undead
The Pest House
Concept: “Enter the pest house, fight past the screaming corpses, find patient zero, and hopefully live to see another miserable week.”
Content: A good doctor’s mistake, Galgenbeck’s problem.
Writing: A highly volatile plague crawl, full of pressure, pus, and projectile vomiting.
Art/design: A sturdy top-down manor illustration in a forest of text, with the occasional pink and yellow highlight.
Usability: Highlights emphasize frequently referenced monsters and mechanics.
Content: A good doctor’s mistake, Galgenbeck’s problem.
Writing: A highly volatile plague crawl, full of pressure, pus, and projectile vomiting.
Art/design: A sturdy top-down manor illustration in a forest of text, with the occasional pink and yellow highlight.
Usability: Highlights emphasize frequently referenced monsters and mechanics.
The Raining Caves
Concept: "As the world grows dark with Nechrubel’s influence... they farm the mushrooms, listen to the messages they give them, and wait."
Content: A slick cavern complex full of apostates, visions, monsters, and spores.
Writing: Encounter structure that builds toward the insidious influence of the fungi and the waters on the cultists.
Art/design: Illustrations highlight a traditional text. Variety in typeface throughout. The contrast in type color creates visual breaks between room descriptions.
Usability: Background, Map, Encounter, and NPC sections blocked. Adventure is best referenced in print.
Content: A slick cavern complex full of apostates, visions, monsters, and spores.
Writing: Encounter structure that builds toward the insidious influence of the fungi and the waters on the cultists.
Art/design: Illustrations highlight a traditional text. Variety in typeface throughout. The contrast in type color creates visual breaks between room descriptions.
Usability: Background, Map, Encounter, and NPC sections blocked. Adventure is best referenced in print.
The Reused
Concept: “It rocket jumps. It rocket shoots. You rocket die.”
Content: A rocket jumping, rocket blasting, skull grasping monster.
Writing: Punchy and filled with the gallows humor of a doomed space marine.
Art/design: Orange and yellow that rocket into your skull. Explosive titles scatter clean text.
Usability: Flavorful read, easy reference.
Content: A rocket jumping, rocket blasting, skull grasping monster.
Writing: Punchy and filled with the gallows humor of a doomed space marine.
Art/design: Orange and yellow that rocket into your skull. Explosive titles scatter clean text.
Usability: Flavorful read, easy reference.
The Secret Teaching of the Foul Wizard and the Unliving Magus
Concept: The collected powers and teachings of Baum, Recared, and Titus.
Content: A compilation of Philip Reeds sacred and unclean scrolls and Powers in a hardcover A5.
Writing: Some truly brutal Powers, for either good or ill, with forceful imagery throughout.
Art/design: Efficient textual layouts and vibrant graphic design.
Usability: Easy consistent design elements make for easy navigation, though I do wish Recared’s scrolls were also numbered.
Content: A compilation of Philip Reeds sacred and unclean scrolls and Powers in a hardcover A5.
Writing: Some truly brutal Powers, for either good or ill, with forceful imagery throughout.
Art/design: Efficient textual layouts and vibrant graphic design.
Usability: Easy consistent design elements make for easy navigation, though I do wish Recared’s scrolls were also numbered.
THE SWORDSMAN
Concept: “Another undead...with a twist.”
Content: An un-living pincushion.
Writing: Short, simple, and full of points.
Art/design: Oily black and yellow illustration of the punctured dead.
Usability: Color coded for easy reference.
Content: An un-living pincushion.
Writing: Short, simple, and full of points.
Art/design: Oily black and yellow illustration of the punctured dead.
Usability: Color coded for easy reference.
The Three Towers of Flägash the Undying
Concept: “A cult has taken up residence in a group of towers on the outskirts of the city of Grift.”
Content: A cult-fueled tower-crawl. With thrills, spills, and gravity-defying wills.
Writing: A responsive and versatile adventure style. With mechanics that reinforce a narrative of subtle and contagious cult reprogramming.
Art/design: A dreary affair, punctuated by the occasional otherworldly shadow or psychedelic highlight.
Usability: Uneven two-column layout and mini-maps aid in table reference. Additional tools provided to assist in bookkeeping for the central adventure mechanic.
Content: A cult-fueled tower-crawl. With thrills, spills, and gravity-defying wills.
Writing: A responsive and versatile adventure style. With mechanics that reinforce a narrative of subtle and contagious cult reprogramming.
Art/design: A dreary affair, punctuated by the occasional otherworldly shadow or psychedelic highlight.
Usability: Uneven two-column layout and mini-maps aid in table reference. Additional tools provided to assist in bookkeeping for the central adventure mechanic.
The Tomb of Galien
Concept: “Venture into the tomb of the powerful warlock Galien in search of riches and arcane knowledge.”
Content: A warlock's tomb with a very “protective” familiar.
Writing: Puzzle design that anticipates flexibility and player agency when possible. Encounter design that incorporates complicating elements if the conflict drags out.
Art/design: Subtle use of images to enhance the navigability and reference of the text. Strong back cover illustration of Gnash.
Usability: Short, sweet, and referenceable adventure.
Content: A warlock's tomb with a very “protective” familiar.
Writing: Puzzle design that anticipates flexibility and player agency when possible. Encounter design that incorporates complicating elements if the conflict drags out.
Art/design: Subtle use of images to enhance the navigability and reference of the text. Strong back cover illustration of Gnash.
Usability: Short, sweet, and referenceable adventure.
The Tomb of Lost Souls
Concept: “Left without victims, the necromancers resolved to become undeads and wait for a new era... The tomb of Lost Souls was forgotten... until now.
What the hell are you doing here?”
Content: A soul-stealing necro-crawl.
Writing: Descriptive and full of soul. Small dramatic touches add motivation and direction to encounters.
Art/design: A blast of yellow with a detailed and well-structured overhead map. Pink, white, and black text elements scream for attention.
Usability: Fairly legible for pink text. References Grave Matters.
Content: A soul-stealing necro-crawl.
Writing: Descriptive and full of soul. Small dramatic touches add motivation and direction to encounters.
Art/design: A blast of yellow with a detailed and well-structured overhead map. Pink, white, and black text elements scream for attention.
Usability: Fairly legible for pink text. References Grave Matters.
The Vampyr Thrall
Concept: “A servant of dark powers, imbued with unclean gifts, yet leashed to their liege by a bondage of servitude.”
Content: A living servant of the dead.
Writing: Trappings of the European vampyr, with strong ties to the Dying Lands, and your character.
Art/design: That pink and yellow flair. Dominated by the hubris of the servants of darkness.
Usability: Dark, but legible. Nudity that may be provocative but is not erotic.
Content: A living servant of the dead.
Writing: Trappings of the European vampyr, with strong ties to the Dying Lands, and your character.
Art/design: That pink and yellow flair. Dominated by the hubris of the servants of darkness.
Usability: Dark, but legible. Nudity that may be provocative but is not erotic.
The Western Wall
Concept: “A tale also known as The Quest for Yig or How I Learned to Stop Worrying and Accept Dying”
Content: A fvcking mountain crawl.
Writing: A mountain adventure that is easy to read, but hard to climb.
Art/design: Austere as a view from the summit. Does exactly what’s needed to convey both subject and tone.
Usability: Hope you brought climbing equipment. Dying on the way there is half the fun.
Content: A fvcking mountain crawl.
Writing: A mountain adventure that is easy to read, but hard to climb.
Art/design: Austere as a view from the summit. Does exactly what’s needed to convey both subject and tone.
Usability: Hope you brought climbing equipment. Dying on the way there is half the fun.
The Wicked Ensemble
Concept: “Take part in a dance battle orchestrated by merry skeletons and show off your infernal dance moves!”
Content: A performance-based encounter including mechanics for variations and dance moves
Writing: Takes itself 100% seriously, and it’s spectacular
Art/design: Uses signature yellow and pink to more festive effect; the ligature is also a nice touch
Usability: Easy for DMs, probably a confounding challenge to players
Things That Go Bump
Concept: “a collection of classic horror monsters to terrorize your players. Perfect for gothic horror settings or really anything spooky and dark.”
Content: 13 more somber monsters with a few dashes of weird
Writing: Concise and easily readable/usable
Art/design: Creates striking spreads with text and public domain images presented in black, white, teal, and red; good use of color lets certain layouts breathe without feeling empty
Usability: Grab your d13 and go wild
Content: 13 more somber monsters with a few dashes of weird
Writing: Concise and easily readable/usable
Art/design: Creates striking spreads with text and public domain images presented in black, white, teal, and red; good use of color lets certain layouts breathe without feeling empty
Usability: Grab your d13 and go wild
Things that Haunt the Darkness
Concept: “Looking for some weird and fun creatures to throw at your players? LOOK NO FURTHER”
Content: Twenty eight memorably miserable monsters
Writing: A variety of short and characterful creature descriptions, with matching special abilities.
Art/design: Sharp monochromatic sketches in bright neon colors and thick white text creeps across a black background.
Usability: Easy to sort into encounters and adventures at the table.
Content: Twenty eight memorably miserable monsters
Writing: A variety of short and characterful creature descriptions, with matching special abilities.
Art/design: Sharp monochromatic sketches in bright neon colors and thick white text creeps across a black background.
Usability: Easy to sort into encounters and adventures at the table.
Thoughts and Prayers
7 contributors
Concept: “100% of the benefits are to be donated to Direct Relief.”
Content: A porcine-deity crawl, NPCs to murder, a fallen angel hunt, more ways to break your body, d66 murder implements, a weird egg, some cool essays, and stuff for those other Kartell games.
Writing: Some great insight into how to run or design for rules light games, along with some truly Miserable examples.
Art/design: Dark, gritty, a little messy, and fun.
Usability: You can identify the Swedish printing by (paper) weight. I’ll give you a hint, the title can be abbreviated TP.
Content: A porcine-deity crawl, NPCs to murder, a fallen angel hunt, more ways to break your body, d66 murder implements, a weird egg, some cool essays, and stuff for those other Kartell games.
Writing: Some great insight into how to run or design for rules light games, along with some truly Miserable examples.
Art/design: Dark, gritty, a little messy, and fun.
Usability: You can identify the Swedish printing by (paper) weight. I’ll give you a hint, the title can be abbreviated TP.
To remember me by.
Concept: “The 7th set of ribs of a once dear ally, honed to an edge and then steeped in Necromancy.”
Content: A pointed reminder of past failings and a chance to reconnect with an old friend.
Writing: At once deeply intimate and tragic.
Art/design: Black and white blocked plaintext.
Usability: Requires a dead friend.
Content: A pointed reminder of past failings and a chance to reconnect with an old friend.
Writing: At once deeply intimate and tragic.
Art/design: Black and white blocked plaintext.
Usability: Requires a dead friend.
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.
Tome of Skulls
Concept: “Skeletal, undead monsters that exist solely to – if all goes well – slaughter the player characters and put an end to their misadventures”
Content: 6 new undead enemies
Writing: Includes descriptions and stats for each entry along with tables of activities each is engaged in when encountered
Art/design: Nicely pieces the contents together within the layouts while keeping them clearly differentiated
Usability: Designed as a physical fold-out poster; may affect digital usability or home printing
Content: 6 new undead enemies
Writing: Includes descriptions and stats for each entry along with tables of activities each is engaged in when encountered
Art/design: Nicely pieces the contents together within the layouts while keeping them clearly differentiated
Usability: Designed as a physical fold-out poster; may affect digital usability or home printing
Tooth King
Concept: “Wake up, here comes the Tooth King”
Content: Like the tooth fairy, but way worse.
Writing: A tale of teeth “exchanged” for dead pets (they still do stuff sometimes, it’s okay)
Art/design: Self-portrait of a sleep-deprived maniac grinning over a field of studded green.
Usability: As an (arguably) beneficial camp encounter for the child in us all.
Content: Like the tooth fairy, but way worse.
Writing: A tale of teeth “exchanged” for dead pets (they still do stuff sometimes, it’s okay)
Art/design: Self-portrait of a sleep-deprived maniac grinning over a field of studded green.
Usability: As an (arguably) beneficial camp encounter for the child in us all.
Tragic Castle Obsession
Concept: “VAMPIRES! VAMPIRES! VAMPIRES!
EVERYTHING IS A VAMPIRE! ...”
Content: A vampire castle dungeon, and Old Nick album crawl.
Writing: A full-blooded and aggressive parody of spooky vampire dungeons.
Art/design: Illustrations reinforce the cheesy haunted castle aesthetic.
Usability: Highlighted mini-map and column sidebar make for convenient table reference.
Content: A vampire castle dungeon, and Old Nick album crawl.
Writing: A full-blooded and aggressive parody of spooky vampire dungeons.
Art/design: Illustrations reinforce the cheesy haunted castle aesthetic.
Usability: Highlighted mini-map and column sidebar make for convenient table reference.
Trapped Within
Concept: “’Descending further into delirious madness, King Fathmu IX is haunted by visions of mockery... (he) imprisons everyone who seems a threat in his underground prison. Terrified traitors, aspiring necromancers, powerful demagogues and even scum like you.’”
Content: A warped, demented, and bloody prison crawl with two new classes, items, tools, and apocalyptic campaign aids.
Writing: A gonzo trip with some devious twists. Accessible at multiple levels of play, from dungeon crawls to a dramatic campaign.
Art/design: A grimy, yet familiar, adventure layout which deviates from expectations to emphasize its most unusual or dramatic encounters.
Usability: Strongly visual, yet highly structured and easy to navigate in play.
Content: A warped, demented, and bloody prison crawl with two new classes, items, tools, and apocalyptic campaign aids.
Writing: A gonzo trip with some devious twists. Accessible at multiple levels of play, from dungeon crawls to a dramatic campaign.
Art/design: A grimy, yet familiar, adventure layout which deviates from expectations to emphasize its most unusual or dramatic encounters.
Usability: Strongly visual, yet highly structured and easy to navigate in play.
Troll King Grave
Concept:
“Delve deep
Silver awaits
Hold precious your face
For the eyes will unlock”
Content: A troll-filled, in-your-face, one-page grave-crawl
Writing: Dense graphic prose scratched across the cavern floor.
Art/design: A meandering cave filled with handwritten scrawl.
Usability: Available in printer-friendly black & white.
“Delve deep
Silver awaits
Hold precious your face
For the eyes will unlock”
Content: A troll-filled, in-your-face, one-page grave-crawl
Writing: Dense graphic prose scratched across the cavern floor.
Art/design: A meandering cave filled with handwritten scrawl.
Usability: Available in printer-friendly black & white.
Twisted Firestarter
Concept:
“TWISTED FIRESTARTER
BURNER AND LOVER
but most call you Tim.”
Content: Tim. A real self-starter.
Writing: Ranges somewhere between birthday candles and cigarette burns.
Art/design: Tim boldly attempts to send his address — by smoke signal.
Usability: Orderly, high contrast, black and white. With just a hint of red.
“TWISTED FIRESTARTER
BURNER AND LOVER
but most call you Tim.”
Content: Tim. A real self-starter.
Writing: Ranges somewhere between birthday candles and cigarette burns.
Art/design: Tim boldly attempts to send his address — by smoke signal.
Usability: Orderly, high contrast, black and white. With just a hint of red.
Undead Ascendant
Concept: “Death, is only the beginning. This message of enlightenment is to be shared by all... these teachers have come to teach.”
Content: A telekinetic un-corpse. A follower or foe.
Writing: Enlightened in its brevity.
Art/design: Strikingly defined corpse imagery, haloed in pink, with vibrating yellow follower text.
Usability: Utilitarian follower, and hard-hitting opponent. Stay on its good side.
Content: A telekinetic un-corpse. A follower or foe.
Writing: Enlightened in its brevity.
Art/design: Strikingly defined corpse imagery, haloed in pink, with vibrating yellow follower text.
Usability: Utilitarian follower, and hard-hitting opponent. Stay on its good side.
Ungrateful Un-Dead
Concept: “Dark and twisted undead monsters haunt this zine.”
Content: 35 fresh additions to the living dead. And d100 things you might find on them.
Writing: A largely amusing, occasionally horrifying.
Art/design: Silky and skeletal illustrations with a classic comic shading. In black, true black, gray, and white.
Usability: Slightly tilted, but easy to read layout.
Content: 35 fresh additions to the living dead. And d100 things you might find on them.
Writing: A largely amusing, occasionally horrifying.
Art/design: Silky and skeletal illustrations with a classic comic shading. In black, true black, gray, and white.
Usability: Slightly tilted, but easy to read layout.
Union
Concept: “The Voice of Many: A Meatworks experiment gong very, very wrong.”
Content: A verbally abusive meat collective.
Writing: Manifestation lends weight to social satire.
Art/design: Perspective exaggerates a tortured mass barking at the moon. Crisp unified design.
Usability: For Mörk Borg and Lichoma.
Content: A verbally abusive meat collective.
Writing: Manifestation lends weight to social satire.
Art/design: Perspective exaggerates a tortured mass barking at the moon. Crisp unified design.
Usability: For Mörk Borg and Lichoma.
UnitSix's Misery's Keep
Concept: “an independent production by UnitSix… hastening the final Misery”
Content: A miserable keep-crawl, redecorated.
Writing: A dastardly villain, a towering castle treasure to steal, and dolls… (the original text has been slightly altered to accommodate the “reframing”)
Art/design: Crisp and spacious layout contrasts with rich inky illustrations, lovingly splattered.
Usability: Easy to reference try-fold layout with strong visual hierarchy.
Content: A miserable keep-crawl, redecorated.
Writing: A dastardly villain, a towering castle treasure to steal, and dolls… (the original text has been slightly altered to accommodate the “reframing”)
Art/design: Crisp and spacious layout contrasts with rich inky illustrations, lovingly splattered.
Usability: Easy to reference try-fold layout with strong visual hierarchy.
Vamperic Prosthesis
Concept: “Heal from drinking the blood of others.”
Content: “The fangs of an elder vampire, transfigured into a wearable prosthesis.”
Writing: Slightly addictive blood-drinking mechanics and a ghastly origin story.
Art/design: Slightly toothy, and just a little bloody.
Usability: For those wannabe bloodsuckers.
Content: “The fangs of an elder vampire, transfigured into a wearable prosthesis.”
Writing: Slightly addictive blood-drinking mechanics and a ghastly origin story.
Art/design: Slightly toothy, and just a little bloody.
Usability: For those wannabe bloodsuckers.
Van Haugr
Concept: “You are named Van Haugr. For generations has your bloodline hunted the creatures of the night. You are no different.”
Content: A self-contained, ghoul-slaying, variant of Dark Fort.
Writing: A dark and dreadful fantasy. Hunting for monsters in an old cathedral.
Art/Design: Three horizontal pages of organized three-column layout.
Usability: Self-contained, organized, and legible. A fairly pragmatic document.
Content: A self-contained, ghoul-slaying, variant of Dark Fort.
Writing: A dark and dreadful fantasy. Hunting for monsters in an old cathedral.
Art/Design: Three horizontal pages of organized three-column layout.
Usability: Self-contained, organized, and legible. A fairly pragmatic document.
Vanvetter: Water Wights
Concept: “Nordic folk tales have told stories of Vannvetter for as long as we can remember. This publication details three.”
Content: A trio of aquatic antagonists
Writing: Provides background lore and hooks for the PCs
Art/design: Straightforward, easily navigable layouts arranged around evocative illustrations
Usability: Simple on the GM side; creatures pose various threats and consequences for PCs
Content: A trio of aquatic antagonists
Writing: Provides background lore and hooks for the PCs
Art/design: Straightforward, easily navigable layouts arranged around evocative illustrations
Usability: Simple on the GM side; creatures pose various threats and consequences for PCs
Vengeful Wight
Concept: “You woke up, feeling the bitter taste of death in your mouth and a burning anger in your heart.”
Content: A vengeful undead character class with 2 separate options for starting abilities and gear, and 8-point tables for totem animals and mementos
Writing: Lean, efficient descriptions
Art/design: Stark use of color to differentiate mechanics from descriptive text
Usability: Starting options add some interesting versatility within a single class
Content: A vengeful undead character class with 2 separate options for starting abilities and gear, and 8-point tables for totem animals and mementos
Writing: Lean, efficient descriptions
Art/design: Stark use of color to differentiate mechanics from descriptive text
Usability: Starting options add some interesting versatility within a single class
Vvavvl
Concept: “A castle on a hill in the middle of nowhere unknowingly bringing about THE END.”
Content: A season-skipping, Misery-inducing, gold-grabbing, castle-side family reunion crawl.
Writing: Interesting family dynamics, the dreaded Economicon, and a surprising number of brothers-in-law.
Art/design: Stylized text which combines splashes of high-contrast emphasis with an overall print-friendly design
Usability: Yes, the QR code works.
Content: A season-skipping, Misery-inducing, gold-grabbing, castle-side family reunion crawl.
Writing: Interesting family dynamics, the dreaded Economicon, and a surprising number of brothers-in-law.
Art/design: Stylized text which combines splashes of high-contrast emphasis with an overall print-friendly design
Usability: Yes, the QR code works.
Warped Grotto’s Misery’s Keep
Concept: “an independent production by Joonas R… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A lightly distressed tri-fold pamphlet design with a clever pastel palette with vibrating blue highlights to draw the eye.
Usability: Available in printer friendly, or lively pastel.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A lightly distressed tri-fold pamphlet design with a clever pastel palette with vibrating blue highlights to draw the eye.
Usability: Available in printer friendly, or lively pastel.
We Are What We Are
Concept: “2 New Optional Character Classes: The Sin-Eater, The Parasite Skeleton”
Content: An undead class that wishes it was alive, and a living class that would be better off dead
Writing: Clearly written with appropriate imagery and tone
Art/design: Typeface and color choices add variety to the page; two-column layout is easy to read
Usability: Includes some relatively harsh restrictions, particularly the Parasite Skeleton, but they make for interesting, challenging classes
Content: An undead class that wishes it was alive, and a living class that would be better off dead
Writing: Clearly written with appropriate imagery and tone
Art/design: Typeface and color choices add variety to the page; two-column layout is easy to read
Usability: Includes some relatively harsh restrictions, particularly the Parasite Skeleton, but they make for interesting, challenging classes
Whispers of the Dead Saint
Concept: “When Dödz Bringare, a professional killer of the undead, is arrested for public disorder, he finds himself press-ganged into searching for a nobleman's dead wife.”
Content: An undead slaying, mercenary banding, Kergüs crawling, double-crossing, Misery of a novella. Complete with a set-piece dungeon and ghoul slayer class.
Writing: Relatable human foibles beneath healthy piles of loosed viscera.
Art/design: Bloody, jagged, and bleak illustrations match the struggle of a doomed mercenary company blow for blow.
Usability: Available in print, ebook, or audiobook formats.
Content: An undead slaying, mercenary banding, Kergüs crawling, double-crossing, Misery of a novella. Complete with a set-piece dungeon and ghoul slayer class.
Writing: Relatable human foibles beneath healthy piles of loosed viscera.
Art/design: Bloody, jagged, and bleak illustrations match the struggle of a doomed mercenary company blow for blow.
Usability: Available in print, ebook, or audiobook formats.
Wicked Gourd & Gourd Head
Concept: “No one knows what causes the pumpkins to come to life on the nights of the year when the barrier between this world & the next grows thin...”
Content: These gourds were made for walkin’...
Writing: Life cycle of the parasitic gourd. With nesting habits and hunting strategies revealed.
Art/design: Slightly gourd-y alterations on public domain art. Lots of orange.
Usability: Best when accompanied by Smashing Pumpkins.
Content: These gourds were made for walkin’...
Writing: Life cycle of the parasitic gourd. With nesting habits and hunting strategies revealed.
Art/design: Slightly gourd-y alterations on public domain art. Lots of orange.
Usability: Best when accompanied by Smashing Pumpkins.
Wuz’s Misery’s Keep
Concept: “an independent production by Conlin Durbin… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A sprawling waltz of a design. Typographic tricks, tasteful spot illustrations, and splashes of color are provided space to flourish in half-unlife.
Usability: A fluid presentation of Misery, in a keep.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A sprawling waltz of a design. Typographic tricks, tasteful spot illustrations, and splashes of color are provided space to flourish in half-unlife.
Usability: A fluid presentation of Misery, in a keep.
Yellow Cube
Concept: “What are you waiting for, roll a D8 - because there's more than 6 things that can go wrong when you roll a cube...”
Content: One surefire way to stub a toe. D8 ways the Yellow Cube will not be denied.
Writing: Surreal escalations emanate from the crumbling yellow stone.
Art/design: A 148mm x 148mm square of stylized dice faces, arches, philosophers, spoons, war, skeletons, and cube heads.
Usability: Self-contained roll results, loudly telegraphed for easy reference.
Content: One surefire way to stub a toe. D8 ways the Yellow Cube will not be denied.
Writing: Surreal escalations emanate from the crumbling yellow stone.
Art/design: A 148mm x 148mm square of stylized dice faces, arches, philosophers, spoons, war, skeletons, and cube heads.
Usability: Self-contained roll results, loudly telegraphed for easy reference.
Yuigaron’s Misery’s Keep
Concept: “an independent production by Matthew John… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Balanced yellow and black, room descriptions framed in the shadow of the keep, a little inverted text, some grit.
Usability: Stylish, condensed, and functional.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Balanced yellow and black, room descriptions framed in the shadow of the keep, a little inverted text, some grit.
Usability: Stylish, condensed, and functional.
Ziggurat of the Blood God
Concept: “Deep in the jungle, far from civilized lands, lies an ancient temple dedicated to a long forgotten god.”
Content: A “4th level adventure” of alien gods, blood sacrifice, and ziggurats.
Writing: A heavy science fantasy/weird fiction setting with loose references to elements of Preclassic/Classic Mesoamerican civilization.
Art/design: Dark and forbidding page illustrations of strange aliens and ancient machinery highlight an effective single-column layout.
Usability: Organized for reference over multiple sessions. Occasional generalized OSR rules reference.
Content: A “4th level adventure” of alien gods, blood sacrifice, and ziggurats.
Writing: A heavy science fantasy/weird fiction setting with loose references to elements of Preclassic/Classic Mesoamerican civilization.
Art/design: Dark and forbidding page illustrations of strange aliens and ancient machinery highlight an effective single-column layout.
Usability: Organized for reference over multiple sessions. Occasional generalized OSR rules reference.
Zwyntar Pass
Concept: “Hunt a troll at a pass at Graven-Tosk... inspired by a Ukrainian band called Zwyntar.”
Content: A rambling troll hunt between trunks and tombstones, from Grift to Galgenbeck.
Writing: A dynamic point crawl with events that evolve as scvm wander the trails.
Art/design: Bright red trail markings with black text before saturated yellow tombstones and tree trunks.
Usability: Double-sided print layout separates player and gamemaster information.
Content: A rambling troll hunt between trunks and tombstones, from Grift to Galgenbeck.
Writing: A dynamic point crawl with events that evolve as scvm wander the trails.
Art/design: Bright red trail markings with black text before saturated yellow tombstones and tree trunks.
Usability: Double-sided print layout separates player and gamemaster information.
「黒き衣の茶人」他2篇 (“Tea Master in Black Clothes” and 2 others)
Concept: “This scenario is a group of short scenarios for "Nobunaga's Black Castle". You can play three short stories in a row, which begin with the vision of Biwa Hoshi. All of them are momentary and ad hoc, full of death and violence.”
Content: A cinematic adventure to fulfill the prophecy of Biwa Hoshi.
Writing: Story driven and combat heavy with a clear objective. Explores the choices you make to arrive at the black tea ceremony.
Art/design: Long adventure divided into three episodes with textual clues to aid in navigation.
Usability: Balanced for two scvm. NPC stats not included. Written in Japanese.
Content: A cinematic adventure to fulfill the prophecy of Biwa Hoshi.
Writing: Story driven and combat heavy with a clear objective. Explores the choices you make to arrive at the black tea ceremony.
Art/design: Long adventure divided into three episodes with textual clues to aid in navigation.
Usability: Balanced for two scvm. NPC stats not included. Written in Japanese.
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