That map is absolutely stunning. You did SUCH a fantastic job
maximum_overbork
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Oh that's really awesome! I'm looking forward to it. I'll send out a message before the con with additional flavor text and additional resources. If you're not familiar with Mörk Borg and would like a crash course or need help with making a character, please let me know. :)
Bonus XP to be awarded if your character speaks solely in iambic pentameter (I'm kidding but that would be pretty awesome).
Absolutely! I also linked the event to your Itch page in case people want to check out your other items! If you would, could you tell your friends and gaming circles about the event? We're a small con that fundraises for charity and we rely heavily on word of mouth.
Murder Hobo Con is an online RPG con that's held this upcoming Feb 12 & 13th. Event and player registration are now live! Thanks for the boost!
https://tabletop.events/conventions/murder-hobo-con1
Here's a direct link to the event!
https://tabletop.events/conventions/murder-hobo-con1/schedule/18
I'm really excited to be running this for an upcoming con. I'll comment later with player feedback. Macbeth is one of my favorite plays and this module really captures the dread, loathing, and madness of both Macbeth and Mörk Borg!
I'm excited to be running this for an upcoming con! This is a great zine and I know my players are going to have a blast! I'll follow-up with player feedback after the event.
Oh man, this module is a lot of fun. It's a great sandbox with a lot of evocative scenes and encounters. The valley itself, while an interesting locale, is just a dressing upon where the real meat of the module takes place: underground.
Through exploring the churches or pursuing travel rumors, the players find themselves seeking a lost city buried deep under the labyrinth warren of the cursed demonworm. The demonworm tunnels was by far one of the best parts of the module; it's both a point-crawl with random encounters that are just as exciting for a GM as for the players- the best encounter was when my players encountered a hostile cult of demonworm worshippers and, through two successful scroll checks, convinced the cult that they were the heralds of the worm which lead to some amazing role-playing.
I liked that this module had a bit more of a gonzo element (a la Hieronymus Bosch) than pure grimdark- it made the encounters more memorable without breaking the core flavor of Mörk Borg. Under all the weirdness in the lost city is some extreme grimness: the end of the world, victims trapped in eternal drug-induced comas by wretched sick nurses, strange denizens that inflict terrible miseries upon anyone they catch. Cool stuff for sure.
The module is great ran as-is or there are great materials you could pull and insert into your other campaigns (again, those demonworm tunnels are great and that's worth the price of the module alone). Areas like the horn tower are incredibly evocative and make for great inspiration. I'd also recommend running this for your grizzled, veteran Mörk Borg players to catch them off guard (it pulled a lot of surprises on both my experienced and new players who played through it). I very much recommend this module.
When I first ran it, one of my players had the brilliant idea to try to scale the outside of the tower. *Internal screaming* I let him, and he eventually found one of the vents, which he NATURALLY wanted to climb inside. Even after an ambiguous warning, and telling him he'd have to drop his shield and pack to fit, he insisted on trying to shimmy through the Wizard vent...
And that's the story of how a player died even before the party entered the tower. It was glorious.
I supported this on Kickstarter, and I just ran my first session of A WIZARD. I'll have to say, without hyperbole, this is one of the coolest, most fascinating, and best modules I've ever read in my 20 years of DMing. I think this would fall in my top three favorite modules. But accolades aside, I'm torn how to review this without spoilers; part of the joy I got from this module was simply to read and discover the wizard's tower.
The tower itself has great encounters that are briefly, succinctly, and imaginatively written, allowing for a lot of improv and exploration. The tower doesn't have random encounters, and other typical OSR elements, instead drilling down to the weird, and focusing on wet, raw horror; we started playing as OSE and the game felt like Mörk Borg by the end of the session.
There's a delicious internal commentary the WIZARD shares with the DM; things are definitely NORMAL and very OKAY. Disobedient apprentices get WHAT THEY DESERVE. This creature has a perfectly NORMAL AMOUNT OF LIMBS...etc
I'm a cheapskate at times, but I will tell you that the $8 (current price) is far too low. The quality of the writing and art is worth much, much more. I'd love to see this embellished further in the future, expanding the town, enriching those NPCs, and incorporating the abyss better (e.g.: what if the players become apprentices? Or, where did the WIZARD come from? The abyss could be used to flesh that out more).
But if you like horror (gore, body horror, suspense), like to mess with your players, and have a visceral good time, BUY THIS MODULE. (Disclaimer: I have no financial ties; I just was really dang impressed with this module).