Ex Libris Mörk Borg: Dungeons, Crawls & Locales

RulesClassesItemsMonstersTrapsDungeonsEtc.
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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


4:3 Forth comes fire, and a horde [THE END IS NEAR jam]
Johan Nohr

Concept: “An endless invading horde of black metal-wearing fire creatures hellbent on death and destruction.”
Content:
Includes a general scenario, potential outcomes, and stats for invaders and their monsters
Writing:
Mörk Borg is generally pretty grim, but this is grim
Art/design:
Clearly demarks textual sections with illustrations that convey the concept but leave plenty to the imagination
Usability:
Usable? Yes. Survivable? Well …


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


500 Paces
Earl of Fife Games, Huzzah!, Cody Leigh, Victoria Bat, Marin Iurii, Tithi Luadthong

Concept: “You have to press forward…up to the keep, up to salvation. Up the 500 Paces.”
Content:
A postmortem adventure from battlefield to keep and beyond
Writing:
Provides copious descriptions of locations and events
Art/design:
A more traditional, conservative layout with discrete body text and illustrations
Usability:
Includes bulleted summaries of each section for easy reference during play


An Ageless, Woodless Place
Karl Druid, Karl Stjernberg

Concept: “A microsetting for a romp in a valley lost to memory and giant reptiles.”
Content:
A primeval playground for scvm to die in
Writing:
Overviews the setting and covers random finds, weather, landmarks, and monsters
Art/design:
Efficiently organized into sections and vibrantly stylized
Usability:
Doesn’t have a narrative arc, but players will surely find ways to keep themselves amused; a good place to strand characters or for them to pass through while traveling


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


Alles Wird Brennen [THE END IS NEAR jam]
Ceph

Concept: “The PCs awaken to the sounds of thunder and screams. […] Can they escape the city before it crumbles in the inferno?”
Content:
A map-based adventure to find the keys to the city gates; includes encounter and event tables as well as enemy stat blocks
Writing:
Sets the scene and the stakes fairly concisely; other descriptions are tightly focused
Art/design:
Intuitive layout with some stylized illustrations of enemies and NPCs
Usability:
Provides some leeway for making forward progress or just punishing inept PCs


Among the Blood of Thine Enemies [THE END IS NEAR jam]
Another d20

Concept: “There are 3 cultists among you. You have 24 hours.”
Content:
A general scenario and 12 NPCs to do with as you will
Writing:
Lean but colorful and evocative
Art/design:
Almost entirely typographical, but leverages layered text as a visual figure of how the PCs’ work will ultimately be overwritten
Usability:
Requires some elaboration from the GM, but the bones are there


Anzhela and the Caged Skulls
Philip Reed, Warm_Tail

Concept: “The woman cackles madly […] and drops the cages, drawing her sword and screaming with a mad rage.”
Content: English breakfast with a side of TPK; running will only make you die faster
Writing:
Text heavy, but creates a vivid atmosphere and provides psychological depth to the antagonist, something not often found in Mörk Borg
Art/design:
Excellent, expressive depictions of the titular characters
Usability:
Includes an alternative d6-based encounter-resolution mechanic; a bit more complex than some scenarios, but the additional moving parts make for an interesting and memorable scenario

Backer reward for the Strange Citizens campaign


A Spluttering And A Splashing [FÖLK-LORE jam]
Philipp Teich

Concept: “Ancient legends tell of a creature with supernatural powers that is able to stop the apocalypse.”
Content:
A 12-room semi-aquatic dungeon
Writing:
Well written with lots of character and atmospheric details
Art/design:
Primarily uses the clean, clear style of Rotblack Sludge
Usability:
Layouts and design make this simple and easy to run


L’Atelier de l’Artiste
Thibaut Despine

I think this adventure involves a fetch quest and an alchemist, but my French is abysmal. It’s in French, BTW. (Just in case the title didn’t tip you off.)


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


Auld Clootie’s Bairn
Harkenstone, Billy Blue

Concept: “What has happened to suddenly change the behavior of little Angelica…and how can the Mercer family fit in to their new community?”
Content:
A surreally mundane adventure with a troubled tot
Writing:
Provides lots of detail and dialogue as well as suggestions for alternative plots and a metric ton of nasty insults
Art/design:
Primarily designed around navigating events and conversations delivered via text
Usability:
Ready to use out-of-the-box but can also be tinkered with and adapted to GM taste and need


Basilisk Burger [Bad-Basilisk Berg-Borg jam]
Barbarian-of-BBQ

Concept: “The players have found a map that tells of treasure. Survive the maze and claim your prize!”
Content:
A fast-food themed experience
Writing:
Includes stat blocks for multiple encounters as well as descriptions and some sample NPC dialogue
Art/design:
Presented as a child’s place mat complete with word jumble and crayon marks
Usability:
Toy prize not included


Basilisks-A-Go-Go [Bad-Basilisk Berg-Borg jam]
Arnaud F. Lambert

Concept: “Grab a pencil. Trace your route through the labyrinth.”
Content:
A quick, roll-lite, Dark Fort-esque maze. With basilisks. They have 2 heads. You have 1. Good luck.
Writing:
Some quick, concise instructions
Art/design:
The green circles contrast nicely against the background gradient, making it easy to navigate; the extra basilisk heads are a welcome touch, since the world needs more basilisks
Usability:
Can be played with just some base stats; full character sheet not required


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


Behlibereth
The Eldritch Tomb

Concept: “The City on the Edge of All Misery”
Content:
A twisted, foreboding locale and stats for members of its three factions
Writing:
Highly descriptive; verbiage, style, and syntax used by the implied “narrator” artfully adopts and reflects characteristics of the things being described
Art/design:
A linear, accessible layout with sections with typographical choices differentiating sections and aiding navigation of the mechanical components
Usability:
A bizarre and compelling setting for GMs to play with (and for PCs to die in)


Big American Men [FÖLK-LORE jam]
Kevin Sheehan & Dan Rickerson

Concept: “A lost land ruled by four treacherous kings from American folklore”
Content:
Borgified lore, stat blocks for encounters, and ancillary mechanics
Writing:
Recasts famous folkloric figures as sinister, larger-than-life villains
Art/design:
A rich array of design choices and layouts unified by the Mörk Borg aesthetic
Usability:
GMs will need to flesh out the concepts, but provides plenty of inspiration for them to do so


Biosbardos [FÖLK-LORE jam]
Pablo Dapena

Concept: “A quest to hunt some (maybe not so real) animals”
Content:
A ruse of an adventure with multiple potential climaxes
Writing: Very concise but with adequate, compelling imagery and appeal
Art/design:
Primarily textual with a fun text-based map
Usability: Simple and straightforward


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


The Bone Fields of Northwyr
Bläckfisk Publishing

Concept: “A cursed and frostbitten sandbox”
Content:
5 distinct locations with unique characters and tables for random encounters and cursed artifacts
Writing:
Very dark and somber; provides copious background for the setting and concise but effective characterization for its inhabitants
Art/design:
Predominant use of powder blue creates an appropriate cold tone punctuated with warmer pink and yellow to aid navigation and provide contrasting character
Usability:
Text heavy, but written to be memorable and designed for quick and easy reference during play


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


Börk Morgue #666
Greyson Yandt

Concept: “An unofficial zine for a Dying World with words and design”
Content:
Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing:
Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability:
Adds some deeper complexity in some areas (especially combat) and some irreverent variety all around


Böwhoss’ handbook: notes on internal ignition [Album Crawl Rocks the 80s]
Jean Verne

Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content:
A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing:
The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design:
Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability:
Includes player-facing handouts that include lore but no mechanics or GM-specific information


Box of Shadows
Alex K. Barton

Concept: “The dry cracked earth of the city now spews a scentless dark black fog. … Rumors of this substance taking form and hunting down those that travel without a lamp or torch have become ever more prevalent.”
Content:
A sprawling sandbox-style adventure set amidst a sinister miasma emerging in Grift
Writing:
Incorporates copious descriptions, in-game documents, and random tables to add flavor to play; also includes numerous monsters, NPCs, and items
Art/design:
Incorporates original and found art into exuberant designs and diverse layouts
Usability:
Includes copious reference sheets, handouts, and topic-specific indices for GMs and players to use during play; GM-eyes-only material is segregated to facilitate more exciting solo play


The Bridges of Múr and the Endless Sea
Alex K. Barton

Concept: “The Pillar of Múr was found and destroyed. … Creatures called Devourers now make the ground tremble as they crawl from the depths. Scouring the land, they ravenously consume what lay in their path.”
Content:
An expansive hexcrawl that includes a bestiary, specialized gear, and optional rules for mounts, chases, climbing, and fighting colossal creatures
Writing:
Incorporates general information about the scenario as well as descriptions of and mechanics for elements like monsters and locations
Art/design:
Incorporates original and found art into exuberant designs and diverse layouts
Usability:
Requires more GM prep and intervention to assemble a narrative arc, but supplies all necessary components


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 Buried Church of Immortals (Perfidious Protoplasma)
Richard Kelly

Concept: “On the edges of Sarkash, there dwells a curious cult. They worship no idols and keep no esoteric secrets, save one. They possess several hidebound maps to a place in the woods where the heart of the universe is believed to dwell.”
Content:
An ooze-infused dungeon with hooks and random encounters en route
Writing:
Room writeups are divided into descriptions, points of interaction, and hazards
Art/design:
Clean, efficient layouts and design for easy use by GMs
Usability:
Includes a mechanism to reverse one potential bad ending


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


Cannibal Carnage
Joshua Melville

Concept: “Track down the cannibals and search a dungeon of grotesque abominations to retrive the Book of Flesh.”
Content:
A fleshy, bloody, body-themed dungeon
Writing:
Primarily devoted to physical descriptions of rooms and situations (primarily monster-based) within
Art/design:
Designed for reading and prep before play rather than heavy in-game usage
Usability:
Does not use standard Mörk Borg terminology or stat presentation; requires consistent reference to core rulebook


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.


Chässe-Galerie[FÖLK-LORE jam]
Luigi Pizzinu

Concept: “Based on the Quebec’s tale of the Chasse-Galerie”
Content:
A there-and-back-again scenario involving a pact with the devil on New Year’s Eve
Writing:
Provides copious background and sketches for encounters along with mechanics for using the flying canoe
Art/design:
Text heavy with some illustrations of key characters and concepts
Usability:
Provides lots of options for the GM to work with according to need or taste


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 Church of Katharszisz
moonforge

Concept: “The Church of Katharzsisz demand your assistance in returning the head of the Saint-Mother Magdus.”
Content:
A coerced crawl through a corpse-haunted cathedral
Writing:
Includes an elaborate introduction with plenty of atmospheric details throughout
Art/design:
Graphic design consisting predominantly of earth tones with other muted hues reinforces the sensation of exploring a dim, murky cathedral
Usability:
Well organized by page (intro, descriptions, map, monsters) for easy reference


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


Clamdash!
Karl Druid

Concept: “For a few hours each year, the seas beneath the glaciers of Kergüs retreat, revealing salted dungeons in their wake. Within these waterlogged tunnels of ice – the CLAMS.”
Content:
Grab your CLAM-picking gloves—an audience with Anthelia awaits the winner
Writing:
A briny feast for the senses with Karl’s signature sense of humor
Art/design:
Easy to read with ample visual cues for navigating each room’s description and for moving back and forth between descriptions and map
Usability:
The CLAMS are barbed, and the tide waits for no scvm


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


Craving the Green [Bad-Basilisk Berg-Borg jam]
Jean Verne

Concept: “A treasure is to be found in the ruins of the old castle on the mountain. […] Getting there will be pretty easy, but what you’ll find in the treasure might make the way down a bit tricky…”
Content:
A clever bait-and-switch—and then murder
Writing:
Besides stat blocks for the 2-headed lizards, includes copious background and instructions for the GM
Art/design:
Use of color aligns the text with the graphic and provides conservative emphasis to help the GM quickly navigate the document
Usability:
A unique, rules-lite dynamic for navigating and resolving the central conflict


Croak! [FÖLK-LORE jam]
Johndroid

Concept: “A collection of frog-based tropes”
Content:
An encounter setting with stats for frog-men, special items, and a frog-man class
Writing:
Straightforward in its descriptions and exposition of mechanics
Art/design:
Relatively conservative but with plenty of color and character
Usability:
More of a toolbox for the GM to use rather than a prefabbed adventure


Crossing the High Fens [FÖLK-LORE jam]
Alain S.

Concept: “A treacherous region, unrelenting weather, and creatures out to get you. This not the place you want to be, but it is the place you need to cross to get there.”
Content:
A hazardous hexcrawl packed with locations, encounters, and mechanics for weather and hypothermia
Writing:
Concise and to the point (by necessity, since it puts a lot of content into only a few pages)
Art/design:
Graphics (particularly page borders) add a sense of character and place
Usability:
Well organized, typographically conservative and easy to read


Curse of the Martolea (Martolea, Tuesday’s Demon) [FÖLK-LORE jam]
Nell Azathoth Tull

Concept: “This creepy lady walked in here a few months back, and resurrected that homeless man from death. […] Now they’ve all made her the Villages new preacher.”
Content:
A simmering, horror-themed investigation spanning a few days in a seemingly quiet town
Writing:
Balances subtle tension and intrigue with moments of overt violence and gore
Art/design:
Graphic design aids in navigating the adventure; illustrations add lots of creepy visual character
Usability:
Includes a town map and an appendix of character sketches for quick reference


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


Dead Girls in Sarkash Forest
Emily Allen

Concept: “You are lost. You are dead.”
Content:
A random pointcrawl through Sarkash, 6 original thematic classes, and optional rules and gear that add more conceptual depth and distinction without straying from the Mörk Borg core
Writing:
Brooding and grim with an undertone of forlorn optimism; extremely effective in conveying the intended tone and atmosphere
Art/design:
Visually diverse art and typographical choices unified by a focus on the setting and themes
Usability:
Deliberately deals with sexism and trauma; intended as a self-contained module, but the adventure and classes can be used with other Mörk Borg content


A Dead God’s Stronghold [Bad-Basilisk Berg-Borg jam]
Ian Long

Concept: “Have some scvm you can’t seem to part with? Looking for a way to end your game before it ends the world?”
Content:
6 thematic hazards and stats for some pretty brutal basilisks
Writing:
Clear descriptions with a healthy dose of humor
Art/design:
Fits a fair amount of content efficiently onto one page alongside some nice graphic elaborations of the base image
Usability:
Can be used as an overlay for another dungeon to add extra character and lethality


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


Death’s Fort (30 Days of Mörk Borg Adventure Chapbook Vol. 1)
Rugose Kohn

Concept: “The walls breathe and bleed, eyes watch your every move, giant veins pulse.”
Content:
Replete with inhabitants as well as a layer of mechanics for the sinking fort, some poo monsters, and naked antics
Writing:
Packed with visceral images and details alongside dark and dry humor
Art/design:
Clean, easy-to-navigate layouts with typographical choices and spots of color that add particular character and emphasis
Usability:
Challenge escalates with progress, including at the climax


The Demesne of Conflagration [THE END IS NEAR jam]
Roll With It Ltd.

Concept: “The Endless Sea burns. Within it, a flaming fortress of stench and grotesque hordes. Venture within before all blackens and burns. Free the Lich Queen Aoiva from unrepentant misery.”
Content:
A fire-themed mansion crawl
Writing:
Extremely concise but with enough bizarre detail to fuel the imagination
Art/design:
Good use of color to guide focus and to add character in key places
Usability:
Pamphlet is nicely laid out for quick, easy use in-game


Der Turm des Totenbeschwörers
Ceph

Concept: “Soldiers from Schleswig confiscated – and then lost – the necromancer’s most treasured relic, the Swordfishtrombone. It is now up to the PCs to find it.”
Content:
A devious hexcrawl inspired by Tom Waits
Writing:
Clear, concise expression of rules and encounters
Art/design:
Laid out for easy use with plenty of Mörky design choices and touches
Usability:
Calls for use of MBC titles, but GMs can easily substitute alternatives if these resources aren’t available


Devil’s Camp [FÖLK-LORE jam]
Afterthought Committee

Concept: “Weary travelers welcome.”
Content:
A deceptive rest stop on the roadside
Writing:
Includes some flavor text, a rationale, and specific effects
Art/design:
Visually balances image and text with some characterful typographic choices
Usability:
The core mechanic is simple, allowing the GM tailor the encounter to taste and need


The Devil’s Crossroad [FÖLK-LORE jam]Kris Thompson

Concept: “A random encounter generator based on the lore of meeting the Devil at the crossroads. He’ll take your soul and force you into playing his little death games.”
Content:
Complete one of six death matches or be dragged down to Hell; includes some clever conditional mechanics and rewards for completion
Writing:
A balance of context and mechanics with strong imagery in the descriptive text
Art/design:
Designs and layouts reinforce the themes and concepts from the text with plenty of grimness and grimness
Usability:
Unforgiving to unlucky PCs (not that that’s anything new in this game)


The Devil’s Tramping Ground [FÖLK-LORE jam]
Ryan Smith

Concept: “Based on a real-life location in Chatham County, North Carolina”
Content:
A cursed location and potential infernal encounter
Writing:
Straightforward delivery of lore and mechanics
Art/design:
A frenetic layout (but in a good way) with good use of color and form to differentiate text blocks and add emphasis
Usability:
Handy as a random encounter or the object of a quest


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 Below
Harkenstone, Billy Blue

Concept: “‘I need a hardy group to check the district’s Drainage Works beneath the city.’”
Content:
An elaborate sewer crawl filled with NPCs, plenty of treasures, and even more hazards
Writing:
Includes lots of atmosphere and characterful monologues/dialogue for NPCs
Art/design:
Optimized for clarity and quick navigation and reference
Usability:
Provides plenty of details, clues, and dialogue for the GM to use or adapt; a potentially long adventure


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


Drums of Ascension [FÖLK-LORE jam]Paul S. Miller

Concept: “HE knows that to bring this torment to an end, Gorgh must use an eternity’s saved painful energy HE has been stealing from Verhu to create a new future.”
Content:
A substantial sketch of a long, multi-phase military crusade
Writing:
Purely descriptive, but contains lots of compelling concepts, images, and adventure seeds
Art/design:
Designed for linear reading, but includes some Dore engravings to keep the document visually interesting
Usability:
Provides a solid outline and tableaus of critical events, but will require GMs to fill in a lot of incidental and mechanical details


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


ELLE demande, IL exige
Des Contes et Des Dés

A French-language adventure in Sarkash; I like the graphic design choices, but my French is very poor, so I can’t offer further comment


Emeric’s Pilgrimage [FÖLK-LORE jam]
Zero Klimatu Collectiv

Concept: “Now cursed for all eternity, he moves a finger-length a year towards the Monastery of the Profane Cross. When he finishes his pilgrimage, the world will end.”
Content: A heroic hexcrawl in three dimensions with multiple options for resolution
Writing:
Alternatively supernatural, apocalyptic, and humorous; includes a brief overview of the scenario’s folkloric and real-world inspirations
Art/design:
Typographical choices and redundancy of clean, clear maps make for easy navigation
Usability:
Available in single-page, spread, and booklet formats


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


The Farm
Ceph

Concept: “Since it’s Mörk Borg, you’ve probably already guessed that everything is just fine, and the livestock aren’t slaughtering people or anything like that.”
Content:
Animal Farm on PCP
Writing:
Well-delineated descriptions of individual locations pervaded by visceral charnel imagery and punctuated by sardonic wit and bleak humor
Art/design:
Laid out for easy use with stats and maps proximal to descriptions; includes some gritty, evocative illustrations
Usability:
Easy to run and guaranteed to get some cringes; not for the body-horror averse


The Fiend’s Paw [FÖLK-LORE jam]
Jakub Skurzynski

Concept: “Schleswig’s Courtroom drama”
Content:
A courtroom-dungeon generator
Writing:
Delivers a backstory to motivate a crawl in search of fabled treasure
Art/design:
Primarily textual with typographical emphasis and illustrations to establish ambience
Usability:
Straightforward to use, and interesting change of scenery for an urban adventure


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


For Whom the Deer Haunts [FÖLK-LORE jam]
Thomas Rompré

Concept: “Deep in the woods of Kergüs, you befall a small tribe of earthbound. Their Chieftain, Krüll, warns you of an accursed  kinsmen – a Wendigo – hiding among them, slaughtering a man every night.”
Content:
Provides a hook, suspects (with a fun alibi system), and culprit
Writing: Conveys the necessary information concisely but effectively
Art/design:
A gritty graphic character with strategic shocks of color
Usability:
Allows GM to customize scenario to taste or need; includes a twisted twist on the reward


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


Glimpses of a Dying World
Feral Wizard

Concept: “Savage creatures lurk in the depths of forgotten crypts, incomprehensible relics lie waiting in the shadows of crumbling tombs, mystics argue incessantly trying to find a escape to the impending doom, and the powerful occupy themselves with vengeance.”
Content:
A sprawling offering of all things Mörk Borg
Writing:
Captures the tone and atmosphere of the Dying World through the descriptive text as well as the character of the mechanics
Art/design:
Adapts the aesthetics and tactics of the core book with extensive use of modified public domain art
Usability:
There’s something here for everyone


The God of Many Faces
Loot the Room

Concept: “HE and SHE must die and a new god must replace them.”
Content:
A strange hexcrawl through Galgenbeck’s heretical underbelly; also includes a set of 4 thematic Powers
Writing:
Provides some compelling images and scenery in a small amount of space
Art/design:
Strikes a strong balance between Mörk Borg aesthetic and the setting’s character
Usability:
Efficient layout with helpful checkboxes for tracking the party’s progress


God’s Goods [Bad-Basilisk Berg-Borg jam]
Matthew Smith

Concept: “Many paths may have brought you here. […] Most likely you heard of exotic substances that once tempted the unworthy, but now offer euphoric escape.”
Content:
A miniatures- and mapped-based adventure; includes printable tokens and board
Writing:
Provides a general scenario and specific rules for movement and for deploying and interacting with game pieces
Art/design:
A more traditional layout and monochrome graphics lend a very old-school feel
Usability:
Doubles as a Mörk Borg and Forbidden Psalm adventure; some assembly required


Grave Matters
Rinaldo Agostini

Concept: “New uses for dry corpses”
Content:
Undeath-themed classes, gear/weapons/scrolls, optional rules, monsters/NPCs, encounters, and an adventure site
Writing:
Loads of creative concepts presented through expressive, inspiring, and witty prose
Art/design:
Modified public domain images and original art support the theme along with layouts, typography, and colors that make this undeniably Borgy
Usability:
References amongst entries create a sense of cohesion and interconnection; an excellent resource for a game or arc themed around skeletons, zombies, and corpses


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


Gremlin Horn
DogNutBoy

Concept: “Can you retrieve the Gremlin Horn from the Goblin’s clutches before they send their red armies to slaughter the land in a wave of desolation?!”
Content:
A dungeon filled with transforming gremlins, stat blocks, a nifty unique item, and a complementary gremlin-infected character class
Writing:
Includes multi-sensory descriptions of locations with some vivid imagery (with particularly memorable interpretations of goblin-engineered audio equipment)
Art/design:
Ground’s color and texture (and the illustrations) creates manuscript feel; original representations of gremlins adds character and liveliness to the central focus; use of red in particular unifies the text, images, and adventure concept
Usability:
Color differentiates portions of text for easy reference and use


Halls of Purgatory [IKILLYA jam]
Stein Hansen

Concept: “The PC(s) […] find themselves in a furniture and home accessories dungeon.”
Content:
An endless nightmare of forced commerce
Writing:
Concise with subtle humor; highly effective in both capacities
Art/design:
Look at the map. Realize you’re in hell.
Usability:
Escape is an option, but winning isn’t


The Hiidet On The Hills [FÖLK-LORE jam]
Joonas Laakso

Concept:The hills hide goblins.
Content:
Everything you wanted to know about hill goblins, and then some
Writing:
Clear and descriptive with little flourishes of humor and weirdness
Art/design:
Overall coherent design choices with graphics that are varied but always expressive, entertaining, and appropriate
Usability:
Components are well organized on the macro and micro scales


The Horde from Beyond [THE END IS NEAR jam]
Michal Gotkowski

Concept: “Those, who have ventured into the Endless Sea and returned, told the tales of anguish, chagrin, and disappointment. But not all were so fortunate. Some ships were thought lost forever. Until now.”
Content:
5 days of random labors and encounters on a ghost ship
Writing:
Generally grim in tone with dashes of verbal (and even mechanical) humor
Art/design:
Colors and images beautifully support the otherworldly background
Usability:
Minimal prep required (other than rolling 4:3)


House [FÖLK-LORE jam]
Thomas Novosel

Concept: “Haunted possessed manor”
Content:
Is it a monster? Is it a location? Either way, it wants to exploit or extinguish some PCs.
Writing:
Folds the house’s characterization and behavior into the Special
Art/design:
Stylized, atmospheric depiction of a mörk hus
Usability:
As written, very straightforward, but leaves lots of options for the GM to play with


House of the Hollow
Dylan Mangini

Concept: “A mysterious moonlit manor – home to a retired adventurer in the midst of a terrible transformation”
Content:
A horror-themed, investigative adventure
Writing:
Highly focused on delivering important details and atmosphere with a minimum of words
Art/design:
Clean, neat layouts optimized for easy use
Usability:
The narrative surprise and subtlety may be lost on players who tend to rush in with swords drawn


The Kennels of Galgenbeck (Bork Borg)
Richard Kelly

Concept: “Nargast is thick with dogs.”
Content: A subterraneancrawl through an alchemical dog dungeon
Writing:
Provides lots of atmospheric detail (and plenty of treasure stashed in rooms)
Art/design:
Laid out for easy use and reference during play
Usability:
Harm to dogs warrants a content warning before use with players who have a sensitivity toward dogs


Kingdoms Burn [THE END IS NEAR jam]
Clever#1908

Concept: “Gorgh will drag this world kicking and screaming into oblivion. His champion needs but one thing to regain his strength.”
Content:
A scenario centered on a suit of armor seeking to reunite with its rightful wearer
Writing:
Features plenty of lore along with stat blocks for the antagonist, its final form, and its followers
Art/design:
Primarily monochrome images and text with shocks of yellow to add emphasis and direct attention
Usability:
Like the antagonist, something of an empty vessel waiting to be filled


Leaving Home (Within a Mile of Home)
Michael Mars

Concept: “The Motley Crew sets sail from home to stop the pirates.”
Content:
A hexcrawl (hexsail?) with tables for character motivation, random encounters, and 15 Flogging Molly-inspired encounters to explore
Writing:
Features some dramatic, creepy, and somber imagery
Art/design:
Handy hex maps and some appropriate public domain illustrations for each encounter
Usability:
Includes PC- and GM-facing maps as well as links to content incorporated from external sources


The Lichen Knight of Sarkash
Stephen K Sutton

Concept: “You meet a strange knight in the wilderness and he dares you to cut off his head.”
Content:
A two-part encounter consisting of the initial challenge and the follow-up chapel crawl
Writing:
Clear, readable prose with loot tables, location descriptions, and overview of the encounter structure
Art/design:
Typography and color delineate sections for easy use and reference
Usability:
A straightforward but spirited adaptation of the medieval poetic plot


Lighthouse of Weeping Bluff
Caleb Engelke

Concept: “Your ship is destined to splinter on the bluffs if the light isn’t relit, condemning you to live out your remaining days in this icy hell-hole.”
Content:
A ticking-clock adventure that encompasses the journey to the lighthouse and the hornet-infested lighthouse itself
Writing:
Clearly written and punctuated with visceral imagery and details
Art/design:
Red and yellow elements direct attention without hindering usability; hornets crawling around the page are a fun, immersive touch
Usability:
Well-organized text and clever use of color to coordinate it with the maps


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


The Loneliness of the Múrmaiden [FÖLK-LORE jam]
Michal Gotkowski

Concept: “How the protagonists have learned that there is no power stronger than love”
Content:
A twisted archetypal comedy in 4 acts; emphasizes weirdness over grimness
Writing:
Presented as a script for stage; full of humor and clever wordplay
Art/design:
Makes powerful use of a limited palette of vivid colors in traditional page layouts and images
Usability:
A fairly linear adventure; as a document, easy to read and use


The Lonely Throne [FÖLK-LORE jam]
Matthew Sanderson

Concept: “It is said that that those who sit upon this ‘Lonely Throne’ […] can attract the attention of something buried deep under Graven-Tosk that can grant them treasures and forbidden knowledge… for a price.”
Content:
12 random encounters, 3 otherworldly entities, 21 rewards, 8 consequences, and more adventure possibilities than I feel like calculating
Writing:
A clever concept well executed with lots of descriptive flair
Art/design:
Organized for usability with illustrations and other graphic elements that contribute atmosphere
Usability:
Linear, dual-column layout makes the document easy to read and navigate


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 Murderous Monks of Mournful Moor
Andrew Cutler

Concept: “Adventurers stopped to rest in a once-beautiful Abbey at the edge of Kergüs. […] Only time will tell if they have the mettle to escape.”
Content:
8 rooms of survival horror
Writing:
Includes extensive descriptions of rooms and NPCs
Art/design:
Entirely typographical, but establishes a visual hierarchy for quick navigation
Usability:
May pose a challenge to more visually-oriented readers


Murder Party at Dark Manor
Joshua Melville

Concept: “Players recive a mysterious invataion to a dinner party for a reveal of Master Cadwell’s latest invention.”
Content:
Dinner and a murder mystery with an interdimensional twist and an escalating fear mechanic
Writing:
Primarily descriptive; incorporates relatively few formal components
Art/design:
Designed for reading and prep before play rather than heavy in-game usage
Usability:
Does not provide stats for NPCs


Murky Bog
Seedling Games

Concept: “This place was created by an ancient cult that locked something away behind the door (treasure? another dungeon?). This door can be opened in two different ways, but a mistake leads to death or worse”
Content:
A 13-point adventure with 5 original monsters
Writing:
Concise and accessible
Art/design:
Laid out for maximum visibility of map without sacrificing easy reference to additional information
Usability:
Includes a blank map for players and a suggested soundtrack


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


Omentide [FÖLK-LORE jam]
Chalkdown & Djunn

Concept: “An egg hunt riddled with danger and reward!”
Content:
Lore, NPCs, items, and schedule for a high-stakes scavenger hunt in the Dying Land
Writing:
A balance of lore and mechanics with lots of character folded into both
Art/design:
Laid out for easy reference, with graphic elements that add strange, supernatural character
Usability:
A straightforward toolkit for a grimly humorous adventure


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


One Flew Over the Basilisk’s Nest [Bad-Basilisk Berg-Borg jam]
Tyler Lindsey

Concept: “Overcome your addiction or be taken into God’s Stronghold, where you will be taught the ways of the false prophet ‘Yaweh.’”
Content:
A substance-fueled mini-adaptation of Kesey’s novel to Mörk Borg
Writing:
Clear delivery of instructions; some subtle but appropriate choices blur the line between psychiatric patient and religious zealot
Art/design:
Emulates a bureaucratic form to visually emphasize the core concept
Usability:
More of a loose scenario with guiding mechanics than a dungeon or full adventure, but a fun opportunity for roleplaying and weirdness


A Pestilence of Maths [FÖLK-LORE jam]
Bannerless Games

Concept: “A plague of madness spreads across the countryside: people hopelessly repeating strings of numbers and words until their head bursts into flames and they die in shrieking violence.”
Content: Includes an ad hoc sanity metric, random travel events and tower rooms, and a whole lot of exploding heads
Writing:
Clean and characterful with dry gallows humor and well-chosen, interconnective details
Art/design:
Effective and appropriate graphic choices that interact cleverly with the concept
Usability:
Packs a fair amount of tension and grit into a relatively small package


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


The Rains on Merecastle [Bad-Basilisk Berg-Borg jam]
Paskål Jansson

Concept: “Those fool enough to listen to the tune might find the riches left by the long dead inhabitants of the castle. Or death.”
Content:
A dead castle bathed by acid rain and home to 2-headed aberrant reptiles
Writing:
Provides lore pertaining to Merecastle and its environs
Art/design:
Typographically delineates different textual components; colors lend a raw, bleached visual tone
Usability:
GMs will have to populate the scenario with monsters and other mechanical elements


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


Ravaging Plague I: Rusted Iron, Words of Power
R., M., N.B., G.H., Droll Meadow, N.B.

Concept: “Ravaging Plague aims to bring Mörk Borg and its extreme metal influences into further conversation.”
Content:
Extreme metal-inspired offerings across the board
Writing: Laden with metal-inspired imagery and themes
Art/design:
Brutalist text layouts balanced with organic, gritty graphics all presented in stark black & white
Usability:
No table of contents or index, but layouts and different deployments of positive and negative space are good visual aids for navigation


The Road of Light [Album Crawl Rocks the 80s]
Alex K. Barton

Concept: “The road of light has chosen. You have no choice but to follow.”
Content:
A linear sequence of puzzles with two new optional classes
Writing:
Vivid descriptions of locations with clearly delineated key reference points for GMs
Art/design:
Organized and designed for easy use; plentiful and consistently excellent illustrations throughout
Usability:
PCs will permanently change class at least once; the first part of an ongoing adventure


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


Scarlet Descent [Babalonian jam]
Stein Hansen

Concept: “A submission to the Babalonian Jam!”
Content:
A no-frills dungeon with plenty of character
Writing:
Lean and efficient delivery of information and mechanical elements
Art/design:
An isometric map clearly coordinated with well-delineated room descriptions
Usability:
Open-ended so GMs can work it into their game however they see fit


Scarlet Descent: Black Obelisk [Babalonian jam]
Stein Hansen

Concept: A sequel to the Scarlet Descent dungeon
Content:
8 weird and macabre rooms with unique hazards and challenges
Writing:
Vivid descriptions of scenery with a fourth-wall breach and hints at future entries in the series
Art/design:
Each room’s points of interest are clearly delineated for easy reference during play; facing-page descriptions and map shows off the latter’s artistic inversion
Usability:
Numbering correlate descriptions to map locations (ordered bottom up, right to left)


ShadowClink
1d10+5

Concept: “Escape the dungeon of the Shadow King!”
Content:
An adventure for the Sölitary Defilement solo-play ruleset; includes scenario setup, encounters, NPCs, special rooms, and rules for backtracking
Writing:
Well written and easy to read with evocative language that helps build the experience
Art/design:
Designed and laid out for clarity and ease of use, but the colors and chain graphics provide some appropriate character
Usability:
Requires Sölitary Defilement to play solo, but also makes a pretty good random dungeon generator for standard play as well


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


The Shattered Tunnels (30 Days of Mörk Borg Adventure Chapbook Vol. 1)
Rugose Kohn

Concept: “Near the top of a volcano lives a twisted thaumaturge. […] The village children are now the mage’s property.”
Content:
A potentially meandering quest through goblin tunnels, mine, and manse
Writing:
Features lots of visual, aural, and tactile imagery along with choice bits of weirdness
Art/design:
Layouts are varied and adapted to fit the content presented within each spread
Usability:
Organized for easy access to information with minimal page-flipping


The Shrine of Evil (30 Days of Mörk Borg Adventure Chapbook Vol. 1)
Rugose Kohn

Concept: “His plans uncovered, Nagl fled for his life, leaving a trail of breadcrumbs across the Dying World. Rumor has it a coven of weirdos protects Nagl somewhere in Sarkash.”
Content:
A randomized hexcrawl in search of a political turncoat
Writing:
Includes nice, concise tables for encounters, hazards, weather, locations, and more
Art/design:
Text heavy, but visually and experientially recreates the sensation of wandering the dense forest
Usability:
pits rest against peril


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


Slaughterhouse Citadel [Album Crawl Rocks the 80s]
Nell Azathoth Tull

Concept: “Inspired by Death’s album Scream Bloody Gore”
Content:
Includes 11 rooms, 10  tables for room clutter and wandering monsters (just in case the other hazards and inhabitants weren’t lethal enough)
Writing:
Descriptions of rooms and inhabitants are filled with grim, gritty, multi-sensory imagery
Art/design:
Features loads of original art; palette is dominated by red and muted yellow, creating a gory and noxious ambience
Usability:
Incorporates high-level internal links in ToC and at the bottom of pages for fast navigation; random monster table includes page references for print-inclined GMs


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


something wicked this way comes
Philipp Teich

Concept: “Since King Dunkan died and Macdeath sits on the throne of Kamdorr Castle as his successor, no one in the entire city has slept a wink.”
Content:
Mörkbeth
Writing:
Adapts Macbethin broad strokes, adding in some additional occult elements and atmosphere
Art/design:
Introductory sections are typographically differentiated; the adventure itself is presented in the clean, accessible style of Rotblack Sludge (with some blood smears and stains for extra character)
Usability:
Perfect for groups seeking a gothic-horror castle crawl


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 Spider’s Parlor (Mörk Bug)
Richard Kelly

Concept: “The PCs may become very rich or be murdered by bugs.”
Content:
Foul play has turned a sprawling bug-fighting-arena-slash-gambling-parlor into a murder mansion
Writing:
Provides copious details about the setting, relevant information about the narrative, and some wry humor
Art/design:
Well organized and styled for use at the table
Usability:
Can be used as a starting point for extended subterranean adventures


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


Stinkmouth [Bad-Basilisk Berg-Borg jam]
Brandon Toelstrup

Concept: “A descent into a pitiless stink pit. Designed for a TPK, but shenanigans can happen.”
Content:
A truly foul and fun-filled delve into a pit of unpleasantness. There’s also a dog and some prizes.
Writing: Concise but conveys the intended tone very well
Art/design:
Typographic choices and colors aid navigation, and other visual elements reinforce the motifs of stench, viscera, and excrescence
Usability:
Don’t show your players the map. Let them fvck around and find out.


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


Stull [FÖLK-LORE jam]
M. Tahmasian

Concept: “Rumors have begun to spread of what lies in its cemetery: one of the seven gates to Nech itself—portal to a god.”
Content:
A bitterly satirical scenario centered on a deal with the devil
Writing:
Concise but descriptive and punctuated with sardonic wit
Art/design:
Well organized with visually differentiated sections and expressive illustrations
Usability:
Gives GMs latitude to work setting and situation into campaigns and adventures as they need or see fit


Swordpoint
Philip Reed

Concept: “A micro-hexcrawl”
Content:
A pair of 10-point tables and a 24-tile hex map with 4 locations
Writing:
Establishes a setting and pretext for delivering the 20 quest seeds
Art/design:
Fairly intuitively laid out with a suitable map and some neat cover art
Usability:
GMs will need to devise and populate whichever adventures the players pursue; note that numbers on the map don’t correspond to table results


Tatterhood [FÖLK-LORE jam]
Mags Maenad

Concept: “None of you know anything about fighting daimons, wyches, or restoring heads to princesses, but the whole world’s dying anyway and a job’s a job.”
Content:
A strange, surreal fetch-quest with lots of bizarro elements and flavor
Writing:
Well-written, laden with subtle humor and overt viscerality
Art/design:
A more traditional OSR presentation, both textually and graphically
Usability:
Includes a separate map and bestiary for quick reference


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


… This Is Bat Country (We Can’t Stop Here …)
Petri Leinonen

Concept: “An adventure that leads to the characters discovering the herb wagon if they are lucky. If not. They’ll be new fertile ground for the herbs to grow on.”
Content:
An adventure designed to lead the PCs to the wagon detailed in We Can’t Stop Here …
Writing:
Provides plenty of detail for GMs to work with
Art/design:
A clean design and simplified layouts inspired by Rotblack Sludge
Usability:
Well organized with no need for page-flipping to find stats or information


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


Treasures of the Troll King
Loot the Room

Concept: “The troll-king Niduk … oversees the small domain he has carved for himself, in a forgotten chapel to a murdered god. KILL HIM.”
Content:
A randomized, shifting sewer crawl with multiple set pieces, random encounters, some new Powers, and one nasty f’ing troll
Writing:
Provides copious descriptions and multi-sensory imagery to help GMs immerse their players
Art/design:
A mix of layouts and design choices meant for expressiveness and usability
Usability:
Seriously, the last boss is going to be really tough


Trial of the Altered Beast [FÖLK-LORE jam]
Josh Domanski

Concept: “The Altered Beast is dying, slowly succumbing to the passage of time. While their story is set to end, there is a way they can yet live on.”
Content:
A funnel containing locations, monsters & NPCs, and an optional class as a “reward”
Writing:
Provides background for the GM’s benefit along with descriptions and relevant mechanics for locations and inhabitants
Art/design:
Typographical choices create a visual hierarchy that facilitates reference and navigation; illustrations add color and character to the creatures & NPCs
Usability:
Includes separate PC- and GM-facing maps and a printer-friendly version of the whole document


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 Mountain
1d10+5 and their 7-year-old son

Concept: “The Falchon ascends, climbing up to the peak. […] The next hing you know, you are falling through the air…”
Content:
A 15-room crawl through a twisted frozen dungeon
Writing:
Lots of interwoven details, foreshadowing, appropriate atmosphere, and dynamic elements to keep players moving forward; rooms are described in bullet points, helping with fast reference and navigation
Art/design:
A relatively dense layout but uses visual cues to connect related components on the page
Usability:
Well-designed for GM use; some subtle hazards may trip up players but never lead to dead ends


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 Unworthy [Bad-Basilisk Berg-Borg jam]
Harkenstone

Concept: “Only the worthy can persevere through the trials and set eyes upon the divine.”
Content:
Circumvent (or kill) embodiments of the 7 Deadly Sins to reach the stronghold and negate a Misery
Writing:
Sketches the overall scenario and individual encounters with stat blocks for each NPC
Art/design:
Text blocks’ arrangement around the map reflects encounter placement on the map; typography and color also help with navigation
Usability:
Carries serious penalties for PCs who take encounters at face value


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


Vales of Northern Bergen Chrypt [FÖLK-LORE jam]
Anders Björkelid

Concept: “Huddled together in miserable villages the valley-folk try to find the balance between steep infertile cliffs, and damp, gloomy wetlands.”
Content:
Includes bog-iron weapons, a map of the area, and various encounters
Writing:
Adds lots of local color that’s in line with the larger character of the Dying Land
Art/design:
Draws lots of visual tropes from Mörk Borg but still maintains a distinct style
Usability:
Keep it handy in case the party ever ventures through the region


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


The Vaults of Torment
Christian Eichhorn

Concept: “Explore a demon-infested hell-hole below the city of Schleswig.”
Content:
A modular, procedurally generated dungeon replete with ambient hazards, elaborate set pieces, monsters, tables for generating inhabitants, a pantheon of demonic gods, and powerful artifacts; also includes terrain “tiles” to print, cut, and assemble during the game
Writing:
Well written with a grim, gruesome tone and copious imagery to match
Art/design:
A variety of page layouts crafted and organized for easy usability at the table
Usability:
Easy to use on both the GM and player sides; Zombification provides a countdown clock that adds additional lethality


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


The Visitation at Rosewell [FÖLK-LORE jam]
Joshua Kuiper

Concept: “The Angel came to offer salvation, and began to lead the villagers into the Miracle Forest that had sprung up from the starved soil.”
Content:
A sinister forest crawl across 7 hazardous locales
Writing:
The dark, gruesome elements contrast well with the more pastoral and divine-symbolic imagery
Art/design:
Images and colors serve as quick reminders of locations’ inhabitants and their threat levels
Usability:
Includes navigation prompts and references so GMs can flip to destinations instead of the map


The Visitor of Reduction [FÖLK-LORE jam]
Carlos Augusto Berlitz

Concept: “The constant downpour started some weeks ago after yet another newborn disappeared. […] To top it off, nobody is allowed to the cemetery and place of prayers.”
Content:
An investigative, isolation-horror adventure inspired by South American lore
Writing:
Provides background and hooks along with profiles for important NPCs, stat blocks for enemies and monsters, and weather mechanics
Art/design:
Judicious use of contrasting colors in illustrations and clean, clear maps
Usability:
Relevant information and stats are proximal to maps, making them easy to use at the table


The Wicker God
Bracken MacLeod

Concept: “There is a village rumored to have yet to suffer a single of Nechrubel’s miseries. What can you bring them but SORROW?”
Content:
A localized adventure oriented on and culminating in ritual sacrifice—the PCs’
Writing:
Leverages small character details to establish the adventure’s overall tone and atmosphere
Art/design:
Works in a variety of visual styles, from antique book to Mörk Borg artpunk to clean, clear location and character descriptions
Usability:
Uses ritual costumes as a helpful MacGuffin that motivates the PCs to investigate the village


The Wild Hunt [FÖLK-LORE jam]
Barbarian_of_BBQ

Concept: “While traveling these barren lands, be wary of the foreboding sound of a hunting horn in the distance, for that is the call of The Wild Hunt.”
Content:
An encounter with cursed hunters the PCs can either resist or join
Writing:
Provides a general scenario with stats for riders and rewards for assisting them
Art/design:
Clearly organized with some appropriate colors and images
Usability:
Leaves the hunt’s object ambiguous for the GM to adapt as needed, and provides a way out of the fight for stubborn PCs


Wind Fetter [FÖLK-LORE jam]
Lupusamicus

Concept: “In Wästland a foul forgotten lake has suddenly dried up revealing a blasphemous smithy at its bottom.”
Content:
A dried-lake-bed crawl that ends in an occult charnel house; wind effect table is particularly of note
Writing:
Has pretty comprehensive descriptions with some vivid, detailed imagery
Art/design:
Mostly oriented toward ease of use, but contains some cool visual text on the cover
Usability:
Straightforward with enough variability to keep it from being completely linear


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


Word Dungeons
Nyhur

Concept: “Letters appeared in black ashes / Swarming to spell words / Twisting to form shapes / Crawling to draw a map / They showed us the way”
Content:
A set of 6 purely textual dungeons
Writing:
Efficiently supplies imagery and details of each room
Art/design:
Arranges the text as a map of the dungeon, using color, typefaces, and other characteristics to differentiate and characterize rooms
Usability:
Requires reference to core rulebook for monster stat blocks


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