Aaron A. Reed
CREATOR
6 months ago

Project Update: Adventure Zine #2 now available!

Hi Downcrawl fans--

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 darkest deeps,

Where the Rock Stops?




Like the original adventure zine The Hypogean Solution, Where the Rock Stops is essentially a "module" that takes over the Downcrawl moves to tell a guided story overlaid on your existing campaign and adventures. This time, you'll visit a new Region with its own navigational challenges and sinister plots:

  • 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

How do the Adventure Zines work? 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.* This means in Impromptu or Solo mode, you can play the module even with no one reading anything about it in advance!

* 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 might discover new secrets about Volumes you've already made, and meet new NPCs from Folk you've invented at your 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 Adventure Zines at once.

You can grab Downcrawl Adventure Zine #2: Where the Rock Stops as a printable PDF or a limited print run of physical zines (printed on heavy paper for ease of cutting up and moving around the table). All my books and games are on sale all week, including Where the Rock Stops, so now is a great time to pick one up! Finally, both zines are also available as a bundle with the Downcrawl 2E PDF, all at their cheapest prices ever during the sale, if you want to introduce someone new to the game.

Downcrawl Adventure Zine #2: the print run!


Thanks for being a fan! More Downcrawl stuff is coming before the end of the year, and who knows, there may even be news about a new Crawl setting sometime in early 2026...

--Aaron
23 votes
0
Share

Share

Twitter

Bluesky

Facebook

Copy Link

Edit
Comments 0
Loading

Confirm