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

Philip Reed

A Wizard's Dying Wish and Other Tales

Concept: “A collection of four adventures and five encounter hooks, all created for those gamemasters in need of new ideas to throw at the adventurers.”
Content: A compilation of Philip Reeds pamphlet adventures in a hardcover A5.
Writing: A thick and sturdy scaffold of personalities and events to entertain or eradicate your scvm.
Art/design: Expressive depictions of titular characters and artifacts, easy to navigate maps when provided.
Usability: Encounters can easily be dropped in independently but are thematically consistent for a longer campaign. 

A Wizard’s Dying Wish

Concept: “Brauer possesses enough strength to make one final request. Will the party take action to fulfill the wizard’s dying wish?”
A one-room encounter with a cool monster twist and some nasty aftermath possibilities
Devoted mostly to describing the situation and setting, but provides the GM with inspiration and some flexibility
Keeps the pamphlet visually interesting without being obtrusive
Fold it twice and you’re ready to go

Anzhela and the Caged Skulls

Concept: “The woman cackles madly […] and drops the cages, drawing her sword and screaming with a mad rage.”
Content: English breakfast with a side of TPK; running will only make you die faster
Text heavy, but creates a vivid atmosphere and provides psychological depth to the antagonist, something not often found in Mörk Borg
Excellent, expressive depictions of the titular characters
Includes an alternative d6-based encounter-resolution mechanic; a bit more complex than some scenarios, but the additional moving parts make for an interesting and memorable scenario

Atticus Tower

Concept: “The foul bard Rexorn … is busy transforming suffering into music.”
A sonic-themed dungeon with original creatures and NPCs
Mostly descriptive but efficient
Exactly what it should be
A complex but surprisingly easy-to-navigate layout

Box of Terrors

Concept: “It's not only a box.” 
Content: It’s a sturdy box, with 6.25" x 9.25" x 2" of room. When you drop a d6 in it, terror happens.
Writing: Entire encounters, condensed on a lid. Full of flavor, and terror.
Art/design: Sharp illustrations, clean text, elegant drop table design.
Usability: Can hold things, so you can roll things. 

Calo’s Book of Monsters

Concept: “Many a scholar, after spending a day with the book, finds that sleep escapes them that night as the haunting vision of the many monsters described in the book consume their imagination.”
20 monsters as well as a region for them to inhabit and local rumors for PCs to overhear
Provides lots of exposition on each monster as well as multiple adventure hooks and detailed stat blocks
Features detailed black-and-white illustrations against a stylized Mörk Borg-yellow ground
GMs would be well-advised to read each entry carefully and take note of the copious details

Calo’s Misplaced Terrors

Bonus PDF for backers of Calo’s Book of Monsters; contains two new monsters

Chamber of Screams and More

Concept: “Five different 12" x 12" double-sided posters, each a different encounter idea/mini-adventure... Each is a stand-alone and, if I've done things right, will lead to a TPK or as close to one as possible.” 
Content: Five fatal mistakes for your next group of scvm.
Writing: Humorous and harrowing. With deadly accommodations for particularly resilient scvm. 
Art/design: Art-heavy poster layouts with detailed adventure text on the reverse side.
Usability: Clean and calculated for reading and reference. 

Curic’s Cursed Chapbook

“In the days of sunlight, before nightmares blackened the skies and the cursed people claimed the world, there was a traveler by the name of Lukas Curic who enjoyed sharing stories with those he met in the towns and villages of the world.”

D12 Skeletal Encounters

Concept: “The omnipresent skeleton is one of those foes that GMs can always toss at the adventurers when stuck for an idea.”   
Content: "stats for two new undead monsters as well as customization tools and a small table of encounters.” 
Writing: Exemplary skeleton mechanics, and a detailed variety of ways to get boned. 
Art/design: Full-color undead illustrations in a crisp black and yellow folder layout. 
Usability: A skeletal framework that’s easy to read and reference 

Deck of Corpses

Concept: “A deck of 36 corpses the GM may turn to whenever the PCs stumble across yet another dead body.”
A heap of bodies, some of whom also have loot
Some strange and gruesome remains; not for the faint of heart, but definitely for Mörk Borg
Conservative but effective
Includes a unique mechanic involving the official Corpse Plundering table and clock time

Deck of Corpses 2

Concept: “Why are there so many bodies in this dungeon???”
Content: 36 new corpses on cards for your scvm.
Writing: An entertaining encounter for every corpse. As it should be.
Art/design: Functional and consistent.
Usability: Fully compatible with Deck of Corpses 1. 

Deck of Evil Objects

Concept: “Use this deck when you, the GM, wish to add a random object of evil to the campaign.”
A 15-card deck with 3 additional cards (2 for the Deck of Treasures and 1 for the Deck of Secrets)
The descriptions will make you want to use these even though the mechanics will probably kill your character
Sets the tone well without overcrowding a small space
Draw a card. Read the card. Repeat.

Deck of Secrets

Concept: “Use this deck during character creation […] to add background.”
36 violent, sordid, and bizarre selections to flesh out your characters’ personal histories
Well-crafted to inspire players’ imaginations and add compelling depth to characters
Nice, macabre art on card backs, and textured backgrounds add some visual depth to each side
Just draw and then despair

Deck of Terribly Broken Bodies

Concept: “Instead of rolling a d4 and checking the table in the core rules, draw a single card from this deck whenever a PC reaches zero HP.”
38 severe injuries at 4 levels of severity (correlating to the 4 results on the Broken table in the core rules) with different results for different damage types
Visceral, vivid, and violent (obviously)
Overall nice design; use of vivid yellow skulls to emphasize severity is a solid, well-devised feature
Very straightforward so you can focus on suffering from the wound instead of deciphering it

Loading next page...
Page 1 of 2 Next page