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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.”

A Pestilence of Maths

Concept: “A plague of madness spreads across the countryside: people hopelessly repeating strings of numbers and words until their head bursts into flames and they die in shrieking violence.”
Content: Includes an ad hoc sanity metric, random travel events and tower rooms, and a whole lot of exploding heads
Writing:
Clean and characterful with dry gallows humor and well-chosen, interconnective details
Art/design:
Effective and appropriate graphic choices that interact cleverly with the concept
Usability:
Packs a fair amount of tension and grit into a relatively small package

Atticus Tower

Concept: “The foul bard Rexorn … is busy transforming suffering into music.”
Content:
A sonic-themed dungeon with original creatures and NPCs
Writing:
Mostly descriptive but efficient
Art/design:
Exactly what it should be
Usability:
A complex but surprisingly easy-to-navigate layout

Goblin Grinder

Concept: “With such a large infestation of the little scoundrels, it’s becoming very difficult to figure out which one to snuff.”
Content:
A quirky, darkly comedic scenario
Writing:
Sets the tone and provides entertaining depth
Art/design:
Black, white, and pink create a unique apocalyptic atmosphere
Usability:
Laid out according to probable narrative flow

Lies Under Flesh

Concept: “In the old tower, a fool disguised as saint drags the desperate into a trap.”
Content:
A 23-room dungeon
Writing:
No mechanics, only short, descriptive prompts for each room that GMs can interpret as they see fit
Art/design:
Dungeon map is presented in profile; variations in text size and color creates an interesting visual texture
Usability:
Will require some prep on the GM’s part

Lighthouse of Weeping Bluff

Concept: “Your ship is destined to splinter on the bluffs if the light isn’t relit, condemning you to live out your remaining days in this icy hell-hole.”
Content:
A ticking-clock adventure that encompasses the journey to the lighthouse and the hornet-infested lighthouse itself
Writing:
Clearly written and punctuated with visceral imagery and details
Art/design:
Red and yellow elements direct attention without hindering usability; hornets crawling around the page are a fun, immersive touch
Usability:
Well-organized text and clever use of color to coordinate it with the maps

Svið in a Ditch

Concept: “Deep within the cloughs of Bergen Chrypt there lies an inverted tower beneath the skull of a basilisk, known only as THEY, and in this inverted tower, at its deepest recess, is the Ljusgvare: a scroll that is said to be able to end the greatest of calamities.”
Content:
A high-concept hexcrawl across the Dying Land and through Bergen Chrypt; populated by a wide and colorful cast of characters
Writing:
Provides detailed descriptions of locations, insights into NPCs, and creates a sense of interconnection between encounters
Art/design:
Text heavy, but necessarily so; color and visual choices keep the pages interesting and lively
Usability:
Contains links to other useful supplements; also available in simple and plaintext formats for easier readability

The Broken Sword of Vile Souls

Concept: “When Lorenz Hattendorf was murdered, one member of his party managed to escape. […] she knows where the man’s magic sword fell when he was torn limb from limb.”
Content:
A seemingly unassuming tower crawl with a murderous climax (and some loot along the way)
Writing:
Mostly devoted to background and description but includes stats for enemies and the titular sword (which is pretty brutal even while broken)
Art/design:
Graphics add character and ambience, and the maps provide easy navigation for the GM
Usability:
It’s a tower. There’s nowhere to go but up.

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

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

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