists, disturbed floral prints, cultured public domain illustrations, and colorful marginalia highlight the body text.
Usability: Organized, aside from a few intentionally frustrating almanac charts. But I’m sure you can manage those with a little old-fashioned spit and polish.
Mörk Borg Cult: Heretic
9 contributors
Content: Generators for cults and curses, feats, 2 classes, black-powder weapons, 2 long adventures, a pair of 1-page dungeons, and a quartet of monsters/NPCs
Writing: Varies by author but consistently emphasizes images and concepts that are grim, creepy, and/or outright weird
Art/design: Every entry’s layout, graphic design, and coloration are distinct, creating a lot of visual diversity and easy navigability; sweet foil printing on the cover and first page; fold-out covers just to cram as much content into this zine as possible
Usability: The only obstacle is deciding what to read first.
Parasitic Infestation at Flame Tongue Temple
Content: A tongue-gets-eat survival horror dungeon crawl. An arsenal of religious paraphernalia.
Writing: The history and rites of a mysterious cult. A cathedral turned labyrinth. A parasite that thrives in dark and wet places.
Art/design: Gritty gothic structure with occasional baroque elements. Illustrations which contrast in their perverse clarity.
Usability: Dark, light, and full color. Digital and printable options available.
Perfidious Protoplasma
Content: A roster of oozes with rules for the creature type, an ooze-symbiote character class, and an ooze-centered dungeon
Writing: Efficiently presents information in each section
Art/design: Subtle and relatively traditional but still effective in visually reinforcing the concept; dungeon features clean, efficient layouts and design for easy use by GMs
Usability: Class is more powerful and versatile than some other classes, but balanced by the monetary and/or inventory cost of feeding the ooze
Psalm IV:I
Content: An adventure in religion, heresy, deceit, and revenge; incorporates opportunities for PCs to join multiple competing factions, and includes a mechanic for fear effects
Writing: Deftly conveys the scenario’s dynamics and delivers information in manageable portions with plenty of gory and macabre details
Art/design: Efficient layouts and design choices make information accessible while making room for loads of expressive, original illustrations
Usability: A more visually elaborate take on the Rotblack Sludge approach to facilitating quick comprehension and easy use
Slasher Zine / Jam Compilation
18 contributors
Take then thy bond
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.
Tame Your Demons
Content: A tallow-melting, candle-burning, demon-facing altar crawl.
Writing: An atmospheric and sensory experience suitable to horror and suspense.
Art/design: A single-column adventure with simple spot illustrations and a clear top-down dungeon map.
Usability: Organized and system neutral, with stats for Mörk Borg and 5e D&D.
Tatterhood
Content: A strange, surreal fetch-quest with lots of bizarro elements and flavor
Writing: Well-written, laden with subtle humor and overt viscerality
Art/design: A more traditional OSR presentation, both textually and graphically
Usability: Includes a separate map and bestiary for quick reference
Temple of Trechery
Content: As above (so below).
Writing: A deeply rooted plot that’s sure to decay into a psychedelic trip, whether idylic or hellish is up to your scvm.
Art/design: A collection of print illustrations, and a few tastefully generated portraits which produce that strange hallucinatory feeling.
Usability: Well-organized and flexible. Available in German, with English translation in the works.
The Beggar’s Shrine
Concept: “Local children are being abducted, and dragged to a long abandoned dungeon … carved into a gigantic, mysterious crystal skull.”
Content: A twisted (and twisting) dungeon full of blood, corpses
Writing: Vivid and visceral—sure to please GMs and players
Art/design: Nice map and conservative but still aesthetically pleasing design; text is visually dense but not excessively so
Usability: Stat blocks aren’t specifically labeled, which may slow reference during play
The Book of Vile Dungeons
The Burning of Galgenbeck Cathedral
Content: A cathedral-saving sewer crawl (presumably); packed with characters, hazards, and options for dealing with them
Writing: Sets the atmosphere and then devotes itself to delivering mechanical information
Art/design: Artwork and color choices work very well together
Usability: Cathedral map’s numerical markers can be tough to spot amidst the art
The Church of Katharszisz
Content: A coerced crawl through a corpse-haunted cathedral
Writing: Includes an elaborate introduction with plenty of atmospheric details throughout
Art/design: Graphic design consisting predominantly of earth tones with other muted hues reinforces the sensation of exploring a dim, murky cathedral
Usability: Well organized by page (intro, descriptions, map, monsters) for easy reference
Currently unavailable
The Church of the Forbidden Gate
Content: Fairly straightforward dungeon with heretical overtones
Writing: An accessible mix of exposition and stat blocks
Art/design: Reserved use of color provides emphasis, aids navigation
Usability: Supported by explicit visual connection of text and locations
The Escort
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.
The Haruspex of Anzû-Uz
Content: Includes backstory, hooks, and descriptions of rooms and boss
Writing: Fairly concise without sacrificing character
Art/design: Text heavy with fairly traditional design and layout
Usability: Easy to navigate with numbers coordinating the text and map
The Lichen Knight of Sarkash
Content: A two-part encounter consisting of the initial challenge and the follow-up chapel crawl
Writing: Clear, readable prose with loot tables, location descriptions, and overview of the encounter structure
Art/design: Typography and color delineate sections for easy use and reference
Usability: A straightforward but spirited adaptation of the medieval poetic plot
The Murderous Monks of Mournful Moor
Content: 8 rooms of survival horror
Writing: Includes extensive descriptions of rooms and NPCs
Art/design: Entirely typographical, but establishes a visual hierarchy for quick navigation
Usability: May pose a challenge to more spatially oriented readers