hallucination
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.
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.
A Feast For A Sphinx
Concept: “In a frozen valley, a winged lion have set her lair in the ruins of the temple of the Golden One. While some may seek to plunder the forgotten temple, rumors says that the winged beast can grant wishes...”
Content: A golden-voiced sphinx crawl. Emphasis on the crawl.
Writing: A pragmatic and factual account of creeping horror. Revealed progressively in reading and at play.
Art/design: Tri-fold design which in turns obscures then reveals animate horrors along with the text.
Usability: A natural progression and clear design enhance usability.
Content: A golden-voiced sphinx crawl. Emphasis on the crawl.
Writing: A pragmatic and factual account of creeping horror. Revealed progressively in reading and at play.
Art/design: Tri-fold design which in turns obscures then reveals animate horrors along with the text.
Usability: A natural progression and clear design enhance usability.
Creatures of the Dying World 3
Concept: “...in which he mines the alien world of insects to produce Lovecraftian Things that Should Not Be.”
Content: 19 sanity-shaking creatures. d66 delusional prompts to manage the fallout.
Writing: A thorough mix of indescribable humor and horror. With a fantastical sanity system that won’t take your players out of the game.
Art/design: Impressionistic and inked illustrations capture both the silly and the strange.
Usability: Text which balances between utility and style from passage to passage.
Content: 19 sanity-shaking creatures. d66 delusional prompts to manage the fallout.
Writing: A thorough mix of indescribable humor and horror. With a fantastical sanity system that won’t take your players out of the game.
Art/design: Impressionistic and inked illustrations capture both the silly and the strange.
Usability: Text which balances between utility and style from passage to passage.
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.
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.
D12 Mindbending Mushroom Effects
Concept: “What happens when your players eat a mushroom or plant...? Roll a D12 and find out.”
Content: D12 different psychotropic trips you can take when you eat the thing.
Writing: Highly specific, yet relatable, hallucinations.
Art/design: Yellow where it counts, psychedelic where it doesn’t.
Usability: A sample reference from Temple of Treachery. For those all-natural trips.
Content: D12 different psychotropic trips you can take when you eat the thing.
Writing: Highly specific, yet relatable, hallucinations.
Art/design: Yellow where it counts, psychedelic where it doesn’t.
Usability: A sample reference from Temple of Treachery. For those all-natural trips.
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.
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 8 Companion
Concept: “In honor of our eight episode of Flail to the Face, we give Förnuft, a skull that talks to you, and only you. Probably. Enjoy!”
Content: Is it gear, is it a Follower, is it helpful? Is it even a skull? What is this game.
Writing: A moody little table for a skull which may or may not be talking to you.
Art/design: Contains a skull (obviously). Also alternating yellow and red text. Black background.
Usability: You’ll probably regret talking to yourself.
Content: Is it gear, is it a Follower, is it helpful? Is it even a skull? What is this game.
Writing: A moody little table for a skull which may or may not be talking to you.
Art/design: Contains a skull (obviously). Also alternating yellow and red text. Black background.
Usability: You’ll probably regret talking to yourself.
Ghoulish Grin: Issue 1
Concept: “This is the Dying World, so it’s possible no one will notice the difference.”
Content: "a tide of COSMIC HORROR upon the Dying World.” Two new classes, a magic domain, mutation mechanics, and Mythos Miseries.
Writing: Eldritch horror played for laughs. Surprisingly informed about the unknowable.
Art/design: A generous kaleidoscope of public domain horrors with a layout like frantic diary notes.
Usability: Available as both indescribable zine and plaintext edition.
Content: "a tide of COSMIC HORROR upon the Dying World.” Two new classes, a magic domain, mutation mechanics, and Mythos Miseries.
Writing: Eldritch horror played for laughs. Surprisingly informed about the unknowable.
Art/design: A generous kaleidoscope of public domain horrors with a layout like frantic diary notes.
Usability: Available as both indescribable zine and plaintext edition.
GVix’s Mörktober 2023 – 31 Phantasmagoric Entries
Concept: "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.
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.
Malum de Monstrum vol. 3
Concept: “bringing to life creatures specifically themed around the element of ‘Fire’.”
Content: Five blazing brutes.
Writing: A variety of thematic creature abilities designed to turn up the heat.
Art/design: From ashen to white hot, a mixture of hand-drawn and ai generated creature illustrations highlight a two-column layout.
Usability: For when your scvm fail to light the campfire.
Content: Five blazing brutes.
Writing: A variety of thematic creature abilities designed to turn up the heat.
Art/design: From ashen to white hot, a mixture of hand-drawn and ai generated creature illustrations highlight a two-column layout.
Usability: For when your scvm fail to light the campfire.
Narcomancer
Concept: “Have you ever wanted to be a wizard who did a few too many drugs?”
Content: “THE DRUG WIZARD/THE SHROOM CASTER/THE ACIDLOCK”
Writing: Probably written while on a magic mushroom.
Art/design: A colorful introspective and psychedelic experience involving a pipe and a floppy wizard hat.
Usability: Please LARP responsibly.
Content: “THE DRUG WIZARD/THE SHROOM CASTER/THE ACIDLOCK”
Writing: Probably written while on a magic mushroom.
Art/design: A colorful introspective and psychedelic experience involving a pipe and a floppy wizard hat.
Usability: Please LARP responsibly.
Nvrsery of the Changeling
Concept: “A spooky nursery that can stand alone (ish) or be added to any Mork Borg dungeon, especially the MORK MEGADUNGEON.”
Content: Not your mama’s nvrsery (I hope).
Writing: A precious story of big mama and her precious little one, and the broken bodies left in their wake.
Art/design: Baby-proofed layout in black, white, and yellow. Complete with a picture of the precious little one and the layout of their humble home.
Usability: Contains a rare modification to existing character classes.
Content: Not your mama’s nvrsery (I hope).
Writing: A precious story of big mama and her precious little one, and the broken bodies left in their wake.
Art/design: Baby-proofed layout in black, white, and yellow. Complete with a picture of the precious little one and the layout of their humble home.
Usability: Contains a rare modification to existing character classes.
Odd Gob’s Claw
Concept: “...the shelled behemoth leaves a trail of eldritch slime that oozes from the end of its massive limbs.”
Content: A replicating pile of hallucinogenic tendrils encased in a dead crustacean.
Writing: Disturbing sensations lend character to a simple statblock.
Art/design: A hulking construct of clearly repurposed carapace dominates a pink and yellow shore-scape.
Usability: Available in a free and a paid version with additional abilities, history, and adventure prompts.
Content: A replicating pile of hallucinogenic tendrils encased in a dead crustacean.
Writing: Disturbing sensations lend character to a simple statblock.
Art/design: A hulking construct of clearly repurposed carapace dominates a pink and yellow shore-scape.
Usability: Available in a free and a paid version with additional abilities, history, and adventure prompts.
Pirate Borg
6 contributors
Concept: “Inspired by history, fantasy, horror and rum. Your cutlass & flintlock won’t save you from the hordes of skeletons, the Kraken, or even your own crew.”
Content: A standalone game for nautical scvm. A complete ruleset with 8 classes, naval combat rules, 18 vessels, over 80 monsters & NPCs, suitably scvrvy equipment, and a substantial introductory sandbox adventure.
Writing: A rich grog blending history, fantasy, and horror. As doomed as the Dying Lands... but with more drowning and animated skeletons.
Art/design: Crisp richly colored and strongly contoured illustrations, lovingly textured maps, and full-color spreads.
Usability: Larger, slightly crunchier, but with ample built-in references and tools bookended for ease of reference.
Content: A standalone game for nautical scvm. A complete ruleset with 8 classes, naval combat rules, 18 vessels, over 80 monsters & NPCs, suitably scvrvy equipment, and a substantial introductory sandbox adventure.
Writing: A rich grog blending history, fantasy, and horror. As doomed as the Dying Lands... but with more drowning and animated skeletons.
Art/design: Crisp richly colored and strongly contoured illustrations, lovingly textured maps, and full-color spreads.
Usability: Larger, slightly crunchier, but with ample built-in references and tools bookended for ease of reference.
Sepulchre of the Swamp Witch
Concept: “In a hidden repository deep in the Slithering Swamp is a witch's altar of glyph-covered roots. They say it can fulfill any wish.”
Content: A serpentine sepulchre you’ll wish you never entered.
Writing: A two-for-one adventure in two modes: sedate & completely stoned.
Art/design: Mind-blowing emerald hued hallucinations, a venomously detailed map, with a sober adventure layout.
Usability: Each scvm can (try to) decide how trippy they want the adventure to be.
Content: A serpentine sepulchre you’ll wish you never entered.
Writing: A two-for-one adventure in two modes: sedate & completely stoned.
Art/design: Mind-blowing emerald hued hallucinations, a venomously detailed map, with a sober adventure layout.
Usability: Each scvm can (try to) decide how trippy they want the adventure to be.
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