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

trap

Blood Thorns

Concept: “Inextricable wall of bloody brambles”
Content:
A vicious hazard bearing some tasty berries for the brave, foolhardy, or hungry
Writing:
Straightforward descriptions of the mechanics for entanglement and escape
Art/design:
Colors help differentiate text components and differentiate components of the illustration
Usability:
Difficulty and damage intensify as PCs struggle; requires a bit of tracking on the GM’s part 

Degenerate's Crypt

Concept: “At the end of the dark corridor something is groaning in pain, four metallic voices wailing in unison. Not a tomb but a prison, as too often is in these wretched times.”
Content: A degenerate crypt of eternal torment.
Writing: A dungeon as sharp and fluid as liquid metal.
Art/design: Map illustration in styles ranging from the pragmatic to the purely aesthetic. No nonsense dungeon description that’s both aesthetic and legible.
Usability: Consistent and navigable visual hierarchy for easy reference. 

Doorway to Blasphemy

Concept: “In the heart of the filthy marshes, you have come upon a keep overgrown and pulsing with an aura not of this Dying World. The heathen has surely taken refuge in this ruin. You’ll find them through the Doorway to Blasphemy.”
Content: A Mörk Borg adventure and Slipgate into the world of Qvke Borg
Writing: Efficiently describes the many dynamic environmental effects and triggers the define Quake level design in text.
Art/design: Sickeningly detailed map with bold colors that emulate classic Quake texture. Clean text layout with efficient sidebars for each room.
Usability: Surprisingly self-contained, only the explosive rules require Qvke Borg to run. Excellent preview to the full Qvke Borg experience. 

False Ballon

Concept: “A sadistic trap disguised as a whimsical party decoration, perhaps deliberately placed.”
Content: Definitely just a balloon.
Writing: 5 ways to kill a Scvm, with a birthday surprise for the sixth.
Art/design: The balloon is happy. The layout is violent. I am happy too.
Usability: Balloons can be placed just about anywhere, even false ones. 

Membrane of Sarkantha & Sarcopha-ghost

Concept: “Two devilish hazards every death-defying dungeon delver must learn to avoid.”
Content:
A living(ish) doorway trap and a melancholic spirit
Writing:
Adds dimension and depth to concepts
Art/design:
Illustrations express the monsters’ ephemerality
Usability:
It’s hard to screw up a Mörk Borg stat block 

Metal Spider Webs

Concept: “Made of tiny filaments of metal, the web can be deployed across any opening.”
Content:
A fairly straightforward trap that puts a hurt on anyone who walks straight through it
Writing:
Folds the mechanics into the descriptive text
Art/design:
Predominant colors capture the core element of this concept: metal and blood
Usability:
Easily transplantable into your dungeon of choice (bonus if it already has spiders in it) 

Odd Fellows

Concept: “The Odd Fellow cult secreted the bodies of its mendicant members in coffins hidden inside the walls and closets of buildings throughout the Dying World.”
Content:
A surprise dead guy who comes out of coffin and does mean things to PCs
Writing:
Some lore about the dead guy and a table of mean things
Art/design:
Illustration in brown and ochre conjures an appropriately moldering atmosphere
Usability:
A versatile and setting-appropriate trap; pretty spry for a dead guy

Take then thy bond

Concept: “The voice inside your head commands you: Travel to the wastelands and find the wretched peak. Scour its halls. Bring me its heart, the rest of the treasure is yours.”
Content:
A putrid pyramid crawl full of heart—and other organs.
Writing:
Encounters are lively and responsive, often in unexpected ways. Pregnant with activity.
Art/design:
Bold cover art of the titular encounter. Table of contents and mini-map layout aid in navigating this moderately sized adventure.
Usability:
Encounter descriptions diminish accidental revelations. Surprises reach player and GM simultaneously. 

The Crypt of the Heretical Botanist Margar Veit

Concept: “Denounced by the Church for HERESY, MARGAR was hunted by the inquisition, but never found. Until, perhaps, now.”
Content: This pamphlet dungeon leads deep to the loamy soil of an unholy botanist's crypt.
Writing: The lore planted in each encounter sheds light on the extent of Veit’s heretical horticultural experiments. 
Art/design: Easy to reference in all three versions. Clear isometric map with a morbid botanical flourish.
Usability: Pamphlets available in print-friendly and full color versions. With a digital version for phone/tablet reference. Suitable as a cold open, requires a forest to begin the adventure as written. 
 

The Entombed

Concept: “Long ago, a devious mage entombed a zombie within a make-shift wall blocking a secret passage.”
Content:
The old zombie-behind-a-fake-wall-guarding-a-secret-passage gag
Writing:
Provides a general step-by-step guide for springing this trap
Art/design:
Text layout cleverly mimics a gap in a stone wall
Usability:
“PCs should never play with dead things.” 

The Grapes of Psych

Concept: “Ravel, the exuberant goat ogre necromancer… has been kidnapping local villagers. Track him to the vineyard which he has made into his depraved and psychedelic lair.”
Content: An ogre powered, wine fueled, zombie infested, psychedelic crossword puzzle dungeon.
Writing: Manages to build a disturbingly coherent theme from a crossword puzzle selection, all while making a Goat Ogre into something truly menacing.
Art/design: Map inspired by a crossword puzzle. Well-chosen Goat Ogre art.
Usability: Visit the vineyard, drink the wine, deathmatch a Goat Ogre.

The Hanging Man

Concept: “Found randomly along paths or within larger halls in dungeons, these innocuous-looking skeletons appear to hang limply from a gibbet.”
Content:
A trap of sorts for use in dungeons or during travel
Writing:
Concise and straightforward
Art/design:
Even without the license, the graphic design leaves no doubt about what game this is meant for
Usability:
Easy to use; a good hazard to add a little jump scare to a session 
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