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Ex Libris Mörk Borg A directory of content, tools, and resources

one-shot

The Cross Stitch

Concept: “Sönderfall was never much to look at, but as one of the only outposts on the trek between Tveland and the Western Kingdom, travelers came to rely on it for a brief respite from the road. Until a week ago, when rumor reached Schleswig that Sönderfall had vanished overnight.”
Content: A thirty-minute wrinkle in time. One full night of adventure.
Writing: A deftly woven tale that doesn’t feel stiff or leave many loose threads.
Art/design: Carefully woven threads track the timeline, combined with careful linework and strongly delineated sections, to support a securely tailored theme.
Usability: One of the easiest to reference timeline-based adventures I’ve read. 

The Cult of the Black Salt

Concept: “Ever wanted to use that black salt table from Feretory?” 
Content: A salty, corpse-strung scaffold crawl.
Writing: An event-based framework to explore a surprisingly constructive death cult.
Art/design: A defiantly tortured figure is scaffolded to the top of this simple text spread.
Usability: Requires Feretory. Print Friendly

The Dagger of the Green Church

“Delve into the depths of temple, rob it of everything and wield the power of the Dagger of the Green Church.”

The Death Race

Concept: “Crazy rules and setting for two parties challenging each other to a deadly race.”
Content:
Includes scenario seeds, gear, adversaries, and additional rules
Writing: A mix of flavor and mechanics; stylized as a retro videogame
Art/design:
Features a variety of expressive typefaces, textures with original illustrations
Usability:
Includes a brochure version and printable play resources

The Death Ziggurat

Concept: “A cosmic necrocrawl at the end of time”
Content:
Pre-apocalyptic hexcrawl with random elements
Writing:
Fairly elaborate with plenty of horrible imagery
Art/design:
Captures the mood, setting, and characters well
Usability:
Fun and lethal;  separate player and GM maps are quite helpful




Bonus: Generate some dialogue seeds for your rot priests at https://perchance.org/rot-priest-thoughts

The Demesne of Conflagration

Concept: “The Endless Sea burns. Within it, a flaming fortress of stench and grotesque hordes. Venture within before all blackens and burns. Free the Lich Queen Aoiva from unrepentant misery.”
Content:
A fire-themed mansion crawl
Writing:
Extremely concise but with enough bizarre detail to fuel the imagination
Art/design:
Good use of color to guide focus and to add character in key places
Usability:
Pamphlet is nicely laid out for quick, easy use in-game

The Devil’s Crossroad

Concept: “A random encounter generator based on the lore of meeting the Devil at the crossroads. He’ll take your soul and force you into playing his little death games.”
Content:
Complete one of six death matches or be dragged down to Hell; includes some clever conditional mechanics and rewards for completion
Writing:
A balance of context and mechanics with strong imagery in the descriptive text
Art/design:
Designs and layouts reinforce the themes and concepts from the text with plenty of grimness and grimness
Usability:
Unforgiving to unlucky PCs (not that that’s anything new in this game)

The Dungescape #1

Concept: “Why not try to escape a dungeon instead of exploring it?”
Content:
A heavily guarded, escalating torture-dungeon
Writing:
Descriptive; doesn’t tie directly to Mörk Borg, but likewise easily transplantable according to need or taste
Art/design: A departure from Mörk Borg-style graphics, but fine quality; layout fits copious content into a small space
Usability:
Admirable given the self-imposed constraints

The Emperor of Teeth

Concept: “Your party is starving and cold. Maybe there's something to eat in that cottage up ahead. Maybe you ARE what's to eat in that cottage up ahead. Let yourself in and find out.”
Content:
A weird, bleak encounter in cabin-turned-horror-show
Writing:
Pulls no punches with the body horror and grotesque imagery; payoff is grimly humorous
Art/design:
Available in pamphlet and Album crawl version, which is read counterclockwise
Usability:
Page numbers help reading the pamphlet digitally; the Album Crawl version is challenging in either medium

The Enigmatic Oracle

Concept: “‘The Enigmatic Oracle lurks, shrouded in darkness. Its vile whispers beckon those desperate enough to seek its guidance, offering twisted quests in exchange for cursed power.’”
Content: A series of d6 tasks, in return, a damned relic.
Writing: A dangerously powerful artifact, framed by a dark oracle, and the cursed acts one must perform to obtain it.
Art/design: Crisp black illustrations with wispy pink highlights.
Usability: A striking and clear one-page encounter. 

The Escort

Concept: “Esther will pay you with money, information or a rare cursed scroll. All you have to do is to escort her to the church. That’s it. Really.”
Content: An escort mission. Really.
Writing: “Like, really slow. Painfully slow. Pain. Fully. Slow.”
Art/design: I can tell from the art that Esther is a real charmer. The layout is too.
Usability: Use at your own risk. Players will get impatient. Antics will ensue. 

The Farm

Concept: “Since it’s Mörk Borg, you’ve probably already guessed that everything is just fine, and the livestock aren’t slaughtering people or anything like that.”
Content:
Animal Farm on PCP
Writing:
Well-delineated descriptions of individual locations pervaded by visceral charnel imagery and punctuated by sardonic wit and bleak humor
Art/design:
Laid out for easy use with stats and maps proximal to descriptions; includes some gritty, evocative illustrations
Usability:
Easy to run and guaranteed to get some cringes; not for the body-horror averse

The Festering Pit of Mokath

Concept: “Descend into the depths on a doomed quest, the only certain outcome is total ruin!”
Content:
A continually randomized dungeon with rules for fire spreading and damage
Writing:
Plenty of vile imagery and vindictiveness for the PCs
Art/design:
Subdued colors create a somber tone; rooms are nicely presented on the page but detached, allowing the GM to arrange and rearrange them as called for
Usability:
Requires some renumbering and extra rolling on the GM’s part, but worth it to make those scvm suffer

The Fiend’s Paw

Concept: “Schleswig’s Courtroom drama”
Content:
A courtroom-dungeon generator
Writing:
Delivers a backstory to motivate a crawl in search of fabled treasure
Art/design:
Primarily textual with typographical emphasis and illustrations to establish ambience
Usability:
Straightforward to use, and interesting change of scenery for an urban adventure

The Flesh Legion

“The hamlets are exhausted of silver, steel, and most curiously, people. No valuables or personal effects were taken. Just all the people, their money, and their weapons.”

The Fleshworks

Concept: “Nechrubel has […] resurrect[ed] you here as animated skeletons. […] Your only desire is to escape and get some new fleshy digs.”
Content: An imaginative character-creation dungeon
Writing: Visceral descriptions punctuated by blunt wit
Art/design: Color choices differentiate text blocks and maintain readability the graphic ground
Usability: The layout’s logic may not be apparent at first; look to the pentacle, and all will be revealed

The Forsaken God

Concept: “Destroy the abhorrent cult of the dreaming serpent and plunder the treasures left by the lifeless corpses of its followers.”
Content:
A crawl through the castle and its surroundings, including a table to randomize the fortress’s layout
Writing: Ample descriptions of NPCs, locations, and other details
Art/design:
Includes a full-page map and a Mörk-Borgy palette
Usability:
Mechanics are incorporated into the descriptive text, which may slow some readers and GMs down

The Gardens at the Bewitching Hour

Concept: “The gardens were an extremely popular spot in Grift …. Now it is nothing but weeds and despair.”
Content:
A crawl through a baroque pleasure garden
Writing:
Primarily descriptive; adds clever nuances to monsters and NPCs
Art/design:
A nice map and clearly delineated locations
Usability:
C’est magnifique

The God of Many Faces

Concept: “HE and SHE must die and a new god must replace them.”
Content:
A strange hexcrawl through Galgenbeck’s heretical underbelly; also includes a set of 4 thematic Powers
Writing:
Provides some compelling images and scenery in a small amount of space
Art/design:
Strikes a strong balance between Mörk Borg aesthetic and the setting’s character
Usability:
Efficient layout with helpful checkboxes for tracking the party’s progress

The Great Axeby

Concept: “You receive a party invitation from the owner of the lavish lakeside mansion next to the guesthouse where you’ve been staying.”
Content:
Yes. It’s a Gatsby-inspired mansion crawl.
Writing:
Overflowing with character and wit
Art/design:
A very clean and appropriate design in the manner of Rotblack Sludge
Usability:
Extremely well laid out and efficient

The Hadean Fort

Concept: “A Dark Fort - long thought abandoned - stands upon a sinking island on an icy lake.”
Content:
A fairly elaborate dungeon inspired by a DNGNGEN creation
Writing:
Provides copious detail about rooms, inhabitants, and content
Art/design:
Primarily textual, but includes some illustrations and maps
Usability:
Fairly linear progression obviates need for flipping/scrolling through a relatively lengthy document

The Haruspex of Anzû-Uz

Concept: “In this vile, Babylonian-inspired, one-page encounter, players will encounter a cult who practice haruspicy upon fattened victims.”
Content:
Includes backstory, hooks, and descriptions of rooms and boss
Writing:
Fairly concise without sacrificing character
Art/design:
Text heavy with fairly traditional design and layout
Usability:
Easy to navigate with numbers coordinating the text and map

The Haruspex of Anzû-Uz

Concept: “In this vile, Babylonian-inspired, one-page encounter, players will encounter a cult who practice haruspicy upon fattened victims.”
Content:
Includes backstory, hooks, and descriptions of rooms and boss
Writing:
Fairly concise without sacrificing character
Art/design:
Text heavy with fairly traditional design and layout
Usability:
Easy to navigate with numbers coordinating the text and map

The Hateful Grave of Klor Prügl

“Silver, power, curiosity? One of these has drawn you here, and likely other would-be grave-robbers.”

The Hateful Grave of Klor Prügl was created as an exclusive, one-of-a-kind reward for the 30 Days of Mörk Borg Adventure Chapbook vol. 2 crowdfunding campaign. The backer has generously made it available free to the community.

The Hexed Gauntlet of Kagel-Secht

Concept: “A Mörk Borg obituary dungeon”
Content:
A combination poster-size comic/dungeon
Writing:
Contains stat blocks, item descriptions, and a point-map of the dungeon layout
Art/design:
Panels convey a narrative and illustrate the dungeon’s locations; colors and style strongly recall the Underground Comix movement; sweet art on the reverse side
Usability:
Could double as a play mat if you hide the stats (or don’t care if players see them)

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. 

The Living Statue of Alk Baum

Concept:  “The PCs hear a horrible rumble outside. Followed by a cacophony of screams, shrieks, and panicked voices.”
Content:
An adventure that ties into the Unclean Leporello mythos; includes a release valve for blockage against an immortal foe and alternate endings based on PCs’ (in)action
Writing:
Mostly descriptive with a stat block and Specials for the titular monster, including a mechanic for titanic attacks
Art/design:
Textual design facilitates navigation on the fly; graphics depict the two central characters
Usability:
“Use this pamphlet as best fits your needs.”

The Lonely Throne

Concept: “It is said that that those who sit upon this ‘Lonely Throne’ […] can attract the attention of something buried deep under Graven-Tosk that can grant them treasures and forbidden knowledge… for a price.”
Content:
12 random encounters, 3 otherworldly entities, 21 rewards, 8 consequences, and more adventure possibilities than I feel like calculating
Writing:
A clever concept well executed with lots of descriptive flair
Art/design:
Organized for usability with illustrations and other graphic elements that contribute atmosphere
Usability:
Linear, dual-column layout makes the document easy to read and navigate

The Maze of Raedis the Necromancer

Concept: “A generic maze, stocked with skeletons and magic traps”
Content:
Exactly what you’d expect from the title and description
Writing:
Includes backstory, hook, descriptions of rooms, and monster stat blocks in an appendix
Art/design:
Traditional and text focused, but includes some visuals and trade dress as well as a map
Usability:
GMs will probably benefit from reviewing it once or twice before running it to minimize downtime spent reading

The Murderous Monks of Mournful Moor

Concept: “Adventurers stopped to rest in a once-beautiful Abbey at the edge of Kergüs. […] Only time will tell if they have the mettle to escape.”
Content:
8 rooms of survival horror
Writing:
Includes extensive descriptions of rooms and NPCs
Art/design:
Entirely typographical, but establishes a visual hierarchy for quick navigation
Usability:
May pose a challenge to more spatially oriented readers

The Oasis

Concept: “A long forgotten kitchen. The Inquisition has made camp here, building a beachhead for the final push …”
Content:
A fairly densely populated crawl through the digestive tract of a dead god
Writing:
Lots of exposition and description of the rooms and inhabitants; includes tables for encounters, conditions, food, and rumors
Art/design:
Lovely map; typographical and color choices greatly assist in navigating the document
Usability:
Logically organized and easy to navigate

The Origin of My Depression

Concept: “Urma, a farmer’s daughter, grew up in this small settlement in Wästland, wrongfully raised as a boy. She was flayed alive for witchcraft.”
Content:
An adventure centering on blind vindictiveness and vindication
Writing:
Poetic in its bluntness and emphasis on body horror
Art/design:
Features a very clinical but still visceral anatomical illustration
Usability:
Presents the situation as exploratory rather than plot driven

The Oyster Ditch

“The Idol of Guilty Pleasures has wreaked havoc on the denizens of The Oyster Ditch. The Marquess De Bastille has turned it into her own grotesque kingdoms. Secure the artefact. Wear gloves.”

The Pest House

Concept: “Enter the pest house, fight past the screaming corpses, find patient zero, and hopefully live to see another miserable week.”
Content: A good doctor’s mistake, Galgenbeck’s problem.
Writing: A highly volatile plague crawl, full of pressure, pus, and projectile vomiting.
Art/design: A sturdy top-down manor illustration in a forest of text, with the occasional pink and yellow highlight.
Usability: Highlights emphasize frequently referenced monsters and mechanics. 

The Right to Bear Arm

“Venture in to the fortress-like complex, encounter Tarragon Cultists awaiting the arrival of the wyrm, visit the court of the Raven Lord, and learn the fate of the owner of the arm in your possession.”

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.

The Shape of He to Come

Concept: “Venture into the swamps of Wästland to get to the bottom of the recent disappearances of foresters and peat cutters.”
Content:
A morally ambiguous, jungle-themed hexcrawl
Writing:
Primarily instructional with a random encounter table and some stat blocks
Art/design:
Map-based with a floral background that sets the atmosphere
Usability:
Discrete sections are easy to navigate

The Slobberer’s Observatory

Concept: “Explore a forgotten observatory tower in the world of Mork Borg, discover a new class and have your body twisted by those things that lurk between the stars.”
Content:
A cosmic-horror-themed adventure and a matching character class
Writing:
Concise descriptions of rooms and lightweight stat blocks for monsters and loot
Art/design:
Fairly liberal page layouts, readable typefaces, and a mix of hand-drawn and open-source images
Usability:
The flat yellow ground on some pages is a bit eye-burning on the screen, but it’s only really prominent on a few pages

The Spire of Grief

Concept: “Drawn to the spire, the only shelter for many miles, you seek refuge from a storm of prophetic intensity.”
Content:
4 rooms and inhabitants to populate them
Writing: Provides atmosphere and scenery; more suggestions rather than hard, fast rules
Art/design:
Creates a  wonderfully isolated, Gothic feel
Usability:
Mapless; easy to grasp and highly usable at the table

The Temple of Healing

Concept: “The locals claim that the old god is still able to heal, but would only accept its cure as a last resort.”
Content:
A 5-room dungeon, the Devourer of Afflictions, and the Maggot Priest character class
Writing:
Sharp and concise with particular attention to imagery; a good fit for the dungeon and concept
Art/design:
Mix of green, purple, pink, and flesh tones creates a Mörky vibe while retaining a distinct visual character; excellent, thematic illustrations
Usability:
May improve PCs’ quality of life or make it oh-so-much worse

The Tight Grip

Concept: “You have been tasked with stealing an artifact from a forgotten temple for a collector of rarities... You have received a hint: ‘Follow the left hand, the left eye reveals the path.’” 
Content: A pot collecting, bounty escaping, possession 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: Hazy sketches of cheerless figures and grisly horror occasionally sully an otherwise clean plaintext layout.
Usability: Black and white. Text separated from darker illustrations for ease of printing. 

The Unseen Vaults of the Optic Experiment

Concept: “Freak Freaks […] have established an arcane laboratory dedicated to finding the key to true vision.”
Content:
Nohr’s sheer weirdness and wit in full effect
Writing:
Provides lots of options and suggestions for GMs to play with
Art/design:
Creates a crazed tone that ups Mörk Borg’s bizarro aspect
Usability:
Easy to navigate thanks to the map and room roster alongside detailed descriptions

*Published prior to release of the formal third-party license

The Unworthy

Concept: “Only the worthy can persevere through the trials and set eyes upon the divine.”
Content:
Circumvent (or kill) embodiments of the 7 Deadly Sins to reach the stronghold and negate a Misery
Writing:
Sketches the overall scenario and individual encounters with stat blocks for each NPC
Art/design:
Text blocks’ arrangement around the map reflects encounter placement on the map; typography and color also help with navigation
Usability:
Carries serious penalties for PCs who take encounters at face value

The Vault of Refuse and Waking Nightmares

Concept: “Descend into a shrine to a secret god, converted into a foul treasury for the Dark Lord.”
Content:
A dungeon filled with minions of Nechrubel
Writing:
Descriptive with some subtle humor in the exposition and stat blocks
Art/design:
Graphics and text ordinated on the central map
Usability:
The nonlinear numbering is a little tricky but not severely detrimental

The Visitation at Rosewell

Concept: “The Angel came to offer salvation, and began to lead the villagers into the Miracle Forest that had sprung up from the starved soil.”
Content:
A sinister forest crawl across 7 hazardous locales
Writing:
The dark, gruesome elements contrast well with the more pastoral and divine-symbolic imagery
Art/design:
Images and colors serve as quick reminders of locations’ inhabitants and their threat levels
Usability:
Includes navigation prompts and references so GMs can flip to destinations instead of the map

The Visitor of Reduction

Concept: “The constant downpour started some weeks ago after yet another newborn disappeared. […] To top it off, nobody is allowed to the cemetery and place of prayers.”
Content:
An investigative, isolation-horror adventure inspired by South American lore
Writing:
Provides background and hooks along with profiles for important NPCs, stat blocks for enemies and monsters, and weather mechanics
Art/design:
Judicious use of contrasting colors in illustrations and clean, clear maps
Usability:
Relevant information and stats are proximal to maps, making them easy to use at the table

The Wailing Well

“This original adventure takes a group of unlucky wretches down an old well to find and kill the goblins that cursed them.”

The Western Wall

Concept: “A tale also known as The Quest for Yig or How I Learned to Stop Worrying and Accept Dying”
Content: A fvcking mountain crawl.
Writing: A mountain adventure that is easy to read, but hard to climb.
Art/design: Austere as a view from the summit. Does exactly what’s needed to convey both subject and tone.
Usability: Hope you brought climbing equipment. Dying on the way there is half the fun. 

The Wicker God

Concept: “From the forest it emerges, taller than the trees, its body a writhing, shifting mass of woven roots and branches. […] Faintly, you hear screams from behind its prison of living branches.”
Content:
An enormous monster that eats characters and monsters alive before immolating itself
Writing:
Concise but descriptive with well-placed humor
Art/design:
Typography and purely graphic components all contribute to an overall woven, vegetable texture
Usability:
Selective regeneration makes a bit more math for the GM; defeating it without killing consumed allies creates a tactical challenge for the PCs

This Hell of Mine

Concept: “A week has passed since the mine collapse. All efforts to move the giant boulders blocking the entrance have proven futile. […] Left with no other choice, you grasp the rope and descend into the mines…”
Content:
A complex and cerebral dungeon
Writing:
Clear and does a good job of economizing elements into accessible bullet points
Art/design: Efficient, atmospheric use of typefaces and color
Usability:
More than a few moving parts to keep track of, but the document provides cues and assistance

This is the End Now

Concept:Peace Death shall come to everyone. For is it not written that the sword is key to heaven and hell?”
Content: A psychedelic album crawl of magic spheres, wishes, human greed, and its inevitable conclusion.
Writing: Prescriptive language which produces a singular narrative.
Art/design: Sepia-hued imagery in tribute to both album and musicians.
Usability: Bordered font hinders skimming and referencing the text. 

Through a Glass Darkly

Concept: “Your party has stumbled into a dungeon that appears abandoned, but weird things keep happening.”
Content:
A slow-boil slaughterfest with an excellent gimmick
Writing:
Conveys necessary information concisely
Art/design:
Marvelous contrast between the two maps
Usability:
Effective room nomenclature; the Notes document is a very useful, practical addition in many ways

Thy ship was swallowed by a moray eel of considerable proportions

Concept: “As stated in the title”
Content: “As stated in the title”
Writing: A medical treatise, ecology, and setting guide in one long, wriggly, event-driven package. The eel's name is Inmedius Rex.
Art/design: Memorable use of eel anatomy, and organic placement of spot illustrations.
Usability: The monster and NPC stat blocks were fully digested, make your own. 

Tomb of the Old Dead One

Concept: “Treasure hunters, a bottomless pit with a terrible secret, long-forgotten cells containing the corpses of people nobody remembers anymore, and the animated skull of a necromancer giant. What more do you need?”
Content: A dungeon with a necromancer’s animated giant skull giant animated necromancer skull necromancer giant’s animated skull.
Writing: Short and sweet, lets the mechanics tell the story. with clear references to the core rules where needed.
Art/design: A simple and accessible map of pink and yellow surrounded with alternating lay colored blocks of text.
Usability: Text coloration allows for easy visual reference and navigation.

Tomb of the Screaming Snakes

Concept: “Somewhere in the Sarkash forest you can find a group of standing stones among the dying trees. … The stones are the last remains of a snake cult, its mutated members not seen by the world in centuries.”
Content:
A 15-room dungeon with indigenous monsters and treasures
Writing:
Short, clear descriptions of each room and inhabitants
Art/design:
Map is easily readable and use of colored text facilitates easy GM use
Usability:
Includes a player-facing map and an overlay sheet to simulate a torch’s light radius while exploring

Tower of Insanity

“Mind-bending aberrations, a BBEG from out of this dimension, insanity and madness table and more.”

Tower of Scoundrels

Concept: “The heroes search for shelter from the impending downpour. Lightning flashes, illuminating the forest and revealing a tower.”
Content:
A tower crawl designed to distract from larger plots and quests
Writing:
Provides background on the tower and descriptions of each room and character
Art/design:
Woodcut-style graphics, vibrant colors, and other visual flourishes set the tone well
Usability:
Album sleeve doubles as a GM screen with concise maps of each level and a summary of enemy stats and key features; booklets are organized by floor with descriptions and stats in close proximity to maps

Tragic Castle Obsession

Concept: “VAMPIRES! VAMPIRES! VAMPIRES! 
EVERYTHING IS A VAMPIRE! ...”
Content: A vampire castle dungeon, and Old Nick album crawl.
Writing: A full-blooded and aggressive parody of spooky vampire dungeons.
Art/design: Illustrations reinforce the cheesy haunted castle aesthetic.
Usability: Highlighted mini-map and column sidebar make for convenient table reference. 

Tranquility Base Hotel & Casino

mv

Concept: “A red glow is coming from over the horizon. It is a HOTEL sign.”
Content:
Mörk Borg vacations at a lunar resort
Writing:
Conveys an isolated, nostalgic tone
Art/design:
Color and graphics contribute a lot to the overall atmosphere
Usability:
Slight flow ambiguity between Lobby and Hotel but not a major obstacle

Trapped Within

Concept: “’Descending further into delirious madness, King Fathmu IX is haunted by visions of mockery... (he) imprisons everyone who seems a threat in his underground prison. Terrified traitors, aspiring necromancers, powerful demagogues and even scum like you.’” 
Content: A warped, demented, and bloody prison crawl with two new classes, items, tools, and apocalyptic campaign aids.
Writing: A gonzo trip with some devious twists. Accessible at multiple levels of play, from dungeon crawls to a dramatic campaign.
Art/design: A grimy, yet familiar, adventure layout which deviates from expectations to emphasize its most unusual or dramatic encounters.
Usability: Strongly visual, yet highly structured and easy to navigate in play. 

Trial of the Altered Beast

Concept: “The Altered Beast is dying, slowly succumbing to the passage of time. While their story is set to end, there is a way they can yet live on.”
Content:
A funnel containing locations, monsters & NPCs, and an optional class as a “reward”
Writing:
Provides background for the GM’s benefit along with descriptions and relevant mechanics for locations and inhabitants
Art/design:
Typographical choices create a visual hierarchy that facilitates reference and navigation; illustrations add color and character to the creatures & NPCs
Usability:
Includes separate PC- and GM-facing maps and a printer-friendly version of the whole document

Troll King Grave

Concept:
“Delve deep
Silver awaits
Hold precious your face
For the eyes will unlock”
Content: A troll-filled, in-your-face, one-page grave-crawl
Writing: Dense graphic prose scratched across the cavern floor.
Art/design: A meandering cave filled with handwritten scrawl.
Usability: Available in printer-friendly black & white.

Ultraviolent Floating Halls

“The father, using his woodcutting axe, massacred his family. He hasn't been seen since.”

Underhill: Blood Queen of the Trow

Concept: “Find children. Kill elves. Profit.”
Content:
A subterranean dungeon crawl in pursuit of kidnapped children
Writing:
Heavy on descriptions of rooms and creatures/characters; some variable encounters
Art/design:
Draws from a wide range of public domain artwork
Usability:
Images deployed to help GM navigate rooms and reference creature stats

Unholy Mountain

Concept: “The Falchon ascends, climbing up to the peak. […] The next hing you know, you are falling through the air…”
Content:
A 15-room crawl through a twisted frozen dungeon
Writing:
Lots of interwoven details, foreshadowing, appropriate atmosphere, and dynamic elements to keep players moving forward; rooms are described in bullet points, helping with fast reference and navigation
Art/design:
A relatively dense layout but uses visual cues to connect related components on the page
Usability:
Well-designed for GM use; some subtle hazards may trip up players but never lead to dead ends

Unholy Night

Concept: “The house is an old stone and wood structure. Icicles line the eaves – glittering in the firelight from within. The smell of burning oak fills the air and fills you with hope. Shelter. Warmth…..maybe even food.”
Content:
A frozen, Yule-themed adventure filled with murderous holiday cheer
Writing:
Provides lots of descriptive text for the GM to use and adapt
Art/design:
Graphically conservative, but effectively conveys the atmosphere of particular scenes
Usability:
Minimal mechanics; emphasizes interaction and narrative-building

Utställningslokaler the Showroom

Concept: “An endless dungeon generator of furniture stealing and being lost”
Content:
Tools for generating rooms, content, and encounters
Writing:
Includes a brief hook; otherwise, pretty direct descriptions and instructions
Art/design:
Contains helpful illustrations of room shapes and types; more traditional layout and design; primarily monochrome with but uses thematic colors to emphasize the BBEG
Usability:
Good in its own right, but additionally useful as a reskinnable dungeon generator

Vanity Bleeder

Concept: “Slick with ichor and desire, the dire hostess, The Golden Masked Miraculous, sits alone atop the ruins of her father's cult. All heirs have been murdered: any drop of blood in the vein, and the sickly bell will whine again.”
Content: A glamorous/decrepit manor crawl full of hospitality/horror.
Writing: Understated and effective horror which carefully unravels and presents itself across both the black/white pages.
Art/design: A duality of black/white denotes the influence of Verhu’s Blind on the perceptions of the inspired. Alterations and reversals of associated imagery enhance the central theme.
Usability: Redundancy and parallel between the black/white versions of each spread allow for ease of reference regardless of your scvm’s sobriety during the adventure. 

Vaults of Unfaith

Concept: “From an underground Sarkash crypt, heretics and cultists terrorized settlers.”
Content:
An occult dungeon with random events and escalating enemies
Writing:
You may learn some new words; use them to terrify your players
Art/design:
Establishes atmosphere; concreteness provides easy navigation
Usability:
Very intuitive and efficient layout

Venus Red

“The Mothershrooms are pale white fungi that grow in dark places. When picked up they bleed an intoxicating red substance used by the Sarkash druids to reach the metaphysical island of Venus Red. Here they learned how to uncover forgotten dark secrets, but initiates must find the path on their own risking their life.”

Verhu Wants

Concept: “If you don't meet the basilisk's demands, you will die! Survive somehow within 666 seconds!”
Content: A cursed amulet, and a (probably) fatal 666-second errand. 
Writing: Clever use of The Basilisks Demand table as a mini-game. With helpful descriptions of the options a scvm could take to avoid almost certain death.
Art/design: An amusingly horrifying sketch of a disappointed (and hungry) basilisk.
Usability: A short solo adventure or introduction to Mörk Borg. 

Vile Bodies

Concept: “Freshly dead corpses are rising and bounding off into the forest. The Arch Prisetess of Galgenbeck wants this heretical necromancy investigated.”
Content:
A pointcrawl through the woods after a fresh snowfall … and also freshly risen zombies
Writing:
Primarily descriptive of scenario and settings but with some colorful imagery
Art/design:
Straightforward block layout with readable body text and unobtrusive illustrations
Usability:
Failure is an option for PCs (but not a good one) 

Wayward Corpses

“Shall you find your way out of this twisted, endless place? Or shall you become yet another wayward corpse, doomed to roam here until the Seventh Misery releases you from an undying purgatory?”

We Can’t Stop Here …

Concept: “A wagon filled with magical herbs that would make any occult herbmaster wet their pants from excitement”
Content: A drug-filled wagon and introductory adventure inspired by a masterpiece of American literature
Writing: Includes lore, characters, and tables for the wagon’s contents and effects, hangovers, psychoactive visions, and trips (double entendre!)
Art/design: Includes some Borgy layouts and colors with graphics that reinforce the key motifs; dungeon features clean design and simplified layouts inspired by Rotblack Sludge
Usability:
Includes alternate rules for travel different from (but not incompatible with) Overland Travel/Roads to Damnation

What’s Black As Night

Concept:  
“Pine trees rearranging,
Permafrost crushing,
Colorful berries dot the void,
Bitter winds howl on frozen trees,
Red stain of fresh kill,
Snowfall entombs.” 
Content: A frigid, howling, blood-splattered forest crawl.   
Writing: A Grimm amalgamation of storybook wolves in all their gory detail.
Art/design: A vivid hybridization of illustration styles splattered in blood and red text.
Usability: Available in full-color gothic and plain text. With a player map and bonus wallpaper. 

Where the Cold Star Lies

“An adventure of icy stars, and the gall to wish in the face of a doomed world.”

Whispers in The Darkness

Concept: “a collection of four dark MÖRK BORG adventures that will take you through a weird lovecraftian trip.”
Content: A transformative four-adventure experience.
Writing: A slightly detached and understated style that slowly ratchets up the tension to a horrifying conclusion.
 Art/design: Gorgeously detailed maps in a clear and structured black-and-white design.
Usability: Consistent textual cues and a clean layout are ideal for use at the table.

Wind Fetter

Concept: “In Wästland a foul forgotten lake has suddenly dried up revealing a blasphemous smithy at its bottom.”
Content:
A dried-lake-bed crawl that ends in an occult charnel house; wind effect table is particularly of note
Writing:
Has pretty comprehensive descriptions with some vivid, detailed imagery
Art/design:
Mostly oriented toward ease of use, but contains some cool visual text on the cover
Usability:
Straightforward with enough variability to keep it from being completely linear

Word Dungeons

Concept: “Letters appeared in black ashes / Swarming to spell words / Twisting to form shapes / Crawling to draw a map / They showed us the way”
Content:
A set of 6 purely textual dungeons
Writing:
Efficiently supplies imagery and details of each room
Art/design:
Arranges the text as a map of the dungeon, using color, typefaces, and other characteristics to differentiate and characterize rooms
Usability:
Requires reference to core rulebook for monster stat blocks

Wrong God

Concept: “A catholic Church in the middle of nowhere. Rumors have it that people keep disappearing around here, and that GOD Himself lives here.”
Content:
A severely twisted cathedral crawl
Writing:
Violent and visceral. You’ve been warned.
Art/design:
Descriptions arranged within the map provide verbal “illustrations”; reading progresses up the page, creating friction and synergizing with the content to parody ascension
Usability:
Includes some transgressive iconography; reader discretion advised

Yahar’Gul

“A Mörk Borg adventure inspired by Bloodborne”

You Won't Get What You Want

Concept: “You've made it to the island. What is it you seek here? Whatever it is, you won't get what you want.”
Content:
A hexcrawl exploring the motifs of lack and obstruction
Writing:
Concise location descriptions that are primarily concrete but incorporating some abstract imagery
Art/design:
Text and map share a stark black-and-white color scheme that emphasizes the central conceptual dichotomy
Usability:
Supplies a want at each location but leaves it to the GM to incorporate its relevance to the PCs

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. 
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