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Adventures for

Mörk Borg
FOR MÖRK BORG
Entry
1 6
unset
, lit by s

y cottag
A cheer the barred w
w o o d s
e in the dows, stinkin
in
. Inside of rot.

il s
g
pilled a
round b
ase. Chest Room and Hallway
g . S o
through NT - flourishin rers. against one wall is a LARGE TREASURE CHEST and three overflowing bags -
PLA ey adventu
LA RG E POTTED
p ot: ce ll k
les s fo rtunate ife 15s each
th n
undern
ea of some rusted k vealed a
s A BLOOD TRAIL stretches from the chest down the hall, leading to a closed
A - wh
at’s leftfibers. 2s and th door, re S door (7).
VISCER a n g e s t s o u
ick or st pa
Some th RUG - orange, ju ps on it. Chest will reveal its mimic nature when the first person opens it.
te
OGRE
s
CHEST M
MING p lay e r
IMIC
U
ic when
UNA S S
Rug Mim
s, bu tto n-b lac k an enormous,
slavering jaw sweaty ogre
eyes, not too bright. hp-10, moral-4, leather armor -
1A - RUG MIMIC oak
hp-5, moral-6, thick 2dmg
hungry, a little frayed, blood-soaked wood(armor): -2dmg large battle axe d12 dmg
DR hard -
hp-5, morale-4, no armor consume: strength, . 3 rounds Body Slam dex check DR hard, d10
constrict: test agility or strength, DR hard. fail d6 dmg, grappled force dmg on fail
On fail, grappled and d4 force dmg. is death. drops: battleaxe, large gold bangle
weakness: slashing, fire bite: d6 piercing (from horn), silver-chased septum
shing
drops: none tongue lashing: d6 sla piercing
weakn ess : fire weakness: magic
open it
drops: if chest is cut ng rotting
TRANSPARENT OOZE

2
will contain disgusti ce with
Snake Room people bits; a necklaas 3
pink pearls; as well s (these
purses, and 2 wallet
hp-8, moral-2, no armor
engulf - strength, DR hard - fail d6
dark. West door are baby mimics). dmg, grappled. 3 rounds is death.
unlocked. triangulocked. East door drops: gooey boots (increase
and triangular pit lar wooden cover traction).
DEAD GUARD -
. 2A SNAKE PIT weakness: electricity
burly, purpling sk
wounds on hands. in, bit
lower dungeon kee full of 2d6 DEADLY DEADLY

7
and blackjack y one SILVER KEY (opens 2W SNAKES, and
Ogre Room
door)
DEADLY DEADLY SN
AKES
deadly, angry, surprising
climbing rock walls good at After chest mimic is killed, an ogre will come

n Ro om hp-6 morale-5, no armor bursting out of the south room. Carnage within

o
that room - partially being digested by a transparent

un g e vicious bite - d4, test agi ooze, the body parts appearing to “float in air”.

3
normal. on fail, poisonedlity DR
D l l lo
cells,
cked 2
ens a the door. CORNER.
each
per round (3) or until hea2hp
weakness: slashing
led.

8 . Lower Dungeon
ey op r W
Cell ka slot nea RCHES IN N tured drops: none
with S, UNLIT TOferent texre lit,
ICIOU as dif torches a er level 3A DECAPITATED THIEF
SUSP
rner h h w
SE co When botfall into lo wearing rags. one lockpi Opened by a LOWER
tiles. rent tiles stolen lower dungeon keyck, a DUNGEON KEY. Tiles recede
diffe (5). under a stinking pool,
shaft 3B THIEF’S HEAD where the PERSOCTOPUS
emerges. North there is a PERSOCTOPUS
eyes closed mouth open.
three gold teeth pile of juicy corpses. South like if an octopus was
is a big ass rock. Water made of people parts? One
3C visibly flows away through enormous, malformed
an E iron grate. head, throbbing and

4
accessible through hole groaning. A slimy exterior.
the wall - door has bee in grate can be removed with
Trapped Hallway n
caved in. Small treasure
chest: 15s, diamond ring
DR hard strength, or 2+
people together. Leads to
a narrow tunnel into (9).
8 fast, long arms. Wide,
flat eyes. If reduced to half
health, will submerge in
of sweet smells, guard’s water and try to drown
long hallway with uniform North door leads to (10).
one stretch. North stepping stone across anyone it can catch.
Penitential Reform bookcase - 3D 3 FURIOUS hp-20, moral-5, deflecting
Golden Book of Sa Strategies, The goo -4dmg for slash +
mouldering pages.ying Sorry. Lots of CANNIBAL CRIMINA

9
Normal rug that LS pierce

Treasure
looks identical to the desperate for weakness: fire
previous mimic.
jumping steps across freedom, hungry for catch - agility DR
red, boiling fluid tha a pool of brilliant flesh
Room
t is ext rem ely hard. Grappled.
acidic. Submersion hp-2 morale-5, no
bone. dis solves flesh and crush - strength DR
armor hard, d8, grappled.
- a block first, 5ft long knives - d4 It glitters with gold,
jump. Then 3 rake - d6 terrible
circular steps, 5 fee gems, chalices,
fourth stone is 8 feet apart. The weakness: magic clawed hands
jewelry, statues,
closest step. The sect from the drops: severed
incredible wealth and
drops: nothing
(x) will tremor after ond circle step human hand (a
uses it, collapses at the first pc
the 2nd.
snack) beauty. 8A A BIG ASS
have character
just before the hallw
is a breeze coming ay turns there
describe what they ROCK
most want to find in
gap in the floor. Firup from the very narrow this room - they find it
a good place to hide
collapse it, droppingst person to walk across this surface here.
hard- fail 2d6 dama them onto spikes (agility check, DR will
ge).
door comes to a clo
sed door, not locke
brooms and mops. d. Unlit, full of bucke
ts,

10
Lower Level Shaft
5 30’ drop, with one sm

Written and Illustrated by


all ledge 10’ down. The Way Home
A LONG, WINDING TUNN
A SERIES OF CAVE EL LEADS TO
Madeleine Ember RNS, WHICH THEN
THE SURFACE. LEAD TO
Layout by Natalie Ash
86
87
A stinging headache. No memory of how
they
got here. The players wake up with a pair
of
weapons nailed to their hands. As
they
explore, it becomes increasingly clear
that
they are participating in a brutal game
for
the amusement of unknown spectators:
Death Galore
ored guests.
“Welcome, hon !
ri n k a n d re st , watch and jest
D ith
u to the core w
We'll shake yo e
in today's gam
blood and gore
!”
of Death Galore mmentate
R will co
The ANNOUNCE e.
th e performanc
throughout

For use with


Written by PA
Art by MI CH AE
BLO DAPENA
L HARMON
A VAN DEN BE
RG
Unfortunate and unkind souls
Edited by
Layout by
FL
PA
OR
BL O DA PE NA,
SON
PRISONER R
CAGEFIGHTEMan
MATTHEW JOHN HP 4 Morale iacal -d2
AN D Nailed Knives
3 No armor HP 8 Morale 7
& ROLL d4
/Clubs d2 Pair of Swords/Axes
ike.
Ragged and pi
tiful. Some Special: Double Str
, roll
THE terrified, so
me eerily Defence DR10. If hit
expressionle e and tak e the highest.
ss.Commoners two dic
forced to be
MOVE were servants
fight. Some Bloodthirsty. Can’t
The radius of this tor Duchess Rott
for Grand reasoned with.
nado of death depends undha.
on your weapons. Roll
to attack everyone
around you. Presence
Failure: get dizzy and
DR14 after every spin. NOB LE FLAILHOUND
HP 5 Morale 1 No armor HP 7 Morale 9 Flailtail d4
D4 Butter knife/scratch d2 Bite d2 + Special
Drunk and cocksure. Special: Rabies. Tough-
1 Move randomly while
spinning. Becomes preposterously ness DR10 or infected.
2 Hit yourself. cowardly after getting Foaming mouth. Spikes
3-4 +2DR Defence next hit. tied to its tail.
turn.

1. Knives (d4)
2. Spears (d4)
3. Shortswords (d4)
4. Axes (d6)
+2DR to 5. Warhammers (d6)
rolls when Attacking
6. Flails (d8) with both on
your hands 7. Automatic Crossbows
are needed. the same turn:
(d8, 10 bolts/ea. Defence and
d4 melee) Attack +2DR.
8. Zweihänders
(d10, +2DR to
combat rolls)

88
The STAGE Chained Hall The Amphitheater
• 3 rabid FLAILHOUNDS on one • Walls covered in
Slits line the walls. Voices can be
side, 3 terrified PRISONERS CAMOUFLAGED SPIKES
heard behind them. Look into them
on the other, all collared. (d4 damage).
and get a knife through your eye.
• Each Prisoner is connected • A portcullis opens and

Cells
to a Flailhound via chains SNOUTFACE comes out.
through a stone duct under • 2 CAGEFIGHTERS join when
• Dried blood on floor. the floor. One pulls, the Snoutface is at half
• No trace of past belongings other gets pulled back. health. Will whine about
The exit is past the the fighting not going as
The Pit
Flailhounds. planned if near death.
• 2d4 PRISONERS and
2 Gauntlet Way SNOUTFACE
CAGEFIGHTERS wait • Narrow Corr
ing for the idor. Spears HP 14 Morale
8
ANNOUNCER to finis stab you throug Metal-patche
h his h the slits. Mace d6
d armor -d4
introduction to th Test Agility DR
e bloodshed. 12 for each Special:
Charge.
• Down: A wide ho turn spent in forward with Lunges
le in the center. the corridor a shield. Te
You can faintly se d4 damage if fa Agility DR
12 or d2 da
st
e the bottom. • iled. and pushed mage
LEOMOLD, a scru back 10’.
ffy old man, Current Ch
hidden in a ho
Cages
ampion of
le in the wall Galore. Ha Death
If you promise . bloodsport.
s a fetish
for
ing to bring him Wears a bl
One open cage with 3 wait to sa fety he trades leather hog
mask. Search
ack
you his belongin ing
CAGEFIGHTERS. Another with 4 secrets or his
sh ac kl a Captain of
gs reveals
he’s
es.
FLAILHOUNDS, closed. Opens the Guard.

during the fight.

BROKE
OF THEN USNHBAOCKLES
The THEATER
+1 to
UND
hit an
when attack d damage
ing
authority.

Entrance
• A shelf with
hammers, nails and
d4 sedatives.
• The ANNOUNCER hides
behind it, begging
loudly from a
megaphone sewn to

Beating Circle
his mouth (NOBLE
Stats).
• Bottom of the Pit.
• A locked padded
D6 Damage if thrown down. ING HORN
door leading to SILVER DRINKink taste
the basement of a D2 jumping. Makes ever
y dr
wine. Keep
wealthy winery in • D6 Nobles
with Batons (d4) like sweet
an d test
Schleswig. Drinking and
hiding to kill anything hn es s DR8. Fail
Rottundha has the that To ug
an et hy l co ma.
falls. Don’t resist, the fall into
only key. y’v e paid
a premium fare for this
privilege!

Galleries GRAND DUCHESS ROTTUNDHA


• D4 NOBLES in Bacchanalian Chamber HP 12 Morale 5 Food-stai
each room. • Rottundha and d4 of her ned
Those near th garments –d2 Whip d4
e Gauntlet cronies’ grandstand.
Way have spea Special: Obey, worm! Whi
rs (d4). ps a
• Corridors • Sits on a palanquin chair, Servant, who attacks wit
and terraced h +1
rooms around unable to walk due to to hit and damage next
the STAGE turn.
with peephole advanced gout. King Fathmu IX’s niece.
s in the Gluttonous, greedy and
walls. • 4 Servants carry her.
Afraid but secretly hate despotic. Holds a drinki
• Food trays, ng
pitchers horn in one hand and a
and cups ever her. (PRISONER stats) silver
ywhere. cat o’ nine tails in the
• 2d4x100 silver under her other. Has the Entrance
key.
cushioned arse.
89
Womb of the
Made with

in mind.
Forbidden Gate
The heavy doors are blocked with
The Forbidden Gate shattered pews. PC attempts to
breakdown the door require a
As long as THE GATE Strength DR 16. Inside, four
remains active, all CONVERTS shake in religious
death is meaningless fervor avoiding conflict unless
to the faithful. Black they, or the FORBIDDEN GATE, are
shadows will pour threatened. THE GATE is built in
forth from THE GATE a standing circle from the
filling their bodies. charred logs used to burn
Snapping a neck. It’s by heathanistic gods, a body They reawaken at the
SINNERS; their melted flesh still
clean, painless, and puts on double, or a Witch’s work, he end of their next turn
sticks to some of the logs. The
a great show for the is back openly defying the with all bodily harm center pulsates red. The gate
peasants. Rarely does an gods. His followers grow still present. DR14 hums to the praying converts.
execution go wrong. everyday, becoming bolder, Strength to topple and Should a PC be dumb enough to
Sometimes a beheading and more dangerous. You destroy it. enter it they die.
requires two swings, a must do what I could not.
hanged twitches for too long, Purge them. Eradicate them
or the Witches char too from this place. Josef and all
quickly. This is the first time of his Converts. Bring me
I have failed at my duty. their heads, and I shall pay
Josef Berguis, the leader of you handsomely. 20S per
the heretical faith “The Converts head, 120S for
Church of the Forbidden Josef’s head.
Gate” was hanged. He did
die. I watched the air drain
from his lungs. Nevertheless,

Bone Pickers Bone Picker Mutations (d4) The Oldest Tree


Crucified HP 6 Morale 7 1. Curved Barbed Horns d8 six-men around. Gaunt
Barkless,
HP 3/6 Morale 10 Armor -d2 2. Eviscerating Claws d6 branches shield the nearby
Unarmed d2 Special: Attacks 3. Putrid Discharge d6 buildings. At the base, a
Special: If the blood of a twice per round, Ranged stained stone altar, a silver
Crucified splashes into an leaving them open to 4. Unhinging Orifices d10 Dagger wrapped in gray cloth is
open wound gain the in- attacks (DR10 to hit) placed in the center (100S).
fected trait.
Converts Corpse Loot TS
HP 6 Morale 7 Roll when looting CONVER
Knife d4 bodies . Cro ss out whe n
Special: If another used.(d6)
Convert attacked the 1-3. 1d20 SILVER. Don’t
same target this turn cross out.
deal +2 4. A map revealing the
NT’S
TABERNACLE OF ABANDONME
loc ati on.
es
5. SPIKED COLLAR that mak
MÖRK BORG is ©Ockult Örtmästare Games & Stockholm Kartell

The Sundering Field the wearer obey any com


6. 2d4+1 KNIFE, but whe
mand.
n
a
Crucifixions line the road to the used the attacker loses
CHURCH. The dead pay for their sins treasured mem ory.
by serving as an omen of what’s to
come: victims must hold themselves
up or they will fall and rip out
their arms. The living beg and
plead to be released. Freeing them
requires a Strength DR14.

The Crimson Arches Random Events


Written/Layout By: Matthew “Rice” Johnson

Roll 1d6 if they are freed.


Edited by: Rolland & EnvelopeSpooner

1-3: grateful, they explain the A shattered gate plastered with 1-2. Wagon of 1d6 CONVERTS
CHURCH’S layout, and warn not to centuries of viscera, slivers of arrives by the CRIMSON ARCHES.
Additional Layout: David Wilkie

harm the GATE to avoid the others


Artwork by: Louis Puster III

ironwood embed the ground like a 3. 1d4 BONE PICKERS come out of
CONVERT’S wrath. doormat. the GATE, if it is intact.
4-6: they immediately attack hoping 4-6. 1d4 CONVERTS leave the
to atone for their sins. 2 BONE PICKERS prowl, gorging on CONVENT to pray at the GATE. Do
corpses of previous assassins. not cross out this event.
Presence DR12 is needed to sneak
past. If seen, they assault the
PC’s with their MUTATIONS, lusting
90

for the freshest meats.


The Silenced Convent
The housing for freshwater rest on every If the PCs accept, they
the CONVERTED, surface. 15 CONVERTS will be led to the PIT OF
where they eat and occupy this place. You EARTHLY GLUTTONY. If a PC
sleep when not in have caught them in the is wounded they will
prayer. The place middle of their meal. If offer healing (d4 gained
is uncomfortably none of the PCs are if accepted). They will
clean. Jars of wounded, they will ask if answer questions about
the PCs are new souls their faith. They will
looking for redemption. attack if the PC’s are
carrying any faithful
heads, or if provoked.

Earthly Gluttony
Pit offour
A pit, men If PCs attempt to
tall and six long, interact, one will
is dug into the become frightened
earth with an open and jump through
grate that empties the gate, their
out further below. screams truncated
Four new faithful by the resonant
INITIATES reside crunch of bone.
in the pit, their The INITIATES will
bodies desiccated not fight back, or
from starvation speak due to
and dehydration. emaciation.

Lamentarium
Guarded by two CONVERTS. They will
not allow the PCs to enter non-
violently.

Inside is a, a single bed, an


unlit stove, and a malnourished
JOSEF BERGUIS. BERGUIS will

Tabernacle of monologue about how THE GATE


protects him from their steeled
Abandonment weapons, and when provoked will
swing a knife drunkenly at the PCs
Up a small staircase in
the DEPTHS OF CREATION Should the PCs kill him without
lies a door of rusted destroying THE GATE first, he’ll
iron. Inside one finds a transition to his second form.
king’s ransom (100,000s)
eak)
Depths of B e rg uis (W
The liqu
BONE P idized rema
Creation Jos 6 e f
Moral
e -
IC in HP 4/ 4
will a KERS scrape s of INITIA d
ttack T Knife
the pl up the coag ES who gave
ayers ulated up. 10
is
Josef Bergu
A Vial should r
can be they c emains. The
pool. f ound f o m e down. y
It is rom lo
poured filled o t i ng t
wit
(Reborn)
o
dissol nto anythin h impossibl he remains
ve com g made y blac i
pletel k liqu n the
y over of flesh, th id. If le -
d4 day e vict HP 24 Mora
s. im wil
l Knife d4 st of d4
At the co
Special: ic e off part
will sl
HP Josef s dagger,
dy with hi
of his bo BO NE PICKER.
a
summoning .
2 rounds
Cool down
91
After
flora spreads.
ge, the corrupted
FOR MÖRK BORG ­
WRITTEN: NILS KOOPMANN ­
ADDITIONS­& PROOFREADING: LON PRATER
Adarkly shimmering GROWTH has overtaken the town. Objects and beings mer
just a han dfu l of weeks, the
GR OW TH predom
inates...

MAP: MICHAEL HARMON ­


EFFECT OF TOUCHING GROWTH
LAYOUT & DESIGN:DAVID WILKIE
1. Toughness DR 12 or become Stained :d3 days of dormancy, then it spreads over
body, causes merging with
2. It avoids contact. things & beings; after [d4 x 3 weeks]
become one of the CLEAVED, part
3. Hallucinations. of the GROW TH.
4. Sharp pain (d2).

THE BELLMER DEN


Demolished Buildings, trees &
bushes, a pile of human and
livestock corpses

LUMBERMILL East Wing of Big House:


5 HORNED DOGS. 2 CLEAVING
Armless mayor and spouse
together, the rest yip at
them. dying in bed, smothered in
GROW TH. RANDOM LOOT.
(Agility DR12) to Ambush
MOSS-COVERED GROUND , defend
or Avoid the dogs. Guardhouse: d4-1 clubs
hinders the GROW TH (-2 move, attack
(d4) or spears (d6).
checks).
Windmill.
HIDDEN TRACK, starts north behind the
ness DR
FLUORESCENT BUSHES. Touch: flesh (Tough
after
12 or Stained); items animate and attack SHEEP
d10 minutes.
CORPSES
Loud Noises attract D4 HORNED DOGS. Strangely arrayed.
Investigating
provkes d6+2 dozing
HORNED DOGS.
HUMAN SHADOWS
cast by rustling, sweet-smelling plants.

SEASONS CHANGE HOURLY HERE.

D6 SENTIENT PLANTS
(Presence DR16 or be Ambushed) BRAMBLE TUNNELS, mumbling and
scratching can be heard.

5. FORMER MARKETPLACE
RETAKEN FROM THE GROWTH WITH FIRE.
D4+2 INQUISITORS (roll for types) of
the Two-Headed Basilisk have erected a
camp from which to cleanse the town and
exorcise the beasts within.

ROADBLOCK OF GROWTH
Climb (Agility DR 12 or d4 dmg).
Destroying attracts d4 CULTISTS.

GROWTH -FREE TAVERN 1. TOWN GATES


Smoking fire pit suggests recent use. Wide open. Crates and sacks of spoiled
food. A broken cart.
ADVENTURERS (3 MELEE, 1 RANGED) hunting the The remains of a statue: upper body
replaced with a fusion of trees, stone,

92 Bellmer. and GROWTH .


D6 RAT-CROW CLEAVED mock passers-by.

to CLEAVE (to) [kleev]: 1. to split 2. to adhere to


9. GROW TH -FREE SANTUARY
additional 2 HP.
3. SENTIENT PLANTS
HP 4, Morale 6, No Armor.
Angelic ceiling art. Resting heals
and -2 on UNCLEAN scrolls
For 24 hours: +2 on SACRED scrolls Sharp leaves, gripping branches (1d4 and Paralyze:
Toughness DR 12 or Agility -2 for d4 days)
Stained, CLEAVED, or GROW TH
Casting Unclean scrolls, CULTISTS, ABLE TO WALK
KER p60, Flying).
provoke 3 VENGEFUL ANGELS (use BERSER
GOLDEN FOG: d4 metre radius.
Hidden Under Altar: (Strength DR 16):
4 Life Elixir 1d8 ENCOUNTERS (Toughness DR 12 or -2 Presence for 12h.)
1. RAT-CROW CLEAVED Blossom: 20 silver. Sap: 5 silver per 50ml
Inky feather-fur in swirling colors.
Mimics voices. Mocks and distracts. 4. ADVENTURERS
MELEE: HP 7, Morale 8, Leather Armour (-d2). Spear or Sword (d6)
HP 2, Morale 6, No Armour.
Bites, pecks & scratches (1d2) RANGED: HP 5, Morale 7, Padded Jacket (-d2). Bow (d6)
CAN FLY.
Captured: 20 silver. Dead: 5 silver 5. Stained TOWNSFOLK their bodies.
Tools, clothes and wood merged with
Farm and trade tools (d4)
2. HORNED DOGS HP 8, Morale 7, Wooden Skin (-d2).
Human mouths instead of eyes. Canine mouth .
glows frothy white. Captured: 50 silver. Skin: 20 silver

HP 6, Morale 7, Wooden Skin -2.


Bone horns (d4; d6 if charging 5+ metres) 6. INQUISITORS 10, Shield & Chain Mail (-d4+1).
TEETH OF THE BASILISK (1): HP 8, Morale
BLINDING SHRIEK. Focuses glow on one being. 1. Warham mer (d6) or 2. Crossb ow (d8)
Victim hears a sharp screech in their head
10, Armoured Robe (-d2).
(Toughness DR 12 or become Blinded: -6 to TONGUE OF THE BASILISK (2): HP 6, Morale
all rolls for 1 round, then -4 to all rolls Insignia Staff (d6)
for d3 additional rounds).
4 POWERS/DAY
Captured: 20 silver. Dead: 5 silver Syntax, and/or Grace for a Sinner
Roskoe’s Consuming Glare, Enochian

7. CULTISTS
Wear bits of wood, bone, and stone to imitate GROWTH’s effect.
PREACHER OF PROSPERITY (1): HP 6, Morale 8, No Armour.
Sacrificial dagger (d4)
VOICE OF FERTILITY: Presence DR12 or d8 damage and 50%
chance to become stained when injured. Casting time: 2 rounds,
interrupted by damage
CRUSHING ROOT (2): HP 8, Morale 7, Robe adornments (-d2). Femurs
or roots (d4)
RIGHTEOUS STING (3): HP 8, Morale 7, Robe adornments (-d2).
Blowpipe (d4, d4 hours of painful hallucinations if attacking
CULTISTS, Stained or CLEAVED (Presence DR10 to attack them)
EERIE WHISTLE: Summon d3 HORNED DOGS the first time a cultist
would flee.

8. BUILDING TOWARDS THE BELLMER

BARN
MAIN DOORS: Force Open (Strength DR12)
CHECK BEHIND BARN: (Presence DR12 spots
hidden back door)
Bellmer
Giant Maw. 5 yards tall. Human arms for fingers
SOUTH DOOR: guarded by 2 CULTISTS
on right hand. Left forearm is the upper body of
(Crushing Root)
the statue from the Town Gate. Half a cow sticks
out of its' back. Its' skin is a mix of stone,
TRAPPED CRATES: Barrels roll off of
the wood and GROWTH.
roof. All in a 3 yard radius (Agili
ty DR12
or 1d6 damage)
HP 30, MORALE 10, STONE SKIN (-D4).
CULTIST presence: 1 Preacher of CRUSHING BLOW (D8)
Prosperity,
2 CULTIST door guards (Crushing Root) INTESTINAL LASSO. Vomits its guts
d4 CULTISTS (Crushing Root or Righte to entangle one being. (Strength DR 12 to break
ous free or pulls that being into itself
Sting)
within d3 rounds. Digesting it alive: -1 max HP
per hour till dead)

FERTILE DECAY
When under 5 HP or failing Morale, roll d3:
1. Stomach explodes d6 dmg in d4 radius (Agility
DR 10 to avoid);
2. Spores (Toughness DR 12 or become Stained);
3. Shimmery vomit from numerous orifices for 10
seconds (Bellmer enlarges a radius of d4 yards)

Captured: 200 silver.


Corpse: 100 silver.

3. GROW TH -TWISTED
Head: 60 silver.

HOMES
Hastily abandoned. BUILDING TOWARDS THE Bellmer
In the Blacksmith’s Cellar: A TRACE IS FOUND AFTER THE PARTY CHANGES LOCATIONS
2D4 Stained TOWNSFOLK hiding, D3 TIMES
debating resistance against the 1. scribbled note: “beware of guts”
INQUISITORS. 2. vial of blood labeled "PYURE" (1
use, d10 dmg vs Cleaved)
3. overgrown corpse, moving eyes
4. distant Wooden Howling
5. signs of Battle
6. giant footprints with unusually
amplified plant GROWTH
7. trails of blood mixed with GROWTH 93
8. a shimmering, stinking substance
MÖRK BORG is © Ockult Örtmästare Games & Stockholm Kartell

For use with By Johan Nohr

Vaults of Unfaith
From an underground SarkaSh crypt, heretics and cultists terrorized
settlers, forcing them to sacrificie animals and family. Until the inquisition
Carrion piT
• Heavy clay lid.
• Big pile of animal
and human remains in
various stages of decay.
• Sacrificed by the local
arrived. Renowned champion Sir Baldeloch, the Golden Earn travelled settlers in exchange for
to that blasted hell hole together with inquisitor Wakta of the Walls. “protection” and prayer.
• Should the PCs disturb
But they have not returned. Find out what happened. In worst case,
the corpses too much, a
save them. Or at least return Sir Baldelochs golden armor. corpsepede will emerge
Oh, and bring a rope. to defend its nest.
His family will pa
y
the soul MiRrOR
an incredible CORPSEPEDE
500 silver for it. HP 5 Morale 9 Chitin −d4
• Floor cluttered with bones. Bite d4 + Toughness DR12
• Two podia with marble busts of grinning corpses or mindrot; roll all tests
wearing fine regalia, facing each other. with 2d10 instead of d20
• Large mirror. The busts do not have a reflection. for the next hour.
• Look at the mirror for longer than a minute and your
reflection starts to wither. You feel nothing. After d6
minutes, your reflection is but a cloud of dust. You die.

the Crimson ConduiT


• Large vat filled with coagulated blood.
alTar OF SuRreNdEr • Blood dripping from a rusty ceiling grate,
• Large greenish statue of a upon which is a large pile of cadavers.
growling demon staring at: • One of the corpses wears a silver necklace
• Circular pit. Moaning and worth 50 silver. The same corpse is also the
shuffling heard from below. nest of the corpsepede (see above).
• Signs of struggle. Blood • Above the vat floats an orb of concentrated
splattered on the floor. black smoke; the Miasmic Iconoclast.
• It will try to persuade the PCs into releasing
its brethren, promising eternal life in return.

Random events
zombie FEAsT Roll once every 15 minutes.
Cross out the results you get. (d6)
• 20 zombies trying to crack open
the bejeweled golden armor of 1. Krata, Varkh and Pelze, tomb-robbers
HUNGRY ZOMBIE and adventurers, arrive. Have heard
Sir Baldeloch, The Gilded Earn, HP 8 Morale – Leather scraps −d2
to feast on his reeking remains. Horde size
rumors about clay heads filled with
Claw/bite
• A king or queen will pay at least 1–5 zombies d2 treasure. Stats as berserkers.
10 000 silver for the intact armor. 6–10 zombies d4 (DR14 to defend) 2. d6 goblins climb down the Pit.
3d6 jewels (200 silver each) can
11–20 zombies d4 (DR14 to defend, 3. Inquisitor Wakta decides to leave
be removed without ruining them.
ignores armor) her hiding, unless she already has.
• The armor cannot be easily removed
Anyone bitten tests Toughness DR8 or In that case nothing happens.
dies within two days before rising as a 4–6. The Miasmic Iconoclast moves to a
and the stinking corpse is heavy. zombie themselves.
random adjecent room. Do not cross
out this event.
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Hero’s hideout
• Dormitory barricaded with broken beds and
tables. Stinks of human waste and despair.
• Strength DR14 to force the doors open.
• Within, Inquisitor Wakta of the Walls
hides. She and Sir Baldeloch destroyed
one of the six clay heads and escaped here.
• Sir Baldeloch fell into the pit near the
Altar of Surrender during the fighting with
the cultists. Died immediately.
OF THE WALLS
INQUISITOR WAKTA
ral e 6 Chain mail −d4
HP 8/10 Mo
Broken sword d6−1

SKELETAL SERVANT
HP 7 Morale 8
No armor
Clay shard d4+1
Attacks with piercing
weapons are DR14.
Any strike doing 5 or
more damage destroys
the servant.

siX Clay VesSEls TO End The World


• Five wagon-sized clay heads hang from heavy chains.
Each containing a Miasmic Iconoclast.
• A shattered sixth head lies beneath a broken chain.
• Four skeletal servants have desperately tried to mend the
clay head. They have pieced it together, but to no avail.
They will not pay the PCs any mind, but will defend.
cOLumbaRium of Cowardice
• Tall, chimney-shaped chamber.
• Four stone pillars. For every skeletal servant that
• Walls perforated with niches
is destroyed, one pillar will break with a scream.
holding urns. Hundreds.
• Very easy to climb the walls
(Agility DR8). A failure means
knocking an urn to the ground.
50% chance it will break:
• Each urn contains a ghost who
desires nothing more than to
slay the living. Will flee as
soon as it has taken a life.

GHOST IN THE URN

The doom of A MIASMIC ICONOCLAST is a demonic entity, appearing as a


black orb of concentrated smoke and dust. It can speak through
HP 14 Morale – No armor
Grave-touch d4, ignoring armor

the Miasmic the blood-spewing mouth of a random nearby creature. Will only
speak if spoken to, and each message it delivers deals 1 damage
Can only be harmed by wounded
creatures.

Iconoclasts to the unfortunate herald. Can fly at the speed of a running man
and can seep through cracks like smoke.

Should two or more Iconoclasts be in the same room, they will merge, forming an even stronger demon. They get worse the more they merge:

A SINGLE ORB TWO MERGED FIVE MERGED SIX MERGED


THREE MERGED FOUR MERGED
Being in the same room Any creature in the As Four, plus: All matter in the
As Two, plus: Any As Three, plus: All corpses
as one causes severe same room must All oxygen universe crumbles to
creature with 2 in the vicinity explode,
headaches and vibrates test Presence DR10 within 10 miles dust. The Prophecy
or less HP in the dealing 2d6 damage to
the air. All tests are DR +4. or fall unconcious. turns to oil. is stopped. But the
same room dies. anyone in the room.
world still ends.
The Miasmic Iconoclasts cannot be destroyed by mortal means. They can, however, be sealed within the dungeon.
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