1d10+5
DNGNSTOCK
“Common and Rare Encounters and NPCs to fill your Solitary Defilement dungeon-crawls!”
FÖLK-LORE: Environs & Ephemera
25 contributors
1d10+5
Rugose Kohn
Michael Mars
Ben Gyurik
Saluman
Rodrigo Herrera
gaffy
Anders Björkelid
Dan Ricketson
Kevin Sheehan
Tragos Games
Johndroid
Paul S. Miller
Dave Pauls
Sean Hudspeth
Ahimsa Kerp
grave snail games
Matthew Sanderson
Ar-Em Bañas
qilyn
Michael Tahmasian
Sam/HauntingOfTheWicked
Jakub Skurzyński
Gabriel Matteson
Scott Danielson
“Everything from new classes to strange new locales”
FÖLK-LORE: Fiends, Freaks, & Foes
41 contributors
1d10+5
Rugose Kohn
Damien Villa
Jegs
Harkenstone
Dan Taylor
B Halliday
Mattias Thatch
WuDeRPG
mghoneybee
RaptorShadow / BirdSilhouette Games
Jim Gies
Bracken MacLeod
samaritan_burden
MarksQuests
Christopher Annandale
Brian Binh
Olivier Delattre
Leonardo Andrade
Paskål Jansson
Greyson Yandt
I. McClung
Ghee Dodlinger
Misha Panarin
Rinaldo Agostini
Arnaud F. Lambert
hamildong
Ryan Sigler
Andrew Cutler
Irish_Mercury
Vikugna Vikugna
Overlord Publishing
Walton Wood
Theodore L. Rivera
Ian Long
mcglintlock
iriffuk
Ra Press
KRD Designs
Nina Morgan Olsson
Johan Nohr
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
Content: The first volume of collected FÖLK-LORE Jam entries
Writing: Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design: Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?
Content: The first volume of collected FÖLK-LORE Jam entries
Writing: Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design: Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?
Settlements of the Damned
Concept: “The settlement generator from Alone in the Crowd”
Content: Four-lines sketches of the Dying Land’s settlements
Writing: Provides a descriptive name, summary of character, and geographic feature and location
Art/design: Consists of a hero image and a nice calligraphic script; very yellow
Usability: “Onward!”
Content: Four-lines sketches of the Dying Land’s settlements
Writing: Provides a descriptive name, summary of character, and geographic feature and location
Art/design: Consists of a hero image and a nice calligraphic script; very yellow
Usability: “Onward!”
ShadowClink
Concept: “Escape the dungeon of the Shadow King!”
Content: An adventure for the Sölitary Defilement solo-play ruleset; includes scenario setup, encounters, NPCs, special rooms, and rules for backtracking
Writing: Well written and easy to read with evocative language that helps build the experience
Art/design: Designed and laid out for clarity and ease of use, but the colors and chain graphics provide some appropriate character
Usability: Requires Sölitary Defilement to play solo, but also makes a pretty good random dungeon generator for standard play as well
Content: An adventure for the Sölitary Defilement solo-play ruleset; includes scenario setup, encounters, NPCs, special rooms, and rules for backtracking
Writing: Well written and easy to read with evocative language that helps build the experience
Art/design: Designed and laid out for clarity and ease of use, but the colors and chain graphics provide some appropriate character
Usability: Requires Sölitary Defilement to play solo, but also makes a pretty good random dungeon generator for standard play as well
Sölitary Defilement
Concept: “An engine of lonesome death”
Content: A sprawling supplement with comprehensive rules and tables for solo play
Writing: Straightforward, second-person instruction in the main text; also includes a sample of play
Art/design: Clean, linear textual layouts and presentations with on-brand typographical choices to delineate structure; illustrations set a lonely, macabre atmosphere; also includes a handy flowchart for daily activities
Usability: Calls for the use of other supplements and tools, but in itself, a thorough kit for dying alone & miserable, including multiple useful documents for record-keeping
Sölitary Defilement Oraculorum
“All the oracles you need for Solitary Defilement in one place and optimised for mobile”
Streets of Decay
“A quick and dirty way to generate encounters based on the city-crawling oracles in 1d10+5's Alöne in the Crowd (exclusive to backers of the Sölitary Defilement Kickstarter)”
The Bone of Batrasaxas
Concept: “The Bone of Batrasaxas makes any animal it touches devoted to the wielder.”
Content: An overview, crafting and use instructions, critical failures, and a sample wielder
Writing: Mechanics are concise, and the descriptive text is full of detail and character
Art/design: Relatively conservative but efficient and effective for its purpose
Content: An overview, crafting and use instructions, critical failures, and a sample wielder
Writing: Mechanics are concise, and the descriptive text is full of detail and character
Art/design: Relatively conservative but efficient and effective for its purpose
There Was an Old Lady
Concept: “Bilious beasts from a rotten maw!”
Content: A fun inversion of the classic nursery rhyme
Writing: Contains stats for the title character and all the animals she’s swallowed/vomits at PCs
Art/design: On-brand layout and graphics with some distinctive, noxious green for extra character
Usability: A potentially gross, absurd, and diverse challenge for players
Content: A fun inversion of the classic nursery rhyme
Writing: Contains stats for the title character and all the animals she’s swallowed/vomits at PCs
Art/design: On-brand layout and graphics with some distinctive, noxious green for extra character
Usability: A potentially gross, absurd, and diverse challenge for players
Unholy Mountain
Concept: “The Falchon ascends, climbing up to the peak. […] The next hing you know, you are falling through the air…”
Content: A 15-room crawl through a twisted frozen dungeon
Writing: Lots of interwoven details, foreshadowing, appropriate atmosphere, and dynamic elements to keep players moving forward; rooms are described in bullet points, helping with fast reference and navigation
Art/design: A relatively dense layout but uses visual cues to connect related components on the page
Usability: Well-designed for GM use; some subtle hazards may trip up players but never lead to dead ends
Content: A 15-room crawl through a twisted frozen dungeon
Writing: Lots of interwoven details, foreshadowing, appropriate atmosphere, and dynamic elements to keep players moving forward; rooms are described in bullet points, helping with fast reference and navigation
Art/design: A relatively dense layout but uses visual cues to connect related components on the page
Usability: Well-designed for GM use; some subtle hazards may trip up players but never lead to dead ends
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