trap
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.
Kracken 777’s Misery’s Keep
Concept: “an independent production by Winston Smith… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A tasteful teal and violet cover, hand-drawn illustrations, and modified public domain imagery engage a classic mini-map sidebar design.
Usability: Functional, accessible, with a recognizable top-down castle map.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A tasteful teal and violet cover, hand-drawn illustrations, and modified public domain imagery engage a classic mini-map sidebar design.
Usability: Functional, accessible, with a recognizable top-down castle map.
Kult of the Ouroboros
Concept: “In the sacred sanctuary, Job patiently awaits, extending an offer of transcendence and deliverance from the ever-watchful gaze of oblivion.”
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.
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)
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.
Lead Damsel
Concept: “A torture instrument, a derelict of shame, a piece of a broken past...”
Content: Lesser-known cousin of the Maiden of Iron. A haunted relic of past tortures.
Writing: A simple, and cursed, contraption.
Art/design: A happy maiden reveals sharp teeth and painful rules text.
Usability: Designed for Forbidden Psalm, usable in Mörk Borg.
Content: Lesser-known cousin of the Maiden of Iron. A haunted relic of past tortures.
Writing: A simple, and cursed, contraption.
Art/design: A happy maiden reveals sharp teeth and painful rules text.
Usability: Designed for Forbidden Psalm, usable in Mörk Borg.
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.
Manor Most Foul
Concept: “Greed, gore, romance? None of that matters as long as you can get to the hidden vault”
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.
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.
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)
Micheál Reidy’s Misery’s Keep
Concept: “an independent production by Micheál Reidy… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Shades of black, red, and gray. Restrained text elements. Humorous emphasis on licensing text.
Usability: There’s a doll spotting mini-game.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Shades of black, red, and gray. Restrained text elements. Humorous emphasis on licensing text.
Usability: There’s a doll spotting mini-game.
Misery’s Hole
Concept: “an independent production by Philipp Teich… hastening the final Misery”
Content: A miserablekeep hole-crawl, redecorated, again.
Writing: A dastardly villain, a toweringcastle hole, treasure to steal, and dolls… (the original text has been slightly altered to accommodate the “reframing”)
Art/design: A pdf format that’s surprisingly deep, with rich off-whites that lend weight to the tons of stone looming overhead.
Usability: Well-placed, and clearly highlighted room text aids reference.
Content: A miserable
Writing: A dastardly villain, a towering
Art/design: A pdf format that’s surprisingly deep, with rich off-whites that lend weight to the tons of stone looming overhead.
Usability: Well-placed, and clearly highlighted room text aids reference.
Mörk Bird
Concept: “Inevitably when its prey looks up to the sky it pounces”
Content: The shadow of a bird.
Writing: Some serious OSR ambush predator energy.
Art/design: Well-organized table layout.
Usability: Don’t look up.
Content: The shadow of a bird.
Writing: Some serious OSR ambush predator energy.
Art/design: Well-organized table layout.
Usability: Don’t look up.
Nacnudllah’s Misery’s Keep
Concept: “an independent production by Duncan Hall… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Subtle and considered tri-fold that makes excellent use of angle, tone, and profile. Includes a critical visual reinterpretation of “undead doll”.
Usability: Stylized, decorated, legible, and printable.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: Subtle and considered tri-fold that makes excellent use of angle, tone, and profile. Includes a critical visual reinterpretation of “undead doll”.
Usability: Stylized, decorated, legible, and printable.
Nvrsery of the Changeling
Concept: “A spooky nursery that can stand alone (ish) or be added to any Mork Borg dungeon, especially the MORK MEGADUNGEON.”
Content: Not your mama’s nvrsery (I hope).
Writing: A precious story of big mama and her precious little one, and the broken bodies left in their wake.
Art/design: Baby-proofed layout in black, white, and yellow. Complete with a picture of the precious little one and the layout of their humble home.
Usability: Contains a rare modification to existing character classes.
Content: Not your mama’s nvrsery (I hope).
Writing: A precious story of big mama and her precious little one, and the broken bodies left in their wake.
Art/design: Baby-proofed layout in black, white, and yellow. Complete with a picture of the precious little one and the layout of their humble home.
Usability: Contains a rare modification to existing character classes.
Odd Fellows
Concept: “The Odd Fellow cult secreted the bodies of its mendicant members in coffins hidden inside the walls and closets of buildings throughout the Dying World.”
Content: A surprise dead guy who comes out of coffin and does mean things to PCs
Writing: Some lore about the dead guy and a table of mean things
Art/design: Illustration in brown and ochre conjures an appropriately moldering atmosphere
Usability: A versatile and setting-appropriate trap; pretty spry for a dead guy
Content: A surprise dead guy who comes out of coffin and does mean things to PCs
Writing: Some lore about the dead guy and a table of mean things
Art/design: Illustration in brown and ochre conjures an appropriately moldering atmosphere
Usability: A versatile and setting-appropriate trap; pretty spry for a dead guy
Rugose Kohn’s Misery’s Keep
Concept: “an independent production by Rugose Kohn… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A efficient, organized, and evocative little book, with well-placed illustrations to inspire theatre of the mind gameplay.
Usability: Kohn made me do crafts. It requires scissors, and glue if you’re into that sort of thing.
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A efficient, organized, and evocative little book, with well-placed illustrations to inspire theatre of the mind gameplay.
Usability: Kohn made me do crafts. It requires scissors, and glue if you’re into that sort of thing.
Tajemnice Eterycznej Twierdzy
Concept: “Widoczne w oddali ruiny twierdzy zakrzywiają otaczającą rzeczywistość. Światło wydaje się być wciągane wgłąb czarnych murów. Dlaczego tu przyszliście? To teraz bez znaczenia. Ważniejsze jest czy i jak stąd wyjdziecie.”
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.
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.
Take then thy bond
Concept: “The voice inside your head commands you: Travel to the wastelands and find the wretched peak. Scour its halls. Bring me its heart, the rest of the treasure is yours.”
Content: A putrid pyramid crawl full of heart—and other organs.
Writing: Encounters are lively and responsive, often in unexpected ways. Pregnant with activity.
Art/design: Bold cover art of the titular encounter. Table of contents and mini-map layout aid in navigating this moderately sized adventure.
Usability: Encounter descriptions diminish accidental revelations. Surprises reach player and GM simultaneously.
Content: A putrid pyramid crawl full of heart—and other organs.
Writing: Encounters are lively and responsive, often in unexpected ways. Pregnant with activity.
Art/design: Bold cover art of the titular encounter. Table of contents and mini-map layout aid in navigating this moderately sized adventure.
Usability: Encounter descriptions diminish accidental revelations. Surprises reach player and GM simultaneously.
Tame Your Demons
Concept: “‘Come! Come! Sit with me. Let us bask in the glorious light of the Prescient Flame. Gaze into its depths. The Flame sees all. What do you see?’
—Seskel the Flamekeeper”
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.
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.
Tar Spirit
Concept: “Tar Spirits seem to find dark amusement in the futile efforts of those they ensnare”
Content: A rather persistent dance partner.
Writing: That delicate balance of whimsy and clinging horror familiar to Sarkash natives.
Art/design: Adorable little lumps, a happily dancing marionette, and a menacing pink flame.
Usability: Quick to reference, fulfilling to read.
Content: A rather persistent dance partner.
Writing: That delicate balance of whimsy and clinging horror familiar to Sarkash natives.
Art/design: Adorable little lumps, a happily dancing marionette, and a menacing pink flame.
Usability: Quick to reference, fulfilling to read.
Temple of Trechery
Concept: “An LSD trip of an adventure for Mörk Borg”
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.
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 Crypt of the Heretical Botanist Margar Veit
Concept: “Denounced by the Church for HERESY, MARGAR was hunted by the inquisition, but never found. Until, perhaps, now.”
Content: This pamphlet dungeon leads deep to the loamy soil of an unholy botanist's crypt.
Writing: The lore planted in each encounter sheds light on the extent of Veit’s heretical horticultural experiments.
Content: This pamphlet dungeon leads deep to the loamy soil of an unholy botanist's crypt.
Writing: The lore planted in each encounter sheds light on the extent of Veit’s heretical horticultural experiments.
Art/design: Easy to reference in all three versions. Clear isometric map with a morbid botanical flourish.
Usability: Pamphlets available in print-friendly and full color versions. With a digital version for phone/tablet reference. Suitable as a cold open, requires a forest to begin the adventure as written.
Usability: Pamphlets available in print-friendly and full color versions. With a digital version for phone/tablet reference. Suitable as a cold open, requires a forest to begin the adventure as written.
The Entombed
Concept: “Long ago, a devious mage entombed a zombie within a make-shift wall blocking a secret passage.”
Content: The old zombie-behind-a-fake-wall-guarding-a-secret-passage gag
Writing: Provides a general step-by-step guide for springing this trap
Art/design: Text layout cleverly mimics a gap in a stone wall
Usability: “PCs should never play with dead things.”
Content: The old zombie-behind-a-fake-wall-guarding-a-secret-passage gag
Writing: Provides a general step-by-step guide for springing this trap
Art/design: Text layout cleverly mimics a gap in a stone wall
Usability: “PCs should never play with dead things.”
The False Mother
Concept: “The False Mother will carry it’s clutch like a mother would carry her infant child”
Content: A different sort of mother.
Writing: Another horrifically unique spider life cycle.
Art/design: Well-organized table layout.
Usability: Brephophobia is the fear of infants. In case you need it.
Content: A different sort of mother.
Writing: Another horrifically unique spider life cycle.
Art/design: Well-organized table layout.
Usability: Brephophobia is the fear of infants. In case you need it.
The Fevre Pytt
Concept: “The stench. The flies. The touch of clammy flesh. You have been cast into the Fever Pytt to die.”
Content: A corpse pile crawl through a mispurposed cistern in The Western Kingdom.
Writing: A festering pytt of viscera and gore that bursts with sickening mechanics to back it up.
Art/design: Currently only available as plaintext.
Usability: Standardized room description layout aids in reference.
Content: A corpse pile crawl through a mispurposed cistern in The Western Kingdom.
Writing: A festering pytt of viscera and gore that bursts with sickening mechanics to back it up.
Art/design: Currently only available as plaintext.
Usability: Standardized room description layout aids in reference.
The Grapes of Psych
Concept: “Ravel, the exuberant goat ogre necromancer… has been kidnapping local villagers. Track him to the vineyard which he has made into his depraved and psychedelic lair.”
Content: An ogre powered, wine fueled, zombie infested, psychedelic crossword puzzle dungeon.
Writing: Manages to build a disturbingly coherent theme from a crossword puzzle selection, all while making a Goat Ogre into something truly menacing.
Content: An ogre powered, wine fueled, zombie infested, psychedelic crossword puzzle dungeon.
Writing: Manages to build a disturbingly coherent theme from a crossword puzzle selection, all while making a Goat Ogre into something truly menacing.
Art/design: Map inspired by a crossword puzzle. Well-chosen Goat Ogre art.
Usability: Visit the vineyard, drink the wine, deathmatch a Goat Ogre.
Usability: Visit the vineyard, drink the wine, deathmatch a Goat Ogre.
The Hanging Man
Concept: “Found randomly along paths or within larger halls in dungeons, these innocuous-looking skeletons appear to hang limply from a gibbet.”
Content: A trap of sorts for use in dungeons or during travel
Writing: Concise and straightforward
Art/design: Even without the license, the graphic design leaves no doubt about what game this is meant for
Usability: Easy to use; a good hazard to add a little jump scare to a session
Content: A trap of sorts for use in dungeons or during travel
Writing: Concise and straightforward
Art/design: Even without the license, the graphic design leaves no doubt about what game this is meant for
Usability: Easy to use; a good hazard to add a little jump scare to a session
The Hidden Hemlighet Prison
Concept: “Укрытая холодными лапами Кергюса, эта тюрьма - маленький лимб для дворян, откуда лишь два пути, и оба ведут в ледяную могилу.”
Content: A frozen aristocratic prison resurrection-crawl.
Writing: A notorious prison where nobles pay to live out their death sentences, with corruption revealed behind every door.
Art/design: A gorgeously rendered isometric map and character illustrations paint a clear picture of each encounter.
Usability: Highlighted room illustrations with each encounter for easy reference of details on the map with each encounter. Available in Russian.
Content: A frozen aristocratic prison resurrection-crawl.
Writing: A notorious prison where nobles pay to live out their death sentences, with corruption revealed behind every door.
Art/design: A gorgeously rendered isometric map and character illustrations paint a clear picture of each encounter.
Usability: Highlighted room illustrations with each encounter for easy reference of details on the map with each encounter. Available in Russian.
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