Showing posts with label dungeon design. Show all posts
Showing posts with label dungeon design. Show all posts

Monday, March 16, 2026

Twenty-one eldritch dungeons...

I finally updated the list of dungeons I've written over the time. The tally is 21! That includes one-page dungeons, pocketmod-sized dungeons, 8-page booklet dungeons, a "megadungeon" (three levels so far...)... I've ran 10 out of the 21. What makes me particularly glad is that other people have used my dungeons in their games!

All of them are available on the blog as free PDFs.

You can always find the list here.

So, as of March 16, 2026, in chronological order:



Have fun! Let me know if you run something.





Thursday, February 12, 2026

[Dungeon] Wreck Worship - a sea & salt themed cult dungeon

Here's the hide-out of a shipwreck-worshipping cult of weirdos! They even have their own lighthouse to lure sailors onto the reefs. The dungeon is this best situated on a seaside cliff. 

19 keyed areas, minimal keys. Print on two pages or even on a single page. Stats are for Searchers of the Unknown, so, you know, D&D.

There are stairs to a potential level 2 (I envision it to be a Deep One cave?), but who knows if that ever gets created.

The lighthouse is not described in detail here. I imagine it to be a tall tower without an overground entrance, only reachable from below (or if somebody manages to scale the walls).

Actually, now I have TWO sea-cult dungeons. I'm gonna post the other one later as well, because it's also good, plus it was playtested in The World of Tomorrow campaign. But there is some overlap between them, so I cannot just connect them together.

The process was simple:
  1. I picked 8 monsters that fit thematically, put them on the wandering encounters list, and also used that list to stock the monster rooms.
  2. I rolled up the basic structure and contents from the Atelier Clandestin Sandbox Generator (pretty sweet book!)
  3. I re-rolled results that didn't quite fit (like overlong corridors) and then modified everything on the go to make it fit better with the theme


Have fun.






Wednesday, February 4, 2026

What do I love in dungeons?

A classic element or two... Idols with gems for eyes. Secret passage behind a waterfall. Statues coming alive. Torch sconce that opens a secret door. Eyes of a portrait that follow you – animate art object or peepholes for a hidden observer? Okay, so most classic elements are about EYES and SECRETS and STATUES. Crystals, too. Crystals, fungi, tentacles. Classic archetypical dungeon stuff that gives you a buzz when it shows up. We don't get to play often. So don't skimp on the classics.

Variety and reveals. A big change in the dungeon is always cool. Two thirds of the dungeon might be dwarven-engineered corridors. But then you suddenly transition into a large natural cave area. Or maybe a section is flooded. Somehow a flooded area is the biggest fear or many players – it is a gamechanger, your lights and movement are not as you are used to.

ROPE PLAY. A good dungeon always provides opportunity for rope play. And masks! Uh... I mean. Yeah, the dungeon must have places where players can satisfy their urges to fix ropes to each other. Grappling hooks, basic mountaineering.

Verticality. This ties in with the rope play aspect, but not only. I love balconies, overhands, BRIDGES, esp. rope bridges, stairs, ramps. When the way forward is also above or below. And the opportunity to spy a place before reaching it.

Which also leads to cool architecture. You don’t have to make every room special, but rectangular boxes become boring quickly. A couple of pillars, niches, platforms. Think about the ceiling, is it flat, domed, vaulted? Are all doors rectangular slabs of wood? Vault doors. Airlocks. Arched passageways. Dunno, horizontal slits for all those slithering creatures.

 

Anyway, I just wanted to put this in writing quickly.

Obligatory links to the OSR’s classic posts, Goblin Punch’s Dungeon Checklist and Grognardia’s Old School Dungeon Design.

 

don’t forget,

ROLE PLAY IS ROPE PLAY

and the game is the door game


AD&D DMG, p. 68


Sunday, November 16, 2025

Two of my dungeons in action

It always makes me happy when other people play the dungeons I share here. I want to highlight the play-reports and versions made by A Level 3 Dork. They repurposed two of my dungeons for their OD&D campaign. My Maze of Amazement & Death became their Lair of the Serpent Men. And my Temple of the Berserkers was transformed into, well, another Temple of the Berserkers, only these Berserkers are UNDEAD, HELL YEAH

They are good examples of how far simple reskinning can go. Reskinning is an easy and fun way of integrating a dungeon into your campaign's setting. For example, my Temple of the Berserkers has remnants of modern technology - a CCTV security camera and a television screen. In A Level 3 Dork's version, the television screen became a scrying pool. My "14 Spiders" are transformed into "14 Child-Faced Spiders", yikes! In my version, I already had "Pale Children (as Goblins)" to make low level monsters more interesting, so such palette-swapping is part of the DNA of the adventures. 

A Level 3 Dork also writes that 
"Its really quite funny how two simple dungeons have led to nearly 10 sessions worth of play so far. Our next session will see an Undead Army of Berserkers (controlled by the PC’s, or so they think) going toe-to-toe with a small army of Gnolls."

So, let us all wish luck to the party on their path to becoming the baddies as leaders of an undead army!


"Comus" by Arthur Rackham


Tuesday, September 24, 2024

[Dungeon] Hole of the Goblin King

Buckle up and put on some Grieg, we are going on a trip to the Hall of the Mountain King! ...what? The DM blew all our money on novelty dice and now we can only afford infiltrating the Hole of the Goblin King? Uhhh I guess that's our life now.

Hole of the Goblin King is a dungeon I drew and wrote by hand. 18 keyed areas of an underground lair. I guess it's what you *might* call "vanilla fantasy", because it's about goblins in a hole, with by-the-book stuff. It has kind of a whimsical/tongue-in-cheek tone. Leveld 2-3? 

Anyway, this was FUN. You should have more FUN.




Tuesday, April 16, 2024

Medieval Cappadocian dungeon design!

Archaeology and real-world architecture is always super inspiring. But one of the problem is that real-world architecture, unlike fantasy dungeons, is often linear and too simple. Not enough weird interconnections to really make dungeon exploration interesting! I posted about this in the early days of this blog.

Well, this Cappadocian rock-cut monastery at Selime Kalesi is a non-linear dream!


Map:


The map is from Cave Monasteries of Byzantine Cappadocia by Lyn Rodley (p. 64).

My favorite detail is the narrow passage between areas 13 and 18. Good design, Cappadocians!

And the detailed room-by-room description is like a keyed dungeon... Albeit without monsters. Some excerpts from the book:

Room 2

At the south side of the east wall of Room 1 a small rectangular opening leads into Room 2, a narrow rectangular room with a bench along west, east and south walls. The room is roughly barrel-vaulted at its north end and has a flat ceiling at the south end, carried above a cornice. West, east and south walls at this end of the room have a decoration of arched blind niches; those on the west and east walls taper off at their north sides. The niche of the south wall contains a large rectangular window, overlooking the valley.

 

Room 8

The porch, like the church, was plastered, but most of the plaster has fallen away. Fragments remain on the east wall, around the church entrance, and on the easternmost edges of north and south walls. Just below the cornice on each side is a painted inscription of seven lines on the north side and three lines on the south. The lines of the inscription appear to be complete and since they occupy the whole width of the plastered area of the porch it is possible that the plaster did not extend right across the porch wall, but was confined to a narrow vertical band the width of the inscription. Unlikely though this may seem, the alternative is to assume that by chance the area of plaster with the inscription has been preserved while the rest is lost. The text, a dodecasyllabic poem, is as follows:

‘Let no one be misled by the desire for wealth for the love of money has destroyed many. For this flesh is earth, clay and...’

The poem appears to refer to the tomb chamber below it, but clearly does not supply any information on the inhabitants of the chamber.

 

Room 12

A secondary opening in the west wall of Room 12 leads into Room 13, described below. The only original opening is the rectangular entrance from Area 10, described above, which opens into the south wall of Room 12. In the southeast corner of the room a chimney has been cut through the ceiling, and the room is much blackened by smoke.

 

Room 18

There are two openings in the south wall of the east gallery: to the west, the entrance to another elbow-shaped passage leading to the east end of the south gallery (18c) and to the east an opening into the long tunnel (b) which links the east wall of Room 18 with Room 13.

 

Room 28

This is a small barrel-vaulted room with cornices, a transverse arch and wall arches, like so many others of the monastery. One lunette is decorated with a relief carving of a horned animal. The location of the stable suggests that the tunnel was once the only entrance to the monastery, and that horses and pack animals had to be left at the foot of the hill and the tunnel entered on foot. The room with the horned animal may conceivably have been a gatehouse of sorts.

Saturday, January 20, 2024

[Dungeon] "The Arnesonium" - a Blackmoorian exercise

The topic of the dungeon maps from First Fantasy Campaign came up on the Wandering DMs discord server. Mostly we discussed how to describe all those weirdly shaped spaces and labyrinthine corridors...

Just for fun, I decided to draw up and stock a dungeon level in this style. I did not use the "Protection Point" system (you can read about it over at The Alexandrian's blog), just filled everything up as I went randomly. 


The Arnesonium, Level 1

1) 4 Ogres, lazy, 4000 GP, Potion of Ogre Shape
2) 8 Spiders
3) 5800 GP, Wand of Bridge Building
4) Knee-deep water. 28 Talking Eels
A. Teleport to 3)
5) 6 dead adventurers, will rise as Zombies
6) Dungeon noticeboard: monsters for hire
7)
8) Switch: lowers the ambient temperature of the whole dungeon level to arctic, then breaks off.
9) 6300 GP, Dragon-Fang Spear, 2 Potions of Sadness
10) 1 Wight

Wandering Monsters by Quadrant
A) 6 Berserkers
B) Conjurer and 4 Men-at-Arms
C) 4 Zombies
D) 1 Ogre



Sunday, October 22, 2023

[Dungeon] The Red Bastion - old-school adventure

Last week, I wrote about my process of drawing dungeon maps. Now I stocked the "tutorial map" and turned it into a proper little adventure location!

The Red Bastion - the prison of a dwarf ghost princess... A 15-room dungeon for levels 2-3.

Grab the PDF here!



Tuesday, October 17, 2023

How do I make dungeon maps? A tutorial...

People ask me from time to time about my digital dungeon drawing method. Here’s a write-up! I hope it’s useful.




The Process:
I use GIMP, which is an open-source graphic editor. Photoshop can do the same. Basically, you need any graphic software that can do layers and brushes.

P3RPLEX3D explains very well how to do basic wall outlines and fill it with a grid pattern. Thanks!

I use custom brushes for dungeon symbols. I downloaded a set from a blog many years ago, and cannot find it :( The file was shared openly, so I feel mildly comfortable including it here.

Then I add everything else on top… Here’s my process:
  1. I put on some music (“Hejira” by Joni Mitchell today)
  2. I sketch out the map on paper. This is not the final version, but it’s good to have the general layout from the start
  3. I open GIMP
  4. I already have a blank map file, so that I don’t have to go through basic setup every time. This blank has several layers:
    a. Background
    b. Dungeon wall outline
    c. Dungeon grid
    d. Symbols
    e. A group of text labels
    f. Optional layers to contain stuff like water, overlays, or cover-ups for secrets and traps if I want to create a players’ map
  5. I set the editor’s grid to 70 x 70. This is the standard scale for Roll20 digital maps, but you can use any scale you want
  6. I draw all the walls
    a. Brush size for walls is 8 pixels
    b. For built architecture, I switch on “snap to grid”. Sometimes you have to adjust the grid to 35 x 35 etc., as needed. For natural cave areas, I switch “snap to grid” off
  7. I leave gaps for doors and similar features
  8. Fill up the dungeon with the grid pattern (see the video tutorial above)
  9. Draw the rest of the fckin owl Add in symbols for doors, secret doors, traps, main room features like statues and coffins
  10. Add “indoor” cliffs, bodies of water – these all go on extra layers. The slider for layer opacity helps a LOT!
  11. Add labels and room numbers on top. I always number the rooms on my paper sketch first, and only after that add the digital labels. I use Jost, font size 54 for room numbers, 40 for smaller notes

And so on. There’s a lot of trial-and-error, janky additions and overlays, mistakes happy coincidences. But overall, this is a relatively easy method of creating usable digital dungeon maps without resorting to specialized software. And I like the flexibility it offers.

Step-by-step illustrations:

1. Sketch:

2. Digital outlines:
3. Grid fill:

4. Symbols and extra layers:
5. Labels and finishing touches:

6. TIME TO STOCK IT!

Sunday, October 15, 2023

[Dungeon] Delver's Delight - "lost world" level complete!

Another update to my dungeon, Delver's Delight! This time I added a large "lost world" style level, called Land of Dusk. It has a stronger overarching theme than the previous dungeony dungeon levels. Weird dino jungle & lake in a hollow earth cavity!

This is Level 3A.

Level 3B is also in the works, it's a dungeon/fortress area that connects up with the Land of Dusk.

Grab it here!



Sunday, October 8, 2023

[Dungeon] Delver's Delight, a very dungeony dungeon, now with a second level!

I added level 2 to Delver's Delight! 32 more rooms. The method and feel are similar: traps, monsters, weird rooms, it doesn't make too much sense, but it's fun... I use random generators to get going and fill up rooms, then refine them, add more ideas.



Wednesday, October 4, 2023

[Dungeon] Delver's Delight, Level 1 - a very dungeony dungeon adventure!

I made a dungeon module. It's very "dungeony", it doesn't have much logic or reason behind it, but it has fun rooms, traps, treasure and monsterrrrs. Stocked with OSRIC/AD&D.

Update, Oct. 8, 2023: NOW WITH TWO LEVELS!

GRAB IT HERE!

Have fun!



Friday, August 18, 2023

[Dungeon] Oracle of the Laughing Prophet - a small OSR location

I ran my procedurally-generated science fantasy hexcrawl over the weekend. The party happened upon a cave in a jungle hex, surrounded by psychic echoes, so we took a small break and I came up with a dungeon. Now I'm sharing it with y'all.
So if you need a small 6-room lair to put down in your hexcrawl, feel free to use this! It has a mad prophet and a Green Dragon in it...


Anecdote: we had a near-TPK (3 dead, 1 unconscious), because they made too much noise and the Dragon woke up... So the group continued the game playing as the Deep Ones, and eventually managed to leave with the loot!


 

Sunday, July 16, 2023

[Dungeon] The Bleak Corridors - an OSR adventure

I made a dungeon today, in about 90 minutes. The Bleak Corridors: a 15-room factory complex with a dark Victorian/steampunk vibe.

Download here!

It includes a 2-page PDF with the room descriptions, the DM's map, and a players' map with the secrets and traps hidden for use in VTTs (the grid size is 70 px, the standard for Roll20).

There are stairs leading down to a deeper level - just erase those or use something else... Like the Bloodsoaked Gem Caverns!

Let me know what you think!



Friday, January 27, 2023

[Dungeon] Temple of the Forgotten God

This is a 16-room dungeon I wrote in about an hour for the OSR discord's community hexcrawl. I thought I would share it here too. Meat & potatoes OD&D-style experience. Minimal keying. Have fun!

Download as PDF here!

(now with enhanced map)
Update: enhanced map!




All rooms are hewn from the black basalt of the mountain. Ceilings are 8’ high unless otherwise noted. Doors are stone slabs that slide into the wall. One square = 10’.

Wandering monsters (2d4):
2 2 Robots in love
3 Black Pudding
4 1-10 Pixies
5 2-8 Reptiloids
6 2-12 Koblins
7 1-4 Vampire Bats
8 Time-travelling Thaumaturgist

Areas:
0. Entrance Chamber
The double doors are voice operated (react to OPEN and CLOSE commands uttered in the language of the Ancients). Labored breathing of a large creature can be heard beyond the second set of doors.
1. Trapped Dragon
20’ high ceiling held up by red pillars. Emaciated Adult Red Dragon (half HD), trapped here a decade ago by a cunning adventurer who knew the command words. The monster cannot fit through the doors towards #2 or #5. Small hoard of 1200 gp in the corner.
2. Trophy Room
Rusty weapons and shields (2 swords and 3 shields salvageable) on the walls. Thick layer of dust everywhere: trace of an approx. 3’ object dragged towards #4.
3. Locked Storage
Secret door: ventilation duct 6’ above the floor leads to a 4’ wide passage.
4. Drippy Area
Weird lemony green ooze drips from the walls. The object dragged over from #2 is a 3’ square extremely durable, yet light metal plate with handles.
5. Transitory Room
Doors to rooms #6-8 painted Orange, Yellow, Black.
6. Orange Door Room
Empty.
7. Yellow Door Room
6 Ghouls, transfixed, staring at a grainy TV screen. 
8. Black Door Room
Dark & squalid, walls painted black. Secret door: outline barely traceable below thick black varnish.
9. Healing Pool
Eerie blue glowing water. Murals on the walls depict nymphs bathing – sometimes laughter can be heard! A creature fully submerged in the water for 1 hour regains d4 hit points and, if poisoned, can repeat the save (this healing procedure is only effective 1/week). Partial submersion can lead to weird mutations.
10. Rug Maze
Garishly patterned rugs and curtains hang everywhere. Total value: 500 gp.
11. Crate Maze
Crates stacked high, easy to topple. 9 Dervishes lurk here, their leader holds the Pipes of Slumber (Sleep spell 1/day, but the wielder doesn’t heal from resting). 
12. Generator
Entrance partially obscured by crates. 10 Large Centipedes warming around an energy generator.
13. The Bone Gang
Entrance partially obscured by crates. 8 Skeletons, clearly a former group of adventurers (2 “fighters” with swords and shields, 1 “cleric” with mace and “unholy symbol”, 1 “magic-user” with a staff and a Scroll of Magic Missile, 4 “henchmen” with burnt-out torches and empty sacks). They guard a chest containing 4 rubies (500 gp ea.) and a gilded silver goblet (200 gp).
14. Ape Nest
Pool of dried blood before entrance. 2 White Apes lounging on dirty hay.
15. Wolf Lair
3 Giant Wolves, their hides colored blue (same hue as the pool in #9).
16. Garage
Functioning anti-grav skiff, with enough fuel for 2 days of operation. Seats 2 people.

Thursday, December 8, 2022

Making a dungeon in 5 minutes?! (Enter the House of Metal...)

I saw a title today - "5-Minute Dungeon (and some D&D reflections)", it's an interesting post about a boardgame with that title, go and read it!

But of course my mind went in a different direction before actually reading the post. "So, is this a dungeon you can play in 5 minutes? Or a dungeon made in 5 minutes? Can you prep a dungeon in 5 minutes?"

So I tried to make a dungeon in 5 minutes. As you might imagine, it didn't work out too well, but it wasn't a complete disaster either.

As my timer, I picked a track that's exactly 5 minutes long: "House of Metal" by Chelsea Wolfe, turned it up, took its title as the dungeon's name, and sketched a castle and wrote down everything that came to my head.


Transcription:

HOUSE OF METAL
Gigantic blue metal castle
Wandering monsters:
1. Blue metal golems
2. Sneaky goblins
3. Lost scientist, disoriented
1. Hall with iron guard dogs
2. Lever opens door to #3
3. Giant magnet attracts all metal except blue special metal
4.
5. 1000 sp
6. 
7. 
8. Courtyard
9.
10. Tower of floating coins.


You be the judge... 

I think on a better day, when I'm not so overworked, I could do something better and more focused. But it was a fun little challenge nonetheless. Thanks, Chelsea!




Tuesday, April 5, 2022

The best adventures from Footprints --- seven free old-school modules!

After going through all 25 issues of the old-school zine Footprints, I am in a good position to say that
a.) it's a treasure trove of gaming materials and a real community effort, and
b.) it has a bunch of GREAT adventure modules.

The modules, I think, don't get enough attention and love, perhaps because they are hidden inside the sometimes quite sizable zines. So, without further ado, I present here my subjective list of the seven best adventures from the pages of Footprints!

*drumroll*

Behold... The Magnificent Seven!

  1. "Gilded Dream of the Incandescent Queen", by H.D.A. (levels 3-6), Footprints #25. A floating double-tetrahedron, with lots of weirdness and psychedelic vibes!
  2. "The Emperor's Lost Army", by John A. Turcotte (levels 5-7), Footprints #9. Sandbox exploration adventure set in an overgrown ruined city; lost world, A. Merritt vibes.
  3. "The Secret of the Wood of Dark Boughs", by R.N. Bailey (levels 3-5), Footprints #20. Mystery/investigation module with many moving parts, set in a rural area, with folk horror vibes.
  4. "The Tenebristic Orb", by Malrex (levels 4-7), Footprints #25. Weird dungeon enclosed in an orb! Strong light/shadow/darkness theming.
  5. "The Haunted Inn of the Little Bear: Revenant’s Revenge", by Brian Wells (low levels), Footprints #15. Mystery adventure with a Solomon Kane vibe.
  6. "The Mired Cathedral", by C. Wesley Clough (levels 4-6), Footprints #18. A small but solid location-based adventure.
  7. "Death From Above", by Michael Haskell (levels 6-9), Footprints #10. Flying cloud giant fortress.
Looking back at my own list, it's pretty obvious that I have a soft spot for two kinds of adventures: bonkers psychedelic floating orbs/pyramids or low-magic folk horror locations... Oh, and pulpy "lost worlds", too.

I shared longer write-ups of all the materials that caught my attention in my previous posts:  #1 through #5, #6 through #10, #11 through #15, #16 through #20, #21 through #23, #24 and #25.




Monday, November 22, 2021

Fifty more 21-word dungeon rooms!

I wrote fifty more short dungeon room descriptions (see the original ten here)!

All 60 rooms in a single PDF!


11. Mush-Room

Cavemen lurk behind row of giant mushrooms that split the room in two areas. Enemies shake fungi to release hallucinogenic spores.

12. Arena of the Phoenix-Spider

Great oval hall, knee-deep layer of ashes. Gold banners from 100’ tall ceiling. Arachnid monstrosity rises to challenge all two-eyed creatures.

13. Oozey Oozebornes Bedroom

Small and cluttered, rare alchemic manuals and implements everywhere. Domesticated ooze lives under bed, obeys simple verbal orders (“fetch!”, “engulf!”, “sit!”…).

14. Tidal Chamber

Long, narrow room, floods/empties every 6 hours. Blueprints of experimental submersible vessel engraved into granite walls. Sluice leads to underground sea.

15. Spider Theatre

Contrast between total darkness all around and cone of light projected at smiling mask on pedestal. Giant spiders drop from ceiling.

Sunday, November 14, 2021

Ten dungeon rooms, 21 words each

There's a contest in an AD&D group on Facebook, everybody is to write a 21-word description of a dungeon room. It's a pretty fun challenge, so I entered two into the contest (#1-2) and wrote eight more. Could make good minor "Specials" for random dungeon stocking on the fly as well, I guess?

1. Library of Dark Wisdom

Gloomy hall, ceiling 40', labyrinth of 30' tall shelves, extra exits on top. Loud sounds trigger Silence spell. Undead librarians wander.

2. Shrine of the False Serpent God

Columns carved with intertwined snakes. Gigantic statue of god, hollow on the inside (priests fake miracles). Sacrificial dagger on blood-caked altar.

3. Trick Crypt

Eight stone sarcophagi (filled with harmless black sludge), arranged in star-shape. North-east one has false bottom, leads to secret underground passage.

4. Machine Room Orphan

Narrow space, cogs & gears, bursts of hissing steam. Lost child cowers in corner, amulet of the Witch King around neck.

5. Underground Cathedral of the Monster Hunter

Backlit stained-glass windows in alcoves depict famed monsters; if broken, glass shards animate, but can be used to create monster-slaying weapons.

6. Rainbow Room

Seven doors, each painted one color of the rainbow. Illumination cycles through spectrum, only the door with the current color openable.

7. Impractical Garage

Ornate chariot; entrances to narrow for it to pass. Pair of invisible horses neigh. Gilded weapons & tools hung on walls.

8. Draconic Gauntlet

Like a dog agility course, but for young dragons (tunnel, seesaw, hurdles…). Training manuals on shelves. Torn dragon harness on ground.

9. Creepy Anatomical Theatre

Horseshoe-shaped auditorium. Semi-dissected body on slab looks just like player character, but with animal features. Mad teaching assistant armed with scalpels.

10. False Chasm

Rickety rope bridge over chasm. Actual depth only 30’ – masked by illusion of void, tunnel to treasure vault at the bottom.




Monday, July 5, 2021

[Dungeon] Bloodsoaked Gem Caverns, OSR adventure

Wrote a small adventure today! It's set in an old mine, which is sort of a classic trope, but there are also a couple of interesting rooms and twists and whatnot. And the group might end up with a potentially lucrative mining operation (rules for running the business included). For low-level characters (2-3-ish). Stats are generic "OSR-isms", so you can basically use it with any system that has hit dice. 8 pages, 16 rooms...

I used Michael Raston's wonderful "Generic Room Stocker" tables for the title, one of the monsters and to get started with some of the rooms, then the rest really just wrote itself. It was fun.

In hindsight, I should have made the dungeon map less dense, space out the chambers a bit more, give them some breathing room... but then, at least it fits on the page nicely :) 

Download PDF directly
or

get it on itch.io (free/PWYW)