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

Jam Session II: Album Crawl Rocks the 80s

“Not '80s inspired, not '90s. 1980 to 1989, baby.”
Jam Session II page

Böwhoss’ handbook: notes on internal ignition

Concept: “In this volume you will find the most noteworthy, dangerous and strange encounters of my recent voyages.”
Content:
A variety of NPCs, monsters, and other hazards as well as a new scroll, a malevolent mushroom, an optional Misery-related madness, a relatively benign tavern, and a much less benign inn
Writing:
The first-person POV and travelogue style have a folksy and often irreverent tone
Art/design:
Typefaces, engravings, and paintings reinforce the concept while other graphic elements lend some insidious and esoteric atmosphere
Usability:
Includes player-facing handouts that include lore but no mechanics or GM-specific information

Carnival of Desecration

Concept: “A great carnival stretches out before you. It has been recently set up and the carnival barker outside promises nothing but disappointment.”
Content:
A series of carnival encounters inspired by Triple Live Möther Gööse at Budokan by Green Jellÿ
Writing: Playfully grim and sardonic, just like we like it
Art/design:
“Art and Layout by no one.” Sans serif all day, baby.
Usability:
Adventure flow is largely at the GM’s discretion

Lair of the Lizard Cult

Concept: “Unearth what putrid secrets (and shiny baubles) lie in the dark, guarded by those whose skin has turned to scales and whose blood has cooled to ice.”
Content:
There’s a lair with some lizard cultists in it. Also some trapped Schleswig marshals and a cursed blade.
Writing:
Primarily descriptive and concise
Art/design:
Main PDF is primarily written freehand, which gives a unique texture but may slow reading
Usability:
Includes a plaintext version as well 

Licensed to Ill

Concept: “Listed here are just some of the effects that listening to this LP inflicted upon the Dying World!”
Content: Rules primarily for using and abusing the fabled Brass Monkey, but also includes other Beastly Boys-aligned components
Writing: Takes itself completely seriously, which only makes it funnier
Art/design: A more traditional layout and muted background gradient lend an appropriately dignified air
Usability: Some specialized interactions with other 3rd-party supplements

Lilith's Biblia Blasphemia

Concept: “Inspired by Nurse With Wound's album Soliloquy for Lilith”
Content: “Six otherworldly abominable creatures to kill and maim your player's characters”
Writing:
Stat blocks and copious descriptive text for entries
Art/design:
Features full-page illustrations for each
Usability:
Special abilities are a bit more elaborate than Mörk Borg’s baseline

Now That’s What I Call Mörk Borg

Concept: “Inspired by the 1983 U.K. release Now That's What I Call Music or Now 1.”
Content:
A card set that expands core Mörk Borg components (bad habits, scrolls, hirelings, etc.) … but based on pop music
Writing:
Appropriately concise (since it has to fit on a card alongside the art) but still characterful
Art/design:
Predominantly yellow and pink on black in a unique adaptation of Nohr’s style
Usability:
Project is incomplete

Slaughterhouse Citadel

Concept: “Inspired by Death's album Scream Bloody Gore”
Content:
Includes 11 rooms, 10  tables for room clutter and wandering monsters (just in case the other hazards and inhabitants weren’t lethal enough)
Writing:
Descriptions of rooms and inhabitants are filled with grim, gritty, multi-sensory imagery
Art/design:
Features loads of original art; palette is dominated by red and muted yellow, creating a gory and noxious ambience
Usability:
Incorporates high-level internal links in ToC and at the bottom of pages for fast navigation; random monster table includes page references for print-inclined GMs

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

Time for Tea

Concept: “This teapot will drive your scvm crazy, but the rewards are potentially limitless…at least for the survivors.”
Content:
A surreal string of events revolving around a teapot and some invisible visitors
Writing:
Clearly traces the album’s thread through descriptions and unified, interlinking rules and mechanics
Art/design:
The text’s hues and temperature contrast well against the ground, and its layout amongst the images creates shapes reminiscent of pouring tea or rising steam
Usability:
“Do not include this teapot in your game unless your scvm are ready for: inter-party conflict, spilled blood, hypnotism, memory loss, and light cannibalism.”
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