one-shot
Cannibal Carnage
Content: A fleshy, bloody, body-themed dungeon
Writing: Primarily devoted to physical descriptions of rooms and situations (primarily monster-based) within
Art/design: Designed for reading and prep before play rather than heavy in-game usage
Usability: Does not use standard Mörk Borg terminology or stat presentation; requires consistent reference to core rulebook
Carnival of Desecration
Content: A series of carnival encounters inspired by Triple Live Möther Gööse at Budokan by Green Jellÿ
Writing: Playfully grim and sardonic, just like we like it
Art/design: “Art and Layout by no one.” Sans serif all day, baby.
Usability: Adventure flow is largely at the GM’s discretion
Chässe-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
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
Conquest of Cthulhu
Court of the Black-Hearted Gnome (Dwór Czarnego Gnoma)
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
Craving the Green
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
Croak!
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
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
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
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
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.
Cultist Zombies
Cuore di Cane/Dog's days are over
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.
Curse of the Rotting Sun
Damned in Darkness
Daughter Destroys Dragon
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
Death
Death and Pestilence
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 Temple Sztun
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
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.
Demons and Wizards
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
Depths ov Depravity
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...
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 Tomb
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
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)
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
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
“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
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
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.
Fimbulvinter
First, Do No Harm
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.
Flails Akimbo
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
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.
For the Rich & Foolhardy
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
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
For Whom the Were-Moose Cometh
From Bloody Angels Fell Venemous Truths
“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.
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