Ex Libris Mörk Borg: Dungeons, Crawls & Locales

RulesClassesItemsMonstersDungeonsEtc.
ToolsApocrypha


Ancient Skin*†
Pelle Nilson, Johan Nohr

Concept: “One of you dregs is plagued with a maddening itch and not only that – the skin is starting to rot. They say Mausoleum Knutha, on the edge of the graveyard Graven-Tosk, holds the only known cure.”
Content:
A complex and variable (not to mention twisted) crawl through Sarkash
Writing:
Efficient but vivid descriptions of locations and inhabitants punctuated by grim wit
Art/design:
Marvelous maps; type design helps map the connections amongst locations and items
Usability:
Provides checkboxes to track variables (but if you mark this pamphlet, you’re a heathen and you deserve whatever misery befalls you)

*Backer reward for original Kickstarter campaign; special thanks to Johan for providing a copy of this rare little gem


Devil’s Tomb [official web content]
Johan Nohr

Concept: “A dungeon by Johan Nohr […] made using the MÖRK BORG digital dungeon generator.”
Content:
Eclectic bordering on an acid trip, but strangely charming
Writing:
Stitches randomly generated features together in interesting ways
Art/design:
Nohr breaks perspective to creatively convey three-dimensional space
Usability:
Navigating the two halves of the sheet simultaneously can get tricky; number the rooms with your own blood


Bloat [MBC]
Greg Saunders, Johan Nohr

Concept: “The Gourmand’s Cutlery allows the wielder to eat anything. Which is good, as the user becomes famished and must eat.”
Content:
A wonderland of overconsumption and excrescence
Writing: Contributes greatly to dungeon’s character
Art/design:
Just offal
Usability:
Layout facilitate easy navigation


Dark Fort [MBC]†
Pelle Nilsson, David Hoskins, Johan Nohr

Concept: “The catacomb rogue enters the stage.”
Content:
A solo dungeon crawler; useful as a generator alongside Mörk Borg’s GM tools
Writing:
Clear and concise
Art/design:
More traditional than Mörk Borg’s, but still atmospheric
Usability:
Extremely efficient layout


Death Temple Sztun [MBC]†
Pelle Nilsson, Johan Nohr

Concept: A “hyper-linear murder gauntlet of a dungeon crawl”
Content:
Some nasty creatures and permanent effects (including abrupt deaths)
Writing:
Concisely creates an ominous atmosphere
Art/design:
Maps are clear without sacrificing style
Usability:
Color and typography strongly supports easy navigation

Pelle’s original draft & Johan’s original sketch


The Death Ziggurat [MBC]
Carl Niblaeus, Johan Nohr

Concept: “A cosmic necrocrawl at the end of time”
Content:
Pre-apocalyptic hexcrawl with random elements
Writing:
Clear and compelling
Art/design:
Captures the mood well; separate player and GM maps are quite helpful
Usability:
Quite high

Bonus: Generate some dialogue seeds for your rot priests


Goblin Grinder [MBC]†
Ripley Caldwell, Johan Nohr

Concept: “With such a large infestation of the little scoundrels, it’s becoming very difficult to figure out which one to snuff.”
Content:
A quirky, darkly comedic scenario
Writing:
Sets the tone and provides entertaining depth
Art/design:
Black, white, and pink create a unique apocalyptic atmosphere
Usability:
Laid out according to probable narrative flow


Graves Left Wanting [MBC]
Karl Druid, Johan Nohr

Concept: “The PCs find themselves buried alive in the vast, ever-changing cemetery of Graven-Tosk.”
Content: A macabre, nonlinear graveyard crawl
Writing:
Relentlessly grim with splashes of gallows humor, especially at the end
Art/design:
Monochrome with purple highlights set the atmosphere beautifully
Usability:
Well-organized into sections that include relevant stat blocks


Mork Borg Cult Feretory

The Grey Galth Inn [MBC: Feretory]†
Pelle Nilsson, Johan Nohr

Concept: Food, fun, and fellowship
Content: A less-lethal-than-usual spot for cuisine and leisure
Writing:
Slyly enticing
Art/design:
Weirdly cozy and welcoming without breaking the overall setting’s ambience
Usability:
Amenities on the left, entertainment on the right, all neatly laid out


30 Days of Mörk Borg
Rugose Kohn

Concept: “A month’s worth of one page one shots”
Content:
Loads of creative, challenging scenarios
Writing:
Some mechanics, but generally devoted to broadly establishing scenarios; peppered with cultural and gaming references
Art/design:
Draws on a wide range of art and fonts to create a unique character for each layout; some pretty creative maps
Usability: Instructional text; convenient hyperlinks to other MBC and third-party documents


A Good, Old-Fashioned Murder Dungeon*†
Madeleine Ember, Natalie Ash

Concept: Fairly on-the-nose
Content:
10 rooms of party-killing peril
Writing:
A balance of ambience and formal content
Art/design:
Highly appropriate
Usability:
Numbering and proximal layout makes for straightforward navigation and reference

*Published prior to release of the formal third-party license


Albumcrawl
Michael Tahmasian, Owen McGauley, et al

Concept: “A collection of deafening dungeons and auditory misadventures for MÖRK BORG.”
Content:
22 music-inspired settings and scenarios; many intriguing rules and foes; alternate Miseries; a whole spread of punishments for unruly dice
Writing:
Variously fascinating and horrifying
Art/design:
Widely variegated but all nicely done
Usability:
A couple atypical layouts that reward a bit of scrutiny and patience


Atticus Tower [Album Crawl: Jam Session]
Philip Reed

Concept: “The foul bard Rexorn … is busy transforming suffering into music.”
Content:
A sonic-themed dungeon with original creatures and NPCs
Writing:
Mostly descriptive but efficient
Art/design:
Exactly what it should be
Usability:
A complex but surprisingly easy-to-navigate layout


The Bastard of the Badlands
Ahimsa Kerp, Wind Lothamer

Concept: “Whoever claims the Bastard will have the power to rule over the land. Or to destroy it.”
Content:
A frozen-wasteland-themed dungeon; some content ported from D20 without adjustment for Mörk Borg’s system
Writing:
Nice descriptions but not as grimly humorous as Mörk Borg’s standard
Art/design:
Also a departure from the standard, but does evoke a sense of place
Usability:
Good overall; occasional D20 terms like “check” and “AC” may be disruptive to players unfamiliar with that system


The Beastlord Will Feast on Your Flesh
Kevin B.

Concept: “The wild beastlord WENDIGO, the living heart of the woods, holds a potent, unshakeable hatred of you.”
Content:
Incorporates tons of community creations into a predator-prey scenario
Writing:
Tables for conflicts, resolutions, and locations; lots of amusing one-liners
Art/design:
Solid choices of illustrations and graphics
Usability:
Ergonomic in digital and print forms


The Beggar’s Shrine
Roll to Save

Concept: “Local children are being abducted, and dragged to a long abandoned dungeon … carved into a gigantic, mysterious crystal skull.”
Content:
A twisted (and twisting) dungeon full of blood, corpses
Writing:
Vivid and visceral—sure to please GMs and players
Art/design:
Nice map and conservative but still aesthetically pleasing design; text is visually dense but not excessively so
Usability:
Stat blocks aren’t specifically labeled, which may slow reference during play

Black Bvrn Bridge*†
vil

Concept: “The box broke inside the [ogre’s] stomach […] covering the Bridge in a cube of anti-light.”
Content:
Inventive adventure-specific condition
Writing:
Provides context and important details
Art/design:
Subdued but effective colors; concise but atmospheric map
Usability:
Logically laid out

*Published prior to release of the formal third-party license


Blackroot Trudge
Ceph

Concept: “As the PCs wander through the forest, they encounter a tree which oozes blood – all it takes is one PC to remotely approach the tree and roots shoot from the ground, dragging all the unfortunate souls of the party underground.”
Content:
A detailed and malicious dungeon clearly inspired by (but not derivative of) some classic Mörk Borg crawls
Writing:
Clear with plenty of attention to nuance
Art/design:
Typographical choices highlight items of note in each room; stat blocks at the bottom of page for easy reference
Usability:
Bulleted lists for each room help GM stay mentally organized


Black Stump
Rinaldo Agostini

Concept: “A strange well is discovered in the depths of Sarkash.”
Content:
A cozy little 5-room dungeon
Writing:
A great mix of grim and humorous
Art/design:
Nice visual and typographical work; also comes in an optional “FVCK PRINTERS” version
Usability:
Solid layout; available in single or 2-page versions to suit GM preference


Blood Money [Album Crawl: Jam Session]
Rugose Kohn

Concept: “While languishing in a drunken stupor in a coastal town flophouse … you were abducted by a press gang.”
Content:
A seafaring framework inspired by Tom Waits (and Herman Melville (and whoever wrote The Book of Jonah))
Writing:
Sets the scene and provides a plethora of options for play
Art/design:
Supports the nautical theme subtly but effectively
Usability:
Intended more as a toolbox than a unified dungeon or set of mechanics


Blunderbuss [FÖLK-LORE jam]
Andrés Lópe

Concept: “No one remembers Blunderbuss’s original name. Everyone knows how it got its new one.”
Content:
A trigger-happy township with some heavy-duty arms
Writing:
Provides some context for the encounter and mechanics for getting shot by a blunderbuss
Art/design: Good use of color and form to pick out significant information
Usability:
Provides the basics and leaves lots of room for the GM to make it their own


Boarding the Ouroboros
Chalkdown, Djuun

Concept: “… word has come to you from an old fisherman with great promise. He says he has seen a hulk adrift far from the shore and wants a crew of brave souls to climb aboard and plunder its riches.”
Content:
A maritime salvage adventure full of mutiny and mystery
Writing:
Lots of atmospheric descriptive text along with well-written letters, stats for black powder and nautical weapons, and a whole slew of monsters
Art/design:
Nicely made maps; monochrome palette conveys the sensation of approaching and exploring the ship by night
Usability:
Rotblack Sludge-inspired layout is extremely efficient


Bony Knuckles to the Face [Occult Ossuary]
Tupac Zuleta, Federico Pagliardini

Concept: “At any time and place in this doomed world, a sarcophagus could appear that was not there the day before.”
Content:
Hook and mechanics for an undead (but surprisingly good-natured) fighting pit
Writing:
Lots of descriptive details, a stable of fun mechanical features, and some interesting variables
Art/design:
Art and layout are very on-brand but with their own unique flavor
Usability:
Logical, efficient sequential flow


The Broken Sword of Vile Souls
Philip Reed, Warm_Tail, Feral Indie, Dyson Logos

Concept: “When Lorenz Hattendorf was murdered, one member of his party managed to escape. […] she knows where the man’s magic sword fell when he was torn limb from limb.”
Content:
A seemingly unassuming tower crawl with a murderous climax (and some loot along the way)
Writing:
Mostly devoted to background and description but includes stats for enemies and the titular sword (which is pretty brutal even while broken)
Art/design:
Graphics add character and ambience, and the maps provide easy navigation for the GM
Usability:
It’s a tower. There’s nowhere to go but up.

Backer reward for Calo’s Book of Monsters campaign


The Burning of Galgenbeck Cathedral
Zet & Bez Klimatu Collective

Concept: “Onlookers still gather, unsure whether to fight against the blaze and save the temple, or to fan the flames and sate their avarice with molten gold.”
Content:
A cathedral-saving sewer crawl (presumably); packed with characters, hazards, and options for dealing with them
Writing:
Sets the atmosphere and then devotes itself to delivering mechanical information
Art/design: Artwork and color choices work very well together
Usability:
Cathedral map’s numerical markers can be tough to spot amidst the art


Call of the Siren
Lotus Games

Concept: “The crew of the Unjust must retrieve the Heart of the Sea, a relic said to be in the clutches of shipwreck-luring Sirens.”
Content:
A perilous nautical adventure with stats for characters, monsters, and mechanics for maritime hazards
Writing:
Provides the necessary information and atmosphere but avoids being prolix
Art/design:
Primarily textual but well organized, and includes some illustrations with an OSR feel
Usability:
Mostly presented in bullet points, which makes skimming and quick reference easier; download includes graphic and text-only versions


Catacombs of the Briar Witch
Harkenstone

Concept: “Annika and her son Torean – like so many others – caught the Ebon Pox early this winter. While she has slowly begun to recover, the child did not.”
Content:
A sprawling adventure to find a lost child with multiple locales to explore, NPCs to interact with, and a wide variety of monsters and adversaries
Writing:
Highly descriptive and replete with sample dialogue for NPCs
Art/design:
Establishes the settings and atmosphere without obstructing usability
Usability:
Well organized with additional material included in an appendix


The Cave of Wonders (Schmatzer, Aufhocker und wo man sie findet) [FÖLK-LORE jam]
Kitty B

Concept: “It’s called that, because it makes you wonder why you even went in.”
Content:
A 6-room dungeon with tables for hooks, loot, and plenty of strange encounters
Writing:
Concise and to the point
Art/design:
Primarily typographical, which guides reading, but includes a map and a creepy crayfish-baby
Usability:
Straightforward and easy to navigate


The Charnal Map [One Möre Day jam]
Rugose Kohn

Concept: “A simple map to make running The Charnal Ditch of Haat the Unwilling, from ‘30 Days of Mörk Borg’  that much more fun.”
Content:
Map and key
Writing:
N/A
Art/design:
Expresses a lot with only a few colors, forms, and patterns
Usability:
Look at map. Use map.


The Church of the Forbidden Gate*†
Matthew “Rice” Johnson, David Wilkie, Louis Puster III

Concept: “As long as THE GATE remains active, all death is meaningless to the faithful.”
Content: Fairly straightforward crawl with heretical overtones
Writing:
An accessible mix of exposition and stat blocks
Art/design:
Reserved use of color provides emphasis, aids navigation
Usability: Supported by explicit visual connection of text and locations

*Published prior to release of the formal third-party license


The City Shall be Made Hollow
Maceo the Escher, Rugose Kohn

Concept: a supplement for The Dead City of Pyre-Chrypt; “the city is never the same place twice.”
Content:
Creatures, encounters, items, and events with bizarre twists
Writing:
Sets the tone and establishes setting’s dynamics well
Art/design:
Lots of effective collage work and atmospheric colors
Usability:
Three major sections laid out linearly


The Cleaving in Buskstätt*†
Nils Koopmann, Michael Harmon, David Wilkie

Concept: “A darkly shimmering GROWTH has overtaken the town.”
Content:
Sandbox-style adventure amidst malicious overgrowth
Writing:
Concise; mostly devoted to stats & mechanics
Art/design:
Map and art are prominent without being intrusive
Usability:
Small text emphasizes design but may be difficult to read

*Published prior to release of the formal third-party license


The Cook at the Crossroads
Earl of Fife

Concept: “The Inn at the Crossroads … Nothing bad ever happened here. Or did it?”
Content:
An insidious secret at an unassuming inn
Writing:
Predominantly devoted to setting the scene for roleplaying
Art/design:
Text-focused and more traditional than many other third-party publications
Usability:
Linear; some redundancy eliminates page flipping


Corpsewake Cove
Ember + Ash

Concept: “There is no nest of scurvy rats as foul or felonious as the pirates of Corpsewake Cove!”
Content:
A self-contained, sandbox-style swashbuckling adventure from inciting incident to bloody climax
Writing:
Text-heavy but clean, clear, and effective on all levels; includes lots of description as well as stat blocks, tables, and other mechanical components
Art/design:
Balances out the verbal elements with lots of vivid, nautically themed designs
Usability:
A fair amount of content and moving parts to manage, but nothing a seasoned and conscientious GM can’t handle


Court of the Black-Hearted Gnome / Dwór Czarnego Gnoma
Paweł Domownik, trans. Alex K. Barton

Concept: “Like Scorched Ruins the Black Gnome Manor protrudes from the city. Once the gesture of his hand overthrew the kingdoms, now it only rules over the remnant of his deformed mansion.”
Content:
Contains setup, gossip, hooks, random encounters, minor loot, and the dungeon itself
Writing:
A balanced mix of description and mechanics, all fairly concise
Art/design:
Solid design, both graphic and typographic
Usability:
Adopts Rotblack Sludge’s extremely efficient dungeon presentation


Corny Groń (Black Peak)
Jakub Skurzyński & Nerd Sirens, Ala Wiśniewska

Concept: “Based on Pelle Nilsson’s Dark Fort, but with Polish Carpathians Mountains folklore’s flavor”
Content:
Adapts and builds on the Dark Fort concept with wilderness locales, dungeons, and thematic enemies and items
Writing:
More elaborate than its source material, but adds more mechanical intricacy and plenty of character
Art/design:
Wiśniewska’s woodcut-inspired illustrations create a distinct sense of time and place
Usability:
Complex but not overly complicated


Darker Forts
Donovan Caldwell, Roque Romero

Concept: “Adds THREE new dungeons and accompanying characters to DARK FORT”
Content:
New settings, characters, monsters, items, and optional rules for solo play; useful for generating themed dungeons on the fly
Writing:
Primarily informational but with just the right amount of creative flair
Art/design:
Strongly reminiscent of Dark Fort
Usability: Like its predecessor, each variant fits on one sheet of paper; doesn’t include custom character sheets


The Dead City of Pyre-Chrypt
Rugose Kohn

Concept: “The source of the plague, and great power, is still present, somewhere in the heart of the city, locked in a giant iron ziggurat.”
Content:
A sprawling, horror-haunted necropolis
Writing:
There’s a lot, but it provides appropriate imagery and atmosphere
Art/design:
Supports content and writing well
Usability:
Some instructions and mechanics incorporated into descriptive text, making it mildly inefficient


Death and Pestilence*†
Johan Nohr

Concept: “Disease is spreading from the Restless Hills, carried by centipedes and beetles.”
Content:
A deadly, disturbing dungeon full of pure weirdness
Writing:
“Quasi-ethereal necromagical death-tendrils” is an apex example of what you’ll find here
Art/design:
Excellently integrates text and graphics into the dungeon map
Usability:
A little visually overwhelming at first, but easy to navigate once you have a feel for it

*Published prior to release of the formal third-party license


DEATH CHURCH | DEATH CRAWL [One Möre Day jam]
Martin Gehrke

Concept: “This hexcrawl is meant to be used with The Death Church of Morkath” [30 Days of MÖRK BORG]
Content:
A hex grid for use with
Writing:
n/a
Art/design:
Pretty synthwave (emphasis on pretty) with a novel perspective
Usability: Foreshortening adds visual character without detracting from efficiency


Down and Out in a Schleswig Sanitorium
Rugose Kohn

Concept: “Recently the staff has all been murdered by a patient gone rogue. That suits the King’s ends well enough.”
Content:
Clever scenario, especially the conclusion
Writing:
Disturbingly descriptive at times, humorously irreverent at others
Art/design:
Adapts Nohr-esque style to express its “sterile” environment
Usability:
Well organized by category, but involves some flipping/scrolling/shuffling


Down the Altamaha(-ha) [FÖLK-LORE jam]
Ceph

Concept: “The king’s cartographer has deciphered the horn’s coordinates – but of all places, it had to be in the Altamaha. Who would be foolish enough to go there?”
Content:
Boating, fishing, treasure hunting, and gruesome death in one package; some interesting interconnected elements and connections to other 3rd-party adventures
Writing:
Straightforward and descriptive with an undercurrent of humor
Art/design:
Clear, easy-to-navigate layouts with some nice illustrations
Usability:
Nonlinear but not particularly complicated


The Dungescape #1
Jörgen Bengtsson

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


Escape the Dullahan
Chris Hopper

Concept: “When the dark rider calls, you have two choices: flee, or join the flight of the damned.”
Content:
A deck-based randomized adventure; a creative concept and well executed
Writing:
Clean, atmospheric writing with sharp imagery
Art/design:
Excellent illustrations and layouts
Usability:
Well-organized main sheet, and encounter stats on each card, and available in multiple formats to suit printing preferences


Flails Akimbo*†
Pablo Dapena, Michael Harmon

Concept: “The players wake up with a pair of weapons nailed to their hands […] participating in a brutal game.”
Content:
Kill your way to freedom; setting-appropriate modifiers
Writing:
A good balance of exposition and stats
Art/design:
Brings a distinctive character to Mörk Borg’s aesthetic
Usability:
Economically organized, easy to negotiate

*Published prior to release of the formal third-party license


Flails at Chrimbo
Harkenstone

Concept: “Your insane sister apparently sent the children Flails this Christmas. Flails!”
Content:
A sandboxy, randomized crawl through streets beset by flail-wielding tykes. (Yes, it is as dark and hilarious as it sounds.)
Writing:
Multiple tables for different types of encounters, suggested destinations, and a grim finale
Art/design:
Primarily textual, but well-organized to do its work effectively
Usability:
Facilitates linear flow through the document


The Fleshworks
Michael Stensen Sollien

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
Feral Wizard

Concept: “Destroy the abhorrent cult of the dreaming serpent and plunder the treasures left by the lifeless corpses of its followers.”
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-age map and a Mörk-Borgy palette
Usability:
Mechanics are incorporated into the descriptive text, which may slow some readers and GMs down


FVCK THIS I’M OUT [One Möre Day jam]
Walton Wood

Concept: “A mashup based on Rugose Kohn’s 30 Days of MÖRK BORG”
Content:
A randomized bridge crawl with monsters and other hazards
Writing:
Concise and witty (hopefully)
Art/design:
Dominated by a strange landscape and its denizens
Usability:
Works best as a two-page spread


The Gardens at the Bewitching Hour [Album Crawl: Jam Session]
Jean Verne

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


Glasrø Island [Album Crawl: Jam Session]
jbfh

Concept: “Go to the Island, bring back the dumb Prince, stay alive.”
Content:
An island crawl with surreal features and denizens
Writing:
Very concise
Art/design:
A central, more visually subdued map supported by on-brand accoutrements
Usability: Layout is a bit crowded but navigable with due attention; small text can be tough to read; includes a handy map for the players


The Great Axeby
Nick Duff

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 Living Statue of Alk Baum
Philip Reed, Warm_Tail

Concept:
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.”

Backer reward for the Strange Citizens funding campaign


Mass Burial
Jörgen Bengtsson and Random Rambling Press

Concept: “Bodies are gone missing, and none are the wiser.”
Content:
A one-page dungeon in the key of grave-robbing
Writing:
Nice attention to physical and sensory detail, especially smell
Art/design:
Efficient layout ordinated on the dungeon map
Usability:
Everything you need is right there on the page


Miserere
Kevin B.

Concept: “When you woke up two days ago, you discovered that Grift was inhabited by a nightmare.”
Content:
Delve into a barrow to (hopefully) stop an unholy scourge
Writing:
Creates an atmospheric series of scenes
Art/design:
Quite expressive without being overpowering
Usability:
Font, color, layout choices ensure easy navigation of text


Murder, Blues, and Her on My Mind [Album Crawl: Jam Session]
Matthew Neff

Concept: “A long forgotten Saint of Beauty, Love, and Dead Relations, is said to dwell amidst the ruins of her temple compound.”
Content:
A 7-room dungeon with locations and encounters that build on characters’ choices and actions
Writing:
Lots of it, but clear and to-the-point
Art/design:
Conservative use of color; centralized map; some illustrations to create visual diversity and characterization
Usability:
Location order is nonlinear but simple enough to navigate


The Oasis
Joonas Laakso

Concept: “A long forgotten kitchen. The Inquisition has made camp here, building a beachhead for the final push …”
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 Occult Ossuary
I. McClung (ed.), Pablo Dapena, et al

Concept: “27 pieces exhumed from the depths of lavish graves, themed around skeletons, bones and skulls.”
Content:
“Classes, items, companions, monsters and encounters created by sacrilegious mind.”
Writing:
A variety of styles, all appropriate to their content
Art/design:
Worth downloading just to check out the range of art and layouts
Usability:
Complexity varies by entry but consistently easy to use


Of Grey Matters
Greyson Yandt

Concept: “There’s this strange wriggling sensation inside your ears and head.”
Content:
A scenario with stats for NPCs and, of course, mechanics for brainworms; optional content includes additional items and a monster as well as stats for Mausritter
Writing:
Elevates sardonic cynicism to an artform
Art/design:
Linear layout punctuated by shocks of color
Usability:
Easy to digest with well-placed stat blocks

Proceeds go toward curing brainworms IRL


Oko Tree
skree_skree

Concept: “What does the tree see in your future?”
Content:
An fate-facing encounter transplantable into travel or crawls
Writing:
A concise table of 6 fortunes
Art/design:
Nice synergy of colors, illustration, and background design
Usability:
A d6 tells you what the future holds


On the Slaughterfront [One Möre Day jam]
Kevin B.

Concept: “The basilisks demand blessings from Prügl … but she’s already been abducted by another cult.”
Content:
A twisted insect-themed dungeon
Writing:
Descriptive with some clever rimshots
Art/design:
Nice balance of color, text, and graphics
Usability:
Simple and straightforward


The Quantum Tzompantli [Occult Ossuary]
Vagabundörk, Pablo Dapena

Concept: “‘A tzompanlti is a rack of human skulls.’”
Content:
A malicious, elusive trap-room
Writing:
Strongly biased against the PCs—but those guys are scvm anyway
Art/design:
On-brand and clever
Usability:
Smartly organized to help GMs track and manage effects and features


Quest for the Murder Sword*
Johan Nohr

Concept: “Kharkrazh the Dying finally fell, and around his withering bones cultists and cannibals dug […] in search of a blade most foul.”
Content:
A system-neutral crawl through a corpse
Writing:
Devoted to populating and characterizing the dungeon
Art/design:
The larger map is very expressive
Usability:
The secondary descriptive map makes navigation fast and efficient

*Published under CC BY 3.0; not technically Mörk Borg content, but related in theme, spirit, and authorship


Rattus Norvegicus
Michael Stensen Sollien

Concept: “The base of operation for the fearsome plague-bearing Rätfölk”
Content:
A 9-room, ratfolk-infested dungeon with hooks, rumors, random encounters, loot, and shit torches
Writing:
Straightforward and clear with well-placed alliterative flourishes and snark
Art/design:
Primarily typographical but efficient and easily navigable
Usability:
Linearly organized and includes separate GM and player maps


The Romvs Inn
Zero Klimatu Collective, Zet

Concept: “Player characters can […] indulge in the most important aspect of RPGs – roleplaying their characters.”
Content:
A humorous but still extremely lethal anti-adventure
Writing:
Entertaining and establishes the desired, comedic tone
Art/design:
Adapts the aesthetic to good effect
Usability:
Well laid out and easy to negotiate


Samson’s Dead, Where’s His Head? [FÖLK-LORE jam]
Shane Dodson

Concept: “Find Randal in d8 rounds and return the head to Samson’s body before all the blood drains out and Samson’s protective magicks over Sarkash are lost.”
Content:
An adventure hook and stat blocks for a chase through Sarkash
Writing:
Concise, unambiguous, and to the point
Art/design:
Well organized and cleanly laid out
Usability:
GM will need to fill in incidentals, but the framework is there


Screams of Agony and Fear [One Möre Day jam]
Caelinaraven

Concept: “These fiends offer one of you a reward when you help them escape.” For use with Canals of Antipathy [30 Days of MÖRK BORG]
Content:
6 prisoners whose freedom brings blessings and consequences
Writing:
No formal mechanics; full of vivid color
Art/design:
Sets the intended scene well
Usability:
Intuitive


The Shape of He to Come [Album Crawl: Jam Session]
I. McClung

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


Slaughtered in the Snow
Kevin B.

Concept: “SHE returned you to life and charged you with one task […] slay the usurper, the heresiarch Josilfa Migol of Galgenbeck.”
Content:
A compelling battlefield crawl with an interesting twist on Mörk Borg lore
Writing:
Solid imagery and ideas
Art/design:
Not super-elaborate, but fits the the setting’s starkness
Usability:
GMs will need to consult a few other texts; meant to be Z-folded


SLöTTERPIT
Walton Wood

Concept: “The Mother of Monsters issues brood after abominable brood.”
Content:
A scenario, stat blocks, and rules for monster modification
Writing:
Even split between exposition and mechanics
Art/design:
Graphic provides a map of sorts
Usability:
Intuitive


Snotsoil Mire
Sean F. Smith

Concept: “The edge of the Bergen Chrypt is flooded. Into that slick swamp, the ducal twins of Schleswig fled.”
Content:
A relatively lean but atmospheric hexcrawl
Writing:
Concise but thorough with subtle character
Art/design:
Cut-and-paste feel with intense color
Usability:
Linear and easy to use; additional mechanics appended for easy reference


Solitude [Album Crawl: Jam Session]
Josh Domanski

Concept: “A lonely adventure  with inspiration drawn from Solitude by Hans-Christoph Steiner.”
Content:
An abstract crawl inspired by experimental digital music
Writing:
Concise but atmospheric; stat blocks for some challenging monsters
Art/design:
Visually adapts its source material to a unique effect
Usability:
Some inverted text may be a challenge but not a significant hindrance


Soul Wrenched Shaman
Overlord Publishing, killyoverdrive

Concept: “The streets of Schleswig are filled with empty husks … Fathmu IV has put a hefty bag of 200 silver to anyone who can put a stop to this.”
Content:
Adventure hook and framework with a creative final boss
Writing:
Sets the overall scenario and trajectory, and provides seeds for scenes along the journey
Art/design:
Features a pretty bizarre illustration
Usability:
Content is well-organized for linear use


The Spire of Grief
Rugose Kohn

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


Spore-spawn of the Rhizoworm
Kevin B.

Concept: “Young adults living in and near the village have disappeared.”
Content:
An adventure in fungal infection
Writing:
Presents rules and flavor for a skin-crawling ecology
Art/design:
Diverse but unified; useful in navigation
Usability:
Some ambiguity in the fungal infection rules but intent becomes clear


Stone and Rock [Album Crawl: Jam Session]
Greyson Yandt

Concept: “Searching for a lost treasure in a cave at the base of a mountain, wrong turns in a maze of tunnels only took you fumbling deeper into the earth.”
Content:
An abstract dungeon bursting with content
Writing: Copious instructions for travel, tables for encounters, stat blocks for denizens, and some unique loot
Art/design:
Background adds color and character, but mostly devoted to text
Usability:
Much enhanced by arrows connecting relevant sections of text


Teind of Álfheim [FÖLK-LORE jam]
Reverendunclebastard

Concept: “An experimental sonnet, adventure, and bestiary”
Content:
A relatively brief but compelling, supernatural dungeon
Writing:
Poetic text reinforces the dark, haunted theme and provides DM with inspiration as well as interpretive flexibility
Art/design:
Some extremely rich colors with A LOT of creepy baby doll faces, even by Mörk Borg standards
Usability:
Paginated by room for easy operation


The Thirteenth Damned Son Adventure [FÖLK-LORE jam]
Overlord Publishing

Concept: “When Mother Leeds heard she was due for a thirteenth child she cursed The Two-Headed Basilisk and the child, and demanded HE take what belonged to HIM.”
Content:
A sleek randomized crawl through the frozen lands of Kergüs
Writing:
A beautifully written hook with a table of random encounters that keep the PCs moving toward the climax
Art/design:
Well organized and effectively laid out
Usability:
Verbally and visually economical


This Hell of Mine
Ceph

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


Through a Glass Darkly
Martin Gehrke

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


The Tournament at Alliáns
Kevin B.

Concept: “Her Excellency Anthelia, Blood-Countess of Kergüs, has determined to amuse herself by holding a tournament in Alliáns.”
Content:
Tourney rules and tables for rewards, consequences, combatants, and relationships
Writing:
Consistently entertaining and inspiring
Art/design:
Solid choices add atmosphere and facilitate flow
Usability:
Well organized; hyperlinks to other texts are quite useful; bracket sheet is a plus


Tower of Scoundrels
Philip Reed, riverraven, Karina Petruchok

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


Tranquility Base Hotel & Casino [Album Crawl: Jam Session]
mv

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


Two Hunters
Joonas Laakso

Concept: “A Mörk Borg album crawl based on Two Hunters (2007) by Wolves In The Throne Room”
Content:
A wilderness scenario with a slew of stat blocks and items
Writing:
Keeps a tight focus on the scenario and dynamic but opens multiple entry points for PCs
Art/design:
Use of green helps set the scene while other colors and typefaces keep it anchored in the Mörk-Borg aesthetic
Usability:
Design choices are helpful for navigating the document


Underhill: Blood Queen of the Trow
Walton Wood

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 Night
Harkenstone

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


The Unseen Vaults of the Optic Experiment*
Johan Nohr

Concept: “Freak Freaks […] have established an arcane laboratory dedicated to finding the key to true vision.”
Content:
Nohr’s sheer weirdness and wit in full effect
Writing:
Lots of options and suggestions for GMs to play with
Art/design:
Creates a crazed tone that ups Mörk Borg’s bizarro aspect
Usability:
Map and room roster alongside detailed descriptions; easy to navigate

*Published prior to release of the formal third-party license


Unwanted Fragments #1
Philip Reed, Talk Mörk Borg, hina, Feral Indie Studio

Concept: “This micro-zine was an experiment of sorts as I posted most of pages to the TALK MÖRK BORG group on Facebook and asked for votes on the possible content for each page.”
Content:
A slew of weird, creative locales, monsters, NPCs, and loot; as the name says, a kit of bits and pieces rather than a unified dungeon
Writing:

Art/design:
Great OSR-style interior art; incredibly expressive character portraits
Usability:
Lots of background and details; study carefully if you want to use anything verbatim


The Vale of Stinking Fur
Asher Winnie

Concept: “An ape-infested jungle crawl”
Content:
Map and mechanics with random events, monsters, locations, and loot
Writing:
Some nice, subtle touches in the exposition
Art/design:
Aids navigation and reinforces theme
Usability:
Some tables reference others, but that’s the extent of the complexity


The Vault of Refuse and Waking Nightmares [Album Crawl: Jam Session]
Sasha De’ath

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


Vaults of Unfaith*†
Johan Nohr

Concept: “From an underground Sarkash crypt, heretics and cultists terrorized settlers.”
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

*Published prior to release of the formal third-party license


Wheel of Misfortune [Occult Ossuary]
Owen McGauley

Concept: “Standing before you is a macabre monument of bone and stone. The desire to rotate the  morbid dial is magnetic and seductive.”
Content:
8 effects, beneficial and detrimental (and sometimes both)
Writing:
Concise but compelling
Art/design:
Text’s arrangement around the central image is reiterates the concept’s structure …
Usability:
… but may be difficult to orient for readability on some screens and/or cause neck cramps


A Wizard’s Dying Wish
Philip Reed, Warm_Tail

Concept: “Brauer possesses enough strength to make one final request. Will the party take action to fulfill the wizard’s dying wish?”
Content:
A one-room encounter with a cool monster twist and some nasty aftermath possibilities
Writing:
Devoted mostly to describing the situation and setting, but provides the GM with inspiration and some flexibility
Art/design:
Keeps the pamphlet visually interesting without being obtrusive
Usability:
Fold it twice and you’re ready to go

Backer reward for the Trio of Twisted Decks campaign


RulesClassesItemsMonstersDungeonsEtc.
ToolsApocrypha


Related Posts

%d bloggers like this: