Rugose Kohn
FÖLK-LORE: Environs & Ephemera
25 contributors
Tragos Games
Sean Hudspeth
Kevin Sheehan
grave snail games
Saluman
Johndroid
Rodrigo Herrera
Anders Björkelid
Matthew Sanderson
Ben Gyurik
Dan Ricketson
Paul S. Miller
Dave Pauls
Ar-Em Bañas
Michael Mars
Rugose Kohn
Sam/HauntingOfTheWicked
gaffy
Scott Danielson
qilyn
1d10+5
Ahimsa Kerp
Michael Tahmasian
Jakub Skurzyński
Gabriel Matteson
“Everything from new classes to strange new locales”
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.
30 Days of MÖRK BORG Adventure Chapbook Volume 3:3 Churches
Concept:
“The heretics rise...
“The heretics rise...
The Death Church of Wokath
Blessed are the dead, for they shall inherit all!
The Dismal Church of Nagla
We forge our tradition in the spirit of our ancestors!
The Flayed Church
We bow to that which crawls!”
Content: Three heretical religions along with their followers, artifacts, seats of power, and teachings.
Writing: Three faiths enshrined in text. With histories and doctrines proving how fertile cults can spring forth from the infertile soil of a dying world.
Art/design: Design elements and illustrations mingle in rapturous heretical rites.
Usability: Visual and textual motifs allow for easy navigation between the faiths during play.
Content: Three heretical religions along with their followers, artifacts, seats of power, and teachings.
Writing: Three faiths enshrined in text. With histories and doctrines proving how fertile cults can spring forth from the infertile soil of a dying world.
Art/design: Design elements and illustrations mingle in rapturous heretical rites.
Usability: Visual and textual motifs allow for easy navigation between the faiths during play.
30 Days of MÖRK BORG, Adventure Chapbook Vol. 4: Something Rotten in Göthewig
Concept: “Established three generations ago by tax scofflaws from Schleswig, this mercantile utopia teeters on ruin”
Content: A three-act city crawl of procedurally crumbling districts and five dilapidated adventure sites.
Writing: Moldering descriptions of urban decay blend with a malaise of frustration and angst to characterize the collapse of a culture fueled by greed.
Art/design: Haunting depictions of crumbling infrastructure and desperate souls contained in a dynamic and visually stimulating design.
Usability: Accessible and easy-to-reference adventure design.
Content: A three-act city crawl of procedurally crumbling districts and five dilapidated adventure sites.
Writing: Moldering descriptions of urban decay blend with a malaise of frustration and angst to characterize the collapse of a culture fueled by greed.
Art/design: Haunting depictions of crumbling infrastructure and desperate souls contained in a dynamic and visually stimulating design.
Usability: Accessible and easy-to-reference adventure design.
30 Days of Mörk Borg
Concept: “A month’s worth of one page one shots”
Content: Loads of creative, challenging scenarios
Writing: Some mechanics, but generally devoted to broadly establishing scenarios; peppered with cultural and gaming references
Art/design: Draws on a wide range of art and fonts to create a unique character for each layout; some pretty creative maps
Usability: Instructional text; convenient hyperlinks to other MBC and third-party documents
Content: Loads of creative, challenging scenarios
Writing: Some mechanics, but generally devoted to broadly establishing scenarios; peppered with cultural and gaming references
Art/design: Draws on a wide range of art and fonts to create a unique character for each layout; some pretty creative maps
Usability: Instructional text; convenient hyperlinks to other MBC and third-party documents
30 Days of Mörk Borg Adventure Chapbook vol. 1
Concept: “Plumb the depths of Death's Fort in search of the riches hidden within. Scale the volcano of The Shattered Tunnels to take on the evil Blood Wizard. Wander the Sarkash in search of The Shrine of Evil.”
Content: 3 self-contained adventures
Writing: Alternately uses descriptive prose and tables to suit each adventure’s content
Art/design: Presents each adventure in a distinct style to suit its character and structure
Usability: Content warning: naked antics, poo monsters, and BEAR-THING
Content: 3 self-contained adventures
Writing: Alternately uses descriptive prose and tables to suit each adventure’s content
Art/design: Presents each adventure in a distinct style to suit its character and structure
Usability: Content warning: naked antics, poo monsters, and BEAR-THING
30 Days of Mörk Borg Adventure Chapbook vol. 2: On the Island of Dying Gods
“This book expands the one-page, one-shots taken from my digital offering 30 Days of MÖRK BORG and is the second volume in a planned series of ten. For this volume, we focused on creating three distinct modules within a larger keyed setting, but there’s still plenty of room for improvisation and substitution at your table.”
Album Crawl
19 contributors
Concept: “A collection of deafening dungeons and auditory misadventures for MÖRK BORG.”
Content: 22 music-inspired settings and scenarios; many intriguing rules and foes; alternate Miseries; a whole spread of punishments for unruly dice
Writing: Variously fascinating and horrifying
Art/design: Widely variegated but all nicely done
Usability: A couple atypical layouts that reward a bit of scrutiny and patience
Content: 22 music-inspired settings and scenarios; many intriguing rules and foes; alternate Miseries; a whole spread of punishments for unruly dice
Writing: Variously fascinating and horrifying
Art/design: Widely variegated but all nicely done
Usability: A couple atypical layouts that reward a bit of scrutiny and patience
Anti-Paladin Filthy Slime Jam!
25 contributors
Tragos Games
Ben Gyurik
Michael Mars
Rugose Kohn
Walton Wood
Bracken MacLeod
Strega Wolf van den Berg
Kim Holm
Ceph
Luis Bishop Lopez
Cthonic Cartography
Jegs
Ian Long
Will Tejeda
Kevin B.
Martin Bonnevier Kronlid
RaptorShadow / BirdSilhouette Games
Ryan Sigler
PerplexingRuins
Alex K. Barton
Roland Boshnack
Jean Verne
Max Moon
Eduardo Carabaño
Michał Gotkowski
“For God sent not his followers into the world to condemn the world, but that the world through him might have its ass kicked.”
All proceeds donated to Doctors Without Borders
All proceeds donated to Doctors Without Borders
Babalon's Hangover 2
23 contributors
Concept: “A bestiary brimmed with 105 pages, 42+ Occult monsters, including Esoteric scriptures to die for, and Hopeless dungeons to die even more for.”
Content: Monsters and scriptures and dungeons, Oh my!
Writing: Text ranges from bloviated to concise; brisk to simple. But it is reliably miserable.
Art/design: A menagerie of styles as creative and varied as the community which spawned them.
Usability: Divided in three sections with a full index to aid navigation. Entries of varied accessibility and ease of reference at your table.
Content: Monsters and scriptures and dungeons, Oh my!
Writing: Text ranges from bloviated to concise; brisk to simple. But it is reliably miserable.
Art/design: A menagerie of styles as creative and varied as the community which spawned them.
Usability: Divided in three sections with a full index to aid navigation. Entries of varied accessibility and ease of reference at your table.
Basilica of the False Prophet
Concept: “THEM. A lunatic, convinced he is the one true, basilisk. Skulking in an abandoned church on the far side of the western mountain range, he rants and plots against HE and SHE.”
Content: A desperate descent. An unexpected plunge. A shattered hope?
Writing: Miserable and descriptive encounters, backed by elegant mechanics, make a narrative descent into madness.
Art/design: A masterful balance of utility, consistency, and style. Haunting yet austere illustrations and maps fill but do not dominate the pamphlet.
Usability: Pairs well with Western Wall (also by Rugose Kohn).
Content: A desperate descent. An unexpected plunge. A shattered hope?
Writing: Miserable and descriptive encounters, backed by elegant mechanics, make a narrative descent into madness.
Art/design: A masterful balance of utility, consistency, and style. Haunting yet austere illustrations and maps fill but do not dominate the pamphlet.
Usability: Pairs well with Western Wall (also by Rugose Kohn).
BEAR-THING
Concept: “BEAR-THING Hungry. BEAR-THING Angry. BEAR-THING Hangry.”
Content: An undead amalgam of bear and goblin (but also undead)
Writing: Succinctly but entertainingly describes behavior and motivation
Art/design: Economic arrangement of text around a pretty expressive image
Usability: Keeps PCs on their toes by knocking them off their feet (with its blood)
Content: An undead amalgam of bear and goblin (but also undead)
Writing: Succinctly but entertainingly describes behavior and motivation
Art/design: Economic arrangement of text around a pretty expressive image
Usability: Keeps PCs on their toes by knocking them off their feet (with its blood)
Blood Money
Concept: “While languishing in a drunken stupor in a coastal town flophouse … you were abducted by a press gang.”
Content: A seafaring framework inspired by Tom Waits (and Herman Melville (and whoever wrote The Book of Jonah))
Writing: Sets the scene and provides a plethora of options for play
Art/design: Supports the nautical theme subtly but effectively
Usability: Intended more as a toolbox than a unified dungeon or set of mechanics
Candelabra of Blood
Concept: “It's a candelabra. Of blood. It uses hit points to summon Blood Drenched Skeletons. Or it might turn you into a skeleton. You get to decide.”
Content: The concept pretty much sums it up.
Writing: Two clear and concise sentences
Art/design: A suitably gory figure with a floral ground that keeps the black and white spaces visually interesting
Usability: For the GM, straightforward; for PCs, potentially lethal and hilarious (unless you’re another PC—then it’s even more lethal)
Content: The concept pretty much sums it up.
Writing: Two clear and concise sentences
Art/design: A suitably gory figure with a floral ground that keeps the black and white spaces visually interesting
Usability: For the GM, straightforward; for PCs, potentially lethal and hilarious (unless you’re another PC—then it’s even more lethal)
Compatible with Mörk Borg (a sticker)
Concept: “Turn anything your heart desires into a Compatible with MÖRK BORG product! Candles! Soda! Soda Candles! Bags of Salt! Dish rags! Piles of dogshit!"
Content: Stickers.
Writing: A generic version of the legal text and the (optional) “compatible with” logo.
Art/design: Yellow sticker, black font, bloody skulls.
Usability: Place (ir)responsibly.
Content: Stickers.
Writing: A generic version of the legal text and the (optional) “compatible with” logo.
Art/design: Yellow sticker, black font, bloody skulls.
Usability: Place (ir)responsibly.
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