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

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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

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

Idle Borg: avert the apocalypse

Concept: “You come to find that the apocalypse can be averted. Hope is rekindled in a hopeless world.” 
Content: An apocalypse-averting, temple-building, village management minigame.
Writing: Rules to pass your final days, spend your last silver, and roll the Misery dice between adventures.
Art/design: A series of generated village locations, defined by bordered text laid upon bordered scrolls.
Usability: Adventure minigame included for stand-alone play. Table of contents included. Reference sheets provided. 

In the Hall of the Goblin King

Concept: “You were ambushed, and now you're running out of time. Just as you've discovered their layer, you can feel the curse taking hold!”
Content:
A race against the goblin curse and an album of your choice
Writing:
Neatly arranged in two columns (scenario rules and concise, efficient room descriptions)
Art/design:
Color and typography choices facilitate quick reference
Usability:
A modular dungeon; depending on rolls and album choice, could be quick and easy, long and excruciating, or fast and brutal

Rituals

“13 priests have been abducted while gathering components needed to perform a ritual that, if performed within the next two hours, may prevent the end of the world.”

Samson’s Dead, Where’s His Head?

Concept: “Find Randal in d8 rounds and return the head to Samson’s body before all the blood drains out and Samson’s protective magicks over Sarkash are lost.”
Content:
An adventure hook and stat blocks for a chase through Sarkash
Writing:
Concise, unambiguous, and to the point
Art/design:
Well organized and cleanly laid out
Usability:
GM will need to fill in incidentals, but the framework is there

The Burning of Galgenbeck Cathedral

Concept: “Onlookers still gather, unsure whether to fight against the blaze and save the temple, or to fan the flames and sate their avarice with molten gold.”
Content:
A cathedral-saving sewer crawl (presumably); packed with characters, hazards, and options for dealing with them
Writing:
Sets the atmosphere and then devotes itself to delivering mechanical information
Art/design: Artwork and color choices work very well together
Usability:
Cathedral map’s numerical markers can be tough to spot amidst the art

The Festering Pit of Mokath

Concept: “Descend into the depths on a doomed quest, the only certain outcome is total ruin!”
Content:
A continually randomized dungeon with rules for fire spreading and damage
Writing:
Plenty of vile imagery and vindictiveness for the PCs
Art/design:
Subdued colors create a somber tone; rooms are nicely presented on the page but detached, allowing the GM to arrange and rearrange them as called for
Usability:
Requires some renumbering and extra rolling on the GM’s part, but worth it to make those scvm suffer
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