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Mörk Borg - Adventures
Mörk Borg - Adventures
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
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.
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!
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,
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
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
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.
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.
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.
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)
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
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.
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.
94
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.
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: