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

village

Among the Blood of Thine Enemies

Concept: “There are 3 cultists among you. You have 24 hours.”
Content:
A general scenario and 12 NPCs to do with as you will
Writing:
Lean but colorful and evocative
Art/design:
Almost entirely typographical, but leverages layered text as a visual figure of how the PCs’ work will ultimately be overwritten
Usability:
Requires some elaboration from the GM, but the bones are there

Amputechture

Concept: “You find a well equipped corpse along the side of the road. It has no face. When you examine it more closely it breathes to you ‘don't pretend that I'm not alive’... ‘Find the stone circle, stop the Baphomets before they kill us all’”
Content: A phantom limb crawl.
Writing: A story-driven dungeon crawl of possession, exorcism, maggots, entrails, rituals, and blood.
Art/design: Grisly isometric map enshrined in vinyl, gruesome cover, and a track listing of an adventure layout.
Usability: Easy to read, simple to navigate, trivial to compel your scvm with a good old-fashioned possession. 

Anthelia’s Visage

Concept: “He spent the last days of his life carving a statue of his beloved Anthelia... leaving only a window into the chamber, that people may look upon them in their reverence.” 
Content: An ink spilling, statue smashing cavern crawl.
Writing: A dark folk-tale narrative for scvm to trample right through.
Art/design: A mixture of print and splattered ink illustration across a flowing adventure layout.
Usability: Consistent visual cues guide readers through the adventure. 

A Piece of Rotten Fish

Concept: “Two feuding and starving fishing hamlets. One tasty rotting carcass of a giant sea monster in between.”
Content:
Contains detailed information about the settings as well as copious random tables
Writing:
Very text heavy, and the writing carries a lot of the descriptive weight
Art/design:
Fairly straightforward single-column layout in black and white with some yellow highlights and lots of grody illustrations
Usability:
Includes a separate handout of images and maps for the players

Auld Clootie’s Bairn

Concept: “What has happened to suddenly change the behavior of little Angelica…and how can the Mercer family fit in to their new community?”
Content:
A surreally mundane adventure with a troubled tot
Writing:
Provides lots of detail and dialogue as well as suggestions for alternative plots and a metric ton of nasty insults
Art/design:
Primarily designed around navigating events and conversations delivered via text
Usability:
Ready to use out-of-the-box but can also be tinkered with and adapted to GM taste and need

A World Lit Only by Fire

Concept: “Inspired by Godflesh's album A World Lit Only by Fire and the TSR module Against the Cult of the Reptile God”
Content:
An accidental quest to save a town from a regime of vampires
Writing:
Primarily descriptive and mechanical but with some appropriately bloody imagery
Art/design:
Easily navigable map and clearly delineated tables and stat blocks
Usability:
Even if the PCs succeed, they may still fail (horribly)

Beyond Deep

9 contributors
Concept: “The secluded mining town of Bereleah has been ground down by the exploitation of Thunder Trove Mining, its inhabitants grasping for survival at the treacherous edge...” 
Content: A company town atop a Black Rock pit of horrors. 6 locations, 6 side quests, 11 artifacts (14 if you count cursed ones), 7 NPCs, and 10 monsters.
Writing: A moral quagmire inspired by the complex relationships and power imbalances of mining communities.
Art/design: Coarse, gritty, and at times dark illustrations and isometric maps in a rich black and white format. Organized two-column layout.
Usability: Highly legible. Available as a soft cover or pdf. 

Blunderbuss

Concept: “No one remembers Blunderbuss’s original name. Everyone knows how it got its new one.”
Content:
A trigger-happy township with some heavy-duty arms
Writing:
Provides some context for the encounter and mechanics for getting shot by a blunderbuss
Art/design: Good use of color and form to pick out significant information
Usability:
Provides the basics and leaves lots of room for the GM to make it their own

Cold Dead Fingers

Concept:  “Mere days ago a terrible thunder shook Kergüs as a colossal stone plummeted through the clouds and into the frozen surface of the lake.” 
Content: A mist-shrouded, gold-prospecting, frozen lake crawl.
Writing: A instructive and elegant hex crawl that rewards exploration consistently with meaningful choice. 
Art/design: A single column, segmented plaintext layout, with color coatings and established GM advice.
Usability: Currently in prototype, expect legibility to go down as style goes up.

Colour of the Void

Concept: “for use with any level adventurer because they’re all doomed anyway”
Content:
Missing persons in the valley of unfortunate undead. Desecrated tomb. Horror unleashed.
Writing:
Cinematic style narrative encounters. Flexible dungeon crawl descriptions.
Art/design:
Mix of comic style art & open-source images. Experiments with borders and breaks.
Usability:
Cinematic style adventure. Clear maps with traditional indexes. Referenceable mechanics.

Corpsewake Cove

Concept: “There is no nest of scurvy rats as foul or felonious as the pirates of Corpsewake Cove!”
Content:
A self-contained, sandbox-style swashbuckling adventure from inciting incident to bloody climax
Writing:
Text-heavy but clean, clear, and effective on all levels; includes lots of description as well as stat blocks, tables, and other mechanical components
Art/design:
Balances out the verbal elements with lots of vivid, nautically themed designs
Usability:
A fair amount of content and moving parts to manage, but nothing a seasoned and conscientious GM can’t handle

Dance Macabre

Concept: “The Rat King takes his rightful throne, and he demands you DANCE!”
Content: A rodent sensation. It’s sweeping the nation. Plague!
Writing: Clearly telegraphed rat-catching adventure, complete with moral quandary, and incarnated miasma.
Art/design: A crowded, yet clean, pamphlet adventure containing inviting iconography in distressing contrast with its content.
Usability: Spend an evening dancing the night away, painting the rats red, and setting fires. 

Daughter Destroys Dragon

Concept: “The mountain, called "Mountain Crown" by the townspeople, has long been home to dragons, who occasionally appear in the city and steal away treasures. 
In other words, treasure is sleeping in that mountain.”
Content: A dragon kidnapping, treasure, and a demon exorcism.
Writing: A twist on a traditional fantasy adventure narrative.
Art/design: Engaging and dynamic sketches highlight characters and locations.
Usability: Simple concise adventure structure with randomization elements to enhance improvisational gameplay. 

Fimbulvinter

“Set in the northern town of Kunsama, where the villagers are trapped in eternal winter, have turned to cannibalism to survive, and are plagued by Unfortunate Undead”

Flails at Chrimbo

Concept: “Your insane sister apparently sent the children Flails this Christmas. Flails!”
Content:
A sandboxy, randomized crawl through streets beset by flail-wielding tykes. (Yes, it is as dark and hilarious as it sounds.)
Writing:
Multiple tables for different types of encounters, suggested destinations, and a grim finale
Art/design:
Primarily textual, but well-organized to do its work effectively
Usability:
Facilitates linear flow through the document

Loading next page...
Page 1 of 3 Next page