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A Pestilence of Maths

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

A Piece of Rotten Fish

Concept: “Two feuding and starving fishing hamlets. One tasty rotting carcass of a giant sea monster in between.”
Content:
Contains detailed information about the settings as well as copious random tables
Writing:
Very text heavy, and the writing carries a lot of the descriptive weight
Art/design:
Fairly straightforward single-column layout in black and white with some yellow highlights and lots of grody illustrations
Usability:
Includes a separate handout of images and maps for the players

A Question of Honor

Concept: “Get down in the muck, honorably. Roll in the slime, valiantly. Collect foreskins, to preserve your good name.”
Content:
An optional rule that punishes you for being too dis/honorable and affects encounters and initiative
Writing:
Clear description of the mechanics with plenty of humor worked in (particularly the color text and the offenses and tasks tables)
Art/design:
Works primarily in yellow, pink, white, and black with some red for particular emphasis; some interesting layout and clever typographical effects
Usability:
Some visual friction due to point size and shifts in typefaces, but the issue’s balanced by its brevity

A Quiet Country Home

Concept: “A polite invitation to stay in a new home results in a run-in with the home's current occupant.”
Content: An investigation for the Mörk Borg hack: Cthork Borg.
Writing: A delightfully understated horror that is just wallpapered enough for the imagination to set in.
Art/design: Soft & post impressionistic charcoal on canvas lend an heir of forgotten tragedy to the text.
Usability: A considerate adventure layout that preserves many of its secrets until the end. 

A Shadow King's Palace

Concept: “The setting features rumours, beasts, and various locations. Of course, it also includes random tables.”
Content:
Yeah, what he said.
Writing:
Abundant descriptions of locations and things found within the palace
Art/design:
Fairly straightforward, text-first pages with some more elaborate, image-dominated spreads later in the document
Usability:
“It’s up to the GM to let the PCs escape the palace. It won’t change anything.”

A Spluttering And A Splashing

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

A Table of Tables

Concept: “Mass produced monstrosities in a wide range of styles and sizes.”
Content:
Seven furniture solutions to fit an scvm’s tastes and needs
Writing:
Takes a sinister, occult tone with some clever rimshots
Art/design:
Designed for easy readability with Mörky splatter for visual effect
Usability:
No assembly required

A Teller of Bad Omens

Concept: “You have left your mind in the hands of those from whom one must keep away and now aspire to spread their dark word wherever you go.” 
Content: A dark messenger transformed by darker powers.
Writing: Shadowy origins, eldritch energy, and body horror.
Art/design: A virescent energy lends weight to this cloaked, corpse-painted scvm.
Usability: An effective layout that establishes boundaries and breaks them. 

A Tomb of Twins

Concept: “A shadow looms over Dreklow.” 
Content: A vial-fueled, twin filled, betrayal of a tomb crawl.
Writing: A tomb complex of factions, puzzles, mystery, and plenty of backstabbing.
Art/design: Dark, fluid, and scoured mixed media entombed in a clean two-column layout.
Usability: Consistency in structure and hierarchy make quick reference. 

A Waning Light

Concept:  
“To the south, and to the west, to the place where land becomes liquid and oozes into the Endless Sea. Far beyond Targ-Dungel and the festering swamps of the Rotlands lies Fattvëlland, the Great Slick. 


This, they say, is where the giants died. This oil is their blood, their liquid bones, their final gift to the land – a gift taken by darkness, now. The waning light of the cowering sun dares not shine here. Those who bring flames find themselves burning as stars, hot and bright and all too brief, returned to smoke and ash from whence everything came.”
Content: An oil-slicked, guttering, forgotten lantern crawl. With two suffocating dungeons, petroleum-rich expanses, demented myths, and many muddled secrets.
Writing: A melancholy-soaked Molotov, light on memory, heavy with misery. Ready to ignite.
Art/design: Moisture-stained maps, brooding and heavily manipulated photographs, and dark illustrations over an ironclad layout.
Usability: Strong hierarchy and clean legible text. The accompanying album drones in perfect accompaniment. 

A Weasel’s Funeral

Concept: “Travelling down the road, you come against a procession of weasels in mourning.”
Content:
A funerary procession of weasels
Writing:
A short description of the scene and stats for the weasels
Art/design:
Relatively minimalist but presented well for use at the table
Usability:
  Best not to disrupt their mourning

A Wizard's Dying Wish and Other Tales

Concept: “A collection of four adventures and five encounter hooks, all created for those gamemasters in need of new ideas to throw at the adventurers.”
Content: A compilation of Philip Reeds pamphlet adventures in a hardcover A5.
Writing: A thick and sturdy scaffold of personalities and events to entertain or eradicate your scvm.
Art/design: Expressive depictions of titular characters and artifacts, easy to navigate maps when provided.
Usability: Encounters can easily be dropped in independently but are thematically consistent for a longer campaign. 

A Wizard’s Dying Wish

Concept: “Brauer possesses enough strength to make one final request. Will the party take action to fulfill the wizard’s dying wish?”
Content:
A one-room encounter with a cool monster twist and some nasty aftermath possibilities
Writing:
Devoted mostly to describing the situation and setting, but provides the GM with inspiration and some flexibility
Art/design:
Keeps the pamphlet visually interesting without being obtrusive
Usability:
Fold it twice and you’re ready to go

A World Lit Only by Fire

Concept: “Inspired by Godflesh's album A World Lit Only by Fire and the TSR module Against the Cult of the Reptile God”
Content:
An accidental quest to save a town from a regime of vampires
Writing:
Primarily descriptive and mechanical but with some appropriately bloody imagery
Art/design:
Easily navigable map and clearly delineated tables and stat blocks
Usability:
Even if the PCs succeed, they may still fail (horribly)

ABBAGEDDON

Concept: “An alternate Miseries prophecy”
Content:
… inspired by ABBA
Writing:
Successfully adapts images and concepts into apocalyptic enigmas
Art/design:
Mimics the Nameless Scriptures’ layout with highlighting for easy reference and textured background for visual variety
Usability:
It’s a really upbeat, peppy apocalypse. From Sweden.

Abominable Suturer

“And so, in a world full of monsters, you’ve created one more.”

Abominable Transformation

Concept: “Magic. Monstrosity. Forced Change. Changed Character.” 
Content: An unclean scroll of transformation, and the expected results. 
Writing: Interconnected mechanics producing uniquely abominable lifecycle.
Art/design: A prominent abomination embodied amongst sharp-boxed text descriptions.
Usability: Abominably short. 

Absolved Heretic

Concept: “Finally, the arch-priestess absolved your sins and your broken body was cast in the streets.”
Content:
A traumatized sinner adrift in the Dying World
Writing:
Interweaves flavor with mechanics and features
Art/design:
A cool layout that orients content around the inverted cross
Usability:
Class features aren’t linearly presented, but doesn’t hinder reading or use

ABXP: A Bloodier eXPerience

Concept: “An all new way to level up your Mork Borg characters by earning Experience points and spending them directly on improving your character how you want, inspired by the Vampire the Masquerade system.”
Content: Xp award and expenditure rules. Undead or goblin curse mechanics. A bloody sanguimancer.
Writing: Just the mechanics. A reliable reference sheet for use at the table.
Art/design: A satisfying blend of art and utility with characterful illustration and a flexible layout. 
Usability: Textured and illustrated but easy to print. A format suitable for front-to-back or full landscape printing. 

Abyss of Hallucinations

“Things are exactly what they seem, yet nothing seems to be what it is. What whimsy worms its way into the warped underpinnings of knowledge?”

Abyss of Hallucinations, Vol 2

7 contributors
Concept: “None remains but thought, and this verily is false”
Content: A guidebook to the abyss and its transformations. 9 “Locations”, 12 occult relics, Chaos, 6 denizens of the abyss, D77 Corpses, arcane Miseries, a dungeon generator, and a damn anti-puzzle. Not to mention the included chance at rebirth.
Writing: Highly symbolic, deeply layered. At times tragic, ironic, paradoxical, and funny. You’ll get out what you put in. Honestly, “Do what thou wilt”
Art/design: A gorgeous physical specimen, clad in textured pink and gold.
Usability: Strong map illustrations, stylized headers, and clear structure lend clarity to a chaotic realm. 

accursed capybara companion

“Does daily life in the Dying World have you feeling down? Looking for something new and different amidst all the doom and gloom?”

Accursed Guardian

Concept: “Rumours in Anthelia’s court tell of a curse making the Shield immortal as long as the Countess remains unharmed...”
Content: Anthelia’s personal bodyguard.
Writing: An example of the cunning brutality one should expect in Anthelia’s court.
Art/design: An accursed guardian at the ready. Behind textual battlements of white and black.
Usability: Violence isn’t always the answer. 

Accursed of the Lemming Mage

Concept: “Half Person, half Lemming, shaggy fur and dirty robes. They stink of insanity and great heights.”
Content: An creature compelled to throw itself (and others) from cliffs, towers, etc.
Writing:
Includes lore, stats, and rules for controlling PCs (and the aftereffects)
Art/design:
Typographical variety differentiates textual components; illustration adds character and floofiness
Usability:
Presented in multiple formats for accessibility and ease of use

AD&D (1e) Monsters to Mörk Borg Conversion

Concept: “a tool for assisting Mörk Borg Gamemasters (GMs) with converting 1st Edition Advanced Dungeons & Dragons Monsters (AD&D 1e) into Mörk Borg Stat Blocks”  
Content: Product links, stat block templates, encounter balance, conversion comments, and an example conversion.
Writing: A collection of references and links in a neatly formatted template.
Art/Design: Weasel printing included.
Usability: Print-friendly. Contains affiliate links to DriveThru products. 

Afanc

Concept: “A great beast, part beaver, crocodile, and demon”
Content:
A vengeful amphibious behemoth
Writing:
A straightforward stat block with artfully composed lore
Art/design:
Well laid out with detailed art that leverages stark contrast and organic lines to strong effect
Usability:
Don't litter and you're probably safe

Against the Cult of the Blood God

Concept: “In a desolate hamlet somewhere between Galgenbeck and Schleswig, they dragged you into a cellar and cast you into a pit. A miserable bunch, waiting for the gallows to be reared.”
Content:
Escape a prison and execution. Or don’t.
Writing:
Split into discrete sections and bullet points for quick reading and reference
Art/design:
Clean, accessible RBS-style layout and graphic design
Usability:
Includes instructions on how to play, handouts, and a content warning

Aggrieved Village Guardian

Concept: “These totems were erected to protect the village from demons and evil spirits. After centuries of thankless service […] They became the very things they were meant to defend against.”
Content:
A supernatural guardian turned on its wards—and everyone else
Writing:
Some quick background and mechanics
Art/design:
Text cant and illustrations convey a sense of the monster's movement
Usability:
Mechanics are split by descriptive text but still distinct and easy to reference

Album Crawl

19 contributors
Concept: “A collection of deafening dungeons and auditory misadventures for MÖRK BORG.”
Content:
22 music-inspired settings and scenarios; many intriguing rules and foes; alternate Miseries; a whole spread of punishments for unruly dice
Writing:
Variously fascinating and horrifying
Art/design:
Widely variegated but all nicely done
Usability:
A couple atypical layouts that reward a bit of scrutiny and patience

All Hail The Necrotoad and Fifteen Fungi on the Dead Man’s Chest

Concept: “All Hail the Necrotoad, three hags terrorize the countryside from their mansion inside a giant undead toad... 
Fifteen Fungi on the Dead Man’s Chest, an alien fungus has infected a crew and their captain”
Content: A hopping toad crawl and a fungal-infested ship crawl. 
Writing: Background that establishes motivation and goals, practical advice on usage, and efficient summaries of fixed and random encounters.
Art/design: A gritty cartoonish illustration style with traditional block text layout aided by effective use of color and emphasis.
Usability: Consistent design choices make these larger dungeons easy to reference. 

All Her Hungry Children

Concept: “Dark and delirious reinterpretations of Popular Dungeon Game's monster menu” 
Content: A tumorous corruption of a monstrous manual, starting with the letter A.
Writing: A thorough satire of its source material, suitable for the bleak humor of a surreal and ultimately doomed setting.
Art/design: Monstrous photo-bashing that blends classical elegance with downright ridiculousness.
Usability: Text balancing utility and style from entry to entry. 

All Things Fragrant and Foul

Concept: “Mork Borg can be overwhelmingly nasty. Why not balance that with some beauty? And also add even more misery. 
Content: New rules, eight classes, and an afterlife-spanning adventure. Also sports.
Writing: A meditation on duality. With a serious tone contained within all its dubious fragrance.
Art/design: A highly interactive and reversible design with upright and inverted text interleaved beautifully.
Usability: Designed for print. Flip the book. My condolences to page 5. 

All's Well At The Macallen Farm

Concept:  
“A farm 
Its occupants 
Its other occupant 
What happens when the PCs decide to visit”
Content: A farmhouse adventure for Cthork Borg.
Writing: A timeline of horrific events both intimate and grandiose in scope. Somehow, it manages to also be funny.
Art/design: Disturbing prints punctuate a tidy single-column layout.
Usability: Clear sections and a table of contents allow for easy reference after review.  

All-seeing Spike Witch

Concept: “beautiful woman but her head is a hideously huge swollen staring eye, wearing only a spiked armor”
Content: "More than anything, it wants to: Mate, birthing a wondrous new horror.
Writing: The Monster Approacheth meets “hold my beer”
Art/design: Unfunctional fashion. Functional design.
Usability: Scarily effective. 

Alles Wird Brennen

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

Altars of Cursed Prince Olof

“Three altars were erected in dark places. Find them and make a blood offering to please Olof the undying prince.”

Alternative Mörk Borg Compatible Logo

Concept: “People say they liked my handwriting so...”
Content: A Mörk Borg compatibility logo.
Writing: “Compatible with Mörk Borg”
Art/design: Sweeping and bold. Excellent handiwork.
Usability: Still not the legal text. 

Amaliel

Concept: “bearer of blights, plague herald, from your foul presence deliver us.” 
Content: A divine infection for Forbidden Psalm.
Writing: A fly infested, disease injecting angel. 
Art/design: Found/generated images of distorted and chitinous forms, with text creeping across their surfaces.
Usability: Can potentially become a scroll. 

Amber Tankard of Satyrn

Concept: “It is said that a glass or two helps to be more self-confident. A sip from this mug strips anyone of any inhibitions and common sense.”
Content: A tankard. It’s for drinking.
Writing: Rough and rowdy mechanics that are spoiling for a fight.
Art/design: A montage of drinking consequences orbits a God-tier tankard, even the text leans under the influence.
Usability: Designed with inebriation in mind.

Amduscias

Concept: “Demon monster for Mörk Borg”
Content:
A heavyweight monster
Writing:
Contains lore, stats, special rules, and an array of attacks
Art/design:
Page dominated by the illustration with various text segments contained in small boxes; some red text in blackletter is a bit hard to read against the white ground and black hatching
Usability:
Particularly suited as a recurring infernal antagonist

Among the Blood of Thine Enemies

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

Amputechture

Concept: “You find a well equipped corpse along the side of the road. It has no face. When you examine it more closely it breathes to you ‘don't pretend that I'm not alive’... ‘Find the stone circle, stop the Baphomets before they kill us all’”
Content: A phantom limb crawl.
Writing: A story-driven dungeon crawl of possession, exorcism, maggots, entrails, rituals, and blood.
Art/design: Grisly isometric map enshrined in vinyl, gruesome cover, and a track listing of an adventure layout.
Usability: Easy to read, simple to navigate, trivial to compel your scvm with a good old-fashioned possession. 

An Cailleach

Concept: “She is the lichen-covered rocks and the mountain peaks. She is the bared earth covered with snow and frost. She is the Deep Ancestress, veiled by the passage of time. And you were born under her influences.”
Content:
A class closely aligned with the substances and cycles of the natural world
Writing:
Delivers context and mechanics with loads of folkloric flavor
Art/design:
Includes some very personal art—maybe the first tattoo used as an illustration in Mörk Borg?
Usability:
Class features are more thematically than mechanically oriented (but still pretty useful)

An Exodus

Concept: “a ‘choose your own adventure’ that should take around 20 minutes to play.”
Content: A Grift escaping, bridge crossing daycare crawl.
Writing: A harrowing race against the clock, full of misdirection, misery, and oblique references to nearly every variety of child endangerment. 
Art/design: Delicate splashes of color and texture engage this print-friendly design. Moody spot illustrations to drive the miseries of Grift home.
Usability: Children are surprisingly resilient, you are not. It probably won’t end well for any of you. 

Anaqwald

“A short trip into a subarctic bog deep in the hinterlands”

Anecdotes

Concept: “Some wizard, who couldn’t be bothered to light up a fire, decided to summon a fire demon and trap it in a lantern.”
Content: A very bored lantern.
Writing: Mischievous and open-ended. A spark to be ignited at your table. 
Art/design: A scvm reading a story to their demon lantern. Framed by boxed text 
Usability: Keep it occupied, or it will keep you occupied. 

Angelic Punching Bag

Concept: “No one prays to angelic powers anymore - and the heavenly host is pissed.”
Content: A living speedbag dangling toward the heavens.
Writing: The angels are named like members of a wrestling tag team.
Art/design: Beatdown provided in yellow and pink. Text on angelic white.
Usability: For the masochist in every scvm, and the sadist in every scvm driver. 

Angel’s Tower

“This one-shot, 5-level dungeon is designed to be a brutal encounter for your party of deathless wanderers.”

Anthelia’s Black Glass

Concept: “Expanding on a snippet of lore from the Mörk Borg core rules, Anthelia's Black Glass is about examining the notion of "monster" in a world of anti-heroes.”
Content:
Those who fight monsters are doomed to become them
Writing:
Descriptive text is well written and evocative with an extremely efficient stat block
Art/design:
Illustration makes good use of the fragmented reflection conceit; the text is printed backward—you have to read it in a mirror
Usability:
Easy to use without consulting the document at the table; includes a non-mirrored version, but that defeats the concept and execution
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