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In the Clutchlands, far below even the Deepest Down, cities and wilderlands cling desperately to an endless roof, suspended over a black and monstrous void. Some call it merely an oversized cavern. Others call it the end of the world. What adventure will you find here in the dark deeps,

Where the Rock Stops

  • Descend an ancient brass-bound elevator in a questionable state of repair...
  • Discover the sundry Conveyances of the Clutchlands, required to journey through this vertiginous place, including a rusty network of suspended minecarts, ill-advised inventions, and a most curious colorful creature...  
  • Visit the jeweled city of Nadir, built into an immense stalactite and meeting the yawning black void below with light and laughter...
  • Integrates with your existing Volumes and Folk, adding a new Region to your Deep, Deep Down!
This print-and-play adventure for Downcrawl 2E can be played like a traditional module, but is also designed to work in Impromptu or Solo mode where there is no GM, and no one has read through the adventure in advance. That's right, it's a module that requires zero prep work! 

Here's how it works: the contents are divided into a series of printable cards corresponding to Moves you would ordinarily trigger while playing Downcrawl: moves like Plan a Journey, What's the News? or Travel Encounter. You keep the cards face-down on the table with the trigger move on the back. The first time you trigger a matching move, someone picks up that card and reads the hidden reverse side to learn a new piece of the ongoing story.* 

* In Guided mode (with a gamemaster), the GM can keep the cards totally secret behind the GM screen, using them as reminder triggers to advance the plot, or have them on the table to show the players what moves will trigger more plot, but read and reveal cards themselves.

The list of face-down cards shows you which moves will advance the story further, hinting what actions you might take next to progress. And the adventure is designed to integrate with your ongoing campaign: you'll discover new secrets about Volumes you've already made and new NPCs from Folk you've invented at your own table. 

Each Downcrawl Adventure Zine is its own set of special moves that can be played alone, gathered up and set aside for a while to put that plot thread on hold, or even shuffled together to play multiple Advenure Zines at once. 

Where the Rock Stops takes you into an exciting new Region of your Downcrawl campaign world, which you can continue exploring after the adventure ends. It wil likely take around two sessions to play. 

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Get this zine and 2 more for $25.95 USD
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Buy Now$6.95 USD or more

In order to download this zine you must purchase it at or above the minimum price of $6.95 USD. You will get access to the following files:

DC2E-AdventureZine2.pdf 1.3 MB

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