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

dungeon

D66NGEON

Concept: “Quick and light dungeon generation for Mork Borg.” 
Content: A one-page dungeon generator that only relies on two d6.
Writing: A quick and efficient style that makes thorough use of each roll of the dice.
Art/design: A well-organized and slightly highlighted plaintext document.
Usability: Designed for quick reference and easy home printing. 

Dark Fort

Concept: “The catacomb rogue enters the stage.”
Content:
A solo dungeon crawler; useful as a generator alongside Mörk Borg’s GM tools
Writing:
Clear and concise; primarily mechanical but with bits of effective descriptive text
Art/design:
More traditional than Mörk Borg’s, but still atmospheric
Usability:
Extremely efficient layout

Darkest Rock

Concept: “A brutal delve into... Vile Geyser, a living cave that they can, if they work hard enough, befriend as a massive walking Caver familiar.”
Content: An adventure, spells, equipment, monsters, and class features designed for literal giant cave monster campaigns.
Writing: An eclectic weird fantasy style drizzled in gratuitously gelatinous glaze.
Art/design: Heavyweight line illustrations and maps accent a flexible traditional layout.
Usability: Can be supplemented with the system-neutral Caver and Cube rules. 

Dead Festival 3

Concept: “A hallowed night has come” 
Content: “A Forbidden Psalm and Last War Annual mini-expansion for the spookiest of months”
Writing: Understated official briefings on four harrowing subterranean misadventures and a desperate last stand against the dark.
Art/design: Found documents and strangely doctored battlefield illustrations and photographs.
Usability: Requires Forbidden Psalm core rules or The Last War variant. 

Death

“Enter into the St. Verhu Acadamy and discover the dark secret lying below.”

Death and Pestilence

Concept: “Disease is spreading from the Restless Hills, carried by centipedes and beetles.”
Content:
A deadly, disturbing dungeon full of pure weirdness
Writing:
“Quasi-ethereal necromagical death-tendrils” is an apex example of what you’ll find here
Art/design:
Excellently integrates text and graphics into the dungeon map
Usability:
A little visually overwhelming at first, but easy to navigate once you have a feel for it

Death Temple Sztun

Concept: A “hyper-linear murder gauntlet of a dungeon crawl”
Content:
Some nasty creatures and permanent effects (including abrupt deaths)
Writing:
Concisely creates a strange, ominous atmosphere
Art/design:
Maps are clear without sacrificing visual style
Usability:
Color and typography strongly supports easy navigation

Backer reward for the Feretory funding campaign

Death Ziggurat in the Forest

Concept: “King Sigfúm the Kind has heard news of a suicide cult... (bring) him the cult leader dead or alive.”
Content: A cult leader knapping forest crawl.
Writing: A table of general locations, encounters, and treasure classes to outline your own adventure.
Art/design: Gray as a tomb, with a backdrop of the Sarkash forest, and headstone-reminiscent serif fonts. 
Usability: Available in printer-friendly-ish gothic gray. Separate png with a numbered map. 

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. 

Den of Disarray

“A randomly generated dungeon for Mörk Borg that contains one of the biggest secrets of the dying world”

Devil’s Tomb

Concept: “A dungeon by Johan Nohr […] made using the MÖRK BORG digital dungeon generator.”
Content:
Eclectic bordering on an acid trip, but strangely charming
Writing:
Stitches randomly generated features together in interesting ways
Art/design:
Map breaks perspective to efficiently depict three-dimensional space
Usability:
Navigating the two halves of the sheet simultaneously can get tricky; number the rooms with your own blood

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. 

Dungeoneer's Black Book

Concept: “Welcome to the Dungeoneer's Black Book, a collection of boggy holes and haunted cellars. No evening shall pass without the gruesome, ultimately inevitable death of a beloved character.”
Content: 16 dungeons in a disturbing array of contents and formats
Writing: A variety of adventures await you with their own unique styles. The only guarantee is misery.
Art/design: A engrossing (sometimes gross) exploration of dungeon layout and illustration.
Usability: With a variety of design formats, make sure to read your selected dungeon before the session.

Elk Deathyard

Concept: “Among the dead and those that refuse to stay still, even the accursed fear the true silence.  
When you can’t hear anything but your breathing, you might be
close to the-”
Content: A Tveland Cabin Crawl.
Writing: Supernatural horror. Full of foreboding. With shocks and twists as well as horror tropes.
Art/design: Design elements emphasize a descent into darkness.
Usability: Mini-map, representative spot illustrations, and clean layout aid in table reference. 

Endless Flesh

Concept: “You were sent to rescue Tergol’s lost Scroll of Endless Flesh... Find it and bring it to the church!”
Content: A solo endless fleshcrawl.
Writing: A concise solo game. Establishing tone and self-contained mechanics in two pages.
Art/design: Cleanly formatted black text over a fleshy pink background.
Usability: Includes downloadable character sheet. 

Expanded Tables for Mörk Borg

Concept: “These tables can be used instead of or in conjunction with those that are in the core book.” 
Content: See above
Writing: Consistent and parallel in its overall misery and tone.
Art/design: An aged parchment, with the occasional spot illustration in a tight two-column layout.
Usability: Dense but approachable plaintext. 

FantasticJean's Misery's Keep

Concept: “an independent production by Jean Verne… hastening the final Misery” 
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls… 
Art/design: A magazine print production, depicting the keep through a surrealist collection of public domain imagery.
Usability: Functional, accessible, and visually rich. 

Fate's Folly

Concept: “Slowly, slowly, the wheel begins to turn, dragging you into its unending journey.” 
Content: An abbreviated tour of the wheel of fate.
Writing: Six randomized stages of a fool’s journey, manifest as (potentially) miserable encounters.
Art/design: Select tarot imagery presented to provide inspiration and context for each new chamber.
Usability: For a satisfying evening trapped by temptation and diversion, also available in plain text. 

Feculence

Concept: “Start on the backside!”
Content: A dung’eon crawl to play on the toilet.
Writing: Filthy and fun. A delightfully nutty rules texture with the occasional crunch.
Art/design: Unexpectedly clean text layout. Perfectly legible on paper. Less so on toilet paper.
Usability: Available in A5 and half-letter. Accommodations for public bathroom play are provided in extras. Your results may vary. 

First, Do No Harm

Concept: “You’ve been dispatched to fetch Erling from the Raven’s Claw Sanatorium, a patient who is scheduled to be hanged at daybreak on the steps of the Basilisks’ basilica for their crimes of devil worshiping.”
Content: A mystery in a haunted house style asylum, complete with sanity mechanics.
Writing: A transportation of cinematic haunted asylum horror to Mörk Borg.
Art/design: Abstracted text dungeon utilizes typographic elements to imply the structure and functionality of each location.
Usability: Mixed perspectives in an abstract format leave encounter design occasionally open to interpretation. 

Flails Akimbo

Concept: “The players wake up with a pair of weapons nailed to their hands […] participating in a brutal game.”
Content:
An arena-style adventure with special mechanical conditions
Writing:
A good balance of exposition and stats
Art/design:
Brings a familiar but distinctive character to Mörk Borg’s aesthetic
Usability:
Kill your way to freedom

FLESHEN CHRYPT

Concept: “To delay the inevitable Miseries, you must survive the dangers of FLESHEN CHRYPT!”
Content: A flesh fueled tome crawl.
Writing: An instructive, condensed slurry of fleshy flavor.
Art/design: At once mildly grotesque, and comically irreverent. 
Usability: Uncrowded design and visual cues make for a highly functional 1-page dungeon. 

Fool's Gold

Concept: “The Basilisks have imbued the alchemist with great power, anything they touch turns to gold. Return them, dead or alive and great wealth and power shall be bestowed upon you.”
Content: A search for a prized alchemist in the horror house of Althus the Demented. 
Writing: Descriptions that naturally produce a narrative but allow for interpretation. 
Art/design: Informative sidebars and minimap features in clean black and white. Typographic and illustrative elements endcap the reference text. 
Usability: A slightly more expansive introductory dungeon inspired by Rotblack Sludge.

For the Rich & Foolhardy

Concept: “Enjoy this dungeon I made in a few hours”
Content: A siege beast scrap-crawl.
Writing: A direct and accessible style with thematic core mechanics.
 Art/design: Gritty maps, illustrations, and script that blend smoothly
Usability: Elongated text may hinder reading. Siege Beast included in Powderburned Scoundrel.

FrogmentSoul’s Misery’s Keep

Concept: “an independent production by Samuel Ortega… hastening the final Misery”
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls…
Art/design: A clean coal gray, with dramatic yellow spot illustrations, and room descriptions framed cleanly around the castle map.
Usability: A separate unlabeled minimap is provided for player reference. 

From Bloody Angels Fell Venemous Truths

Concept:
“The graves are disturbed
The weeping won’t stop
Delve deep
Delve true
Die”
Content: An angel weeping, zombie bleeding tomb crawl.
Writing: Compact mechanics with descriptive fragments to embellish at the table.
Art/design: Simple polished black and yellow dungeon. Text boxes separate locations, encounters, and creatures.
Usability: Easy to reference. Pre-reading enhances understanding.

Frozen Hellscape

“Ever wanted to go to the frozen, colourless wastes of Kergus? Fancy introducing your party of renegades and hopeless vagabonds to an oversized, selfish gangster running the underside of Galgenbeck?”

Frusna Norr

Concept: “By greed, courage, or stupidity, you find yourself mounting the Frozen Steppe; should you survive, its contents are yours. Beware, though, for it is said the King still holds Frostkeep, and he dislikes unannounced guests.”
Content: A frigid castle crawl.
Writing: A series of tangible room descriptions and intangible encounters detail the sombre history of this frigid place..
Art/design: A lightly textured black and white layout with dynamic typographic elements and sharp spot illustrations.
Usability: Also available in an untextured print-friendly version.

Gremlin Horn

Concept: “Can you retrieve the Gremlin Horn from the Goblin's clutches before they send their red armies to slaughter the land in a wave of desolation?!”
Content:
A dungeon filled with transforming gremlins, stat blocks, a nifty unique item, and a complementary gremlin-infected character class
Writing:
Includes multi-sensory descriptions of locations with some vivid imagery (with particularly memorable interpretations of goblin-engineered audio equipment)
Art/design:
Ground’s color and texture (and the illustrations) creates manuscript feel; original representations of gremlins adds character and liveliness to the central focus; use of red in particular unifies the text, images, and adventure concept
Usability:
Color differentiates portions of text for easy reference and use

Greyson’s Forest

Concept: “Find Mardach's garden and the moshruums within.” 
Content: A secret garden, of sorts. Plenty of fertilizer at least.
Writing: A legend, of unclear message, and plenty of textual evidence it’s about to go horribly wrong.
Art/design: Fuchsia fungi feed mustard trees near a fertilizer-free two-column layout.
Usability: “To be continued...” No, seriously. 

Halls of Purgatory

Concept: “The PC(s) […] find themselves in a furniture and home accessories dungeon.”
Content:
An endless nightmare of forced commerce
Writing:
Concise with subtle humor; highly effective in both capacities
Art/design:
Look at the map. Realize you’re in hell.
Usability:
Escape is an option, but winning isn’t

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

Hatred

Concept:
“Burn them all vvitches and wizards
set fire to all that bring the miseries”
Content: An inquisition-powered torture-crawl.
Writing: Effective description makes a surprisingly painless experience to run.
Art/design: Sharp illustrations gird single-column descriptions of a bloody-minded cult.
Usability: Legible and easy to reference. 


Helm of Awe

Concept: “Enter as three and be free”
Content: A Norse myth puzzle crawl.
Writing: Encounters that heavily reference mythological events and figures.
Art/design: A map and protective ward.
Usability: More likely to confound the enemies of the Æsir.

Holy Artifacts of the Sacred Tragedies

Concept: “The powers and locations of artifacts made from the remains of the Sacred Tragedies... that gives insight into the Order of Her Devoted Midwives sect”
Content: Three single-sheet pamphlet adventures, and one on a new sect of the One Trve Faith.
Writing: A plausibly disturbing take on Basilisk worship which ties the adventures together into a larger optional campaign.
Art/design: A consistent palette makes for a cohesive collection, while exploration of contrast differentiates each pamphlet.
Usability: Well designed for use as a physical prop at the table. Get them in print if you can. 

In the Bluelight

“Takes characters deep beneath the barren wastes of Kergüs, where an ancient artefact that holds the power to stop the Miseries afflicting the world lies buried beneath the ice”

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

Isbjörn

“A huge polar bear died in the forest. Brave villagers investigated and never returned. How did the bear get into the forest and where did the people disappear to? Climb into the deepest bowels of a giant bear and find out.”

Johan's Silver

Concept: “Glory, Glory! Their riches come rising!” 
Content: A brief stint down King Fathmu’s Shaft.
Writing: A clever timer in a tide of boiling silver. A problem Fathmu probably shouldn’t learn about.
Art/design: Reads as a mining complex with reflux issues.
Usability: Think fast, or get smelt. 

Kavlov’s Sanctuary

Concept: “Explore the dread-filled halls of Kavlov's Sanctuary and uncover the ancient secrets and betrayals that could determine the fate of the world. But be warned, your actions have consequences” 
Content: A demon-bound mega-dungeon crawl. A campaign setting with 13 unique dungeon locations, 5 new classes, monsters, bosses, magic items, and gear.
Writing: An interwoven series of thematic dungeons centered on demonic corruption.
Art/design: A dense but visually organized two-column layout, with classic grid maps and charming comic illustrations.
Usability: Color-coded dungeon locations aid navigation. Separate maps provided. 

King of Broken Night

Concept: “Delve into the Halls of Droning Bone! Get lost in the Interstitial Tracts! Harvest the power of a localized solar phenomenon! Talk to a sentient slime mold! Wield the magic of effects pedals!
All these curiosities and more yet await in this crenelated and conjured cylinder.”
Content: A modular viscerolithic tower crawl of perpetual aspect.
Writing: Four luxuriously stylized tower floors with enough material to stand alone anywhere in the dying world, wrapped delicately in the glacial resolve of a wizard’s decadent solipsism.   
Art/design: N/A The tower is reconstituting itself and remains plain text… for now.
Usability: Can be consumed in a single grand adventure, or cracked open to pick away at as you please.

Kracken 777’s Misery’s Keep

Concept: “an independent production by Winston Smith… hastening the final Misery” 
Content: A miserable keep-crawl, redecorated, again.
Writing: A dastardly villain, a towering castle, treasure to steal, and dolls… 
Art/design: A tasteful teal and violet cover, hand-drawn illustrations, and modified public domain imagery engage a classic mini-map sidebar design.
Usability: Functional, accessible, with a recognizable top-down castle map. 

Kult of the Ouroboros

Concept: “In the sacred sanctuary, Job patiently awaits, extending an offer of transcendence and deliverance from the ever-watchful gaze of oblivion.” 
Content: A karmic snake kult crawl.
Writing: Full of moral quandaries your scvm will probably ignore, which might arguably be for the best. Transcendence is subjective.
Art/design: Delightfully detailed overhead map, and characterful NPC illustrations stylistically placed highlight a structured two-column adventure layout.
Usability: Minimalist minimap makes for easy room orientation reference during play. 

Kult Proroka Pnączy (The Cult of the Vine Prophet)

Concept: “Odkryj tajemnicę złowrogiego Kultu Proroka Pnączy i staw czoła jego groźnym wyznawcom w ekscytującym jednostronicowym module do Mörk Borga!” 
Content: A overgrown, larva-infested, basement cult-crawl.
Writing: A convincing cult hideout. With agency, ecology, and ingenuity. Captured in a moment.
Art/design: Grimy and vine-choked isometric map captures a moment in time.
Usability: Stylish and organized. Polish & English language. 

Lair of the Lizard Cult

Concept: “Unearth what putrid secrets (and shiny baubles) lie in the dark, guarded by those whose skin has turned to scales and whose blood has cooled to ice.”
Content:
There’s a lair with some lizard cultists in it. Also some trapped Schleswig marshals and a cursed blade.
Writing:
Primarily descriptive and concise
Art/design:
Main PDF is primarily written freehand, which gives a unique texture but may slow reading
Usability:
Includes a plaintext version as well 

Lake of Oil

Concept: “Will you embrace the Fish?”
Content:
A dungeon focused on a flaming fish, sacred fire, and the fellers that worship them
Writing:
Fairly concise and focused more on actionable content, letting the map convey visual character and atmosphere
Art/design:
Large, yellow room numbers against a greyscale (but nicely illustrated) map make navigation easy for GMs; descriptions are presented alongside or overlaying the relevant locations
Usability:
Highly flammable

This entry was sponsored by Philip Meagher as part of the Ex Libris RPG crowdfunding campaign.
“Just a very simple and fun dungeon! Well laid out and easy to understand, my player had dark vision (playing a night witch) and refused the torch to look cool but was shocked when the Feller turned aggressive! There’s a lot of room for things to go sideways as well though my player suggested editing the riddle by removing the third line to make it a bit harder and to have a chance at all hell breaking loose. Overall an excellent dungeon!”

Level 018

Concept: “A loose alliance between three thinx rules this level. They are "farming" wickheads.”
Content: A candelabrum of wickheads, tended by a trio of grotesques.
Writing: A concise utilitarian adventure designed for active reference.
Art/design: Visual and typographic elements cater to rapid identification/categorization.
Usability: Available in many accessible formats.

Level 20: Lair of the Flesh-Diver

Concept:  
“SEE! Bodies that have been recently eaten, or being eaten! 
HEAR! The sounds of flesh being digested and the screams of insane cannibalistic monsters! 
SMELL! The stink of burning flesh and rotting biological matter! 
TASTE! Rosemary sausage! 
TOUCH! Nothing, if you're smart! 
LOOT! Dangerous custom cutlery! 
KILL! Hordes of hungry, darkness-dwelling denizens!”
Content: A deep dive into a dark cannibal dungeon.
Writing: Sensorial text provides an in-depth and narrative description of events and encounters.
Art/design: Traditional adventure layout highlighted by eerie maps, depictions of butcher’s tools, and flushed purple accents.
Usability: The level of detail may require some review before your session. 

Level 21: F L E S H

Concept: “The end is near, but to get there you must pass through a disgusting mess of flesh, blood, and bone to open the final door and see what awaits you.”
Content: A “fantastic voyage” through an inhuman body.
Writing: Literal body horror. You’re in a body, and it’s horrible.
Art/design: Fleshy maps, scratched out sketches, and hand lettered teeth bulk out an irregular two column layout.
Usability: Consistent visual hierarchy aids in navigation and reference. 

Level ? “Proving Grounds”

Concept: "A heavily driven dungeon level" 
Content: A railroad mine-cart torture funnel “fun”geon. 
Writing: Clear Mechanistic descriptions of actions and events at each station.
Art/design: Map, art, and text interleaved and coarsely integrated.
Usability: Beware the layout of station 6. Prepare a boring biography for station 4. 
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