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

ducks

A Dungeon Most Fowl

Concept: “First room of the community dungeon”
Content:
The usual sacrifice and suffering but with ducks
Writing:
Describes the location and behavior of its inhabitants
Art/design:
Includes a map and some illustrations to set proper expectations
Usability:
To be used in tandem with the other entries to the Miserable Dungeon Jam

Curse of the Silver Muscovy

Concept: “Take hold of the Idol of the Silver Muscovy and let its healing magic flow through you, just ignore the feathers poking out from your scalp and your toes beginning to grow webbing...”
Content:
A healing artifact that progressively duckifies its users
Writing:
Provides the relevant mechanics, descriptions of the item and its location, and ideas and prompts for narrativizing the transformation
Art/design:
Primarily textual; uses color to aid navigability, and visual design reinforces the dungeon atmosphere
Usability:
Bit more complex than the standard, but still perfectly usable

Den of the Robber Duckie

Concept: “A klepto man duck's den”
Content:
The den, the duckie, and a duck-based scroll
Writing:
Short and concise but brimming with humorous character
Art/design:
Includes an illustration and map; overall, high-quality and gritty graphic design
Usability:
Intended for use within a larger dungeon but still pretty modular

Duck God's Pit of Peril

Concept: “A single-room encounter”
Content:
An escape puzzle with a murderous decoy duck
Writing:
Primarily focused on describing the room’s puzzle dynamic
Art/design:
Maps and decoy illustration are the centerpieces, but additional elements add visual variety and flavor
Usability:
Puzzle is relatively straightforward (assuming PCs survive the decoy)

Ducks Left Wanting (to be left alone)

Concept: “A herd of ducks aimlessly wander a dungeon hallway. Items of use or value tied round their necks. But catching ducks ALWAYS comes with a cost.”
Content:
“A two page spread with rules for catching ducks, a d20 table of juicy rewards tied round their necks, and a d20 table of all the horrible shit that can happen when one is catching ducks!”
Writing:
Primarily tables with some descriptive text connecting the scenario to the larger adventure; rife with body humor
Art/design:
A plethora of ducks, sinister and otherwise
Usability:
d20 not included

Dukk Börg

Concept: “As a hurricane, you approach the gates of Dukk Börg.”
Content: Includes optional rules for Clan and lineage, a thematic Miseries and classes, stats for monsters and NPCs, items, and descriptions of locations within the setting
Writing: Revels in mashing up cyclopean grimdark imagery with Duck lore
Art/design: The diverse typefaces and arrangement of graphic elements scream Mörk Borg while the illustrations combine that spirit with the whimsical grandeur of the works of Carl Barks and Don Rosa.
Usability: It may or may not fit with your vision of Mörk Borg, but it’s a gem in its own right.

Fedelfugol Pit - Den of the Demon Mallard of Gluttony

Concept: “A single room of sacrifice and demonic hunger”
Content:
A grimly humorous concept with a fairly straightforward puzzle that no one will really want to solve
Writing:
Clear descriptions of the setting with some flavorful quotes for the GM to read
Art/design:
Clearly delineated paragraphs devoted to dungeon elements and a well-organized description of the puzzle and its solution
Usability:
“Hold on to your butts.” – Jon Raymond Arnold

From Duks till Dawn

Concept: “Entry for A Miserable Dungeon Jam”
Content:
A set of modular rooms featuring ducks
Writing:
Descriptions of each room with stats for inhabitants
Art/design:
Straightforward layouts with illustrations and occasional use of color for emphasis
Usability:
GMs can arrange rooms or assign numbers and roll to randomly generate a floorplan

Gwalchmai's Laboratory

Concept: “An encounter with a duck faced alchemist in his laboratory”
Content:
A duck-faced alchemist and his laboratory. What were you expecting?
Writing:
Describes the room and alchemist, and presents a quest for the PCs
Art/design:
Duckface, but Borgier
Usability:
I hope you like duck butts more than you like tangerines or silver

Hatchlings

Concept: “Unplanned parenthood”
Content:
The lair of an overgrown skele-duck and her soon-to-be-hatchlings
Writing:
Straightforward descriptions punctuated with humor
Art/design:
Graphic design and illustration adds character but preserves easy usability
Usability:
The PCs may get some new pets or a tasty meal

Mhâ'Nhârd's Hatchlings

Concept: “An ancient laboratory. 7 stone eggs. 1 empty. The liquid of life may breach their prison and death shall come to the one making the donation.”
Content:
A dungeon room with a secret best left undiscovered
Writing:
Provides detailed lore and a monster stat block with a table for attacks
Art/design:
Provides a map and a pretty gnarly illustration
Usability:
Just add blood

Peas Offering

Concept: “In ancient times, villagers in fear of the Duck God built an altar deep underground, trying to placate it with gifts and sacrifices.”
Content:
A subterranean, duck-themed hex crawl
Writing:
Includes lore, stats for monsters, and details about the location
Art/design:
Clearly laid out using color, typefaces, and bullet points for emphasis, differentiation, and easy navigation
Usability:
Pages are in reverse order, but there’s only two of them, so it doesn’t hinder usability

Pond of Inversion

Concept: “A strange, watery space infested with killer ducks and one odd magical item.”
Content:
A reality-defying underground duckpond
Writing:
Straightforward with good descriptions of the inversion and a bit of humor
Art/design:
Divided into quadrants (map, description, and stat blocks) for easy use
Usability:
A good choice for inflicting a surreal scenario on PCs

Release the Quacken!

Concept: “A passageway and a helmet”
Content:
A location with 5 random encounters (one of which involves a helmet)
Writing:
Details the different encounters and the effects of donning the helm
Art/design:
Layout is intentionally haphazard and off kilter but not at the detriment of usability; lots of dead animals
Usability:
If it looks like a duck and quacks like a duck, it’ll probably try to murder you

The Fowl Fountain

Concept: “Can the players resist the allure of the Rubber Ducky?”
Content:
A room featuring a hilariously frustrating item and an extra, optional curse
Writing:
Describes the curses’ mechanics and the room in which they’re acquired
Art/design:
Textures, blackletter, and other visual elements reinforce the concept’s comedic tension
Usability:
Frustrating for the PCs, hilarious for the GM
Loading next page...
Page 1 of 2 Next page