The Dungeon's Key
First, Do No Harm
Concept: “You’ve been dispatched to fetch Erling from the Raven’s Claw Sanatorium, a patient who is scheduled to be hanged at daybreak on the steps of the Basilisks’ basilica for their crimes of devil worshiping.”
Content: A mystery in a haunted house style asylum, complete with sanity mechanics.
Writing: A transportation of cinematic haunted asylum horror to Mörk Borg.
Art/design: Abstracted text dungeon utilizes typographic elements to imply the structure and functionality of each location.
Usability: Mixed perspectives in an abstract format leave encounter design occasionally open to interpretation.
Content: A mystery in a haunted house style asylum, complete with sanity mechanics.
Writing: A transportation of cinematic haunted asylum horror to Mörk Borg.
Art/design: Abstracted text dungeon utilizes typographic elements to imply the structure and functionality of each location.
Usability: Mixed perspectives in an abstract format leave encounter design occasionally open to interpretation.
Fool's Gold
Concept: “The Basilisks have imbued the alchemist with great power, anything they touch turns to gold. Return them, dead or alive and great wealth and power shall be bestowed upon you.”
Content: A search for a prized alchemist in the horror house of Althus the Demented.
Content: A search for a prized alchemist in the horror house of Althus the Demented.
Writing: Descriptions that naturally produce a narrative but allow for interpretation.
Art/design: Informative sidebars and minimap features in clean black and white. Typographic and illustrative elements endcap the reference text.
Usability: A slightly more expansive introductory dungeon inspired by Rotblack Sludge.
Gravrövare
Concept: “You’ve heard whispers of a collector, deep in the Sarkash forest who pays handsomely for the corpses of men.”
Content: Graverobbery for a mysterious benefactor.
Writing: A simple organic reproduction of a violently transformational movie.
Art/design: Loud compositions, vibrant colors, grunge, and visual interest.
Usability: Memorable, referenceable, legible.
Content: Graverobbery for a mysterious benefactor.
Writing: A simple organic reproduction of a violently transformational movie.
Art/design: Loud compositions, vibrant colors, grunge, and visual interest.
Usability: Memorable, referenceable, legible.
Kavlov’s Sanctuary
Concept: “Explore the dread-filled halls of Kavlov's Sanctuary and uncover the ancient secrets and betrayals that could determine the fate of the world. But be warned, your actions have consequences”
Content: A demon-bound mega-dungeon crawl. A campaign setting with 13 unique dungeon locations, 5 new classes, monsters, bosses, magic items, and gear.
Writing: An interwoven series of thematic dungeons centered on demonic corruption.
Art/design: A dense but visually organized two-column layout, with classic grid maps and charming comic illustrations.
Usability: Color-coded dungeon locations aid navigation. Separate maps provided.
Content: A demon-bound mega-dungeon crawl. A campaign setting with 13 unique dungeon locations, 5 new classes, monsters, bosses, magic items, and gear.
Writing: An interwoven series of thematic dungeons centered on demonic corruption.
Art/design: A dense but visually organized two-column layout, with classic grid maps and charming comic illustrations.
Usability: Color-coded dungeon locations aid navigation. Separate maps provided.
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.
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