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Alas Poor Ottö

“Ottö has retreated to the alchemical workshop, to help himself to all the liquor he can find. He has inadvertently mixed several potions together in his guts, and the weird magical concoction has had peculiar effects...”


6 contributors
Concept: “Children keep disappearing in the forest. But no one dares to visit the abandoned ruin, which juts out of a clearing like a rotten tooth. Whoever crosses the threshold is confronted with a force that scares even the Inquisition. Everything is alive.”
Content: A basilisk-bonding, child-abducting, palace of a flesh crawl.
Writing: A full-bodied blend of humor and horror that spares no raw material.
Art/design: A well-built manor of an adventure design, with tormented sketches, and fleshy full-color illustrations.
Usability: Easily referenced adventure design. A follow-up to Den of Disarray. 

Court of the Black-Hearted Gnome (Dwór Czarnego Gnoma)

Concept: “Like Scorched Ruins the Black Gnome Manor protrudes from the city. Once the gesture of his hand overthrew the kingdoms, now it only rules over the remnant of his deformed mansion.”
Contains setup, gossip, hooks, random encounters, minor loot, and the dungeon itself
A balanced mix of description and mechanics, all fairly concise
Solid design, both graphic and typographic
Adopts Rotblack Sludge’s extremely efficient dungeon presentation

Darker Forts

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


Concept: “In the town of Harrowshade, tucked away in northern Grift, a somber gloom engulfs the lives of the inhabitants.” 
Content: A Sölitary Defilement Grift-crawl to string you along and leave you in stitches.
Writing: Contains enough rotten detail for engaging solo or GM-less play. With secrets hidden in the navigable text.
Art/design: Inky illustrations and rich textures in a fluid and navigable layout.
Usability: Contains portions of The Grisly Fare, The Fleshmonger, and Vorgs by Unit Six. Available in a variety of full-color and print-friendly formats.

House of the Hollow

Concept: “A mysterious moonlit manor – home to a retired adventurer in the midst of a terrible transformation”
A horror-themed, investigative adventure
Highly focused on delivering important details and atmosphere with a minimum of words
Clean, neat layouts optimized for easy use
The narrative surprise and subtlety may be lost on players who tend to rush in with swords drawn

Invitation to a Dark Masquerade

Concept: “You are cordially invited to Volkenhard Manor in the city of Galgenbeck to attend the annual Masquerade. Masks and costumes required. 
Speak of this to no one.”
Content: A meaty masquerade.
Writing: A sensuous adventure full of social engagement. No mystery here. Only light cannibalism. 
Art/design: High contrast black and white trifold. With somber and weighty character illustrations.
Usability: References Mörktober by Exeunt Press. 

Manor Most Foul

Concept: “Greed, gore, romance? None of that matters as long as you can get to the hidden vault” 
Content: A lovingly macabre manor crawl.
Writing: A tragic love story (of sorts), reenacting its terrible pursuit this night for your voyeuristic pleasure.
Art/design: Full of coarse texture and bright color, a feast for the eyes, with a surprising emphasis on the eyes.
Usability: I'm not joking about the eyes. I may have exaggerated the voyeuristic pleasure. 

Monkey Murder Manor

“The characters venture into the depths of the venerable Manor, attempt to steal treasure, uncover its dark secrets, and kill a lot of monkeys along the way.”

Murder Party at Dark Manor

Concept: “Players recive a mysterious invataion to a dinner party for a reveal of Master Cadwell's latest invention.”
Dinner and a murder mystery with an interdimensional twist and an escalating fear mechanic
Primarily descriptive; incorporates relatively few formal components
Designed for reading and prep before play rather than heavy in-game usage
Does not provide stats for NPCs

Murkwürst is burning

Concept: “Harsh and bleak, the mining village of Murkwürst is located in a valley of the Wästland... the unfortunate villagers barely survive, barricaded in their unburned house[s].”
Content: A burning village vtt hexcrawl.
Writing: A series of events tables, npcs, and location descriptions to drive the action.
Art/design: Engaging maps and gritty illustrations.
Usability: Integrated with FoundryVTT, references Alles Wird Brennen & Gregor’s Folly. 

One Night at Castle Ghast

Concept: “ be gone before the coming of the dawn, lest the castle disappear and drag them with it to the lands of the dead.” 
Content: A once in a lifetime castle-crawl.
Writing: A traditional ghost story, an inexorable timer, and the highest stakes.
Art/design: Dark, textured, and occasionally effervescent images of spectral manifestations.
Usability: To prolong the inevitable. 

Shitholes: Barebones Edition

Concept: “Unfolding it unveils large golden calligraphy at the top of the page: Hraxet’s Humble Homes... you’ve been swindled into a deal with the devil.” 
Content: The Dying Worlds farcical real estate market.
Writing: Simple mechanics, engaging narrative snippets, seriously terrible shelters.
Art/design: Glamorous cover portrait (of Hraxet?), and pinker than I would expect with the barebones moniker.
Usability: Largely plaintext, good visual hierarchy, and legible font for ease of both reading and reference. 

The Ball

Concept: “In the crumbling, dilapidated manor house of a dead Schleswig noble, a horrific, expanding life-form has taken up residence.”
Four rooms and tables of major and minor treasures
Concise but descriptive with occult imagery
Graphics are more atmospheric than illustrative images
Discrete text blocks laid out for easy use
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