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

puzzle

A Tomb of Twins

Concept: “A shadow looms over Dreklow.” 
Content: A vial-fueled, twin filled, betrayal of a tomb crawl.
Writing: A tomb complex of factions, puzzles, mystery, and plenty of backstabbing.
Art/design: Dark, fluid, and scoured mixed media entombed in a clean two-column layout.
Usability: Consistency in structure and hierarchy make quick reference. 

Abyss of Hallucinations, Vol 2

7 contributors
Concept: “None remains but thought, and this verily is false”
Content: A guidebook to the abyss and its transformations. 9 “Locations”, 12 occult relics, Chaos, 6 denizens of the abyss, D77 Corpses, arcane Miseries, a dungeon generator, and a damn anti-puzzle. Not to mention the included chance at rebirth.
Writing: Highly symbolic, deeply layered. At times tragic, ironic, paradoxical, and funny. You’ll get out what you put in. Honestly, “Do what thou wilt”
Art/design: A gorgeous physical specimen, clad in textured pink and gold.
Usability: Strong map illustrations, stylized headers, and clear structure lend clarity to a chaotic realm. 

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

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. 

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 Hidden Hemlighet Prison

Concept: “Укрытая холодными лапами Кергюса, эта тюрьма - маленький лимб для дворян, откуда лишь два пути, и оба ведут в ледяную могилу.” 
Content: A frozen aristocratic prison resurrection-crawl.
Writing: A notorious prison where nobles pay to live out their death sentences, with corruption revealed behind every door.
Art/design: A gorgeously rendered isometric map and character illustrations paint a clear picture of each encounter.
Usability: Highlighted room illustrations with each encounter for easy reference of details on the map with each encounter. Available in Russian. 

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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