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Creatures of the Dying World 2

Concept: “a MÖRK BORG compatible bestiary, with lavishly illustrated monsters and an emphasis on folklore over combat stats… designed to function as plot devices and writing prompts to spur your imagination.”
Content: 20 fantastic creatures translated from one dying world to another.
Writing: Light on rules, with greater emphasis on the legends that that spawned them.
Art/design: Original illustrations and individualized design choices lend character to each creature.
Usability: Rumors and legends lend flexibility to determine a creature's abilities. 

Creatures of the Dying World 3

Concept: “...in which he mines the alien world of insects to produce Lovecraftian Things that Should Not Be.” 
Content: 19 sanity-shaking creatures. d66 delusional prompts to manage the fallout.
Writing: A thorough mix of indescribable humor and horror. With a fantastical sanity system that won’t take your players out of the game. 
Art/design: Impressionistic and inked illustrations capture both the silly and the strange.
Usability: Text which balances between utility and style from passage to passage. 

Crestfallen Sellsword

Concept: “A once respected swordsman, now just another forgotten soul in a world tormented by death.”
Content:
A careworn but still formidable mercenary class
Writing:
Gives a sense of destitution alongside an indefatigable persistence
Art/design:
The figure’s color and texture reinforces the concept’s worn grittiness highlighted by subtle, lingering energy
Usability:
Small text may be challenging to read in print (and especially in black and white)

Croak!

Concept: “A collection of frog-based tropes”
Content:
An encounter setting with stats for frog-men, special items, and a frog-man class
Writing:
Straightforward in its descriptions and exposition of mechanics
Art/design:
Relatively conservative but with plenty of color and character
Usability:
More of a toolbox for the GM to use rather than a prefabbed adventure

Crooked Knight

Concept: “Armed with nothing but your piety and a knightly quest astride your faithful peasant, you can save the world from the gutter filth that have left it teetering on the brink.”
Content:
Historically accurate knight
Writing:
Short, to the point, acerbically funny
Art/design:
Primarily black text and line art against weathered paper texture; tables are coordinated around the illustration
Usability:
Remember to feed and water your peasant 

Cross of Glorious Victory of Filth

Concept: “A massive, prolapsed orifice fountains forth a constant stream of viscous contaminants. Drink deeply of its wickedness!”
Content:
The inverted anus cross we’ve all hoped for and dreamed of
Writing:
Light lore with mechanics for contact, consumption, and replication
Art/design:
Split-page layout provides easy access to the text and displays the cross in all its inverted anal glory
Usability:
“‘Nay, Theophrastus, cease to poke yon inverted anus cross!’”

Crossbow-wolves

“Unholy amalgamations of feral beast and weapon of war”

Crossing the High Fens

Concept: “A treacherous region, unrelenting weather, and creatures out to get you. This not the place you want to be, but it is the place you need to cross to get there.”
Content:
A hazardous hexcrawl packed with locations, encounters, and mechanics for weather and hypothermia
Writing:
Concise and to the point (by necessity, since it puts a lot of content into only a few pages)
Art/design:
Graphics (particularly page borders) add a sense of character and place
Usability:
Well organized, typographically conservative and easy to read

Crowned Skull Character Sheet

“US Letter sized Mörk Borg character sheet. It’s easy on ink so you can print up a bunch, which you just might need.”

Cruel Chains

Concept: “What CRUEL CHAINS bind you to this miserable wretch?"
Content: A d68 table of interpersonal misery.
Writing: Some truly wretched (and often funny) relationships, with occasional bonus rolls for even more variety.
Art/design: List with a disturbing variety of typefaces (except for page 5). A varied of (sometimes filtered) public domain imagery and photographs.
Usability: Available in full color and black & white. 

Crypt Guard

Concept: “He fashioned himself an armour with the tombs of his loved ones... It was highly impractical but terribly efficient”
Content: “Heavy” Armor.
Writing: -1d6+2. What more do you want?
Art/design: A menacing tomb gate stands closed before our boxed text. 
Usability: It's also DR+4 to all Agility tests except defense. 

Crypt of the Antropophage

Concept: “Deep beneath the catacombs of Graven-Tosk, behind a blood-stained door, a madman works alone…”
Content: “a blood-soaked dungeon of death and depravity”
Writing: Gory, gonzo, goofy, and peculiarly congruent. With a timer that’s sure to rupture a blood vessel or two.
Art/design: Bloody crimson spot illustrations garnish a spread of vibrant red and white text.
Usability: Blood tokens and the map are recommended but not required.

Crypt of the Ten Fates

Concept: “Help your players be more badass…or kill themselves in even more creative ways!” 
Content: Advanced “What’s in the box?”
Writing: Includes “Insert Travel & Ritual Sacrifice Montage”, and ten miserable fates.
Art/design: Yellow, black, and pink in a practiced, simple, and humorous style.
Usability: Very yellow, not to be taken seriously. 

Cthopen Cthourse

Concept: “a license for hacking the Mörk Borg hack: Cthork Borg.”
Content: An open-source license for Cthork Borg, and a basic style guide.
Writing: Mostly not legalese.
Art/design: Demonstrates the Cthork Borg style it instructs.
Usability: References Mörk Borg 3P and CC BY-NC 4.0 licenses. 

Cthork Borg

Concept: “Gloomy gilded age struggles against cosmic horror”
Content:
A full adaptation of the Mörk Borg core system for weird, investigative horror in the early 20th century
Writing:
An appropriate mix of clear instructional text with more evocative descriptions
Art/design:
More traditional layout and design than some releases, but the colors and illustrations establish the setting and tone well
Usability:
At 120 pages, a bit heftier than the norm

Additional supplements for this conversion are available on the creator's itch page.

Cube_Violet

“A dream as they would be in MÖRK BORG. Or is it just a visit to CUBE VIOLET?”

Cult of Mörkius

Concept: “It's Mörkin' time. #MörkiusSweep”
Content: The story of Otel Deraj and a plague of Mörkius apologists.
Writing: Interesting mechanics for a hypnotic monster. Its fangs are drip with satire.
Art/design: Arguably classier than its original subject matter.
Usability: Whatever you do, do not praise Mörkius. That’s how it begins. 

Cult of the Blood God

Concept: “‘... AND AS I SIPPED OF THE CONCOCTION PRESENTLY I WAS SHOWN VIVID SIGHTS OF A BLACK FIELD GROWN FULL OF THOSE SAME FLOWERS I HAD INGESTED… AND FINALLY I KNEW I HAD ENTERED THE FORGOTTEN DIMENSION OF BLOOD ...’”
Content: A drug-fueled, rage-filled, blood-slick temple crawl—and berserker death race.
Writing: A lovingly crafted starter adventure, that guides new scvm through a bloodthirsty rage dungeon.
Art/design: Cunningly designed mini-maps, clever symbols, and layout blend utility and aesthetics seamlessly.
Usability: Not quite printer-friendly, but as legible as it is gorgeous.

Cult of the Bubbling Waters

Concept: “The cult dedicates the last of their wretched lives to procuring and using the luxurious bubble baths in this abyssal hellscape.”
Content:
Tenets and random tables for those seeking to enjoy the Warm Embrace
Writing:
As with any cult, alternatingly cheery and welcoming or seethingly malicious
Art/design:
Primarily text with graphic elements to aid use
Usability:
Faster than a real bath and almost as pleasant 

Cultist Zombies

“Lore for the zombies, 7 new monsters fully illustrated, a table of random mutation for the zombies (or your players if they pray to the right entity), a dungeon! full of deadly traps scary monsters and super freaks”

Cultists of Dying Gods

Concept: “Many of those in the dying world still cling to dying gods—ironically, inquisitors most of all. Most of these dying gods need you to torture or be tortured.”
Content:
Includes stats for various cultists and rules for torture and trauma; some interesting rules interactions
Writing: Clear and concise with entertaining cultural and metagame references
Art/design:
Nice public domain art (some color-enhanced) sets the tone for individual cults
Usability:
Pstress rules are a bit complex but robust rather than complicated

Cults of Galgenbeck

Concept: “It’s the end times, but that doesn’t mean you have to lie down and die! Get your head in the game.” 
Content: A 2-4 player hybrid dice/card game of fanatical cult leadership and desperate political machinations.
Writing: A stylistic delivery of mechanics that encourages the kind of foul play that cult leadership entails. 
Art/design: A fully distressed tri-fold pamphlet design with simple, and dramatic white text on a black background.
Usability: It will kill your printer, but it might just be worth it. 

Cultus Incendium

Concept: “We must destroy the world before it can be taken from us.”
Content:
An apocalyptic fire cult
Writing:
Includes the heretical creed, stats for NPCs, and mechanics for gaining new adherents
Art/design:
Color delineates descriptive from mechanical text and adds emphasis in the lore
Usability:
A versatile, scalable supplement that can provide small encounters, recurring antagonists, and larger strife

Cuore di Cane/Dog's days are over

Concept: “‘Old tales are told about the Sepulchre beyond the marshes. It's said to be haunted by the spirits of the dead,’ she murmurs... ‘Many set out to plunder the dead, and none ever return.’” 
Content: A heart-crushing, marsh-trudging, corpse-raising sepulcher crawl.
Writing: A sense of sanctity embodies its dungeon descriptions, contrasting the poverty and desperation of the Galgenbeck alley rumors which frame the adventure.
Art/design: Desiccated gray-scale memento mori highlight a structured top-down map and tidy two-column layout.
Usability: Illustrated and plain maps are available separately. Adventure is presented in both English and Italian. 

Curic’s Cursed Chapbook

“In the days of sunlight, before nightmares blackened the skies and the cursed people claimed the world, there was a traveler by the name of Lukas Curic who enjoyed sharing stories with those he met in the towns and villages of the world.”

Curious Conversations for Questionable Characters

Concept: “Give your scum some personality and increase the thrill of mortal danger.”
Content: Traits, Motivations, and campfire conversation for any scvm.
Writing: Short role-playing prompts to encourage character development, with simple instructions on when and how to use them.
Art/design: Bordered text incorporates yellow and pink amidst AI-generated illustrations of dour conversations.
Usability: Bordered text may inhibit readability on smaller displays. 

Curse of the Rotting Sun

“They say Father Sun left this world years ago, but that is untrue. He descended from the sky and plunged into the earth. Somewhere in Wästland Sun is alive and slowly rotting away.”

Curse of the Silver Muscovy

Concept: “Take hold of the Idol of the Silver Muscovy and let its healing magic flow through you, just ignore the feathers poking out from your scalp and your toes beginning to grow webbing...”
Content:
A healing artifact that progressively duckifies its users
Writing:
Provides the relevant mechanics, descriptions of the item and its location, and ideas and prompts for narrativizing the transformation
Art/design:
Primarily textual; uses color to aid navigability, and visual design reinforces the dungeon atmosphere
Usability:
Bit more complex than the standard, but still perfectly usable

Cursed Goblin Hunter

Concept: “Outraged by your impending doom, you have sworn to hunt and kill goblins wherever they may be found.”
Content:
A class that accumulates goblin-related features and physical attributes; also includes a personal countdown mechanic for conversion or reversion
Writing:
Fairly straightforward with a grimly witty edge
Art/design:
Relatively conservative with a retro/OSR feel; some subtle work in the illustration visually reinforces the concept
Usability:
May become more powerful than the average character if they survive the multiple factors working against them

Cursed Gunslinger

Concept: “A hellish weapon has come into your possession. Others will try to kill you for it. That's okay...that's exactly what the weapons wants. For them to try.”
Content: A cursed six-shooter and plausible deniability.
Writing: A devilish spin on a western trope.
Art/design: Man, Beast, and Gun clash in subtly colored lithographic print. 
Usability: A clean, color-matched, and legible design. 

Cursed Immortality

Concept: “You’ve been cursed with immortality.” Bummer.
Content:
6 ways characters can survive death (albeit not entirely unscathed)
Writing:
Descriptive and punctuated wry comments and mechanics to match
Art/design:
Typographical and color choices create a dynamic gestalt while aiding navigation
Usability:
Step 1: Get cursed. Step 2: Die. Step 3: See what happens.

Curséd Counselor

Concept: “Have you ever been cast out of your profession for a faux-pas so bad it could be fatal? Then sympathize with the poor Curséd Counselor”  
Content: A lawyer run afoul of his own law.
Writing: So proud and filled with puffery that it cannot help but land in deeper and deeper laughter.
Art/design: Text as dense as a legal document, and as crooked as the law in the dying world. 
Usability: This scholarly class is still accessible to the lay reader. 

Cü-Síth

Concept: “A large spectral Fey hound”
Content:
A folkloric fairy dogs and some hooks for encountering them
Writing:
Provides lots of background on behavior and intricate rules for its howl ability
Art/design:
Relatively conservative layout and design with enough visual flair to be distinctively Mörky
Usability:
Fairly simple mechanics, lots of lore for the GM to play with 

D is for Dungeon

Concept: “This Mork Borg Compatible alphabet book is both a functioning children's book (it's been Beta tested by my own sordid progeny) and a collection of useful randomizers.”
Content:
“1 Dungeon, 1 Character Class, 1 Magic Omnoculous, 23 Tables to roll on, 26 Flies (or more), 489 Monsters and Beasts to fight, and 1 Voracious Vegetable”
Writing:
Maintains a very Mörk Borg tone while still being suitable for children (though they may need some help with the bigger words)
Art/design:
Uses a variety of visual styles and has a Mörk Borg aesthetic but avoids subject matter that may upset young readers
Usability:
Includes a search-and-find game as well as serving as an alphabet book and a MÖRK BORG 

D'ugax

Concept: "In the city of North Gate, the Church of Abundance, worshipers of the goddess Zovra, hires the party to retrieve a stolen holy relic – the jawbone of their saint. 

Meanwhile, a strange symbol is seen around town – a  skull, with a moth in its mouth, and a single eye on its forehead." 
Content: An investigation into the cults of plenty, and their demons.
Writing: Scripted structure establishes witness and suspect statements. Contingent events sketch a timeline of events.
Art/design: Consistent and sturdy single-column layout, thematic cover art, with art of major locations and NPCs.
Usability: Flow of events requires pre-reading. Table of contents and strong section headings for ease of reference. 

d100 Items and Trinkets

Concept: The title says it all
Content: Great for adding colorful details to rooms, corpses, etc.
Writing: Concise but compelling
Art/design: Illustration sets the tone; typography maintains easy readability
Usability:  Roll a d100 or throw a small dagger

d100 Mundane Items

Concept: “Here you will find only those broken, useless things that others have discarded. Which is perhaps why you have found them, broken and useless as you are.”
Content: A list of 100 minor baubles with optional descriptors
Writing: Provides plenty of interesting curios to populate rooms, trash heaps, bazars, corpses, etc.
Art/design: Provides plenty of interesting curios to populate rooms, trash heaps, bazars, corpses, etc.
Usability: Roll d100, consult table, repeat

d100 reasons you miss an attack

Concept: “A random table of silly and serious reasons why your players just missed an attack.”
Content:
See above
Writing:
See entry 61 — “the enemy rips off their arm, and parries with it”
Art/design:
Classic three column layout with strong MBC aesthetics.
Usability: Easy to navigate list. Text small but legible. The reasons are only occasionally situational.

D12 Mindbending Mushroom Effects

Concept: “What happens when your players eat a mushroom or plant...? Roll a D12 and find out.”
Content: D12 different psychotropic trips you can take when you eat the thing.
Writing: Highly specific, yet relatable, hallucinations.
Art/design: Yellow where it counts, psychedelic where it doesn’t.
Usability: A sample reference from Temple of Treachery. For those all-natural trips. 

d12 Mörk Borg Dwarven Scum

Concept: “A collection of d12 profile images of Dwarven scum for Mörk Borg."
Content: Series of 12 AI-generated portraits of short and stout scvm.
Writing: -
Art/design: Hairy portraits in a naturalistic style with elements of pink and yellow.
Usability: zip files of png portraits. 

d12 Mörk Borg Elven Scum

Concept: “A collection of d12 profile images of Elven scum for Mörk Borg. "
Content: Series of 36 AI-generated portraits of pointy-eared scvm.
Writing: -
Art/design: Portraits in a naturalistic style with elements of pink and yellow.
Usability: zip files of png portraits.

D12 Skeletal Encounters

Concept: “The omnipresent skeleton is one of those foes that GMs can always toss at the adventurers when stuck for an idea.”   
Content: "stats for two new undead monsters as well as customization tools and a small table of encounters.” 
Writing: Exemplary skeleton mechanics, and a detailed variety of ways to get boned. 
Art/design: Full-color undead illustrations in a crisp black and yellow folder layout. 
Usability: A skeletal framework that’s easy to read and reference 

D20 Gore Drops

Concept: “Introducing gross and vile items to be found by curious adventurers.”
Content: Anatomically identifiable tchotchkes.
Writing: Morbid but unobtrusive body horror.
Art/design: Classic cover illustration with an itty-bitty Skelly Joe.
Usability: Roll the d20. Dig in. 

D3 Items

Concept: “The crumpled body of a dead priest […] Lost in the struggle d3 trinkets lie scattered.”
Content:
3 holy items, two with mixed benefits and drawbacks and one with only bad consequences
Writing:
A paragraph for each, mixing mechanical with qualitative effects
Art/design:
All 3 items are illustrated in the central image; typographical variety in introductory text and item titles contributes to the visual texture and overall tone
Usability:
Clearly delineated blocks for each item; descriptive text is sans serif for easy reading

d30 Necromantic Trappings

Concept: “Summoning the dead and communicating with their spirits is not a vocation for either the foolhardy or ill-prepared.”
Content: For each 3+ items, holder gets a bonus for keeping undead followers
Writing: A suitably macabre roster of items and fetishes
Art/design: Hue and images reinforce the sepulchral tone
Usability: Easy to use and read, letting you devote your attention to wrangling skeletons

d30 Sorcerer’s Possessions

Concept: “The dark arts require more than just the use of unclean scrolls.”
Content: Collect 5 or more and get one auto crit per day when using unclean scrolls
Writing: Some practical items and others simply for flavor or creative use
Art/design: Designed for easy use but includes some esoteric trappings in the background
Usability: A neat tool for spicing up Powers

D4 Monkeys in a Trench-coat

Concept: “Replace your dead character with monkeys!”
Content: d4 monkeys + trenchcoat = Scvm
Writing: Undeniably simian in its humor.
Art/design: Neon colors. Black & Yellow. A little grit. Monkeys with hats and cocktails.
Usability: Simian abilities monkey around with a conventional stat-line.

d4 Sadistic Demons Plague the Doomed World

Concept: “A broken clay tablet disclosing d4 haunting encounters with mischievious evil.”
Content: Four demons and their bargains for this miserable little game.
Writing: Monstrous encounters to ensnare or entrap as well as confront, complete with adventure hooks to bait.
Art/design: Color and background art distinguish the influence of each demon across eclectic layouts.
Usability: Usable as single encounters or long-term story elements of their own. 

d4 Twisted Wyrms for the Doomed World

Concept: “Wielding eldritch powers beyond your players' reckoning, each of these violent menaces will leave a serious impact on your players' tortured psyches.”
Content: d4 boss encounters in Wyrm shaped packages.
Writing: Engaging mechanics provide unique and thematic challenges to overcome—with your second group of Scvm.
Art/design: Appropriately dramatic public domain art. Playful interactivity in art, writing, and design.
Usability: Thematic centerpiece encounters stand out on their own, but align thematically with many existing Mörk Borg adventures.

d40 Exotic Artifacts

Concept: “Strange curios from long forgotten lands or items of power held by ancient sorcerers and magi?”
Content: A collection of items mostly for flavor but potentially useful for creative problem-solving
Writing: Provides some character and flavor outside the Mörk Borg norm
Art/design: Color and design support the concept and writing’s character
Usability: If you can’t find a d40, just divide a d80 in half

d40 Medical Implements

Concept: “The dying world is a dangerous place.  Healing wounds and treating infections is crucial to living just a little longer.”
Content: A collection of items useful for healing in lieu of other means
Writing: Describes a plethora of items and uses
Art/design: Medical flair of the symbolic type
Usability: d40: roll a d4 & a d10 in sequence like you would for a d100, then subtract 9

D49 reasons the scvm is sticking together

Concept: “Why would you people even WANT to hang out together?” 
Content: 40 reasons for you scvm to come to the table.
Writing: A series of unceremonious prompts to bring your scvm closer together. 
Art/design: A wall of yellow and black text. Bright and bold.
Usability: Your bonds won’t save you, in the end. 

d50 Alchemy Supplies

Concept:“These alchemy supplies could mean the difference between living a little longer or dying an ignominious death.”
Content: Mechanically sparse, but plenty of objects that could be used in practical and creative ways
Writing: Includes some detailed entries with a variety of uses and purposes
Art/design: Laid out for easy use and reference
Usability: May require some googling of substances and materials

d50 Shamanic Tools

Concept: “These sacred artifacts can enhance your magical formulae, help you call upon the spirits, aid in healing the sick, or permit you to curse your enemies.”
Content: Besides titular list of nature-themed items, includes options for increasing presence and Omens
Writing: Delivers information simply with no undue fuss
Art/design: A straightforward layout with a background that lends flavor and ambience
Usability: Individual items primarily contribute to the buffs mentioned above

d50 Strange Weapons

Concept: “A collection of strange weapons for you Mörk Borg needs”
Content: 5 tables of weapons split across 5 genres of play.
Writing: Thematic, amusing, and occasionally anachronistic.
Art/design: Layout inspired by the Mörk Borg reference section.
Usability: Pick a theme, roll a d10.

d6 ARKFORT

Concept: “Begin your perilous journey into the ARKFORT. No GM to save you; yet, if you are too cowardly to venture alone, rope some friends into your misery.”
Content: The macro game to Dark Forts micro game.
Writing: Complementary resource management mechanisms and other complications add depth to Dark Fort's light gameplay.
Art/design: An effective, if dense, text layout harkening back to early digital office correspondence. Some not-so-traditional elements produce the sense of a found document.
Usability: More robust than traditional Mörk Borg fare but rewarding in equal measure. 

d6+ Fallen Knights Trample the Doomed World

Concept: “A torn page from a book of Noble and Saintly Knights gone awry, d6+ encounters with the vicious thugs who make claims to chivalry.”
Content: At least six holier-than-thou hypocrites. Plus d66666 others.
Writing: Compelling and complete descriptions of powerful knights, and their falsehoods. With mechanics to exploit their fatal flaws.
Art/design: A riot of colors, boxed text, and public domain chivalric imagery.
Usability: Structured for ease of reference as a printed document.

d66 Descriptions of a new PC arriving

13 contributors
Concept: “Your friends MÖRK BORG character died again and you need a spicy event to introduce his new hero to the party? Then you are damn right here!”
Content: d66 ways to introduce a new Scvm to the dying world.
Writing: Like 13 people worked together to produce this cursed table.
Art/design: A skull spider draws the eye to this table's individual contributors. Tortured background images emphasize the text.
Usability: Interaction between visible elements and text occasionally diminishes legibility.

d66 Flails

Concept: “Do you like flails? Me too.”
Content: d66 flails.
Writing: A surprising variety of lovingly crafted to delight players (and torment scvm).
Art/design: A list of flails, with spot illustrations of some truly unique specimens.
Usability: Linderon likes flails, and it shows. 

D66 Grotesque People

12 contributors
Concept: “What do they want? And ... What might they have?” 
Content: A collection of unfortunate souls to probably stab.
Writing: Makes wonderfully clever use of the “Who... Wants... Has...” npc format. 
Art/design: A filthy riot of design. But it quickly establishes structure. 
Usability: As fvcking inspiration. 

d66 Loathsome Corpse Mounds

Concept: “A revolting slurry of disease and decay.”
Content:
No explicit mechanics besides rolling, but plenty of scenery and potential for shenanigans
Writing: Full of grotesque, dark imagery punctuated by gallows (midden?) humor
Art/design:
Typographical choices create lots of visual variety
Usability:
Typographical and notation choices may also hinder quick reference, but they don’t substantially damage usability

d66 Martial Items

Concept: “Pick it up. Hold it. Feels good, doesn’t it? Heavy in your hand. Strong. You could make them pay with this. You could make them all pay.”
Content: A roster of weapons and armor with some new combat mechanics
Writing: Mostly descriptive but with an entertaining introduction
Art/design: Text arranged in neat blocks for easy navigation and reference
Usability: Vertically oriented text could present some inconvenience on certain screens

d66 Mörk Borg Monsters

Concept: “A collection of d66 profile images of monstrous scum for Mörk Borg."
Content: Series of 36 AI-generated portraits of a monstrous character.
Writing: -
Art/design: Scvm portraits in a grotesque pink & yellow painterly style.
Usability: zip files of png portraits. 

d66 Mörk Borg Royal Scum

Concept: “A collection of d66 profile images of scum for Mörk Borg. " 
Content: Series of 36 AI-generated portraits of scvm in crowns.
Writing: -
Art/design: Royal portraits in a naturalistic style with elements of pink and yellow.
Usability: zip files of png portraits. 

d66 Mörk Borg Scum

Concept: “A collection of d66 profile images of scum for Mörk Borg."
Content: Series of 36 AI-generated character portraits of Scvm.
Writing: -
Art/design: Scvm portraits in a pink & yellow painterly style.
Usability: zip files of png portraits. 

d66 People from Your Past

Concept: “NPCs who have a vested interest in your PC(s) … but almost certainly not with good intentions.”
Content:
Relationships based on grudges and disappointment; 6 entries in 6 categories
Writing:
Entertaining and inspiring; plenty of material for introducing conflict
Art/design:
Economic and effective
Usability:
Clear and clearly delineated visual presentation

This entry was sponsored by the creator as part of the Ex Libris RPG crowdfunding campaign.
“Feel free to mix things up for even more disturbing relationships!”

D66 Presents from Santa

“This is a wonderful list of definitely not cursed gifts from Santa.”

d66 Profile Pictures for Orc Borg

Concept: “A collection of d66 profile images for Space Orcs in Ork Borg."
Content: Series of 36 AI-generated portraits of fungal flesh and teef.
Writing: -
Art/design: Ork portraits in a naturalistic style with highlights of pink and yellow.
Usability: zip files of png portraits. 

d66 Profile Pictures for Pirate Borg

Concept: “A collection of d66 profile images for pirates in Mörk Borg/Pirate Borg."
Content: Series of 36 AI-generated character portraits of Pirate Scvm.
Writing: -
Art/design: Swarthy portraits in a pink & yellow painterly style.
Usability: zip files of png portraits.

D66 Profile Pictures for Pork In the Void

Concept: “A collection of d66 profile images for Pork In The Void.”
Content: Series of 36 AI-generated portraits of scvm in pigtails
Writing: -
Art/design: Porkin’ portraits in yellow and pink.
Usability: zip files of png portraits. 

d66 Wretched Travellers to Murder on the Road

Concept: “Obscene and revolting reasons to never take to the road”
Content:
A host of horrifying, revolting, and/or pathetic new friends
Writing:
Veritably dripping with gore, viscera, and tears of woe
Art/design:
Typographical variation adds variety to the pages
Usability:
An easy way to add a lot of grim atmosphere to any journey

d666 Names for the Dying World

Concept: “Whenever a PC asks a NPC what the Dying World is called, roll 3d6 and consult this chart. That’s what that NPC thinks the Dying World is called.”
Content:
A trio of 6-point tables
Writing:
Tongue firmly in cheek
Art/design:
Yellow. Pink. Black. Old Newspaper Type. Copperplate Gothic. Good to go.
Usability:
Get ready for Die Nohrland

D66NGEON

Concept: “Quick and light dungeon generation for Mork Borg.” 
Content: A one-page dungeon generator that only relies on two d6.
Writing: A quick and efficient style that makes thorough use of each roll of the dice.
Art/design: A well-organized and slightly highlighted plaintext document.
Usability: Designed for quick reference and easy home printing. 

D69 games the scvm plays in-universe

Concept:  
“-They are playing a game. 
-What game ? 
-Uh...” 
Content: 60 names for 6 kinds of games to play, in-game. With basic resolution mechanics.
Writing: Snippy and evocative titles to inspire at the table. Simple resolution mechanics in case it doesn’t.
Art/design: Some gamers coming to blows over a poor result on the D69 table.
Usability: A quick, and bright yellow, reference tool. 

D69 Unusual, sinister or suspicious places to run into in the wild

Concept: “Some of those might be dangerous, or simply sinister.” 
Content: Things to back away from, slowly.
Writing: A collection of decorations, designed to stand out (and unnerve) in the middle of nowhere. 
Art/design: Six little tables, not in a row. 
Usability: That you can select from with a dice throw. Nice.

D8 Holy Items of the Church of the Two-Headed Basilisk

Concept: “Holy Items in the possession of the Church of the Two-Headed Basilisk to be looted or stolen by your players”
Content:
A roster of sacred artifacts and relics
Writing:
Clear descriptions of item’s functions in a grimly spiritual tone
Art/design:
8 short paragraphs with some incidental illustrations; palimpsest effect adds visual character
Usability:
An interesting mix of beneficial and dangerous special abilities

Dagger of Crimson Melodies

Concept: “The blade of this dagger is engraved with blank sheet music. As soon as the dagger tastes the blood...”
Content: Blood pumping musical dagger.
Writing: Steady mechanical escalation with a bloody surprise. 
Art/design: Background illustration of music. Yellow, white, and black.
Usability: Put on your favorite tracks. 

Damnation

Concept: “HELL IS EMPTY, AND ALL THE DEVILS ARE HERE.” 
Content: Twenty fiends, mortal and infernal. The conflicts of Demon and Basilisks. And two new classes for suffering scvm.
Writing: Excruciating and gratuitous torment, exquisitely detailed excess. Diametrically opposed forces in conflict. You know, demons.
Art/design: A tastefully restrained selection of torture illustrations, all painted red, adorn this infernal textscape. 
Usability: Available in a, less bloody, print-friendly version.  

Damned Blade-Thrall

Concept: “Still you heft the blade, or when too weary of its heavy fate, drag it yet unscathed.”
Content:
Your zweihänder’s power comes with a steep cost.
Writing:
Darkly characterful descriptions and class options
Art/design:
Efficient and effective color and typographical choices
Usability:
Substitutes arcane catastrophes for critical fumbles. Consider yourself warned.

Damned in Darkness

“A chaotic dungeon dash through gore fueled horror”

Damned Offering

Concept: “They tried to sacrifice you to their demented cause, but you escaped. Now you are on the run, and doom follows you, wherever you go.”
Content:
A class inspired by Miura Kentarō’s Berserk
Writing:
Includes standard stat adjustments and table of class features plus two tables for character background
Art/design:
Uses various type styles and colors to clearly delineate sections and headings
Usability:
Depending on how the dice roll, may be a bit more powerful than some other classes

Dance Macabre

Concept: “The Rat King takes his rightful throne, and he demands you DANCE!”
Content: A rodent sensation. It’s sweeping the nation. Plague!
Writing: Clearly telegraphed rat-catching adventure, complete with moral quandary, and incarnated miasma.
Art/design: A crowded, yet clean, pamphlet adventure containing inviting iconography in distressing contrast with its content.
Usability: Spend an evening dancing the night away, painting the rats red, and setting fires. 

Dancing Zweihander

Concept: “A massive blade, flying effortlessly, leaving behind a silent swoosh and a trail of dismembered corpses.”
Content:
A malicious, relentless take on the dancing sword
Writing:
Some introductory color text with elaborate Special and table of random actions
Art/design:
Vivid colors highlight an abstract vivisection
Usability:
Some combat caveats for the DM to keep in mind, but nothing overly complex

Dark and Accurséd

Concept: “‘I adjure you, by the ancient serpent, judge of the living and the dead, by our Master, by the Master of the whole universe, by HE who has the power to consign us all to hell...’” 
Content: An exorcist, and thirteen reasons to abandon that profession.
Writing: Macabre descriptions matched only by menacing mechanics.
Art/design: Plain text ‘til the bitter end.
Usability: Dense but navigable plaintext. 

Dark Diver

Concept: “Practitioner of profane and dark arts, … you often wander in search of the next bleak and horrid place to hone your craft.”
Content:
A cerebral class oriented on Powers and otherworldly arcana
Writing:
Interesting class features with evocative descriptions
Art/design:
Typographical choices add emphasis and enable quick navigation
Usability:
Beware the hateful grapefruit

Dark Emissary

Concept: “All tithes must be collected and all debts and oaths fulfilled. There will be no deferrals.”
Content:
A truly brutal bill collector
Writing:
Nicely written, compelling flavor text and Special
Art/design:
Atmospheric depiction of the monsters, good use of more subtle colors
Usability:
Straightforward description and stat block

DARK FISH BLADE FORT

Concept: “For an authentic experience, get a fish and a blade, and listen to Murmaider by Dethklok. On repeat.”
Content: A standalone fishblade hack of DARK FORT, with optional co-op rules.
Writing: Puns that are succulently fishy. Mechanics that are seriously blade-y.
Art/design: Awkward man-fish, and fish-saws flop between pages of aquamarine and white.
Usability: Available in full size, A4, and letter format. Included character sheet.  

Dark Fortean Times: A Snarl of Corpses

Concept: “A Snarl of Corpses Dams the River is a deadly terrain trap that forces players to push their luck and make hard decisions under pressure.”
Content: An alchemical accident, a corpse dam, an impending flood, and the rise of the corpse king.
Writing: A simple core concept with delightfully foul framing to make for a truly unique disaster.
Art/design: A floodwater of corpse illustration. Purposeful typographic choices distinguish descriptive versus mechanical text.
Usability: A fair balance between dynamic design elements and accessibility. 

Dark Fortean Times: Pwdre Sêr

Concept: “( /pu/ – /dre/ – /ser/ ) 1. n. excrement of the stars 2. n. Star Jelly”
Content:
Apocalyptic options for alternative weather events
Writing:
Variously horrifying, bewildering, and humorous
Art/design:
A variety of visual styles in diverse and energetic layouts
Usability:
Straightforward on the GM side; player choice has a notably important influence on phenomena

Dark Lodestar

“The Dark Lodestone is only active at night. It shines brightly and roams the wilderness guiding travelers into its maw.”

Dark Reliquary of Kurgoth

“Eight different artefacts you can use in any campaign, with art and rules”

Darker Forts

Concept: “Adds THREE new dungeons and accompanying characters to DARK FORT”
Content:
New settings, characters, monsters, items, and optional rules for solo play; useful for generating themed dungeons on the fly
Writing:
Primarily informational but with just the right amount of creative flair
Art/design:
Strongly reminiscent of Dark Fort
Usability: Like its predecessor, each variant fits on one sheet of paper; doesn’t include custom character sheets

Darkest Rock

Concept: “A brutal delve into... Vile Geyser, a living cave that they can, if they work hard enough, befriend as a massive walking Caver familiar.”
Content: An adventure, spells, equipment, monsters, and class features designed for literal giant cave monster campaigns.
Writing: An eclectic weird fantasy style drizzled in gratuitously gelatinous glaze.
Art/design: Heavyweight line illustrations and maps accent a flexible traditional layout.
Usability: Can be supplemented with the system-neutral Caver and Cube rules. 

Dashed Hopes & Twisted Pleasantries

Concept: “Need to give your players a small bit of hope or respite? Then roll on this table. Want to take away that hope? The event has an optional dark twist.”
Content:
12 light occurrences and ways to pervert their charm
Writing:
Well written with especially good comedic pacing and timing
Art/design:
A useable, visually interesting table with particularly fun guiding graphics
Usability:
Rolling a d10 is the easy part; deciding to crush the PCs’ souls a little bit more is the fun part

Daughter Destroys Dragon

Concept: “The mountain, called "Mountain Crown" by the townspeople, has long been home to dragons, who occasionally appear in the city and steal away treasures. 
In other words, treasure is sleeping in that mountain.”
Content: A dragon kidnapping, treasure, and a demon exorcism.
Writing: A twist on a traditional fantasy adventure narrative.
Art/design: Engaging and dynamic sketches highlight characters and locations.
Usability: Simple concise adventure structure with randomization elements to enhance improvisational gameplay. 

Davig Pumpkins

Concept: “His name is Davig Pumpkins, and he's going to scare the hell out of you.”
Content:
One scary dude, and his backup dancers.
Writing:
Are we supposed to know who this is?
Art/design:
Why did you go all in on Davig Pumpkins?
Usability:
Any questions?

Dead by Dawn

“The Necronomicon. Written in blood and bound in human skin, it granted power over death itself. As the world began to fall apart, the location of the book was forgotten, and it hasn’t been seen since.”

Dead Dimensional Diver

Concept: “Remnant of a dead dimension. Long ago collapsed in on itself.”
Content: A darkness-dwelling revenant from beyond the known universe
Writing: Short, punchy flavor text with concise special features
Art/Design: Grungy typography and illustration mesh well and fit the relatively reserved but well-balanced layout
Usability: Store in a dark environment away from fire 

Dead Festival 3

Concept: “A hallowed night has come” 
Content: “A Forbidden Psalm and Last War Annual mini-expansion for the spookiest of months”
Writing: Understated official briefings on four harrowing subterranean misadventures and a desperate last stand against the dark.
Art/design: Found documents and strangely doctored battlefield illustrations and photographs.
Usability: Requires Forbidden Psalm core rules or The Last War variant. 

Dead Girls in Sarkash Forest

Concept: “You are lost. You are dead.”
Content:
A random pointcrawl through Sarkash, 6 original thematic classes, and optional rules and gear that add more conceptual depth and distinction without straying from the Mörk Borg core
Writing:
Brooding and grim with an undertone of forlorn optimism; extremely effective in conveying the intended tone and atmosphere
Art/design:
Visually diverse art and typographical choices unified by a focus on the setting and themes
Usability:
Deliberately deals with sexism and trauma; intended as a self-contained module, but the adventure and classes can be used with other Mörk Borg content

Drafts: Dead Girl Classes, Dead Girls in Sarkash Forest, Encounters in Sarkash Forest

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