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

city

Alles Wird Brennen

Concept: “The PCs awaken to the sounds of thunder and screams. […] Can they escape the city before it crumbles in the inferno?”
Content:
A map-based adventure to find the keys to the city gates; includes encounter and event tables as well as enemy stat blocks
Writing:
Sets the scene and the stakes fairly concisely; other descriptions are tightly focused
Art/design:
Intuitive layout with some stylized illustrations of enemies and NPCs
Usability:
Provides some leeway for making forward progress or just punishing inept PCs

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)

Bestiary

Concept: “The artefact which has come into your possession... these notes-however crude they may seem-however cursed and however twisted, are notes that I would guard with my life.”
Content: 40+ nightmarish monsters, a vampire-like class, lore, tables, a dungeon.
Writing: Renford P. Logan’s journalistic endeavors frame this collection of strongly themed creatures and locales. Realistic portrayals of disturbing events lend weight to the creatures and locales. It is enjoyable to both read and reference.
Art/design: Characterful two-tone illustrations and text elements in a balanced layout. Reserved but impactful use of color.
Usability: Thematic organization in a strong table of contents make for low prep referencing. 

Chapel of Pain

Concept: “In the halls of the dead where flayed men wander, the darkness snuffs out the light. It tears the flames from candle and log.”
Content: A dark temple crawl through a cult of shadows.
Writing: A gory supernatural survival horror. Makes use of light as a resource to maintain suspense.
Art/design: Traditional adventure layout. Gridded, un-gridded, and notated map. Handout images for significant adventure features.
Usability: Not actually a pain. 

Darker Forts

Concept: “Adds THREE new dungeons and accompanying characters to DARK FORT”
Content:
New settings, characters, monsters, items, and optional rules for solo play; useful for generating themed dungeons on the fly
Writing:
Primarily informational but with just the right amount of creative flair
Art/design:
Strongly reminiscent of Dark Fort
Usability: Like its predecessor, each variant fits on one sheet of paper; doesn’t include custom character sheets

D'ugax

Concept: "In the city of North Gate, the Church of Abundance, worshipers of the goddess Zovra, hires the party to retrieve a stolen holy relic – the jawbone of their saint. 

Meanwhile, a strange symbol is seen around town – a  skull, with a moth in its mouth, and a single eye on its forehead." 
Content: An investigation into the cults of plenty, and their demons.
Writing: Scripted structure establishes witness and suspect statements. Contingent events sketch a timeline of events.
Art/design: Consistent and sturdy single-column layout, thematic cover art, with art of major locations and NPCs.
Usability: Flow of events requires pre-reading. Table of contents and strong section headings for ease of reference. 

Goblin Grinder

Concept: “With such a large infestation of the little scoundrels, it’s becoming very difficult to figure out which one to snuff.”
Content:
A quirky, darkly comedic scenario
Writing:
Sets the tone and provides entertaining depth
Art/design:
Black, white, and pink create a unique apocalyptic atmosphere
Usability:
Laid out according to probable narrative flow

REGICIDE

Concept: “The Queen is dead. Long live the Queen. She squats atop her silk throne”
Content: The end of an empire. A parasite deposed.
Writing: Many hooks and threads ensnare a micro setting at one instant in time.
Art/design: A tightly wound, regal design befitting a 700-year reign at an end.
Usability: Easy to navigate. Requires some translation at the table to be fully compatible. 

Seven Hells and a Dead Paradise

Concept: “in this book you will find Seven Hells to inflict upon your players, and one Dead Paradise. Tie them all together with a Hellish table-crawl, the Eightfold Crypt of the King Orzog”
Content: Seven hells, a lost paradise, a tormented class, body parts, and a dread king’s crypt.
Writing: The history and cosmos of dead gods conveyed in 13 spreads worth of tables and dungeon.
Art/design: Excellent use of public domain imagery as inspiration for the various locals. Tortured sketches of divine punishment.
Usability: Enough material here to flesh out many settings. With an index to use them piecemeal or whole. 

Südglans

Concept: “The southern empire of Südglans sank into the sea, but that was not the final chapter for its capital.”
Content:
An aquatic point crawl across a disturbingly inhabited sunken city.
Writing:
Stylistic, clear, and evocative. Provides a strong framework for running each location.
Art/design: Distressed black and white. Strong and consistent hierarchy. Two column structure.
Usability: Easily Printable. Consistent cues for sensory descriptions, mechanics and stats.

The City Shall be Made Hollow

Concept: “The city is never the same place twice.”
Content:
Creatures, encounters, items, and events with bizarre twists
Writing:
Sets the tone and establishes the setting’s dynamics well
Art/design:
Lots of effective collage work and atmospheric colors
Usability:
Intended as a supplement for The Dead City of Pyre-Chrypt 

The Dead City of Pyre-Chrypt

Concept: “The source of the plague, and great power, is still present, somewhere in the heart of the city, locked in a giant iron ziggurat.”
Content:
A sprawling, horror-haunted necropolis
Writing:
There’s a lot, but it provides appropriate imagery and atmosphere
Art/design:
Largely non-representational but does include some illustrations, particularly in the bestiary
Usability:
Some instructions and mechanics are incorporated into descriptive text

The God of Many Faces

Concept: “HE and SHE must die and a new god must replace them.”
Content:
A strange hexcrawl through Galgenbeck’s heretical underbelly; also includes a set of 4 thematic Powers
Writing:
Provides some compelling images and scenery in a small amount of space
Art/design:
Strikes a strong balance between Mörk Borg aesthetic and the setting’s character
Usability:
Efficient layout with helpful checkboxes for tracking the party’s progress

The Living Statue of Alk Baum

Concept:  “The PCs hear a horrible rumble outside. Followed by a cacophony of screams, shrieks, and panicked voices.”
Content:
An adventure that ties into the Unclean Leporello mythos; includes a release valve for blockage against an immortal foe and alternate endings based on PCs’ (in)action
Writing:
Mostly descriptive with a stat block and Specials for the titular monster, including a mechanic for titanic attacks
Art/design:
Textual design facilitates navigation on the fly; graphics depict the two central characters
Usability:
“Use this pamphlet as best fits your needs.”

Valley of Forbidden Churches

“This sandbox-style adventure presents a series of dangerous areas where players could succeed or fail based on their preparation and cleverness.”
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