The Rolled Standard
Detested Luckleech
Concept: “In The Dying World, there are few things that will keep you alive longer than pure dumb fvcking luck, and you’re loaded with it.”
Content: One fvcking lucky scvm. One reprehensible Omen thief.
Writing: Optimized for maximum intra-party conflict.
Art/design: A lucky scvm amidst a field of green and white text.
Usability: Stylish and organized for easy navigation.
Content: One fvcking lucky scvm. One reprehensible Omen thief.
Writing: Optimized for maximum intra-party conflict.
Art/design: A lucky scvm amidst a field of green and white text.
Usability: Stylish and organized for easy navigation.
Flail to the Face Episode 2 Companion - Guldöd
Concept: “In honor of our second episode of Flail to the Face”
Content: “we give you a follower by the name of Guldöd.”
Writing: Solid gold writing, for a solid gold skeleton. Particularly fond of the values of this one.
Art/design: I’m less puzzled about the gold at this point. It has eyes, they’re staring at me.
Usability: How does it work? “Who cares?! He’s worth a ton!!”
Content: “we give you a follower by the name of Guldöd.”
Writing: Solid gold writing, for a solid gold skeleton. Particularly fond of the values of this one.
Art/design: I’m less puzzled about the gold at this point. It has eyes, they’re staring at me.
Usability: How does it work? “Who cares?! He’s worth a ton!!”
Flail to the Face Episode 3 Companion
Concept: “In honor of our third episode of Flail to the Face, we give you a follower, Brian the Goblin. Enjoy!”
Content: Brian, the over-eager goblin-man-thing.
Writing: A goblin of surprising refinement and (dis)taste. Retired engineer.
Art/design: Brian. The name is clearly spelled out in the illustration. The A’s a little funny.
Usability: A smooth-talking goblin who plays both sides. Sure to cause trouble for any scvm he joins.
Content: Brian, the over-eager goblin-man-thing.
Writing: A goblin of surprising refinement and (dis)taste. Retired engineer.
Art/design: Brian. The name is clearly spelled out in the illustration. The A’s a little funny.
Usability: A smooth-talking goblin who plays both sides. Sure to cause trouble for any scvm he joins.
Flail to the Face Episode 4 Companion
Concept: “In honor of our fourth episode of Flail to the Face, we give you a 2d8 table of things that can happen to you when you fall down. Enjoy!”
Content: An entire slapstick comedy skit involving stairs.
Writing: Completely unrealistic, in that hilariously morbid way. Maybe not the laughing at your friends part. That seems pretty legit.
Art/design: Ominously yellow light highlights some dangerously crooked stares, belying the absolute comedy about to ensue.
Usability: Watch your step. You don't want to fall down the stairs.
Content: An entire slapstick comedy skit involving stairs.
Writing: Completely unrealistic, in that hilariously morbid way. Maybe not the laughing at your friends part. That seems pretty legit.
Art/design: Ominously yellow light highlights some dangerously crooked stares, belying the absolute comedy about to ensue.
Usability: Watch your step. You don't want to fall down the stairs.
Flail to the Face Episode 5 Companion
Concept: “In honor of our fifth episode of Flail to the Face, we give you the "battery" that our GM ran us through as a travel montage of sorts. Enjoy!”
Content: A walk through the Valley of the Unfortunate Undead
Writing: Desolate tables capture the valley’s supernaturally oppressive melancholy. With GM annotations full of helpful advice.
Art/design: Barren amber valleys desiccate under clouded golden skies.
Usability: References, “Eat, Prey, Kill”, “D66 Flails”, and “Candelabra of Blood”.
Content: A walk through the Valley of the Unfortunate Undead
Writing: Desolate tables capture the valley’s supernaturally oppressive melancholy. With GM annotations full of helpful advice.
Art/design: Barren amber valleys desiccate under clouded golden skies.
Usability: References, “Eat, Prey, Kill”, “D66 Flails”, and “Candelabra of Blood”.
Flail to the Face Episode 6 Companion
Concept: “In honor of our sixth episode of Flail to the Face, we give you the Bone Specter, a class for when you want to be both a skeleton and a ghost.”
Content: WTF is going on here? Sounds like a complex backstory...
Writing: Definitely not skeletal, but certainly transparent enough.
Art/design: “Sometimes you just have to take things at face value and move on.”
Usability: For when your undead character... un-dies. Again?
Content: WTF is going on here? Sounds like a complex backstory...
Writing: Definitely not skeletal, but certainly transparent enough.
Art/design: “Sometimes you just have to take things at face value and move on.”
Usability: For when your undead character... un-dies. Again?
Flail to the Face Episode 7 Companion
6 contributors
Concept: “In honor of our seventh episode of Flail to the Face, we give you d20 Random Things Behind Closed Doors”
Content: D20 reasons to just close the door and pretend it never happened.
Writing: Absurd scenarios delivered with believably serious specificity.
Art/design: Text that frames some serious mahogany, with stained glass that lets in no light.
Usability: As a reward for the over-enthusiastic door checker.
Content: D20 reasons to just close the door and pretend it never happened.
Writing: Absurd scenarios delivered with believably serious specificity.
Art/design: Text that frames some serious mahogany, with stained glass that lets in no light.
Usability: As a reward for the over-enthusiastic door checker.
Flail to the Face Episode 8 Companion
Concept: “In honor of our eight episode of Flail to the Face, we give Förnuft, a skull that talks to you, and only you. Probably. Enjoy!”
Content: Is it gear, is it a Follower, is it helpful? Is it even a skull? What is this game.
Writing: A moody little table for a skull which may or may not be talking to you.
Art/design: Contains a skull (obviously). Also alternating yellow and red text. Black background.
Usability: You’ll probably regret talking to yourself.
Content: Is it gear, is it a Follower, is it helpful? Is it even a skull? What is this game.
Writing: A moody little table for a skull which may or may not be talking to you.
Art/design: Contains a skull (obviously). Also alternating yellow and red text. Black background.
Usability: You’ll probably regret talking to yourself.
Mendacious Lycanthrope
Concept: “Awakening in the gray dawn, you feel the shift once again. They say it's the moon that does it, but you know the truth, though you'd never admit it.”
Content: A scvm lying about a serious skin condition.
Content: A scvm lying about a serious skin condition.
Writing: Full blooded in theme. With mechanics and prose reinforcing natural tension.
Art/design: Loud and violent. Bursting out of the page whether you’re ready or not.
Usability: A powerful yet high risk class. Monster stats are an invitation to turn on the party.
Art/design: Loud and violent. Bursting out of the page whether you’re ready or not.
Usability: A powerful yet high risk class. Monster stats are an invitation to turn on the party.
Nightmare Executioner
Concept: “The executioner's here and he's sharpening his axe.”
Content: A real axe-man.
Writing: Mechanics that are both brutal and final, as an executioner should be.
Art/design: A weathered and muted layout for an executioner numb to death.
Usability: Just one swing and the job is done.
Content: A real axe-man.
Writing: Mechanics that are both brutal and final, as an executioner should be.
Art/design: A weathered and muted layout for an executioner numb to death.
Usability: Just one swing and the job is done.
Plague Pit Practitioner
Concept: “The pestilence doesn't dissuade you from your duty. This is what you were made to do, shepherd the dying and immolate the dead. Anything to stop the spread.”
Content: An enthusiastic epidemiologist.
Writing: The medieval prepper’s treatise on disease, with surprisingly little malpractice.
Art/design: Rich UV-purple sterilizes a precarious plague-doctor.
Usability: Certainly not inhumane.
Content: An enthusiastic epidemiologist.
Writing: The medieval prepper’s treatise on disease, with surprisingly little malpractice.
Art/design: Rich UV-purple sterilizes a precarious plague-doctor.
Usability: Certainly not inhumane.
Tomb of the Old Dead One
Concept: “Treasure hunters, a bottomless pit with a terrible secret, long-forgotten cells containing the corpses of people nobody remembers anymore, and the animated skull of a necromancer giant. What more do you need?”
Content: A dungeon with a necromancer’s animated giant skull giant animated necromancer skull necromancer giant’s animated skull.
Writing: Short and sweet, lets the mechanics tell the story. with clear references to the core rules where needed.
Art/design: A simple and accessible map of pink and yellow surrounded with alternating lay colored blocks of text.
Usability: Text coloration allows for easy visual reference and navigation.
Content: A dungeon with a necromancer’s animated giant skull giant animated necromancer skull necromancer giant’s animated skull.
Writing: Short and sweet, lets the mechanics tell the story. with clear references to the core rules where needed.
Art/design: A simple and accessible map of pink and yellow surrounded with alternating lay colored blocks of text.
Usability: Text coloration allows for easy visual reference and navigation.
Unholy Nativity
“A blasphemous, blackened take on the traditional Nativity story”
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