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Philip Reed

A Wizard's Dying Wish and Other Tales

Concept: “A collection of four adventures and five encounter hooks, all created for those gamemasters in need of new ideas to throw at the adventurers.”
Content: A compilation of Philip Reeds pamphlet adventures in a hardcover A5.
Writing: A thick and sturdy scaffold of personalities and events to entertain or eradicate your scvm.
Art/design: Expressive depictions of titular characters and artifacts, easy to navigate maps when provided.
Usability: Encounters can easily be dropped in independently but are thematically consistent for a longer campaign. 

A Wizard’s Dying Wish

Concept: “Brauer possesses enough strength to make one final request. Will the party take action to fulfill the wizard’s dying wish?”
Content:
A one-room encounter with a cool monster twist and some nasty aftermath possibilities
Writing:
Devoted mostly to describing the situation and setting, but provides the GM with inspiration and some flexibility
Art/design:
Keeps the pamphlet visually interesting without being obtrusive
Usability:
Fold it twice and you’re ready to go

Anzhela and the Caged Skulls

Concept: “The woman cackles madly […] and drops the cages, drawing her sword and screaming with a mad rage.”
Content: English breakfast with a side of TPK; running will only make you die faster
Writing:
Text heavy, but creates a vivid atmosphere and provides psychological depth to the antagonist, something not often found in Mörk Borg
Art/design:
Excellent, expressive depictions of the titular characters
Usability:
Includes an alternative d6-based encounter-resolution mechanic; a bit more complex than some scenarios, but the additional moving parts make for an interesting and memorable scenario

Atticus Tower

Concept: “The foul bard Rexorn … is busy transforming suffering into music.”
Content:
A sonic-themed dungeon with original creatures and NPCs
Writing:
Mostly descriptive but efficient
Art/design:
Exactly what it should be
Usability:
A complex but surprisingly easy-to-navigate layout

Box of Terrors

Concept: “It's not only a box.” 
Content: It’s a sturdy box, with 6.25" x 9.25" x 2" of room. When you drop a d6 in it, terror happens.
Writing: Entire encounters, condensed on a lid. Full of flavor, and terror.
Art/design: Sharp illustrations, clean text, elegant drop table design.
Usability: Can hold things, so you can roll things. 

Calo’s Book of Monsters

Concept: “Many a scholar, after spending a day with the book, finds that sleep escapes them that night as the haunting vision of the many monsters described in the book consume their imagination.”
Content:
20 monsters as well as a region for them to inhabit and local rumors for PCs to overhear
Writing:
Provides lots of exposition on each monster as well as multiple adventure hooks and detailed stat blocks
Art/design:
Features detailed black-and-white illustrations against a stylized Mörk Borg-yellow ground
Usability:
GMs would be well-advised to read each entry carefully and take note of the copious details

Calo’s Misplaced Terrors

Bonus PDF for backers of Calo’s Book of Monsters; contains two new monsters

Chamber of Screams and More

Concept: “Five different 12" x 12" double-sided posters, each a different encounter idea/mini-adventure... Each is a stand-alone and, if I've done things right, will lead to a TPK or as close to one as possible.” 
Content: Five fatal mistakes for your next group of scvm.
Writing: Humorous and harrowing. With deadly accommodations for particularly resilient scvm. 
Art/design: Art-heavy poster layouts with detailed adventure text on the reverse side.
Usability: Clean and calculated for reading and reference. 

Curic’s Cursed Chapbook

“In the days of sunlight, before nightmares blackened the skies and the cursed people claimed the world, there was a traveler by the name of Lukas Curic who enjoyed sharing stories with those he met in the towns and villages of the world.”

D12 Skeletal Encounters

Concept: “The omnipresent skeleton is one of those foes that GMs can always toss at the adventurers when stuck for an idea.”   
Content: "stats for two new undead monsters as well as customization tools and a small table of encounters.” 
Writing: Exemplary skeleton mechanics, and a detailed variety of ways to get boned. 
Art/design: Full-color undead illustrations in a crisp black and yellow folder layout. 
Usability: A skeletal framework that’s easy to read and reference 

Deck of Corpses

Concept: “A deck of 36 corpses the GM may turn to whenever the PCs stumble across yet another dead body.”
Content:
A heap of bodies, some of whom also have loot
Writing:
Some strange and gruesome remains; not for the faint of heart, but definitely for Mörk Borg
Art/design:
Conservative but effective
Usability:
Includes a unique mechanic involving the official Corpse Plundering table and clock time

Deck of Corpses 2

Concept: “Why are there so many bodies in this dungeon???”
Content: 36 new corpses on cards for your scvm.
Writing: An entertaining encounter for every corpse. As it should be.
Art/design: Functional and consistent.
Usability: Fully compatible with Deck of Corpses 1. 

Deck of Evil Objects

Concept: “Use this deck when you, the GM, wish to add a random object of evil to the campaign.”
Content:
A 15-card deck with 3 additional cards (2 for the Deck of Treasures and 1 for the Deck of Secrets)
Writing:
The descriptions will make you want to use these even though the mechanics will probably kill your character
Art/design:
Sets the tone well without overcrowding a small space
Usability:
Draw a card. Read the card. Repeat.

Deck of Secrets

Concept: “Use this deck during character creation […] to add background.”
Content:
36 violent, sordid, and bizarre selections to flesh out your characters’ personal histories
Writing:
Well-crafted to inspire players’ imaginations and add compelling depth to characters
Art/design:
Nice, macabre art on card backs, and textured backgrounds add some visual depth to each side
Usability:
Just draw and then despair

Deck of Terribly Broken Bodies

Concept: “Instead of rolling a d4 and checking the table in the core rules, draw a single card from this deck whenever a PC reaches zero HP.”
Content:
38 severe injuries at 4 levels of severity (correlating to the 4 results on the Broken table in the core rules) with different results for different damage types
Writing:
Visceral, vivid, and violent (obviously)
Art/design:
Overall nice design; use of vivid yellow skulls to emphasize severity is a solid, well-devised feature
Usability:
Very straightforward so you can focus on suffering from the wound instead of deciphering it

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