one-shot
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
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: 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
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
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.
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.
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
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
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 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
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.
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.
Klöss
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.
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!”
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
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
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
Mold Motte of the Shunned Monarch
Monastery ov the Horned One
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
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
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
Mörk Borg Cult: Heretic
9 contributors
Content: Generators for cults and curses, feats, 2 classes, black-powder weapons, 2 long adventures, a pair of 1-page dungeons, and a quartet of monsters/NPCs
Writing: Varies by author but consistently emphasizes images and concepts that are grim, creepy, and/or outright weird
Art/design: Every entry’s layout, graphic design, and coloration are distinct, creating a lot of visual diversity and easy navigability; sweet foil printing on the cover and first page; fold-out covers just to cram as much content into this zine as possible
Usability: The only obstacle is deciding what to read first.
Mörk Bug
Content: Stats for bugs, gear for catching bugs, rules for selling bugs, an entothropic character class, and a sprawling bug-fighting-arena-slash-gambling-parlor
Writing: Clear and readable with Kelly’s characteristic wit
Art/design: Designed and laid out for readability with some buggy, Borgy flair
Usability: Laid out and designed for easy reading and reference
Mörky Waters
Content: A straightforward, multiroom dungeon with human NPCs and an eldritch boss entity
Writing: Short introduction and advice for introducing and running the adventure; the rest is easily accessible gameable content
Art/design: Red and white on black with strategic distressing make this visually interesting and easy to read
Usability: Short paragraphs for NPCs, simple stat blocks; room characteristics are bulleted for easy skimming
No Country for Old St. Nick
On the Slaughterfront
Content: A twisted, insect-themed dungeon
Writing: Highly descriptive with striking imagery and some clever rimshots
Art/design: Nice balance of color, text, and graphics that keeps it easily readable
Usability: Hollow and full of bugs, just like it should be
One Night at Castle Ghast
Content: A once in a lifetime castle-crawl.
Writing: A traditional ghost story, an inexorable timer, and the highest stakes.
Art/design: Dark, textured, and occasionally effervescent images of spectral manifestations.
Usability: To prolong the inevitable.
Peas Offering
Content: A subterranean, duck-themed hex crawl
Writing: Includes lore, stats for monsters, and details about the location
Art/design: Clearly laid out using color, typefaces, and bullet points for emphasis, differentiation, and easy navigation
Usability: Pages are in reverse order, but there’s only two of them, so it doesn’t hinder usability
Perfidious Protoplasma
Content: A roster of oozes with rules for the creature type, an ooze-symbiote character class, and an ooze-centered dungeon
Writing: Efficiently presents information in each section
Art/design: Subtle and relatively traditional but still effective in visually reinforcing the concept; dungeon features clean, efficient layouts and design for easy use by GMs
Usability: Class is more powerful and versatile than some other classes, but balanced by the monetary and/or inventory cost of feeding the ooze
Pork Borg
Psalm IV:I
Content: An adventure in religion, heresy, deceit, and revenge; incorporates opportunities for PCs to join multiple competing factions, and includes a mechanic for fear effects
Writing: Deftly conveys the scenario’s dynamics and delivers information in manageable portions with plenty of gory and macabre details
Art/design: Efficient layouts and design choices make information accessible while making room for loads of expressive, original illustrations
Usability: A more visually elaborate take on the Rotblack Sludge approach to facilitating quick comprehension and easy use
Purgatory
Content: The encounters encompass a range of people, happenings, and other … things; classes bring some archetypes and novel concepts to the table; skills add additional depth and features to Getting Better; the two shorter adventures work as one-shots, and Purgatory provides a sprawling landscape for scum to explore
Writing: Not terribly text heavy with alternately descriptive and instructive prose
Art/design: Fairly straightforward layouts with a wide range of art; obligatory yellow and pink
Usability: PDF comes in HD and SD versions to accommodate user needs; also include some hex tiles for exploring Purgatory
Quest for the Murder Sword
Content: A system-neutral crawl through a corpse
Writing: Devoted to populating and characterizing the dungeon
Art/design: The larger map is very expressive
Usability: The secondary descriptive map makes navigation fast and efficient
*Published under CC BY 3.0; not technically Mörk Borg content, but related in theme, spirit, and authorship
Rattus Norvegicus
Concept: “The base of operation for the fearsome plague-bearing Rätfölk”
Content: A 9-room, ratfolk-infested dungeon with hooks, rumors, random encounters, loot, and shit torches
Writing: Straightforward and clear with well-placed alliterative flourishes and snark
Art/design: Primarily typographical but efficient and easily navigable
Usability: Linearly organized and includes separate GM and player maps
Ravaging Plague I: Rusted Iron, Words of Power
Content: Extreme metal-inspired offerings across the board
Writing: Laden with metal-inspired imagery and themes
Art/design: Brutalist text layouts balanced with organic, gritty graphics all presented in stark black & white
Usability: No table of contents or index, but layouts and different deployments of positive and negative space are good visual aids for navigation
Rituals
Sacred Parasites
Content: 7 new creatures, a living dungeon, occult-bugs-as-resources rules, and tables for effects of parasitization
Writing: Creature entries feature descriptive passages, stat blocks, and adventure hooks; overall, creative and effective
Art/design: More traditional layouts with text balanced by facing-page illustrations; images are generally gritty (in the good way) and the rest of the graphic design follows suit
Usability: “Cute” is highly subjective, but definitely some interesting and creative creature concepts
Scarlet Descent
Content: A no-frills dungeon with plenty of character
Writing: Lean and efficient delivery of information and mechanical elements
Art/design: An isometric map clearly coordinated with well-delineated room descriptions
Usability: Open-ended so GMs can work it into their game however they see fit
Scarlet Descent: Black Obelisk
Content: 8 weird and macabre rooms with unique hazards and challenges
Writing: Vivid descriptions of scenery with a fourth-wall breach and hints at future entries in the series
Art/design: Each room’s points of interest are clearly delineated for easy reference during play; facing-page descriptions and map shows off the latter’s artistic inversion
Usability: Numbering correlate descriptions to map locations (ordered bottom up, right to left)
Schmatzer, Aufhocker und wo man sie findet
Content: See concept
Writing: Monster entries provide sufficient context while the dungeon is clear and concise
Art/design: Monsters are well organized with appropriate illustrations; dungeon is primarily typographical, which guides reading, but includes a map and a creepy crayfish-baby
Usability: A bit of a variety pack; straightforward and easy to navigate
Scriptures of the Endless Sea
Content: An Endless Sea bottom-crawl.
Writing: A structured linear narrative with set-piece encounters and Endless Sea lore.
Art/design: Pale blue in the deep-sea dark. AI-distorted aquatic monstrosities, deep-sea voyagers, and two-headed deities abound.
Usability: Clean, organized, dense
ShadowClink
Content: An adventure for the Sölitary Defilement solo-play ruleset; includes scenario setup, encounters, NPCs, special rooms, and rules for backtracking
Writing: Well written and easy to read with evocative language that helps build the experience
Art/design: Designed and laid out for clarity and ease of use, but the colors and chain graphics provide some appropriate character
Usability: Requires Sölitary Defilement to play solo, but also makes a pretty good random dungeon generator for standard play as well
SlasHER
Slasher Zine / Jam Compilation
18 contributors
Slaughtered in the Snow
Content: A compelling battlefield crawl with an interesting twist on Mörk Borg lore
Writing: Solid imagery and ideas conveyed well
Art/design: Not super-elaborate, but fits the the setting’s snowy starkness
Usability: GMs will need to consult a few other titles, which are readily available
Slaughterhouse Citadel
Content: Includes 11 rooms, 10 tables for room clutter and wandering monsters (just in case the other hazards and inhabitants weren’t lethal enough)
Writing: Descriptions of rooms and inhabitants are filled with grim, gritty, multi-sensory imagery
Art/design: Features loads of original art; palette is dominated by red and muted yellow, creating a gory and noxious ambience
Usability: Incorporates high-level internal links in ToC and at the bottom of pages for fast navigation; random monster table includes page references for print-inclined GMs
Smoke Filled the Room
Content: An strange journey to escape inebriation and hallucination
Writing: Skillfully moves through increasingly disjunctive scenes, relying on tone to create continuity; final paragraph contrasts nicely with the preceding content
Art/design: Dense columns of text emulate a smokey interior with a symbolic empty space before the concluding point
Usability: Includes some mechanics but leaves lots of room for GMs to play
Snotsoil Mire
Concept: “The edge of the Bergen Chrypt is flooded. Into that slick swamp, the ducal twins of Schleswig fled.”
Content: A relatively lean but atmospheric hexcrawl
Writing: Concise but thorough with subtle character
Art/design: Cut-and-paste feel with intense color
Usability: Linear and easy to use; additional mechanics appended for easy reference
something wicked this way comes
Content: Mörkbeth
Writing: Adapts Macbeth in broad strokes, adding in some additional occult elements and atmosphere
Art/design: Introductory sections are typographically differentiated; the adventure itself is presented in the clean, accessible style of Rotblack Sludge (with some blood smears and stains for extra character)
Usability: Perfect for groups seeking a gothic-horror castle crawl
Soul Wrenched Shaman
Concept: “The streets of Schleswig are filled with empty husks … Fathmu IV has put a hefty bag of 200 silver to anyone who can put a stop to this.”
Content: Adventure hook and framework with a creative final boss
Writing: Sets the overall scenario and trajectory, and provides seeds for scenes along the journey
Art/design: Features a pretty bizarre illustration
Usability: Content is well-organized for linear use
Spore-spawn of the Rhizoworm
Content: An adventure in fungal infection
Writing: Presents rules and flavor for a skin-crawling ecology
Art/design: Diverse but unified; useful in navigating the document during play
Usability: Some ambiguity in the fungal infection rules but intent becomes clear
Stinkmouth
Content: A truly foul and fun-filled delve into a pit of unpleasantness. There’s also a dog and some prizes.
Writing: Concise but conveys the intended tone very well
Art/design: Typographic choices and colors aid navigation, and other visual elements reinforce the motifs of stench, viscera, and excrescence
Usability: Don’t show your players the map. Let them fvck around and find out.
Stone and Rock
Concept: “Searching for a lost treasure in a cave at the base of a mountain, wrong turns in a maze of tunnels only took you fumbling deeper into the earth.”
Content: An abstract dungeon bursting with content
Writing: Copious instructions for travel, tables for encounters, stat blocks for denizens, and some unique loot
Art/design: Background adds color and character, but mostly devoted to text
Usability: Much enhanced by arrows connecting relevant sections of text
Stull
Content: A bitterly satirical scenario centered on a deal with the devil
Writing: Concise but descriptive and punctuated with sardonic wit
Art/design: Well organized with visually differentiated sections and expressive illustrations
Usability: Gives GMs latitude to work setting and situation into campaigns and adventures as they need or see fit
Suffer the Children
Content: A rural adventure with some traditional horror tropes
Writing: Leans on the writing to deliver the atmosphere as well as the content
Art/design: Monochrome, single-column layout with some inset illustrations
Usability: Information mainly presented in extended paragraphs ; may present some issues when trying to reference or review quickly during play
Sword of Hailstone
Content: A primarily app-based adventure game built on Mörk Borg mechanics
Writing: Entirely descriptive; mechanics are handled by the app
Art/design: Pixelated depictions of Kergüs and its inhabitants
Usability: Physical copies and digital materials are available but not required to play
Séquelle
Content: A dark, plague-infested adventure with Pied Piper overtones
Writing: Text-heavy but accessible thanks to the conversational tone; includes graphic images of suffering
Art/design: Text overlaying a figurative and literal background image
Usability: Challenges players with moral conundrums and dilemmas of trust and justice
Tajemnice Eterycznej Twierdzy
Content: A time-frozen, flesh-warping, light-sucking fortress crawl.
Writing: An entertaining mix of motivated factions in a situation that’s ready to spiral out of control. In short, a good night of Mörk Borg.
Art/design: Dark and menacing AI-generated figures haunt a simple map in a tri-fold layout.
Usability: Organized into clear sections, legible, Polish.
Tame Your Demons
Content: A tallow-melting, candle-burning, demon-facing altar crawl.
Writing: An atmospheric and sensory experience suitable to horror and suspense.
Art/design: A single-column adventure with simple spot illustrations and a clear top-down dungeon map.
Usability: Organized and system neutral, with stats for Mörk Borg and 5e D&D.
Tatterhood
Content: A strange, surreal fetch-quest with lots of bizarro elements and flavor
Writing: Well-written, laden with subtle humor and overt viscerality
Art/design: A more traditional OSR presentation, both textually and graphically
Usability: Includes a separate map and bestiary for quick reference
Teind of Álfheim
Content: A relatively brief but compelling, supernatural dungeon
Writing: Poetic text reinforces the dark, haunted theme and provides DM with inspiration as well as interpretive flexibility
Art/design: Some extremely rich colors with A LOT of creepy baby doll faces, even by Mörk Borg standards
Usability: Paginated by room for easy operation
Temple of Trechery
Content: As above (so below).
Writing: A deeply rooted plot that’s sure to decay into a psychedelic trip, whether idylic or hellish is up to your scvm.
Art/design: A collection of print illustrations, and a few tastefully generated portraits which produce that strange hallucinatory feeling.
Usability: Well-organized and flexible. Available in German, with English translation in the works.
The Ball
Content: Four rooms and tables of major and minor treasures
Writing: Concise but descriptive with occult imagery
Art/design: Graphics are more atmospheric than illustrative images
Usability: Discrete text blocks laid out for easy use
The Ballad of Sarta Rapida
Content: Mobs of rabid fans, cutthroat sycophants, ex-lovers, and the voice of an angel, of sorts.
Writing: Yes, it’s about Taylor Swift.
Art/design: Outlined mobs, grainy photographs, alterations. Black, yellow, pink. Blackletter
Usability: Want fluff, hope you’re proficient in blackletter, work for it.
The Bastard of the Badlands
Content: A frozen-wasteland-themed dungeon; also includes the badlands ranger character class
Writing: Nice descriptions but not as grimly humorous as Mörk Borg’s standard
Art/design: Also a departure from the standard, but does evoke a sense of place
Usability: Occasionally substitutes D20 terms like “check” and “AC”
The Beggar’s Shrine
Concept: “Local children are being abducted, and dragged to a long abandoned dungeon … carved into a gigantic, mysterious crystal skull.”
Content: A twisted (and twisting) dungeon full of blood, corpses
Writing: Vivid and visceral—sure to please GMs and players
Art/design: Nice map and conservative but still aesthetically pleasing design; text is visually dense but not excessively so
Usability: Stat blocks aren’t specifically labeled, which may slow reference during play
The Black Stallion Manor Massacre
The Bone Fields of Northwyr
Concept: “A cursed and frostbitten sandbox”
Content: 5 distinct locations with unique characters and tables for random encounters and cursed artifacts
Writing: Very dark and somber; provides copious background for the setting and concise but effective characterization for its inhabitants
Art/design: Predominant use of powder blue creates an appropriate cold tone punctuated with warmer pink and yellow to aid navigation and provide contrasting character
Usability: Text heavy, but written to be memorable and designed for quick and easy reference during play
The Book of Vile Dungeons
The Boreal Refuge
The Broken Sword of Vile Souls
Content: A seemingly unassuming tower crawl with a murderous climax (and some loot along the way)
Writing: Mostly devoted to background and description but includes stats for enemies and the titular sword (which is pretty brutal even while broken)
Art/design: Graphics add character and ambience, and the maps provide easy navigation for the GM
Usability: It’s a tower. There’s nowhere to go but up.
The Burning Gash
Content: Cannibal prison massacre
Writing: Aside from the introductory paragraphs, short descriptions of locations and creatures, tables for times, and adventure hooks
Art/design: Mostly sticks to an uneven, fractured-looking two-column format with some illustrations and additional trade dress
Usability: Nonlinear and presumes creative problem solving
The Church of Katharszisz
Content: A coerced crawl through a corpse-haunted cathedral
Writing: Includes an elaborate introduction with plenty of atmospheric details throughout
Art/design: Graphic design consisting predominantly of earth tones with other muted hues reinforces the sensation of exploring a dim, murky cathedral
Usability: Well organized by page (intro, descriptions, map, monsters) for easy reference
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The Church of the Forbidden Gate
Content: Fairly straightforward dungeon with heretical overtones
Writing: An accessible mix of exposition and stat blocks
Art/design: Reserved use of color provides emphasis, aids navigation
Usability: Supported by explicit visual connection of text and locations
The Cleaving in Buskstätt
Content: A pointcrawl amidst malicious overgrowth
Writing: Concise; mostly devoted to stats & mechanics
Art/design: Map and art are prominent without encroaching on the text
Usability: Small text emphasizes the visual elements but may be difficult to read
The Cook at the Crossroads
Concept: “The Inn at the Crossroads … Nothing bad ever happened here. Or did it?”
Content: An insidious secret at an unassuming inn
Writing: Predominantly devoted to setting the scene for roleplaying
Art/design: Text-focused and more traditional than many other third-party publications
Usability: Linear; some redundancy eliminates page flipping