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

Christopher Heinrich

Crypt of the Antropophage

Concept: “Deep beneath the catacombs of Graven-Tosk, behind a blood-stained door, a madman works alone…”
Content: “a blood-soaked dungeon of death and depravity”
Writing: Gory, gonzo, goofy, and peculiarly congruent. With a timer that’s sure to rupture a blood vessel or two.
Art/design: Bloody crimson spot illustrations garnish a spread of vibrant red and white text.
Usability: Blood tokens and the map are recommended but not required.

Flail to the Face Episode 4 Companion

Concept: “In honor of our fourth episode of Flail to the Face, we give you a 2d8 table of things that can happen to you when you fall down. Enjoy!” 
Content: An entire slapstick comedy skit involving stairs.
Writing: Completely unrealistic, in that hilariously morbid way. Maybe not the laughing at your friends part. That seems pretty legit.
Art/design: Ominously yellow light highlights some dangerously crooked stares, belying the absolute comedy about to ensue.
Usability: Watch your step. You don't want to fall down the stairs. 

Flail to the Face Episode 5 Companion

Concept: “In honor of our fifth episode of Flail to the Face, we give you the "battery" that our GM ran us through as a travel montage of sorts. Enjoy!” 
Content: A walk through the Valley of the Unfortunate Undead
Writing: Desolate tables capture the valley’s supernaturally oppressive melancholy. With GM annotations full of helpful advice.
Art/design: Barren amber valleys desiccate under clouded golden skies. 
Usability: References, “Eat, Prey, Kill”, “D66 Flails”, and “Candelabra of Blood”. 

Flail to the Face Episode 6 Companion

Concept: “In honor of our sixth episode of Flail to the Face, we give you the Bone Specter, a class for when you want to be both a skeleton and a ghost.” 
Content: WTF is going on here? Sounds like a complex backstory...
Writing: Definitely not skeletal, but certainly transparent enough.
Art/design: “Sometimes you just have to take things at face value and move on.”
Usability: For when your undead character... un-dies. Again? 

Flail to the Face Episode 7 Companion

6 contributors
Concept: “In honor of our seventh episode of Flail to the Face, we give you d20 Random Things Behind Closed Doors” 
Content: D20 reasons to just close the door and pretend it never happened.
Writing: Absurd scenarios delivered with believably serious specificity.
Art/design: Text that frames some serious mahogany, with stained glass that lets in no light.
Usability: As a reward for the over-enthusiastic door checker. 

Flail to the Face Episode 8 Companion

Concept: “In honor of our eight episode of Flail to the Face, we give Förnuft, a skull that talks to you, and only you. Probably. Enjoy!” 
Content: Is it gear, is it a Follower, is it helpful? Is it even a skull? What is this game.
Writing: A moody little table for a skull which may or may not be talking to you.
Art/design: Contains a skull (obviously). Also alternating yellow and red text. Black background.
Usability: You’ll probably regret talking to yourself. 

Level Seven: Extreme Violence Engine

Concept: “a series of gratuitously violent encounters that all build the final encounter. You must survive!”
Content: A choose your own meat grinder adventure.
Writing: Focused on the core of role-playing: Decisions that make perfect sense at the time and the inevitable consequences that come later.
Art/design: Alternatingly hilarious and brutal. Text and images packed into the hopper and occasionally fed through the meat processor.
Usability: GM needs to keep track of some moving parts, but they seriously pay off in the end. An excellent option for a funnel adventure. 

Mörk Borg/OSR Mega-Dungeon

11 contributors
Concept: “While the level themes may not be united, we are united in our end goal: to generate financial support for the American Foundation for Suicide Prevention.
Content: A Monstrous Mörk Borg Megadungeon – For Suicide Prevention.
Writing: A miserable menagerie of authors and styles.
Art/design: Surreal amalgamations of subject and design.
Usability: Each level is distinct. Your utility may vary. 

Nightmare Executioner

Concept: “The executioner's here and he's sharpening his axe.” 
Content: A real axe-man.
Writing: Mechanics that are both brutal and final, as an executioner should be.
Art/design: A weathered and muted layout for an executioner numb to death.
Usability: Just one swing and the job is done. 

Plague Pit Practitioner

Concept: “The pestilence doesn't dissuade you from your duty. This is what you were made to do, shepherd the dying and immolate the dead. Anything to stop the spread.”
Content: An enthusiastic epidemiologist.
Writing: The medieval prepper’s treatise on disease, with surprisingly little malpractice.
Art/design: Rich UV-purple sterilizes a precarious plague-doctor.
Usability: Certainly not inhumane.

Tomb of the Old Dead One

Concept: “Treasure hunters, a bottomless pit with a terrible secret, long-forgotten cells containing the corpses of people nobody remembers anymore, and the animated skull of a necromancer giant. What more do you need?”
Content: A dungeon with a necromancer’s animated giant skull giant animated necromancer skull necromancer giant’s animated skull.
Writing: Short and sweet, lets the mechanics tell the story. with clear references to the core rules where needed.
Art/design: A simple and accessible map of pink and yellow surrounded with alternating lay colored blocks of text.
Usability: Text coloration allows for easy visual reference and navigation.
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