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

3rd-party licensed

RAGE

Concept: “An alternative rule for having players hit more often, while being hurt a lot more!”
Content:
PCs can automatically hit but at the expense of lowered defense
Writing:
Four sentences of mechanics
Art/design:
Text location and color bands help to frame and emphasize the central image
Usability: Expressive typeface takes a moment to read, but concise writing mitigates the minor difficulty

Rage Rain

Concept: “Crashing against skin and stone, its gentle violence blankets the earth.”
Content: A rainy day.
Writing: Flavor text that evokes a sense of tranquil violence. Mechanics that reveal the truth. 
Art/design: Visual elements and text combine to feel both ominous and tranquil.
Usability: Display font in flavor text may require some effort.

Rancid Relics

Concept: “They're mysterious, creepy, and a little gross” 
Content: 20 relics to leave a sour taste in your mouth.
Writing: Risky drawbacks and potent benefits enhance the questionable nature of these artifacts.
Art/design: Generated illustrations in a lithographic print style presented with bright solid colors.
Usability: Bordered text over illustrations may hinder legibility. 

RaptorShadow’s Teeth

Concept: “Here is my track for this day #MÖRKTOBER 's prompt : Eldritch! Heavily inspired by Lovecraft works and mood and by all the possibly weird mermaid waiting for us in the Endless Sea.” 
Content: Growling vocals, droning baseline, singing guitar, the steady pounding of the drums.
Writing: "Tear the flesh away, with your jagged teeth,
Tear the flesh from bone”
Art/design: A gaping maw, with TEETH. A steady blood pumper with precision and flourish.
Usability: Metal for the Fanged Deserter.

Ratface Sewersneak

Concept: “When it’s a choice between toiling for meager coppers and fighting for scraps with alley cats and shank-wielding orphans, it’s not even a choice. Not really.”
Content:
A cosmetic redesign of the gutterborn scum core class
Writing:
Clearly written and punctuated with humorous ability titles and asides
Art/design:
Has a sneaky ratface just like Karl Druid
Usability:
Plays like the gutterborn scum but with bigger ears

Ratstabber

Concept: “Scurrying beneath the streets of crumbling cities. The Ratstabber’s beady eyes blaze with hatred.”
Content:
One of the nastiest rats you’ll find in Mörk Borg
Writing:
Devoted to stats and Specials
Art/design:
Distinctive collage work with some evocative original art
Usability:
Infection rules depart somewhat from the standard

Rattus Norvegicus

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

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

Ravings from Skarhuld: The Lost Brother's Bestiary

Concept: “Seeking to expand their pastureland, herders at Sarkash’s edge demolished an ancient, ruined wall. Amidst its foundation stones, they discovered a bundle of papers wrapped in oilskin. Those pages described, among others, the horrors inhabiting myth-spun Skarhuld.”
Content: Skarhuld, maddeningly sketched in prose and random tables. Alongside 20 surreal and miserable monsters to inhabit the dying world.
Writing: Absurdist nightmare horror given text. Amusing, disturbing, and gripping in equal measure. 
Art/design: Cohesive, yet textured. With a familiar structure to the surreal elements.
Usability: Can literally be dropped into your anywhere in time or space. With easy to access tables, a visually engaging map, and navigation by art or table of context.

Recared’s Unclean Pamphlet

Concept: “This pamphlet includes 13 new unclean powers.”
Content: Some seriously brutal Powers
Writing: Mixes mechanics with visceral, violent imagery
Art/design: Some striking, appropriate art and helpful typographical choices
Usability: It’s a tri-fold pamphlet. Make sure you fold it correctly, or you're probably doomed.

Reckless Plundering

Concept: “Guide Kargunt through four new dungeons for even more solo play madness!”
Content: Four themed Dark Fort solo dungeons.
Writing: Consistent themes and varied mechanics add to engagement.
Art/design: Simple plaintext layout with small hand drawn annotations.
Usability: Familiar design for players of Dark Fort. 

Reclaim Your Corpse

Concept:  
“Your mind stews in total darkness 
Your ears listen to a busy bone saw 
You wake in a meat cart...” 
Content: “A quick meat-punk dungeon crawl”
Writing: A straightforward dungeon complicated by a few missing limbs and a follow-on hex crawl with the opportunity to earn a few more.
Art/design: Art and design reconstituted from constituent parts of varying styles.
Usability: Best not to take for granted the limb-itations of your scvm. 

Red Fur Cadaver

Concept: “Just in case you ever fantasized of fighting an orangutan with a razor blade - well here you go.”
Content:
A monster straight out of the Rue Morgue
Writing:
Minimal and purely mechanics-oriented
Art/design:
Messy, but in the good—splattery, energetic—way
Usability:
Armor stat is cleverly placed but may be difficult to see depending on medium

REGICIDE

Concept: “The Queen is dead. Long live the Queen. She squats atop her silk throne”
Content: The end of an empire. A parasite deposed.
Writing: Many hooks and threads ensnare a micro setting at one instant in time.
Art/design: A tightly wound, regal design befitting a 700-year reign at an end.
Usability: Easy to navigate. Requires some translation at the table to be fully compatible. 

Release the Quacken!

Concept: “A passageway and a helmet”
Content:
A location with 5 random encounters (one of which involves a helmet)
Writing:
Details the different encounters and the effects of donning the helm
Art/design:
Layout is intentionally haphazard and off kilter but not at the detriment of usability; lots of dead animals
Usability:
If it looks like a duck and quacks like a duck, it’ll probably try to murder you

Religious Freaks

Concept: “Freaky monstruous cultist”
Content:
5 twisted gnomish devotees to an alien nature goddess
Writing:
Includes general background and descriptions & stat blocks for each creature
Art/design:
More of that weird, fleshy horror that Jegs does so well
Usability:
Some creatures grant their fellows benefits in combat; one has an especially debilitating death effect

Renegade Witch Hunter

Concept: “The vows made with the Inquisition were not enough. The world is ending, yet daemons walk among mortals that cry for help. You're here to answer their prayers... but not for free.”
Content:
An almost-altruist with some spiritual baggage
Writing:
A fairly standard character profile with a twist—backstory further modifies starting abilities
Art/design:
Fairly traditional layout with a weathered-paper texture and a small illustration
Usability:
Includes a compulsion for self-harm (flagellation) 

Renfield

Concept: “Your Master’s deranged, fanatically devoted servant.”
Content: An obsessive and blood bug-fueled fanatic,
Writing: Mechanics which bind you devotionally to your Master.
Art/design: Intense visual elements in an exaggerated theatrical design.
Usability: Dependent on interaction with a Master figure. 

Reptilian Anomoly

Concept: “You were cursed, condemned to creep through the lands as an alligator.” 
Content: Gator man, gator man. Does whatever a gator man can.
Writing: Mutable class features disguised as a curse that just won’t settle down. 
Art/design: More gator than man. Scaley in all the right places. Plenty of green.
Usability: Combat monster, not likely to death roll. 

Rest

Concept: “An expansion to Mork Borg's resting system that allows players to make actions while taking a long rest that may benefit (or doom) the party”
Content:
6 actions with their own functional and narrative benefits and drawbacks
Writing:
Simple, straightforward descriptions of each action’s mechanics and effects
Art/design:
A nice variety of typefaces and intuitive layouts with the classic black-white-yellow color scheme
Usability:
A good choice for adding more depth and excitement to downtime

Restful Spirits

Concept: “Restful Spirits is an optional rule for dealing with cranky ghosts in Mörk Borg. It was inspired by Emmy Wahlbäck and her character Grin.”
Content:
Rules to soothe the restless dead. A poem to rest your weary head.
Writing:
Rules embedded in verse that uplifts rather than shies away from the dead.
Art/design:
Charming colored sketches illustrate proper ghost etiquette alongside the text.
Usability:
Suitable for use in a child-friendly Mörk Borg hack.

Restless Wanderer

Concept: “You can’t remember when you last slept. In times of stillness your incessant thoughts are akin to torture. The only escape is to keep moving... Your blistered feet walk paths the living have long forgotten.” 
Content: I feel seen.
Writing: Witty. Ruminating. Wretched. Ranged. Wordy.
Art/design: A “class”-ic format. Overanalyzed by the hooded figure depicted here.
Usability: A flavorful and utilitarian addition. 

Retired Field Grade Merbusberbus

Concept: “IDC just use a fucking goblin. Give it a shitty hat.”
Content: That's it, that’s the content.
Writing: See above, plus some legal text on a pdf.
Art/design: Pink on yellow.
Usability: Technically compatible. Assembly required. 

Retro Throwback

Concept: “A zany zine that contains some rethought OSR races/classes... creatures... spells in the form of Arcane Scrolls... [and more]” 
Content: Traditional OSR classes, creatures, spells, and magical legumes?
Writing: Good-natured irreverence of older fantasy RPG tropes.
Art/design: A broad variety of textual elements, layouts, and illustrations with a hint of coarseness.
Usability: Consistency in styles within sections aid in navigation.  

Return to the Valley of Despair

Concept: “More ideas to use when the player characters make the mistake of visiting that wretched valley of undeath.”
Content: Random (& less random) encounters, monsters, and artifacts for those who roam The Valley of Unfortunate Undead.
Writing: Pithy adventure ideas which can easily be woven together or into an existing campaign.
Art/design: Vibrant and well-integrated high fantasy art. Functional and emphasized random table elements.
Usability: Optimized for a poster format, but easily navigable as a digital file. 

Returned Skeleton

Concept: “Ever done anything necromantically sketchy? You might be entitled to a new lease on life as a Returned Skeleton!”
Content: A new lease on un-life.
Writing: The best kind of scvm fueled necro-pharmacology advertisements.
Art/design: Simple, brightly colored, and visually balanced spread centered around a characterful undead.
Usability: A template for existing classes. Make sure to read all the potential side-effects.

Rhipidate Edge Throats

Concept: “Damned by their sick desire and bloodthirst Edge Throats endlessly search for a way to quench a hunger unfulfilled in life.”
Content:
An efficient killer who teaches PCs a new ability when defeated
Writing:
Includes a stat block with a description of its ecology and behavior
Art/design:
Illustration’s shape makes a wedge splitting the text reminiscent of the monster’s love of splitting flesh with its blades
Usability:
Defeating it may be worse than being defeated by it 

Riders of the Apocalypse

Concept: “As the death of the world approaches, harbingers ride out, embodying all of its woes.”
Content:
Stat blocks for avatars of misery and mechanics for introducing them into your game
Writing:
Clear, concise, and characterful
Art/design:
A mix of artists and styles embedded in Mörk Borg’s aesthetic
Usability:
Straightforward layout; tables add variety without being overwhelming

Righteous Paladin of Charlamange

Concept: “Righteous Paladins of Charlamange have contracted a disease that slowly transforms them and their equipment into perfect vessels for divine righteousness.”
Content:
Some simple mechanics for contracting and resisting the disease, and some pieces of delusion-inducing equipment for the unfortunate knights
Writing:
A few paragraphs of mechanics, short descriptions of gear, and some flavor verse
Art/design:
Core text is in old-style roman for easy reading; blackletter flavor text and headings complement the illustrations’ historical flavor
Usability:
Discretely organized for easy navigation and use

Rise of the Dead Dreamer

Concept: “An apocalypse prophecy featuring a dead dreamer you likely will recognize.”
Content: A great old 7:7.
Writing: A slow regression into madness and ecstasy. 
Art/design: Art that awakens something deep down, two columns of terror.
Usability: Sigils rendered in understandable geometries. 

Rituals

“13 priests have been abducted while gathering components needed to perform a ritual that, if performed within the next two hours, may prevent the end of the world.”

Roads to Damnation / Overland Travel

Concept: “Travel across the dying world.”
Content:
Mechanics for adding color and adventure to journeys
Writing: Provides solid sketches for GMs to flesh out
Art/design:
Relatively restrained but with enough Mörky elements to establish visual character
Usability:
The travel mechanic is simple and easy to use

Note: “Roads to Damnation” includes additional art and content, and it is only available in Feretory; “Overland Travel” is available free on the MB website.

Robber Knight

Concept: “There are however, rumored to be a few true knights left who follow the old ways … and as long as they never show up you’ll be able to loot and pillage the defenseless.”
Content:
A less-than-noble knight fit for Mörk Borg
Writing:
Straightforward class features with a dose of wry humor
Art/design:
Tyopgraphic choices clearly delineate class feature blocks, plus a side of Albrecht Durer
Usability:
Definitely not a good guy

Roc of Ages

Concept: “The Great Bird of Doom”
Content:
A rather large, rather tough, rather valuable bird-beast
Writing:
Some brief background and stats with 3 attack options
Art/design:
The faces hidden in the plumage are a neat, subtle, evocative touch
Usability:
Beware of falling rocks

Roll the Bones

Concept: “Roll as many d20 as you would dare – THROW THE BONES!!!”
Content: A push-your-luck osteomancy mini-game.
Writing: An engaging and highly variable results table with mechanics that simultaneously reward and punish you for more dice.
Art/design: Bones rendered in stippled newsprint with a sleek serif font.
Usability: Bonus points if you use bone dice. 

Rose of the Adorant

Concept: “This mottled bloom is known for its decadent perfume; once inhaled, it must be picked, petal by petal.”
Content:
Modifies stats & HP based on whether she/he/it/they loves you or loves you not
Writing:
A short overview and mechanics for consumption and death
Art/design:
Tally and revisionary marks convey a sense of crazed infatuation
Usability:
Layout has a sense of hectic energy without ultimately hindering usability

Rotblack Bob

Concept: “A floating head, its’ pores exhuding hot sludge and enthusiasm”
Content: A follower with a real head for social media.
Writing: A satire made even more poignant given its Twitter origins.
Art/design: An overly enthusiastic head exudes charm (or something) onto the text below.
Usability: Easy to navigate, spacious, and legible. 

Rotblack Sludge Mod for Solasta: Crown of the Magister

"Your locked in the Shadow King's putrid prison, scheduled for execution, but someone has kidnapped his son."

Rotting Recalcitrant

Concept: “Your limbs betray you, your senses decay and putrefy.”
Content:
A class for characters who crave the grave
Writing:
Delightfully sardonic
Art/design:
Druid’s unique adaptation of Nohr’s grammar and aesthetic
Usability:
Easily navigable thanks to judicious design choices

RPG Score Book

Concept: “This is a RPG Score Book!”
Content: 58 Character Sheet Spreads.
Writing: A simplification of the core character sheet, containing only sections and headings.
Art/design: Hand-drawn ink illustration with an overall spooky character.
Usability: Each character sheet tucked in a softbound spread, to be burned together at 7:7. 

Rugose Kohn’s Misery’s Keep

Concept: “an independent production by Rugose Kohn… 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 efficient, organized, and evocative little book, with well-placed illustrations to inspire theatre of the mind gameplay.
Usability: Kohn made me do crafts. It requires scissors, and glue if you’re into that sort of thing. 

Ruined Prizefighter

Concept: “these rope wrapped hands are the instruments of your wrathful retribution.”  
Content: A Scvm who works with their hands.
Writing: Brutal and defiant prose stoke the reader to greater acts of creativity destruction.
Art/design: Unashamed and unglamorous depiction of violence. Text confined to close quarters, but with a clearly established dominance hierarchy.
Usability: The mechanics are not quite simple enough to tattoo on your knuckles. But their flavorful enough, that you might try to anyway. 

Ruined Reflections

Concept: “Somewhere hidden in the ruins of the Palace of the Shadow King a mirror stands in the center of a chamber... Before it sits the severed head of Baol Rulg”
Content: A mirrored reflection of possible futures. A potential omen. A severed head.
Writing: A descriptive cinematic encounter with unusual furnishings.
Art/design: Focal central illustration. Staggered text elements. Considerate use of yellow and pink. 
Usability: Spacious and legible. 

Rushlights (Wickhead Spawn)

“Rushlights are unrestrained and ravenously charge their prey in a panicked frenzy of legs and light.”

Rühtra’s Oracle

Concept: “Either by choice or by curse you adventure in painful solitude.”
Content:
A lightweight solo oracle designed for Mörk Borg
Writing:
Includes Yes/No oracle, random events and their character, and tables for answering open questions
Art/design:
A clean, easily navigable layout with on-brand graphic design
Usability:
Some ambiguity regarding when to roll Random events; otherwise, a handy on-the-fly tool for GMs as well

RŌNIN Playtest Materials

Concept: “an art-lite version of the rulebook with everything you need to play the game”
Content: An honorably complete ruleset with the full assortment of classes, enemies, and equipment. Not lacking in flavor, only lacking in setting.
Writing: Rules emphasizing the social consequences of actions, balanced against the needs of survival in a doomed land.
Art/design: Crisp enemy illustrations are provided, with a colorful cover illustration. Otherwise unadorned.
Usability: Organized, navigable, and legible. 

Sacred Parasites

Concept: “These heretic ideas are collected below the frayed parasol of corrupt religion and cute parasites”
Content:
7 new creatures, a living dungeon, occult-bugs-as-resources rules, and tables for effects of parasitization
Writing: Creature entries feature descriptive passages, stat blocks, and adventure hooks; overall, creative and effective
Art/design:
More traditional layouts with text balanced by facing-page illustrations; images are generally gritty (in the good way) and the rest of the graphic design follows suit
Usability:
“Cute” is highly subjective, but definitely some interesting and creative creature concepts

Sacrifice Before Sunrise

Concept: “A plan to dethrone King Fathmu IX by replacing him with the grotesque child-god is mere days from success.”
Content: Political assassination by ritual god-child sacrifice.
Writing: A surprising amount of depth for a tiny, burned village and the chase for an infant god.
Art/design: Divine blend of color, artful illustration, and navigable sidebar column layout.
Usability: Easier to use than murdering a god-baby. 

Samson’s Dead, Where’s His Head?

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

Sanguine Onomancer

Concept: “From commoners to kings, most expose their greatest weakness openly, not unlike blood spilling from an open wound” 
Content: “loathsome practitioners of blood magic” and the fundamentals of their art.
Writing: A treatise on true names and the bloody art of manipulating your subjects through them.
Art/design: A darkly crimson collection of prints, illustrations, carvings, and bloodstains.
Usability: Designed for use by any scvm. 

Sanguine Shadow

Concept: “It can smell the sweet nectar in your veins, past all the shit, grime, and perspiration... and it's hungry, scvm!”
Content:
A Nosferatu-style vampire fit for Mörk Borg
Writing:
A short, concise stat block with efficient descriptions of special abilities
Art/design:
Yellow text pops against the cool, muted illustration, helping emphasize core stats and important characteristics
Usability:
Don’t put your fingers near its mouth

Savahtapot

“An octopus warrior along with an idea on dropping this cosmic stranger into your game”

Backer reward for the Unclean Leporello of the Foul Wizard Baum crowdfunding campaign

Scarlet Descent

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

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)

Schmatzer, Aufhocker und wo man sie findet

Concept: “Two monsters […] some scenario seeds you can roll up and a small dungeon”
Content:
See concept
Writing:
Monster entries provide sufficient context while the dungeon is clear and concise
Art/design:
Monsters are well organized with appropriate illustrations; dungeon is primarily typographical, which guides reading, but includes a map and a creepy crayfish-baby
Usability:
A bit of a variety pack; straightforward and easy to navigate

Scream, Bloody Boar

Concept: “Recurring encounters with a malevolent spectral swine”
Content: A pissed-off pig with an undying vendetta against your party
Writing: Some simple instructions and stats
Art/design: Colors and designs add character while preserving readability
Usability: A quick, easy way to add a minor recurring antagonist to games

Screams of Agony and Fear

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

Scriptures

Concept: “The one responsible for scribbling the magic scrolls.”
Content: A miserably overworked scroll scribe.
Writing: The satirical origins of all the dying worlds scrolls.
Art/design: Strong clean hierarchy over a yellowed still-life backdrop.
Usability: Fulmör the Scrollsmith deserves a raise. 

Scrolls of Thoth

Concept: “Those who possess a Scroll of Thoth do not age and cannot die, there are downsides though.”
Content: A scroll preservative.
Writing: A characterful re-imagining of scroll mechanics and corpse preservation.
Art/design: A mummy, bandage textures, and hieroglyphic book ends on the title text covey a cinematic mummy movie experience.
Usability: Text elements are a little worn. Handle with care. 

Scum’s Guide to Kergüs

Concept: “Want to get a bit deeper into the dreary wastes of Kergüs? Want to investigate the dream-plagued snow? This guide will give you many helpful tips, and get you well on your way.”
Content:
Includes new gear, weather, finds, injuries, scrolls, variants for core classes, rules and encounters for arctic travel, monsters, and a dungeon generator
Writing:
Well written with on-brand grimness and humor
Art/design:
Relatively conservative but still stylized enough to be distinctly Mörk Borg
Usability:
“Author is not responsible for symptoms of frostbite, hypothermia, or insanity caused by Kergüs's (un)natural environment.”

Scvmatorium

Concept: “A scvmbirther (that’s a noun now) with *only* unofficial third party content!”
Content:
Adds a slew of new options; under active development
Writing:
As per individual scvm; clever reload button
Art/design:
Atmospheric and unintrusive
Usability:
Linear and clear; links to content docs and source materials

Scvmatorium content

Concept: Supplemental character creation tables
Content:
47 additional character names, 14 "bags", 55 pieces of equipment, and 10 weapons
Writing:
It has words. (They're pretty good ones.)
Art/design:
Not elaborate; doesn’t need to be
Usability:
As-is, will require a digital random number generator (or a small throwing knife)

Scvmfurther 2: Scvmfurtherer

Concept: “Another collection of terrible traits, bad habits, and bodily features” (featured in Scvmatorium)
Content:
Even more quirks and foibles to flesh out (or in some cases de-flesh) characters
Writing:
Just look at the title—how could this be bad?
Art/design:
Conservative but includes characteristic elements like multiple typefaces and highlighting
Usability:
Yet more options for players with perennially unlucky characters

Scythe Beak Ciaret

Concept: “Sputtering and choking on their own blood they endlessly visit those deemed unworthy of life by their goddess.”
Content:
An ancient, fallen race of anthropomorphic avians
Writing:
A stat block with history and relevant post-combat information (plus a lootable weapon)
Art/design:
The scythe is a beak. Gross.
Usability:
Monster imparts a curse but the writeup does not include its effects 

Seer’s Boils

“This parasitic psychic fungus spreads through sight.”

Settlements of the Damned

Concept: “The settlement generator from Alone in the Crowd”
Content:
Four-lines sketches of the Dying Land’s settlements
Writing:
Provides a descriptive name, summary of character, and geographic feature and location
Art/design:
Consists of a hero image and a nice calligraphic script; very yellow
Usability:
“Onward!”

Seven Hells and a Dead Paradise

Concept: “in this book you will find Seven Hells to inflict upon your players, and one Dead Paradise. Tie them all together with a Hellish table-crawl, the Eightfold Crypt of the King Orzog”
Content: Seven hells, a lost paradise, a tormented class, body parts, and a dread king’s crypt.
Writing: The history and cosmos of dead gods conveyed in 13 spreads worth of tables and dungeon.
Art/design: Excellent use of public domain imagery as inspiration for the various locals. Tortured sketches of divine punishment.
Usability: Enough material here to flesh out many settings. With an index to use them piecemeal or whole. 

Seven Palms for Seven Psalms

Concept: “A strange Misery-stopping friend”
Content:
An esoteric NPC with fun metagame mechanics and flair
Writing:
Well-crafted flavor text, stat block and abilities, and a pair of games
Art/design:
Absurdly appropriate graphics and smart division of text blocks
Usability:
Text-heavy but with few moving parts

Seven Strangers II

Concept:  
“A stranger waits outside.
Uncertainty on the threshold.
Herein lie eight more Classes.” 
Content: Seven more strangers for Cthork Borg, plus one uninvited guest.
Writing: A collection of archetypes that further refine the tone of your investigations.
Art/design: A single-column class presentation with a brooding collection of curated mixed media from the public domain.
Usability: A functional and consistent class format and table of contents make for quick reference. 

Severed Bits for Forbidden Psalm

Concept: “Forbidden Psalm stats for Severed Book's Massive Gelatinous Cubes and Caver”
Content: Oozes, Cubes, and Cavers. Oh my.
Writing: Variety in abilities makes each Ooze unique. Cavers have a significant impact on gameplay, adding a new arena of potential play.
Art/design: Emphasizes the associated miniatures with high quality photography.
Usability: Consistent hierarchy aids in navigation. 

Shadow of the Past

Concept: “Herein are the ruins they left, epitaphs from potsherd to pillared temple.” 
Content: An archeological exploration of the Dying Lands, with 21 sites, their current inhabitants, and everything valuable not bolted down.
Writing: A survey of iconic locals, with enough historical detail, rumor, and information to plan a failed treasure hunt.
Art/design: Yellowed artifacts splatter a clean single-column layout. 
Usability: Available in plaintext and “night mode” with an off-white background to ease electronic reading. 

ShadowClink

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

She's So Unusual

Concept: “A collection of beasts, dangers, and encounters”
Content:
Incomplete; currently contains lore and rules for surgical grafts
Writing:
Provides details on the Cult of Flesh and Sinew, their works, and some sample grafts
Art/design:
Traditional, straightforward single-column layout with incidental illustration
Usability:
May cause infection

Shithole

Concept: “So you’ve finally done it. You got black out drunk and paid that weasel Hraxet for that plot of land with the graves … or was it the dilapidated building across from the butchers … or, well, whatever it is, it’s a shithole and definitely not worth the silver.”
Content: A shithole to place all your iKillya furniture.
Writing: Coarse textured and affectionately antagonistic. 
Art/design: A plaintext document and tables.
Usability: Housing that's so inadequate it’s nearly an adventure in itself. 

Shitholes: Barebones Edition

Concept: “Unfolding it unveils large golden calligraphy at the top of the page: Hraxet’s Humble Homes... you’ve been swindled into a deal with the devil.” 
Content: The Dying Worlds farcical real estate market.
Writing: Simple mechanics, engaging narrative snippets, seriously terrible shelters.
Art/design: Glamorous cover portrait (of Hraxet?), and pinker than I would expect with the barebones moniker.
Usability: Largely plaintext, good visual hierarchy, and legible font for ease of both reading and reference. 

Shroom Barge

Concept: “From north to south, barge pilots … carry mushrooms. Dense, heaping bargeloads of mushrooms.”
Content:
An assortment of shrooms, variant Shroomic Powers (and consequences), rules for barge racing, rules of barge building, ready-made barges, and a barge-based class
Writing:
Clear and easy to read prose with some obligatory conceptual weirdness
Art/design:
Traditional layout and design with color, illustrations, and typographical variance lending visual variety
Usability:
Simple in itself; an interesting way to lend some background color or focused variety to campaigns

Siege Goat-Demon

Concept: “Unspeakable is the malice that brought the siege goat-demon to life. Stranger still is the purpose of strapping a siege ballista to its forearm.”
Content:
An adaptation of DOOM’s Cyberdemon
Writing:
Predominantly deals with elaborating on attacks and Special
Art/design:
Linear, easy-to-use layout with splashes of red to unify the image and text
Usability:
Particularly lethal if you put it at the end of a narrow hallway beside a stack of ammunition

Sin Eater

Concept: “Compatible with Mörk Borg”
Content: A creature. A candle. It eats of your sins.
Writing: Lose your omens. Then you die.
Art/design: Humorously irreverent. Deliciously branded. Clearly consumerist.
Usability: Light it up than snuff it out. It’s a candle. 

Sin-Broken Waif

Concept: “Ruins of innocence draining joy from the world”
Content:
A puny monster with big consequences
Writing:
Provides character and atmosphere in a short paragraph
Art/design:
Conservative but effective use of MB visual conventions
Usability:
Only 3 HP and d2 damage, but still potentially catastrophic

Sinaxariat - Apostecary Guild

Concept: “Guild members […] will trade a decoction vial for two vials’ worth of humorous fluids or a relatively fresh relevant organ...”
Content:
24 supernatural substances with gruesome effects
Writing:
Provides context and concise descriptions of decoctions’ effects
Art/design:
4 text blocks arrayed around a pretty brutal central image
Usability: color-coded for easy reference

Sinfested Schaller of Krypsis

“Time has passed and the followers are no more. In their place, these new strange parasites live.” 

Sinful Meatcage

“Deity or demon - once you were a mighty superhuman force. Until you angered the sorceress Nis. She imprisoned you in a human body using a dangerous dark ritual, and stripped you of all your powers.”

Sir Shite

Concept: “Any water Sir Shite and his mout rests to drink from become riddled with toxic bacteria.”
Content:
A basilisk-riding, infection-spreading Borgonaut
Writing:
Concise and to the point; includes separate stats for rider and mount
Art/design:
Color adds some variety to the document and the contrast between collage elements creates some visual humor
Usability:
High-damage attacks and chance of infection make this a particularly challenging set of foes

Sisters of Hate

Concept: “Once their words were meant to spread the truth of SHE but now they brandish the power to turn brother against brother, self against self.”
Content:
Nihilistic nuns
Writing:
Provides backstory and flavor alongside stats and a subversive Special ability
Art/design:
A neat depiction of the character and overall design that conveys raggedness and despair
Usability:
Usable? Sure. More importantly, entertaining for GMs.

Skeletal Horror

“Animated by necromantic powers best left untouched, the walking skeletons of the world are as varied and many as the things that creep and crawl through the city’s sewers.”

Backer reward for Tome of Skulls

Skin Job

Concept: “More scum have disappeared in the Blood Tree Wood in the past year than normal. No bodies have been found in more than a year.”
Content: A desperate search for missing persons in the Blood Tree Wood, destined to uncover more than bargained for.
Writing: Established adventure setting with clear NPC motivation, local economy, and culture. Accessible encounter tables and game aids extend the suffering.
Art/design: Michael Harmon’s signature crisp detailed line art style with some Mörk Borg design sensibilities in a (slightly) more traditional layout.
Usability: Optimized for use both as pdf and print. With conveniently located reference tables at the beginning and end of the text, mini maps with room descriptions, and pdf bookmarks.

Skin Suit Zoetic

Concept: “A carrion eater of bone, and a wearer of flesh”
Content:
A crafty, cowardly skulker of the Dying Land
Writing:
A short stat block and description of its behavior
Art/design:
The bizarre illustration takes center stage; stats and lore clearly delineated on either side
Usability:
An interesting choice for parties disinclined toward combat (if such parties exist) 

Skuggträsk

Concept: “Seven Districs of Soot and Fire” 
Content: A swelling industrial nightmare for Mörktober 2023.
Writing: Effervescent prose depicts a strange and storied metropolis.
Art/design: A sprawling map erupting with cursed details.
Usability: Prompts for encounters in a unique urban setting. 

Skull Spiders

Concept: “Arachnids that lay their egg sacs in the throats of ensnared victims.”
Content: “Venemous creatures that armor themselves in the skulls of their prey.”
Writing: Arachnid mechanics that aren’t too sticky.
Art/design: Spiders. Skulls. Spiders wearing skulls. Webs. Corpses. What more do you want?
Usability: A organized web of legible text

Slapping Bastard

Concept: “Though lumbering and unable to make a closed fist or grip anything smaller than a stout branch, you slap like a burlap sack full of rocks.”
Content:
An open-palm brawler class
Writing:
Descriptive with a dryly humorous streak
Art/design:
Colors help text stand out against background image in a well-organized layout
Usability:
A bit difficult to read when printed in black & white; if you’re using  it on the screen or in color, you’re good to go

SlasHER

“You emerge from the fog to find the east end of the village deserted and in ruin. On the wind, you hear a faint voice calling, "I will kill them all." You turn to leave, but mist obscures the way. There is no exit.”

Slasher Victims

Concept: “In the worlds of slasher horror movies, victims are archetypal and there is only one of each.”
Content:
A toolkit for building slasher-movie player characters
Writing:
Concise and descriptive as content dictates
Art/design:
A bloody mess, but in the good way
Usability:
Also includes a table for giving a special slasher-movie power to an adversary

Slaughter Dog

Concept: “Equal parts hyena, wolf, and corpse-eating nightmare.”
Content:
Stats, flavor text, and more payouts than your average beast
Writing:
Concise, inspiring, and darkly funny
Art/design:
Color and layout make an easily navigable page; bottom-right text block is a personal favorite
Usability:
Yes

Slaughtered in the Snow

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 conveyed well
Art/design:
Not super-elaborate, but fits the the setting’s snowy starkness
Usability:
GMs will need to consult a few other titles, which are readily available

Slaughtered Victims Generator

“Use the following tables when the scene requires an unfortunate victim. Do not speak their name, for they are already forgotten.”

Slaughterhouse Citadel

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
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