one-shot
The Cross Stitch
Content: A thirty-minute wrinkle in time. One full night of adventure.
Writing: A deftly woven tale that doesn’t feel stiff or leave many loose threads.
Art/design: Carefully woven threads track the timeline, combined with careful linework and strongly delineated sections, to support a securely tailored theme.
Usability: One of the easiest to reference timeline-based adventures I’ve read.
The Cult of the Black Salt
Content: A salty, corpse-strung scaffold crawl.
Writing: An event-based framework to explore a surprisingly constructive death cult.
Art/design: A defiantly tortured figure is scaffolded to the top of this simple text spread.
Usability: Requires Feretory. Print Friendly
The Dagger of the Green Church
The Death Race
Content: Includes scenario seeds, gear, adversaries, and additional rules
Writing: A mix of flavor and mechanics; stylized as a retro videogame
Art/design: Features a variety of expressive typefaces, textures with original illustrations
Usability: Includes a brochure version and printable play resources
The Death Ziggurat
Content: Pre-apocalyptic hexcrawl with random elements
Writing: Fairly elaborate with plenty of horrible imagery
Art/design: Captures the mood, setting, and characters well
Usability: Fun and lethal; separate player and GM maps are quite helpful
The Demesne of Conflagration
Content: A fire-themed mansion crawl
Writing: Extremely concise but with enough bizarre detail to fuel the imagination
Art/design: Good use of color to guide focus and to add character in key places
Usability: Pamphlet is nicely laid out for quick, easy use in-game
The Devil’s Crossroad
Content: Complete one of six death matches or be dragged down to Hell; includes some clever conditional mechanics and rewards for completion
Writing: A balance of context and mechanics with strong imagery in the descriptive text
Art/design: Designs and layouts reinforce the themes and concepts from the text with plenty of grimness and grimness
Usability: Unforgiving to unlucky PCs (not that that’s anything new in this game)
The Dungescape #1
Concept: “Why not try to escape a dungeon instead of exploring it?”
Content: A heavily guarded, escalating torture-dungeon
Writing: Descriptive; doesn’t tie directly to Mörk Borg, but likewise easily transplantable according to need or taste
Art/design: A departure from Mörk Borg-style graphics, but fine quality; layout fits copious content into a small space
Usability: Admirable given the self-imposed constraints
The Emperor of Teeth
Content: A weird, bleak encounter in cabin-turned-horror-show
Writing: Pulls no punches with the body horror and grotesque imagery; payoff is grimly humorous
Art/design: Available in pamphlet and Album crawl version, which is read counterclockwise
Usability: Page numbers help reading the pamphlet digitally; the Album Crawl version is challenging in either medium
The Enigmatic Oracle
Content: A series of d6 tasks, in return, a damned relic.
Writing: A dangerously powerful artifact, framed by a dark oracle, and the cursed acts one must perform to obtain it.
Art/design: Crisp black illustrations with wispy pink highlights.
Usability: A striking and clear one-page encounter.
The Escort
Content: An escort mission. Really.
Writing: “Like, really slow. Painfully slow. Pain. Fully. Slow.”
Art/design: I can tell from the art that Esther is a real charmer. The layout is too.
Usability: Use at your own risk. Players will get impatient. Antics will ensue.
The Farm
Concept: “Since it’s Mörk Borg, you’ve probably already guessed that everything is just fine, and the livestock aren’t slaughtering people or anything like that.”
Content: Animal Farm on PCP
Writing: Well-delineated descriptions of individual locations pervaded by visceral charnel imagery and punctuated by sardonic wit and bleak humor
Art/design: Laid out for easy use with stats and maps proximal to descriptions; includes some gritty, evocative illustrations
Usability: Easy to run and guaranteed to get some cringes; not for the body-horror averse
The Festering Pit of Mokath
Content: A continually randomized dungeon with rules for fire spreading and damage
Writing: Plenty of vile imagery and vindictiveness for the PCs
Art/design: Subdued colors create a somber tone; rooms are nicely presented on the page but detached, allowing the GM to arrange and rearrange them as called for
Usability: Requires some renumbering and extra rolling on the GM’s part, but worth it to make those scvm suffer
The Fiend’s Paw
Content: A courtroom-dungeon generator
Writing: Delivers a backstory to motivate a crawl in search of fabled treasure
Art/design: Primarily textual with typographical emphasis and illustrations to establish ambience
Usability: Straightforward to use, and interesting change of scenery for an urban adventure
The Flesh Legion
The Fleshworks
Concept: “Nechrubel has […] resurrect[ed] you here as animated skeletons. […] Your only desire is to escape and get some new fleshy digs.”
Content: An imaginative character-creation dungeon
Writing: Visceral descriptions punctuated by blunt wit
Art/design: Color choices differentiate text blocks and maintain readability the graphic ground
Usability: The layout’s logic may not be apparent at first; look to the pentacle, and all will be revealed
The Forsaken God
Content: A crawl through the castle and its surroundings, including a table to randomize the fortress’s layout
Writing: Ample descriptions of NPCs, locations, and other details
Art/design: Includes a full-page map and a Mörk-Borgy palette
Usability: Mechanics are incorporated into the descriptive text, which may slow some readers and GMs down
The Gardens at the Bewitching Hour
Concept: “The gardens were an extremely popular spot in Grift …. Now it is nothing but weeds and despair.”
Content: A crawl through a baroque pleasure garden
Writing: Primarily descriptive; adds clever nuances to monsters and NPCs
Art/design: A nice map and clearly delineated locations
Usability: C’est magnifique
The God of Many Faces
Content: A strange hexcrawl through Galgenbeck’s heretical underbelly; also includes a set of 4 thematic Powers
Writing: Provides some compelling images and scenery in a small amount of space
Art/design: Strikes a strong balance between Mörk Borg aesthetic and the setting’s character
Usability: Efficient layout with helpful checkboxes for tracking the party’s progress
The Great Axeby
Concept: “You receive a party invitation from the owner of the lavish lakeside mansion next to the guesthouse where you’ve been staying.”
Content: Yes. It’s a Gatsby-inspired mansion crawl.
Writing: Overflowing with character and wit
Art/design: A very clean and appropriate design in the manner of Rotblack Sludge
Usability: Extremely well laid out and efficient
The Hadean Fort
Content: A fairly elaborate dungeon inspired by a DNGNGEN creation
Writing: Provides copious detail about rooms, inhabitants, and content
Art/design: Primarily textual, but includes some illustrations and maps
Usability: Fairly linear progression obviates need for flipping/scrolling through a relatively lengthy document
The Haruspex of Anzû-Uz
Content: Includes backstory, hooks, and descriptions of rooms and boss
Writing: Fairly concise without sacrificing character
Art/design: Text heavy with fairly traditional design and layout
Usability: Easy to navigate with numbers coordinating the text and map
The Haruspex of Anzû-Uz
Content: Includes backstory, hooks, and descriptions of rooms and boss
Writing: Fairly concise without sacrificing character
Art/design: Text heavy with fairly traditional design and layout
Usability: Easy to navigate with numbers coordinating the text and map
The Hateful Grave of Klor Prügl
The Hexed Gauntlet of Kagel-Secht
Content: A combination poster-size comic/dungeon
Writing: Contains stat blocks, item descriptions, and a point-map of the dungeon layout
Art/design: Panels convey a narrative and illustrate the dungeon’s locations; colors and style strongly recall the Underground Comix movement; sweet art on the reverse side
Usability: Could double as a play mat if you hide the stats (or don’t care if players see them)
The Hidden Hemlighet Prison
Content: A frozen aristocratic prison resurrection-crawl.
Writing: A notorious prison where nobles pay to live out their death sentences, with corruption revealed behind every door.
Art/design: A gorgeously rendered isometric map and character illustrations paint a clear picture of each encounter.
Usability: Highlighted room illustrations with each encounter for easy reference of details on the map with each encounter. Available in Russian.
The Ice Caves of Santa’s Claws
The Living Statue of Alk Baum
Content: An adventure that ties into the Unclean Leporello mythos; includes a release valve for blockage against an immortal foe and alternate endings based on PCs’ (in)action
Writing: Mostly descriptive with a stat block and Specials for the titular monster, including a mechanic for titanic attacks
Art/design: Textual design facilitates navigation on the fly; graphics depict the two central characters
Usability: “Use this pamphlet as best fits your needs.”
The Lonely Throne
Content: 12 random encounters, 3 otherworldly entities, 21 rewards, 8 consequences, and more adventure possibilities than I feel like calculating
Writing: A clever concept well executed with lots of descriptive flair
Art/design: Organized for usability with illustrations and other graphic elements that contribute atmosphere
Usability: Linear, dual-column layout makes the document easy to read and navigate
The Maze of Raedis the Necromancer
Content: Exactly what you’d expect from the title and description
Writing: Includes backstory, hook, descriptions of rooms, and monster stat blocks in an appendix
Art/design: Traditional and text focused, but includes some visuals and trade dress as well as a map
Usability: GMs will probably benefit from reviewing it once or twice before running it to minimize downtime spent reading
The Murderous Monks of Mournful Moor
Content: 8 rooms of survival horror
Writing: Includes extensive descriptions of rooms and NPCs
Art/design: Entirely typographical, but establishes a visual hierarchy for quick navigation
Usability: May pose a challenge to more spatially oriented readers
The Neverending Forest
The Oasis
Content: A fairly densely populated crawl through the digestive tract of a dead god
Writing: Lots of exposition and description of the rooms and inhabitants; includes tables for encounters, conditions, food, and rumors
Art/design: Lovely map; typographical and color choices greatly assist in navigating the document
Usability: Logically organized and easy to navigate
The Origin of My Depression
Content: An adventure centering on blind vindictiveness and vindication
Writing: Poetic in its bluntness and emphasis on body horror
Art/design: Features a very clinical but still visceral anatomical illustration
Usability: Presents the situation as exploratory rather than plot driven
The Oyster Ditch
The Pest House
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 Right to Bear Arm
The Romvs Inn
Content: A humorous but still extremely lethal anti-adventure
Writing: Entertaining and establishes the desired, comedic tone
Art/design: Columns for exposition and proximal layout for the setting both adapt the MB aesthetic to good effect
Usability: Have you tried those scrambl'd æggs? To die for.
The Shape of He to Come
Concept: “Venture into the swamps of Wästland to get to the bottom of the recent disappearances of foresters and peat cutters.”
Content: A morally ambiguous, jungle-themed hexcrawl
Writing: Primarily instructional with a random encounter table and some stat blocks
Art/design: Map-based with a floral background that sets the atmosphere
Usability: Discrete sections are easy to navigate
The Slobberer’s Observatory
Content: A cosmic-horror-themed adventure and a matching character class
Writing: Concise descriptions of rooms and lightweight stat blocks for monsters and loot
Art/design: Fairly liberal page layouts, readable typefaces, and a mix of hand-drawn and open-source images
Usability: The flat yellow ground on some pages is a bit eye-burning on the screen, but it’s only really prominent on a few pages
The Spire of Grief
Concept: “Drawn to the spire, the only shelter for many miles, you seek refuge from a storm of prophetic intensity.”
Content: 4 rooms and inhabitants to populate them
Writing: Provides atmosphere and scenery; more suggestions rather than hard, fast rules
Art/design: Creates a wonderfully isolated, Gothic feel
Usability: Mapless; easy to grasp and highly usable at the table
The Temple of Healing
Content: A 5-room dungeon, the Devourer of Afflictions, and the Maggot Priest character class
Writing: Sharp and concise with particular attention to imagery; a good fit for the dungeon and concept
Art/design: Mix of green, purple, pink, and flesh tones creates a Mörky vibe while retaining a distinct visual character; excellent, thematic illustrations
Usability: May improve PCs’ quality of life or make it oh-so-much worse
The Tight Grip
Content: A pot collecting, bounty escaping, possession crawl.
Writing: An entertaining mix of motivated factions in a situation that’s ready to spiral out of control. In short, a good night of Mörk Borg.
Art/design: Hazy sketches of cheerless figures and grisly horror occasionally sully an otherwise clean plaintext layout.
Usability: Black and white. Text separated from darker illustrations for ease of printing.
The Unseen Vaults of the Optic Experiment
Content: Nohr’s sheer weirdness and wit in full effect
Writing: Provides lots of options and suggestions for GMs to play with
Art/design: Creates a crazed tone that ups Mörk Borg’s bizarro aspect
Usability: Easy to navigate thanks to the map and room roster alongside detailed descriptions
The Unworthy
Content: Circumvent (or kill) embodiments of the 7 Deadly Sins to reach the stronghold and negate a Misery
Writing: Sketches the overall scenario and individual encounters with stat blocks for each NPC
Art/design: Text blocks’ arrangement around the map reflects encounter placement on the map; typography and color also help with navigation
Usability: Carries serious penalties for PCs who take encounters at face value
The Vault of Refuse and Waking Nightmares
Concept: “Descend into a shrine to a secret god, converted into a foul treasury for the Dark Lord.”
Content: A dungeon filled with minions of Nechrubel
Writing: Descriptive with some subtle humor in the exposition and stat blocks
Art/design: Graphics and text ordinated on the central map
Usability: The nonlinear numbering is a little tricky but not severely detrimental
The Visitation at Rosewell
Content: A sinister forest crawl across 7 hazardous locales
Writing: The dark, gruesome elements contrast well with the more pastoral and divine-symbolic imagery
Art/design: Images and colors serve as quick reminders of locations’ inhabitants and their threat levels
Usability: Includes navigation prompts and references so GMs can flip to destinations instead of the map
The Visitor of Reduction
Content: An investigative, isolation-horror adventure inspired by South American lore
Writing: Provides background and hooks along with profiles for important NPCs, stat blocks for enemies and monsters, and weather mechanics
Art/design: Judicious use of contrasting colors in illustrations and clean, clear maps
Usability: Relevant information and stats are proximal to maps, making them easy to use at the table
The Wailing Well
The Western Wall
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 Wicker God
Content: An enormous monster that eats characters and monsters alive before immolating itself
Writing: Concise but descriptive with well-placed humor
Art/design: Typography and purely graphic components all contribute to an overall woven, vegetable texture
Usability: Selective regeneration makes a bit more math for the GM; defeating it without killing consumed allies creates a tactical challenge for the PCs
This Hell of Mine
Concept: “A week has passed since the mine collapse. All efforts to move the giant boulders blocking the entrance have proven futile. […] Left with no other choice, you grasp the rope and descend into the mines…”
Content: A complex and cerebral dungeon
Writing: Clear and does a good job of economizing elements into accessible bullet points
Art/design: Efficient, atmospheric use of typefaces and color
Usability: More than a few moving parts to keep track of, but the document provides cues and assistance
This is the End Now
Content: A psychedelic album crawl of magic spheres, wishes, human greed, and its inevitable conclusion.
Writing: Prescriptive language which produces a singular narrative.
Art/design: Sepia-hued imagery in tribute to both album and musicians.
Usability: Bordered font hinders skimming and referencing the text.
Through a Glass Darkly
Concept: “Your party has stumbled into a dungeon that appears abandoned, but weird things keep happening.”
Content: A slow-boil slaughterfest with an excellent gimmick
Writing: Conveys necessary information concisely
Art/design: Marvelous contrast between the two maps
Usability: Effective room nomenclature; the Notes document is a very useful, practical addition in many ways
Thy ship was swallowed by a moray eel of considerable proportions
Content: “As stated in the title”
Writing: A medical treatise, ecology, and setting guide in one long, wriggly, event-driven package. The eel's name is Inmedius Rex.
Art/design: Memorable use of eel anatomy, and organic placement of spot illustrations.
Usability: The monster and NPC stat blocks were fully digested, make your own.
Tomb of the Old Dead One
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.
Tomb of the Screaming Snakes
Content: A 15-room dungeon with indigenous monsters and treasures
Writing: Short, clear descriptions of each room and inhabitants
Art/design: Map is easily readable and use of colored text facilitates easy GM use
Usability: Includes a player-facing map and an overlay sheet to simulate a torch’s light radius while exploring
Tower of Insanity
Tower of Scoundrels
Concept: “The heroes search for shelter from the impending downpour. Lightning flashes, illuminating the forest and revealing a tower.”
Content: A tower crawl designed to distract from larger plots and quests
Writing: Provides background on the tower and descriptions of each room and character
Art/design: Woodcut-style graphics, vibrant colors, and other visual flourishes set the tone well
Usability: Album sleeve doubles as a GM screen with concise maps of each level and a summary of enemy stats and key features; booklets are organized by floor with descriptions and stats in close proximity to maps
Tragic Castle Obsession
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.
Tranquility Base Hotel & Casino
Concept: “A red glow is coming from over the horizon. It is a HOTEL sign.”
Content: Mörk Borg vacations at a lunar resort
Writing: Conveys an isolated, nostalgic tone
Art/design: Color and graphics contribute a lot to the overall atmosphere
Usability: Slight flow ambiguity between Lobby and Hotel but not a major obstacle
Trapped Within
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.
Trial of the Altered Beast
Content: A funnel containing locations, monsters & NPCs, and an optional class as a “reward”
Writing: Provides background for the GM’s benefit along with descriptions and relevant mechanics for locations and inhabitants
Art/design: Typographical choices create a visual hierarchy that facilitates reference and navigation; illustrations add color and character to the creatures & NPCs
Usability: Includes separate PC- and GM-facing maps and a printer-friendly version of the whole document
Troll King Grave
“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.
Ultraviolent Floating Halls
Underhill: Blood Queen of the Trow
Concept: “Find children. Kill elves. Profit.”
Content: A subterranean dungeon crawl in pursuit of kidnapped children
Writing: Heavy on descriptions of rooms and creatures/characters; some variable encounters
Art/design: Draws from a wide range of public domain artwork
Usability: Images deployed to help GM navigate rooms and reference creature stats
Unholy Mountain
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
Unholy Nativity
Unholy Night
Concept: “The house is an old stone and wood structure. Icicles line the eaves – glittering in the firelight from within. The smell of burning oak fills the air and fills you with hope. Shelter. Warmth…..maybe even food.”
Content: A frozen, Yule-themed adventure filled with murderous holiday cheer
Writing: Provides lots of descriptive text for the GM to use and adapt
Art/design: Graphically conservative, but effectively conveys the atmosphere of particular scenes
Usability: Minimal mechanics; emphasizes interaction and narrative-building
Utställningslokaler the Showroom
Content: Tools for generating rooms, content, and encounters
Writing: Includes a brief hook; otherwise, pretty direct descriptions and instructions
Art/design: Contains helpful illustrations of room shapes and types; more traditional layout and design; primarily monochrome with but uses thematic colors to emphasize the BBEG
Usability: Good in its own right, but additionally useful as a reskinnable dungeon generator
Vanity Bleeder
Content: A glamorous/decrepit manor crawl full of hospitality/horror.
Writing: Understated and effective horror which carefully unravels and presents itself across both the black/white pages.
Art/design: A duality of black/white denotes the influence of Verhu’s Blind on the perceptions of the inspired. Alterations and reversals of associated imagery enhance the central theme.
Usability: Redundancy and parallel between the black/white versions of each spread allow for ease of reference regardless of your scvm’s sobriety during the adventure.
Vaults of Unfaith
Content: An occult dungeon with random events and escalating enemies
Writing: You may learn some new words; use them to terrify your players
Art/design: Establishes atmosphere; concreteness provides easy navigation
Usability: Very intuitive and efficient layout
Venus Red
Verhu Wants
Content: A cursed amulet, and a (probably) fatal 666-second errand.
Writing: Clever use of The Basilisks Demand table as a mini-game. With helpful descriptions of the options a scvm could take to avoid almost certain death.
Art/design: An amusingly horrifying sketch of a disappointed (and hungry) basilisk.
Usability: A short solo adventure or introduction to Mörk Borg.
Vile Bodies
Content: A pointcrawl through the woods after a fresh snowfall … and also freshly risen zombies
Writing: Primarily descriptive of scenario and settings but with some colorful imagery
Art/design: Straightforward block layout with readable body text and unobtrusive illustrations
Usability: Failure is an option for PCs (but not a good one)
Wayward Corpses
We Can’t Stop Here …
Content: A drug-filled wagon and introductory adventure inspired by a masterpiece of American literature
Writing: Includes lore, characters, and tables for the wagon’s contents and effects, hangovers, psychoactive visions, and trips (double entendre!)
Art/design: Includes some Borgy layouts and colors with graphics that reinforce the key motifs; dungeon features clean design and simplified layouts inspired by Rotblack Sludge
Usability: Includes alternate rules for travel different from (but not incompatible with) Overland Travel/Roads to Damnation
What’s Black As Night
“Pine trees rearranging,
Permafrost crushing,
Colorful berries dot the void,
Bitter winds howl on frozen trees,
Red stain of fresh kill,
Snowfall entombs.”
Content: A frigid, howling, blood-splattered forest crawl.
Writing: A Grimm amalgamation of storybook wolves in all their gory detail.
Art/design: A vivid hybridization of illustration styles splattered in blood and red text.
Usability: Available in full-color gothic and plain text. With a player map and bonus wallpaper.
Where the Cold Star Lies
Whispers in The Darkness
Content: A transformative four-adventure experience.
Writing: A slightly detached and understated style that slowly ratchets up the tension to a horrifying conclusion.
Art/design: Gorgeously detailed maps in a clear and structured black-and-white design.
Usability: Consistent textual cues and a clean layout are ideal for use at the table.
Wind Fetter
Content: A dried-lake-bed crawl that ends in an occult charnel house; wind effect table is particularly of note
Writing: Has pretty comprehensive descriptions with some vivid, detailed imagery
Art/design: Mostly oriented toward ease of use, but contains some cool visual text on the cover
Usability: Straightforward with enough variability to keep it from being completely linear
Word Dungeons
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
Wrong God
Content: A severely twisted cathedral crawl
Writing: Violent and visceral. You’ve been warned.
Art/design: Descriptions arranged within the map provide verbal “illustrations”; reading progresses up the page, creating friction and synergizing with the content to parody ascension
Usability: Includes some transgressive iconography; reader discretion advised
Yahar’Gul
You Won't Get What You Want
Content: A hexcrawl exploring the motifs of lack and obstruction
Writing: Concise location descriptions that are primarily concrete but incorporating some abstract imagery
Art/design: Text and map share a stark black-and-white color scheme that emphasizes the central conceptual dichotomy
Usability: Supplies a want at each location but leaves it to the GM to incorporate its relevance to the PCs
Zwyntar Pass
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.