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

3rd-party licensed

Enter the Dungeon

Concept: “Enter the Dungeon will provide a skeleton from which to hang your imagination.”
Content: Basic dungeon generator for low prep and gm-less play.
Writing: Broad variety in room titles, a gateway generator with mechanics, and rules to resolve dead ends.
Art/design: AI-generated fantasy environments. Dark display type over bright solid backgrounds.
Usability: Grab a d4, d10, and d12. 

Entombed Bookkeeper

Concept: “Trapped in the darkest and forgotten places of the world, the Entombed Bookkeeper hordes its trinkets and knowledge.”
Content:
A middle-weight monster with a covetous streak
Writing:
Concise with some humorous rimshots
Art/design:
Smart, ergonomic stylization and orientation of text around and within the central image
Usability:
I feel personally satirized

Errant Fool

Concept: “What if the hero of the story was anything but? Thinking themselves invincible, ready to take on the day and save the world. Sweet Svmmer child, how foolish can you be?”
Content:
A delusional, quixotic knight
Writing:
Conveys the class’s double nature well in both descriptions and mechanics
Art/design:
Judicious use of color adds emphasizes important features of the image and the text
Usability:
Designed and laid out for easy reference; in play, carries greater risks than other classes (but that’s half the concept’s fun) 

Erratical Freak

“Hunted by the Bihelix Genetica megacorp, this unstable runaway test subject is trying to find traces of their nonexistent past life.”

Erroneous Revelations

Concept: “He experimented a lot with divination, mainly trying to make it easier, often at the cost of accuracy.”
Content: A scroll to bring about an unlikely future.
Writing: Hilariously un-prophetic.
Art/design: Serious layout belies decidedly humorous contents.
Usability: Specificity adds to the hilarity. 

Escape the Dullahan

Concept: “When the dark rider calls, you have two choices: flee, or join the flight of the damned.”
Content:
A deck-based randomized adventure; a creative concept and well executed
Writing:
Clean, atmospheric writing with sharp imagery
Art/design:
Excellent illustrations and layouts
Usability:
Well-organized main sheet, and encounter stats on each card, and available in multiple formats to suit printing preferences

Escoria de Bolsillo

Concept: “Una ficha plegable y portátil para que podáis llevaros el alma de MÖRK BORG en cualquier parte y a cualquier lugar.” 
Content: A foldable and portable character sheet so you can take the soul of MÖRK BORG with you anywhere and everywhere. 
Writing: It’s got all the elements of a Mörk Borg character sheet. Just pocket-sized.
Art/design: A delightful and compact design inspired by Chaoclypse.
Usability: Available in Spanish, with and without lines in the note sections.  

Eskalating Eskatons

Concept: “Eskalating Eskatons ties the players’ spending of Omens to the Calendar of Nechrubel with a nifty rule and tracker.”
Content:
The number of omens spent gradually reduces the size of the die rolled on the Calendar
Writing:
Not wordy. Doesn’t need to be.
Art/design:
Provides visual cues for use in the full-graphic version and verbal instructions in the printer friendly version
Usability:
GM will need to keep careful count of omens used, but it’s obviously not a major chore

Eskire, Crimson Mask, Winter Husk, & Swampkin

Concept: “Scribbles to die by”
Content: A four-part creature feature.
Writing: Combat mechanics help define narrative function.
Art/design: Jagged lines carve out miserable creatures.
Usability: Stylized yet legible. 

Every God Will Fall

Concept: “d8 Supernatural Hirelings Fallen From Grace”
Content:
An varied assortment of divine (presumably) entities
Writing:
Backstories and descriptions contribute genuine (often sympathetic) character
Art/design:
Illustrations and other design elements equally contribute to characterization
Usability:
Yes, please

Exalted Gambler

Concept: “To pay off a debt, you signed an unholy pact with a bizarre being.”
Content:
Interesting abilities and patrons for rogue-like characters
Writing:
Clearly written with compelling pathos
Art/design:
American West-themed but appropriate and pretty entertaining
Usability:
"The house always wins!"

Executioner of Nechrubel

Concept: “The Dark Lord dispatches these to rid the world of threats to the apocalypse. The end of all things will not be denied.”
Content:
A powerful, relentless agent of the apocalypse
Writing:
Stats, special abilities, and some lyric lore
Art/design:
White and yellow text stand out against the cool, dark ground, emphasizing the sinister illustration
Usability:
Easy for the GM to run, and will probably inspire PCs to run (away)

Exiled Sanguinary

Concept: “You once held court in the gutters, sewers and tombs where fawning courtiers paid you  tribute in blood and death and fear … Then you blew it.”
Content:
An ostracized member of the undead aristocracy
Writing:
Clear, descriptive, and comes with a free punchline in every paragraph
Art/design:
Typographical choices facilitate navigation; features a compelling illustration
Usability:
A fun blend of darkness and humor from the other side of the grave

Expanded Tables for Mörk Borg

Concept: “These tables can be used instead of or in conjunction with those that are in the core book.” 
Content: See above
Writing: Consistent and parallel in its overall misery and tone.
Art/design: An aged parchment, with the occasional spot illustration in a tight two-column layout.
Usability: Dense but approachable plaintext. 

Extractor Tank

“Created for the Blood-Countess Anthelia … the Extractors patrol the walkways and passages of Alliáns.”

Face of Wry Prophecy

Concept: “A mannequin masque locked in an airy smile.”
Content: A fatal game of masque roulette.
Writing: Compelling core mechanics make a tense social minigame.
Art/design: A menacing masque hovering over cursed text.
Usability: It’s all bonus HP until someone’s dead. 

Faceless Ghoul

Concept: “You fucking died. How you still walk the earth defies all things holy and unholy.”
Content:
An undead, face-shifting character class with an appropriate emphasis on bodily abilities
Writing:
Primarily focused on class mechanics with macabre flavor throughout
Art/design:
Layout places emphasis on the illustration; text is spatially delineated for easy navigation
Usability:
Majority of the text is in small point and may be challenging to read in print

Faces for a Dying Land

vil
VTT tokens for characters and/or NPCs

Factions of the Dying World

Concept: “Descriptions of places, architecture, fashion and factions of Mörk Borg.” 
Content: A setting guide of the major cities and regions of the Dying World.
Writing: A political treatise on the various polities and cultures in informative prose.
Art/design: Representative figures for each faction are presented in rich charcoal. 
Usability: A primer for those who would like just a little more structure in their planning. 

Fae and Whimsy

Concept:  
“In ancient woods deep and wide
where beasts of old are by my side
I the fairy king full of ire
declare this war, my one desire.” 
Content: Three fae enemies, twelve new Miseries, one fairy crown, and a war to tie them all together.
Writing: Misery with a hint of whimsy, challenge with a hint of capriciousness.
Art/design: Graceful and organic line art supplements a heavy serif text.
Usability: Printable as a human or fairy-scaled booklet. 

Falbärr (drop bear)

Concept: “A widely held belief is that the ‘bears’ that live in the trees are harmless watchers, but in reality they are monsters that will murder hapless and unwary travelers.”
Content:
Murder koalas
Writing:
Provides general context and specific mechanics for encounters
Art/design:
Efficient use of color; clever text arrangement simultaneously reveals and obscures the monster portrait in keeping with the lore
Usability:
Does the sneaking for you

False Ballon

Concept: “A sadistic trap disguised as a whimsical party decoration, perhaps deliberately placed.”
Content: Definitely just a balloon.
Writing: 5 ways to kill a Scvm, with a birthday surprise for the sixth.
Art/design: The balloon is happy. The layout is violent. I am happy too.
Usability: Balloons can be placed just about anywhere, even false ones. 

False Dusk

Concept: “The pig must be alive while the spell is cast. The pig explodes after the spell is cast.”
Content:
A scroll that summons darkness and feral pigs
Writing:
Mostly descriptive with a few mechanical components
Art/design:
Typography and layout differentiate sequential elements; also includes a piggy
Usability:
Intuitive, with some potentially entertaining applications

False Prophecies

Concept: An album of dungeon synth and dark ambient tracks with accompanying adventure
Content:
A physical manifestation of the Sword of Hailstone game app
Writing:
Provides mechanics for navigating the frozen wastes and lore and stat blocks for what you’ll find along the way
Art/design: Masterfully puzzles the game content into the relatively small space of a fold-out cassette case
Usability:
Pairs well with Sword of Hailstone materials, which include a fold-out hex map

False Stronghold

Concept: “Every 100 years under a blood moon the False Stronghold rises in the south. It feeds for three days.”
Content:
A titanic monster that will probably ruin your day (if not 3 of them)
Writing:
Concise and extremely descriptive in both the flavor text and mechanics
Art/design:
Solid typographical and color choices, intuitive layout, and a truly heinous illustration
Usability:
Presents interesting options for murderhoboing on a colossal scale

Familiars

Concept: “Bizarre-looking miniature human figures (homunculi) created from non-human biological matter”
Content:
Rules for creating and running familiars plus tables for names, communication, personality, specialties, food, death, name, and rarities
Writing:
Straightforward with some particularly humorous entries
Art/design:
Designed for easy usability and includes some illustrations as examples or inspiration
Usability:
Potentially useful and entertaining

Fangirl of Deserter

“The best prog-bit post-chrome var synth deafcore band in CY. You are their most loyal number one psychofan, booted and permabanned from every fanpage for overzealousness and fanaticism.”

Fangüin

Concept: “The Fangüin move in unison, their collective presence evoking a sense of foreboding.”  
Content: Perfectly normal, collectively intelligent, color-draining aquatic birds.
Writing: A horrifying ecological survey of a mysterious Kergian fauna
Art/Design: A horde of Fangüin observe blood stains, anatomical drawings, and a dramatic title.
Usability: Be prepared to chop off your limbs. 

FantasticJean's Misery's Keep

Concept: “an independent production by Jean Verne… hastening the final Misery” 
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls… 
Art/design: A magazine print production, depicting the keep through a surrealist collection of public domain imagery.
Usability: Functional, accessible, and visually rich. 

Farewell to Arms REDUX (Ashcan Version)

Concept: “The Dying Lands have never been peaceful... Yet now, few would call that old world violent – not like this.”  
Content: A setting primer, sample adventure, and rules for playing Grvnt’s in the Dying Lands.
Writing: Clear introduction and tutorial to the alternate rules and setting, with guidance on where the complete game will expand upon them.
Art/Design: A colorful but simple layout, minimal but well-chosen art, designed for practical reference. 
Usability: Ready for war. Or at least a skirmish. 

Fascinations And Aversions

Concept: “a rules expansion that adds Miseries to the Mork Borg hack: Cthork Borg
Content: Long-term maladies and consequences for investigators.
Writing: Frighteningly specific descriptions of strange curses and conditions backed up by concise mechanical effects. 
Art/design: Clean and crisp design enhanced by the strangely sensuous illustrations of Paul Gauguin and Aubrey Beardsley.
Usability: Requires of Cthork Borg's Stability mechanics and assumes Cthork Borg’s 1920s setting.  

Fate's Folly

Concept: “Slowly, slowly, the wheel begins to turn, dragging you into its unending journey.” 
Content: An abbreviated tour of the wheel of fate.
Writing: Six randomized stages of a fool’s journey, manifest as (potentially) miserable encounters.
Art/design: Select tarot imagery presented to provide inspiration and context for each new chamber.
Usability: For a satisfying evening trapped by temptation and diversion, also available in plain text. 

Fathomless Despair

Concept: “Death is the least of your concerns if you are foolish enough to visit this horrible and dark place. The air and soil are filled with the stench of undeath as a lingering evil makes its presence known to all who explore this desolate land.”
Content: A pocket map of the Valley of Unfortunate Undead. Complete with its creatures, and contents.
Writing: A historical account of the valley’s many ruins and follies, and a brief taxonomy of the undead they left behind. Intended to inspire not direct.
Art/design: Efficient grouping, color coding, and placement accommodate each aesthetic flourish. 
Usability: Can be folded to fit in your pocket. Designed to minimize flipping. Pre-record the creature stats to truly optimize your experience. 

Feculence

Concept: “Start on the backside!”
Content: A dung’eon crawl to play on the toilet.
Writing: Filthy and fun. A delightfully nutty rules texture with the occasional crunch.
Art/design: Unexpectedly clean text layout. Perfectly legible on paper. Less so on toilet paper.
Usability: Available in A5 and half-letter. Accommodations for public bathroom play are provided in extras. Your results may vary. 

Fedelfugol Pit - Den of the Demon Mallard of Gluttony

Concept: “A single room of sacrifice and demonic hunger”
Content:
A grimly humorous concept with a fairly straightforward puzzle that no one will really want to solve
Writing:
Clear descriptions of the setting with some flavorful quotes for the GM to read
Art/design:
Clearly delineated paragraphs devoted to dungeon elements and a well-organized description of the puzzle and its solution
Usability:
“Hold on to your butts.” – Jon Raymond Arnold

Femoral Didgeridoo

Concept: “Someone managed to kill a giant then had the insane idea to turn one of its femurs into a didgeridoo.”
Content:
Three skeleton-based options and consequences for poor performances
Writing:
Mechanics-oriented and concise
Art/design:
Typography and color enable easy reading and navigation
Usability:
Not your typical MB femur 

Fester Back Brood Mother

“Your skin crawls. No, something is crawling under your skin!”

Fiend's Lost Scrolls

Concept: “THE FIEND, fiddled with our fragile reality using his powerful magic. What he discovered was written unto scrolls, yet hidden away, only for HIM to use.”
Content: Sacred and unclean scrolls meant for THE FIEND’s eyes only.
Writing: Darkly utilitarian powers, some familiar to other worlds, others unique to this one.
Art/design: Fiendish and characterful sketches engage as devilish list arrangements bemuse.
Usability: Think of the list obfuscation as an additional randomization element. 

Fiendish food & hunger-related madness

Concept: “‘A food and cooking related supplement ideal for the alimentation of the wretched... Recommanded by 9 out of 10 dead prophets” 
Content: Misery and eateries. Roadside meals for scvm, The Meat Cult, cooking on the trail, heartburn (and worse), mushrooms, supplements, a menu, and a fucking demon.
Writing: Highly stylized, specific, darkly funny. Designed to generate those memorably Miserable moments scvm know and love, and to let players embrace their awful characters. 
Art/design: Crammed with all the provisions they could muster. A smorgasbord of fonts, illustrations, and layout structures.
Usability: Stylized, yes. Legible, mostly. Organized... better than it first appears. 

Fiery Joust

Concept: “A patch of scorched land... a dueling circle... reclaimed by local villagers but for much less dignified purposes.”
Content: Bare-Knuckle boxing for fun and profit.
Writing: Effective mechanics and engaging lore.
Art/design: Some poor scvm with a block of text for a head.
Usability: Great little downtime event to while away the Miseries. 

Fight Like Hell

Concept: “Even möre ways to get your face chewed off!”
Content: Grazing attacks, improvised weapons, combat maneuvers, environmental attacks.
Writing: Detailed rules with included combat examples.
Art/design: Gritty spot illustrations and crisp type over spraypainted plaster.
Usability: For those moments where diplomacy fails you. 

Fimbulvinter

“Set in the northern town of Kunsama, where the villagers are trapped in eternal winter, have turned to cannibalism to survive, and are plagued by Unfortunate Undead”

Final Psalm tee

“Share Verhu’s nihilistic prophecy from the Mork Borg TTRPG with the world.”

FIRE

Concept: “Guidelines for starting, growing, and extinguishing fires. All on a 4x6 index card.” 
Content: More fuel for the fire.
Writing: A core usage-die-based fire tending mechanic, with flexible modifiers to (hopefully) prevent things spiraling out of control...
Art/design: Printed text in an index card format.
Usability: Distressed text effect requires reading with care. 

Fire Bugs

Concept: “And Forth comes the fire on insectile wings.”
Content:
A ruinous swarm of fire-starting vermin
Writing:
Some short, prophetic flavor text and a stat block with special attention to igniting characters and items
Art/design:
An intuitive layout with appropriate graphic and typographical character
Usability:
Easily scaled to the GM’s desired level of challenge or catastrophe

Firemicidae Horde

Concept: “These ants are the size of human feet, and swarm at their targets with razor sharp mandibles, and fiery acid spit.”
Content:
Delivers exactly what’s promised
Writing:
One stat block for the entire swarm
Art/design:
Orients the textual components around the central image
Usability:
Some small text may be challenging to read, especially when printed

Currently unavailable

First, Do No Harm

Concept: “You’ve been dispatched to fetch Erling from the Raven’s Claw Sanatorium, a patient who is scheduled to be hanged at daybreak on the steps of the Basilisks’ basilica for their crimes of devil worshiping.”
Content: A mystery in a haunted house style asylum, complete with sanity mechanics.
Writing: A transportation of cinematic haunted asylum horror to Mörk Borg.
Art/design: Abstracted text dungeon utilizes typographic elements to imply the structure and functionality of each location.
Usability: Mixed perspectives in an abstract format leave encounter design occasionally open to interpretation. 

Fisk Borg

Concept: “An expansion that adds somber and ominous fishing”
Content:
Primarily an optional rules supplement but also includes a new class, fishing gear, hirelings, and a sprawling aquatic bestiary
Writing:
Knows that it’s a grimdark fishing simulator and revels in that
Art/design:
Combines various image types and styles to create an eclectic visual character; text is laid out for easy reading and navigation
Usability:
Absolutely packed with content, but the table of contents and graphic design make it easy to find what you’re looking for

Fistful of Creeps

vil
Concept: Five classic RPG monsters with Mörk Borg twists
Content:
Stat blocks, descriptive text, and original art
Writing:
Provides quick overviews of each monster
Art/design:
Excellent monochrome portraits
Usability:
Lines demarcate entries and connect them with illustrations 

Flagellants

Concept: “An ever growing bleeding serpent.”
Content: A masochistic mob.
Writing: Clinical depictions of mortifying marches and penitential parades to Galgenbeck. Mechanics that guarantee misery to friends and enemies alike.
Art/design: Mechanical text is splattered in sanguineous hues while claustrophobic descriptive text like the crush of expiating bodies.
Usability: Mechanics isolated for easy reference. 

Flail and Wail

Concept: “The terrible piercing wail of that thing - harder to forget than seeing it attached to that chain.”
Content: A flail-child. With piercing wails
Writing: The opposite of parenting advice.
Art/design: A crying cherub in motion and suspended from a handle and chain, emanating violent yellow soundwaves.
Usability: Created by trained professionals. Do not try this at home. 

Flail to the Face Episode 1 Companion

Concept: “In honor of our inaugural episode of Flail to the Face” 
Content: “we give you two items created within the episode: the Shit Wig and the Red Hot Crowbar.”
Writing: Tantalizingly hilarious out of context, like an inside joke you want to get in on.
Art/design: Heavy black with yellow text. Both crowbar and wig illustrations have been dutifully recolored.
Usability: I’m sure you’ll find a good reason to pull these out. 

Flail to the Face Episode 2 Companion - Guldöd

Concept: “In honor of our second episode of Flail to the Face” 
Content: “we give you a follower by the name of Guldöd.”
Writing: Solid gold writing, for a solid gold skeleton. Particularly fond of the values of this one. 
Art/design: I’m less puzzled about the gold at this point. It has eyes, they’re staring at me.
Usability: How does it work? “Who cares?! He’s worth a ton!!” 

Flail to the Face Episode 3 Companion

Concept: “In honor of our third episode of Flail to the Face, we give you a follower, Brian the Goblin. Enjoy!” 
Content: Brian, the over-eager goblin-man-thing.
Writing: A goblin of surprising refinement and (dis)taste. Retired engineer.
Art/design: Brian. The name is clearly spelled out in the illustration. The A’s a little funny. 
Usability: A smooth-talking goblin who plays both sides. Sure to cause trouble for any scvm he joins. 

Flail to the Face Episode 4 Companion

Concept: “In honor of our fourth episode of Flail to the Face, we give you a 2d8 table of things that can happen to you when you fall down. Enjoy!” 
Content: An entire slapstick comedy skit involving stairs.
Writing: Completely unrealistic, in that hilariously morbid way. Maybe not the laughing at your friends part. That seems pretty legit.
Art/design: Ominously yellow light highlights some dangerously crooked stares, belying the absolute comedy about to ensue.
Usability: Watch your step. You don't want to fall down the stairs. 

Flail to the Face Episode 5 Companion

Concept: “In honor of our fifth episode of Flail to the Face, we give you the "battery" that our GM ran us through as a travel montage of sorts. Enjoy!” 
Content: A walk through the Valley of the Unfortunate Undead
Writing: Desolate tables capture the valley’s supernaturally oppressive melancholy. With GM annotations full of helpful advice.
Art/design: Barren amber valleys desiccate under clouded golden skies. 
Usability: References, “Eat, Prey, Kill”, “D66 Flails”, and “Candelabra of Blood”. 

Flail to the Face Episode 6 Companion

Concept: “In honor of our sixth episode of Flail to the Face, we give you the Bone Specter, a class for when you want to be both a skeleton and a ghost.” 
Content: WTF is going on here? Sounds like a complex backstory...
Writing: Definitely not skeletal, but certainly transparent enough.
Art/design: “Sometimes you just have to take things at face value and move on.”
Usability: For when your undead character... un-dies. Again? 

Flail to the Face Episode 7 Companion

6 contributors
Concept: “In honor of our seventh episode of Flail to the Face, we give you d20 Random Things Behind Closed Doors” 
Content: D20 reasons to just close the door and pretend it never happened.
Writing: Absurd scenarios delivered with believably serious specificity.
Art/design: Text that frames some serious mahogany, with stained glass that lets in no light.
Usability: As a reward for the over-enthusiastic door checker. 

Flail to the Face Episode 8 Companion

Concept: “In honor of our eight episode of Flail to the Face, we give Förnuft, a skull that talks to you, and only you. Probably. Enjoy!” 
Content: Is it gear, is it a Follower, is it helpful? Is it even a skull? What is this game.
Writing: A moody little table for a skull which may or may not be talking to you.
Art/design: Contains a skull (obviously). Also alternating yellow and red text. Black background.
Usability: You’ll probably regret talking to yourself. 

Flails at Chrimbo

Concept: “Your insane sister apparently sent the children Flails this Christmas. Flails!”
Content:
A sandboxy, randomized crawl through streets beset by flail-wielding tykes. (Yes, it is as dark and hilarious as it sounds.)
Writing:
Multiple tables for different types of encounters, suggested destinations, and a grim finale
Art/design:
Primarily textual, but well-organized to do its work effectively
Usability:
Facilitates linear flow through the document

Flayed Face Collector

Concept: “The Holy Sect of the Flayed Visage sends its acolytes out into the doomed world to hear the confessions of the damned and collect their flayed faces.”
Content:
Mechanically simple with colorful lore
Writing:
A study in the motifs of flaying faces and confessing sins
Art/design:
Crazed scvm with a morning star and a face shield—what more could you want?
Usability:
Simple in itself; a potential kernel for GMs to build out from

Flerjordhög Filip

Concept: “If Filip rises from the loamy hillside and sees his shadow, the townsfolk believe they have averted the end.”
Content:
A blasphemous monster and rites that defy the Unnamed Scripture
Writing:
Provides a broad hook and mechanics for a small rodent that averts and invokes Miseries
Art/design:
Well organized and visually delineated; surprisingly sunny and fluffy for Mörk Borg
Usability:
Heretical and should be punished. Burn the vermin.

Flesh Alchemist

Concept: “Optimizing the body has a completely different meaning for you. By creating life from the dead, you have angered the Reaper. Death is now looking for you.”
Content: An alchemist of flesh.
Writing: A medical treatise on both short- and long-term body modification.
Art/design: A towering mass of gore looms beside cleanly sutured columns of text.
Usability: Cleanly stitched text makes for easy reference. 

FLESH AND IRON

Concept: “Mankind sucks in their last breath in soot-poisoned lungs... progress does march on, if only as some trick of fate to keep humanity hopeful in the jaws of the apocalypse.” 
Content: An industrialized apocalypse. Full of soot, powder, ordnance cults, and demons.
Writing: A miserable reflection on industrialization, forged by the dying world.
Art/design: Neon yellow illustration muted with gray soot and black text.
Usability: Loosely regulated but within tolerances. 

Flesh Bound

Concept: “Only one body may bear their shared flesh at any time, while the other lies a corpse, awaiting... Carry your corpse upon your back.” 
Content: A sublimating set of alchemical half-twins.
Writing: For that player who insists on playing two PCs to balance a small party.
Art/design: Ink splatter and a judicious print capture human sublimation in romanticized and painterly detail.
Usability: Available in PDF or JPG. 

Flesh Golem

Concept: “‘Flesh Golem? This is a pile of dead animal parts.’”
Content:
A monster cobbled together from … other monsters
Writing:
Standard stat block peppered with “inspirational” quotes (from a mad scientist)
Art/design:
A bit crowded but conveys the narrative well
Usability:
Color punctuates the stat block for easier navigation

FLESHEN CHRYPT

Concept: “To delay the inevitable Miseries, you must survive the dangers of FLESHEN CHRYPT!”
Content: A flesh fueled tome crawl.
Writing: An instructive, condensed slurry of fleshy flavor.
Art/design: At once mildly grotesque, and comically irreverent. 
Usability: Uncrowded design and visual cues make for a highly functional 1-page dungeon. 

Fobophage

Concept: “‘Then, i was lost in madness and servitude of the abomination, merely existing, becoming one of them...’ 
-Last shrieking of Monseigneur inquisitor Mattheulomew the cruel, before mutating into a fobophage.”
Content: Mind-controlling body-snatching brain parasites for Forbidden Psalm.
Writing: A simple and largely un-sophistic in its babble
Art/design: A heavy collage of tentacles and brains over preserved manuscripts. Text elements seem intentionally obfuscated with existing text and illustrations.
Usability: Just usable enough. 

Fool's Gold

Concept: “The Basilisks have imbued the alchemist with great power, anything they touch turns to gold. Return them, dead or alive and great wealth and power shall be bestowed upon you.”
Content: A search for a prized alchemist in the horror house of Althus the Demented. 
Writing: Descriptions that naturally produce a narrative but allow for interpretation. 
Art/design: Informative sidebars and minimap features in clean black and white. Typographic and illustrative elements endcap the reference text. 
Usability: A slightly more expansive introductory dungeon inspired by Rotblack Sludge.

For the Moon

Concept: “Worshipers of the celestial sphere... crafted this helmet as a gift for their prophet ‘Moönface’”
Content: A glowing spheric helmet with an attractive quality.
Writing: Amusingly understated and delightfully literal.
Art/design: An elegant moon prophet belies a ridiculous helmet. 
Usability: Don’t get caught in the wrong orbit. 

For the Rich & Foolhardy

Concept: “Enjoy this dungeon I made in a few hours”
Content: A siege beast scrap-crawl.
Writing: A direct and accessible style with thematic core mechanics.
 Art/design: Gritty maps, illustrations, and script that blend smoothly
Usability: Elongated text may hinder reading. Siege Beast included in Powderburned Scoundrel.

For Whom the Deer Haunts

Concept: “Deep in the woods of Kergüs, you befall a small tribe of earthbound. Their Chieftain, Krüll, warns you of an accursed  kinsmen – a Wendigo – hiding among them, slaughtering a man every night.”
Content:
Provides a hook, suspects (with a fun alibi system), and culprit
Writing: Conveys the necessary information concisely but effectively
Art/design:
A gritty graphic character with strategic shocks of color
Usability:
Allows GM to customize scenario to taste or need; includes a twisted twist on the reward

Forbidden Psalm

Concept: “Vriprix the Mad Wizard bids the desperate, brave and foolish to venture into the ruins of Kergus. He seeks the forbidden psalm.”
Content:
A full, stand-alone 28mm wargame based on (and compatible with) Mörk Borg
Writing:
There’s a lot of it—which is necessary for a tactics game—but it’s straightforward and clear in its exposition
Art/design:
A balance of familiar graphic and typographic maneuvers balanced with the technical clarity and readability demanded by a more complex system
Usability:
A more methodical, strategically oriented game, but a good fit for fans of wargames and Mörk Borg

Forbidden Psalm Character Cards

Concept: “Tiny MÖRK BORG character sheets for use in Forbidden Psalm”  
Content: Two pages of 8 compact character sheets with a little warband log.
Writing: Just the basics. With lots of room to write.
Art/Design: Memorable icons provide a shorthand for the most commonly modified stats—stylish and functional design.
Usability: “(although I've used them for MÖRK BORG as well)” 

Forbidden Psalm: A Gloomy Day

Concept: “Across the Chemical Wastes comes a collaboration soaked in mud and choking from gas... a collection of 3 Scenarios, new monsters, and weapons”
Content: Three scenarios, two mercenaries, two weapons, and a monstrous plague for Forbidden Psalm.
Writing: Narrative scenarios raise the stakes to a foreboding conclusion. 
Art/design: Muted, desperate, and grim. Earns its titular gloom.
Usability: Varied, stylized, but legible design. 

Forbidden Psalm: Dead Church

Concept:  
“Seeking refuge, you head into the town of Deadchurch. Finding it 
devoid of life, you make your way through its empty, 
leaf-littered streets. 
 
But then you hear them: the moans of the dead.”
Content: A Forbidden Psalm survival horror zombie crawl.
Writing: Unexpectedly lively and interactive mechanics reflect the unlife of Dead Church.
Art/design: Downright disturbing drawings disgrace decorated descriptive text.
Usability: Spacious layouts with clear fonts for ease of reference. 

Forbidden Psalm: Forbidden Wilderness

Concept: “What's that noise? From the tales of old, and beasts of a time forgotten, comes forth a collaboration of the deadliest kind: Geektopia Games, creators of the Fearsome Wilderness board game, and KRD Designs, the mind behind Forbidden Psalm.”
Content: A cryptid hunting expansion for Forbidden Psalm.
Writing: Diverting mechanics and troubling art allow the cryptids to speak for themselves.
Art/design: Simple, effective design that transitions from chalk illustrations to text.
Usability: Drops easily into existing Forbidden Psalm campaigns. Requires Forbidden Psalm. 

Forbidden Psalm: Last War

Concept: “The Great War, World War, War to End All Wars: the only true name it has is The Last War, for now there remain not enough people to fight another.”
Content: A 28mm miniature agnostic small-scale skirmish game set in the wastes of the Last War.
Writing: Tangible combat mechanics cut through the false justifications, the final plague, and the fog that remains to reveal the of true horrors of The Last War.
Art/design: Ragged illustrations full of the dull palette and subdued tension of the trenches. Official documents mix with marginalia in a found document style.
Usability: Standalone rules for solo, cooperative, and versus miniature engagements.

Forbidden Psalm: Medieval Marginalia

Concept: “From the margins of ancient lore come forth horrors to
twist your mind and burn your eyes.”
Content: A menagerie of misbegotten marginalia and their mischievous meddlings. 
Writing: Hilariously unpredictable marginalia burn down the house.
Art/design: Simple and restrained design to showcase gorgeously dreamlike miniatures.
Usability: Strong illustrations in a consistent layout aid rule reference. 

Forbidden Psalm: Rotten Bits

Concept: “From the bleak corners of the world comes forth a collaboration of the
darkest kind: Westfalia and KRD Designs bring you a new way to experience the Forbidden Psalm.”
Content: An expansion for Forbidden Psalm with scenarios and stats for Westfalia’s Mörk Borg miniatures line.
Writing: Scenarios which reflect the four active stages of Grief. Mechanics reinforce the character of many of Mörk Borg’s iconic creations. 
Art/design: Effectively incorporates the gorgeous concept art and sculpts of Westfalia’s line.
Usability: Drops easily into existing Forbidden Psalm campaigns. Requires Forbidden Psalm. 

Forbidden Psalm: They Came from the Necropolis

Concept: “The world of Forbidden Psalm is brutal and uncaring, but for the right amount of coin there are those that will join you on your adventures.
Content: Mercenaries for your Forbidden Psalm.
Writing: Effective mercenary stat blocks that provide a sense of individuality and character.
Art/design: Clean and consistent design that showcases each gorgeously sculpted and painted miniature.
Usability: Requires a copy of Forbidden Psalm to play. 

Forbidden Psalm: Würm Moon

Concept: “A new scenario for Forbidden Psalm, featuring a suspicious farmer with an uncomfortably slow drawl.”
Content: A wriggling farmyard massacre under the Würm Moon.
Writing: Dialogue worth drawling out, and a scenario that’s both clear and bursting with tiny details. 
Art/design: A near-psychedelic monstrosity haunts a crooked and layered neon design. 
Usability: Stylized and largely functional. 

Forbidden Tomes and d666 Incantations

Concept: “Eldritch books that contain 3 or more Spells [and] have a distinct style that evocates the Cosmic Horror genre”
Content:
216 Powers and tables for generating 432 tome names
Writing:
Tome and spell names vary between creatively descriptive to more Mörk Borg-style esoteric; spell text efficiently describes the effects; overall, very Cthulhu Mythos inspired
Art/design:
Spell names and descriptions are presented in blocks alongside thematic images and grounds
Usability:
Easy to navigate and use, and a solid source for a lot of spells in one place

Forgotten One from beyond the veil

Concept: “Worship him, fight him, have him as a dungeon boss, it matters not. He is eternal and omniscient.”
Content: An eldritch abomination from elsewhere
Writing:
Includes stats and a table of strange effects that occur in the creature’s presence
Art/design:
Blackletter font and line art on a white ground
Usability:
Easy to use but probably pretty lethal

Forsaken Oathbearer

Concept: “With the mortal coil severed like an umbilical cord, you are now an abomination.”
Content:
Three tables to generate background, 4 dark gifts, and a fun vampiric feature
Writing: Establishes the class’s damned/unholy/undead nature
Art/design:
Effective typographic design and an interesting, expressive illustration
Usability:
More tables = more rolls = more fun

Forth Comes Fire

Concept: “A short supplement about fire”
Content:
Rules for fire and its effects in combat (and afterward)
Writing:
Concisely conveys the expanded mechanics
Art/design:
Visually conveys the flame motif on every level
Usability:
A handy reference for general use or in special situations

Fortune Teller Weather Delay

Concept: “Pick flap to open and read the weather delay!”
Content: A folding fortune teller of seasonal weather.
Writing: Seasons, numbers, d2s, and d4s.
Art/design: Nostalgic design that invokes playground memories.
Usability: Print and fold into a paper fortune teller for best worst results. 

Forty Fiends

Concept: “From the darkness, they emerged. Of the darkness, they are made.” 
Content: The aforementioned fiends and related diseases, parasites, and tables.
Writing: Themes of infection, subversion, and infestation tie this book of beasts.
Art/design: A mmutilated mashup of tortured illustrations in a stylized but effective layout.
Usability: Rules and description separated and identifiable for ease of reference. 

Foundations

Concept: “Some of these (necromancy) weirdos do it with buildings.”
Content: Raise a house (from the dead)
Writing: Less-defined mechanics make this a concept open to interpretation.
Art/design: Recently resurrected tomb surrounded by boxed text.
Usability: The larger they are, the harder they’ll fall. 

FÖLK-LORE: Fiends, Freaks, & Foes

41 contributors
Concept: “What happens when the lore of our world collides with the Dying World of MÖRK BORG?”
Content:
The first volume of collected FÖLK-LORE Jam entries
Writing:
Varies by author, see individual entries under the FÖLK-LORE Jam tag
Art/design:
Varies by entry; single-page entries are well balanced in spreads
Usability: Varies by entry, but it’s all Mörk Borg—how tough could it be?

Frankenstein The Artpunk Prometheus

Concept: “It is true, we shall be monsters, cut off from all the world; but on that account we shall be more attached to one another.”
Content: Stats and character classes for Frankenstein and the Monster; also includes handy tables for random body parts and their sources
Writing: Concise explications of mechanics with some quotations from the novel for flavor
Art/design: B&W layouts visually preserve the source material’s brooding, gothic tone in the eponymous artpunk style
Usability: Use of elaborate typefaces like blackletter and script in small point slows reading 

Freakface Toad

Concept: The title pretty much says it all
Content:
A seriously ugly—and poisonous—toad
Writing:
Minimal stats and concise special ability descriptions
Art/design:
Seriously ugly toad
Usability:
Good for a surprising but not probably not lethal encounter

Freakish Lifter

Concept: “There was a moment when you first recognized it, the glory of righteous strain. Yet there are greater heights.” 
Content: A scvm who does not skip leg day.
Writing: Too eloquent for this illiterate class to read.
Art/design: A brawny composition with lots of slick little details.
Usability: Available as a print-friendly version, for multiple reps. 

Freakshows

Concept: “Come one! Come all! The Freakshow is in town! We have creatures from all over the dying world. Creatures from beyond Bergen Chrypt. Even some from realms not our own. Gather close, listen up, because your in for a wild ride.” 
Content: The wickhead lifecycle, illuminated.
Writing: Frankly, murderous. Violence deified and made manifest.
Art/design: Jagged text and forcefully carved collage work.
Usability: Stylized body text sacrifices some legibility. Probably on a bloody altar. 

Frogborn

Concept: “The unspeakable depravity of the way they dress... the unimaginable horror of their singing... only wretched SCVM would side with...”
Content: A FROGBORN
Writing: A refreshing quaff of bog water. *It’ll help clear out the sinuses. 
Art/design: Gritty bog background on neon green corpse painted frogborn.
Usability: Available in full color and plaintext versions. Metal growl at the start of each session for an extra omen.  
 
I love Willo. 

FrogmentSoul’s Misery’s Keep

Concept: “an independent production by Samuel Ortega… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A clean coal gray, with dramatic yellow spot illustrations, and room descriptions framed cleanly around the castle map.
Usability: A separate unlabeled minimap is provided for player reference. 

From Beyond the Endless Sea

Concept: “Cultists, Bloodhawks, secret island temples, wands channeling the Black Wind, loopy hippies, gnarly artifacts, zombified townsfolk, and the ability to loot your bosses' house - and much more - await you.”
Content: A frenzied mob is overtaking Grift, do something about it.
Writing: Deified mob violence unifies multiple sessions in Grift and provides a potential antagonist for long-term play.
Art/design: Design elements convey the compulsions of a waking god. Consistent use of public domain image backdrops.
Usability: Thoughtful design elements on a large-scale aid in utility and navigation. 

From Bloody Angels Fell Venemous Truths

Concept:
“The graves are disturbed
The weeping won’t stop
Delve deep
Delve true
Die”
Content: An angel weeping, zombie bleeding tomb crawl.
Writing: Compact mechanics with descriptive fragments to embellish at the table.
Art/design: Simple polished black and yellow dungeon. Text boxes separate locations, encounters, and creatures.
Usability: Easy to reference. Pre-reading enhances understanding.

From Duks till Dawn

Concept: “Entry for A Miserable Dungeon Jam”
Content:
A set of modular rooms featuring ducks
Writing:
Descriptions of each room with stats for inhabitants
Art/design:
Straightforward layouts with illustrations and occasional use of color for emphasis
Usability:
GMs can arrange rooms or assign numbers and roll to randomly generate a floorplan
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