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Posted: Wed, 04 Feb 02:03:30 CST
This set was sculpted by Colin Christenson during January 2026. We’ve had requests for a full snow set for years. I struggle to remember a winter where that request didn’t pop up, but this year Colin was ready. He poured every last drop of toil and talent into Snow production. He never said the extra passion was to make up for previous years, but it sure felt that way when processing these tiles for publishing.
We thank Colin for these models, and we dedicate them to all the fans who made this request over the years.
TERRAIN RECOMMENDED PRINT SETTINGS
Layer Size: 0.16mm minimum. 0.1mm recommended.
Infill: 10% for all models recommended
Top/Bottom Layers: 9 (or 0.9mm if using a different layer size than 0.1mm)
Side Shell Count: 2 (or 0.8mm if using a different nozzle size than 0.4mm)
Raft/Brim/Supports: None



Posted: Wed, 04 Feb 01:55:59 CST
This is a unique vertical map designed to drop seamlessly into Troika!, Starfinder, and other science-fiction or science-fantasy tabletop roleplaying systems. Easily accessible via pdf and mp4 format on mobile devices and print friendly on a single sheet of paper.
2 files: A pdf map and an animated map.
Please donate! And leave a comment if you'd like to see more of these scifi maps!
***
Stratafall Relay is a vertical passage rather than a place—a stacked corridor of habitation, transit, and abandonment cut straight through the crust of a broken world. Each layer was built by a different era, using different assumptions about gravity, atmosphere, and purpose. None of those assumptions survived.
Floating stations hover beside fractured ledges, anchored by obsolete stabilizers that still hum out of habit. Transit disks drift between strata, following routes no one fully remembers. Some platforms are marketplaces, others are shrines, observatories, or simply places where people stopped and never moved on.
The deeper levels grow quieter. Signals echo strangely. Architecture becomes more symbolic than functional, as if later builders were copying forms they no longer understood. At the lowest visible layer, a sealed void-dock opens into starless black, a reminder that Stratafall was once meant to connect worlds—not just levels.
New passages appear, old ones collapse, and entire layers can slip out of alignment without warning. Travelers learn quickly: in Stratafall Relay, the safest route is the one that was never meant to exist.
Posted: Wed, 04 Feb 00:55:41 CST
Our team voted for 2026 to make our woodland series Peaceful a primary focus. This set is the result of that choice and our continuing effort to expand our Catacombs terrain with OpenLOCK base options. Colin Christenson, our co-founder and Tilesmith, introduced Aether Studios to the world and this is the series that led the way. We love simple, natural woodland terrain and Colin is the ranger who leads our party of artists into the woods each and every month.
TERRAIN RECOMMENDED PRINT SETTINGS
Layer Size: 0.16mm minimum. 0.1mm recommended.
Infill: 10% for all models recommended
Top/Bottom Layers: 9 (or 0.9mm if using a different layer size than 0.1mm)
Side Shell Count: 2 (or 0.8mm if using a different nozzle size than 0.4mm)
Raft/Brim/Supports: None

















Posted: Tue, 03 Feb 23:45:19 CST
Iconic Opponents: Sludge for ICONS Superpowered Roleplaying
Iconic Opponents: Sludge delivers a former thug who participated in an experiment to create metahuman enforcers for the mob. Things went wrong, and he was transformed into a living pile of radioactive, toxic waste that now seeks nothing more than spreading death and destruction as revenge against humanity.
Each Iconic Opponents release presents a separate solo villain or team.
Both a color and print-friendly version of the product are included.
ICONS and associated marks and logos are trademarks of Steve Kenson and Ad Infinitum Adventures, and are used under license
Posted: Tue, 03 Feb 22:38:09 CST
Cultists expands the familiar robed fanatic into a full, encounter-ready hierarchy designed for 5e play. Rather than treating cultists as a single low-level threat, this supplement presents a complete ladder of believers, zealots, ritual leaders, and divine authorities—from supplicants and initiates to prophets, archpriests, and god-touched vessels—each built to fill a specific role at the table.
Whether you need disposable worshippers to fill a hidden temple, disciplined enforcers to hunt heretics, ritual specialists to anchor dangerous ceremonies, or a climactic boss empowered by dark divinity, Cultists provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing cult encounters to evolve from street-level threats into campaign-defining antagonists. Religious doctrine and patron details are kept intentionally flexible, making these cultists easy to adapt to fiendish, eldritch, false-divine, or apocalyptic faiths in any setting.
Each cultist type is designed with clear battlefield purpose, strong internal synergy, and GM-friendly abilities that emphasize authority, sacrifice, and supernatural pressure rather than raw spell lists alone. Use them as secret societies, organized insurgencies, temple hierarchies, or the backbone of a long-term cult conspiracy—the structure is provided, the faith is yours.
Each monster includes four images/tokens: one in cult robes and one in civilian attire, with both male and female versions.
Cult Supplicant (CR 0): Newly converted believers who assist in rituals, chant prayers, and serve as witnesses or sacrifices. Poor combatants, but numerous and expendable.
Cult Initiate (CR 1/8): Minor devotees taught basic rites and forbidden doctrine. Carry holy symbols, ritual tools, and act as attendants to more powerful cultists.
Cult Acolyte (CR 1/4): Trained worshippers entrusted with minor blessings, curses, and consecrated weapons. Form the backbone of early cult defenses.
Cult Devotee (CR 1/2): Fanatical zealots whose faith grants supernatural endurance or fury. Often empowered during rituals or used as shock troops.
Cult Disciple (CR 1): Proven followers capable of channeling divine or eldritch power in small but dangerous ways. Frequently lead lesser cultists.
Cult Ritual Adept (CR 2): Specialists who conduct summoning circles, blood rites, and extended ceremonies. Their magic sustains cult strongholds and rituals.
Cult Zealot Priest (CR 3): Ordained leaders who preach doctrine and wield true divine magic. Serve as commanders of cult cells and temples.
Cult Inquisitor (CR 4): Fanatical enforcers tasked with rooting out heresy, extracting confessions, and punishing doubt through fear and coercion.
Cult High Priest (CR 5): Overseers of major temples and long-form rituals. Capable of sustaining powerful supernatural effects and commanding entire congregations.
Cult Prophet (CR 6): Chosen visionaries who receive revelations directly from the cult’s patron. Their presence warps battlefields and undermines enemy resolve.
Cult Archpriest (CR 8): Regional spiritual authorities whose influence strengthens allied cultists and weakens unbelievers. Often command multiple temples or sects.
Cult Hierophant (CR 10): Supreme mortal leader of the faith. Interprets doctrine, enforces orthodoxy, and directs cult-wide agendas and crusades.
Cult Exalted Vessel (CR 12): A mortal infused with divine or eldritch essence. No longer fully human—this being is the cult’s faith made flesh.
Compatible Products
Cultist's Tavern: A secret meeting place in the mountains for rituals and socializing.
Cultists Dungeon Lair: A cultist's lair inside a dungeon crawl.
Posted: Tue, 03 Feb 21:32:20 CST
The city is watching. The city remembers.
A debt-holder names his price—a month of the wife's "service."
A puppeteer carves the Duke's face for tomorrow's satire.
A child climbs out of the Old City carrying a box that hums.
100 social encounters for dark fantasy cities. No combat. No setup. Just roll and play.
In the shadows of Velnaris, a whisper can be deadlier than a dagger. Cities in dark fantasy settings shouldn't just be places to buy potions; they should be living, breathing webs of intrigue, desire, and danger. But coming up with compelling NPCs and organic social friction on the fly is exhausting.
Velnaris: 100 Dark Fantasy Social Encounters provides the spark you need to turn a generic city street into a memorable scene of tension and allure.
From the decadent hedonism of the high courts to the desperate bargains struck in rain-slicked alleys, these encounters are narrative hooks, character studies, and opportunities for roleplay where the stakes are emotional as often as they are physical.
How It Works
Every encounter gives you seven distinct elements to ensure you never freeze at the table:
- Situation: The immediate event.
- Sensory Detail: Sights, smells, and sounds to set the mood.
- Named NPC: Complete with motivation.
- Optional Hook: Ways to drag the players in.
- True Lore: The secret reality behind the encounter.
- Street Rumor: What the common folk think is happening.
- Future Consequences: How this moment ripples forward.
Use two or use all seven. The table adapts to your pace.
Inside this Supplement:
- 100 System-Agnostic Stories: Compatible with 5e, OSR, or any dark fantasy RPG.
- Ten Districts: Thematically organized from Street Level Grime and Tavern Gossip to Aristocratic Intrigue and Occult Mysteries.
- More Than Just Combat: Focuses on social friction, seduction, moral dilemmas, and investigation.
- Velnaris & Beyond: Written for the city of Velnaris, but portable to anywhere shadows have secrets.
Inject your city with life, shadow, and scandal. Welcome to Velnaris.
Posted: Tue, 03 Feb 20:30:46 CST
four unabsolved mork borg character classes
They were never heroes. They would never amount to anything. Damned enough to endure, but never die. Just holy enough to never matter. In a world of broken faith and unpaid promises, the Unshriven are what could not be absolved, buried, or forgotten. They exist where faith failed, mercy was refused, and consequences were passed along instead of paid.
- The Bellman announces the end that others deny.
- The Unwanted survives what should have killed them.
- The Debt-Bearer carries what should have destroyed someone else.
- The Censor who decides what is and is not true.
Each is marked. Tolerated only because their suffering serves a purpose. Where they walk, doom is named, abandonment is proven, and the bill always comes due.
words and graphics by jim pinto
art by Barandash Karandashich
special thanks to Richard August and Christopher Urinko
Copyright ©2025 jim pinto and post world games.
For use with Dark Castle and MÖRK BORG and all the legal text that implies.
The Unshriven is an independent production by post world games and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
“I think I would run it as every time one of the seals was broken one of these characters would be unleashed.”
— Christophere Urinko
Posted: Tue, 03 Feb 17:54:17 CST
Douglas "Draco" Manzini Presents: Gearhead Fox Mechanic
This stock art image by Douglas "Draco" Manzini depicts a small-but-capable Gearhead Fox Mechanic, armed with his tools and ready to take on even the biggest jobs.
This color purchase includes one JPG and a TIFF version, both at 300 dpi. Transparent background TIFF version also provided. Dimensions are 8.5 x 11 inches.
All art files are bundled in a ZIP file.
Douglas "Draco" Manzini Stock Art License Summary
All stock art is licensed for use in professional publications. Douglas "Draco" Manzini retains ownership of the work, meaning you cannot resell the art in your own art packs or the like, and may be required to post an artist credit. There are limits regarding how this art may be edited for use.
You must include the artist's copyright statement in all publications using the art under certain terms and conditions. You obtain a license to use the art, but do not own any rights to it beyond that.
Posted: Tue, 03 Feb 17:51:19 CST
The Snarl (A Trifold Pamphlet Dungeon Crawler)
The Snarl is an improvisational, rules-light, low-prep “dungeon crawler” / “dungeon mapper” wherein players take on the role of Seekers exploring a dangerous and unstable (in the reality bending, metaphysical, potentially non-euclidean sense) zone full of anomalies, perils, and opportunities for both material and spiritual enrichment. It is, in large part, inspired by Roadside Picnic / Stalker.
To be fair, however, pretty much any kind of magickal, metaphysical, liminal, hyperdimensional, or otherwise “weird” dungeon space is more or less an expression of the same underlying trope. The Snarl is the Zone of Roadside Picnic fame, yes, but it’s also the cave of wonders from 1001 Nights, and the Navidson House from the House Of Leaves, and the Schwarzwelt from Shin Megami Tensei: Strange Journey, and the Labyrinth of Minos, and the Land of the Faery, and every magickally active gonzo dungeon you can imagine. So, you know, you can freely take it in whatever direction strikes your fancy, whether that be science fiction, or weird fantasy, or cosmic horror, or what have you. It’s a trifold pamphlet zine. We ain’t got room for “official lore” in here. It’s about as “no-nonsense” as this famously and pathologically verbose designer could manage. As such it falls to you to make of it what you will.
The Snarl is not intended to shift any paradigms or to be a definitive, one-stop-shop of pen-paper dungeon crawler games. It is intended to be something one can quickly pull out, play, and put away and is tuned primarily for loose and “vibey” one-shots. It does not have pages of specialized combat procedures, or other kinds of specialized procedures, really, aside from those for building out the Snarl itself (using tokens and playing cards) and resolving the various problems it throws up.
The Snarl not a bad beginner game, though this zine does assume a willingness to read closely, make inferences, fill in the blanks, and/or learn on the go. For brand new groups, the “Classic” mode of play is recommended, wherein one player serves as Guide / Game Master. However, the Snarl can also be played in a GMless group or solo.
A Note On Pricing
Sometimes, smaller games and/or games that aren't chock full of custom art (in this case, this was very intentional, as the game was always meant and specifically designed to fit onto a single sheet of paper, printed on both sides and folded into a trifold pamphlet) that happen to be priced above zero invite a tiny, but vocal, sussur of controversy. Times are hard, and the market is full of stuff, so I can't fault someone from finding the value proposition a bit lacking. At the very least, nobody should feel compelled to spend money on something they do not want. To go one step further, please don't buy these tiny games unless the thing you really want is to support the designer. Small games are hard to make, and there is always a chance that you won't like them or they won't work for you.
That said, this game is about the cost of a cup of coffee purchased from a soulless, corporate caffeine dispensary, and is not nearly as corporate (having been made entirely by a single marginalized, usually empoverished, creator) or soulless. Additionally, unlike a beverage, it won't run through you and turn to waste, providing minimal hydration and even less nutrition, in the span of an hour or two.
The whole "cup of coffee" thing s a cliche by now, but it's a cliche for a reason. I will happily make all of my work available for free once capitalism is abolished and I am guaranteed a comfortable standard of living. Until then, them's the breaks, folks.
Posted: Tue, 03 Feb 17:20:19 CST
Unlock the Secrets of Justice Across the Ages—From Tribal Whispers to Cosmic Courts
Are you a historian seeking fresh perspectives on the evolution of law? A writer searching for authentic details to enrich your world-building? Or a game designer eager to craft believable societies and legal systems?
Demons & Discoveries! Laws, Justice, and Punishments is your essential guide to the origins, transformations, and future possibilities of justice. Journey from the unwritten codes of prehistoric tribes to the dazzling complexities of interstellar jurisprudence. Discover how myth, religion, power, and technology have shaped the rules that bind us—and how you can use these insights to create worlds that feel real, immersive, and unforgettable.
Chapter 1: Whispers of the First Laws—From Tribe to Tablet
Explore the dawn of law in human society, from the unwritten social contracts of hunter-gatherers to the first codified statutes of ancient Mesopotamia and Egypt. Learn how survival, kinship, and divine authority forged the earliest rules—and how these primal agreements still echo in modern legal thought.
Chapter 2: The Scales of Justice—Ancient Courts and Trials
Step into the communal assemblies, councils of elders, and sacred groves where disputes were settled long before the rise of formal courts. Witness the transition from oral tradition and divine intervention (priests, oracles, ordeals) to the structured legal systems of Greece and Rome, and discover the roots of advocacy, evidence, and reputation.
Chapter 3: Judgments and Jails—The Spectrum of Ancient Punishment
Uncover the full range of ancient penalties, from restorative justice and compensation to corporal punishment, public humiliation, banishment, and execution. See how societies balanced retribution with reconciliation, and how punishment reflected deeper values about honor, survival, and social harmony.
Chapter 4: Echoes in the Modern Realm—Law in Popular Culture
Trace the enduring influence of justice in myth, literature, film, television, video games, and tabletop RPGs. Analyze how archetypes like the wise judge, flawed hero, and treacherous accuser shape our stories—and how fictional legal systems can inspire, educate, and challenge audiences across genres.
Chapter 5: Architecting Justice—Crafting Believable Fictional Legal Systems
Get practical guidance for building your own legal worlds. Delve into the philosophical pillars of justice (retribution, rehabilitation, social control), sources of authority, naming conventions, trial procedures, evidence-gathering, and punishments. Learn how to design systems that are internally consistent, culturally resonant, and dramatically compelling.
Chapter 6: Jurisprudence of the Future and Beyond
Venture into the frontiers of law—cosmic courts, interstellar treaties, digital jurisprudence, biotechnology, and post-apocalyptic justice. Grapple with the challenges of identity, property, crime, and governance in virtual and speculative worlds. Reflect on the enduring human quest for fairness and imagine the legal systems of tomorrow.
Whether you’re reconstructing the past, inventing new worlds, or simply fascinated by the story of justice, this book will equip you with the insights, examples, and inspiration you need.
Posted: Tue, 03 Feb 16:25:39 CST
An old tower with a dungeon beneath is a classic fantasy setting. We have a three-story ruin with corridors and rooms to place below. Two of the maps come in four flavors: the cell grid and round room both have version of: Stone Floor, Lava, Open Void and Water. These can be used for almost any location setting, whether its an isolated ruin in the forest or an ancient lighthouse on the coast. Have fun with it!
Cell Grid: An open framework of crossing beams to cross and fight over. Below the grid can be a stone floor for prison cells, a watery pool, and open void into emptiness or even the Floor is Lava!
Round Room: An open round room that is entered over a stone bridge. A comfortable place to rest is off to the side. It also comes in the four flavors.
Tower Dungeon: The rooms and corridors below the ruined tower could hold treasures and dangers!
Tower First Floor: A solid stone tower with strangely shadowed walls. Stairs go up and down.
Tower Second Floor: Several rooms on this level, plus the stairs up or down.
Tower Third Floor: The top floor is in ruins, with half of the roof missing. The roof itself is on the map, with a white dotted line showing the covereage.
No gridlines.
Most maps are gridsize 40x30 and are at 4000 by 3000 pixels so they stay sharp when printed or zoomed in.




Posted: Tue, 03 Feb 16:12:05 CST
The Demeter XI has picked up a survivor floating alone in space… Unfortunately for them, that survivor just so happened to be Dracula! Put your party aboard this hell ship, and try to survive with your life, and maybe a little gold to boot. This adventure designed for Character levels 5-8 is sure to strike fear into the hearts of your Players!
comes as a handmade booklet with a premium parchment-styled cardstock cover, linen paper, and heavy duty staples.
This 26 page adventure is filled with 5 levels, and enough for multiple extreme delves!



