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One criticism often leveled at solo roleplaying is that it requires a lot of effort
and is often dismissed as a ‘creative writing exercise’. ROTTENER
BLACKER SLUDGE was an attempt to balance the sense of freedom that a
finely-grained journaling experience gives, with the quick, fluid gameplay that
a more mechanical approach provides.
Although I obviously wrote a fair bit down for this playthrough, most of what
is contained in these pages would have gone on in my head if I was playing
alone, and is intended to illustrate my thought-processes over the course of
the session. At most I’d have drawn the map, written the occasional ‘weak
hit’ possibilities table, and kept notes on any unique creatures I rolled up.
This playthrough uses the SÖLITARY DEFILEMENT solo ruleset for MÖRK
BORG, available for free at 1d105.itch.io. It also provides a complement to
the gameplay example in Sölitary Defiliement, which concentrates on fine-
grained journal-style documentation and overland travel.
The first task was to assign a dungeon DR – I decided to give it the standard
DR12.
d6 Rare Encounters
1. Distraught spirit 4. A sarcophagus
2. Bazar from a distorted dimension 5. d2 Slumbering skeletons
3. A terrible silence 6. d2 Violet butterflies (DR12 Agility
to catch each one, heal d6 HP)
Finally, four special rooms were selected from the Rotblack Sludge map to
give the adventure some form:
After this fairly brief prep, I rolled up a character with Scvmbirther: Kvetin the
Occult Herbalist – see the inner cover for their stats. It was now time to play!
PLAYTHROUGH
0.ENTRANCE
Right, I could do a Micro-Crawl around the crater to find the entrance, but
I’m not going to make a big deal about this, since I want to get stuck in. I
assume that Kvetin is going to find the entrance, but maybe I’ll throw in a
couple of simple yes-no questions, too:
Do I encounter an enemy? 2 - No
Do I find any object? 2 - No
Cool. Kvetin finds the entrance… the Materials oracle tells me that the
trapdoor is made of dirty metal (13, 4). It creaks as it opens…
Kvetin doesn’t have his lantern lit and is relying on light from the trapdoor.
First I’ll make a Presence check to see if Kvetin spots the Nesting Death… if
he does, then there’s a chance he can use Agility to sneak past.
Right, he can just about see the gauzy shadow of the Nesting Death within
the web. But this is a weak hit, so what could screw things up a little? I know:
as Kvetin stands, transfixed in horror, a freak gust of wind blows the trapdoor
shut, plunging the passage into darkness!
Right - Kvetin's choice is now whether to light a lantern and perhaps betray
his position, or whether to just try and navigate the passage at a
disadvantage (e.g. DR14).
Kvetin begins stealthily crawling along the muddy floor of the tunnel. He
doesn’t realise it ends in a junction and hits his head on the wall. He lets out
an involuntary curse.
YES OR NO? ORACLE: Does Kvetin’s curse alert the Nesting Death?
3 - No, but...
No, but… his voice echoes down the corridors, potentially alerting the
denizens of the den to Kvetin’s presence.
2.LESDY’S GREENHOUSE
The passage leads steeply down. Groping in the darkness, Kvetin decides it’s
time to light his lamp. He trudges down a curving, sodden tunnel, and then
sees another light in the distance and hears voices. He enters a room of
glass, looking out across a dismal, benighted vale. Lesdy is here, with two
followers…
The two options presented in the Core Book are to stay (and heal d6 HP with
a penalty), or to try and leave which involves fighting her two followers.
Kvetin manages to somehow bluff his way out of the situation, feigning that
he is already well-rested and well-fed… while also conspicuously laying his
hand of the bottle of black poison hanging from his belt. Lesdy and her hosts
are uneasy, and let him retreat back up the passage…
3.LAIR OF THE CADAVER BIRD
Ok, I’m going to use Feretory’s The Monster Approaches to roll up the
‘unique dweller’ for this room. The result is:
Kvetin chucks the black poison at the cadaver bird, who makes a DR14 roll,
scoring 11. The poison hits for d6 damage… and by a crazy fluke, Kvetin rolls
6! The cadaver bird shrieks and hisses, flapping madly, sending black
feathers swirling around the room, and bleached bones bouncing off the
walls. Eventually it writhes its last and collapses.
Since the Cadaver Bird is a hoarder, I’m going to treat searching the bone
pile as a ‘strong hit’ on the Searching for an Object move. I roll 2, which
gives me a roll on the Items of Worth oracle. Kvetin finds an unclean scroll:
Daemon of Capillaries!
Oh… Kvetin didn’t realise that the Cadaver Bird also had a chick, who has
watched everything from a shit-covered nest plastered near the ceiling. As he
moves to the exit, the creature squawks and flaps wildly…
4. PIT OF DESPAIR
Ok, having resolved the Dungeon Craw weak hit, I roll the next regular room:
So, no exits… a terrible silence makes everything seem muted, even the
drops of water falling from the cavernous ceiling and into the dark, muddy
waters of the pit. There are no exits. Kvetin is despairing. Might as well throw
himself in the pit and either drown (- a blessed release! -) or find some other
way ahead… I’ll use Toughness here...
Kvetin stashed his lamp in his backpack, takes a huge lungful or air and
jumps in…
Ok, this is a weak hit. I think it sometimes helps to have a few possibilities so
that the game feels more unpredictable and GM’d. I decide that on a d6:
1-2 Kvetin loses an object
3-4 Oxygen deprivation (-1 HP, -1 Agility)
5-6 The waters are cursed (an Arcane Catastrophy occurs!)
Uh oh, Kvetin gets 5 and rolls 18 on the Arcane Catastrophes table in the
Core Book… he is now gaunt and drained, restoring only half HP when he
rests.
Kvetin emerges into a weird temple. The light is weird. The carvings are
weird. The arch leading out of it is weird… the weird sarcophagus on a weird
dais is weird. Kvetin decides to have a look in the sarcophagus…
I decided that on a d4, 1-2 Teleports to a random new room, while 3-4 means
that you can use Search for an Object move. Kvetin gets 4.
SEARCH FOR AN OBJECT: DR12 Omens: 13+2, 13+2: Strong hit
Corpse Plunder: 34 - Flayed face.
The Sacrophagus is empty… except for a leathery, flayed face… Kvetin takes
it and continues...
Kvetin enters the gem room… he can see the rotblack sludge bubbling and
smoking… the skeletal forms on the 50’ pillar playing violin… and the gems
on the wall glitter alluringly.
Ok… Kvetin isn’t going to hang around. He heads for the next exit…
7.GRANITEFACE’S GATE
Ok, another unique dweller. Rolling on the Feretory tables conjures this fellow
up:
Graniteface
1 HP 8 Morale d4 damage -d4 armour
A winged stone head… Conversational and attempts to persuade PC
to do something...
Seems obvious that Kvetin reaches some sort of arched door, which is
sealed. A one-eyed, winged skull sits over it. The obvious thing is that it
wants is a new eye… a jewelled eye. Trekking back to the gem room is a
risky proposition, given that the Gutworm attacks anyone who removes
gems. Kvetin is going to try and use Presence to persuade it:
The head is utterly unconvinced. Kvetin trudges back to the gem room to rip
out some gems….
On a weak hit here, I’d suggest that the gems aren’t quite loose enough to
pull away, but would take another round to extract (e.g. the Gutworm could
attack twice while Kvetin attempts to pry the jewel out).
I decide I’m not going to risk it an burn omen to replace the 11 I rolled. I re-
roll and get 19-1.
Yes! Kvetin manages to gouge out 3 jewels. The Gutworm rears from the
rotblack sludge…
A room full of hooked chains hanging from the ceiling. They are dusty. The
dry husk of a mangled corpse dangles from one.
Kvetin methodically pulls the chains… one of them opens a secret door… but
since this is a weak hit, it is right beneath him! He falls down the shaft. I
decide the following options on a d4: 1-2 take d2 damage in the fall; 3-4
Break a random item.
9.THE PITFALL
Kvetin finds himself in a narrow pit - it seems like there is no way out, until a
twisted face emerges from a wall. “Avenge us!” it pleads before vanishing…
Kvetin sees that the bricks are loose in the place where the spirit emerged…
it opens into a tall, but narrow passage, filled with decaying, hacked up
corpses hanging from chains… Kvetin decides to take a rest to recover his
missing HP.
10.FLETCHER’S FORGE
After an awkward rest amongst the squeaking chains and corpses, Kvetin
continues. The passage gets smokier and a red haze shimmers in the
distance… Kvetin emerges into Fletcher’s Forge. I’m going to just use a
simple yes or no to see if Fletcher has his back turned (butchering or
blacksmithing…) or whether he is facing the entrance: