Concept: “Finally, the arch-priestess absolved your sins and your broken body was cast in the streets.”
Content: A traumatized sinner adrift in the Dying World
Writing: Interweaves flavor with mechanics and features
Art/design: A cool layout that orients content around the inverted cross
Usability: Class features aren’t linearly presented, but doesn’t hinder reading or use
“Visions of dog therefore no dog ahead
Ahh dog, let there be dog
Dog, O dog but still no dog”
Content: An adventure with both more and less dog than expected.
Writing: Solid straight-faced delivery of a laughable case of mistaken temple identity.
Usability: Make sure to play up the visual elements to drive home the absurdity of the situation. Decide on the identity of earthbound that best suits your table. Many map design options.
Content: A degenerate crypt of eternal torment.
Writing: A dungeon as sharp and fluid as liquid metal.
Art/design: Map illustration in styles ranging from the pragmatic to the purely aesthetic. No nonsense dungeon description that’s both aesthetic and legible.
Usability: Consistent and navigable visual hierarchy for easy reference.
Content: Delivers on its promise and incorporates the dice’s spatial positions in addition to their numerical results
Writing: Contains some excellent, atmospheric descriptions and some really clever mechanics for interpreting the rolls that include some ingenious metagame actions and consequences
Art/design: A more traditional visual style and layout but still very on-brand and aligned with the content
Usability: Must be printed unless you want to roll dice on your screen; in the latter case, I recommend heavy, sharp, pointy metal ones
Content: A nauseating, poison shrouded temple to bile and frothing rage.
Writing: Consistent theme and tone throughout. Filled to bursting with literal and symbolic bile.
Art/design: Consistent design cues in a clean practical design. Plus, a disturbingly grainy image of Queen Hate herself.
Usability: Clean map, clear sensory references for crucial elements. Encounters do hop from room to room. Some DM review prior to the session is advisable.
Content: An aquatic point crawl across a disturbingly inhabited sunken city.
Writing: Stylistic, clear, and evocative. Provides a strong framework for running each location.
Art/design: Distressed black and white. Strong and consistent hierarchy. Two column structure.
Usability: Easily Printable. Consistent cues for sensory descriptions, mechanics and stats.
Concept: “Letters appeared in black ashes / Swarming to spell words / Twisting to form shapes / Crawling to draw a map / They showed us the way”
Content: A set of 6 purely textual dungeons
Writing: Efficiently supplies imagery and details of each room
Art/design: Arranges the text as a map of the dungeon, using color, typefaces, and other characteristics to differentiate and characterize rooms
Usability: Requires reference to core rulebook for monster stat blocks