Eat Prey Kill - Mörk Borg Bestiary
Overview
Supplement for Mörk Borg that introduces hunting mechanics and bestiary creatures designed to reinforce the system's high-lethality, doom-centric play tone. Creatures emphasize predatory behavior and environmental hostility rather than static stat blocks.
Design Philosophy (from Source)
The supplement emphasizes: - Predatory behavior focus: creatures act as hunters with clear tactical goals - Environmental integration: monsters are part of the setting's hostile ecology - Doom-forward pacing: creatures escalate threat when allowed time/space - Mörk Borg chassis consistency: creatures use standard Mörk Borg mechanics for resolution
Bestiary Organization
Creatures are presented with: - Direct threat indicators (how deadly, what range) - Predatory tactics (what the creature wants, how it hunts) - Environmental clues (signs of presence, lairs) - Mechanical integration with Mörk Borg combat sequence
Referee utility: Each bestiary entry is designed to be run without prep — tactical intent is clear from the entry, reducing lookup time in combat.
Hunting Mechanics
The supplement introduces predator/prey framework:
- Threat detection: Creatures notice potential prey based on environmental noise/visibility.
- Pursuit decision: Creature decides to hunt (vs. avoid/ignore) based on hunger/territorial pressure.
- Combat engagement: If pursuit succeeds, forces immediate Mörk Borg combat sequence.
- Escalation: Wounded creatures or threatened lairs escalate hunting aggression.
Integration pattern: This framework can be used for any environment-based encounter by establishing: What attracts attention? What triggers hunting? What escalates aggression?
Campaign Pressure Integration
Bestiary creatures are designed to create session-to-session pressure: - Creatures hunt the party across multiple hexes. - Lair locations become recurring threats. - Predator packs create territory-control complications. - Environmental depletion (creature starvation) changes threat level.
Applicability: In ecology-hostile settings, this predator framework creates dynamic threat that escalates without referee fiat.
Tactical Monster Design
Each creature emphasizes: - Special attack differentiation (not just damage, but tactical effect) - Desperation behaviors (what changes when creature is desperate) - Environmental advantages (where this creature is most dangerous) - Weakness exploitation (what player tactics are effective)
Referee checklist: - Before encounter: establish creature's current status (hungry? defending lair? territorial?) - During encounter: track creature's HP and desperation state - After encounter: track if creature survived (may return as recurring threat)
Mörk Borg Mechanical Scaling
Creatures are built to work with Mörk Borg's DR (Damage Resistance) system and Omen track. The supplement shows: - How creature difficulty scales with party composition - Which creatures are "deadly at any level" vs. "scaling with player skill" - How creature behavior changes based on combat flow
See Also
- Encounter and Monster Design Patterns - Monster role blueprint and special-attack design patterns
- Monster Special Attacks Table - Quick monster differentiation via special attacks
- Just Use Bears - Simplified creature design for improvisation
- Mörk Borg - Base Mörk Borg ruleset this supplement extends