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

3rd-party licensed

Anthelia’s Visage

Concept: “He spent the last days of his life carving a statue of his beloved Anthelia... leaving only a window into the chamber, that people may look upon them in their reverence.” 
Content: An ink spilling, statue smashing cavern crawl.
Writing: A dark folk-tale narrative for scvm to trample right through.
Art/design: A mixture of print and splattered ink illustration across a flowing adventure layout.
Usability: Consistent visual cues guide readers through the adventure. 

Anzhela and the Caged Skulls

Concept: “The woman cackles madly […] and drops the cages, drawing her sword and screaming with a mad rage.”
Content: English breakfast with a side of TPK; running will only make you die faster
Writing:
Text heavy, but creates a vivid atmosphere and provides psychological depth to the antagonist, something not often found in Mörk Borg
Art/design:
Excellent, expressive depictions of the titular characters
Usability:
Includes an alternative d6-based encounter-resolution mechanic; a bit more complex than some scenarios, but the additional moving parts make for an interesting and memorable scenario

Apir's Viscid Materials

Concept: “Oh Apir. Caterwauling amidst a thundering swarm of black motes. A shame to think that all that sweetness rotted his jaw clean off.”
Content:
An insect-based (particularly bees) set of items with an extra bonus for collecting all 4 parts
Writing:
Clear descriptions with creative flavor and imagery that appeals to the five senses
Art/design:
Black graphics against yellow ground reinforce the apiary motif; images include characteristic Mörk Borg grunginess and splatteriness
Usability:
Clearly writing and discrete segmentation make these items intuitive to use

Apocrypha

Concept: “They thought that all of Anuk Schleger's Scriptures were uncovered. I wish they had been right.”
Content: Rules, Tables, Character Traits, Diseases, Treatment & Body Mods, Dungeons, Bounties, Followers, Gear, Summoning, Monsters, Monstrous Classes. A little of everything.
Writing: A variety show with distinct blends of humor and horror throughout.
Art/design: Dementedly scrawled art and public domain images cut through with Mörk Borgian Design Sensibilities
Usability: Clear rules, table of contents, thoughtful page references at the beginning of the monster section. 

Apocryphal Trinity

Concept: “In search of hope, in a desperate cry for help, always greater evils are the first to answer... Never pray for deliverance, in times of torment” 
Content: A trio of unknowable gods, brought low for Forbidden Psalm.
Writing: Powerful and game-altering entities that impact or produce entire scenarios.
Art/design: A kaleidoscope of overlayed images and patterns, with text intermingling with the images in hostile and alien configurations.
Usability: Again, aggressively toying with the concept of legibility. It’s not unreadable, but you may have to work for parts of it. 

Apostate Fence

Concept: “You'll do anything you can to avoid becoming a victim of the machine you helped to create, even if it means selling your soul.”
Content: A fence who laundered their past for an uncertain future.
Writing: Narrative and gameplay elements emphasize apprehension of both the devil you know and the devil you don’t.
Art/design: Public domain art emphasizes a sense of apprehension and foreboding.
Usability: So straightforward it’s criminal. 

Apostles of Affliction

Concept: “Ohktanstad is shrouded by the smoke from a dozen funerary pyres. Pilgrims flock to the town eager to follow a new prophet, one who preaches freedom from VERHU and his Miseries.” 
Content: A faith-ridden plague village crawl.
Writing: Fully embodied horror with grotesque diseases manifested as consuming horrors. 
Art/design: A charnel house of heavily textured, ashen gray, and crumbling pages.
Usability: Best when paired with Pilgrims of the Penitent zine and card deck. 

Arachnoid Infiltrator

Concept: “The world crumbles. Hunger and Desperation, like twin hounds, drive you into the lighted lands of the fleshly man-things who hate you.”
Content: A spider in man’s clothing.
Writing: Farcical and terrifying in turns. Their ignorance only magnifies the potential danger. In other words: an ideal player character.
Art/design: Shadowy and ambiguous imagery builds a sense of dread. Strong color choices enliven an otherwise simple text layout.
Usability: Unnerve friend and enemy alike.

ASH - Angry Sawtooth Hermits

Concept: “Members of one of the most secret and unknown heretical branches of the Church of the Two-Headed Basilisks”
Content: “Angry Sawtooth Hermits must have one or both of their arms surgically removed and then replaced with saws.”
Writing: A narrative depiction of a murderous saw-toothed cult.
Art/design: Blood splattered, boldly titled, gruesomely illustrated.
Usability: No established mechanical text. Stat it yourself. 

Ashes of Käsedorf

Concept: “You crawl from the ruins of Käsedorf with a grudge... Go now, while you still have the strength to make a difference.” 
Content: A beast hunting, rubble looting, post-battle ruin crawl.
Writing: A classic silver-chasing hexcrawl with a surprising level of motivation and intrigue.
Art/design: Vibrantly recolored and overlaid prints produce an impressionistic collage.
Usability: Organized into rough narrative sections to aid in reference during play. 

Assassin Snail

“A giant, flesh-eating snail that specialises in pulling its prey out of any protective armour before devouring the poor soul whole”

Atomic detonation

Concept: “Boom.”
Content: Bada Boom.
Writing: “Castle Romeo” atmospheric nuclear test meets Mörk Borg legal text.
Art/design: Big Bada Boom.
Usability: You’ll find a way. 

Atticus Tower

Concept: “The foul bard Rexorn … is busy transforming suffering into music.”
Content:
A sonic-themed dungeon with original creatures and NPCs
Writing:
Mostly descriptive but efficient
Art/design:
Exactly what it should be
Usability:
A complex but surprisingly easy-to-navigate layout

Auf der murderkulten

Concept: “After completing the book … cultists erupt from hidden rifts in reality to relentlessly attack the reader.”
Content:
Read a book, get some powers, get killed by otherworldly cultists
Writing:
Incorporates mechanics into exposition
Art/design:
Color differentiation makes mechanics easy find and reference
Usability:
Proof that reading is hazardous to your health

Auld Clootie’s Bairn

Concept: “What has happened to suddenly change the behavior of little Angelica…and how can the Mercer family fit in to their new community?”
Content:
A surreally mundane adventure with a troubled tot
Writing:
Provides lots of detail and dialogue as well as suggestions for alternative plots and a metric ton of nasty insults
Art/design:
Primarily designed around navigating events and conversations delivered via text
Usability:
Ready to use out-of-the-box but can also be tinkered with and adapted to GM taste and need

Awful Pets

Concept: “Tired of plain old pets? Well, step right up to this completely legitimate establishment.”
Content:
8 basilisk friends for you to take home (or to a fun dungeon)
Writing:
A veritable blender of sarcasm, irony, and overt humor—a fun read
Art/design:
Could easily be a full-page ad in The Dying Land Gazette
Usability:
Generate your own basilisk in only 3 rolls

Babalon's Hangover 2

23 contributors
Concept: “A bestiary brimmed with 105 pages, 42+ Occult monsters, including Esoteric scriptures to die for, and Hopeless dungeons to die even more for.”
Content: Monsters and scriptures and dungeons, Oh my!
Writing: Text ranges from bloviated to concise; brisk to simple. But it is reliably miserable.
Art/design: A menagerie of styles as creative and varied as the community which spawned them.
Usability: Divided in three sections with a full index to aid navigation. Entries of varied accessibility and ease of reference at your table. 

Babalon’s Hangover

Concept: “The mother of abominations woke up expecting after a feast held in the pits of doom and gloom.”
Content: 40 diverse monsters to add depth and flavor; many truly striking concepts
Writing: Some evocative prose and poetry; first- and second-person instructional text adds a personal tone but may break immersion for some readers
Art/design: Skillfully captures Mörk Borg’s aesthetic
Usability: Streamlined stat blocks, clear tables, and instructional text for linked entries and creature categories

Backxwash

Concept: “I made the artist Backxwash into a boss encounter… I shared it on Twitter and she liked it”
Content: An undying banshee who will rip your heart out.
Writing: A voice that will burn you to ashes. Hands that will tear right through you. She’s about as boss as it gets.
Art/design: The mork-ification of Lady Backxwash. A cautionary scrawl about her fucking hands.
Usability: Dangerous abilities and resurrection make for a recurring villain for any campaign. 

Baited Blood

Concept: “A disease of the blood...”
Content: A cannibal disease of a different kind.
Writing: A wonderfully inversion of a common trope.
Art/design: Black and white blocked plaintext.
Usability: Surprise your favorite scvm. 

Ballad of Bergharuth

Concept: “Tales of an ancient demon prince. Demonic tunes from his flute make the earth tremble and crack open, revealing terrors previously unseen.”
Content:
Copious lore, a table of guises Bergharuth takes, and stats for Suffocating Tentacles
Writing:
A sinister tone and visceral, violent imagery; also includes some nascent adventure seeds
Art/design:
Repetition of organic forms and lines help create a visual unity and graphically represent the concepts described in the text
Usability:
Could be implemented as a background plot or counternarrative to the primary apocalyptic scenario

Bandits

Concept: “The shopkeep isn't happy, and it's thanks to these damn bandits.” 
Content: It’s not about the bandits... You’re in for a long night. Stay hydrated.
Writing: I mean, bandits are involved, but it’s a parasitic sort of relationship to the text.
Art/design: Inky black horror, in an effective simulacrum of a starter adventure.
Usability: Layout will be familiar and effective for readers of official adventures. 

Barber’s Guide to Humorism

Concept: “An experiment of King Fathmu IX gone wrong”
Content:
Rules for exploiting the power of bodily humors
Writing:
Provides some brief lore but mostly dedicated to mechanics
Art/design:
Liberal layouts with a stylistic variety of public domain illustrations
Usability:
The medical images child-organ-harvesting lore may be distressing for some players

Barghuest

Concept: “Stalking among ancient graves, the cursed Barghuest is an omen of imminent death.” 
Content: Not the ghuest you’d want to visit.
Writing: An absolutely brutal curse wrapped in a canine-shaped package.
Art/design: Dynamic and high contrast three-tone red/black/white layout with a cursed illustration. 
Usability: Don’t just murk your high-level scvm. Make them suffer. 

Basilica of the False Prophet

Concept: “THEM. A lunatic, convinced he is the one true, basilisk. Skulking in an abandoned church on the far side of the western mountain range, he rants and plots against HE and SHE.”
Content: A desperate descent. An unexpected plunge. A shattered hope?
Writing: Miserable and descriptive encounters, backed by elegant mechanics, make a narrative descent into madness.
Art/design: A masterful balance of utility, consistency, and style. Haunting yet austere illustrations and maps fill but do not dominate the pamphlet.
Usability: Pairs well with Western Wall (also by Rugose Kohn). 

Basilisk Burger

Concept: “The players have found a map that tells of treasure. Survive the maze and claim your prize!”
Content:
A fast-food themed experience
Writing:
Includes stat blocks for multiple encounters as well as descriptions and some sample NPC dialogue
Art/design:
Presented as a child’s place mat complete with word jumble and crayon marks
Usability:
Toy prize not included

Basilisk Cries

“Deep within the Bergen Chrypt, in the darkest pits, close to where SHE has simultaneously birthed and abandoned her blasphemous progeny… some wanker is playing with guitar effects.”

Basilisk Tooth

Concept: “Place this tooth under the tongue before sleep. Upon awakening, the tooth will have taken root.” 
Content: Natural armor with some bite, and a basilisk’s curse.
Writing: A suggestive and narrative introduction to a disturbingly effective relic. 
Art/design: Too much skin showing. It could honestly use a few more teeth.
Usability: Make sure to bathe with fluoride. 

BASILISK!

Concept: “The Seventh Misery is at hand, yet there may be salvation for some…”
Content: A dungeon scrawl for filthy scvm who’d do anything to escape the apocalypse.
Writing: Mörk Borg rules returned to Dark Fort style. 
Art/design: Characterful and easy to print rules with understated but effective navigation aids.
Usability: Currently under active playtest. 

Basilisk! - Tunnels of Nechrubel

Concept: "Explore the chaotic passages beneath Verhu's catacombs... occult relics and terrifying creatures lurk therein!" 
Content: A two-player expansion to Basilisk!, with chaotic tunnels to explore.
Writing: Rules additions, clarifications, and supplementary tables establish the interactions between the base game and Tunnels of Nechrubel.
Art/design: The same tasteful, textured, printable, clean layout as the original
Usability: Consistency in visual elements and subtle navigation aids in easy reference.  

Basilisks Hate Grundel Fims

Concept: “The heretical bard spewing optimism in the inns of the Dying World”
Content:
The all-singing, all-dancing crap of the crappy world
Writing:
Includes lore, a stat block, a little ditty, and stats for the patrons they inspire
Art/design:
Typographically differentiates the various components, plus a whole lot of basilisks crawling all over everything
Usability:
He’ll hit you with his lute, apparently

Basilisks-A-Go-Go

Concept: “Grab a pencil. Trace your route through the labyrinth.”
Content:
A quick, roll-lite, Dark Fort-esque maze. With basilisks. They have 2 heads. You have 1. Good luck.
Writing:
Some quick, concise instructions
Art/design:
The green circles contrast nicely against the background gradient, making it easy to navigate; the extra basilisk heads are a welcome touch, since the world needs more basilisks
Usability:
Can be played with just some base stats; full character sheet not required

BEAR-THING

Concept: “BEAR-THING Hungry. BEAR-THING Angry. BEAR-THING Hangry.”
Content:
An undead amalgam of bear and goblin (but also undead)
Writing:
Succinctly but entertainingly describes behavior and motivation
Art/design:
Economic arrangement of text around a pretty expressive image
Usability:
Keeps PCs on their toes by knocking them off their feet (with its blood)

Beast from the Lightless Depths

“Long ago your kind had formed an ancient peace treaty with those from the lightless depths vowing never to step foot in each other's domain again. One such behemoth, the Beast, has now broken this treaty.”

Beasts to Unburden

“Retrieve (1) an Axolurtle egg, and (2) any instructions that would be useful in raising the beast.”

Beckoned by the God-Eating Darkness

“This place and its secrets were forgotten but now that the end is near, the God-Eating Darkness is ready to be unleashed.”

Bedamned Thirteen

Concept: “If it is misery and failure you want, this Pay-What-You-Want title has a little idea in store for you.”
Content:
Optional rule for consequences of rolling natural 13s
Writing:
Overviews the basics and provides a list of unfortunate events
Art/design:
Traditional 2-column layout with some italics and bold for emphasis
Usability:
A creative, thematically appropriate way to add some more misery to your Mörk Borg

Behlibereth

Concept: “The City on the Edge of All Misery”
Content:
A twisted, foreboding locale and stats for members of its three factions
Writing:
Highly descriptive; verbiage, style, and syntax used by the implied “narrator” artfully adopts and reflects characteristics of the things being described
Art/design:
A linear, accessible layout with sections with typographical choices differentiating sections and aiding navigation of the mechanical components
Usability:
A bizarre and compelling setting for GMs to play with (and for PCs to die in)

Beinfjäll

Concept: “Welcome to Beinfjäll, a dungeon set into a mountain in Bergen Chrypt. Let us take a wander through its halls and discover its secrets.” 
Content: A room a day Mörktober 2023 dungeon.
Writing: Decisive bulleted room descriptions establish clear ecology, encounter context, and pace.
Art/design: A dreary isometric map of giant vampire bones and horrible little surprises.
Usability: A Twitter thread mini-map (for now

Being Dead

Concept: “A guide to being undead/already dead”
Content:
Rules for becoming undead and playing an undead character
Writing:
Provides a lot of character and mechanical options for the recently deceased with an undercurrent of sardonic wit
Art/design:
Typography and visual elements clearly delineates sections and individual points
Usability:
A handy, straightforward way to hang onto a beloved character for a little longer

Belsnickel

Concept: “Belsnickel is cursed to walk the cold yuletide roads for butchering and stewing three naughty boys. He must judge those he encounters as naughty or as nice.”
Content: A judgmental, switch-wielding, candy-tossing scvm.
Writing: Poetically miserable folklore for the dying world. 
Art/design: A wretched bearded man with judging eyes, tired shoulders, and a switch in hand.
Usability: Don't rush for the candy. Trust me. 

Bergen Chrypt

Concept: "What else would you call Bergen Chrypt than an infectious rash? Filthy pockmarks on the skin of the earth... Scratch, scratch, until black blood pours from the clefts... faces contorted, in equal measures, with disgust and greed." 
Content: One Bergen Crawling Campaign, d10 occult treasure, 4 new factions, 7 locations, 7 encounter tables, and 8 new monsters.
Writing: A morbid tapestry of factions, locations, and personalities that won’t leave your players out in the cold.
Art/design: Richly textured illustrations integrated into dynamic spreads with dreamlike consistency.
Usability: Consistency in basic principles, coupled with a practical table of contents makes for a stylistic, but navigable design. 

Bestiary

Concept: “The artefact which has come into your possession... these notes-however crude they may seem-however cursed and however twisted, are notes that I would guard with my life.”
Content: 40+ nightmarish monsters, a vampire-like class, lore, tables, a dungeon.
Writing: Renford P. Logan’s journalistic endeavors frame this collection of strongly themed creatures and locales. Realistic portrayals of disturbing events lend weight to the creatures and locales. It is enjoyable to both read and reference.
Art/design: Characterful two-tone illustrations and text elements in a balanced layout. Reserved but impactful use of color.
Usability: Thematic organization in a strong table of contents make for low prep referencing. 

BEstitchARY

Concept: “The chimeric amalgams and abominable hybrids from origins unknown are wreaking havoc and terrorizing the area. No end in sight to their squalid reign.”
Content:
30 creatures, 900 combinations to mix and match (including BASILISKS) with tables for hooks and additional features
Writing:
Brutally entertaining
Art/design:
Absolutely meticulous
Usability:
Includes digital Stitcherer generator; product page includes instructions for printing as a zine or as cards, or you can just mutilate the book (and this is one of the few times that’s okay)

Betrayed Phantom

Concept: “Between earth and the beyond, SOMETHING REACHED OUT. You took its bargain, and it took your body.”
Content:
A ghostly character class with some distinctive characteristics
Writing:
Very sharp, efficient, and evocative
Art/design:
Effective layout with brighter colors adding emphasis against a cool ground and image
Usability:
Versatile; some special features are purely narrative-oriented

Betty Blackteeth

Concept: “Her decaying skin, stringy hair, nails and teeth are stained by the peat-blackened waters where she prowls.”
Content:
Jenny Greenteeth adapted to the swamps of the Greater Galgenbeck area
Writing:
Descriptive text provides character and tactics; stat block includes a chain of nasty Specials
Art/design:
Builds the isolated, suffocating atmosphere that defines the monster
Usability:
This is why you shouldn't play in swamps (or maybe why you should when you're playing Mörk Borg)

Beyond Deep

9 contributors
Concept: “The secluded mining town of Bereleah has been ground down by the exploitation of Thunder Trove Mining, its inhabitants grasping for survival at the treacherous edge...” 
Content: A company town atop a Black Rock pit of horrors. 6 locations, 6 side quests, 11 artifacts (14 if you count cursed ones), 7 NPCs, and 10 monsters.
Writing: A moral quagmire inspired by the complex relationships and power imbalances of mining communities.
Art/design: Coarse, gritty, and at times dark illustrations and isometric maps in a rich black and white format. Organized two-column layout.
Usability: Highly legible. Available as a soft cover or pdf. 

Big American Men

Concept: “A lost land ruled by four treacherous kings from American folklore”
Content:
Borgified lore, stat blocks for encounters, and ancillary mechanics
Writing:
Recasts famous folkloric figures as sinister, larger-than-life villains
Art/design:
A rich array of design choices and layouts unified by the Mörk Borg aesthetic
Usability:
GMs will need to flesh out the concepts, but provides plenty of inspiration for them to do so

Big F’n Rock

Concept: “Röck Borg”
Content:
It’s a big f’n rock
Writing:
Infuses the mechanics with some grim humor
Art/design:
Use of color keeps text visible against but coordinated with ground
Usability:
Rock ’n roll

Bird of Ill Omen

Concept: “‘They are often seen before Miseries befall the world, leading many to believe them to be agents of Verhu, Nechrubel, or some other malevolent entity.”
Content:
Relatively benign; may transfer Omens from players to the GM, and feathers allow PCs to re-roll low Omen rolls (at a cost)
Writing:
Mostly mechanics with concise description of behavior
Art/design:
Monochrome silhouette suits the monster concept
Usability:
Additional in-game lore, inspiration, and hooks provided on the product page 

Birth of the Unsaint

“A bleak look at the birth of a supposed saviour, and your quest to end it before it is fully realized.”

Black Adder

Concept: “A submission to the Babalonian jam!”
Content:
Danger noodle (sometimes called a nope rope)
Writing:
Stat block and a mechanically straightforward but still twisted special ability
Art/design:
An object lesson in pictures being worth a thousand words
Usability:
Special damage adds more nuance to an already sturdy monster

Black Beast of Galgenbeck

Concept: “Happy Shark Week” 
Content: I’ll give you one guess...
Writing: A shrieking void of teeth and fins. With stats to match.
Art/design: A gritty, toothy mass. Armored in failed attempts on its life. 
Usability: Don't go in the water. 

Black Bride of Nechrubel

M_M
Concept: “The first day of the rest of your life turned out to be your last… You’ve pledged your heart and soul to Nechrubel. And he accepted.”
Content:
A bridal scvm. Sacrificed at the alter.
Writing:
A parody of wedding day traditions and tropes, blackened and burned.
Art/design:
Elegant use of line, tone, and color make for a truly disturbing bride.
Usability:
Wedding “gifts” of variable quality. But tradition is tradition, I suppose.

Black Knight

Concept: “The legendary knights of an ancient order, sworn to protect the realm from the horrors that lurk in the darkness.”
Content: The Black Knight—from Monty Python
Writing: Quotes honoring an eternal guardian. Stats emphasizing sacrificial limbs.
Art/design: A noble bridge guardian at attention, with limbs (and layout) intact.
Usability: Ready to be hacked apart.

Black Lady

Concept: “You dreamed about a black lady silently screaming and pointing the finger at you…”
Content:
A retributive, relentless night-haint
Writing:
Lore and mechanics are both delivered clearly and efficiently
Art/design:
Clearly delineate segments of text and uses color and typeface to add emphasis
Usability:
Escapable but not killable; has the potential to debilitate long-term guests

Black Poodle

Concept: “Eyes like embers of hell that pierce deep inside you. The BLACK POODLE taunts its victims – attacking only when it is provoked.”
Content:
A cunning, monstrous hound that can induce fight, flight, or freeze responses in PCs
Writing:
Describes sinister behavior alongside stat block and Specials
Art/design:
Gets a lot of aesthetic mileage out of a relatively limited set of elements
Usability:
Definitive proof that poodles are jerks

Black Shuck

Concept: “A small town is visited upon by a curious beast that is hell bent on slaughtering the townsfolk. Looks like you sought shelter from the storm in the wrong place at the wrong time.”
Content:
A short, isolation-horror scenario
Writing:
Concise and to the point: “The dog must die!”
Art/design:
Easy-to-read columns of text and an illustration (just in case your players don’t understand the concept of giant, black, bloody-mouthed dog)
Usability:
Not a good boi

Black Shuck

Concept: “An aphotic fur that almost seems invisible to the naked eye.”
Content:
A formidable four-legged opponent
Writing:
Quick, concise stat block
Art/design:
Relatively conservative but with an expressive illustration
Usability:
A challenge for lower- and even mid-level scvm; dog biscuits probably won’t improve its reaction

Black Shuck

Concept: “Prowling the shadows near gallows, battlefields, and other sites of violent death, Black Shuck is a foul omen.”
Content:
A supernatural portent of impending death (yours)
Writing:
An even split between descriptive text and mechanics
Art/design:
Text is also visually split by the central image of Black Shuck
Usability:
Easy to use but difficult to kill, making him ideal to hound your players with

Black Stump

Concept: “A strange well is discovered in the depths of Sarkash.”
Content:
A cozy little 5-room dungeon
Writing:
A great mix of grim and humorous
Art/design:
Nice visual and typographical work; also comes in an optional “FVCK PRINTERS” version
Usability:
Solid layout; available in single or 2-page versions to suit GM preference

Blackpowder Basics

Concept: “Unleash havoc with this set of rules featuring devastating blackpowder weaponry.”
Content:
Includes rules for historic firearms, blackpowder mishaps, and a gun-toting character class
Writing:
Clear delivery of more-complicated-than-average weapon mechanics
Art/design:
On-brand use of color, type, and visual arrangements
Usability:
Well laid out in discrete sections and easy to navigate

Blackroot Trudge

Concept: “As the PCs wander through the forest, they encounter a tree which oozes blood – all it takes is one PC to remotely approach the tree and roots shoot from the ground, dragging all the unfortunate souls of the party underground.”
Content:
A detailed and malicious dungeon clearly inspired by (but not derivative of) some classic Mörk Borg crawls
Writing:
Clear with plenty of attention to nuance
Art/design:
Typographical choices highlight items of note in each room; stat blocks at the bottom of page for easy reference
Usability:
Bulleted lists for each room help GM stay mentally organized

Blaze Marches East

Concept: “A fire-breathing, Colchis-complected horse homunculus; a flock of crows strung to it by a cacophony of clanging cables.”
Content:
This composite monster doesn’t start fights but will most definitely end them
Writing:
Some verse and a paragraph describing behavior; no stats other than damage
Art/design:
An excellent illustration and color-coordinated text blocks
Usability:
A strong motivator to resolve conflicts without violence

Blighted Merman

Concept: “What is left of your humanity is pervaded by the tides and the salt-soaked waters that you now call your home.”
Content:
A character class adapted to aquatic environs
Writing:
Class options provide mechanics, color, and some humor
Art/design:
Illustration helps to visualize the characteristic transformations
Usability:
Aquatically oriented but usable in landlocked situations as well

Bloat

Concept: “The Gourmand’s Cutlery allows the wielder to eat anything. Which is good, as the user becomes famished and must eat.”
Content:
A wonderland of overconsumption and excrescence
Writing: Contributes greatly to dungeon’s character
Art/design:
Just offal
Usability:
Layout facilitate easy navigation

Blood Ambrosia

Concept: “A prince stolen. A deal made in exchange for your life. A Banquet of blood and gore.”
Content:
An epicurean escapade in Alliáns
Writing:
Provides the adventure’s premise, descriptions of dungeons and rooms, attending NPCs, and a smorgasbord of miserable menu items
Art/design:
Abundant use of public domain images adds plenty of color and variety
Usability:
The text point is small and a bit crowded on some pages, making it difficult to quickly reference and a bit tiring to read at length

Blood Feast

Concept: “There exists a theater in the city of Galgenbeck, that is home to three sisters... turned into Nechrubel’s first children.”
Content: A trio of musical vampires.
Writing: History and heavy characterization personalize the daughters of Nechrubel.
Art/design: AI-generated vampire triplets standing before the blood moon.
Usability: A Babymetal tribute. 

Blood Money

Concept: “While languishing in a drunken stupor in a coastal town flophouse … you were abducted by a press gang.”
Content:
A seafaring framework inspired by Tom Waits (and Herman Melville (and whoever wrote The Book of Jonah))
Writing:
Sets the scene and provides a plethora of options for play
Art/design:
Supports the nautical theme subtly but effectively
Usability:
Intended more as a toolbox than a unified dungeon or set of mechanics

Blood of SHE

Concept: “A mighty artefact is hidden in a chilly cavern: the nail that once wounded the mighty basilisk SHE.”
Content: A pamphlet dungeon made for the Crossword Dungeon Jam.
Writing: A dramatic legend of heroic magic turned to a dark purpose. With rules for your scvm to bring this blasphemous tale to an end, or open a new chapter.
Art/design: A pleasant compromise of style and function, a simple design with visual flourish around mechanical text to keep the eye engaged in multiple readings.
Usability: A well-structured pamphlet dungeon for easy reference at the table.

Blood Sucker

Concept: “A Creature for MÖRK BORG.”
Content: A blood sucker. Obviously
Writing: Flavor saturating every last drop.
Art/design: Frightfully elegant characterization and design.
Usability: Simple and legible typeface choices. 

Blood Thorns

Concept: “Inextricable wall of bloody brambles”
Content:
A vicious hazard bearing some tasty berries for the brave, foolhardy, or hungry
Writing:
Straightforward descriptions of the mechanics for entanglement and escape
Art/design:
Colors help differentiate text components and differentiate components of the illustration
Usability:
Difficulty and damage intensify as PCs struggle; requires a bit of tracking on the GM’s part 

Blood to the Flames

Concept: “Some blood themed content”
Content: Tithe for the blood countess.
Writing: Bloody simple, sensuous, and effective.
Art/design: A spacious and symbolic design.
Usability: Uses 5e style advantage mechanics.  

Blood-Drenched Beasthunter

Concept: “Your blood is a catalyst of nightmare.”
Content:
A combat oriented, Bloodborne-inspired class
Writing:
Very readable with some visceral, motivating imagery
Art/design:
Primarily designed for usability with some graphic flavor
Usability:
Cumulative effects require more diligence when Getting Better but not overly taxing

Blood-drenched encounters

Concept: “Blood can be the most potent source of neurosis for the human mind” 
Content: Six monsters, three artifacts, six new scrolls, a wasting disease, and a trap. Oh, and buckets of blood.
Writing: A fair balance of stylistic description and mechanics. Viscous but unclotted.
Art/design: A gory art collection in comic style. Familiar blackletter styling on yellow and black.
Usability: The blackletter is scaled with its level of decoration for legibility. 

Blood-Fueled Automation

Concept: “Of inscrutable origin and of unfathomable power, your chassis absorbs the blood of the living.”
Content: A blood-drinking robotic scvm.
Writing: Mechanically precise though not as soulless and inflexible as its titular subject.
Art/design: Superior in design, though not of machine precision. With a menacing full-color character illustration.
Usability: Ready to rip and tear. 

Bloodborg

Concept: “Inspired by the hit video game Bloodborne by FromSoftware... Blodborg is a mashup of the lore and combat systems of these two grimdark fantasy worlds.”
Content: Eight classes, thirty-one monstrosities, and twenty “trick” weapons adapted from Bloodborne.
Writing: Faithfully transplants its bloody pathogens into the Dying Lands.
Art/design: Dark brooding design elements complement weathered and warped illustrations. 
Usability: Bordered text can be difficult to read without increasing resolution. 

Bloodlusting Nutcracker

“Roll one of each d4-d12 to build a Bloodlusting Nutcracker.”

Bloodred Sludge

Concept: “Converting MÖRK BORG (or any other OSR system) to Lichoma doesn’t have to be difficult.” 
Content: A walkthrough conversion of Rotblack Sludge for Lichoma.
Writing: A conversational tone that presents both the results and thought processes behind them.
Art/design: A hybrid of the Rotblack Sludge and Lichoma design, with creature illustrations in Lichoma’s visual style.
Usability: Best if treated as a tutorial or exercise. Mark up a copy of Rotblack Sludge. 

Bloody Cap

Concept: “A murderous goblin from the borders of Grift and Graven-Tosk, found where scenes of tyranny and vile deeds have befallen the lands.”
Content:
Stats and description of the monster along with a short dungeon lair
Writing:
Does a good job conveying maliciousness and viciousness
Art/design:
Use of color reinforces the creature’s theme
Usability:
Some text may be difficult to read, particularly when printed in black and white

Bludgeon, Shatter and Pierce

Concept: “A variety of tools to use in combat and to make fights more interesting”
Content:
Variant rules for rolling weapons at character creation, a tiered weapons table, weapon characteristics (and restrictions for using them), and mechanics for weapon availability
Writing:
Primarily instructional with some creative flourish in categorizing PC types
Art/design:
Readable body text with more stylistic typefaces for the headers; traditional and grunge highlighting help draw attention to section headings
Usability:
Adds some complexity to weapons and combat but at a manageable level; good for groups seeking a little more tactical crunch 

Blunderbuss

Concept: “No one remembers Blunderbuss’s original name. Everyone knows how it got its new one.”
Content:
A trigger-happy township with some heavy-duty arms
Writing:
Provides some context for the encounter and mechanics for getting shot by a blunderbuss
Art/design: Good use of color and form to pick out significant information
Usability:
Provides the basics and leaves lots of room for the GM to make it their own

Boarding the Ouroboros

Concept: “… word has come to you from an old fisherman with great promise. He says he has seen a hulk adrift far from the shore and wants a crew of brave souls to climb aboard and plunder its riches.”
Content:
A maritime salvage adventure full of mutiny and mystery
Writing:
Lots of atmospheric descriptive text along with well-written letters, stats for black powder and nautical weapons, and a whole slew of monsters
Art/design:
Nicely made maps; monochrome palette conveys the sensation of approaching and exploring the ship by night
Usability:
Rotblack Sludge-inspired layout is extremely efficient

BOG

Concept: “Submission for Babalonian Jam!”
Content:
A handy horror
Writing:
A stat block with a pair of Specials
Art/design:
Integration of title with illustration is wonderfully creepy and fitting for the concept
Usability:
May give PCs the munchies (for hand meat)

Bog Iron

Concept: “ In the Vales of northern Bergen Chrypt villages harvest bog iron that they charge with blood sacrifes. The area is also plagued by manifesting beliefs. ”
Content:
Includes bog-iron weapons, a map of the area, various encounters, and 7 creatures
Writing:
Adds lots of local color that’s in line with the larger character of the Dying Land
Art/design:
Draws lots of visual tropes from Mörk Borg but still maintains a distinct style
Usability:
Keep it handy in case the party ever ventures through the region (or if you want some nasty weapons and monsters)

Bogfolk’s Claw

Concept: “Do you think they have Old Bay seasoning in the dying world…?” 
Content: A big fvckin’ crab.
Writing: Tentative proof that crabs are the utilitarian end of all evolution.
Art/design: I'm pretty sure that crab is gnawing into a human torso. The crab is yellow, the flesh is pink.
Usability: In the Dying Lands, crab picks you. 

Bogfolk’s Forest

Concept: “Get lost in our Bog, stay a while, why don’t you?” 
Content: “A forest cursed by an ancient witch’s heart” and d6 places to encounter there.
Writing: Description and mechanics interact to establish the setting and each new environment.
Art/design: Bogdown forest looms in false color behind a dark window to the text. 
Usability: As a location generator for your random boggy encounters. 

Bogfolk’s Silver

Concept: “Picked up any silver? Good for you, NOW ROLL A D20!!!” 
Content: Like normal silver, but probably fvcked.
Writing: Seven shiny new miseries* for those greedy scvm.
Art/design: Cursed silver coins fall, casting angled shadows across a plastered page. 
Usability: *Not “Miseries” in that sense. That fate is sealed.  

Bogfolk’s Teeth

Concept: “We’ll be bringing new molars- er, morsels, of accursed content...” 
Content: Tooth extraction made easy.
Writing: Purposefully perilous dental operations for some twisted new teeth.
Art/design: Got that classic child skull look for extra tooth action.
Usability: Please don’t bite your dentist, it causes infection. 

Boitatá

Concept: “A murdered godsnake reanimated by rotten souls at the moment of its ignition into blue-green corpse-fire.”
Content:
Giant, on-fire snake-guardian of the Yvy Forest
Writing:
Detailed descriptions of context, setting, and creature, but no explicit mechanics
Art/design:
Nice illustration and overall design
Usability:
Requires some prep on the GM’s part 

Bolo Santizeli’s Prosthetics

Concept: “A strange merchant has come to sell prosthetic arms for those who are short-handed.”
Content:
An inventory of replacement appendages with unique benefits and drawbacks
Writing:
Concise descriptions peppered with witty comments
Art/design:
Optimized for easy use without sacrificing character
Usability:
Don’t forget to add to the Misery count to the roll result

Bon Terry

Concept: “Undying and cowardly, this legendary spirit seeks eternally for the ‘sinless one’, hoping to carve out their heart, and offer it up as a sacrifice before Nechrubel, to plead departure from this dying world.”
Content:
A sad, death-bereft NPC with a knack for retribution
Writing:
Provides some folksy lore and a straightforward stat block
Art/design:
Clear division between lore and stats with a deceptively innocuous illustration; brooding greens create a murky, pelagic feel
Usability:
Despite modest stats, the ability to steal PCs’ Omens and break PCs with no Omens may make Bon Terry a challenging adversary

Bone Heart Crusaders

“Heeding the call of Adalbert the Warhawk, a host assembled. Thousands of starving soldiers took up sword, flail, cross, and shield. Fight for life, fight to the death.”

Bone Idiots

Concept: “Some real doofus skeletons”
Content:
A group of skeletons played as a single character
Writing:
Standard class profile with some additional features and d6 special features that change daily
Art/design:
Text is presented readable blocks differentiated by color and arrayed around a dans macabre
Usability:
The skeletons really like getting drunk

Bone Slave

Concept: “You roam the gods-forsaken realms in your true skeletal form.”
Content:
A skeleton character class with some innovative options
Writing:
Clear, clean, and concise
Art/design:
Would scream “Mörk Borg” if it had any vocal chords
Usability:
Easily readable and navigable

Bonefire

Concept: “A bone taken from the body of a dead witch... it will burn until it is no longer needed.”
Content: A reliable firestarter and effective witch attractant.
Writing: Bare bones, practical, with just a spark of magic.
Art/design: Menacing witches overlook a clean engaging design.
Usability: Please burn responsibly. 

Bonesaw Fairy

Concept: “the bonesaw fairy, of all fey the most scary.”  
Content: An entrepreneurial calcium collector.
Writing: A tidy little poem for a tiny carpenter of bones.
Art/Design: Pastel blue. Work Clothes. Tiny wings. Big Saw.
Usability: What are you waiting for? Carve up some scvm. 

Bonfire Bound

Concept: “Night has fallen in this once great land. Where eternal fires illuminated the great reign of the Lords, now only ashes and glowing embers remain.” 
Content: A souls-like setting with “undead player characters, dodging, parrying, backstabbing, invading phantoms and the looming threat of going hollow.”
Writing: Rules that place emphasis on equipment attributes and a risk-reward reaction system to abstract strategic gameplay.
Art/design: A two-columned structure with dark and opulently recolored prints.
Usability: A functional but ongoing work in progress. Still in development. 

Boni, your bone companion

Concept: “A disembodied skull with a penchant for rambling stories of old exploits and griping about how things were better in the good old days.”
Content:
Some descriptive text, simple mechanic, and sample commentary
Writing:
Straightforward with humor as dry as an old bone
Art/design:
Text laid out intuitively around the central image
Usability:
Somewhere between an NPC and a magic item; works well as both

Loading next page...
Previous page Page 4 of 20 Next page