3rd-party licensed
Dead God’s Prophet for Forbidden Psalm
Content: A rambling religious scvm to add to your Forbidden Psalm warband.
Writing: A simple and largely un-sophistic in its babble
Art/design: Clustered text surrounds the scene of an eager prophet, mid-sacrifice.
Usability: Slightly incoherent.
Dead King’s Soothsayer
Content: An orb ponderer of the worst kind.
Writing: An enumeration of betrayed monarchs and unfortunate coups. Orb included.
Art/design: The faded memory of a regal skull haunts a masked wizard pondering a generated orb.
Usability: Simple and effective wizardry. Murderous intent.
Dead Limbs
Content: Replacement limbs, and what to do with them. Maybe also what they do to you.
Writing: Framed as research notes, compiled and annotated by a paranoid scvm.
Art/design: Anatomy study chic.
Usability: Intact and not too crazed.
Dead Man’s Lands
Content: The skeleton of Mörk Borg in a cowboy hat and snakeskin boots, playing cards for your soul.
Writing: Mechanically a re-skin of Mörk Borg. The setting of Westlandia sets the stage for a world-shattering conflict between The Gambler and The Farmer. Pick a side, pardner.
Art/design: Clean and serviceable plaintext document.
Usability: Setting first, rules later. Familiar structure. Simple index for table reference.
Dead Reign
Content: A new setting with 10 bleak locations to explore, 7 enemies to haunt the present, and many tables filled with forlorn reminders of the past.
Writing: Strong thematic elements depict a world that is already spent. A world past ending. An empty place waiting for the last ember to blow out.
Usability: A melancholy font of inspiration, with writing that invites readers to wander their ashen world, and leave their own mark upon it. Available in English and Swedish.
Dearthmare
Content: A dark horse, leaving famine in its wake.
Writing: Mechanics that leave your scvm violently hungry.
Art/design: A series of tortured image-generated horses.
Usability: Bordered text over illustrations may hinder legibility. Designed for Forbidden Psalm
Death
DEATH CHURCH | DEATH CRAWL
Content: A hex grid for use with
Writing: Instructional only; doesn't need any more
Art/design: Pretty synthwave (emphasis on pretty) with a novel perspective
Usability: Foreshortening adds visual character without detracting from efficiency
Death Is But a Doorway
Content: Why settle for a boring death when you can adopt a different class and get back in the game?
Writing: Guides the player with a series of questions posed by a surprisingly sympathetic demon
Art/design: Designed for easy use and readability; splashes of color add emphasis
Usability: An excellent resource for matching fateful deaths with meaningful character (re)creation
Death Is Not an Escape!
Concept: “It isn’t your time. Rise revenant and roll for Death’s gift upon your first death.”
Content: 20 abilities that provide certain benefits and detriments
Writing: Some creative concepts concisely expressed
Art/design: Illustration and color lend an appropriate, on-brand character
Usability: Just roll d20 to see what gift you bring back from beyond the grave
Death Notary
Content: A Death Notary class and a Grim Shadow monster.
Writing: A fitting fan tribute to its source full of references and inspiration from the manga.
Art/design: Morbid purple highlights over black and white illustrations and dense white text.
Usability: Legible text in a stylized, but navigable layout.
Death Rope
Content: A sneaky centipede that mimics rope and then kills you (hence the name)
Writing: Stats and Special, straight and to the point
Art/design: Skullipede front and center
Usability: A good “gotcha!” hazard for malicious GMs
Death Witch
Content: An archetypal witch class with 10 new unclean and sacred Powers
Writing: Clearly written and easy to understand
Art/design: Easy-to-use layout and a lovely Klimt sketch; nicely emulates the feel of an old, well-used spellbook
Usability: Modifies the penalties for failed Powers for a different but still challenging spellcasting experience; particularly fun use of d6s and modifiers in Draw Down the Doom, which is specific to this class
Death Ziggurat in the Forest
Content: A cult leader knapping forest crawl.
Writing: A table of general locations, encounters, and treasure classes to outline your own adventure.
Art/design: Gray as a tomb, with a backdrop of the Sarkash forest, and headstone-reminiscent serif fonts.
Usability: Available in printer-friendly-ish gothic gray. Separate png with a numbered map.
Death's Head at a Feast
Content: Includes a filthiness score mechanic, new sacred and unclean scrolls, and mechanics for rerolling failed tests (and additional effects for outcomes)
Writing: Primarily devoted to mechanics but includes some introductory descriptive text
Art/design: Text-heavy but stylized with blackletter (sometimes yellowletter) and some illustrations for macabre flavor
Usability: Requires tracking an additional filthiness quantity, but the mechanics are simple
Deathbound Marauder
Content: A northern barbarian fit for Mörk Borg
Writing: Includes standard class profile with an additional Blackened Ancestor Spirit feature
Art/design: Text is easy to read and navigate; art is a characterful, well composed depiction
Usability: “Wear gloves while handling this scroll as the Frost Giant skin it was etched on will rot your hands.”
Deck of Consumption
Content: Rules to measure time, light, and suffering—with a deck of cards.
Writing: Clear and flexible rules for time management. Alongside explanations of their consequences/benefits.
Art/design: A surprisingly content dead king presides over the whole presentation.
Usability: Requires a deck of playing cards.
Deck of Corpses
Concept: “A deck of 36 corpses the GM may turn to whenever the PCs stumble across yet another dead body.”
Content: A heap of bodies, some of whom also have loot
Writing: Some strange and gruesome remains; not for the faint of heart, but definitely for Mörk Borg
Art/design: Conservative but effective
Usability: Includes a unique mechanic involving the official Corpse Plundering table and clock time
Deck of Corpses 2
Content: 36 new corpses on cards for your scvm.
Writing: An entertaining encounter for every corpse. As it should be.
Art/design: Functional and consistent.
Usability: Fully compatible with Deck of Corpses 1.
Deck of Evil Objects
Content: A 15-card deck with 3 additional cards (2 for the Deck of Treasures and 1 for the Deck of Secrets)
Writing: The descriptions will make you want to use these even though the mechanics will probably kill your character
Art/design: Sets the tone well without overcrowding a small space
Usability: Draw a card. Read the card. Repeat.
Deck of Secrets
Concept: “Use this deck during character creation […] to add background.”
Content: 36 violent, sordid, and bizarre selections to flesh out your characters’ personal histories
Writing: Well-crafted to inspire players’ imaginations and add compelling depth to characters
Art/design: Nice, macabre art on card backs, and textured backgrounds add some visual depth to each side
Usability: Just draw and then despair
Deck of Terribly Broken Bodies
Concept: “Instead of rolling a d4 and checking the table in the core rules, draw a single card from this deck whenever a PC reaches zero HP.”
Content: 38 severe injuries at 4 levels of severity (correlating to the 4 results on the Broken table in the core rules) with different results for different damage types
Writing: Visceral, vivid, and violent (obviously)
Art/design: Overall nice design; use of vivid yellow skulls to emphasize severity is a solid, well-devised feature
Usability: Very straightforward so you can focus on suffering from the wound instead of deciphering it
Deck of Treasures
Content: 36 items with mechanics for incorporating the canonical Corpse Plundering Table
Writing: Nice descriptions of items and enumeration of their mechanics
Art/design: Relatively conservative but effective
Usability: Straightforward in itself, but requires some reference to the core rules
Decrepit Seer
Content: An Omen- and Power-oriented class with access to 3 sets of 6 alternative Powers with special mechanics
Writing: Clear descriptions of mechanics and some appropriately anguished, esoteric flavor
Art/design: Relatively conservative but visually and thematically appropriate; features some insidious-looking flora and fauna
Usability: Straightforward; use of color is good for fast visual reference
Deep Into The Sarkash Forest
Content: A sonorous, haunting, and full ambient track for walking the woods.
Writing: It has a title, it’s fitting.
Art/design: A dark forested singles cover. A soft progression into droning choral soundscapes until their sudden and inevitable collapse.
Usability: To play at your table.
Deep Waters Run Deadly
Content: A moisture generator, d20 soggy denizens, fishing rules, d12 miserable fish, and treasures.
Writing: A generalized but descriptive style. Inspiring rather than dictating mechanics.
Art/design: A geometric and textured layout with tailored AI art.
Usability: A specific emulator for cruel and unusual bodies of water.
Defanged Despot
Content: A reskin of the Wretched Royal and also a rehead (it’s a kitty head)
Writing: Puts some entertaining twists on the core class
Art/design: A nice, clean layout with a very large four-letter word
Usability: Not for those with cat allergies
Defiling the profane
Content: Rules for stamina, staggering, and action economy in Mörk Borg
Writing: Interlocking mechanics incorporate new strategies and tactics.
Art/design: Splashes and grit accentuate a clean two-column layout.
Usability: Headers and italics establish a consistent hierarchy for reference.
Degenerate's Crypt
Content: A degenerate crypt of eternal torment.
Writing: A dungeon as sharp and fluid as liquid metal.
Art/design: Map illustration in styles ranging from the pragmatic to the purely aesthetic. No nonsense dungeon description that’s both aesthetic and legible.
Usability: Consistent and navigable visual hierarchy for easy reference.
Demigod of an Ancient Family
Content: A class inspired by Greek myth
Writing: Includes a standard profile with an extended table of misfortunes for one of the class features
Art/design: Primarily typographical, but color and other graphic elements facilitate quick reference
Usability: Anyone with the Necklace of Harmonia is going to have a tougher time than usual in the Dying World
Demon Dog
Content: Dog creation, rules, monsters/NPCs, tables, and sheets for a medieval splatterpunk setting.
Writing: A mouthy, coarse, and irreverent style. A drunken mix of gutter and grave.
Art/design: A violently sharp visual style that separates many illustrative and textual elements.
Usability: Designed to pick up and play. Starting straight into character creation and working toward the setting.
Demon Dogrider / Hellhound
Content: A lance-wielding goblin class with a beastly mount
Writing: Includes standard class profile (the mount, not rider, benefit from class features) and a stat block for the hellhound
Art/design: Text heavy, but uses color to organize sections and highlight important information
Usability: As a composite character, poses certain risks but also provides particular benefits
Demons and Wizards
Content: An abstract, table-based adventure
Writing: Features strange, psychedelic events and imagery
Art/design: A wall of words subtly delineated into bite-size bricks with plenty of color and some images to keep the page lively
Usability: Navigation is a little challenging, but related content is kept in close proximity
Den of Disarray
Den of the Robber Duckie
Content: The den, the duckie, and a duck-based scroll
Writing: Short and concise but brimming with humorous character
Art/design: Includes an illustration and map; overall, high-quality and gritty graphic design
Usability: Intended for use within a larger dungeon but still pretty modular
Denizens of the Dying World
Concept: “100 different types of characters; names from the core book + nonsense names of my own choosing. What they know, where it is, what this feels to them, what they can offer in return.”
Content: A random NPC generator for when the PCs ignore the important people and fixate on that one dude
Writing: Concise (by necessity) without sacrificing notable detail and character
Art/design: Wrings maximal character out of a small number of graphic elements
Usability: Click
Denna Toalett
Content: A toilet with paper on it. Not that kind. The one with the legal text.
Writing: Aggressively sarcastic.
Art/design: Practically unreadable.
Usability: For shit-takes. Specifically, Walton’s.
Dental Manvscript
Content: Options for the teeth in your head and in your pocket
Writing: Good technical expositions and well-placed humor
Art/design: Definitely lives up to the title
Usability: Self-contained mechanics are simple to navigate
Deprived
Content: A femur, with attached scvm.
Writing: Minimalist.
Art/design: Caveman illustration with more equipment than this class gets.
Usability: You still get omens though.
Depths ov Depravity
Der Turm des Totenbeschwörers
Concept: “Soldiers from Schleswig confiscated – and then lost – the necromancer’s most treasured relic, the Swordfishtrombone. It is now up to the PCs to find it.”
Content: A devious hexcrawl inspired by Tom Waits
Writing: Clear, concise expression of rules and encounters
Art/design: Laid out for easy use with plenty of Mörky design choices and touches
Usability: Calls for use of MBC titles, but GMs can easily substitute alternatives if these resources aren’t available
Descended like a dove...
Content: A four-room dungeon with an ironic take on Christian iconography
Writing: Clearly describes the surreal dynamics of the dungeon and puzzle solutions
Art/design: Typographical choices make the dungeon easy to read and reference; illustrations and other design elements contribute to the overall atmosphere
Usability: For expediency, GMs should review thoroughly before playing
Desperate Farmhand
Content: A downtrodden dirtmonger in search of a “better” life
Writing: The tongue-in-cheek condescension is palpable
Art/design: Text is arranged against an illustration that really conveys how much this poor bastard’s life sucks
Usability: Muck and filth not included
Previously available as a standalone release; now included in the Desperate Farmhand (and Other Rural Jollities) bundle
Destitute Thespian
Content: A thespian in the time of Basilisks.
Writing: Dryly comedic and versatile, like many a destitute thespian.
Art/design: Medieval theatrical production overlayed with stage directions for your Scvm.
Usability: The image backdrop may hinder legibility in small portions of the text.
Detested Luckleech
Content: One fvcking lucky scvm. One reprehensible Omen thief.
Writing: Optimized for maximum intra-party conflict.
Art/design: A lucky scvm amidst a field of green and white text.
Usability: Stylish and organized for easy navigation.
Devil’s Camp
Content: A deceptive rest stop on the roadside
Writing: Includes some flavor text, a rationale, and specific effects
Art/design: Visually balances image and text with some characterful typographic choices
Usability: The core mechanic is simple, allowing the GM tailor the encounter to taste and need
Devil’s Tomb
Content: Eclectic bordering on an acid trip, but strangely charming
Writing: Stitches randomly generated features together in interesting ways
Art/design: Map breaks perspective to efficiently depict three-dimensional space
Usability: Navigating the two halves of the sheet simultaneously can get tricky; number the rooms with your own blood
Devourer of Afflictions
Concept: “Its followers claim that any who is swallowed by the god shall be reborn, expelled from its lower body free of pain and disease.”
Content: A heavyweight monster that
Writing: Compelling description of the devourer along with tables for ingestion effects
Art/design: Visually well organized; illustration frames the text and obscures the creature, which is a neat choice
Usability: Smooth, just like PCs through a giant maggot-god
Dire Hunter
Content: A macabre archery-based class
Writing: Conveys the character’s desperate upbringing and grim outlook
Art/design: Laid out for easy reading with expressive typefaces, illustrations of arcane arrow types, and purple accents to unify the text and images
Usability: A daily mix of arcane arrow effects make a constantly varying ability set
Dire Mutterings
9 contributors
Content: A compilation of classes, encounters, items, rules, and an adventure.
Writing: Accumulated rumblings generally framed as folk wisdom, legends, and superstitions.
Art/design: Vigorously variegated illustrations distress slabs of structured text
Usability: A table of contents complements visually distinct entries assist navigation.
Discrepants
Content: Noxious metallic beings from elsewhere
Writing: Contains a stat block and a table of needs and promises
Art/design: Leans into Mörk Borg yellow to establish a toxic sense; abstracted figures create a sense of appearance but leaves room for GM interpretation
Usability: Could serve as an unusual hook for a quest
Disgraced Duelist
Content: A competitive killer with a grudge to bear.
Writing: Channels a frankly distressing sense of martial pride.
Art/design: A menacing duelist admires his handiwork with perverse focus. Makes practiced use of purple and yellow contrast.
Usability: A familiar and comfortable class layout.
Dishonored Headsman
Content: Headsman without a cause.
Writing: A simple executioner’s life cut short, with nowhere to pick up the pieces.
Art/design: A cleaved two-column layout with strong axes and good (be)headings.
Usability: Print-friendly and mostly plaintext.
Displaced Monarch
Content: A kingly emissary of the hungry depths.
Writing: Tragic and tantalizing. Mortality and mystery, conveyed in equal measure.
Art/design: A menacing echo of a monarch vibrates from the spread, as white text emerges from the depths.
Usability: You won’t drown in it, yet.
DNGNCRWL
Content: A playable browser version of BASILISK!
Writing: Clear prompts supply plenty of options to kill your scvm.
Art/design: Simple grayscale map, character sheet on right, scrolling prompts beneath.
Usability: Keyboard & Mouse Control
DNGNSTOCK
Dogo and Dream
Content: The Doomsayer Dogo and the Eternal Dreamer in Metal Husk
Writing: Tone and imagery are pretty grim even by Mörk Borg standards
Art/design: Economical layouts and design with evocatively brooding illustrations
Usability: Highly lethal with a significant chance of Misery
Doorway to Blasphemy
Content: A Mörk Borg adventure and Slipgate into the world of Qvke Borg
Writing: Efficiently describes the many dynamic environmental effects and triggers the define Quake level design in text.
Art/design: Sickeningly detailed map with bold colors that emulate classic Quake texture. Clean text layout with efficient sidebars for each room.
Usability: Surprisingly self-contained, only the explosive rules require Qvke Borg to run. Excellent preview to the full Qvke Borg experience.
Down and Out in a Schleswig Sanitorium
Concept: “Recently the staff has all been murdered by a patient gone rogue. That suits the King’s ends well enough.”
Content: Clever scenario, especially the conclusion
Writing: Disturbingly descriptive at times, humorously irreverent at others
Art/design: Adapts Nohr-esque style to express its “sterile” environment
Usability: Well organized by category, but involves some flipping/scrolling/shuffling
Down Below
Concept: “‘I need a hardy group to check the district’s Drainage Works beneath the city.’”
Content: An elaborate sewer crawl filled with NPCs, plenty of treasures, and even more hazards
Writing: Includes lots of atmosphere and characterful monologues/dialogue for NPCs
Art/design: Optimized for clarity and quick navigation and reference
Usability: Provides plenty of details, clues, and dialogue for the GM to use or adapt; a potentially long adventure
Down the Altamaha(-ha)
Content: Boating, fishing, treasure hunting, and gruesome death in one package; some interesting interconnected elements and connections to other 3rd-party adventures
Writing: Straightforward and descriptive with an undercurrent of humor
Art/design: Clear, easy-to-navigate layouts with some nice illustrations
Usability: Nonlinear but not particularly complicated
Dracula Church
Content: A blood-fueled techno-dracula cathedral crawl.
Writing: A heavily mechanized blood bath of downed draculas and archaic alliterations.
Art/design: Intentional blend of fantasy and sci-fi elements produce a unique visual style.
Usability: Fits wherever a cathedral airship could land.
Draugen, the Drowned
Content: An undead denizen for coastal settings
Writing: Sets the tone and scene for encounters
Art/design: Relatively subtle and unintrusive
Usability: Well-demarcated sections and stats for easy reference
Dread Engines
Content: 12 objects, beings, and even a sound to populate adventure venues
Writing: Nicely written and lives up to the title and tagline’s promise
Art/design: Fairly minimal, but the text really carries the weight
Usability: Roll a d12 or pick from the list
Dread Knight
Content: An primordial knight, fused into armor black as night.
Writing: Rules that shed light onto the champion of a dark past.
Art/design: Dark. Literally dark. With only white text to illuminate it.
Usability: Dreadful ink consumption. Mementos may be difficult to read on small screens.
Dread Nights
6 contributors
Content: A standalone gaslamp era gothic horror expansion for Forbidden Psalm, including 15 creatures of the night, infections, and a gothic horror themed campaign of grisly nocturnal scenarios.
Writing: Familiar horror tales stalk just beyond the illumination provided by clear mechanics and crisp scenarios.
Art/design: An elegantly restrained palette of red, black, and white. Shadowed by macabre illustrations in a variety of styles.
Usability: Clear index, reliable sections, quick reference, roster sheets, and consistent formatting make it a utilitarian wargaming rulebook.
Dream Stalker
Concept: “Should a dreamer encounter the Dream Stalker […] it will try to bring them back to the realm of nightmares.”
Content: A monster that licks you to sleep, permanently
Writing: Provides a brief synopsis and stat block
Art/design: The illustration will definitely haunt some nightmares
Usability: A clever way to mess with PCs when and where they least expect it
Drifting Sepulchre
Drowned Kobieta
Content: A drowning-based monster derived from Slavic myth
Writing: Provides some inspiration for hooks and haunts
Art/design: Reinforces the theme with heavy chiaroscuro and cool spot colors
Usability: Initiative is influenced by PC class; otherwise, straightforward
Druidic Forest Stalker
Content: Soul-sucking forest ranger with an unfaithful friend.
Writing: A disturbing assortment of companions with a generous helping of soul-snacking.
Art/design: A masked, horned, and cloaked figure dispassionately observes a shadowed glade of text and skulls.
Usability: Kill things, steal souls, get good.
Drums of Ascension
Content: A substantial sketch of a long, multi-phase military crusade
Writing: Purely descriptive, but contains lots of compelling concepts, images, and adventure seeds
Art/design: Designed for linear reading, but includes some Dore engravings to keep the document visually interesting
Usability: Provides a solid outline and tableaus of critical events, but will require GMs to fill in a lot of incidental and mechanical details
Dual Wielding
Concept: “House ruling for dual wielding, simple and brutal”
Content: Rules for attacking and defending with two weapons
Writing: Delivers mechanics pretty efficiently
Art/design: Nice adaptation of public domain art to Mörk Borg aesthetic
Usability: “simple and brutal”
Duck Duck Dead Duck
Content: A high-stakes game of Duck Duck Goose (but don’t call it that)
Writing: Sets the scene and provides mechanics for playing the game
Art/design: Especially clever layout and design on the second page, which represents the pit players are thrown into
Usability: Tests the player’s quickness as well as the character’s
Duck God's Pit of Peril
Content: An escape puzzle with a murderous decoy duck
Writing: Primarily focused on describing the room’s puzzle dynamic
Art/design: Maps and decoy illustration are the centerpieces, but additional elements add visual variety and flavor
Usability: Puzzle is relatively straightforward (assuming PCs survive the decoy)
Ducks Left Wanting (to be left alone)
Content: “A two page spread with rules for catching ducks, a d20 table of juicy rewards tied round their necks, and a d20 table of all the horrible shit that can happen when one is catching ducks!”
Writing: Primarily tables with some descriptive text connecting the scenario to the larger adventure; rife with body humor
Art/design: A plethora of ducks, sinister and otherwise
Usability: d20 not included
Dukk Börg
Content: Includes optional rules for Clan and lineage, a thematic Miseries and classes, stats for monsters and NPCs, items, and descriptions of locations within the setting
Writing: Revels in mashing up cyclopean grimdark imagery with Duck lore
Art/design: The diverse typefaces and arrangement of graphic elements scream Mörk Borg while the illustrations combine that spirit with the whimsical grandeur of the works of Carl Barks and Don Rosa.
Usability: It may or may not fit with your vision of Mörk Borg, but it’s a gem in its own right.
Duncan Hall’s Mörktober 2023 – 31 Tables & Trivilities
Content: “31 random generators, monsters, items, and so forth made throughout the month of October 2023.”
Writing: A tortuous elaboration from its initial prompts, full of wit and wretchedness.
Art/design: Sketches, photo bashes, full-color illustrations, and doodles in a filthy day calendar format.
Usability: Most fun when printed on a sticky note calendar.
Dungeoneer's Black Book
Content: 16 dungeons in a disturbing array of contents and formats
Writing: A variety of adventures await you with their own unique styles. The only guarantee is misery.
Art/design: A engrossing (sometimes gross) exploration of dungeon layout and illustration.
Usability: With a variety of design formats, make sure to read your selected dungeon before the session.
Dungeons and Death
Dwarven Rocks-for-Brains
Content: Playable rocks.
Writing: Curt, clear, and not at all crusty.
Art/design: Dwarf contemplating their pet rock in shades yellow and green.
Usability: Distinct sections with legible body copy.
Dïce Borg
Content: Mechanics for playing using only d6(s)
Writing: Clear explanation of some relatively complex dice mechanics
Art/design: Condensed version includes some graphic stylization; main document uses clear, traditional design and layout fitting the content’s nature
Usability: Includes quick-start bookmark as well as fully elaborated rules and tables; throwing knife not included
Dödsråttor
Content: Rat swarm à la Mörk Borg
Writing: A standard stat block with a bit of grimly humorous descriptive text
Art/design: Expressive typography and an illustration that reinforces the concept without being too graphic
Usability: Well laid out for readability
Dö’Vinc
Concept: “Mad scientists, performing cruel experiments on strange creatures”
Content: A mysterious humanoid that wants to give you a big ol’ hug
Writing: Includes a stat block and some brief description
Art/design: Creepy gas masks are severely underused in Mörk Borg
Usability: Leaves plenty of room for GMs to play with motive and behavior
Eagle Warrior
Content: A lean, restrictive class dependent on dark deities
Writing: The standard spread with extra class features (Gifts)
Art/design: Purely typographical, but organized and laid out well
Usability: Limited compared to other classes but also more variable day-to-day
Ecdysis
Content: A sonorous ascension from the depths of Sarkash.
Writing: An emergent horror vignette of insular cults and deep dark secrets.
Art/design: A consistent scratched and blotted illustration style the projects clear menace and dread. You can almost hear it.
Usability: Strong visual styling that does not hamper its utility.
Egg Chamber
Content: An egg-centric encounter; heavy on scatological humor
Writing: A balance of descriptive text and mechanics with some putrid and absurd imagery
Art/design: Text heavy, but well stylized and organized around/in a map and illustration
Usability: Some elements may be a bit much for more squeamish players
Ekstasis
Content: Dancing for omens.
Writing: Desperate mechanics capture the frenetic energy of ecstasy.
Art/design: Text and visual elements suggest an out of body experience.
Usability: Best performed in a wide open space.
Eldritch Earthbound
Content: Includes standard stat adjustments and some diverse class features along with a table for rolling your malefactor and conferred title, and an Outcast Score mechanic that affects certain rolls
Writing: Captures and conveys an attitude of bitter retrospection
Art/design: Clean, easy-to-read text with some entertaining design flourishes and enough diversity to make an overall graphically interesting document
Usability: Outcast Score is integrated seamlessly, keeping complexity at a standard level
Eldritch Elevations
Concept: “Blessed are the Powers granted to us by the Basilisks and Blessed are we by their use!”
Content: 20 options for critical success when using Powers
Writing: Clear, concise descriptions of narrative and mechanical effects
Art/design: Economical type choices; presentation emphasizes the textual subject
Usability: Roll & read
Elixirs, Potions & Mixtures for Herbmasters, Alchemists and Wittless Fools
Content: See concept
Writing: Typically bite-size paragraphs describing qualitative and mechanical effects
Art/design: Two-column layout with some images, trade dress, and typographical flourishes
Usability: Also handy for creating customized decoction tables for occult herbmasters
Elk Deathyard
close to the-”
Content: A Tveland Cabin Crawl.
Writing: Supernatural horror. Full of foreboding. With shocks and twists as well as horror tropes.
Art/design: Design elements emphasize a descent into darkness.
Usability: Mini-map, representative spot illustrations, and clean layout aid in table reference.
ELLE demande, IL exige
ELLI: Bloodsucking Abomination
Content: “A precious little scamp HUNGRY to meet you.”
Writing: Active, light, and just a little clingy.
Art/design: Bloody adorable illustration with a steady flow in the hierarchy and design.
Usability: Engaging, concise, and fluid reading.
Elände, Harbinger of Misery
Content: A mechanically creative, increasingly powerful, and ultimately unkillable herald of the apocalypse
Writing: Keeps the tone and flavor of the Nameless Scriptures while incorporating mechanical details
Art/design: Red and black ground create a dark, ominous visual tone; white makes the text stand out well and draws the eye back to the central figure
Usability: “Inevitable. Unavoidable. Unstoppable. Burn this pdf.”
Emerald Serpent of the Isle
Content: An emerald serpent-man. A shedder of skin. A summoner of snakes.
Writing: Just the stats. Do what you wish with them.
Art/design: Hand drawn, painted and written. Straight out of the DM's notes.
Usability: Flexible abilities for a surprising npc, combat encounter, or ally.
Emeric’s Pilgrimage
Content: A heroic hexcrawl in three dimensions with multiple options for resolution
Writing: Alternatively supernatural, apocalyptic, and humorous; includes a brief overview of the scenario’s folkloric and real-world inspirations
Art/design: Typographical choices and redundancy of clean, clear maps make for easy navigation
Usability: Available in single-page, spread, and booklet formats
Endless Flesh
Content: A solo endless fleshcrawl.
Writing: A concise solo game. Establishing tone and self-contained mechanics in two pages.
Art/design: Cleanly formatted black text over a fleshy pink background.
Usability: Includes downloadable character sheet.
Endless Sea Raider
Concept: “Predator of the Endless Sea”
Content: A piratical player-character class
Writing: All the standard features with some inspired class-specific items/companions
Art/design: Graphics convey the grim bleakness of the Endless Sea with some appropriate splashes of Mörk Borgy color
Usability: Nicely blocked out for easy reference
Enemies Closer
Content: Faction mechanics, reputation, lore, and a scenario generator for Pharmagothica.
Writing: Some wild and thoroughly amusing factions to help/hinder your freelancers.
Art/Design: Classic art once again stands in contrast to a modern-day US bioweapons wasteland.
Usability: A functional, organized, and inspirational guide. Requires Pharmagothica.
Enter the DOME-icile
Content: A dungeon in a skull, with an evil wizard.
Writing: Surprisingly amicable for an Arch Wizard, providing advice for apprentices on how to generate new cursed magic items to punish thieving scvm.
Usability: This dungeon is approachable—through the nose or eyes. The text is navigable—and color coordinated.