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

trap

Atomic detonation

Concept: “Boom.”
Content: Bada Boom.
Writing: “Castle Romeo” atmospheric nuclear test meets Mörk Borg legal text.
Art/design: Big Bada Boom.
Usability: You’ll find a way. 

Blood Thorns

Concept: “Inextricable wall of bloody brambles”
Content:
A vicious hazard bearing some tasty berries for the brave, foolhardy, or hungry
Writing:
Straightforward descriptions of the mechanics for entanglement and escape
Art/design:
Colors help differentiate text components and differentiate components of the illustration
Usability:
Difficulty and damage intensify as PCs struggle; requires a bit of tracking on the GM’s part 

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. 

Doorway to Blasphemy

Concept: “In the heart of the filthy marshes, you have come upon a keep overgrown and pulsing with an aura not of this Dying World. The heathen has surely taken refuge in this ruin. You’ll find them through the Doorway to Blasphemy.”
Content: A Mörk Borg adventure and Slipgate into the world of Qvke Borg
Writing: Efficiently describes the many dynamic environmental effects and triggers the define Quake level design in text.
Art/design: Sickeningly detailed map with bold colors that emulate classic Quake texture. Clean text layout with efficient sidebars for each room.
Usability: Surprisingly self-contained, only the explosive rules require Qvke Borg to run. Excellent preview to the full Qvke Borg experience. 

False Ballon

Concept: “A sadistic trap disguised as a whimsical party decoration, perhaps deliberately placed.”
Content: Definitely just a balloon.
Writing: 5 ways to kill a Scvm, with a birthday surprise for the sixth.
Art/design: The balloon is happy. The layout is violent. I am happy too.
Usability: Balloons can be placed just about anywhere, even false ones. 

Holy Artifacts of the Sacred Tragedies

Concept: “The powers and locations of artifacts made from the remains of the Sacred Tragedies... that gives insight into the Order of Her Devoted Midwives sect”
Content: Three single-sheet pamphlet adventures, and one on a new sect of the One Trve Faith.
Writing: A plausibly disturbing take on Basilisk worship which ties the adventures together into a larger optional campaign.
Art/design: A consistent palette makes for a cohesive collection, while exploration of contrast differentiates each pamphlet.
Usability: Well designed for use as a physical prop at the table. Get them in print if you can. 

Hungry Chains of Suffering

Concept: “Heavy chains that hunt anyone who disturbs them, and feed on the blood and suffering of their victims until the end of days.”
Content: A susurration of suffocating chains.
Writing: Crushingly measured combat mechanics support a rumored history of suffering and death.
Art/design: A skull faced corpse, suspended from amorphous chains over matching text.
Usability: Easy to use and general purpose killer chains.

Level 21: F L E S H

Concept: “The end is near, but to get there you must pass through a disgusting mess of flesh, blood, and bone to open the final door and see what awaits you.”
Content: A “fantastic voyage” through an inhuman body.
Writing: Literal body horror. You’re in a body, and it’s horrible.
Art/design: Fleshy maps, scratched out sketches, and hand lettered teeth bulk out an irregular two column layout.
Usability: Consistent visual hierarchy aids in navigation and reference. 

Man is the Warmest Place to Hide

Concept: “Something hungry lurks in the dungeon, it has one goal...”
Content: One Shifting Dungeon. The worst game of tag ever. You do not want to become IT.
Writing: A trap-filled sandbox for your scvm to get paranoid in.
Art/design: Simple illustrated maps and public domain images.
Usability: Currently still an ashcan. 

Membrane of Sarkantha & Sarcopha-ghost

Concept: “Two devilish hazards every death-defying dungeon delver must learn to avoid.”
Content:
A living(ish) doorway trap and a melancholic spirit
Writing:
Adds dimension and depth to concepts
Art/design:
Illustrations express the monsters’ ephemerality
Usability:
It’s hard to screw up a Mörk Borg stat block 

Metal Spider Webs

Concept: “Made of tiny filaments of metal, the web can be deployed across any opening.”
Content:
A fairly straightforward trap that puts a hurt on anyone who walks straight through it
Writing:
Folds the mechanics into the descriptive text
Art/design:
Predominant colors capture the core element of this concept: metal and blood
Usability:
Easily transplantable into your dungeon of choice (bonus if it already has spiders in it) 

Mörk Bird

Concept: “Inevitably when its prey looks up to the sky it pounces”
Content: The shadow of a bird.
Writing: Some serious OSR ambush predator energy.
Art/design: Well-organized table layout.
Usability: Don’t look up. 

Nvrsery of the Changeling

Concept: “A spooky nursery that can stand alone (ish) or be added to any Mork Borg dungeon, especially the MORK MEGADUNGEON.”
Content: Not your mama’s nvrsery (I hope).
Writing: A precious story of big mama and her precious little one, and the broken bodies left in their wake.
Art/design: Baby-proofed layout in black, white, and yellow. Complete with a picture of the precious little one and the layout of their humble home.
Usability: Contains a rare modification to existing character classes. 

Odd Fellows

Concept: “The Odd Fellow cult secreted the bodies of its mendicant members in coffins hidden inside the walls and closets of buildings throughout the Dying World.”
Content:
A surprise dead guy who comes out of coffin and does mean things to PCs
Writing:
Some lore about the dead guy and a table of mean things
Art/design:
Illustration in brown and ochre conjures an appropriately moldering atmosphere
Usability:
A versatile and setting-appropriate trap; pretty spry for a dead guy

Take then thy bond

Concept: “The voice inside your head commands you: Travel to the wastelands and find the wretched peak. Scour its halls. Bring me its heart, the rest of the treasure is yours.”
Content:
A putrid pyramid crawl full of heart—and other organs.
Writing:
Encounters are lively and responsive, often in unexpected ways. Pregnant with activity.
Art/design:
Bold cover art of the titular encounter. Table of contents and mini-map layout aid in navigating this moderately sized adventure.
Usability:
Encounter descriptions diminish accidental revelations. Surprises reach player and GM simultaneously. 
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