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A Miserable Dungeon Jam

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

Descended like a dove...

Concept: “A puzzle ridden adventure with a very different enemy waiting at the end”
Content:
A four-room dungeon with an ironic take on Christian iconography
Writing:
Clearly describes the surreal dynamics of the dungeon and puzzle solutions
Art/design:
Typographical choices make the dungeon easy to read and reference; illustrations and other design elements contribute to the overall atmosphere
Usability:
For expediency, GMs should review thoroughly before playing

Duck Duck Dead Duck

Concept: “Includes a room, item, and monster to play a game with. Potentially a little silly.”
Content:
A high-stakes game of Duck Duck Goose (but don’t call it that)
Writing:
Sets the scene and provides mechanics for playing the game
Art/design:
Especially clever layout and design on the second page, which represents the pit players are thrown into
Usability:
Tests the player’s quickness as well as the character’s

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

Egg Chamber

Concept: “Fun room with an egg-citing NPC”
Content:
An egg-centric encounter; heavy on scatological humor
Writing:
A balance of descriptive text and mechanics with some putrid and absurd imagery
Art/design:
Text heavy, but well stylized and organized around/in a map and illustration
Usability:
Some elements may be a bit much for more squeamish players

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

How Dost Though Like Them Eggs?

Concept: “The room is indeed empty but it is diabolically trapped.”
Content:
A room featuring d4 traps and d6 trigger sounds
Writing:
A descriptive passage with mechanical exposition of the situation and individual traps (with clever names)
Art/design:
Color and visual elements delineate each section for easy reference
Usability:
Caution: contains disturbingly naked imps

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
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