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

3rd-party licensed

The Fireman

Concept: “As fires spread from the west,a figure is seen on the precipice of the flame. Nobody knows what he hides under his helmet.”
Content:
A straightforward but challenging foe
Writing:
Concise description and equally concise stat block
Art/design:
Design efficiently splits layout into lore and mechanics for easy use
Usability:
Straightforward and simple

The Flaming Death

Concept: “Corruption burns in the hearts of men like black fire, even after death.”
Content:
A fierce, flaming, heavily armed and armored skeleton
Writing:
Primarily devoted to efficient delivery of stats and mechanics
Art/design:
Text is laid out and stylized for easy readability and use; leverages pink, yellow, and black to an extremely Mörky effect
Usability:
Challenging but probably not a TPK

The Flaming Mongols of Pyro Khan

Concept: “A cataclysmic event after the Misery 4:3.”
Content:
Lore and stats for the riders along with options for campaigns and hex crawls
Writing:
Menacingly apocalyptic tone with a solid rimshot
Art/design:
Uses the rule of threes to good comedic effect
Usability:
Includes a helpful map for reference

The Flesh Legion

“The hamlets are exhausted of silver, steel, and most curiously, people. No valuables or personal effects were taken. Just all the people, their money, and their weapons.”

The Flesh Monger

Concept: “‘Our morbid collection offers an opportunity for those brave enough—or desperate enough—to modify their own fragile existence.’”
Content: " Replacement body parts. 3x NPCs. A list of items and tools. A ‘Chance of Infection’ table. A mini post-TPK rebirth.”
Writing: A glorious abomination. Made up of funny, morbid, and delightfully strange parts. 
Art/design:  Grotesquely detailed illustrations, a splattering of display text, and a richly textured trifold.
Usability: Inverted text avoids casual player spoilers. Print-friendly or violent bright cover editions are available.  

The Fleshworks

Concept: “Nechrubel has […] resurrect[ed] you here as animated skeletons. […] Your only desire is to escape and get some new fleshy digs.”
Content: An imaginative character-creation dungeon
Writing: Visceral descriptions punctuated by blunt wit
Art/design: Color choices differentiate text blocks and maintain readability the graphic ground
Usability: The layout’s logic may not be apparent at first; look to the pentacle, and all will be revealed

The Forsaken God

Concept: “Destroy the abhorrent cult of the dreaming serpent and plunder the treasures left by the lifeless corpses of its followers.”
Content:
A crawl through the castle and its surroundings, including a table to randomize the fortress’s layout
Writing: Ample descriptions of NPCs, locations, and other details
Art/design:
Includes a full-page map and a Mörk-Borgy palette
Usability:
Mechanics are incorporated into the descriptive text, which may slow some readers and GMs down

The Fowl Fountain

Concept: “Can the players resist the allure of the Rubber Ducky?”
Content:
A room featuring a hilariously frustrating item and an extra, optional curse
Writing:
Describes the curses’ mechanics and the room in which they’re acquired
Art/design:
Textures, blackletter, and other visual elements reinforce the concept’s comedic tension
Usability:
Frustrating for the PCs, hilarious for the GM

The Fälgander

Concept: “Lurking at the edge of your perception, a primal hatred made manifest.”
Content:
Worse than your standard-issue goose, this one has a paralyzing stare
Writing:
Truly expresses the sentient malice in the heart of every goose
Art/design:
Portrait and cool colors emphasize the fowl-beast’s the soulless frigidity
Usability:
Geese are jerks

The Galgenbeck Lawyers

Concept: “A pen is mightier than the sword and they have both.”
Content:
Young Johan, Old Man Pelle, and their scroll of brutally restrictive special abilities
Writing:
Very readable and usable, but good luck—you’ll be laughing too hard
Art/design:
Too many witty design choices to list, and I wouldn’t want to spoil the surprises anyway
Usability:
Definitely game breaking and potentially self-negating

The Gardens at the Bewitching Hour

Concept: “The gardens were an extremely popular spot in Grift …. Now it is nothing but weeds and despair.”
Content:
A crawl through a baroque pleasure garden
Writing:
Primarily descriptive; adds clever nuances to monsters and NPCs
Art/design:
A nice map and clearly delineated locations
Usability:
C’est magnifique

The Girls of Gold

Concept: “They will live out their days, getting into comedic situations, pestering one another and encountering increasingly ludicrous plot hooks” 
Content: Four of the baddest old ladies in the Dying Land.
Writing: Sitcom grandmother tropes, in my Mörk Borg!
Art/design: Four golden girls, sketched comedically on yellowed parchment. Wrapped in gold foil lettering.
Usability: For your Mörk Borg sitcom program. 

The Glass Herbarium

Concept: “The Herbarium is beautiful and warm. It grows fruits and vegetables despite the snow. And just one taste of the bright red apples that grow inside its glass walls is enough to bewitch a man.”
Content: A location adventure featuring glass, destructible flooring, and plants that probably want to do dreadful things to you.
Writing: The Glass Herbarium’s concise efficient prose blooms into a brilliant, weird fantasy adventure.
Art/design: Consistently clean art and layout hint at a glass sanctuary protected from the scvm of the dying world. 
Usability: Clean but not sterile. Strong stylistic hierarchy makes for easy navigation and reference during play. 

The Gluttonous Dreg

Concept: “We are what we eat, but Few have taken it as literally.”
Content:
A model consumer
Writing:
Standard class profile with ability adjustments and tables for features and origins
Art/design:
Color and typeface differentiate text sections, which are arranged to provide a clear view of the illustration
Usability:
Cutlery optional

The God King

Concept: “He called himself ‘The THIRD Basilisk’.”
Content: A legend of one seriously pretentious bastard, and a possible origin story for the Dying World as we know it today.
Writing: A miserable little myth befitting a doomed and dying world.
Art/design: Some uppity reagent overshadowed by his own legend.
Usability: Introduce it to your players. Let them decide how true it is. 

The God of Many Faces

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

The Golden Razor Syndicate

“Anonymous ‘assassins’ privileged to be of noble birth they wrongly believe their selfish arrogant founder is the one true king”

The Golem Priest of acid lake

Concept: “A monstrous golem to put in a dungeons or a cathedrals, very inspired by the dnd ability  of acid regeneration”
Content:
It’s a clay golem that’s regenerated by acid.
Writing:
Straightforward stats; descriptive text provides lore, motive, and other details
Art/design:
Pure black and white creates a sense of depth and darkness while showing off the details in the illustration
Usability:
Acid bad—unless you’re a golem priest

The Grapes of Psych

Concept: “Ravel, the exuberant goat ogre necromancer… has been kidnapping local villagers. Track him to the vineyard which he has made into his depraved and psychedelic lair.”
Content: An ogre powered, wine fueled, zombie infested, psychedelic crossword puzzle dungeon.
Writing: Manages to build a disturbingly coherent theme from a crossword puzzle selection, all while making a Goat Ogre into something truly menacing.
Art/design: Map inspired by a crossword puzzle. Well-chosen Goat Ogre art.
Usability: Visit the vineyard, drink the wine, deathmatch a Goat Ogre.

The Great Axeby

Concept: “You receive a party invitation from the owner of the lavish lakeside mansion next to the guesthouse where you’ve been staying.”
Content:
Yes. It’s a Gatsby-inspired mansion crawl.
Writing:
Overflowing with character and wit
Art/design:
A very clean and appropriate design in the manner of Rotblack Sludge
Usability:
Extremely well laid out and efficient

The Great Fighting Pot

Concept: “The former soul of a warrior or scholar, infused with a living jar body. 
Hardened external armour and a hardy spirit!”
Content: Scvm in a pot.
Writing: Cinematic class abilities make for one surprisingly engaging crock. 
Art/design: A jar that’s pumping iron, and it’s ready to smash. Easy to print layout with textual elements that encourage a kinematic reading experience.
Usability: Scvm like a warrior pot, rule with an iron fist, die like a crackpot. 

The Green Knight

Concept: “The titular knight of Sir Gawain and the Green Knight in the dying world”
Content:
A suitable grimdark adaptation that retains the legend’s dynamic and spirit
Writing:
Concise and clear without sacrificing character
Art/design:
Primarily textual with conventional typography; medieval graphics against a Borgy background on the cover is an appropriate visual representation of the concept
Usability:
Straightforward and provides a compelling long-term, impending threat

The Grisly Fare

Concept: “Exquisite Carnivorous Delights.”
Content: A butcher, some game, tools of the trade, and the product.
Writing: A believable meat market grift, made for the city of Grift.
Art/design: Exotic creatures in various stages of segmentation. Housed in a tri-fold butcher's shop.
Usability: Available in print-friendly or extra meaty yellow. 

The Guild of Xargosi

Concept: “Their motto is ‘Corpora Infinita’ for the sheer number of fools ready to die under their banner."
Content: A parody of a guild that fights bears, whiffs hard, picks up the pieces, and dumps them in the endless sea.
Writing: Exaggerated Galgen-“talian” flair, with puns and body humor aplenty.
Art/design: A colorful, variegated, and grimy zine format. Classic poster illustrations of major encounters with altered public-domain spot illustrations.
Usability: Available in “guilded” and plaintext formats.  

The Guts Nun

Concept: “A pallid demonic spirit that wanders the Dying World in search of sinners who portray themselves as holy people in order to disembowel them. She likes to play with her food.”
Content:
A pretty imposing sister of the cloth
Writing:
Standard stat block with a paragraph on background and motivation
Art/design:
A “rectified readymade” in the satirical tradition of Duchamp
Usability:
You wouldn’t hit a nun, would you? Not when she paralyzes you every round.

The Hadean Fort

Concept: “A Dark Fort - long thought abandoned - stands upon a sinking island on an icy lake.”
Content:
A fairly elaborate dungeon inspired by a DNGNGEN creation
Writing:
Provides copious detail about rooms, inhabitants, and content
Art/design:
Primarily textual, but includes some illustrations and maps
Usability:
Fairly linear progression obviates need for flipping/scrolling through a relatively lengthy document

The Handrantula

Concept: “A crawling goliath, its wild cousins stalk prey on their five digits.”
Content: A handsy follower featuring wriggling, undulating, and command grab.
Writing: Satire of a popular quest for the ancient bangle. Adds an innovative tactile element to its mechanics.
Art/design: Shocking pink prints overlayed with white text. Evokes the initial shock of a wild handrantula ambush.
Usability: Intense overlay encourages the eye to wander in surprise. Manual dexterity required to take full advantage of this follower. 

The Hanging Man

Concept: “Found randomly along paths or within larger halls in dungeons, these innocuous-looking skeletons appear to hang limply from a gibbet.”
Content:
A trap of sorts for use in dungeons or during travel
Writing:
Concise and straightforward
Art/design:
Even without the license, the graphic design leaves no doubt about what game this is meant for
Usability:
Easy to use; a good hazard to add a little jump scare to a session 

The Haruspex of Anzû-Uz

Concept: “In this vile, Babylonian-inspired, one-page encounter, players will encounter a cult who practice haruspicy upon fattened victims.”
Content:
Includes backstory, hooks, and descriptions of rooms and boss
Writing:
Fairly concise without sacrificing character
Art/design:
Text heavy with fairly traditional design and layout
Usability:
Easy to navigate with numbers coordinating the text and map

The Hateful Grave of Klor Prügl

“Silver, power, curiosity? One of these has drawn you here, and likely other would-be grave-robbers.”

The Hateful Grave of Klor Prügl was created as an exclusive, one-of-a-kind reward for the 30 Days of Mörk Borg Adventure Chapbook vol. 2 crowdfunding campaign. The backer has generously made it available free to the community.

The Hidden Hemlighet Prison

Concept: “Укрытая холодными лапами Кергюса, эта тюрьма - маленький лимб для дворян, откуда лишь два пути, и оба ведут в ледяную могилу.” 
Content: A frozen aristocratic prison resurrection-crawl.
Writing: A notorious prison where nobles pay to live out their death sentences, with corruption revealed behind every door.
Art/design: A gorgeously rendered isometric map and character illustrations paint a clear picture of each encounter.
Usability: Highlighted room illustrations with each encounter for easy reference of details on the map with each encounter. Available in Russian. 

The Hideous Wyrm Blood

Concept: “Your veins run with the FOUL BLOOD of GROTESQUE, PRE-HUMAN SERPENTS.”
Content: A wyrm-”blessed” scvm.
Writing: Somewhere between anti-wyrm and pro-basilisk.
Art/design: Single depiction of man/wyrm contact. Three columns describe the results.
Usability: Not Bethesda’s Dragonborn. 

The Hiidet On The Hills

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

The Holocaust Baby

Concept: “Born in the center of the worst conflagrations in the West, its touch incinerates the righteous and the innocent.”
Content:
What appears to be a sentient, enraged explosion
Writing:
A quick sketch of lore and a standard stat block
Art/design:
The collage definitely communicates the concept
Usability:
Straightforward to use, and can provide a recurring enemy for bomb-inclined parties

The Holy Order of Myxogastrian Knights

Concept: “Every aspirant is implanted with a sample of their patron and it strengthens their resolve, piety and wisdom.”
Content:
Six quests for initiates seeking to prove their worth (willing or otherwise)
Writing:
Provides lore and quest sketches; some are more absurd than others
Art/design:
Easily readable body text with stylized headings; includes an illustration of a sample knight and one pretty sweet basilisk icon
Usability:
GMs will have to supply knight stats and flesh out the quests

The Horde from Beyond

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

The Hull House Devil Baby

Concept: “You’ve heard that everyone abandoned the house except for the baby. Or was it because of the baby?”
Content:
A floating, telekinetic devil baby replete with horns and hooves
Writing:
Provides concrete mechanics but leaves the lore and details ambiguous
Art/design:
Easy-to-navigate layout, colors add emphasis and facilitate quick reference, and damn if that isn’t one seriously evil devil-baby head
Usability:
Lots of room for GMs to adapt situation to their needs

The Hungering Halls of Haat the Pitiful

Concept: “Lost, tired, and starved... you are greeted by a pitiful small man who offers a tour of the wonders within while trying to hide blood stains on the floor.” 
Content: A pitifully persistent guided tour-crawl
Writing: A thoroughly unexpected escort quest with positively soul-wrenching implications.
Art/design: A gritty map and thoroughly splattered reference text in a dramatic and high-contrast pamphlet layout.
Usability: Stylish text that is legible in print or at full resolution. 

The Ice Pirates of Penn-Tayn

“Will you survive ship-to-ship combat and pirate duels, or the hidden menace beneath the ice?  More importantly, will you receive all the pickled fish you can carry?”

The Ignited

Concept: “The Ignited are a secret society of nobles, clerics of secret knowledge and mad wizards who […] want to reach godhood by infusing their bodies with magical energy.”
Content:
Profiles, means, motives, and magics of an apocalypse cult
Writing:
Straightforward descriptions and mechanics
Art/design:
Mörk Borg defies standard design conventions, and this defies Mörk Borg design conventions. Meta-punk.
Usability:
Straightforward lists and descriptions

The Illusionist

Concept: “Então tomou uma medida drástica: fez um pacto com um patrono vil em troca de habilidades que lhe ajudassem em combate. Às vezes, parece que não foi uma decisão acertada.” 
Content: Prizefighter to a dark patron, with a will to live, and a few tricks of their sleeve.
Writing: Mechanics lend a sense of power and powerlessness, of a fate that’s no longer your own.
Art/design: Lightly stylized and structured two-column layout.
Usability: Print-friendly with a hint of yellow. Portuguese Language. 

The Inheritor

Concept: “No heroes walk this world. And it’s your fault.”
Content:
The causes and consequences of a derelict squire
Writing:
Concise mechanics and 3 background tables
Art/design:
Effective use of color and typography, and an expressive illustration
Usability:
Not the kind of inheritance left to you by Aunt Mildred (unless she was a Mörk Borg enthusiast)

The Invisible Man

Concept: “he has been left invisible, alone, and insane.”
Content: An unusually obscure death threat.
Writing: A timeline of escalating events, beginning and ending with a punctual threat.
Art/design: A soft pale silhouette unobtrusively framed in gray text.
Usability: Gray text may hinder reading in certain lighting. 

The Jackanapes

Concept: “You bear one thing against the odds, a special talent.”
Content:
A fairly variable class for players who want more of a challenge
Writing:
Standard class description and rules with a d66 feat table
Art/design:
Primarily devoted to usability and navigability
Usability:
"Jackanapes" is singular (if you were wondering)

The Joy (and Suffering) of Sex

Concept: “If a vile scumbag has earned a carnal punishment from the gods, or a gutless worm is unable to decide which position they desire, this is the supplement for you.”
Content:
A table of STDs and a table of positions
Writing:
Descriptive names and clear explications of effects
Art/design:
Straightforward delivery embellished with blackletter, colored lines, and engravings
Usability:
The diseases have effects and some mechanics; the positions are just for lulz

The Jüggler In Exile

Concept: “A forsaken figure, thrown from the comfort of life amongst the higher class, wrapped in tattered motley silk and haunted by memories of past merriment.” 
Content: A greater fool.
Writing: A fine collection melan-comic memorabilia for a clown who took things too far.
Art/design: A frolicking joker’s card, blemished and disgraced. Tattered banners over two-column text.
Usability: Comes with banner illustration and juggling clubs. 

The King of Sweet Death

Concept: “Grizzly skeletons fluidly dance ballet while spinning their scythes and hacking away chunks of themselves.”
Content:
A violent tornado of scythes and meat
Writing:
Provides lore and a vivid description of the creature in action; special attack and defense rules are concise but clear
Art/design:
Single column of text lets the figure and apocalyptic scenery dominate the page
Usability:
Wildcard!

The King Under the Mountain

Concept: “A one way descent into facing the divine destruction that sleeps deep in the planet.”
Content:
A massive subterranean monster that can kill PCs directly or indirectly after it is defeated
Writing:
Conveys the sense of eldritch, ineffable horror that surrounds this being
Art/design:
The semi-obscured subject of the illustration supports the concept’s nature, and use of color helps to add emphasis and visually organize information
Usability:
GMs will need to track dead things encountered prior to the battle

The King's Treasure

Concept: “Three magickal items inspired my Florence and the Machine's new song ‘King’ ”
Content:
Kingly artifacts of fickle ambition.
Writing:
Utilitarian. Allowing the rules to tell each story.
Art/design: Clean Layout, Mörkish Sensibilities, Black on Yellow with a hint of Red.
Usability:
Legible text with descriptive mechanics. Occasionally open to interpretation.

The Knight Errant

Concept: “From giant shields to next-to-useless squires, everything an armored clad lad could need is rusting away right here, ripe for the taking.” 
Content: Errantry without a cause.
Writing: The trappings of knighthood left unvarnished and raw.
Art/design: A quartered, text-focused layout of black and white.
Usability: Serviceable and weighty. 

The Knight of the Unclean Light

Concept: “You have been corrupted by sickening powers you may never understand.”
Content:
A particularly foul character class
Writing:
Decisively derisive, but in good humor
Art/design:
Designed for easy reading; an especially grungy illustration
Usability:
Contains some intense imagery and concepts but not particularly graphic

The Last Titan Burrowers

Concept: "The Great Dungeon’s construction brought the attention of the last Titan Burrower." 
Content: Organism ‘come alchemist shop of titanic proportion. 
Writing: An interactive blend of prose and mechanics makes for a lengthy but enjoyable read.
Art/design: Visceral and meaty, an artifact of the flesh-alchemy it depicts.
Usability: Available in digital and print format.

The Leper Espoused

Concept: “The masked mother of the babe that will end the world.”
Content: An IKHON representing all that is filthy and unwanted (like your Scvm)
Writing: Rules bursting with narrative
Art/design: Sickeningly detailed art with slick graphical design elements.
Usability: A boon to any Scvm with the fortitude to accept THE Leper’s blessing. 

The Lich of Föhrenöd

7 contributors
Concept: “Lady Neszeka, they say, is sealed in the crypt. Dead, but not gone.”
Content: A heretical crypt crawl.
Writing: A complete and self-contained micro-setting. With the abridged history of Lady Neszeka, her domain, as well as its major players. 
Art/design: An engaging printer friendly layout with consistent design elements and crisp inky character illustrations.
Usability: Suitable for both dungeon crawling and narrative play. 

The Lichen Knight of Sarkash

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

The Living Flame

Concept: “Some incinerated by it see their skin, organs and bones fall away – all except for the skull.”
Content:
Tables for generating ignis fatuus NPCs
Writing:
No stats, but lore and tables for defining characters
Art/design:
Intuitively laid out for easy use
Usability:
Much more creatively oriented rather than formal

The Living Statue of Alk Baum

Concept:  “The PCs hear a horrible rumble outside. Followed by a cacophony of screams, shrieks, and panicked voices.”
Content:
An adventure that ties into the Unclean Leporello mythos; includes a release valve for blockage against an immortal foe and alternate endings based on PCs’ (in)action
Writing:
Mostly descriptive with a stat block and Specials for the titular monster, including a mechanic for titanic attacks
Art/design:
Textual design facilitates navigation on the fly; graphics depict the two central characters
Usability:
“Use this pamphlet as best fits your needs.”

The Loneliness of the Múrmaiden

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

The Lonely Throne

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

The Longevity Corruption

Concept: “Intended to prolong the life of characters and promote campaign play”
Content:
A pair of rules tweaks regarding HP and becoming broken
Writing:
Some brief flavor and introductory text followed by a pair of concise rules
Art/design:
Simple black-text-on-yellow-ground approach accompanied by some death-by-dice public domain art
Usability:
“Remember, it will not save you.”

The Loss of All Hope

Concept: “Rules inspired by the sanity or stress systems in various RPGs.”
Content: Words to lose hope by.
Writing: A fatal descent into bad habits and hopelessness. 
Art/design: Violent imagery and sharp design in stark red-and-white across a weeping void.
Usability: Simple and self-contained. Jagged font makes for a delicate read. 

The Lost Endless Sea Sailors

Concept: “Hexed bounty hunters slowly turning amphibious”
Content:
A trio of semi-aquatic abominations
Writing:
Provides background, stats, and some particularly punishing special abilities
Art/design:
Prominently features freaky, visceral portraits of each character
Usability:
Implied to be pretty tasty

The Lost Keeper

Concept: “For centuries, you have kept your post, standing guard before a single soul had even heard of HE or SHE. Yet now you are the only one that remains.”
Content:
A highly variable class with features cleverly adapted from the image
Writing:
Descriptions are fairly brief but express the concepts well
Art/design:
Text on the top, basilisks on the bottom, pink all over
Usability:
A good choice for someone who likes the core concept but wants a surprise or challenge in the class particulars

The Lost Messiah

“There were prophecies, your mom said. Songs written about you and your future sacrifice to save the world from apocalypse. Whatever.”

The Lost Riddares of Daol Grenn

Concept: “Here lies what remains of these once mighty warriors.”
Content:
Profiles of four legendary heroes and the relics that can be found in their resting places
Writing:
Appropriate grimness tempered by occasional bouts of humor
Art/design:
Nonlinear layout leverages a variety of typefaces and abstract as well as representational designs
Usability:
Spatial organization, graphic choices, and visual cues help readers navigate a fairly dense page

The Lost Soul

Concept: “Fit for battle, eager for revenge, afraid of confrontation? Play the crybaby you always wanted to be!”
Content:
Inspired by The Binding of Isaac, this pint-size scvm ready to take on the Dying World
Writing:
Standard character profile with two tables of special features (boons and blessings); overall arrangement is different from the standard organization, but at this scale, usability isn’t significantly affected
Art/design:
Facilitates reference during character creation and features a pretty expressive illustration
Usability:
A very particular starting loadout; slightly more special features than standard, but still manageable

The Lost Theater

Concept: “it looks like you have the main role in the new play… It will be a gruesome story tonight… The third bell has already rung, take your seat and enjoy the show…”
Content: A theater dungeon in three acts.
Writing: The skeleton of a script to allows for easy improvisation anchored in concise descriptions of actors and events.
Art/design: Detailed Illustrated maps set the stage. Text blocks and bulleted room encounters set the scene.
Usability: Printer Friendly. 

The Mad Haberdasher

Concept: “He will excitedly attach himself to the group, providing spiritual guidance and herbal expertise as a pretence to spread his heretical, pacifistic gospel.”
Content:
A supporting NPC who will probably do more harm than good in the long run
Writing:
Tone and diction establish a character at odds with the off-kilter images associated with the haberdasher
Art/design:
Jaunty hats contrast with the dead-eyed depiction of the haberdasher, visually emphasizing his cheery but deranged character
Usability:
Mechanically straightforward and a fun way for GMs to mess with their parties

The Magic Table, the Golden Donkey, and the Club in the Sack

Concept: “A loose sequel to ‘The Magic Table, the Golden Donkey, and the Club in the Sack’”
Content:
A versatile encounter carrying potential benefit or detriment to PCs
Writing:
Includes some poetic lore, stats, and table for random outcomes
Art/design:
Appropriately Mörky art and layout
Usability:
Easy to insert and deploy in an ongoing adventure or campaign

The Mangalok

Concept: “A close Filipino cousin to the penanggalan viscera-sucker of Indonesia”
Content:
A covert vampiric monstrosity that goes heavy on the body horror
Writing:
Provides fairly detailed descriptions of general, hunting, and combat behavior
Art/design:
An efficient layout with some atmospheric images
Usability:
Killing it will likely present a challenge to players unfamiliar with the folklore

The Master Puppeteer

Concept: “There are tales of a mad, giant skeleton... endlessly amused by their toy.”
Content: A corpse puppeteer.
Writing: A campfire tale of supernatural horror (humor?).
Art/design: Laughing bones and rotting meat in a field of pink forest.
Usability: Character description, sans rules. 

The Masticator Gate

Concept: “The Vile Court were imprisoned in a black oubliette where they were forgotten. … Through the Masticator Gate, the survivors are now vomited back into the world from which they were banished. Remade and vengeful.”
Content:
A three-part campaign, a new class for unlucky PCs, and a lot of monsters
Writing:
Lots of description and discussion of the overall situation and locations; more specific locations’ text is broken down into quickly navigable paragraphs and points
Art/design:
Tends toward an efficient 2-column layout but breaks from the norm to facilitate usability and accommodate the grim, gritty artwork
Usability:
Designed for a fresh game with 0 Miseries; requires The Endless Demon Deck

The Maze of Raedis the Necromancer

Concept: “A generic maze, stocked with skeletons and magic traps”
Content:
Exactly what you’d expect from the title and description
Writing:
Includes backstory, hook, descriptions of rooms, and monster stat blocks in an appendix
Art/design:
Traditional and text focused, but includes some visuals and trade dress as well as a map
Usability:
GMs will probably benefit from reviewing it once or twice before running it to minimize downtime spent reading

The Melting

Concept: “The further you walk from the city, the stranger the land gets. All that salt in the air does things to the mind. Of late, people wandering the wilds around Grift are not returning.
Content: A haunted house dungeon with strong supernatural and body horror themes.
Writing: Effectively utilizes mechanics to reinforce descriptive horror elements.
Art/design: Distressed gritty zine aesthetic, playful use of sidebar layout, eclectic style with striking visual elements.
Usability: Useful mini map highlights for reference. Some horror elements require DM engagement to be most effective. Come to the table prepared. 

The Merchant

Concept: “Eternally he wanders the dying world, bearing a grudge that too will never die.”
Content:
An undead NPC hawking curios on the road to wherever
Writing:
Provides background on the character and descriptions of his wares
Art/design:
Expressive in a creepily sentimental sort of way
Usability:
Items are arranged by geographic location for quick navigation

The Mothman

Concept: “A nocturnal wanderer of the shattered world, a vile thing, seeking to snuff out any light that may be remaining.”
Content:
A malicious take on the mothman of Point Pleasant
Writing:
Clear stat block with concise bits of flavor text
Art/design:
Layout & aesthetic capture the dynamic of moths flitting around a flame
Usability:
The functional mechanics are split on the page and not well differentiated from the descriptive text, but it’s a small concession to the overall excellence of the visual design

The Murderous Monks of Mournful Moor

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

The Necromancer

Concept: “A fragile, yet powerful class with the literal powers over life and death... if they can survive long enough.”
Content:
A versatile and potentially powerful/short-lived class
Writing:
Clear descriptions of abilities with plenty of grim diction & imagery mixed in
Art/design:
Revised version visually separates text from illustration, making it easier to read
Usability:
Also gains a particular advantage when using items made of bone

The Negligent Necromancer

Concept: “Send your legions to their doom, then do it again. It's not like they have anything better to do.”
Content: A commander of the un-loyal dead.
Writing: A powerful but doomed necromancer, most likely to be killed in the night by their own unwilling servants.
Art/design: A simple two-column layout with good bones. 
Usability: Print-friendly and mostly plaintext. 

The Nightmare

Concept: “A Mork Börg dungeon”
Content:
A twisted, irreal horror adventure
Writing:
Not hardcore stream of consciousness, but creates a fluid effect while still keeping the adventure navigable
Art/design:
Designed and laid out for easy reading, but graphic choices and illustrations visually support the concept
Usability:
Disorienting but in a positive way

The Nine

"At the end of the universe, the Nine Systems rest in the decay of immortality."

The Oasis

Concept: “A long forgotten kitchen. The Inquisition has made camp here, building a beachhead for the final push …”
Content:
A fairly densely populated crawl through the digestive tract of a dead god
Writing:
Lots of exposition and description of the rooms and inhabitants; includes tables for encounters, conditions, food, and rumors
Art/design:
Lovely map; typographical and color choices greatly assist in navigating the document
Usability:
Logically organized and easy to navigate

The Occult Ossuary

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

The Ocean Axe

Concept: “Constructed from the skeletal corpse of the Manta Ray Lich, this mighty axe gives its wielder the powers of the endless ocean.”
Content: An axe borne from the endless sea.
Writing: Powerful and dripping with flavor and abysmal drawbacks.
Art/design: A vibrant, energetic visual design with a mildly distressed but aesthetic layout.
Usability: Simple, legible, intuitive. 

The Ogre

Concept: “The fear made manifest of all the cruelty a man might do while society watches”
Content:
A Mörk-Borgy take (with a fatal twist) on a classic monster
Writing:
Poetic and very evocative
Art/design:
Illustration nicely conveys a sense of heaviness and oppressiveness
Usability:
GMs should take care to remember the consequences of PCs’ actions after the confrontation

The Origin of My Depression

Concept: “Urma, a farmer’s daughter, grew up in this small settlement in Wästland, wrongfully raised as a boy. She was flayed alive for witchcraft.”
Content:
An adventure centering on blind vindictiveness and vindication
Writing:
Poetic in its bluntness and emphasis on body horror
Art/design:
Features a very clinical but still visceral anatomical illustration
Usability:
Presents the situation as exploratory rather than plot driven

The Outlandsknecht

Concept: 
“His armure blacke, his swerde alighte
With powere, from the starres, so brighte,
He rode forth, on a stede of nighte
To vanysshe alle who darst to fighte”
Content: A blacke knecht.
Writing: Ye olde sufel traht, present-day mechanics, and parodic armament.
Art/design: Stained glass depictions of knights and surreal structures, artifacts for text boxes.
Usability: Outlined text with colors drawn from the background hinders legibility. 
Tags: 3pl, Bugs 

The Oyster Ditch

“The Idol of Guilty Pleasures has wreaked havoc on the denizens of The Oyster Ditch. The Marquess De Bastille has turned it into her own grotesque kingdoms. Secure the artefact. Wear gloves.”

THE PALE CURSE OF YAKEDO CASTLE

Concept: “‘I will bring him death. I will avenge every soul he took and end this curse, even if I lose my own life in that god-forsaken place, the White Demon's lair’ 
the Dark Fort”
Content: An ashen death-cursed castle crawl.
Writing: Consistent theming lends a sense of verisimilitude to Yakedo Castle and its curse.
Art/design: Strong design aligns with classic illustrations in a simultaneously vibrant and grave visual style.
Usability: Easy-to-reference spreads aid in dungeon navigation. 

The Pest House

Concept: “Enter the pest house, fight past the screaming corpses, find patient zero, and hopefully live to see another miserable week.”
Content: A good doctor’s mistake, Galgenbeck’s problem.
Writing: A highly volatile plague crawl, full of pressure, pus, and projectile vomiting.
Art/design: A sturdy top-down manor illustration in a forest of text, with the occasional pink and yellow highlight.
Usability: Highlights emphasize frequently referenced monsters and mechanics. 

The Phoenix King

Concept: “And forth he comes from beyond the Endless Sea an usurper clad in fiery robes.”
Content:
A mighty foe leading an army of minions (with the ability to create more of them and itself)
Writing:
A good balance of stats and mechanics with stylized, inspiring descriptions
Art/design:
An intentionally hectic and well laid-out mix of expressive illustrations and typography
Usability:
A challenge for PCs but not for GMs

The Plague Fires of Grift

Concept: “No item or mechanic this time. Just vibes.”
Content: A plague poem.
Writing: Rhyming couplets with an almost villanelle flourish.
Art/design: A morbid stage is set for a doomed king.
Usability: Vibe with King Sigfúm. We’re all doomed together. 

The Plagued Crypt of Helvete

6 contributors
Concept: “When a horrible plagued beast invades Galgenbeck, the party takes a bounty to seek out the source in the doomed forests of the north!”
Content: A plague-ridden, demon-driven bounty crawl.
Writing: A cinematic flair with a three-act structure, detailed boxed text, and staged set-piece encounters. A plague token mechanic produces both risk and “incentive” for scvm.
Art/design: A variety of visual styles with the notable addition of an introductory comic strip. 
Usability: A core two-column structure with consistent hierarchy aids in table reference. 

The Pope Lick Monster

Concept: “Trolls in MÖRK BORG are too big to live under bridges, opening a perfect habitat for the Pope Lick Monster.”
Content:
A unfortunate half-human half-goat
Writing:
Includes a simple stat block and some backstory for the beast
Art/design:
Use of color helps differentiate key bits of information from surrounding text
Usability:
The lore introduces some interesting options for GMs and players

The Procession of Saint Thrýla

Concept: “She points towards her closest missing piece and there the parade goes. Somber, slow but ceaseless.”
Content:
Backstory and stats for the Saint, her acolytes, and the relics they seek
Writing:
Wonderfully macabre
Art/design:
Excellent graphics and good use of monochrome punctuated by more subtle Mörk Borg colors
Usability:
Table of relic location provides nice hooks for ongoing adventures

The Profane Survivor

Concept: “What fervor and devotion you pledged to the unknown was only repaid with the mangling and warping of your anatomy.”
Content:
A mutilation- and misgrowth-based class
Writing:
A good mix of vivid characterization and crunch
Art/design:
Restrained but effective typographical and visual work
Usability:
Involves some darker-than-average themes
Loading next page...