tavern/inn
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.
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.
Anaqwald
“A short trip into a subarctic bog deep in the hinterlands”
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
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
Box of Shadows
Concept: “The dry cracked earth of the city now spews a scentless dark black fog. … Rumors of this substance taking form and hunting down those that travel without a lamp or torch have become ever more prevalent.”
Content: A sprawling sandbox-style adventure set amidst a sinister miasma emerging in Grift
Writing: Incorporates copious descriptions, in-game documents, and random tables to add flavor to play; also includes numerous monsters, NPCs, and items
Art/design: Incorporates original and found art into exuberant designs and diverse layouts
Usability: Includes copious reference sheets, handouts, and topic-specific indices for GMs and players to use during play; GM-eyes-only material is segregated to facilitate more exciting solo play
Content: A sprawling sandbox-style adventure set amidst a sinister miasma emerging in Grift
Writing: Incorporates copious descriptions, in-game documents, and random tables to add flavor to play; also includes numerous monsters, NPCs, and items
Art/design: Incorporates original and found art into exuberant designs and diverse layouts
Usability: Includes copious reference sheets, handouts, and topic-specific indices for GMs and players to use during play; GM-eyes-only material is segregated to facilitate more exciting solo play
Böwhoss’ handbook: notes on internal ignition
Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content: A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing: The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design: Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability: Includes player-facing handouts that include lore but no mechanics or GM-specific information
Content: A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing: The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design: Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability: Includes player-facing handouts that include lore but no mechanics or GM-specific information
d4 Sadistic Demons Plague the Doomed World
Concept: “A broken clay tablet disclosing d4 haunting encounters with mischievious evil.”
Content: Four demons and their bargains for this miserable little game.
Writing: Monstrous encounters to ensnare or entrap as well as confront, complete with adventure hooks to bait.
Art/design: Color and background art distinguish the influence of each demon across eclectic layouts.
Usability: Usable as single encounters or long-term story elements of their own.
Content: Four demons and their bargains for this miserable little game.
Writing: Monstrous encounters to ensnare or entrap as well as confront, complete with adventure hooks to bait.
Art/design: Color and background art distinguish the influence of each demon across eclectic layouts.
Usability: Usable as single encounters or long-term story elements of their own.
Graven-Tosk Gravöl
Concept: “Brewed by twice-dead druug monks in dank Grift chambers. Imbibed only at funerals or heretical sacrificial rituals.”
Content: A Mörk Borg Smoked Stout as black as Nechrubel’s heart.
Content: A Mörk Borg Smoked Stout as black as Nechrubel’s heart.
Writing: Gritty as Gravöl
Art/design: Dark, bold, graven, heretical.
Usability: Stjørdal and Gotlandsdricka malts, foraged juniper, all run through a traditional Kuurna. Available in Cognition's taproom in Ishpeming, MI. Worth a trip.
Harrowshade
Concept: “In the town of Harrowshade, tucked away in northern Grift, a somber gloom engulfs the lives of the inhabitants.”
Content: A Sölitary Defilement Grift-crawl to string you along and leave you in stitches.
Writing: Contains enough rotten detail for engaging solo or GM-less play. With secrets hidden in the navigable text.
Art/design: Inky illustrations and rich textures in a fluid and navigable layout.
Usability: Contains portions of The Grisly Fare, The Fleshmonger, and Vorgs by Unit Six. Available in a variety of full-color and print-friendly formats.
Content: A Sölitary Defilement Grift-crawl to string you along and leave you in stitches.
Writing: Contains enough rotten detail for engaging solo or GM-less play. With secrets hidden in the navigable text.
Art/design: Inky illustrations and rich textures in a fluid and navigable layout.
Usability: Contains portions of The Grisly Fare, The Fleshmonger, and Vorgs by Unit Six. Available in a variety of full-color and print-friendly formats.
Les Miseredibles
Concept: “Rules for intoxication and carousing, tables for rolling up a tavern, and menus for each of the major regions”
Content: Includes tavern names, characteristics, patrons, and fare (with mechanics for intoxication)
Writing: A balanced mix of grim humor and humorous grimness
Art/design: Fairly subdued use of color but diverse visual elements and typefaces add character and facilitate navigation
Usability: Potentially profitable or disastrous for PCs; always entertaining for the GM
Content: Includes tavern names, characteristics, patrons, and fare (with mechanics for intoxication)
Writing: A balanced mix of grim humor and humorous grimness
Art/design: Fairly subdued use of color but diverse visual elements and typefaces add character and facilitate navigation
Usability: Potentially profitable or disastrous for PCs; always entertaining for the GM
Mörk Borg Cult: Feretory
15 contributors
Concept: “A collection of tables, monsters, items, classes, rules and ideas”
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
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
Taverns of Tveland & Beyond
“A quick tavern name and unique feature”
The Boreal Refuge
“This underground inn is usually a sight for sore eyes, a sanctuary for the frostbitten traveller. But something is clearly amiss...”
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
The Romvs Inn
Concept: “Player characters can […] indulge in the most important aspect of RPGs – roleplaying their characters.”
Content: A humorous but still extremely lethal anti-adventure
Writing: Entertaining and establishes the desired, comedic tone
Art/design: Columns for exposition and proximal layout for the setting both adapt the MB aesthetic to good effect
Usability: Have you tried those scrambl'd æggs? To die for.
Content: A humorous but still extremely lethal anti-adventure
Writing: Entertaining and establishes the desired, comedic tone
Art/design: Columns for exposition and proximal layout for the setting both adapt the MB aesthetic to good effect
Usability: Have you tried those scrambl'd æggs? To die for.
Zwyntar Pass
Concept: “Hunt a troll at a pass at Graven-Tosk... inspired by a Ukrainian band called Zwyntar.”
Content: A rambling troll hunt between trunks and tombstones, from Grift to Galgenbeck.
Writing: A dynamic point crawl with events that evolve as scvm wander the trails.
Art/design: Bright red trail markings with black text before saturated yellow tombstones and tree trunks.
Usability: Double-sided print layout separates player and gamemaster information.
Content: A rambling troll hunt between trunks and tombstones, from Grift to Galgenbeck.
Writing: A dynamic point crawl with events that evolve as scvm wander the trails.
Art/design: Bright red trail markings with black text before saturated yellow tombstones and tree trunks.
Usability: Double-sided print layout separates player and gamemaster information.
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