trap
Amputechture
Concept: “You find a well equipped corpse along the side of the road. It has no face. When you examine it more closely it breathes to you ‘don't pretend that I'm not alive’... ‘Find the stone circle, stop the Baphomets before they kill us all’”
Content: A phantom limb crawl.
Writing: A story-driven dungeon crawl of possession, exorcism, maggots, entrails, rituals, and blood.
Art/design: Grisly isometric map enshrined in vinyl, gruesome cover, and a track listing of an adventure layout.
Usability: Easy to read, simple to navigate, trivial to compel your scvm with a good old-fashioned possession.
Content: A phantom limb crawl.
Writing: A story-driven dungeon crawl of possession, exorcism, maggots, entrails, rituals, and blood.
Art/design: Grisly isometric map enshrined in vinyl, gruesome cover, and a track listing of an adventure layout.
Usability: Easy to read, simple to navigate, trivial to compel your scvm with a good old-fashioned possession.
Atomic detonation
Concept: “Boom.”
Content: Bada Boom.
Writing: “Castle Romeo” atmospheric nuclear test meets Mörk Borg legal text.
Art/design: Big Bada Boom.
Usability: You’ll find a way.
Content: Bada Boom.
Writing: “Castle Romeo” atmospheric nuclear test meets Mörk Borg legal text.
Art/design: Big Bada Boom.
Usability: You’ll find a way.
Blood-drenched encounters
Concept: “Blood can be the most potent source of neurosis for the human mind”
Content: Six monsters, three artifacts, six new scrolls, a wasting disease, and a trap. Oh, and buckets of blood.
Writing: A fair balance of stylistic description and mechanics. Viscous but unclotted.
Art/design: A gory art collection in comic style. Familiar blackletter styling on yellow and black.
Usability: The blackletter is scaled with its level of decoration for legibility.
Content: Six monsters, three artifacts, six new scrolls, a wasting disease, and a trap. Oh, and buckets of blood.
Writing: A fair balance of stylistic description and mechanics. Viscous but unclotted.
Art/design: A gory art collection in comic style. Familiar blackletter styling on yellow and black.
Usability: The blackletter is scaled with its level of decoration for legibility.
Blood Thorns
Concept: “Inextricable wall of bloody brambles”
Content: A vicious hazard bearing some tasty berries for the brave, foolhardy, or hungry
Writing: Straightforward descriptions of the mechanics for entanglement and escape
Art/design: Colors help differentiate text components and differentiate components of the illustration
Usability: Difficulty and damage intensify as PCs struggle; requires a bit of tracking on the GM’s part
Content: A vicious hazard bearing some tasty berries for the brave, foolhardy, or hungry
Writing: Straightforward descriptions of the mechanics for entanglement and escape
Art/design: Colors help differentiate text components and differentiate components of the illustration
Usability: Difficulty and damage intensify as PCs struggle; requires a bit of tracking on the GM’s part
Degenerate's Crypt
Concept: “At the end of the dark corridor something is groaning in pain, four metallic voices wailing in unison. Not a tomb but a prison, as too often is in these wretched times.”
Content: A degenerate crypt of eternal torment.
Writing: A dungeon as sharp and fluid as liquid metal.
Art/design: Map illustration in styles ranging from the pragmatic to the purely aesthetic. No nonsense dungeon description that’s both aesthetic and legible.
Usability: Consistent and navigable visual hierarchy for easy reference.
Content: A degenerate crypt of eternal torment.
Writing: A dungeon as sharp and fluid as liquid metal.
Art/design: Map illustration in styles ranging from the pragmatic to the purely aesthetic. No nonsense dungeon description that’s both aesthetic and legible.
Usability: Consistent and navigable visual hierarchy for easy reference.
Doorway to Blasphemy
Concept: “In the heart of the filthy marshes, you have come upon a keep overgrown and pulsing with an aura not of this Dying World. The heathen has surely taken refuge in this ruin. You’ll find them through the Doorway to Blasphemy.”
Content: A Mörk Borg adventure and Slipgate into the world of Qvke Borg
Writing: Efficiently describes the many dynamic environmental effects and triggers the define Quake level design in text.
Art/design: Sickeningly detailed map with bold colors that emulate classic Quake texture. Clean text layout with efficient sidebars for each room.
Usability: Surprisingly self-contained, only the explosive rules require Qvke Borg to run. Excellent preview to the full Qvke Borg experience.
Content: A Mörk Borg adventure and Slipgate into the world of Qvke Borg
Writing: Efficiently describes the many dynamic environmental effects and triggers the define Quake level design in text.
Art/design: Sickeningly detailed map with bold colors that emulate classic Quake texture. Clean text layout with efficient sidebars for each room.
Usability: Surprisingly self-contained, only the explosive rules require Qvke Borg to run. Excellent preview to the full Qvke Borg experience.
False Ballon
Concept: “A sadistic trap disguised as a whimsical party decoration, perhaps deliberately placed.”
Content: Definitely just a balloon.
Writing: 5 ways to kill a Scvm, with a birthday surprise for the sixth.
Art/design: The balloon is happy. The layout is violent. I am happy too.
Usability: Balloons can be placed just about anywhere, even false ones.
Content: Definitely just a balloon.
Writing: 5 ways to kill a Scvm, with a birthday surprise for the sixth.
Art/design: The balloon is happy. The layout is violent. I am happy too.
Usability: Balloons can be placed just about anywhere, even false ones.
Gone with the Gnomes
Concept: “Everyone loves gnomes. They sing and dance”
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.
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.
Holy Artifacts of the Sacred Tragedies
Concept: “The powers and locations of artifacts made from the remains of the Sacred Tragedies... that gives insight into the Order of Her Devoted Midwives sect”
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.
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.
Hungry Chains of Suffering
Concept: “Heavy chains that hunt anyone who disturbs them, and feed on the blood and suffering of their victims until the end of days.”
Content: A susurration of suffocating chains.
Writing: Crushingly measured combat mechanics support a rumored history of suffering and death.
Art/design: A skull faced corpse, suspended from amorphous chains over matching text.
Usability: Easy to use and general purpose killer chains.
Content: A susurration of suffocating chains.
Writing: Crushingly measured combat mechanics support a rumored history of suffering and death.
Art/design: A skull faced corpse, suspended from amorphous chains over matching text.
Usability: Easy to use and general purpose killer chains.
Kult Proroka Pnączy (The Cult of the Vine Prophet)
Concept: “Odkryj tajemnicę złowrogiego Kultu Proroka Pnączy i staw czoła jego groźnym wyznawcom w ekscytującym jednostronicowym module do Mörk Borga!”
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.
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.
Level 21: F L E S H
Concept: “The end is near, but to get there you must pass through a disgusting mess of flesh, blood, and bone to open the final door and see what awaits you.”
Content: A “fantastic voyage” through an inhuman body.
Writing: Literal body horror. You’re in a body, and it’s horrible.
Art/design: Fleshy maps, scratched out sketches, and hand lettered teeth bulk out an irregular two column layout.
Usability: Consistent visual hierarchy aids in navigation and reference.
Content: A “fantastic voyage” through an inhuman body.
Writing: Literal body horror. You’re in a body, and it’s horrible.
Art/design: Fleshy maps, scratched out sketches, and hand lettered teeth bulk out an irregular two column layout.
Usability: Consistent visual hierarchy aids in navigation and reference.
Man is the Warmest Place to Hide
Concept: “Something hungry lurks in the dungeon, it has one goal...”
Content: One Shifting Dungeon. The worst game of tag ever. You do not want to become IT.
Writing: A trap-filled sandbox for your scvm to get paranoid in.
Art/design: Simple illustrated maps and public domain images.
Usability: Currently still an ashcan.
Content: One Shifting Dungeon. The worst game of tag ever. You do not want to become IT.
Writing: A trap-filled sandbox for your scvm to get paranoid in.
Art/design: Simple illustrated maps and public domain images.
Usability: Currently still an ashcan.
Membrane of Sarkantha & Sarcopha-ghost
Concept: “Two devilish hazards every death-defying dungeon delver must learn to avoid.”
Content: A living(ish) doorway trap and a melancholic spirit
Writing: Adds dimension and depth to concepts
Art/design: Illustrations express the monsters’ ephemerality
Usability: It’s hard to screw up a Mörk Borg stat block
Content: A living(ish) doorway trap and a melancholic spirit
Writing: Adds dimension and depth to concepts
Art/design: Illustrations express the monsters’ ephemerality
Usability: It’s hard to screw up a Mörk Borg stat block
Metal Spider Webs
Concept: “Made of tiny filaments of metal, the web can be deployed across any opening.”
Content: A fairly straightforward trap that puts a hurt on anyone who walks straight through it
Writing: Folds the mechanics into the descriptive text
Art/design: Predominant colors capture the core element of this concept: metal and blood
Usability: Easily transplantable into your dungeon of choice (bonus if it already has spiders in it)
Content: A fairly straightforward trap that puts a hurt on anyone who walks straight through it
Writing: Folds the mechanics into the descriptive text
Art/design: Predominant colors capture the core element of this concept: metal and blood
Usability: Easily transplantable into your dungeon of choice (bonus if it already has spiders in it)
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