3rd-party licensed
Tergol’s Circus
Terribler, Brokener, Badder
Content: d66 tables of terribler traits, brokener bodies, and badder habits
Writing: Each entry is quick and concise but with plenty of roleplay potential
Art/design: Laid out and designed for easy use, but includes some fun typographic easter eggs
Usability: A solid expansion of the core book’s options
The Abominable Bone Pit of Alteraxx
Content: A monster generator with tables for legs, heads, powers, attacks, and tactics
Writing: Adds style and personality to the mechanics
Art/design: Appropriately frames the text against a trippy red-and-black ground
Usability: Uses an assortment of dice, which you probably already have
The Aching Wood
Content: A hex crawl made in the public domain.
Writing: More melancholic than morbid. A slowly fading innocence that questions whether it existed at all.
Art/design: Delicate corruption of the children’s book style reinforces a sense of flagging innocence.
Usability: You won’t get lost in these woods.
The Amalgamation
Content: A cobbled-together character class (but not in a bad way)
Writing: Concise without sacrificing grim humor
Art/design: Ergonomic typographic and organizational choices
Usability: Has the potential to gain multiple features
The Antechoir's Anchorites
Content: Four iconic explorers of the boundaries of pleasure and pain.
Writing: Mechanics tempt your scvm into risky propositions in search of assistance or new experiences.
Art/design: Four sensuous depictions of the Anchorites with ample—blocks of text.
Usability: Not excessively torturous.
The Anti-Paladin Toolkit
Content: Essential items for the aspiring antipaladin
Writing: Shot through with sardonic, angry humor
Art/design: Grungy black on yellow (and vice versa) with some pink for spot color
Usability: Some vertically oriented writing but not excessive
The Ash Peddler
Content: An ostensibly benign NPC peddling 8 fire-themed concoctions
Writing: Brimming with conflagratory character
Art/design: An intuitive layout with Mörk Borg colors and typographical flourishes
Usability: Some more elaborate rules but nothing particularly cumbersome
The Ball
Content: Four rooms and tables of major and minor treasures
Writing: Concise but descriptive with occult imagery
Art/design: Graphics are more atmospheric than illustrative images
Usability: Discrete text blocks laid out for easy use
The Ballad of Sarta Rapida
Content: Mobs of rabid fans, cutthroat sycophants, ex-lovers, and the voice of an angel, of sorts.
Writing: Yes, it’s about Taylor Swift.
Art/design: Outlined mobs, grainy photographs, alterations. Black, yellow, pink. Blackletter
Usability: Want fluff, hope you’re proficient in blackletter, work for it.
The Bastard of the Badlands
Content: A frozen-wasteland-themed dungeon; also includes the badlands ranger character class
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: Occasionally substitutes D20 terms like “check” and “AC”
The Bastard Sword
Content: A punny take on the iconic weapon
Writing: Delivers the concept and mechanics in simple, straightforward fashion
Art/design: Equally clean and straightforward presentation without sacrificing visual character
Usability: Versatile mechanics and opportunity to add some conflict and a personal subplot
The Beast of Bremen
Content: A strange, tenebrous monster based on a 12th-century German folktale
Writing: Descriptive text is playful and clever; mechanics are clear and concise
Art/design: Silhouette illustrates the concept while contrasting nicely with pink and yellow
Usability: Requires a few rolls each turn—but what GM doesn’t love playing with dice?
The Beastlord Will Feast on Your Flesh
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
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
The Benevolent Ignoramus
Content: An ironic take on the mythic fire-bearing savior archetype; also includes stats for ancillary antagonists
Writing: Well written and filled to the brim with dry wit
Art/design: Intended for easy reading with color to add visual emphasis and focus
Usability: Designed for a longer-running plot arc rather than a one-shot encounter
The Birdmen of Mount King
Content: A race of labyrinth-building bird-people
Writing: Includes a description of their history and purpose alongside stats
Art/design: Appropriately creepy depictions of the subject and their lair
Usability: Easy to use, and its monster-summoning Special makes for difficult, escalating encounters
The Bishop
Content: A crazed sectarian zealot of an NPC
Writing: A good balance of exposition and in-game mechanics
Art/design: Color and subject evoke an appropriately decaying, apocalyptic tone
Usability: Unkillable jerkface with a big hat
The Black City
Content: A dynamically generated city of Alliáns, plenty of ice-cold ways to die, and a collection of artifacts to collect to appease the Blood-Countess. Bring a torch — and a stake.
Writing: Frigidly thematic and appropriately bleak. No choice goes unpunished in Alliáns.
Art/design: Charcoal sketches convey a dark starving city, drained of its vibrancy and life.
Usability: A self-contained solo dungeon scrawl. Just add flint. Watch it burn.
The Black Emperor
Content: A would-be conqueror, conquered.
Writing: A troubled history. Conveyed in rumor, legend, and imperial ephemera.
Art/design: Layered tapestry of prints, photography, corpse paint, and ghostly blue highlights.
Usability: Blackletter style, lean san-serif body.
The Black Stallion Manor Massacre
The Black Volga
Content: An ominous vehicle and a malicious occupant
Writing: Folds the mechanics into the lore
Art/design: More traditional text blocks superimposed over background images
Usability: GMs will benefit from taking a few minutes to familiarize themselves with this before using it at the table
The Bleeding Knight
Concept: “The Bleeding Knight has lost his eyes to a cruel sword stroke in battle. He seeks replacements …”
Content: A heavily armed and armored opponent (but at least he doesn’t have a zweihänder)
Writing: Simple stat block with a dash of flavor
Art/design: Hits the high points of knighthood without being overwhelming
Usability: A simple way to give your players a big combat challenge
The Blobulous Ooze (that came from the stars)
Content: A blob.
Writing: Chewy enough to switch from hilarious to horrifying in an instant.
Art/design: Human pulping. Hand drawn in chalk. Text in inviting shades of pink.
Usability: Growth is measured in dice categories.
The Blood Knight
Content: A blood-themed warrior class
Writing: Laden with vivid imagery and lean, straightforward mechanics
Art/design: Relatively conservative with typefaces and visual elements
Usability: Bring a mop
The Bone Fields of Northwyr
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
The Bone of Batrasaxas
Content: An overview, crafting and use instructions, critical failures, and a sample wielder
Writing: Mechanics are concise, and the descriptive text is full of detail and character
Art/design: Relatively conservative but efficient and effective for its purpose
The Boneless Hag
Concept: “When the horrid hag of the wood has no bones to pick with, do you need to run? YES. YES YOU DO.”
Content: A pair of monsters and a clever mechanic for buying and banking rolls
Writing: A concise hook with mechanics that are expressive as they are functional
Art/design: “Art+Layout done by Pablo Dapena- without which this piece wouldn’t be nearly as metal.”
Usability: Well organized; some elaborate Specials, but perfectly manageable
The Book of Sanguine Onomancy
Content: The history of true-naming and blood magic. With a class, magic system, additional rituals, relics, a follower, and npc onomancers.
Writing: A secret history of the art of true naming and a complete collection of the bloody rituals for power-hungry onomancers.
Art/design: An expanded collection of darkly crimson prints, illustrations, carvings, and bloodstains.
Usability: Designed for use by both scvm and game master.
The Book of Vile Dungeons
The Boreal Refuge
The Box of Shadows - Character & Creatures Reference Cards & VTT Assets
The Bridges of Múr and the Endless Sea
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 Bridges of Múr and the Endless Sea Reference Cards
Content: 128 tarot sized campaign reference cards. Giant monster minigame rules.
Writing: Full of engaging extras including quotes and humorous traits or uses.
Art/design: High contrast illustration focus a stylish and clear card layout.
Usability: Consistent layout aids in easy reference. Print and play construction instructions included.
The Broken Sword of Vile Souls
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.
The Bunnyman
Content: A crazed, skin-suit wearing axe murderer
Writing: All mechanics, with a table of curses for whoever kills hem
Art/design: Putrid, visceral graphics in line with the concept
Usability: Escalating attack damage will require a bit more attention from GMs; small script may be challenging to read in print
The Burning King
Content: A bestial adversary with savage, apocalyptic flavor
Writing: Establishes the character but leaves room for GM interpretation and tweaking
Art/design: Layout balances text with image while creating a sense of dynamism; color draws attention to jaws and claws, emphasizing the monster’s lethality
Usability: High stats and immunity to magic make this a challenge even for hardened scvm
The Burning of Galgenbeck Cathedral
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
The Butcher of Wästland
Content: A spiked meteor hammer to the face
Writing: Descriptive text establishes the tone, and the special ability description provides a concrete image of combat
Art/design: Illustration is gritty and impressionistic but very expressive within a fairly limited palette
Usability: High HP, medium armor, and the potential to do lots of damage make this a challenging opponent
The Cailleach’s Call
Content: A Power enabling casters find a familiar; includes rules for abilities and rosters of animals and traits
Writing: Primarily devoted to explaining the Power’s mechanics
Art/design: Appropriately mimics the appearance and texture of a scroll
Usability: Simple and straightforward
The Cataclysm Coast Is Burning!
Content: The Cataclym Coast... IS burning as three unwashed naval factions gnaw and raid through their last moments.
Writing: A misery-soaked narrative setting guide, providing locations, motivations, and horrors to unleash before the end.
Art/design: High contrast false color maps and neon-toned public domain imagery dominate this single-column layout.
Usability: Color-coded map icons and section headings denote three rival factions. Also available as plaintext.
The Catacomb Saint
Content: A class that guards (and wields) powerful holy relics
Writing: Clear and characterful; contains some fun Easter eggs for the faithfvl
Art/design: Clean text layout with a piece of colorful (but not too colorful) art
Usability: Relatively restrictive character creation balanced by guaranteed good armor and some impressive relics
The Chapel of Suffering
Content: A DNGNGEN-derived crawl reminiscent of the early one-page MB dungeons
Writing: Concise and targeted at individual rooms and events rather than overall narrative
Art/design: Text is oriented around the map, the detailed contents of which are set off against the page’s negative space
Usability: Will almost certainly require some player ingenuity and creativity
The Charnal Map
Content: Map and key
Writing: Restricted to the title and key
Art/design: Expresses a lot with only a few colors, forms, and patterns
Usability: Look at map. Use map.
The Choir of the Dead Gods
Content: The Galgenbeck Boys Choir performs the New Mörk Borg Hymnal
Writing: Mostly stats and Special with some flavor text
Art/design: Original art with an on-brand design
Usability: A particularly malicious earworm
The Church of Katharszisz
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
Currently unavailable
The Church of the Blob
Content: The father of all slime patches upon the endless sea.
Writing: Full of substance, especially when that substance is body horror, or slime.
Art/design: An array of slimy little stinkers that look adorable until you remember they took your right arm.
Usability: When you need to mix up your party (into a fine slurry)
The City Shall be Made Hollow
Content: Creatures, encounters, items, and events with bizarre twists
Writing: Sets the tone and establishes the setting’s dynamics well
Art/design: Lots of effective collage work and atmospheric colors
Usability: Intended as a supplement for The Dead City of Pyre-Chrypt
The Cockatrice Breeding Room
Content: A small adventure site with 7 unique cockatrices
Writing: Quick, clear descriptions punctuated by wry humor
Art/design: A bounty of cockatrices. Seriously, they’re everywhere
Usability: Intended as a single room in the Miserable Dungeon, but can be used as a stand-alone locale
The Contender
Content: A pugnacious pugilist with self-esteem issues.
Writing: You probably have a shady reputation, but you still dish out the old one-two.
Art/design: The classic, old-school, bare-knuckle boxer.
Usability: Easy to follow two-column structure.
The Cook at the Crossroads
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
The Corpse Library
Content: A library only the dying world could love.
Writing: A heady catalogue of the mundane, academic, grotesque horrific, and surreal.
Art/design: A calming midtone and clinical layout lends a stoic air to the dreadful proceedings, with one exception which can be found deep in the basement.
Usability: Well organized, easy to follow, quite likely to end in disaster.
The Creature From Blackwater Lake
Content: A lakeside village creature feature.
Writing: History and plot that easily be engaged or bypassed based on player interests and needs.
Art/design: Cover illustration and dungeon map lend imagination to a clean plain text document format.
Usability: Easy to search or reference pdf text.
The Cross Stitch
Content: A thirty-minute wrinkle in time. One full night of adventure.
Writing: A deftly woven tale that doesn’t feel stiff or leave many loose threads.
Art/design: Carefully woven threads track the timeline, combined with careful linework and strongly delineated sections, to support a securely tailored theme.
Usability: One of the easiest to reference timeline-based adventures I’ve read.
The Crypt of the Heretical Botanist Margar Veit
Content: This pamphlet dungeon leads deep to the loamy soil of an unholy botanist's crypt.
Writing: The lore planted in each encounter sheds light on the extent of Veit’s heretical horticultural experiments.
Usability: Pamphlets available in print-friendly and full color versions. With a digital version for phone/tablet reference. Suitable as a cold open, requires a forest to begin the adventure as written.
The Cult of the Black Salt
Content: A salty, corpse-strung scaffold crawl.
Writing: An event-based framework to explore a surprisingly constructive death cult.
Art/design: A defiantly tortured figure is scaffolded to the top of this simple text spread.
Usability: Requires Feretory. Print Friendly
The Cult of the Iron Golem
Concept: “Your god is the †ron Golem and you will shatter all the sinful flesh in his name.”
Content: Construct-inspired class with interesting features
Writing: Mostly mechanics but weaves in plenty of flavor
Art/design: Muted ground colors keep text readable; variation in typeface adds emphasis and character
Usability: Roll your background first to avoid re-rolling base abilities
The Curses of Josilfa
Content: A collection of curses (and cures) for miserable scvm.
Writing: Some truly miserable curses, difficult or unpleasant cures, and the rules to inflict them on your friends (and enemies).
Art/design: A high energy layout with bold use of color for guidance and a tastefully cursed collection of print illustrations.
Usability: Collect bodily substances, perform a ritual of attachment, curse… profit?
The Dagger of the Green Church
The Dead City of Pyre-Chrypt
Content: A sprawling, horror-haunted necropolis
Writing: There’s a lot, but it provides appropriate imagery and atmosphere
Art/design: Largely non-representational but does include some illustrations, particularly in the bestiary
Usability: Some instructions and mechanics are incorporated into descriptive text
The Dead Moon
Content: Rules for surviving (or not) under the Dead Moon and a table of 20 terrible things
Writing: Full of strange, grim imagery
Art/design: Uses a variety of visual tactics to delineate sections for easy reference
Usability: Can be used as a grim adventure seed or a survival horror scenario
The Dead Samaritan
The Death Bed
Content: A life-draining piece of furniture; an interesting remix of the mimic’s core concept
Writing: Details the bed as a convenient, secure comfort (which we know is BS, but maybe your players won’t)
Art/design: The background color gradient gives the illusion of warm welcomingness, but Mörk Borg pink and yellow lurk at the periphery
Usability: A good way to mess with your players and make them lose HP when they think they’ll be gaining some
The Death Race
Content: Includes scenario seeds, gear, adversaries, and additional rules
Writing: A mix of flavor and mechanics; stylized as a retro videogame
Art/design: Features a variety of expressive typefaces, textures with original illustrations
Usability: Includes a brochure version and printable play resources
The Death Ziggurat
Content: Pre-apocalyptic hexcrawl with random elements
Writing: Fairly elaborate with plenty of horrible imagery
Art/design: Captures the mood, setting, and characters well
Usability: Fun and lethal; separate player and GM maps are quite helpful
The Deep
Content: A marine monster that’s also lethal on dry land
Writing: Straightforward stat block and a description that leaves room for GM interpretation
Art/design: Efficient text layout and some colorful, psychedelic art that works well with the text
Usability: Includes a French-language version
The Deluge
Content: A flood of aquatic content.
Writing: A collection of flotsam and jetsam. Sometimes humorous, often abysmal.
Art/design: A minimalist layout with woodblock prints alongside modern renditions of fish-folk.
Usability: Fluid but with the occasional bit of detritus. Available in storm-tossed gray or eye-numbing yellow.
The Demesne of Conflagration
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
The Demon's Arse
Content: A smoky temple of torture and transformation.
Writing: Purposeful description lends a sense of vibrancy and life to the deranged proceedings of a heretical cult.
Art/design: Gorgeous map of the Demon’s Arse with a clean and clear sidebar column layout. Enhanced with background illustration and judicious use of color.
Usability: A few too many rooms to keep track of in a booklet. Print the map separately.
The Desperate Farmhand (and Other Rural Jolities)
Content: A class, 6 monsters, an almost-monster, and new hirelings
Writing: Clear and with a predominantly humorous
Art/design: Text is arranged and styled for readability against the illustrations
Usability: All good choices for breaking the tension of a dying world
The Despondent Demihumans
Content: 3-in-1 mini-classes adapting high fantasy races
Writing: Lives up to the concept; strong characterization
Art/design: Typographic and color choices organize content and add emphasis
Usability: A thematically fitting way to incorporate traditional RPG races
The Devil-Bargained Canoe
Content: A literal boatload of cursed souls pursued by infernal spirits; the canoe itself is pretty nifty
Writing: Furnishes background and a setup to lure PCs into a chase/fight
Art/design: Colors create a haunted, supernatural feel; text conveniently splits backstory from in-game concerns
Usability: GM may have to use some subterfuge, but otherwise pretty straightforward
The Devil’s Crossroad
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 Reject
Content: A real rat-bastard with some underhanded features
Writing: Clear, concise, and full of snark
Art/design: Varied typefaces and color make for quick navigation
Usability: Even less heroically inclined than typical scvm
The Devil’s Tramping Ground
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
The Disgruntled Innkeeper
Content: Who knew innkeepers could be so well-suited to adventuring?
Writing: Clean and clear with a wry undertone
Art/design: Efficient typographical choices with an entertaining bit of art
Usability: Adapts mundane activities into beneficial features
The Dragon Ships
Content: Melodramatic dragon ship marauders, a raid scenario generator, and a fury-filled class.
Writing: Presented with gonzo enthusiasm and punctuated brutality.
Art/design: Runes, round shields, and longships invade blocks of organized (and occasionally highlighted) plaintext.
Usability: Legible, organized, and accessible.
The Dungescape #1
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
The Dungescape Issue 2
Content: An escape dungeon, full of feathered “friends”.
Writing: Social elements add a dynamic element to the dungeon.
Art/design: Top-down map and creature illustrations highlight a compact two-page dungeon reference.
Usability: Compact and organized for easy reference of the entire dungeon during play.
The Dyer Lich
Content: A persecuted witch bent on vengeance
Writing: Includes a prose-poetic description in addition to stats for lich and her rock
Art/design: Layout creates a strong visual flow, and the colors reinforce the integral sensatiosn of heat and cold
Usability: Not only very useable but also very compelling
The Dying Lands
Content: A map and tables for scvm to hex-crawl their way across the dying lands
Writing: Leaves room for encounter tables, monsters, NPCs, and your own personal Miseries. Sometimes, it fills them in.
Art/Design Hex maps in rich yellow, black, and red.
Usability: Available as a variety of flexible layouts, with various levels of structure
THE EGG
Content: A second chance at death.
Writing: Casually disgusting, clinically disturbing, implanted with body horror.
Art/design: I hate to imagine what that man is doing with so many EGGs.
Usability: For the auto-cannibalistic Scvm.
The Emperor of Teeth
Content: A weird, bleak encounter in cabin-turned-horror-show
Writing: Pulls no punches with the body horror and grotesque imagery; payoff is grimly humorous
Art/design: Available in pamphlet and Album crawl version, which is read counterclockwise
Usability: Page numbers help reading the pamphlet digitally; the Album Crawl version is challenging in either medium
THE END COMETH
Content: 12 environmental effect that’ll keep your scvm miserable.
Writing: Dark and brutal description slick with fluid mechanics.
Art/design: Clean two column table with engaging and navigable visual hierarchy.
Usability: Effects vary in applicability and time scale. May require selection or re-roll in some cases.
The Endless Demon Deck
Content: 36 tarot-size cards containing monster heads, trunks, and legs
Writing: Each card contains stats and abilities (and the occasional pet)
Art/design: Monster components are diverse but coherent when aligned; mostly greyscale figures against vivid yellow grounds with occasional highlights or shocks of color
Usability: Requires additional resources in The Masticator Gate for full functionality
The Endless Sea
Content: The bubbling, building siren songs of the endless sea.
Writing: A simple title. It is fitting.
Art/design: Crystalline brushstrokes form the album cover. A drifting sonic descent into the depths meets a soft mournful chorus until water finally fills your lungs.
Usability: Music to drown to.
The Enigmatic Oracle
Content: A series of d6 tasks, in return, a damned relic.
Writing: A dangerously powerful artifact, framed by a dark oracle, and the cursed acts one must perform to obtain it.
Art/design: Crisp black illustrations with wispy pink highlights.
Usability: A striking and clear one-page encounter.
The Entombed
Content: The old zombie-behind-a-fake-wall-guarding-a-secret-passage gag
Writing: Provides a general step-by-step guide for springing this trap
Art/design: Text layout cleverly mimics a gap in a stone wall
Usability: “PCs should never play with dead things.”
The Escort
Content: An escort mission. Really.
Writing: “Like, really slow. Painfully slow. Pain. Fully. Slow.”
Art/design: I can tell from the art that Esther is a real charmer. The layout is too.
Usability: Use at your own risk. Players will get impatient. Antics will ensue.
The Ever-Burning Prophet
Content: An unusual enemy with no attacks, but dangerous in combat nonetheless
Writing: Largely devoted to description and lore
Art/design: A relatively conservative layout with Borgy colors and typographical choices
Usability: Includes a table of heretical ravings to add some verbal character to encounters
The Evil Eye
Content: Optional rules for the evil eye (source, gossip, affliction, ward, and aftermath)
Writing: Some interesting concepts and foreboding imagery
Art/design: Borg-ful layouts and colors with lots of macabre eye (or lack of eye) imagery
Usability: A set of 5 easy-to-use tables
The Eye Mages
Content: Lore and stats for eye mages and the bizarre wares they peddle
Writing: Overtones of alien and body horror
Art/design: Tons of twisted eyeball-based and beholder-inspired artwork
Usability: For PCs, potentially beneficial friends and potentially dangerous enemies
The Faceless Fiend
Content: A mind-exploding village invasion.
Writing: A horrifying concept with hilariously B-Movie execution.
Art/design: Clean and almost unsettlingly cheery two-column layout.
Usability: Invisible enough to sneak in just about anywhere.
The False Mother
Content: A different sort of mother.
Writing: Another horrifically unique spider life cycle.
Art/design: Well-organized table layout.
Usability: Brephophobia is the fear of infants. In case you need it.
The Farm
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 Festering Pit of Mokath
Content: A continually randomized dungeon with rules for fire spreading and damage
Writing: Plenty of vile imagery and vindictiveness for the PCs
Art/design: Subdued colors create a somber tone; rooms are nicely presented on the page but detached, allowing the GM to arrange and rearrange them as called for
Usability: Requires some renumbering and extra rolling on the GM’s part, but worth it to make those scvm suffer
The Fetus Thief
Content: A skeletal demon who uses fetuses as flails. (No, I’m not kidding.)
Writing: A stat block with a few paragraphs detailing lore
Art/design: Readable typefaces and colors that help the central figure stand out on the page
Usability: GM discretion advised
The Fevre Pytt
Content: A corpse pile crawl through a mispurposed cistern in The Western Kingdom.
Writing: A festering pytt of viscera and gore that bursts with sickening mechanics to back it up.
Art/design: Currently only available as plaintext.
Usability: Standardized room description layout aids in reference.
The Fiend’s Paw
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
The Fire and the Horde
Concept: “Rules to grill a character and transform a monster into the horde.”
Content: Catching and extinguishing fire; creating collective stat blocks for groups of various sizes led by exceptional specimens
Writing: Concise delivery of mechanics in both cases
Art/design: Laid out and designed for easy reference and use with a background that supports both halves of the concept
Usability: Fire rules are simple to use in the moment; creating a horde is best done in prep rather than at the table