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30 Days of MÖRK BORG, Adventure Chapbook Vol. 4: Something Rotten in Göthewig

Concept: “Established three generations ago by tax scofflaws from Schleswig, this mercantile utopia teeters on ruin”
Content: A three-act city crawl of procedurally crumbling districts and five dilapidated adventure sites. 
Writing: Moldering descriptions of urban decay blend with a malaise of frustration and angst to characterize the collapse of a culture fueled by greed.
Art/design: Haunting depictions of crumbling infrastructure and desperate souls contained in a dynamic and visually stimulating design.   
Usability: Accessible and easy-to-reference adventure design. 

A Feast Among Friends

Concept: “Please, won’t you join the party?”
Content: Dining at your own funeral.
Writing: A sensuous depiction of camaraderie and cannibalism.
Art/design: A well-dressed skeleton, haloed by the dead, encircled by intense pink text.
Usability: Background illustration and opening text overlay may hinder a swift reading. 

Baited Blood

Concept: “A disease of the blood...”
Content: A cannibal disease of a different kind.
Writing: A wonderfully inversion of a common trope.
Art/design: Black and white blocked plaintext.
Usability: Surprise your favorite scvm. 

Blood Feast

Concept: “There exists a theater in the city of Galgenbeck, that is home to three sisters... turned into Nechrubel’s first children.”
Content: A trio of musical vampires.
Writing: History and heavy characterization personalize the daughters of Nechrubel.
Art/design: AI-generated vampire triplets standing before the blood moon.
Usability: A Babymetal tribute. 

Cannibal Cook

Concept: “Some people are dying. Other people are hungry. You just might have found a way to solve both their problems.”
A character class whose name says it all
Showcases the comedic side of eating people
Clever layout and typographic design with perfect public domain art
Stylized but pretty straightforward

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.

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.


Concept: “You’ve heard whispers of a collector, deep in the Sarkash forest who pays handsomely for the corpses of men.”
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. 

His Delicious Corpse

Concept: “You notice his corpse when…”
Content: An encounter with a delicious corpse, and then with its consequences.
Writing: Tastefully epicurean and tantalizingly specific. 
Art/design: The desaturated black and white image of decay and death stands in shocking defiance of the sensual lies written in yellow and black.
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. 

Immortal Soul (Alma Imortal)

Concept: “This is a story of horror and revenge, driven by individuals who do not accept their fate, reject death and want a second chance.”
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. 

Level 20: Lair of the Flesh-Diver

“SEE! Bodies that have been recently eaten, or being eaten! 
HEAR! The sounds of flesh being digested and the screams of insane cannibalistic monsters! 
SMELL! The stink of burning flesh and rotting biological matter! 
TASTE! Rosemary sausage! 
TOUCH! Nothing, if you're smart! 
LOOT! Dangerous custom cutlery! 
KILL! Hordes of hungry, darkness-dwelling denizens!”
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. 

Making Friends and Eating People

Concept: “Eat your friends. They’d do the same for you.”
Optional rules for upcycling dead characters and benefits for doing so
Darkly humorous and appropriately off-kilter
If Hell has insane asylums and their cafeterias have menus, they probably look like this
The mechanics are nestled in with the flavor text, but if you know what you’re looking for, you’re good to go

The Dungescape Issue 2

Concept: “Rugged tunnels far beneath the dirt of the earth. What stirs in the dark with all-seeing eyes, beaks, and claws, scratching the stone?”
Content: An escape dungeon, full of feathered “friends”.
Writing: Social elements add a dynamic element to the dungeon.
Art/design: Top-down map and creature illustrations highlight a compact two-page dungeon reference.
Usability: Compact and organized for easy reference of the entire dungeon during play. 


Concept: “1. Create a character 2. Have an EGG implanted inside you. 3. DIE...”
Content: A second chance at death.
Writing: Casually disgusting, clinically disturbing, implanted with body horror.
Art/design:  I hate to imagine what that man is doing with so many EGGs.
Usability: For the auto-cannibalistic Scvm. 

Time for Tea

Concept: “This teapot will drive your scvm crazy, but the rewards are potentially limitless…at least for the survivors.”
A surreal string of events revolving around a teapot and some invisible visitors
Clearly traces the album’s thread through descriptions and unified, interlinking rules and mechanics
The text’s hues and temperature contrast well against the ground, and its layout amongst the images creates shapes reminiscent of pouring tea or rising steam
“Do not include this teapot in your game unless your scvm are ready for: inter-party conflict, spilled blood, hypnotism, memory loss, and light cannibalism.”
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