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corpses

Where there's death, there's plunder

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. 

A Feast Among Friends

Concept: “Please, won’t you join the party?”
Content: Dining at your own funeral.
Writing: A sensuous depiction of camaraderie and cannibalism.
Art/design: A well-dressed skeleton, haloed by the dead, encircled by intense pink text.
Usability: Background illustration and opening text overlay may hinder a swift reading. 

Corpse Burner

Concept: “You were tasked with digging up and burning the flesh from the many corpses that call The Necropolis home.”
Content: A grave digger, of sorts.
Writing: As earthy, ashen, and gritty as corpse de-fleshing.
Art/design: Full panel illustration in the bold color and exaggerated line style of a 70s comic with a punk/metal flair, with text incorporated into the illustration.
Usability: Easy to dig up. 

d66 Loathsome Corpse Mounds

Concept: “A revolting slurry of disease and decay.”
Content:
No explicit mechanics besides rolling, but plenty of scenery and potential for shenanigans
Writing: Full of grotesque, dark imagery punctuated by gallows (midden?) humor
Art/design:
Typographical choices create lots of visual variety
Usability:
Typographical and notation choices may also hinder quick reference, but they don’t substantially damage usability

Dark Fortean Times: A Snarl of Corpses

Concept: “A Snarl of Corpses Dams the River is a deadly terrain trap that forces players to push their luck and make hard decisions under pressure.”
Content: An alchemical accident, a corpse dam, an impending flood, and the rise of the corpse king.
Writing: A simple core concept with delightfully foul framing to make for a truly unique disaster.
Art/design: A floodwater of corpse illustration. Purposeful typographic choices distinguish descriptive versus mechanical text.
Usability: A fair balance between dynamic design elements and accessibility. 

Deck of Corpses

Concept: “A deck of 36 corpses the GM may turn to whenever the PCs stumble across yet another dead body.”
Content:
A heap of bodies, some of whom also have loot
Writing:
Some strange and gruesome remains; not for the faint of heart, but definitely for Mörk Borg
Art/design:
Conservative but effective
Usability:
Includes a unique mechanic involving the official Corpse Plundering table and clock time

Deck of Corpses 2

Concept: “Why are there so many bodies in this dungeon???”
Content: 36 new corpses on cards for your scvm.
Writing: An entertaining encounter for every corpse. As it should be.
Art/design: Functional and consistent.
Usability: Fully compatible with Deck of Corpses 1. 

Degenerate's Crypt

Concept: “At the end of the dark corridor something is groaning in pain, four metallic voices wailing in unison. Not a tomb but a prison, as too often is in these wretched times.”
Content: A degenerate crypt of eternal torment.
Writing: A dungeon as sharp and fluid as liquid metal.
Art/design: Map illustration in styles ranging from the pragmatic to the purely aesthetic. No nonsense dungeon description that’s both aesthetic and legible.
Usability: Consistent and navigable visual hierarchy for easy reference. 

Dungeoneer's Black Book

Concept: “Welcome to the Dungeoneer's Black Book, a collection of boggy holes and haunted cellars. No evening shall pass without the gruesome, ultimately inevitable death of a beloved character.”
Content: 16 dungeons in a disturbing array of contents and formats
Writing: A variety of adventures await you with their own unique styles. The only guarantee is misery.
Art/design: A engrossing (sometimes gross) exploration of dungeon layout and illustration.
Usability: With a variety of design formats, make sure to read your selected dungeon before the session.

Elk Deathyard

Concept: “Among the dead and those that refuse to stay still, even the accursed fear the true silence.  
When you can’t hear anything but your breathing, you might be
close to the-”
Content: A Tveland Cabin Crawl.
Writing: Supernatural horror. Full of foreboding. With shocks and twists as well as horror tropes.
Art/design: Design elements emphasize a descent into darkness.
Usability: Mini-map, representative spot illustrations, and clean layout aid in table reference. 

First, Do No Harm

Concept: “You’ve been dispatched to fetch Erling from the Raven’s Claw Sanatorium, a patient who is scheduled to be hanged at daybreak on the steps of the Basilisks’ basilica for their crimes of devil worshiping.”
Content: A mystery in a haunted house style asylum, complete with sanity mechanics.
Writing: A transportation of cinematic haunted asylum horror to Mörk Borg.
Art/design: Abstracted text dungeon utilizes typographic elements to imply the structure and functionality of each location.
Usability: Mixed perspectives in an abstract format leave encounter design occasionally open to interpretation. 

FLESHEN CHRYPT

Concept: “To delay the inevitable Miseries, you must survive the dangers of FLESHEN CHRYPT!”
Content: A flesh fueled tome crawl.
Writing: An instructive, condensed slurry of fleshy flavor.
Art/design: At once mildly grotesque, and comically irreverent. 
Usability: Uncrowded design and visual cues make for a highly functional 1-page dungeon. 

Frankenstein The Artpunk Prometheus

Concept: “It is true, we shall be monsters, cut off from all the world; but on that account we shall be more attached to one another.”
Content: Stats and character classes for Frankenstein and the Monster; also includes handy tables for random body parts and their sources
Writing: Concise explications of mechanics with some quotations from the novel for flavor
Art/design: B&W layouts visually preserve the source material’s brooding, gothic tone in the eponymous artpunk style
Usability: Use of elaborate typefaces like blackletter and script in small point slows reading 

From Beyond the Endless Sea

Concept: “Cultists, Bloodhawks, secret island temples, wands channeling the Black Wind, loopy hippies, gnarly artifacts, zombified townsfolk, and the ability to loot your bosses' house - and much more - await you.”
Content: A frenzied mob is overtaking Grift, do something about it.
Writing: Deified mob violence unifies multiple sessions in Grift and provides a potential antagonist for long-term play.
Art/design: Design elements convey the compulsions of a waking god. Consistent use of public domain image backdrops.
Usability: Thoughtful design elements on a large-scale aid in utility and navigation. 

His Delicious Corpse

Concept: “You notice his corpse when…”
Content: An encounter with a delicious corpse, and then with its consequences.
Writing: Tastefully epicurean and tantalizingly specific. 
Art/design: The desaturated black and white image of decay and death stands in shocking defiance of the sensual lies written in yellow and black.
Usability: If you’re going to eat a corpse, it should probably be this one. With ready made “flavor” text and a delicious spread of consequences. You’ll definitely be asking for seconds. 
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