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Grift

From Beyond the Endless Sea

Concept: “Cultists, Bloodhawks, secret island temples, wands channeling the Black Wind, loopy hippies, gnarly artifacts, zombified townsfolk, and the ability to loot your bosses' house - and much more - await you.”
Content: A frenzied mob is overtaking Grift, do something about it.
Writing: Deified mob violence unifies multiple sessions in Grift and provides a potential antagonist for long-term play.
Art/design: Design elements convey the compulsions of a waking god. Consistent use of public domain image backdrops.
Usability: Thoughtful design elements on a large-scale aid in utility and navigation. 

Miserere

Concept: “When you woke up two days ago, you discovered that Grift was inhabited by a nightmare.”
Content:
Delve into a barrow to (hopefully) stop an unholy scourge
Writing:
Creates an atmospheric series of scenes
Art/design:
Quite expressive without being overpowering
Usability:
Font, color, layout choices ensure easy navigation of text

The Melting

Concept: “The further you walk from the city, the stranger the land gets. All that salt in the air does things to the mind. Of late, people wandering the wilds around Grift are not returning.
Content: A haunted house dungeon with strong supernatural and body horror themes.
Writing: Effectively utilizes mechanics to reinforce descriptive horror elements.
Art/design: Distressed gritty zine aesthetic, playful use of sidebar layout, eclectic style with striking visual elements.
Usability: Useful mini map highlights for reference. Some horror elements require DM engagement to be most effective. Come to the table prepared. 
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