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.
Content: A dungeon in a skull, with an evil wizard.
Writing: Surprisingly amicable for an Arch Wizard, providing advice for apprentices on how to generate new cursed magic items to punish thieving scvm.
Usability: This dungeon is approachable—through the nose or eyes. The text is navigable—and color coordinated.
Concept: “Savage creatures lurk in the depths of forgotten crypts, incomprehensible relics lie waiting in the shadows of crumbling tombs, mystics argue incessantly trying to find a escape to the impending doom, and the powerful occupy themselves with vengeance.”
Content: A sprawling offering of all things Mörk Borg
Writing: Captures the tone and atmosphere of the Dying World through the descriptive text as well as the character of the mechanics
Art/design: Adapts the aesthetics and tactics of the core book with extensive use of modified public domain art
Usability: There’s something here for everyone
Content: A beefy combat monster that feeds on negative emotions or flesh—whichever’s handy
Writing: A concise stat block and a full description of behavior, including non-mechanical features and effects
Art/design: Graphic and stats presented on a single page with additional lore and information on subsequent pages
Usability: GMs will need to implement mechanics for special abilities as they see fit; blackletter text may slow reading a bit
Content: A sneaky, life-draining monster
Writing: Delivers somewhat complex mechanics in a straightforward way
Art/design: Illustration’s cooler colors establish a haunting mood and contrast with the sharp yellow text
Usability: Cumulative damage dice will require minimal bookkeeping
Content: A massive slimy spiral snüngeon.
Writing: Captures the humble majesty of an extinct apex predator.
Art/design: A comforting white and blue layout makes you want to slow down, grow some stalks, and savor the transformation.
Usability: Explore a snüngeon, make your own snüngeon, there are many titan snail shells left to explore.
Content: An ironic take on the mythic fire-bearing savior archetype; also includes stats for ancillary antagonists
Writing: Well written and filled to the brim with dry wit
Art/design: Intended for easy reading with color to add visual emphasis and focus
Usability: Designed for a longer-running plot arc rather than a one-shot encounter
Content: A location adventure featuring glass, destructible flooring, and plants that probably want to do dreadful things to you.
Writing: The Glass Herbarium’s concise efficient prose blooms into a brilliant, weird fantasy adventure.
Art/design: Consistently clean art and layout hint at a glass sanctuary protected from the scvm of the dying world.
Usability: Clean but not sterile. Strong stylistic hierarchy makes for easy navigation and reference during play.
Content: A massive subterranean monster that can kill PCs directly or indirectly after it is defeated
Writing: Conveys the sense of eldritch, ineffable horror that surrounds this being
Art/design: The semi-obscured subject of the illustration supports the concept’s nature, and use of color helps to add emphasis and visually organize information
Usability: GMs will need to track dead things encountered prior to the battle