Adventures
Frozen Hellscape
Frozen Kingdom of the Furnace Mizer
Frusna Norr
Content: A frigid castle crawl.
Writing: A series of tangible room descriptions and intangible encounters detail the sombre history of this frigid place..
Art/design: A lightly textured black and white layout with dynamic typographic elements and sharp spot illustrations.
Usability: Also available in an untextured print-friendly version.
FVCK THIS I’M OUT
Content: A randomized bridge crawl with monsters and other hazards
Writing: Concise and witty (hopefully)
Art/design: Dominated by a strange landscape and its denizens
Usability: Works best as a two-page spread
FÖLK-LORE: Rendezvous & Romps
36 contributors
Content: The second 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?
Galgenbeck Sacrifice
Glasrø Island
Concept: “Go to the Island, bring back the dumb Prince, stay alive.”
Content: An island crawl with surreal features and denizens
Writing: Very concise
Art/design: A central, more visually subdued map supported by on-brand accoutrements
Usability: Layout is a bit crowded but navigable with due attention; small text can be tough to read; includes a handy map for the players
Glimpses of a Dying World
Concept: “Savage creatures lurk in the depths of forgotten crypts, incomprehensible relics lie waiting in the shadows of crumbling tombs, mystics argue incessantly trying to find a escape to the impending doom, and the powerful occupy themselves with vengeance.”
Content: A sprawling offering of all things Mörk Borg
Writing: Captures the tone and atmosphere of the Dying World through the descriptive text as well as the character of the mechanics
Art/design: Adapts the aesthetics and tactics of the core book with extensive use of modified public domain art
Usability: There’s something here for everyone
Goblin Grinder
Content: A quirky, darkly comedic scenario
Writing: Sets the tone and provides entertaining depth
Art/design: Black, white, and pink create a unique apocalyptic atmosphere
Usability: Laid out according to probable narrative flow
God’s Goods
Content: A miniatures- and mapped-based adventure; includes printable tokens and board
Writing: Provides a general scenario and specific rules for movement and for deploying and interacting with game pieces
Art/design: A more traditional layout and monochrome graphics lend a very old-school feel
Usability: Doubles as a Mörk Borg and Forbidden Psalm adventure; some assembly required
Gone with the Gnomes
Content: Adorable gnomes. Celebration. Maypoles. Riddles. Hattery. A village in peril.
Writing: Full of childlike whimsy and bloodshed. A real fairytale.
Art/design: Admirably ambiguous yet gleefully grotesque illustrations in a riotous layout.
Usability: Start in the upper right and make your way around the center. Hydrate or die.
Grave Matters
Concept: “New uses for dry corpses”
Content: Undeath-themed classes, gear/weapons/scrolls, optional rules, monsters/NPCs, encounters, and an adventure site
Writing: Loads of creative concepts presented through expressive, inspiring, and witty prose
Art/design: Modified public domain images and original art support the theme along with layouts, typography, and colors that make this undeniably Borgy
Usability: References amongst entries create a sense of cohesion and interconnection; an excellent resource for a game or arc themed around skeletons, zombies, and corpses
Grave Matters: Dig Deeper
Graves Left Wanting
Concept: “The PCs find themselves buried alive in the vast, ever-changing cemetery of Graven-Tosk.”
Content: A macabre, nonlinear graveyard crawl
Writing: Relentlessly grim with splashes of gallows humor, especially at the end
Art/design: Monochrome with purple highlights set the atmosphere beautifully
Usability: Well-organized into sections that include relevant stat blocks
Gravrövare
Content: Graverobbery for a mysterious benefactor.
Writing: A simple organic reproduction of a violently transformational movie.
Art/design: Loud compositions, vibrant colors, grunge, and visual interest.
Usability: Memorable, referenceable, legible.
Gregor's Folly
Gremlin Horn
Content: A dungeon filled with transforming gremlins, stat blocks, a nifty unique item, and a complementary gremlin-infected character class
Writing: Includes multi-sensory descriptions of locations with some vivid imagery (with particularly memorable interpretations of goblin-engineered audio equipment)
Art/design: Ground’s color and texture (and the illustrations) creates manuscript feel; original representations of gremlins adds character and liveliness to the central focus; use of red in particular unifies the text, images, and adventure concept
Usability: Color differentiates portions of text for easy reference and use
Greyson’s Forest
Content: A secret garden, of sorts. Plenty of fertilizer at least.
Writing: A legend, of unclear message, and plenty of textual evidence it’s about to go horribly wrong.
Art/design: Fuchsia fungi feed mustard trees near a fertilizer-free two-column layout.
Usability: “To be continued...” No, seriously.
Grinding the MMORKG
Content: Five interconnected dungeons bridging the gap between Mörk and Cy, rules for scvm conversion, sweet from rigs, and some sim-addicted punk.
Writing: A fluid and in-depth investigation that focuses on the politics of Cy and humorously subverts the core conceit of Mörk Borg.
Art/design: Deftly blends the visual style of both source material.
Usability: A well reference and stylized adventure text with self contained rules that are partitioned for easy reference.
GVix’s Mörktober 2023 – 31 Phantasmagoric Entries
Content: “A compilation of all my postcard-entries for Exeunt Press' MÖRKTOBER challenge”
Writing: An impish collection of grisly gifts, ghastly guests, and grim tables for rules and quests.
Art/design: Heavy-bordered postcards of inked and crosshatched illustrations in an array of bright uniform colors.
Usability: Available in individual postcard PDF, or advertisement spread png.
Gwalchmai's Laboratory
Content: A duck-faced alchemist and his laboratory. What were you expecting?
Writing: Describes the room and alchemist, and presents a quest for the PCs
Art/design: Duckface, but Borgier
Usability: I hope you like duck butts more than you like tangerines or silver
Gölf Borg
Content: Gölf, but with more corpses, arcane catastrophes, and razor-tooth gophers.
Writing: Some basic instructions, some practical tables, and some impractical (but entertaining) ones.
Art/design: Hexes, golf balls, and grit.
Usability: Includes combat characteristics for golf clubs.
Halls of Purgatory
Content: An endless nightmare of forced commerce
Writing: Concise with subtle humor; highly effective in both capacities
Art/design: Look at the map. Realize you’re in hell.
Usability: Escape is an option, but winning isn’t
Hammer of a Killing Crown
Content: A dungeon crawl. Bufonic treasures. Murderous Crowns. Toadstools. Toads. Spells. Plague.
Writing: Strong and consistent theme and symbolism. Clear mechanics. Incorporates playing cards.
Art/design: Mörk Borg with toadstools (and toads).
Usability: Aesthetics complement the readability. A breeze to read and reference.
Harrowshade
Content: A Sölitary Defilement Grift-crawl to string you along and leave you in stitches.
Writing: Contains enough rotten detail for engaging solo or GM-less play. With secrets hidden in the navigable text.
Art/design: Inky illustrations and rich textures in a fluid and navigable layout.
Usability: Contains portions of The Grisly Fare, The Fleshmonger, and Vorgs by Unit Six. Available in a variety of full-color and print-friendly formats.
Harvest of Horror
Content: April Fools meets “alchemy of flesh”.
Writing: Iconic horrors such as: “Rotcabbage”, “Tenebrous Carrot”, and “Goretater”.
Art/design: Uncanny Valley vegetable creations in tenebrous tri-fold pamphlet format.
Usability: Legible but may require “alchemy of print”
Hatchlings
Content: The lair of an overgrown skele-duck and her soon-to-be-hatchlings
Writing: Straightforward descriptions punctuated with humor
Art/design: Graphic design and illustration adds character but preserves easy usability
Usability: The PCs may get some new pets or a tasty meal
Hatred
“Burn them all vvitches and wizards
set fire to all that bring the miseries”
Content: An inquisition-powered torture-crawl.
Writing: Effective description makes a surprisingly painless experience to run.
Art/design: Sharp illustrations gird single-column descriptions of a bloody-minded cult.
Usability: Legible and easy to reference.
HEL
Content: A sketch of a region and its inhabitants
Writing: A paragraph devoted to each area; multi-sensory descriptions of each
Art/design: Typographically differentiates each area and foregrounds its name; text superimposed over a ground of tormented masses
Usability: No mechanics, but a good resource for GMs seeking a starting point for their own imaginings
Helm of Awe
Content: A Norse myth puzzle crawl.
Writing: Encounters that heavily reference mythological events and figures.
Art/design: A map and protective ward.
Usability: More likely to confound the enemies of the Æsir.
Heretical Fractal Bog
His Delicious Corpse
Content: An encounter with a delicious corpse, and then with its consequences.
Writing: Tastefully epicurean and tantalizingly specific.
Usability: If you’re going to eat a corpse, it should probably be this one. With ready made “flavor” text and a delicious spread of consequences. You’ll definitely be asking for seconds.
Hlautbolli
Holy Artifacts of the Sacred Tragedies
Content: Three single-sheet pamphlet adventures, and one on a new sect of the One Trve Faith.
Writing: A plausibly disturbing take on Basilisk worship which ties the adventures together into a larger optional campaign.
Art/design: A consistent palette makes for a cohesive collection, while exploration of contrast differentiates each pamphlet.
Usability: Well designed for use as a physical prop at the table. Get them in print if you can.
House of the Hollow
Concept: “A mysterious moonlit manor – home to a retired adventurer in the midst of a terrible transformation”
Content: A horror-themed, investigative adventure
Writing: Highly focused on delivering important details and atmosphere with a minimum of words
Art/design: Clean, neat layouts optimized for easy use
Usability: The narrative surprise and subtlety may be lost on players who tend to rush in with swords drawn
How Dost Though Like Them Eggs?
Content: A room featuring d4 traps and d6 trigger sounds
Writing: A descriptive passage with mechanical exposition of the situation and individual traps (with clever names)
Art/design: Color and visual elements delineate each section for easy reference
Usability: Caution: contains disturbingly naked imps
Häzelrygg
Content: A folk horror apple crawl with a decidedly stuffed follower.
Writing: A surprisingly fleshed-out scarecrow follower with enough folk legends and intrigue to inspire an investigation adventure.
Art/design: A collage of public domain images with accessible blocked text.
Usability: Also available in pure plaintext.
Immortal Soul (Alma Imortal)
Content: A purgatory-escape-crawl for dead Scvm, complete with consequences for the dying world should their spirits perish in the attempt.
Writing: Establishes distinct regions of purgatory to explore, complete with set-piece destination encounters. Supplying enough context, tone, and style to produce flavorful travel encounter in each region as needed.
Art/design: Somber, expansive, and severe imagery compliments harsh setting descriptions to establish purgatory as the crucible that it is.
Usability: Adventure to establish a new campaign, or regroup and return to the dying world stronger after a TPK. Google translation from Portuguese to English makes for the occasional anomaly.
In The Belly of the Beast
Content: A serpent-shaped, acid-rich, nautical funhouse.
Writing: A segmented, event-driven skeleton draped in bile and blood.
Art/design: A fantastical cross-sectioned serpent dominates a white-capped sea of black pixels.
Usability: A traditional white-on-black text layout fits on one page for easy reference.
In the Bluelight
In the Footsteps of the Mad Wizard
In the Hall of the Goblin King
Content: A race against the goblin curse and an album of your choice
Writing: Neatly arranged in two columns (scenario rules and concise, efficient room descriptions)
Art/design: Color and typography choices facilitate quick reference
Usability: A modular dungeon; depending on rolls and album choice, could be quick and easy, long and excruciating, or fast and brutal
Into Those Drowning Bells
Content: The journey from a flagging village to an abandoned “pyramid”.
Writing: Sober depiction of desperation and despondency would certainly invoke sympathy if you weren’t scvm.
Art/design: A clean draft adventure with easy to reference layout. Table of discontents that hints at more adventure to come.
Invitation to a Dark Masquerade
Content: A meaty masquerade.
Writing: A sensuous adventure full of social engagement. No mystery here. Only light cannibalism.
Art/design: High contrast black and white trifold. With somber and weighty character illustrations.
Usability: References Mörktober by Exeunt Press.
Isbjörn
Johan's Silver
Content: A brief stint down King Fathmu’s Shaft.
Writing: A clever timer in a tide of boiling silver. A problem Fathmu probably shouldn’t learn about.
Art/design: Reads as a mining complex with reflux issues.
Usability: Think fast, or get smelt.
Johan’s Forest
Content: A desperately venomous little pointcrawl.
Writing: Head-turning depictions like, “At night they merge into one giant bird-snake."
Art/design: Miserable little trees, a filthy little creek, and a few other happy little accidents.
Usability: A quick sketch for an in-media-res forest crawl.
Just Ice
Kavlov’s Sanctuary
Content: A demon-bound mega-dungeon crawl. A campaign setting with 13 unique dungeon locations, 5 new classes, monsters, bosses, magic items, and gear.
Writing: An interwoven series of thematic dungeons centered on demonic corruption.
Art/design: A dense but visually organized two-column layout, with classic grid maps and charming comic illustrations.
Usability: Color-coded dungeon locations aid navigation. Separate maps provided.
Keep of the Crow Witch
Kennels of Karnage
Content: A 10-room dungeon with an additional class, a short solo prequel, variant Misery, and exclusive monster
Writing: Sharp and full of character
Art/design: Clearly, cleanly laid out with evocative illustrations
Usability: Includes death and abuse of animals, but nothing graphic or explicit
This entry was sponsored by Bookkeeper as part of the Ex Libris RPG crowdfunding campaign.
Kill Yourself and Worship
Content: Four events to occur after the 6th misery.
Writing: Descriptive text to read aloud to your unfortunate scvm.
Art/design: Two violent brushstrokes bisect existing infrastructure
Usability: Encounters designed for a single scvm at a time.
King of Broken Night
Content: A modular viscerolithic tower crawl of perpetual aspect.
Writing: Four luxuriously stylized tower floors with enough material to stand alone anywhere in the dying world, wrapped delicately in the glacial resolve of a wizard’s decadent solipsism.
Art/design: N/A The tower is reconstituting itself and remains plain text… for now.
Usability: Can be consumed in a single grand adventure, or cracked open to pick away at as you please.
Kingdoms Burn
Content: A scenario centered on a suit of armor seeking to reunite with its rightful wearer
Writing: Features plenty of lore along with stat blocks for the antagonist, its final form, and its followers
Art/design: Primarily monochrome images and text with shocks of yellow to add emphasis and direct attention
Usability: Like the antagonist, something of an empty vessel waiting to be filled
Klöss
Knives Out
Content: Pointy things, capes, rules for being dandy with a variety of weapons, a seedy tavern, odd jobs, discretion, and time banditry.
Writing: An appropriate level of roguish charm, sharp wit, references, and puns.
Art/design: A vibrant and full-bodied visual design. Plenty of rouge on this rogue.
Usability: “If you are insufferable while doing it. You get DR –2 for the test. Yes. DR –2.”
Kult of the Ouroboros
Content: A karmic snake kult crawl.
Writing: Full of moral quandaries your scvm will probably ignore, which might arguably be for the best. Transcendence is subjective.
Art/design: Delightfully detailed overhead map, and characterful NPC illustrations stylistically placed highlight a structured two-column adventure layout.
Usability: Minimalist minimap makes for easy room orientation reference during play.
Kult Proroka Pnączy (The Cult of the Vine Prophet)
Content: A overgrown, larva-infested, basement cult-crawl.
Writing: A convincing cult hideout. With agency, ecology, and ingenuity. Captured in a moment.
Art/design: Grimy and vine-choked isometric map captures a moment in time.
Usability: Stylish and organized. Polish & English language.
Lady Hope's Garden
Content: An arborescent adventure with extra accessories and classes
Writing: Fairly straightforward but not lacking in appropriate character
Art/design: A mix of various typefaces alongside photography and original art
Usability: Keep off the grass
Lair of the Lizard Cult
Content: There’s a lair with some lizard cultists in it. Also some trapped Schleswig marshals and a cursed blade.
Writing: Primarily descriptive and concise
Art/design: Main PDF is primarily written freehand, which gives a unique texture but may slow reading
Usability: Includes a plaintext version as well
Lake of Oil
Content: A dungeon focused on a flaming fish, sacred fire, and the fellers that worship them
Writing: Fairly concise and focused more on actionable content, letting the map convey visual character and atmosphere
Art/design: Large, yellow room numbers against a greyscale (but nicely illustrated) map make navigation easy for GMs; descriptions are presented alongside or overlaying the relevant locations
Usability: Highly flammable
This entry was sponsored by Philip Meagher as part of the Ex Libris RPG crowdfunding campaign.
“Just a very simple and fun dungeon! Well laid out and easy to understand, my player had dark vision (playing a night witch) and refused the torch to look cool but was shocked when the Feller turned aggressive! There’s a lot of room for things to go sideways as well though my player suggested editing the riddle by removing the third line to make it a bit harder and to have a chance at all hell breaking loose. Overall an excellent dungeon!”
Last War: Bacon.Cabin.Magic
Content: Special Mission. Bacon.Cabin.Magic, mercenaries, secret weapons, bunker comforts, things to do with flares.
Writing: The absurdity of war, and of secrets valued above human life, decontextualized.
Art/design: Edited photographs and near-watercolor renditions of the trenches in a unifying palette.
Usability: Designed for Forbidden Psalm: The Last War.
Last War: High.Devil.Iron.Horse.
Content: Manuscripts, weapon mods, bayonets (and how to use them), four commanding mercenaries, and one hell of a train.
Writing: Concise, orderly, and at times bizarre. Like the bureaucratic anarchy of war.
Art/design: Thomas the Tank Engine never looked so mean.
Usability: Requires Forbidden Psalm: The Last War
Lavandeiras & Biosbardos
Content: Nocturnal spirits who entice you to do your own laundry, for weal or woe; a ruse of an adventure with multiple potential climaxes
Writing: Includes descriptive text sets the scene and mechanics to determine the outcome; very concise but with adequate, compelling imagery and appeal
Art/design: Efficient design choices delineate segments and make for easy use and reference; primarily textual with a fun text-based map
Usability: A two-in-one bargain
Level 018
Content: A candelabrum of wickheads, tended by a trio of grotesques.
Writing: A concise utilitarian adventure designed for active reference.
Art/design: Visual and typographic elements cater to rapid identification/categorization.
Usability: Available in many accessible formats.
Level 17: The Crawling Chaos
Content: A throbbing hallway, sucking whirlpool, and quiet study.
Writing: Thorough alien descriptions, d666 escape rules, and narrative throbbing fluid mechanics.
Art/design: Dense single-column format, broken by background transitions and an uncanny hallway illustration.
Usability: Review before running, some decisions are left up to you. Remember the room is silenced!
Level 20: Lair of the Flesh-Diver
“SEE! Bodies that have been recently eaten, or being eaten!
Content: A deep dive into a dark cannibal dungeon.
Writing: Sensorial text provides an in-depth and narrative description of events and encounters.
Art/design: Traditional adventure layout highlighted by eerie maps, depictions of butcher’s tools, and flushed purple accents.
Usability: The level of detail may require some review before your session.
Level 21: F L E S H
Content: A “fantastic voyage” through an inhuman body.
Writing: Literal body horror. You’re in a body, and it’s horrible.
Art/design: Fleshy maps, scratched out sketches, and hand lettered teeth bulk out an irregular two column layout.
Usability: Consistent visual hierarchy aids in navigation and reference.
Level ? “Proving Grounds”
Content: A railroad mine-cart torture funnel “fun”geon.
Writing: Clear Mechanistic descriptions of actions and events at each station.
Art/design: Map, art, and text interleaved and coarsely integrated.
Usability: Beware the layout of station 6. Prepare a boring biography for station 4.
Level Seven: Extreme Violence Engine
Content: A choose your own meat grinder adventure.
Writing: Focused on the core of role-playing: Decisions that make perfect sense at the time and the inevitable consequences that come later.
Art/design: Alternatingly hilarious and brutal. Text and images packed into the hopper and occasionally fed through the meat processor.
Usability: GM needs to keep track of some moving parts, but they seriously pay off in the end. An excellent option for a funnel adventure.
Lies Under Flesh
Content: A 23-room dungeon
Writing: No mechanics, only short, descriptive prompts for each room that GMs can interpret as they see fit
Art/design: Dungeon map is presented in profile; variations in text size and color creates an interesting visual texture
Usability: Will require some prep on the GM’s part
Lighthouse of Weeping Bluff
Content: A ticking-clock adventure that encompasses the journey to the lighthouse and the hornet-infested lighthouse itself
Writing: Clearly written and punctuated with visceral imagery and details
Art/design: Red and yellow elements direct attention without hindering usability; hornets crawling around the page are a fun, immersive touch
Usability: Well-organized text and clever use of color to coordinate it with the maps
LORD
Lord of Chains
7 contributors
Content: A Graven-Tosk digging, Sarkash roaming, Bastion storming, Shadow King’s prophecy averting point crawl.
Writing: Energetic and near melodramatic plot sets the tone for a truly torturous adventure.
Art/design: Loud when it ought to be, quiet when it counts. Metal throughout.
Usability: Self-contained, shadowed, and bound in iron chains.
L’Atelier de l’Artiste
Malum Mortis
Content: The outline of a grand heretical conspiracy, lead by the infamous Tergol, to upend the false prophecies with the help of—a lone drunkard.
Writing: A collection of instructions, references, and handouts. As well as (medicinally) humorous drunkard mechanics.
Art/design: A collection of traditional illustrations, prints, and artifacts highlight amidst
Usability: Available in print ready and web pdf formats. Includes a vtt asset pack.
Man is the Warmest Place to Hide
Content: One Shifting Dungeon. The worst game of tag ever. You do not want to become IT.
Writing: A trap-filled sandbox for your scvm to get paranoid in.
Art/design: Simple illustrated maps and public domain images.
Usability: Currently still an ashcan.
Manor Most Foul
Content: A lovingly macabre manor crawl.
Writing: A tragic love story (of sorts), reenacting its terrible pursuit this night for your voyeuristic pleasure.
Art/design: Full of coarse texture and bright color, a feast for the eyes, with a surprising emphasis on the eyes.
Usability: I'm not joking about the eyes. I may have exaggerated the voyeuristic pleasure.
Martolea, Tuesday’s Demon
Content: A bizarre, subversive, brutal beast and a simmering, horror-themed investigation spanning a few days in a seemingly quiet town
Writing: Includes a standard stat block as well as additional attributes and an overview of the monster’s MO; the adventure balances subtle tension and intrigue with moments of overt violence and gore
Art/design: Graphic design aids in navigating the adventure; illustrations add lots of creepy visual character
Usability: Includes a town map and an appendix of character sketches for quick reference
Mass Burial
Content: A one-page dungeon in the key of grave-robbing
Writing: Nice attention to physical and sensory detail, especially smell
Art/design: Efficient layout ordinated on the dungeon map
Usability: Everything you need is right there on the page
Mehr Licht!
MEMENTO
Content: A valley rife with unlife: dead basilisk barons, corpse culture, and several new starting points for your next journey to the afterlife.
Writing: A morbid meditation of funerary rites and the afterlife. An existential misery.
Art/design: A headstone of chiseled plain text with grave offerings of mangled and restitched illustrations.
Usability: A navigable guidebook to the Valley of Unfortunate Undead.
Mhâ'Nhârd's Hatchlings
Content: A dungeon room with a secret best left undiscovered
Writing: Provides detailed lore and a monster stat block with a table for attacks
Art/design: Provides a map and a pretty gnarly illustration
Usability: Just add blood
Micheál Reidy’s Misery’s Keep
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Shades of black, red, and gray. Restrained text elements. Humorous emphasis on licensing text.
Usability: There’s a doll spotting mini-game.
Miserere
Concept: “When you woke up two days ago, you discovered that Grift was inhabited by a nightmare.”
Content: Delve into a barrow to (hopefully) stop an unholy scourge
Writing: Creates an atmospheric series of scenes
Art/design: Quite expressive without being overpowering
Usability: Font, color, layout choices ensure easy navigation of text
Mold Motte of the Shunned Monarch
Monastery ov the Horned One
Monkey Murder Manor
Monolith 1: Harvest
8 contributors
Content: “A journey through dilapidated townsteads, rejuvenated fields and terrifying dungeons, with all the horrors you meet along the way”
Writing: The pedagogy of planting and population planning, and a forgotten temple to begotten basilisks, all aggressively annotated.
Art/design: Darkly grotesque cultists, disturbed floral prints, cultured public domain illustrations, and colorful marginalia highlight the body text.
Usability: Organized, aside from a few intentionally frustrating almanac charts. But I’m sure you can manage those with a little old-fashioned spit and polish.
Monolith Fragment: Life on the Farm
Content: “A Rural Adventure Generator”
Writing: Suitably rural, adequately absurd, full of farm equipment.
Art/design: A collection of simple, organized tables with tastefully home-spun spot prints.
Usability: Sow chaos with d6s.
Moritat of the Turbo Lover
Content: I think the concept pretty much sums it up, but there’s also a motorcycle fight
Writing: Includes a general overview, descriptions of characters and scenes, and instructions for traversing the adventure and conducting the motorcycle fight
Art/design: A traditional presentation that’s heavy on the text but does include some original illustrations
Usability: Linear and fairly simple to use; stat blocks for the motorcycle fight are particularly well organized in clear tables
Mork Corp
Content: “A CORPORATE HANDBOOK OF A GAME. Rules light. Art.... still kinda light.”
Writing: A uproarious collection of corporate jargon, jaded satire, and nihilism. Hell.
Art/design: A kaleidoscope of collage-style digital illustrations, edited photography, and text. A yellow and pink veneer over corporate gray.
Usability: Nightmarish, but inspirational.
Morkkabeans 1.1
9 contributors
Content: An escalating tower crawl of nameless gods and religious conflict. Complete with three new classes, gear, artifacts, angels, Nephilim, and mythical creatures.
Writing: An absolutely metal reinterpretation of Jewish history and folklore.
Art/design: A spectacle of artistic styles as varied as the tower of tongues.
Usability: Visual styles delineate sections. VTT resources available.
Murder Party at Dark Manor
Content: Dinner and a murder mystery with an interdimensional twist and an escalating fear mechanic
Writing: Primarily descriptive; incorporates relatively few formal components
Art/design: Designed for reading and prep before play rather than heavy in-game usage
Usability: Does not provide stats for NPCs
Murder, Blues, and Her on My Mind
Concept: “A long forgotten Saint of Beauty, Love, and Dead Relations, is said to dwell amidst the ruins of her temple compound.”
Content: A 7-room dungeon with locations and encounters that build on characters’ choices and actions
Writing: Lots of it, but clear and to-the-point
Art/design: Conservative use of color; centralized map; some illustrations to create visual diversity and characterization
Usability: Location order is nonlinear but simple enough to navigate
Murkwürst is burning
Content: A burning village vtt hexcrawl.
Writing: A series of events tables, npcs, and location descriptions to drive the action.
Art/design: Engaging maps and gritty illustrations.
Usability: Integrated with FoundryVTT, references Alles Wird Brennen & Gregor’s Folly.
Murky Bog
Content: A 13-point adventure with 5 original monsters
Writing: Concise and accessible
Art/design: Laid out for maximum visibility of map without sacrificing easy reference to additional information
Usability: Includes a blank map for players and a suggested soundtrack
This entry was sponsored by the creator as part of the Ex Libris RPG crowdfunding campaign.
“Carnivorous plants! Human sacrifice! A rampaging undead mammoth to chase you around the bog! Some physical copies available.”
Mycogoblins
Content: A goblin swarming, fungus snorting, den crawl.
Writing: Deep absurdity delivered in gloriously understated frankness.
Art/design: Structured design, clear iconography, and magenta highlights stimulate and satisfy the reader.
Usability: Designed with goblins in mind.
Mycosis
Mörk Borg Cult: Feretory
15 contributors
Content: Includes a random monster generator, rules for distance travel and subsistence, The Death Ziggurat and Goblin Grinder adventures, rosters of mundane and profane gear, the Grey Galth Inn setting, a gambling minigame, the Black Salt environmental hazard, new character classes (Cursed Skinwalker, Pale One, Dead God’s Prophet, Forlorn Philosopher), and new Powers
Writing: Mörk Borg imagery and tone in wide a variety of styles
Art/design: Matches content to myriad layout and design strategies
Usability: The mechanical and expository elegance you expect from Mörk Borg; the monster generator particularly uses dice in a clever way