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prison

7 Aboard the Schackel

9 contributors
Concept: “Lady Anthelia of Kergüs, the Blood Countess, sits upon her marbled throne... Those she will not kill she imprisons aboard the hulk named Her Lady's Schackel”
Content: A sinful floating prison crawl.
Writing: Creative framing which reflects Anthelia’s court intrigue in each tortured soul and accursed deck. 
Art/design: Illustrations that channel the influence of the seven, and their sins.
Usability: Randomization elements enhance replayability. 

Against the Cult of the Blood God

Concept: “In a desolate hamlet somewhere between Galgenbeck and Schleswig, they dragged you into a cellar and cast you into a pit. A miserable bunch, waiting for the gallows to be reared.”
Content:
Escape a prison and execution. Or don’t.
Writing:
Split into discrete sections and bullet points for quick reading and reference
Art/design:
Clean, accessible RBS-style layout and graphic design
Usability:
Includes instructions on how to play, handouts, and a content warning

MØRK FÆNGSEL

Concept: “You play as Scäkla, a scum imprisoned deep underground... 
Progress room by room, as you roll dice and draw the rooms as you go, otherwise how will you know which way you went? Anyway, try not to die. You will most likely die.
Content: A solo prison crawl.
Writing: Playful and interactive text which hooks you into the narrative with a tutorial that builds your character even as you begin your prison break.
Art/design: Characterful marginalia simultaneously enhance and age the text. Producing a draft like quality and encouraging both engagement and participation.
Usability: Designed to be printed and scribbled on. Break out your pen. Make a mess. 

REGICIDE

Concept: “The Queen is dead. Long live the Queen. She squats atop her silk throne”
Content: The end of an empire. A parasite deposed.
Writing: Many hooks and threads ensnare a micro setting at one instant in time.
Art/design: A tightly wound, regal design befitting a 700-year reign at an end.
Usability: Easy to navigate. Requires some translation at the table to be fully compatible. 

Seven Hells and a Dead Paradise

Concept: “in this book you will find Seven Hells to inflict upon your players, and one Dead Paradise. Tie them all together with a Hellish table-crawl, the Eightfold Crypt of the King Orzog”
Content: Seven hells, a lost paradise, a tormented class, body parts, and a dread king’s crypt.
Writing: The history and cosmos of dead gods conveyed in 13 spreads worth of tables and dungeon.
Art/design: Excellent use of public domain imagery as inspiration for the various locals. Tortured sketches of divine punishment.
Usability: Enough material here to flesh out many settings. With an index to use them piecemeal or whole. 

ShadowClink

Concept: “Escape the dungeon of the Shadow King!”
Content:
An adventure for the Sölitary Defilement solo-play ruleset; includes scenario setup, encounters, NPCs, special rooms, and rules for backtracking
Writing:
Well written and easy to read with evocative language that helps build the experience
Art/design:
Designed and laid out for clarity and ease of use, but the colors and chain graphics provide some appropriate character
Usability:
Requires Sölitary Defilement to play solo, but also makes a pretty good random dungeon generator for standard play as well

The Burning Gash

Concept: “Imprisoned for a crime you most certainly committed, you need to escape. However, in your first hours in the Gash, you meet someone and need to either take them with you or take them out.”
Content:
Cannibal prison massacre
Writing:
Aside from the introductory paragraphs, short descriptions of locations and creatures, tables for times, and adventure hooks
Art/design:
Mostly sticks to an uneven, fractured-looking two-column format with some illustrations and additional trade dress
Usability:
Nonlinear and presumes creative problem solving
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