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Ex Libris Mörk Borg A directory of content, tools, and resources

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His Delicious Corpse

Concept: “You notice his corpse when…”
Content: An encounter with a delicious corpse, and then with its consequences.
Writing: Tastefully epicurean and tantalizingly specific. 
Art/design: The desaturated black and white image of decay and death stands in shocking defiance of the sensual lies written in yellow and black.
Usability: If you’re going to eat a corpse, it should probably be this one. With ready made “flavor” text and a delicious spread of consequences. You’ll definitely be asking for seconds. 

Hlautbolli

“Advent related monster hunting and making blood sacrifices to the antichrist...”

Holiday Hellions

“Holiday Hellions is ‘All I Want for Christmas is You’ on 24/7 repeat: sure, it's a banger but you will go insane, guaranteed.”

Holidays, feasts and miseries of the dying world.

Concept: “Calendar where you can mark in-game days and track miseries. Contains moon phases and some holidays for worldbuilding.”  
Content: See Concept.
Writing: Such renowned holidays as “St. Anuk Schleger’s Day”, “All Souls”, and “Moose blood day”.
Art/Design: Little faces on the moon, a skull surrounded in Misery, an Illuminated H.
Usability: Print-friendly, easy to mark. 

Hollow Saint

Concept: “The wooden cocoon of the saint burst open to reveal a horrible half human, half moth creature of godly compusure.”
Content:
Includes all three phases of the monster’s lifecycle
Writing:
Descriptive text serves as a legend and hook; mechanical text is simple and easy to use
Art/design:
Some very cool, inspiring artwork
Usability:
A big “yes” both mechanically and conceptually

Holy Artifacts of the Sacred Tragedies

Concept: “The powers and locations of artifacts made from the remains of the Sacred Tragedies... that gives insight into the Order of Her Devoted Midwives sect”
Content: Three single-sheet pamphlet adventures, and one on a new sect of the One Trve Faith.
Writing: A plausibly disturbing take on Basilisk worship which ties the adventures together into a larger optional campaign.
Art/design: A consistent palette makes for a cohesive collection, while exploration of contrast differentiates each pamphlet.
Usability: Well designed for use as a physical prop at the table. Get them in print if you can. 

Homespun Hero

Concept: “Have you ever died fighting for a cause you believed in and knew was right? Then the Homespun Hero is for you”
Content: An undying embodiment of lost cause.
Writing: A delightfully grisly stab at the many risks of peasant revolt in the dying world. 
Art/design: Public domain violence in a disrupted regiment of a layout. 
Usability: Considerably easier to manage than a peasant revolt. 

Hoodening

Concept: “Hoodening is a folk custom […] where a person imitates a horse by hunching their back and holding out a horses head.”
Content:
Items that grant strong benefits to users (at a potentially serious/hilarious cost) with some sample skeletons
Writing:
A short rationale; primarily devoted to mechanics
Art/design:
Graphic devices synergize well with illustrations and create a sense of sharpness and motion
Usability:
Item mechanics are simple in themselves but could cause complications for PCs

Horns of the Axelord

Concept: “The engraved skeletal hand smells of burning herbs.”
Content: Present hand. Start mosh. Eat fingers?
Writing: Unapologetically Metal.
Art/design: Gritty backdrop, splattered skeletal horns, poster quality layout.
Usability: You didn’t need those fingers anyway. 

Horrendous and Corrupted Growth

Concept: “Born out of an Arcane Catastrophe, this creature grows large by feeding on the flesh of its prey.”
Content:
Includes an encounter table and randomized attacks
Writing:
Descriptive enough to convey the concept but still leave room for creative interpretation
Art/design:
Great balance of old woodcut aesthetic and Mörk Borg color and sensibility
Usability:
Mechanics add variability without upping the complexity

Horrible Wounds

vil

Concept: “Alternative death/ broken mechanics for Mörk Borg, including a simple way to deal with ‘sanity damage.’”
Content:
Includes wound types and categories, conditions, and rules for healing
Writing:
Straightforward instructions with vivid (and occasionally humorous) descriptions of wounds
Art/design:
Poster version includes more visual flourish while print version is more visually conservative and economical
Usability:
Printable version sacrifices visual character for easier readability on standard paper

Hound of Yith and Cath

Concept: “Brave  the canine barbarian's omnicidal feast for flesh and grant it the death it demands - For every second the hound lives without another corpse in its mouth the more drastic its mean to do so grow.”
Content:
A three-headed homicide hound who gets stronger as it gets hangrier
Writing:
Word choice and syntax create a lofty but menacing character
Art/design:
Text balances with and directs attention to the image; stats and rewards are color coordinated for quick reference
Usability:
High HP, escalating armor and damage, and 3+ attacks per round—freakin’ brutal.

House

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 mörkt hus
Usability:
As written, very straightforward, but leaves lots of options for the GM to play with

House of the Hollow

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

Hovel of Miseries

Concept: “Life is short. Steal a fort.”
Content:
Events. Hirelings. Fortifications. Amenities. Renovations. Allies. Animals. Curses. Hooks. Taxes. Everything you need to run a stronghold.
Writing:
Atmospheric, informative, and witty
Art/design:
Graphically diverse, with efficient layouts and typographical choices
Usability:
Some related content isn’t in close proximity, but page gestalts and section headers make it easy to find what you’re looking for

How Dost Though Like Them Eggs?

Concept: “The room is indeed empty but it is diabolically trapped.”
Content:
A room featuring d4 traps and d6 trigger sounds
Writing:
A descriptive passage with mechanical exposition of the situation and individual traps (with clever names)
Art/design:
Color and visual elements delineate each section for easy reference
Usability:
Caution: contains disturbingly naked imps

Humbaba

Concept: “‘Humbaba, whose shout is the flood weapon, whose utterance is Fire and whose breath is Death’”
Content:
An ancient Mesopotamian monster adapted to Mörk Borg
Writing:
Purely mechanics; some flavor text on the product page
Art/design:
Layout is a bit top-heavy but not detrimentally so
Usability:
Some specific death conditions could make this a recurring antagonist

Hungry Chains of Suffering

Concept: “Heavy chains that hunt anyone who disturbs them, and feed on the blood and suffering of their victims until the end of days.”
Content: A susurration of suffocating chains.
Writing: Crushingly measured combat mechanics support a rumored history of suffering and death.
Art/design: A skull faced corpse, suspended from amorphous chains over matching text.
Usability: Easy to use and general purpose killer chains.

Hush

Concept: “I keep asking it for a way out but it only motions me to remain silent.”
Content: A very patient librarian.
Writing: Clear mechanics and description that evokes a potentially labyrinthine encounter.
Art/design: An offset, alienating, and intentionally disorienting collage.
Usability: Tight text boxes hinder swift tracking between lines of text. 

Hydra-Goose

“Flocks of geese have been migrating in compact formations of late. During these migrations a few have been known to seal together into a Hydra-Goose.”

Hymnal of The Damned

Concept: “eight sorrowful songs for your adventures to recite around the campfire” 
Content: A collection of hymnals in Latin and English.
Writing: Focused on the major sites and figures of the Dying Lands, in mournful detail.
Art/design: Stylized metallic book covers surround parchment with two-column text.
Usability: Available print-friendly or aged.  

HÖNSMAMMA (Mother Hen)

“You’ve been called to this world to bring order to the chaos, and gather the confused chicklets (ie other wretched MÖRK BORG characters) around you to protect and calm their addled brains.”

Häzelrygg

Concept: “Have a cup of cider and be on your way. Don’t linger, and pay no heed to anything you hear in the apple-wood.”
Content: A folk horror apple crawl with a decidedly stuffed follower.
Writing: A surprisingly fleshed-out scarecrow follower with enough folk legends and intrigue to inspire an investigation adventure.
Art/design: A collage of public domain images with accessible blocked text.
Usability: Also available in pure plaintext. 

Hürtgenwald

Concept: “A beast from the depths of a labyrinthine dungeon. Ambush predator evolved from mere ambush and mimicry. Rush delivery as standard.”
Content:
Killer kabinet
Writing:
Witty and parodically minimalist
Art/design:
Clean, well-organized imitation of a product factsheet; very appropriate for the concept
Usability:
Features adjustable shelving

I am PalaDONE with your Sh*t!

Concept: “Who the fuck do they think they are to judge you or anyone else in the dying world!?”
Content:
An anti-paladin (not antipaladin) class
Writing:
Concise and conveys the information clearly but still full of wrathful character
Art/design:
Classic MBC clean layout in two columns with a facing illustration
Usability:
Perfect for when you want to rage against holier-than-thou asses

I Hold Your Hand

Concept: “Based on I Hold Your Hand in Mine by Tom Lehrer”
Content:
A Presence-boosting and Misery-inducing hand
Writing:
A short paragraph of mechanics, obligatory lyrics, and Psalm 2:6 for easy reference
Art/design:
Candy pink juxtaposed with rotting flesh. Yummy.
Usability:
Harmful if not swallowed

Idle Borg: avert the apocalypse

Concept: “You come to find that the apocalypse can be averted. Hope is rekindled in a hopeless world.” 
Content: An apocalypse-averting, temple-building, village management minigame.
Writing: Rules to pass your final days, spend your last silver, and roll the Misery dice between adventures.
Art/design: A series of generated village locations, defined by bordered text laid upon bordered scrolls.
Usability: Adventure minigame included for stand-alone play. Table of contents included. Reference sheets provided. 

IKILLYA Katalog

Concept: “Made for the IKILLYA katalog jam”
Content:
A variety of furniture and smaller accessories with special abilities (except for that one chair that’s just a chair)
Writing:
Entries intentionally read like cloying advertisement copy
Art/design:
A range of layouts and design choices typically oriented on and around illustrations and other images
Usability:
“IKILLYA takes no responsibility for the untimely death of anyone(s) who is in possession of an IKILLYA product.” You’ve been warned.

Ikillya Monk

Concept: “You have sold your soul and serve the blue and gold giant.”
Content:
A fairly lean class that forgoes special features in favor of special scrolls
Writing:
Supremely concise with some clever humor in the additional scrolls
Art/design:
Clean, conservative layout matches the theme, concept, and writing; oodles of umlauts
Usability:
As a document, very easy to use; the class seems like it would be extremely handy in nearly any situation

Ill-Fated Names of Unfortunate Scvm

Concept: “Roll a D20 once on the first name table and once on the last name table.  Combine the results to create a moniker that will strike terror and awe into your foes.”
Content: 400 ill-fated names.
Writing: Contains classics like: “Dumpstack Snodgrass”, “Dirty Fuzznut”, and “Stanko Arbuckle”.
Art/design: Legible, but appropriately unfortunate.
Usability: Roll a pair of d20s. 

Illuminati

Concept: “The shadow of ignorance consumes it all, only the risky path of the search of knowledge may tear it's grasp.” 
Content: An illuminated relic, a bringer of shadow more than a giver of light.
Writing: Firmly placed the dying lands and framed for likely encounters.
Art/design: A psychedelic candle-lit altar. In shades of pink, purple, and green. 
Usability: Casually columnated text creates a sense of confusion and anxiety. Similar to the relic itself. 

Immortal Soul (Alma Imortal)

Concept: “This is a story of horror and revenge, driven by individuals who do not accept their fate, reject death and want a second chance.”
Content: A purgatory-escape-crawl for dead Scvm, complete with consequences for the dying world should their spirits perish in the attempt.
Writing: Establishes distinct regions of purgatory to explore, complete with set-piece destination encounters. Supplying enough context, tone, and style to produce flavorful travel encounter in each region as needed.
Art/design: Somber, expansive, and severe imagery compliments harsh setting descriptions to establish purgatory as the crucible that it is.
Usability: Adventure to establish a new campaign, or regroup and return to the dying world stronger after a TPK. Google translation from Portuguese to English makes for the occasional anomaly. 

IMP AKA FAIRY

Concept: “You are a wandering disturbance, a wide-eyed exhalation of ruin and mirth.”
Content:
A character class with frail body and the wild chaotic power of Fairy Magic.
Writing:
Lighthearted and disturbing, in equal measure.
Art/design:
Unrestrained layout with excellent visual balance and crisp clean line.
Usability:
Crowded and busy, but frequently referenced text is clean and organized. Pleasant mix of style and utility. Requires Max Moon’s Fairyland rules to utilize all features.

Impending Doom

F&F
Concept: “A solution for a frequent critique and often reported problem.” 
Content: Solving dud combat rounds with the help of Miseries.
Writing: A simple mechanic, and some advice on its use.
Art/design: A pile of skulls beneath miserable yellow text on a black background.
Usability: Useable. 

IN HER NAME

“A meat-space game of stickers, 3rd-party content licensing, and maze treading”

In The Belly of the Beast

Concept: “Short weird adventure for Mork Borg, where the characters are swallowed by a giant sea serpent and have to find their way out.”
Content: A serpent-shaped, acid-rich, nautical funhouse.
Writing: A segmented, event-driven skeleton draped in bile and blood.
Art/design: A fantastical cross-sectioned serpent dominates a white-capped sea of black pixels.
Usability: A traditional white-on-black text layout fits on one page for easy reference. 

In the Bluelight

“Takes characters deep beneath the barren wastes of Kergüs, where an ancient artefact that holds the power to stop the Miseries afflicting the world lies buried beneath the ice”

In the Footsteps of the Mad Wizard

“A campaign setting for Forbidden Psalm picking up the narrative where the core book leaves off.”

In the Hall of the Goblin King

Concept: “You were ambushed, and now you're running out of time. Just as you've discovered their layer, you can feel the curse taking hold!”
Content:
A race against the goblin curse and an album of your choice
Writing:
Neatly arranged in two columns (scenario rules and concise, efficient room descriptions)
Art/design:
Color and typography choices facilitate quick reference
Usability:
A modular dungeon; depending on rolls and album choice, could be quick and easy, long and excruciating, or fast and brutal

In the Remnants of the Maggot Horde

Concept: “Beleaguering the remnants, lingering in the reeking hallucinogenic fumes, are beasts risen from the trails of the maggot-like horde.”
Content:
Elaborates on the setup, provides stats for the beasts and mechanics for the fumes
Writing:
Heavily suffused with esoteric and unsavory imagery
Art/design:
Adds some visual character without obstructing comprehension or use
Usability:
Fairly straightforward, but the beasts and fumes together are a double threat

in the wood, beside the library

“Dredged up from a forgotten grave outside the Black Library of Galgenbeck.”

The official theme song of ELMB

Included with Every Purchase

Concept: “A delightful duo of cursed magic items for the Dying World! Somewhat useful, but more likely to only add to your misery.”
Content:
A shopping bag of holding and a universal hex wrench that have as much capacity for harm as utility
Writing: Refuses to sugar-coat its disdain
Art/design:
Facsimile-quality illustrations symbolize the flattened affect of mass production
Usability:
Simultaneously goads you toward consumerism and warns you away from it. The contempt is palpable.

Indiscriminate Igniter

Concept: “push your luck to get what you want, all at the cost of setting yourself on fire.” 
Content: A spontaneously combustible Scvm.
Writing: Inflammatory, in a literal way. Say no to omens. Say yes to fire. Burn entire regions.
Art/design: Scorched red and black illustration complements a clean structured class layout. Inky black optional rules section portents the fresh miseries that await the dying world.
Usability: Designed for games with the optional omen mechanic but would work fine without them. 

Indomitable Mountaineer

Concept: “Fearless and brash, the indomitable mountaineer can be found scaling cliffs, summiting peaks, and flaunting their mastery of nature across the dying world.
Content: A fvcking hiker.
Writing: A steep incline or two, but more of a pleasant scramble than an uphill struggle.
Art/design: Weighty visuals balanced by precipitous text. The art has a sense of casually exaggerated danger that feels appropriate. 
Usability: A staunch support scvm. 

Inevitable

Concept: “DEATH COMES FOR ALL AND NONE SHALL ESCAPE ITS COLD EMBRACE”
Content: A gray pony and a mute child.
Writing: A hilariously sardonic twist on the classic reaper.
Art/design: Death peers out at you from between the text boxes.
Usability: Easy to use. Makes an excellent quest giver. 

Infernal Knave

Concept:
“A You were cleansed by fire, that now live inside you.
You are the unholy torch.
The world will be consumed by your flame.”
Content: A flame-obsessed, thoroughly-possessed scvm.
Writing: A potent and utilitarian array of infernal blessings make for a surprisingly flexible class.
Art/design: Mörk Borg Cult classic two-column layout. No class image.
Usability: Stylized headings establish hierarchy and contrast clean legible body text.

Inhabitant of the Nameless City

Concept: “Monstrosities with protuberant foreheads, horns and reptile-like jaws”
Content:
A Lovecraft-inspired middleweight monster
Writing:
A standard stat block with an HPL quotation for flavor
Art/design:
Alternating pink and yellow splits text sections alongside an appropriately tenebrous illustration
Usability:
Forthright and readable

Innistrad X Mörk Borg

“To start your gothic horror Innistrad X MÖRK BORG adventures, with lots of fun references for fans of the Magic plane.”

Instrument of Agony

Concept: “the first draft of Mörk Borg torture rules and items.”
Content: Torture devices (and their prices), torture mechanics, torture tables, torturer “titles”, torture, torture, torture, and a shadowy fiend. 
Writing: As the above may suggest, less gratuitous and slightly more gonzo than it at first appears.
Art/design: A condensed torturer’s reference, with technical lithographic prints.
Usability: Flows elegantly down the page. Available in print-friendly, bloodied, or faded yellow. 

Inte Rådjur

Concept: “Clearly not a deer; it is not from here.”
Content: An anti-magic anti-deer
Writing:
Descriptive and mechanical text both serve to establish a compelling character
Art/design:
Likewise, depiction in silhouette establishes a form but allows the GM to customize the details
Usability:
Ups the ante on arcane risks and consequences

Into the Valley of the Unfortunate Undead

“My attempt to combine two of my favorite tabletop roleplaying games: Mörk Borg and Cairn.”

Into Those Drowning Bells

Concept: “Track a group of foolish treasure seekers through the ruins of a cursed town devoured by the bitter earth.”
Content: The journey from a flagging village to an abandoned “pyramid”.
Writing: Sober depiction of desperation and despondency would certainly invoke sympathy if you weren’t scvm.
Art/design: A clean draft adventure with easy to reference layout. Table of discontents that hints at more adventure to come. 
Usability: Still in draft, but has a fully formed opening section that can easily be built upon.

Invisible Inflammable Gas-Folk from Beyond Bergen Chrypt

Concept: “Whenever a fire is lite in the Dying World, there is a 1 in 6 chance that Gas-Folk is standing around nearby. This causes explosions.”
Content:
An ambient entity that can mess up your day without doing anything
Writing:
Concise and mainly focused on the explosions bit
Art/design:
A variety of graphic choices and touches add lots of personality to a fairly linear layout
Usability:
Includes a list of tell-tale signs that may alert canny PCs of the impending danger

Invitation to a Dark Masquerade

Concept: “You are cordially invited to Volkenhard Manor in the city of Galgenbeck to attend the annual Masquerade. Masks and costumes required. 
Speak of this to no one.”
Content: A meaty masquerade.
Writing: A sensuous adventure full of social engagement. No mystery here. Only light cannibalism. 
Art/design: High contrast black and white trifold. With somber and weighty character illustrations.
Usability: References Mörktober by Exeunt Press. 

Ironbound Crusader

Concept: “Chosen champion, one of six, bound to it's demon possessed armor, on a crusade to slay the Two-headed Basilisk.”
Content: A knight who tilts at Basilisks.
Writing: Severe writing barely restrains the demonic corruption.
Art/design: Menacingly-warped demonically-generated plate armor. A rigidly forged layout with frosty blue highlights.
Usability: Organized and readable armor runes.

It Came from the West

Concept: “Fulfill the 4:3 Misery by interpreting dice rolled over the world map.”
Content:
Delivers on its promise and incorporates the dice’s spatial positions in addition to their numerical results
Writing:
Contains some excellent, atmospheric descriptions and some really clever mechanics for interpreting the rolls that include some ingenious metagame actions and consequences
Art/design:
A more traditional visual style and layout but still very on-brand and aligned with the content
Usability:
Must be printed unless you want to roll dice on your screen; in the latter case, I recommend heavy, sharp, pointy metal ones

It Conquered the Dying World

Concept: “Its name—unpronounceable; its language—indecipherable; its aim—World domination!”
Content: A creature out of B-Movie science fiction.
Writing: Weighty (Overblown?) proclamations of DOOM. No stats, just the whining.
Art/design: A grungy yellow B-Movie poster with a wrinkly conical self-insert character.
Usability: Rugose Kohn may, in fact, be "a hyper-intelligent, inter-dimensional monstrosity". 

IV:III

Concept: “A tiny system for MÖRK BORG when rolling 4:3.”
Content:
A blank map of the Dying Land to track the progress of the prophesied fires
Writing:
Includes instructions for use and a dire warning
Art/design:
Elegant and visually engaging in its contrasting aspects
Usability:
A clever material (rather than mechanical) tool

Jack in Irons

Concept: “Covered in chains from which his victim’s heads dangle”
Content:
A powerful, elusive enemy
Writing:
Descriptive text definitely paints a picture, and the mechanics back it up with strength and maneuverability
Art/design:
Metonymic; let your imagination run wild
Usability:
Area attacks and the ability to disappear up the challenge for PCs

Jack in the Green

Concept: “Before, Jack would joyfully die at the hands of the mob, to release summer’s warmth. Now the procession happens day after day, pulling some poor wretch from their rest, dressing them in the ragged, threadbare finery of Jack in the Green.”
Content:
A ritual replete with a set of monsters/characters
Writing:
Describes the futile rites and provides 4 stat blocks for participants
Art/design:
Stark but effective
Usability:
A toolkit for GMs to play with and customize

Jack the Wickhead

Concept: “This piece of shit was made in like, minutes.” 
Content: A pumpkin-headed wickhead machine for turning souls to jack-o'-lanterns. 
Writing: Pretty good for being stated in like, minutes.
Art/design: Simple and effective, in a way that could be completed in like, minutes.
Usability: References Lettuce’s “Pestilent Gifts”. Note: “It’s some real good shit.” 

Jagande Död

Concept: “Jagande Död, the creeping death, is relentless in stalking those who are fated to die.”
Content:
A reaper whose attacks do worse things than simply cause damage
Writing:
One-sentence summary and one stat block; sharp and concise
Art/design:
Judicious use of color adds variety and emphasis to the illustration and to the text
Usability:
A creative catalyst for a nasty fight (in tandem with other monsters) or for upping any adventure’s difficulty

Jinn

Concept: “A creature for the Babalonian jam!”
Content:
An anti-wish granting monster
Writing:
A modest stat block and a qualitative special ability
Art/design:
Shrouded, horned-monster-headed dude—not scary at all
Usability:
Not to be confused with gin, but both will leave you unhappy

Julafton Karl

Concept: “It doesn’t care if you live or die, it just wants to see you struggle, have hope, and then take it away.”
Content: This IKHON commands the “blessings” of a “charitable” spirit.
Writing: Rules and mechanics blend in the style of visual poetry.
Art/design: Playful and mischievous typographic elements channel this agent of chaos.
Usability: The dynamic design elements complement the rules, seldom distract. The chaos feels intentional. 

Jägarmördare

Concept: “The perfect lifeform created by the child thief Tergol; created by his experimentations in the Alchemy of Flesh. Nothing can kill it, but men have tried.”
Content:
A monster in the key of Ridley Scott
Writing:
A minimal, efficient stat block with a touch of humor
Art/design:
Central image adapts Giger’s subject to the Mörk Borg aesthetic; yellow emphasizes stat block components for quick reference
Usability:
The name roughly translates to “hunter-killer,” and there’s a reason for that

Jólakötturinn / Yule Cat

Concept: “The Jólakötturinn stalks the Dying World devouring anyone caught wearing old and tattered clothes at Jól.”
Content:
A seriously beastly monster
Writing:
Straightforward but with plenty of character
Art/design:
Nice adaptation of Le Chat Noir design
Usability:
This cat hates your holiday sweater—it’s as simple as that

Kallbrand, Blade of the Absolute King of the Crags

Concept: “… Lord of the Cold, Son of Kergüs, Eyes of the Blind Eagle, Mover of Mountains, Father of 77, Our Brutus Eternal, Svenethor”
Content:
A legendary weapon that auto-kills … if you can recite its full name from memory
Writing:
Aside from the name, clear and comprehensible
Art/design:
Includes some cute graphic-paratextual flourishes
Usability:
A straightforward item with a circuitous name and a really clever metagame mechanic

KARNIVORK

Concept: “It might be just what you've been looking for, if you need to organize your stuff and don't mind feeding a ravenous creature copious amounts of meat.”
Content:
A guardian monster and potential pet in three shapes and sizes
Writing:
Highly instructive and dryly hilarious
Art/design:
Black and white text, clean-line images, and austere layout nicely replicate an instruction-manual feel; design on the care/feeding page is appropriately jolting
Usability:
Includes safety precautions in English and German and a note for GMs 

Kashchey the Deathless: Immortal Wraith

“Kashchey the Deathless an immortal figure in Slavic mythology, his greed and malice knows no bounds.”

Katalog of the Basilisk Reliquary

Concept: “A listing by the Creton monks as they attempt to collate and catalog the curios dredged up from below the Cathedral”
Content:
7 holy items with a variety of effects
Writing:
Contains a mix of mechanics and lore for each entry
Art/design:
Text blocks are arranged around a central image near the item they describe
Usability:
Items in the illustration are labeled for easy reference

Kavlov’s Sanctuary

Concept: “Explore the dread-filled halls of Kavlov's Sanctuary and uncover the ancient secrets and betrayals that could determine the fate of the world. But be warned, your actions have consequences” 
Content: A demon-bound mega-dungeon crawl. A campaign setting with 13 unique dungeon locations, 5 new classes, monsters, bosses, magic items, and gear.
Writing: An interwoven series of thematic dungeons centered on demonic corruption.
Art/design: A dense but visually organized two-column layout, with classic grid maps and charming comic illustrations.
Usability: Color-coded dungeon locations aid navigation. Separate maps provided. 

Keep of the Crow Witch

“In the Village of Welltig, built atop the ruined Easod Keep, lives the Crow Witch in her tall Aviary swirling with crows.”

Kennels of Karnage

Concept: “A short adventure about saving lost dogs”
Content:
A 10-room dungeon with an additional class, a short solo prequel, variant Misery, and exclusive monster
Writing:
Sharp and full of character
Art/design:
Clearly, cleanly laid out with evocative illustrations
Usability:
Includes death and abuse of animals, but nothing graphic or explicit

This entry was sponsored by Bookkeeper as part of the Ex Libris RPG crowdfunding campaign.

Kh’akh’Awin

Concept: “Bad tempered wisdom seeker bipolar Sea-wolf of Lake Onda”
Content:
Includes lore, narrative for Reaction temperament, and a random loot table
Writing:
Delivers the lore in an engaging second-person narrative
Art/design:
Designs capture the petroglyphic inspiration highlighted with plenty of Borgy colors
Usability:
Simple to use as a monster but has lots of narrative potential

Kill & Reuse

Concept: “The spiders in Sarkash are big, mean, vicious creatures... So when you manage to kill one you tear it apart and use all its parts.”
Content: A spider arts and crafts project that will get you hooked.
Writing: A viscerally consequential variant on the traditional grappling hook.
Art/design: An artisan's shop. Harassed by boxed text.
Usability: For AFTER the spider encounter. 

Kill Yourself and Worship

Concept: “A mini album crawl thingy inspired by Worship's first notorious demotape. It has to be played only after the 6th misery has been fulfilled.”
Content: Four events to occur after the 6th misery.
Writing: Descriptive text to read aloud to your unfortunate scvm.
Art/design: Two violent brushstrokes bisect existing infrastructure
Usability: Encounters designed for a single scvm at a time. 

King of Broken Night

Concept: “Delve into the Halls of Droning Bone! Get lost in the Interstitial Tracts! Harvest the power of a localized solar phenomenon! Talk to a sentient slime mold! Wield the magic of effects pedals!
All these curiosities and more yet await in this crenelated and conjured cylinder.”
Content: A modular viscerolithic tower crawl of perpetual aspect.
Writing: Four luxuriously stylized tower floors with enough material to stand alone anywhere in the dying world, wrapped delicately in the glacial resolve of a wizard’s decadent solipsism.   
Art/design: N/A The tower is reconstituting itself and remains plain text… for now.
Usability: Can be consumed in a single grand adventure, or cracked open to pick away at as you please.

Kingdoms Burn

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

Kistkastare

Concept: “It's dead.  It drags a coffin with a chain and spins it around until it hits PCs.  No assembly required!”
Content:
skeleton x1; chain x1; coffin x1
Writing:
Concise and highly functional
Art/design:
Laid out for accessibility and easy use
Usability:
Attack-randomization table balances the monster’s heftiness and is a novel way to add some chaos to your fights

Klöss

“One cold winter night he refused to open his door to a beggar, he is now doomed to forever be generous.”

Knight Errant

Concept: “You are cursed to walk the lands once again in search of something greater than yourself to serve, whether worthy or not.”
Content:
A spirited adaptation of the classic wandering knight
Writing:
Great descriptions, especially of major class features, with an undercurrent of grim humor
Art/design:
Typographical choices add emphasis and enable quick navigation
Usability:
All the knightly trappings you'd expect but with none of the glory

Knight Mannequin

Concept: “Even trying on your new armor in this dying world can be deadly.”
Content:
A monster mimicking a suit of armor
Writing:
A short paragraph of flavor text, stat block, and a rule for retail ambush
Art/design:
Juxtaposes text and image against an interesting multi-textured ground
Usability:
Handy for GMs who really want to catch PCs with their guards down

Knives Out

Concept: “features way too many knives” 
Content: Pointy things, capes, rules for being dandy with a variety of weapons, a seedy tavern, odd jobs, discretion, and time banditry.
Writing: An appropriate level of roguish charm, sharp wit, references, and puns.
Art/design: A vibrant and full-bodied visual design. Plenty of rouge on this rogue.
Usability: “If you are insufferable while doing it. You get DR –2 for the test. Yes. DR –2.” 

Knomes

Concept: “KNOMES are a beloved feature of any nobles’ garden. They feed on the blood of would-be thieves and vagabonds.”
Content:
; additional lore and options on product page
Writing:
Covers behavior, preferred haunts, and mechanics
Art/design:
Layout and design work to guide and direct the reader’s attention
Usability:
Requires only slightly more effort than a regular garden gnome

Knowledge is Power

Concept: “The great library of Galgenbeck is ruled by mole-like characters... It only makes sense that they would feed on bookwörms.”
Content: Worms that travel through books, figuratively.
Writing: A monster that encourages literacy. Laudable.
Art/design: I couldn’t spot the bookwörm in the backdrop.
Usability: Design that makes it easy to search for bookwörms. 

Kracken 777’s Misery’s Keep

Concept: “an independent production by Winston Smith… hastening the final Misery” 
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls… 
Art/design: A tasteful teal and violet cover, hand-drawn illustrations, and modified public domain imagery engage a classic mini-map sidebar design.
Usability: Functional, accessible, with a recognizable top-down castle map. 

Krampus

Concept: “The Christmas rumors are true. The Krampus does exist.”
Content:
Stats and a hook for the race of kidnapping, meat-hungry krampi
Writing:
A balance of mechanics and descriptive text
Art/design:
Fits lots of text onto the page alongside some nice art
Usability:
Straightforward but certain aspects may be off-putting to some players

Kristian: Paladin

Concept: “A self-righteous, arrogant, murder hobo looking to cleanse the world and slay all who fall short of his unattainable ideals”
Content:
A paladin on a quest / power trip
Writing:
Folds characterization in the procedural description for running the NPC
Art/design:
Stats, instructional text, and reward values arrayed around the central illustration
Usability:
Straightforward for GMs, likely enraging for the players

Kult of the Ouroboros

Concept: “In the sacred sanctuary, Job patiently awaits, extending an offer of transcendence and deliverance from the ever-watchful gaze of oblivion.” 
Content: A karmic snake kult crawl.
Writing: Full of moral quandaries your scvm will probably ignore, which might arguably be for the best. Transcendence is subjective.
Art/design: Delightfully detailed overhead map, and characterful NPC illustrations stylistically placed highlight a structured two-column adventure layout.
Usability: Minimalist minimap makes for easy room orientation reference during play. 

Kult Proroka Pnączy (The Cult of the Vine Prophet)

Concept: “Odkryj tajemnicę złowrogiego Kultu Proroka Pnączy i staw czoła jego groźnym wyznawcom w ekscytującym jednostronicowym module do Mörk Borga!” 
Content: A overgrown, larva-infested, basement cult-crawl.
Writing: A convincing cult hideout. With agency, ecology, and ingenuity. Captured in a moment.
Art/design: Grimy and vine-choked isometric map captures a moment in time.
Usability: Stylish and organized. Polish & English language. 

Kuviot

Concept: “Sear these specific patterns into your flesh to please the gods.”
Content:
Ritual scarification that grants special abilities but alter characters’ capacities to speak or perceive truth
Writing:
Clear, compelling descriptions that combine mechanical and qualitative effects
Art/design:
Arrangement and orientation of text figures the disorientation and fragmentation at the concept’s core
Usability:
A creative way of granting some mechanical advantages and seriously augmenting character roleplay

Kött

Concept: “The Great and final war that still rages between the vampire lords and hell itself... Hated by all. You are slaves to the abyss or escaped deserters searching for a life and purpose, if these can be found in this dying world.” 
Content: A trench fighting, organ grafting, hell of a war. A complete setting and ruleset, you just need to survive it.
Writing: Bleak, bombastic, and apocalyptic. Bursting with the kind of body horror which blurs the line between man and machine.
Art/design: The tortured linework of characters invoke a hellish atmosphere in just a few spare illustrations.
Usability: Self-contained and accessible plaintext. Available in Swedish and English. 

Lady Hope's Garden

Concept: “In the quiet gloaming, she nurtures her children, her hopes for the future, her legacy. … Her fecund children will outlive her. Outlive us all.”
Content:
An arborescent adventure with extra accessories and classes
Writing:
Fairly straightforward but not lacking in appropriate character
Art/design:
A mix of various typefaces alongside photography and original art
Usability:
Keep off the grass

Lair of the Lizard Cult

Concept: “Unearth what putrid secrets (and shiny baubles) lie in the dark, guarded by those whose skin has turned to scales and whose blood has cooled to ice.”
Content:
There’s a lair with some lizard cultists in it. Also some trapped Schleswig marshals and a cursed blade.
Writing:
Primarily descriptive and concise
Art/design:
Main PDF is primarily written freehand, which gives a unique texture but may slow reading
Usability:
Includes a plaintext version as well 

Lake of Oil

Concept: “Will you embrace the Fish?”
Content:
A dungeon focused on a flaming fish, sacred fire, and the fellers that worship them
Writing:
Fairly concise and focused more on actionable content, letting the map convey visual character and atmosphere
Art/design:
Large, yellow room numbers against a greyscale (but nicely illustrated) map make navigation easy for GMs; descriptions are presented alongside or overlaying the relevant locations
Usability:
Highly flammable

This entry was sponsored by Philip Meagher as part of the Ex Libris RPG crowdfunding campaign.
“Just a very simple and fun dungeon! Well laid out and easy to understand, my player had dark vision (playing a night witch) and refused the torch to look cool but was shocked when the Feller turned aggressive! There’s a lot of room for things to go sideways as well though my player suggested editing the riddle by removing the third line to make it a bit harder and to have a chance at all hell breaking loose. Overall an excellent dungeon!”

Lambert Wörm

Concept: “A devious and completely unfair beast to feast on greedy (or merely unlucky) characters.”
Content:
A resilient, implacable monster that will almost certainly incur at least one fatality
Writing:
Well composed and dryly witty
Art/design:
Also well composed with effective design and layout choices
Usability:
Highly lethal

Landlocked Buccaneer

Concept: “Once a seafaring, deck swabbing, swashbuckling rover. Now, a defanged murderwhale.”
Content:
A rimy seafarer adapted to Mörk Borg
Writing: Descriptive paragraph and class abilities add a briny flavor
Art/design:
Substitutes slate blue for vibrant yellow with great effect
Usability:
Sneak attack comes standard

Larceny

Concept: “...the riches have been untouched for centuries... the reward would be unrivaled.”
Content: Stolen coins and the details of their curse. 
Writing: Demonstration of the pettiness of the shadow king’s line.
Art/design: Shadowed halls containing boxed text.
Usability: It can be hard to spend stolen coins. 
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