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30 Days of MÖRK BORG Adventure Chapbook Vol.5

Concept: “Face off against interdimensional horrors, a drug-fueled cult and their terrifying god, and the unrelenting predation of the Mutant Centipede Thing!” 
Content: Three new ways to die... in a hole.
Writing: A sculptor's nightmare world of rock, lead, slag, bronze, drugs, and intelligent sinusoidal waves. Grounded and moving surrealism.
Art/design: Dark, textured, and occasionally effervescent images of spectral manifestations.
Usability: Deep vertical shafts with helpful mini-maps add utility and visual suspense.  

Beinfjäll

Concept: “Welcome to Beinfjäll, a dungeon set into a mountain in Bergen Chrypt. Let us take a wander through its halls and discover its secrets.” 
Content: A room a day Mörktober 2023 dungeon.
Writing: Decisive bulleted room descriptions establish clear ecology, encounter context, and pace.
Art/design: A dreary isometric map of giant vampire bones and horrible little surprises.
Usability: A Twitter thread mini-map (for now

Bogfolk’s Claw

Concept: “Do you think they have Old Bay seasoning in the dying world…?” 
Content: A big fvckin’ crab.
Writing: Tentative proof that crabs are the utilitarian end of all evolution.
Art/design: I'm pretty sure that crab is gnawing into a human torso. The crab is yellow, the flesh is pink.
Usability: In the Dying Lands, crab picks you. 

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.

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. 

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.

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.

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

Helm of Awe

Concept: “Enter as three and be free”
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.

Holy Artifacts of the Sacred Tragedies

Concept: “The powers and locations of artifacts made from the remains of the Sacred Tragedies... that gives insight into the Order of Her Devoted Midwives sect”
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. 

In The Belly of the Beast

Concept: “Short weird adventure for Mork Borg, where the characters are swallowed by a giant sea serpent and have to find their way out.”
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. 

Johan’s Forest

Concept: “A mini adventure and a callback to Ancient Skin” 
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. 

Likho

Concept: “‘Likho-one-eyed’ appears in the form of a one-eyed skinny ogress.”
Content:
A beefy combat monster that feeds on negative emotions or flesh—whichever’s handy
Writing:
A concise stat block and a full description of behavior, including non-mechanical features and effects
Art/design:
Graphic and stats presented on a single page with additional lore and information on subsequent pages
Usability:
GMs will need to implement mechanics for special abilities as they see fit; blackletter text may slow reading a bit

Livaras

Concept: “Ethereal giants who stalk their prey in the dark alleys of Galgenbeck.”
Content:
A sneaky, life-draining monster
Writing:
Delivers somewhat complex mechanics in a straightforward way
Art/design:
Illustration’s cooler colors establish a haunting mood and contrast with the sharp yellow text
Usability:
Cumulative damage dice will require minimal bookkeeping

Monsters!

Concept: “A collection of the MOST DISGUSTING and terribly vile MONSTERS!” 
Content: Twenty of them, to be a little more specific.
Writing: Horrendously hilarious creations from tormented traditions. Malformed for the morbidly curious.
Art/design: Sharp points and serrated edges brutalize the darkly patterned forms of this miserable tome, contrasted occasionally by excruciatingly clinical white.
Usability: Richly stylized only where they know you’ll work for it. Legible everywhere it counts. 
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