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

one-shot

Anzhela and the Caged Skulls

Concept: “The woman cackles madly […] and drops the cages, drawing her sword and screaming with a mad rage.”
Content: English breakfast with a side of TPK; running will only make you die faster
Writing:
Text heavy, but creates a vivid atmosphere and provides psychological depth to the antagonist, something not often found in Mörk Borg
Art/design:
Excellent, expressive depictions of the titular characters
Usability:
Includes an alternative d6-based encounter-resolution mechanic; a bit more complex than some scenarios, but the additional moving parts make for an interesting and memorable scenario

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

A Shadow King's Palace

Concept: “The setting features rumours, beasts, and various locations. Of course, it also includes random tables.”
Content:
Yeah, what he said.
Writing:
Abundant descriptions of locations and things found within the palace
Art/design:
Fairly straightforward, text-first pages with some more elaborate, image-dominated spreads later in the document
Usability:
“It’s up to the GM to let the PCs escape the palace. It won’t change anything.”

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

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)

Basilica of the False Prophet

Concept: “THEM. A lunatic, convinced he is the one true, basilisk. Skulking in an abandoned church on the far side of the western mountain range, he rants and plots against HE and SHE.”
Content: A desperate descent. An unexpected plunge. A shattered hope?
Writing: Miserable and descriptive encounters, backed by elegant mechanics, make a narrative descent into madness.
Art/design: A masterful balance of utility, consistency, and style. Haunting yet austere illustrations and maps fill but do not dominate the pamphlet.
Usability: Pairs well with Western Wall (also by Rugose Kohn). 

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

Beasts to Unburden

“Retrieve (1) an Axolurtle egg, and (2) any instructions that would be useful in raising the beast.”

Black Bvrn Bridge

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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

Concept: “A prince stolen. A deal made in exchange for your life. A Banquet of blood and gore.”
Content:
An epicurean escapade in Alliáns
Writing:
Provides the adventure’s premise, descriptions of dungeons and rooms, attending NPCs, and a smorgasbord of miserable menu items
Art/design:
Abundant use of public domain images adds plenty of color and variety
Usability:
The text point is small and a bit crowded on some pages, making it difficult to quickly reference and a bit tiring to read at length

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

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

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

Carnival of Desecration

Concept: “A great carnival stretches out before you. It has been recently set up and the carnival barker outside promises nothing but disappointment.”
Content:
A series of carnival encounters inspired by Triple Live Möther Gööse at Budokan by Green Jellÿ
Writing: Playfully grim and sardonic, just like we like it
Art/design:
“Art and Layout by no one.” Sans serif all day, baby.
Usability:
Adventure flow is largely at the GM’s discretion

Chässe-Galerie

Concept: “Based on the Quebec’s tale of the Chasse-Galerie”
Content:
A there-and-back-again scenario involving a pact with the devil on New Year’s Eve
Writing:
Provides copious background and sketches for encounters along with mechanics for using the flying canoe
Art/design:
Text heavy with some illustrations of key characters and concepts
Usability:
Provides lots of options for the GM to work with according to need or taste

Clamdash!

Concept: “For a few hours each year, the seas beneath the glaciers of Kergüs retreat, revealing salted dungeons in their wake. Within these waterlogged tunnels of ice – the CLAMS.”
Content:
Grab your CLAM-picking gloves—an audience with Anthelia awaits the winner
Writing:
A briny feast for the senses with Karl’s signature sense of humor
Art/design:
Easy to read with ample visual cues for navigating each room’s description and for moving back and forth between descriptions and map
Usability:
The CLAMS are barbed, and the tide waits for no scvm

Coldying

“There is a dimmed light in a distance, down in the valley. Will you make it? Will you keep The Package safe and alive?”

Conquest of Cthulhu

“You must journey to the Temple in the heart of the Mountains of Madness, deep in the Bergen Chrypt to align the stars and weaken Nechrubel by raising R’lyeh from the Endless Sea and awakening the Great Old One, Cthulhu.”
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