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puzzle

Descended like a dove...

Concept: “A puzzle ridden adventure with a very different enemy waiting at the end”
Content:
A four-room dungeon with an ironic take on Christian iconography
Writing:
Clearly describes the surreal dynamics of the dungeon and puzzle solutions
Art/design:
Typographical choices make the dungeon easy to read and reference; illustrations and other design elements contribute to the overall atmosphere
Usability:
For expediency, GMs should review thoroughly before playing

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.

How Dost Though Like Them Eggs?

Concept: “The room is indeed empty but it is diabolically trapped.”
Content:
A room featuring d4 traps and d6 trigger sounds
Writing:
A descriptive passage with mechanical exposition of the situation and individual traps (with clever names)
Art/design:
Color and visual elements delineate each section for easy reference
Usability:
Caution: contains disturbingly naked imps

Queen Hate

Concept: “The Queen was betrayed... Hate kept her alive, warping her body and her prison... those who lost everything bow before her.”
Content: A nauseating, poison shrouded temple to bile and frothing rage.
Writing: Consistent theme and tone throughout. Filled to bursting with literal and symbolic bile.
Art/design: Consistent design cues in a clean practical design. Plus, a disturbingly grainy image of Queen Hate herself.
Usability: Clean map, clear sensory references for crucial elements. Encounters do hop from room to room. Some DM review prior to the session is advisable. 

Take then thy bond

Concept: “The voice inside your head commands you: Travel to the wastelands and find the wretched peak. Scour its halls. Bring me its heart, the rest of the treasure is yours.”
Content:
A putrid pyramid crawl full of heart—and other organs.
Writing:
Encounters are lively and responsive, often in unexpected ways. Pregnant with activity.
Art/design:
Bold cover art of the titular encounter. Table of contents and mini-map layout aid in navigating this moderately sized adventure.
Usability:
Encounter descriptions diminish accidental revelations. Surprises reach player and GM simultaneously. 

The Road of Light

Concept: “The road of light has chosen. You have no choice but to follow.”
Content:
A linear sequence of puzzles with two new optional classes
Writing:
Vivid descriptions of locations with clearly delineated key reference points for GMs
 Art/design:
Organized and designed for easy use; plentiful and consistently excellent illustrations throughout
Usability:
PCs will permanently change class at least once; the first part of an ongoing adventure

The Tomb of Galien

Concept: “Venture into the tomb of the powerful warlock Galien in search of riches and arcane knowledge.”
Content: A warlock's tomb with a very “protective” familiar.
Writing: Puzzle design that anticipates flexibility and player agency when possible. Encounter design that incorporates complicating elements if the conflict drags out. 
Art/design: Subtle use of images to enhance the navigability and reference of the text. Strong back cover illustration of Gnash. 
Usability: Short, sweet, and referenceable adventure. 
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