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

Adventures

A Piece of Rotten Fish

“Two feuding and starving fishing hamlets. One tasty rotting carcass of a giant sea monster in between. The meat could feed both hamlets for a long time. Unfortunately, the hamlets are not in a sharing mood.”

A Shadow King's Palace

“The setting features rumours, beasts, and various locations. Of course, it also includes random tables.”

A Spluttering And A Splashing

Concept: “Ancient legends tell of a creature with supernatural powers that is able to stop the apocalypse.”
Content:
A 12-room semi-aquatic dungeon
Writing:
Well written with lots of character and atmospheric details
Art/design:
Primarily uses the clean, clear style of Rotblack Sludge
Usability:
Layouts and design make this simple and easy to run

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

Auld Clootie’s Bairn

Concept: “What has happened to suddenly change the behavior of little Angelica…and how can the Mercer family fit in to their new community?”
Content:
A surreally mundane adventure with a troubled tot
Writing:
Provides lots of detail and dialogue as well as suggestions for alternative plots and a metric ton of nasty insults
Art/design:
Primarily designed around navigating events and conversations delivered via text
Usability:
Ready to use out-of-the-box but can also be tinkered with and adapted to GM taste and need

A Wizard’s Dying Wish

Concept: “Brauer possesses enough strength to make one final request. Will the party take action to fulfill the wizard’s dying wish?”
Content:
A one-room encounter with a cool monster twist and some nasty aftermath possibilities
Writing:
Devoted mostly to describing the situation and setting, but provides the GM with inspiration and some flexibility
Art/design:
Keeps the pamphlet visually interesting without being obtrusive
Usability:
Fold it twice and you’re ready to go

A World Lit Only by Fire

Concept: “Inspired by Godflesh's album A World Lit Only by Fire and the TSR module Against the Cult of the Reptile God”
Content:
An accidental quest to save a town from a regime of vampires
Writing:
Primarily descriptive and mechanical but with some appropriately bloody imagery
Art/design:
Easily navigable map and clearly delineated tables and stat blocks
Usability:
Even if the PCs succeed, they may still fail (horribly)

Basilisk Burger

Concept: “The players have found a map that tells of treasure. Survive the maze and claim your prize!”
Content:
A fast-food themed experience
Writing:
Includes stat blocks for multiple encounters as well as descriptions and some sample NPC dialogue
Art/design:
Presented as a child’s place mat complete with word jumble and crayon marks
Usability:
Toy prize not included

Basilisks-A-Go-Go

Concept: “Grab a pencil. Trace your route through the labyrinth.”
Content:
A quick, roll-lite, Dark Fort-esque maze. With basilisks. They have 2 heads. You have 1. Good luck.
Writing:
Some quick, concise instructions
Art/design:
The green circles contrast nicely against the background gradient, making it easy to navigate; the extra basilisk heads are a welcome touch, since the world needs more basilisks
Usability:
Can be played with just some base stats; full character sheet not required

Behlibereth

Concept: “The City on the Edge of All Misery”
Content:
A twisted, foreboding locale and stats for members of its three factions
Writing:
Highly descriptive; verbiage, style, and syntax used by the implied “narrator” artfully adopts and reflects characteristics of the things being described
Art/design:
A linear, accessible layout with sections with typographical choices differentiating sections and aiding navigation of the mechanical components
Usability:
A bizarre and compelling setting for GMs to play with (and for PCs to die in)

Big American Men

Concept: “A lost land ruled by four treacherous kings from American folklore”
Content:
Borgified lore, stat blocks for encounters, and ancillary mechanics
Writing:
Recasts famous folkloric figures as sinister, larger-than-life villains
Art/design:
A rich array of design choices and layouts unified by the Mörk Borg aesthetic
Usability:
GMs will need to flesh out the concepts, but provides plenty of inspiration for them to do so

Black Bvrn Bridge

vil
Concept: “The box broke inside the [ogre’s] stomach […] covering the Bridge in a cube of anti-light.”
Content:
Includes an inventive adventure-specific condition
Writing:
Provides context and important details about the scenario
Art/design:
Subdued but effective colors; concise but atmospheric map
Usability:
Logically and linearly laid out

Blackroot Trudge

Concept: “As the PCs wander through the forest, they encounter a tree which oozes blood – all it takes is one PC to remotely approach the tree and roots shoot from the ground, dragging all the unfortunate souls of the party underground.”
Content:
A detailed and malicious dungeon clearly inspired by (but not derivative of) some classic Mörk Borg crawls
Writing:
Clear with plenty of attention to nuance
Art/design:
Typographical choices highlight items of note in each room; stat blocks at the bottom of page for easy reference
Usability:
Bulleted lists for each room help GM stay mentally organized

Black Shuck

Concept: “A small town is visited upon by a curious beast that is hell bent on slaughtering the townsfolk. Looks like you sought shelter from the storm in the wrong place at the wrong time.”
Content:
A short, isolation-horror scenario
Writing:
Concise and to the point: “The dog must die!”
Art/design:
Easy-to-read columns of text and an illustration (just in case your players don’t understand the concept of giant, black, bloody-mouthed dog)
Usability:
Not a good boi

Black Stump

Concept: “A strange well is discovered in the depths of Sarkash.”
Content:
A cozy little 5-room dungeon
Writing:
A great mix of grim and humorous
Art/design:
Nice visual and typographical work; also comes in an optional “FVCK PRINTERS” version
Usability:
Solid layout; available in single or 2-page versions to suit GM preference

Bloat

Concept: “The Gourmand’s Cutlery allows the wielder to eat anything. Which is good, as the user becomes famished and must eat.”
Content:
A wonderland of overconsumption and excrescence
Writing: Contributes greatly to dungeon’s character
Art/design:
Just offal
Usability:
Layout facilitate easy navigation

Blood Ambrosia

“A prince stolen. A deal made in exchange for your life. A Banquet of blood and gore.”

Blood Money

Concept: “While languishing in a drunken stupor in a coastal town flophouse … you were abducted by a press gang.”
Content:
A seafaring framework inspired by Tom Waits (and Herman Melville (and whoever wrote The Book of Jonah))
Writing:
Sets the scene and provides a plethora of options for play
Art/design:
Supports the nautical theme subtly but effectively
Usability:
Intended more as a toolbox than a unified dungeon or set of mechanics

Bloody Cap

Concept: “A murderous goblin from the borders of Grift and Graven-Tosk, found where scenes of tyranny and vile deeds have befallen the lands.”
Content:
Stats and description of the monster along with a short dungeon lair
Writing:
Does a good job conveying maliciousness and viciousness
Art/design:
Use of color reinforces the creature’s theme
Usability:
Some text may be difficult to read, particularly when printed in black and white

Blunderbuss

Concept: “No one remembers Blunderbuss’s original name. Everyone knows how it got its new one.”
Content:
A trigger-happy township with some heavy-duty arms
Writing:
Provides some context for the encounter and mechanics for getting shot by a blunderbuss
Art/design: Good use of color and form to pick out significant information
Usability:
Provides the basics and leaves lots of room for the GM to make it their own

Boarding the Ouroboros

Concept: “… word has come to you from an old fisherman with great promise. He says he has seen a hulk adrift far from the shore and wants a crew of brave souls to climb aboard and plunder its riches.”
Content:
A maritime salvage adventure full of mutiny and mystery
Writing:
Lots of atmospheric descriptive text along with well-written letters, stats for black powder and nautical weapons, and a whole slew of monsters
Art/design:
Nicely made maps; monochrome palette conveys the sensation of approaching and exploring the ship by night
Usability:
Rotblack Sludge-inspired layout is extremely efficient

Bog Iron

Concept: “ In the Vales of northern Bergen Chrypt villages harvest bog iron that they charge with blood sacrifes. The area is also plagued by manifesting beliefs. ”
Content:
Includes bog-iron weapons, a map of the area, various encounters, and 7 creatures
Writing:
Adds lots of local color that’s in line with the larger character of the Dying Land
Art/design:
Draws lots of visual tropes from Mörk Borg but still maintains a distinct style
Usability:
Keep it handy in case the party ever ventures through the region (or if you want some nasty weapons and monsters)

Bony Knuckles to the Face

Concept: “At any time and place in this doomed world, a sarcophagus could appear that was not there the day before.”
Content:
Hook and mechanics for an undead (but surprisingly good-natured) fighting pit
Writing:
Lots of descriptive details, a stable of fun mechanical features, and some interesting variables
Art/design:
Art and layout are very on-brand but with their own unique flavor
Usability:
Logical, efficient sequential flow

Bork Borg

Concept: “Drastically increases the quantity and variety of dog options”
Content:
Dog breeds, dog-related items, an optional dog-based class, rules for dog PCs (with their own optional classes), and a dog-centered adventure
Writing:
Clearly and affectionately written with a clever shift to the dog’s POV in the dog-PC section
Art/design:
Designed for easy reading and navigation with graphic touches like a dog-head border and pawprints across pages
Usability:
Sit. Stay. Good.

Börk Morgue #666

Concept: “An unofficial zine for a Dying World with words and design”
Content:
Random tables, optional rules for dice & powers & armor/weapons/combat, pointy teeth, monsters & NPCs … and a Börk Morgue & a Maus Borg
Writing:
Presented with a personable tone with plenty of wry wit
Art/design: Loaded with Mörk Borg aesthetic elements, color, and some creative layouts
Usability:
Adds some deeper complexity in some areas (especially complex) and some irreverent variety all around

Böwhoss’ handbook: notes on internal ignition

Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content:
A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing:
The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design:
Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability:
Includes player-facing handouts that include lore but no mechanics or GM-specific information

Box of Shadows

Concept: “The dry cracked earth of the city now spews a scentless dark black fog. … Rumors of this substance taking form and hunting down those that travel without a lamp or torch have become ever more prevalent.”
Content:
A sprawling sandbox-style adventure set amidst a sinister miasma emerging in Grift
Writing:
Incorporates copious descriptions, in-game documents, and random tables to add flavor to play; also includes numerous monsters, NPCs, and items
Art/design:
Incorporates original and found art into exuberant designs and diverse layouts
Usability:
Includes copious reference sheets, handouts, and topic-specific indices for GMs and players to use during play; GM-eyes-only material is segregated to facilitate more exciting solo play

Burn Your Dead

Concept: “Based on the EP Burn Your Dead by Year of the Cobra”
Content:
A 5-room dungeon infested with the undead
Writing:
Concise descriptions with strong imagery
Art/design:
Text is arranged around the central map; color emphasizes monsters and important actions; and the flame image reinforces the title and creates a sense of advancing danger
Usability:
Provides no hook, but easy to drop into a game at an appropriate (or unexpected) time

Call of the Siren

Concept: “The crew of the Unjust must retrieve the Heart of the Sea, a relic said to be in the clutches of shipwreck-luring Sirens.”
Content:
A perilous nautical adventure with stats for characters, monsters, and mechanics for maritime hazards
Writing:
Provides the necessary information and atmosphere but avoids being prolix
Art/design:
Primarily textual but well organized, and includes some illustrations with an OSR feel
Usability:
Mostly presented in bullet points, which makes skimming and quick reference easier; download includes graphic and text-only versions

Cannibal Carnage

Concept: “Track down the cannibals and search a dungeon of grotesque abominations to retrive the Book of Flesh.”
Content:
A fleshy, bloody, body-themed dungeon
Writing:
Primarily devoted to physical descriptions of rooms and situations (primarily monster-based) within
Art/design:
Designed for reading and prep before play rather than heavy in-game usage
Usability:
Does not use standard Mörk Borg terminology or stat presentation; requires consistent reference to core rulebook
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