3rd-party licensed
Bony Knuckles to the Face
Concept: “At any time and place in this doomed world, a sarcophagus could appear that was not there the day before.”
Content: Hook and mechanics for an undead (but surprisingly good-natured) fighting pit
Writing: Lots of descriptive details, a stable of fun mechanical features, and some interesting variables
Art/design: Art and layout are very on-brand but with their own unique flavor
Usability: Logical, efficient sequential flow
Book of Misery
Book of Misery Volume 2: Mork Borg
Content: A witch’s tome of classes, monsters, artifacts, followers, adventures—and misery.
Writing: Provides exposition to provide backstory to the various monsters, artifacts, and followers to facilitate the unprepared storyteller.
Art/design: Coarse and violent textures produce evocative creature illustrations. Variety in overall design decisions produce a collaborative zine aesthetic.
Usability: Enough content to sprinkle a little variety into your Mörk Borg if you find yourself in need of inspiration.
Boring & Useless
Bork Borg
Content: Dog breeds, dog-related items, an optional dog-based class, rules for dog PCs (with their own optional classes), and a dog-centered adventure
Writing: Clearly and affectionately written with a clever shift to the dog’s POV in the dog-PC section
Art/design: Designed for easy reading and navigation with graphic touches like a dog-head border and pawprints across pages
Usability: Sit. Stay. Good.
Born of a Bloody Film
Bovid Sentinel
Content: A beefy guardian monster
Writing: Stat block with descriptions of the monster’s nature and behavior
Art/design: Stats are presented in larger type for quick GM reference
Usability: Simple to run; will probably pose a moderate challenge to melee combatants
Box of Shadows
Content: A sprawling sandbox-style adventure set amidst a sinister miasma emerging in Grift
Writing: Incorporates copious descriptions, in-game documents, and random tables to add flavor to play; also includes numerous monsters, NPCs, and items
Art/design: Incorporates original and found art into exuberant designs and diverse layouts
Usability: Includes copious reference sheets, handouts, and topic-specific indices for GMs and players to use during play; GM-eyes-only material is segregated to facilitate more exciting solo play
Box of Terrors
Content: It’s a sturdy box, with 6.25" x 9.25" x 2" of room. When you drop a d6 in it, terror happens.
Writing: Entire encounters, condensed on a lid. Full of flavor, and terror.
Art/design: Sharp illustrations, clean text, elegant drop table design.
Usability: Can hold things, so you can roll things.
Brain Pest
Content: Mushroom powered hyper intelligent goblins.
Writing: Mechanics provide an interesting abstraction of tactical superiority.
Art/design: Tiny goblins plague a victim behind the prominent text bars.
Usability: Bounty not included.
Brazen Blacksmith
Concept: “Blessed be the forgers of iron, and the spikes and the barbwire.” – Mgła
Content: Borgsmith. ’Nuff said.
Writing: Some neat tie-ins to content in the core Mörk Borg rulebook
Art/design: Typographical choices aid navigation and add emphasis; illustration lends an appropriate sooty, smoke-filled ambience
Usability: Layout of class features is a little nonlinear but not prohibitive to use
Brazierisle Bestiary
Content: In addition to creatures, includes tables for weather, treasures, natural hazards, corpse plundering, events and hooks, and additional inhabitants
Writing: Provides plenty of descriptive text alongside stat blocks and some tables that add variability to encounters
Art/design: Backgrounds definitely create the sensation of exploring dense, tropical jungles
Usability: The only challenge is deciding which monster to kill your players with
Breathing Scarball
Brimnes™ Beast
Content: An ambush monster with options for customization, sure to fit any domestic need
Writing: Uses a sterile commercial style to great humorous effect
Art/design: Brilliantly stylized as an advertising brochure
Usability: “Some assembly required”
Brittle Cyn
Broken Table
Content: Fourteen corrupted puppets of chivalry, six dying orders, and a quixotic scvm.
Writing: An encyclopedia of chivalric failures, starting with the individual, moving to the institutional, and ending at the personal.
Art/design: A gritty and lightly edited cover illustration, with classic prints organized throughout this distressed (and yellowed) tome.
Usability: Yellow text sections may hinder the reader over textured backgrounds.
Bronagh
Content: A rapidly manifesting depression.
Writing: Clinging and oppressive in flavor and mechanics.
Art/design: A faceless and coarsely generated figure.
Usability: Designed for Forbidden Psalm
Brothers, Plants, and Fog
Content: A dynamic duo, a hungry plant, and mysterious fog entities.
Writing: A delightful characterization of exotic vegetation. With concise renditions of both the brothers and the fog.
Art/design: Trusts in the interactivity of art and textual elements in the design.
Usability: Three separate classes of monster for your next game.
Bugman of Midwitia
Content: An organized collective of Mörk Borg bugmen and midwits.
Writing: The appropriate response.
Art/design: Buggy depiction emphasizing mandibles, dress shirt, and claws.
Usability: For lovers of “a shitty art book… to wow their bugmen friends”
Bunker Busters
Content: An irradiated wasteland of careening cars, bloody bunkers, scavengers, and survivors. Complete with standalone rules, a character sheet, and a starter adventure.
Writing: Understated, clear, and economical style that conserves its limited resources.
Art/design: Wasteland weapons and vehicles punctuate a plain text experience
Usability: Legible, organized, and printer-friendly design.
Burn Your Dead
Content: A 5-room dungeon infested with the undead
Writing: Concise descriptions with strong imagery
Art/design: Text is arranged around the central map; color emphasizes monsters and important actions; and the flame image reinforces the title and creates a sense of advancing danger
Usability: Provides no hook, but easy to drop into a game at an appropriate (or unexpected) time
Burning Vengeance
Content: 8 targets of revenge and a table of encounters to use when stalking them
Writing: Extremely entertaining
Art/design: Clean, easy-to-use layouts with some expressive artwork
Usability: Straightforward and full of humor; everyone needs a good laugh in the midst of the apocalypse
Buster Bone-Gnawer, Börker of Shadows
Concept: “An ageless hound protects the Dying World from succumbing to Psalm 6:1.”
Content: Stats and abilities for, and boons granted by, scvm’s best friend
Writing: Mostly mechanics but includes some descriptive text to add character
Art/design: Conventional Mörk Borg layout and design with some trippy artwork and an obligatory femur
Usability: This good boi is eager to please
Buy Low, Sell, DIE
By Nechrubel’s Heart
Content: A Valentine’s greeting and a gross, blackened heart
Writing: Includes a short missive and mechanics for the Misery-defying heart
Art/design: Black on yellow. Hearts. Grungy typefaces and textures. Mörk Borg.
Usability: If only we’d had this to give to our friends in grade school
Böeser
6 contributors
Content: A basilisk-bonding, child-abducting, palace of a flesh crawl.
Writing: A full-bodied blend of humor and horror that spares no raw material.
Art/design: A well-built manor of an adventure design, with tormented sketches, and fleshy full-color illustrations.
Usability: Easily referenced adventure design. A follow-up to Den of Disarray.
Böka
Concept: I think I’m missing a key reference here
Content: A cold-weather-themed monster
Writing: Standard stat block
Art/design: One of the more terrifying visages to inhabit Mörk Borg
Usability: Some details to keep in mind, but manageable
Börk Morgue #666
Content: Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing: Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability: Adds some deeper complexity in some areas (especially complex) and some irreverent variety all around
Böwhoss’ handbook: notes on internal ignition
Content: A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing: The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design: Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability: Includes player-facing handouts that include lore but no mechanics or GM-specific information
Calamitous Cobbler
Concept: “He leaned his heavy head on his fist and began thinking of his poverty, of his hard life with no glimmer of light in it.” – Chekhov
Content: A kick-ass cobbler; unfortunately, has no relation to baked desserts
Writing: A morose, melancholy epigraph tempered by Ceph’s proficiency with rimshots and wordplay
Art/design: Primarily typographical with judicious use of color
Usability: Intuitive
Caliginosity
Content: A brute, manipulator, shade, collector, hunter, and swarm of insects walk into a bar...
Writing: Accessible class concepts with commanding character features.
Art/design: High-contrast, black-and-white illustrations with a solid orange accent splashed across its disturbed spreads.
Usability: Legible sans-serif body text in an accessible design.
Call of the Siren
Concept: “The crew of the Unjust must retrieve the Heart of the Sea, a relic said to be in the clutches of shipwreck-luring Sirens.”
Content: A perilous nautical adventure with stats for characters, monsters, and mechanics for maritime hazards
Writing: Provides the necessary information and atmosphere but avoids being prolix
Art/design: Primarily textual but well organized, and includes some illustrations with an OSR feel
Usability: Mostly presented in bullet points, which makes skimming and quick reference easier; download includes graphic and text-only versions
Calo’s Book of Monsters
Content: 20 monsters as well as a region for them to inhabit and local rumors for PCs to overhear
Writing: Provides lots of exposition on each monster as well as multiple adventure hooks and detailed stat blocks
Art/design: Features detailed black-and-white illustrations against a stylized Mörk Borg-yellow ground
Usability: GMs would be well-advised to read each entry carefully and take note of the copious details
Calo’s Misplaced Terrors
Candelabra of Blood
Content: The concept pretty much sums it up.
Writing: Two clear and concise sentences
Art/design: A suitably gory figure with a floral ground that keeps the black and white spaces visually interesting
Usability: For the GM, straightforward; for PCs, potentially lethal and hilarious (unless you’re another PC—then it’s even more lethal)
Candyman
Content: An undying patron with a malicious streak
Writing: Primarily devotes attention to interaction (rather than combat) mechanics
Art/design: Choices make the document easy to navigate
Usability: May be difficult to read at size or enlarged
Cannibal Carnage
Content: A fleshy, bloody, body-themed dungeon
Writing: Primarily devoted to physical descriptions of rooms and situations (primarily monster-based) within
Art/design: Designed for reading and prep before play rather than heavy in-game usage
Usability: Does not use standard Mörk Borg terminology or stat presentation; requires consistent reference to core rulebook
Cannibal Cook
Concept: “Some people are dying. Other people are hungry. You just might have found a way to solve both their problems.”
Content: A character class whose name says it all
Writing: Showcases the comedic side of eating people
Art/design: Clever layout and typographic design with perfect public domain art
Usability: Stylized but pretty straightforward
Carmine, blood-drenched skeleton
Carnival of Desecration
Content: A series of carnival encounters inspired by Triple Live Möther Gööse at Budokan by Green Jellÿ
Writing: Playfully grim and sardonic, just like we like it
Art/design: “Art and Layout by no one.” Sans serif all day, baby.
Usability: Adventure flow is largely at the GM’s discretion
Carnivorous Flora
Content: These flowers take the concept of edible arrangement to a new level.
Writing: Much less confusing than I feel around this alluring plant.
Art/design: Like a carnivorous plant sent me a postcard.
Usability: Somewhere between murderous chia pet and edible arrangement.
Carousing in the Dying World
Content: Spend money and time to increase attributes and gain traits, items, recruits, etc.; clever use of simultaneous dice rolls
Writing: Clear and thoroughly entertaining
Art/design: Subdued but easy on the eyes
Usability: GM may need to consult additional supplements; in itself, perfectly usable
This entry was sponsored by the creator as part of the Ex Libris RPG crowdfunding campaign.
“I paid $50 just to tell you that I made this in Microsoft PowerPoint. Also, in hindsight, it is sorely lacking in pulsating anuses. Ani? Eh. You get it.”
Cast Away
Content: Standalone island survival horror. Full of mysteries, afflictions, and terrors both supernatural and mercilessly mundane.
Writing: A gorgeous set of core mechanics to keep your Castaways tired, injured, hungry, and desperate. With a whimsically brooding setting that will leave them feeling haunted and curious.
Art/design: A collection of soft and vibrant illustrations (often recontextualized) with haunting marginalia builds the sense of wonder and suspense matching the setting's tone.
Usability: Pragmatically organized for reference and play.
Castaway - Stranded
Content: A solo-play supplement for Castaway, with oracles and tools for daily life and strange encounters on a desolate island.
Writing: New mechanics for solo play that capture the grinding and haunting decline of the original.
Art/design: A desolate, ink-splattered, pastel hellscapes of desperate and wild beauty.
Usability: Castaway – now playable on your own deserted island.
Castle Waip - The Quest for Softest Paper
Content: A plunge into a soiled fort to take back the toilet paper.
Writing: The kind of coarse humor you’d expect, and maybe some you don’t.
Art/design: A concise one-page dungeon with a clear map and defined layout.
Usability: Clean enough to reference in a single wipe.
Cat Who Used to Be Royalty
But its feeding time first. It is always feeding time first.’”
Content: A cat and recovering absolute sovereign.
Writing: Hilariously regal. Unashamedly feline.
Art/design: A remörkably adorable feline anoints a marbled red and yellow backdrop.
Usability: Not suitable for cats, except maybe as a place to sit.
Catacombs of the Briar Witch
Concept: “Annika and her son Torean – like so many others – caught the Ebon Pox early this winter. While she has slowly begun to recover, the child did not.”
Content: A sprawling adventure to find a lost child with multiple locales to explore, NPCs to interact with, and a wide variety of monsters and adversaries
Writing: Highly descriptive and replete with sample dialogue for NPCs
Art/design: Establishes the settings and atmosphere without obstructing usability
Usability: Well organized with additional material included in an appendix
Caverns of the Dryad Queen
Content: A scvm induced natural disaster waiting to happen.
Writing: A paradise engineered for deliberate and malicious misunderstandings.
Art/design: A wholesome and easily navigable minimap. A clean plaintext layout to sully with your scvmmy fingers.
Usability: Easy to print. East to read. Easy to play.
Censer of Plagues
Content: An infectious flail accident waiting to happen.
Writing: A sickly humorous take on a recent plague.
Art/design: A decidedly familiar (and filthy) flail head.
Usability: “‘Wearing a mask prevents the damage and Infection.’”
Challengers of Vanth
Content: A parody of 70s science-fiction/fantasy pop culture, seen through adolescence, writ Mörk Borg.
Writing: Restructures Mörk Borg to better incorporate TRUE SCIENTIFIC REALISM, with significantly expanded abilities, and interactions between scientific and primitive technologies.
Art/design: Retains the character of early RPG illustration and design.
Usability: A substantial core rulebook, bestiary, starter adventure, and excel character generator as separate files.
Chamber of Screams and More
Content: Five fatal mistakes for your next group of scvm.
Writing: Humorous and harrowing. With deadly accommodations for particularly resilient scvm.
Art/design: Art-heavy poster layouts with detailed adventure text on the reverse side.
Usability: Clean and calculated for reading and reference.
Champion of Fallen Gods
Content: Standard class profile with ability adjustments and tables for backgrounds and abilities
Writing: Eloquent and descriptive, which makes it slightly wordier than others
Art/design: Relatively simple, alternating red and white text blocks against a dark ground and snake figure
Usability: The red against gray occasionally slows reading but isn’t illegible
Champion of Ruin
Content: A corrupt, vengeful revenant now aligned with Nechrubel
Writing: A less randomized take on a Mörk Borg character class
Art/design: Text superimposed over a full-page illustration
Usability: Yellow text against an orange and yellow background can be a bit difficult to read at a glance
Chaos DJ
Content: A writhing ball of randomness with metagame mechanics and music-based abilities
Writing: Direct and to the point
Art/design: Includes multiple versions with different illustrations
Usability: Somewhat harsh starting conditions; meta-mechanic progressively adds more challenge for the player; gains bonuses in Albumcrawl adventures
Chaotic Scrolls
Chapel of Pain
Content: A dark temple crawl through a cult of shadows.
Writing: A gory supernatural survival horror. Makes use of light as a resource to maintain suspense.
Art/design: Traditional adventure layout. Gridded, un-gridded, and notated map. Handout images for significant adventure features.
Usability: Not actually a pain.
Checkerbeak
Content: A checked & beaked follower, ready to turn scrolls against their owners.
Writing: Clear when necessary. Cryptic when desired.
Art/design: Bold layout and palette give Checkerbeak’s rendition room to breathe.
Usability: Checkerbeak directs the eye to the critical text, which is overall legible and concise.
Checkmörk
Concept: “Deep in chambers beneath Galgenbeck, two armies fight eternally.”
Content: Stats and context for chess-pieces-as-monsters
Writing: Bizarre descriptions, interesting abilities, and lots options for profit
Art/design: Marvelous illustrations; multiple versions, including print-and-fold zine format
Usability: Very good in both grid and paginated forms
Child of Nechrubel
Content: An apocalypse-aligned class
Writing: Sets a bleak tone, but does so entertainingly
Art/design: Highly appropriate Doré engraving; easily navigable thanks to typographic choices
Usability: All praise Yetsabu-Nech!
Children of SHE
Content: A pair of complementary monsters and a table of demands
Writing: Creative with a dark tone punctuated by random weird humor
Art/design: A solid adaptation of the Mörk Borg aesthetic and style
Usability: The Dying Land needs more basilisks
Chimera
Concept: “A terrible monster you can use as a starting point for an adventure, or if you think your PCs are way too cool with their lives…”
Content: This amalgamated pile of monster parts got off its magical leash and now everyone’s screwed
Writing: Some quick lore, a stat block with table for multiple attacks, and some vicious specials
Art/design: Repetition of hues and typefaces in different arrangements unifies the document while making each text segment distinct and easy to navigate
Usability: More complex than basic monsters, but the mechanics and rules are simple and intuitive
Chrypt Titan
Chrystal Biter
Content: A plodding dreadnought with a special that manipulates targets of successful attacks
Writing: Contains a stat block and a short paragraph about ecology and development
Art/design: The dominant, central mass of the image emphasizes this monster’s heavyweight nature
Usability: If it doesn’t kill you, a party member might
Chupacabra
Concept: “A goat-eating monster found in the Dying World.”
Content: The legendary goat-sucker of Puerto Rico
Writing: Clean, clear, and concise
Art/design: One of the more interesting Chupacabra illustrations you’ll find anywhere
Usability: Flavor text is in Spanish, but doesn’t affect usability
Chässe-Galerie
Content: A there-and-back-again scenario involving a pact with the devil on New Year’s Eve
Writing: Provides copious background and sketches for encounters along with mechanics for using the flying canoe
Art/design: Text heavy with some illustrations of key characters and concepts
Usability: Provides lots of options for the GM to work with according to need or taste
Cities of the Dying Land
Content: Two dozen tables to create a living, breathing settlement
Writing: Tons of little details to add real personality to locations
Art/design: Good use of Mörk-Borgy colors while being easy on the eyes; physical version glows under a black light (awesome)
Usability: Keep a notepad handy; there are too many characteristics to remember unaided
Clamdash!
Concept: “For a few hours each year, the seas beneath the glaciers of Kergüs retreat, revealing salted dungeons in their wake. Within these waterlogged tunnels of ice – the CLAMS.”
Content: Grab your CLAM-picking gloves—an audience with Anthelia awaits the winner
Writing: A briny feast for the senses with Karl’s signature sense of humor
Art/design: Easy to read with ample visual cues for navigating each room’s description and for moving back and forth between descriptions and map
Usability: The CLAMS are barbed, and the tide waits for no scvm
Classic Classes for a Dying World
Concept: “Fighter, Thief, Magic-User, and Cleric. You know them, and you love them, they’re classics for a reason, and why should they miss out on the gritty murder-fun of dying horribly?”
Content: A set of four single-page classes inspired by the early days of RPGs
Writing: Each class has the standard origin table and attribute & gear adjustments; each also has 1 class-specific feature and an option for obtaining an Unheroic Feat
Art/design: A very traditional presentation that fits the content; why mess with the classics?
Usability: An interesting take on old-school classes that fit somewhere between optional classes and classless characters
Clockbroken Conjurer
Content: A temporal aberration made of scvm.
Writing: Centers around flexible abilities to negotiate narrative control.
Art/design: Two-column layout of rigid clockwork precision.
Usability: Print-friendly with plaintext and pictograms.
Clockwork Phylactery
Content: What it says on your chassis.
Writing: A storied production of a tragic automaton, human consciousness trapped in a clockwork frame.
Art/design: Some bright, color-coded text over a muted gray framework, with simple evocative illustrations of cogs and skulls to drive home its theme.
Usability: Not likely to make your gears slip.
Cloud of Sinners
Content: A monster with stats based on the PC with the weakest Presence test
Writing: Evocative descriptive text with concise, clear writing and instruction in the tables
Art/design: Clean, well-organized presentation with shocks of yellow for emphasis and visual guidance
Usability: Invites improvisation but also provides tables to roll characteristics
Cold Dead Fingers
Content: A mist-shrouded, gold-prospecting, frozen lake crawl.
Writing: A instructive and elegant hex crawl that rewards exploration consistently with meaningful choice.
Art/design: A single column, segmented plaintext layout, with color coatings and established GM advice.
Usability: Currently in prototype, expect legibility to go down as style goes up.
Coldying
Colossus Arise
Content: Additional scriptures for the 7th misery.
Writing: A regional focus on the end that awaits us all.
Art/design: Bordered black and white plaintext.
Usability: For extended Mörk Borg burnings.
Colour of the Void
Content: Missing persons in the valley of unfortunate undead. Desecrated tomb. Horror unleashed.
Writing: Cinematic style narrative encounters. Flexible dungeon crawl descriptions.
Art/design: Mix of comic style art & open-source images. Experiments with borders and breaks.
Usability: Cinematic style adventure. Clear maps with traditional indexes. Referenceable mechanics.
Compatible with Mörk Borg (a sticker)
Content: Stickers.
Writing: A generic version of the legal text and the (optional) “compatible with” logo.
Art/design: Yellow sticker, black font, bloody skulls.
Usability: Place (ir)responsibly.
Compost
Content: A walking tree with a surprise inside.
Writing: A unique take on armor that reinforces an amusing concept.
Art/design: A dead tree creeps up behind boxed text.
Usability: Clean text boxes make for easy reference.
Conniving Condottiere
Content: The “Il Capitano” of the dying lands. Complete with wet noodle and fighting cock.
Writing: Produces a blend of mercenary captain and street performer. Decidedly commedia.
Art/design: A crowing rooster in a suit of armor. The real fighting cock.
Usability: A familiar and legible two-column layout. Pairs well with Guild of Xargosi.
Conquest of Cthulhu
Convoke What Doom Ye Angels Hath Wrought!
Content: Hellish machinations and their pilots, Angels of Sin and sigils carved in flesh, adventures in “the broken earth”.
Writing: Apocalyptic in both scope and tone. Sweeping. Violent. Occasionally biblical.
Art/design: A frenetic collage style recontextualizes public domain imagery into a tortured reality. Rules organized in a distressed newspaper layout.
Usability: Stylized language may require the occasional divine inspiration.
Core Reference Cards - Ways to Carry
Content: Tarot-sized envelopes for your reference cards.
Writing: Storage equipment reference cards text included on each envelope.
Art/design: Clever re-contextualization of the Wagon, Sack, and Backpack reference cards.
Usability: Included instructions and illustrative indexes assist assembly.
Corny Groń (Black Peak)
Content: Adapts and builds on the Dark Fort concept with wilderness locales, dungeons, and thematic enemies and items
Writing: More elaborate than its source material, but adds more mechanical intricacy and plenty of character
Art/design: Wiśniewska’s woodcut-inspired illustrations create a distinct sense of time and place
Usability: Complex but not overly complicated
Corpse Burner
Content: A grave digger, of sorts.
Writing: As earthy, ashen, and gritty as corpse de-fleshing.
Art/design: Full panel illustration in the bold color and exaggerated line style of a 70s comic with a punk/metal flair, with text incorporated into the illustration.
Usability: Easy to dig up.
Corpse Collective
Content: Your friendly local cult of corpse grinders and soul stealers.
Writing: A discursive introduction to a resurrection cult for scvm with discontinuity issues.
Art/design: Robed figures tend to corpse grinding over plain text.
Usability: Written in setting, but easy to adapt to simple rules.
Corpse Plunderer
Concept: “Sweat trickles from your brow as the shovel bites into the dirt. Treasure lies below and will be your soon.”
Content: A gravedigger class with a sardonic tone
Writing: The definition of gallows humor (but it’s graves, not gallows)
Art/design: Good use of color to differentiate text segments and aid navigation
Usability: A couple more details to remember than some other classes, but that’s why you have a character sheet
Corpse-Stiff Hero
Content: A semi-dead warrior pulled from Valhalla back in the Dying Land
Writing: Lots of compelling imagery and mythic flavor
Art/design: Graphic elements reinforce the themes; otherwise emphasizes usability over expressiveness
Usability: Multifaceted class features provide formal benefits as well as impetus for creative problem solving
Corpsewake Cove
Concept: “There is no nest of scurvy rats as foul or felonious as the pirates of Corpsewake Cove!”
Content: A self-contained, sandbox-style swashbuckling adventure from inciting incident to bloody climax
Writing: Text-heavy but clean, clear, and effective on all levels; includes lots of description as well as stat blocks, tables, and other mechanical components
Art/design: Balances out the verbal elements with lots of vivid, nautically themed designs
Usability: A fair amount of content and moving parts to manage, but nothing a seasoned and conscientious GM can’t handle
Could This Be Dog?
“Visions of dog therefore no dog ahead
Ahh dog, let there be dog
Dog, O dog but still no dog”
Content: An adventure with both more and less dog than expected.
Writing: Solid straight-faced delivery of a laughable case of mistaken temple identity.
Usability: Make sure to play up the visual elements to drive home the absurdity of the situation. Decide on the identity of earthbound that best suits your table. Many map design options.
Court of the Black-Hearted Gnome (Dwór Czarnego Gnoma)
Content: Contains setup, gossip, hooks, random encounters, minor loot, and the dungeon itself
Writing: A balanced mix of description and mechanics, all fairly concise
Art/design: Solid design, both graphic and typographic
Usability: Adopts Rotblack Sludge’s extremely efficient dungeon presentation
Court of the Grand Executioner
Crashing Ghost of the Grotesque Fang
Content: A trauma exploring, choose your own adventure, solo crawl.
Writing: A choose your own adventure narrative which engages the format on a textual and metatextual level.
Art/design: A visual motif using color and symbolism to explore dissonance, reflection, rumination, and trauma.
Usability: Clear text and concise instruction enhance the choose your own adventure style.
Craving the Green
Content: A clever bait-and-switch—and then murder
Writing: Besides stat blocks for the 2-headed lizards, includes copious background and instructions for the GM
Art/design: Use of color aligns the text with the graphic and provides conservative emphasis to help the GM quickly navigate the document
Usability: A unique, rules-lite dynamic for navigating and resolving the central conflict
Crawling Cauldron
Content: A walking, talking, stewing cauldron.
Writing: Special abilities make it a mysterious potion delivery service.
Art/design: High contrast color combos and collage imagery make for an engaging visual appeal.
Usability: Think tormented delivery robot, but for potions. You’ll get it.
Crawling Death Below the Dying Forest
Content: A shifting abyssal dungeon crawl with cursed relics, virulent creations, cults, and deep roots.
Writing: Epic narrative in scope and scale. A truly impressive creature.
Art/design: Vicious mixed-media art, earthy maps, and a MASSIVE 23-page table of 54 encounters with accompanying maps.
Usability: Generate abysms of varying size with the Atmar’s Cardography deck or dice. Supports 4 adventure themes. Connect them all into one labyrinthine abyssal sprawl.
Creature Feature Quarterly vol. 1
Content: Entries include stats, descriptions, lore, hooks, tactics, and loot
Writing: Concise stat blocks and lots of elaboration in additional sections
Art/design: Original illustrations of each creature and clearly, consistently delineated text components
Usability: Includes paper minis and VTT tokens; copious layers in the PDF may impede browsing on less-powerful devices
Creature from the Black Bayou
Content: A fishman. Ready to drag you below.
Writing: Stats evoke a dangerous aquatic stalker. Ready to ambush isolated scvm.
Art/design: Black & white horror movie poster.
Usability: Keep moist.
Creature Sheet
Content: A flexible creature sheet.
Writing: A framework with room for description, combat stats, randomized attacks, and specials
Art/design: A spacious, simple, and left-aligned fillable sheet.
Usability: Available in black and white, or yellow header.
CREATURES (Innistrad X MÖRK BORG)
Creatures Feature Cards
Content: A series of A5 creature cards with stats, print tokens, and VTT icons.
Writing: Stats, abilities, lore, adventure seeds, and loot on each card.
Art/design: Detailed and distressing monster concept illustrations in a variety of bold colors and styles.
Usability: A self-contained monster card to easily drop into your game.