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

Adventures

Chässe-Galerie

Concept: “Based on the Quebec’s tale of the Chasse-Galerie”
Content:
A there-and-back-again scenario involving a pact with the devil on New Year’s Eve
Writing:
Provides copious background and sketches for encounters along with mechanics for using the flying canoe
Art/design:
Text heavy with some illustrations of key characters and concepts
Usability:
Provides lots of options for the GM to work with according to need or taste

Clamdash!

Concept: “For a few hours each year, the seas beneath the glaciers of Kergüs retreat, revealing salted dungeons in their wake. Within these waterlogged tunnels of ice – the CLAMS.”
Content:
Grab your CLAM-picking gloves—an audience with Anthelia awaits the winner
Writing:
A briny feast for the senses with Karl’s signature sense of humor
Art/design:
Easy to read with ample visual cues for navigating each room’s description and for moving back and forth between descriptions and map
Usability:
The CLAMS are barbed, and the tide waits for no scvm

Cold Dead Fingers

Concept:  “Mere days ago a terrible thunder shook Kergüs as a colossal stone plummeted through the clouds and into the frozen surface of the lake.” 
Content: A mist-shrouded, gold-prospecting, frozen lake crawl.
Writing: A instructive and elegant hex crawl that rewards exploration consistently with meaningful choice. 
Art/design: A single column, segmented plaintext layout, with color coatings and established GM advice.
Usability: Currently in prototype, expect legibility to go down as style goes up.

Coldying

“There is a dimmed light in a distance, down in the valley. Will you make it? Will you keep The Package safe and alive?”

Colour of the Void

Concept: “for use with any level adventurer because they’re all doomed anyway”
Content:
Missing persons in the valley of unfortunate undead. Desecrated tomb. Horror unleashed.
Writing:
Cinematic style narrative encounters. Flexible dungeon crawl descriptions.
Art/design:
Mix of comic style art & open-source images. Experiments with borders and breaks.
Usability:
Cinematic style adventure. Clear maps with traditional indexes. Referenceable mechanics.

Conquest of Cthulhu

“You must journey to the Temple in the heart of the Mountains of Madness, deep in the Bergen Chrypt to align the stars and weaken Nechrubel by raising R’lyeh from the Endless Sea and awakening the Great Old One, Cthulhu.”

Convoke What Doom Ye Angels Hath Wrought!

Concept: “A wild ride through desolation and back again.”
Content: Hellish machinations and their pilots, Angels of Sin and sigils carved in flesh, adventures in “the broken earth”.
Writing: Apocalyptic in both scope and tone. Sweeping. Violent. Occasionally biblical.
Art/design: A frenetic collage style recontextualizes public domain imagery into a tortured reality. Rules organized in a distressed newspaper layout.
Usability: Stylized language may require the occasional divine inspiration.

Corny Groń (Black Peak)

Concept: “Based on Pelle Nilsson’s Dark Fort, but with Polish Carpathians Mountains folklore’s flavor”
Content:
Adapts and builds on the Dark Fort concept with wilderness locales, dungeons, and thematic enemies and items
Writing:
More elaborate than its source material, but adds more mechanical intricacy and plenty of character
Art/design:
Wiśniewska’s woodcut-inspired illustrations create a distinct sense of time and place
Usability:
Complex but not overly complicated

Corpsewake Cove

Concept: “There is no nest of scurvy rats as foul or felonious as the pirates of Corpsewake Cove!”
Content:
A self-contained, sandbox-style swashbuckling adventure from inciting incident to bloody climax
Writing:
Text-heavy but clean, clear, and effective on all levels; includes lots of description as well as stat blocks, tables, and other mechanical components
Art/design:
Balances out the verbal elements with lots of vivid, nautically themed designs
Usability:
A fair amount of content and moving parts to manage, but nothing a seasoned and conscientious GM can’t handle

Could This Be Dog?

Concept:
“Visions of dog therefore no dog ahead
Ahh dog, let there be dog
Dog, O dog but still no dog”
Content: An adventure with both more and less dog than expected.
Writing: Solid straight-faced delivery of a laughable case of mistaken temple identity. 
Art/design: A vaguely canine dungeon map, with clean navigable two column format, and a turtle-ish flourish.
Usability: Make sure to play up the visual elements to drive home the absurdity of the situation. Decide on the identity of earthbound that best suits your table. Many map design options.

Court of the Black-Hearted Gnome (Dwór Czarnego Gnoma)

Concept: “Like Scorched Ruins the Black Gnome Manor protrudes from the city. Once the gesture of his hand overthrew the kingdoms, now it only rules over the remnant of his deformed mansion.”
Content:
Contains setup, gossip, hooks, random encounters, minor loot, and the dungeon itself
Writing:
A balanced mix of description and mechanics, all fairly concise
Art/design:
Solid design, both graphic and typographic
Usability:
Adopts Rotblack Sludge’s extremely efficient dungeon presentation

Court of the Grand Executioner

“A pit where the inquisition throws heritics deserving of the worst of fates”

Crashing Ghost of the Grotesque Fang

Concept: “A shadow is cast over your past, burning with remorse. Face your greatest foe and uncover deeper truths, else the wounds will continue to fester...”
Content: A trauma exploring, choose your own adventure, solo crawl.
Writing: A choose your own adventure narrative which engages the format on a textual and metatextual level.
Art/design: A visual motif using color and symbolism to explore dissonance, reflection, rumination, and trauma.
Usability: Clear text and concise instruction enhance the choose your own adventure style. 

Craving the Green

Concept: “A treasure is to be found in the ruins of the old castle on the mountain. […] Getting there will be pretty easy, but what you’ll find in the treasure might make the way down a bit tricky…”
Content:
A clever bait-and-switch—and then murder
Writing:
Besides stat blocks for the 2-headed lizards, includes copious background and instructions for the GM
Art/design:
Use of color aligns the text with the graphic and provides conservative emphasis to help the GM quickly navigate the document
Usability:
A unique, rules-lite dynamic for navigating and resolving the central conflict

Crawling Death Below the Dying Forest

Concept: “Beneath the dying forest lies wealth beyond comprehension, magicks all-powerful, and ancient evils which must be stopped!”
Content:
A shifting abyssal dungeon crawl with cursed relics, virulent creations, cults, and deep roots.
Writing:
Epic narrative in scope and scale. A truly impressive creature.
Art/design:
Vicious mixed-media art, earthy maps, and a MASSIVE 23-page table of 54 encounters with accompanying maps.
Usability:
Generate abysms of varying size with the Atmar’s Cardography deck or dice. Supports 4 adventure themes. Connect them all into one labyrinthine abyssal sprawl.

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

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

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. 

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.

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.

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”

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.”

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

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. 

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 

Damned in Darkness

“A chaotic dungeon dash through gore fueled horror”

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. 

Dark Fort

Concept: “The catacomb rogue enters the stage.”
Content:
A solo dungeon crawler; useful as a generator alongside Mörk Borg’s GM tools
Writing:
Clear and concise; primarily mechanical but with bits of effective descriptive text
Art/design:
More traditional than Mörk Borg’s, but still atmospheric
Usability:
Extremely efficient layout

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. 

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. 

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. 

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 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

Dead Reign

Concept: “Ash falls upon a dying world, abandoned by dead gods. You wake alone, forsaken, and wander a place once familiar… To you, this ashen world was bequethed, this 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.
Art/design: Desolate and eerie landscapes with haunted and sinister figures. Design elements reinforce a world that was left behind.
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.

Death

“Enter into the St. Verhu Acadamy and discover the dark secret lying below.”

Death and Pestilence

Concept: “Disease is spreading from the Restless Hills, carried by centipedes and beetles.”
Content:
A deadly, disturbing dungeon full of pure weirdness
Writing:
“Quasi-ethereal necromagical death-tendrils” is an apex example of what you’ll find here
Art/design:
Excellently integrates text and graphics into the dungeon map
Usability:
A little visually overwhelming at first, but easy to navigate once you have a feel for it

DEATH CHURCH | DEATH CRAWL

Concept: “This hexcrawl is meant to be used with The Death Church of Morkath” [30 Days of MÖRK BORG]
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 Temple Sztun

Concept: A “hyper-linear murder gauntlet of a dungeon crawl”
Content:
Some nasty creatures and permanent effects (including abrupt deaths)
Writing:
Concisely creates a strange, ominous atmosphere
Art/design:
Maps are clear without sacrificing visual style
Usability:
Color and typography strongly supports easy navigation

Backer reward for the Feretory funding campaign

Death Ziggurat in the Forest

Concept: “King Sigfúm the Kind has heard news of a suicide cult... (bring) him the cult leader dead or alive.”
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. 

Degenerate's Crypt

Concept: “At the end of the dark corridor something is groaning in pain, four metallic voices wailing in unison. Not a tomb but a prison, as too often is in these wretched times.”
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. 

Demons and Wizards

Concept: “A rivalry between a Wizard and a Demon has been going on for aeons. You are tasked with getting rid of the Demon once and for all.”
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

“A randomly generated dungeon for Mörk Borg that contains one of the biggest secrets of the dying world”

Den of the Robber Duckie

Concept: “A klepto man duck's den”
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

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...

Concept: “A puzzle ridden adventure with a very different enemy waiting at the end”
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

Devil’s Camp

Concept: “Weary travelers welcome.”
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

Concept: “A dungeon by Johan Nohr […] made using the MÖRK BORG digital dungeon generator.”
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

Dire Mutterings

9 contributors
Concept: “Spat out from the mouths of fools or collated from the cackling of the insane, this tome contains a myriad of lies, untruths and sheer fantasies for Mork Borg”
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.  

Doorway to Blasphemy

Concept: “In the heart of the filthy marshes, you have come upon a keep overgrown and pulsing with an aura not of this Dying World. The heathen has surely taken refuge in this ruin. You’ll find them through the 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)

Concept: “The king’s cartographer has deciphered the horn’s coordinates – but of all places, it had to be in the Altamaha. Who would be foolish enough to go there?”
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

Concept: “There stands a time-lost tomb of tyrants languishing in a long-forgotten locale. Many things might draw you here, but only cunning, luck and skill will see you escape.”
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. 

Dread Nights

6 contributors
Concept: “Honest work for those with a death wish, a lack of fear, or just desperate enough to do anything.” 
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. 

Drums of Ascension

Concept: “HE knows that to bring this torment to an end, Gorgh must use an eternity’s saved painful energy HE has been stealing from Verhu to create a new future.”
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

Duck Duck Dead Duck

Concept: “Includes a room, item, and monster to play a game with. Potentially a little silly.”
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

Concept: “A single-room encounter”
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)

Concept: “A herd of ducks aimlessly wander a dungeon hallway. Items of use or value tied round their necks. But catching ducks ALWAYS comes with a cost.”
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

Duncan Hall’s Mörktober 2023 – 31 Tables & Trivilities

Concept: Duncan Hall’s Little Mörktober Calendar of Horrors.
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

Concept: “Welcome to the Dungeoneer's Black Book, a collection of boggy holes and haunted cellars. No evening shall pass without the gruesome, ultimately inevitable death of a beloved character.”
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

“In the dark corners of an inn called Discord, tall tales of horrific places were told: caves made from the skulls of giants, statues to long-dead gods, and a pie shop where the meat is indeed murder. Do you dare plunder the depths of such wicked places?”

Ecdysis

Concept: “Ecdysis / (ˈɛkdɪsɪs) /the periodic shedding of the cuticle in insects and other arthropods” 
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

Concept: “Fun room with an egg-citing NPC”
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

Elk Deathyard

Concept: “Among the dead and those that refuse to stay still, even the accursed fear the true silence.  
When you can’t hear anything but your breathing, you might be
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

A French-language adventure in Sarkash; I like the graphic design choices, but my French is very poor, so I can’t offer further comment

Emeric’s Pilgrimage

Concept: “Now cursed for all eternity, he moves a finger-length a year towards the Monastery of the Profane Cross. When he finishes his pilgrimage, the world will end.”
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

Enter the DOME-icile

Concept: “Beneath a slab of stone embedded in the rock, The Giant’s skull is found… gray matter rife with malice is the perfect catalyst for progressing the cursed calendar.”
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. 
Art/design: Striking visual depictions of the Dome-icile, with chaotic design elements consistent with the Arch Wizard’s Goblin Workforce.
Usability: This dungeon is approachable—through the nose or eyes. The text is navigable—and color coordinated.

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

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. 

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

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

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. 

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”

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. 

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”. 

Flails Akimbo

Concept: “The players wake up with a pair of weapons nailed to their hands […] participating in a brutal game.”
Content:
An arena-style adventure with special mechanical conditions
Writing:
A good balance of exposition and stats
Art/design:
Brings a familiar but distinctive character to Mörk Borg’s aesthetic
Usability:
Kill your way to freedom

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

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. 

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 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: 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: 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: 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. 

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

Frostbite

Concept: “Anthelia’s patience is growing thin…”
Content: A frigid cavern-crawl in search of color, with treasure the world is not prepared for.
Writing: A case of courtly intrigue, frigid madness, and death in service of Anthelia’s greed.
Art/design: Darkly desaturated imagery, a familiar split column dungeon layout, a with top down minimap and sidebars.
Usability: Organized as a series of encounters in a mini-campaign.
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