You are on page 1of 68

MÖRK BORG CULT: FERETORY

Roll 3d12. Read these tables from A to C. Save the dice.

THE MONSTER
APPROACHES TABLE B d12 TABLE C d12
TABLE A d12 with it’s
1 dragging one limb blood-caked fur, hissing and it cuts like a knife.
2 bent like a coat hanger filthy claws like swords,
bleeding from every orifice.
3 winged and flapping blood-shot eyes, radiating a dizzying magnetism.
distorted, walking shrunken arms, clucking twisted words.
4
on the “wrong” limbs
5 over-endowed in tentacles throbbing exposed glands, fading in and out of sight.

6 shimmering as if unreal acid-wet flesh, crooning disgustingly.

7 ash-grey, wide-eyed a face like a absorbing all sound,


and ghost-gaunt rotting intestine, eerie dead quiet.
8 blindingly white impaling spikes, spasmodically skittering close.
9 crawling like liquid a broad sewer-reeking maw, dying, dead, perhaps reanimated.
10 clearly once-human scabious feathers,
covered in its own spawn.
11 vibrating and steaming
like a kettle protruding bones, leaking sulfuric, corrosive
oil from its bulbous gut.
12 visibly necrotic long, wispy hair, more metal than flesh.

Look at the dice you rolled.


LOWEST D12 DAMAGE
The greatest result is its MORALE. 1–3 d4
The lowest result is its DAMAGE: 4–5 d6
Use the middle or the high result 6–7 d8
for a more powerful creature. 8–10 d10
11–12 d12
Whichever table has the highest
result determines its ARMOR:
Roll the damage die,
Table A No armor doubling the result
Table B -d2 armor to generate its HP.
Table C Odd result: -d4 armor A d8 damage creature
Even result: -d6 armor has 2–16 HP (2d8).

2
Now burn the dice
More than anything, encoun
ters.
it wants to … d20 ns
13. E
l a v e all it
corrido
rs and
o v e r l ifeless l a y e d skin.
1. C
ollect fresh body parts. 14. 
C
w i t h warm
f
roo m s
2. 
Devour every living thing it seizes. Nechrubel.
15. Collect eyes to see
Escape something worse
3. 
(roll another creature). Cook fresh meat in its
16. 
ever-burning hearth.
4. R
evel in fear—mutilates or
traumatizes rather than kills. Be sympathized with,
17. 
petted and cooed over.
5. Find and rule fresh territory. Reacts violently if not.
6. P
raise its obscure god through combat, Make necklaces of fingers.
18. 
constructing idols from the slain.
Become one with another creature.
7.  19. B
uild stitched-skin
Or a PC. dolls stuffed with hair.
ake its way to SHE.
8. M
The bald have no worth.
Die, but not alone.
9. 
20. 
Specifically an
10. Build a treasure hoard of silver, d
permanently trau
iron and blood-stained steel. matize
one survivor in
11. Defend its territory. to
total insanity.
12. Mate, birthing a wondrous
new horror.

10. R
 are-and valuable!
200s (alive)
TERRIBLE TRAITS d20 150s (severed head)
80s (vial of blood).
prays acid every other round.
1. S
Normal damage, but 2-in-6 chance of 11. Extrudes a mist of
reducing armor one tier (additional deadly infectious spo
res.
d4 damage without armor). Everyone in contact rol
ls
a d20, dying on a 1.
2-4. C
an, and will converse.
Attempts to persuade PCs 12. 
Visibly tumescent.
to assist its aim. Explodes in a cascad
e
of boiling blood upo
n
5. C
an speak and humiliates death: d12 damage
equally
the PCs. -2 Presence for distributed among
PCs.
the fight’s duration.
13. M
ultiplies! When taking
Loves choking its victims
6.  exactly 1 damage it splits.
and observing their slow The new creature is
death (-d4 HP/round). weaker (½ HP and Morale,
Test Agility DR10 to avoid, reduce armor and damage
Strength DR14 to escape. die one step).
7. E
xists partly in an anti-arcane 14. Petrifying Gaze
, Breath
dimension. In the vicinity, or Sting. Ever
y 3 rounds
Powers do not work. tries to petrif
y a random
errifyingly fast:
8. T PC. Test Presen
ce DR10 or
Attacks and Defense are DR14. have your soul
forever
enclosed in a
9. R
oll on this table every statue.
3 rounds. Rolled again, 15+ Terrible, but no
t
every second round, etc. in a great way.

3
What is this?
MÖRK BORG is a roleplaying game about miserable bastards, tomb-robbers
and heretics enduring a bleak and dying world. The MÖRK BORG CULT is
our community content program where anyone can create stuff and send
it our way. If we like it we edit it, make art and lay it out for
free download on morkborg.com. MÖRK BORG CULT: FERETORY compiles
such content, along with other, official things. Hope you like it.

CONTENT
Monster Generator* Grey Galth Inn*
Inside front cover Page 54

Roads to Damnation Cursed Skinwalker


Page 3 Page 56

Eat Prey Kill Pale One


Page 8 Page 58

The Death Ziggurat Dead God’s Prophet


Page 22 Page 60

d100 Items & Trinkets Forlorn Philosopher*


Page 32 Page 62

The Goblin Grinder Tablets of Ochre Obscurity*


Page 33 Inside back cover

The Tenebrous Reliquary The Black Salt*


Page 47 Back cover

MÖRK BORG is made by Pelle Nilsson and Johan Nohr. The content
in this zine is made by a lot of talented people. Items marked
with * are written by Pelle Nilsson and edited by Patrick Stuart.
Art and graphic design by Johan Nohr. Proofreading and editing
by Fiona Maeve Geist and Jarrett Crader of MoonRat Conspiracy.

MÖRK BORG and MÖRK BORG CULT: FERETORY is © Ockult Örtmästare Games & Stockholm Kartell.
It is published by Free League Publishing. Check out www.morkborg.com for more content.

Printed by Livonia Print, Latvia 2020 ISBN 978-91-89143-07-4


TRAVEL ACROSS THE DYING WORLD
Text Svante Landgraf  Proofreading Esh

B O R G C
K
R

U
M O

L T
N T
A P

E
P

T
R

O N
V E
D C O

3
ROADS TO DAMNATION MÖRK BORG CULT: FERETORY

Traveling
the Dying
Lands Alliáns
These are distances
in days spent traveling
between the harrowed
land’s various locales.
Traveling outside
d8+6
of known roads may
take longer.
THE
ENDLESS GRAVEN-TOSK
SEA

d10+10
d12+12 Grift
d6+6
d6+4

MÚR
VALLEY OF THE d6+6
UNFORTUNATE d6+5
Galgenbeck
UNDEAD
d8+2
BERGEN d6+4
CHRYPT d12+12
d10+8

Schleswig THE
ENDLESS
SEA

For a smaller world, halve the static If the weather is unusually bad,
modifier and drop the die size travel can be slower than usual,
one step. For a larger one double doubling travel time.
everything.

4
MÖRK BORG CULT: FERETORY ROADS TO DAMNATION

Travel checklist What's the road like? (d8)


• Keep track of food and water. 1 Almost-forgotten dirt track.
• Remember to roll for The Calendar 2  Narrow wagon track used by farmers.
of Nechrubel daily. 3  Tracks drawn up by wild beasts or
• Roll for weather, rerolling if it savage monsters.
becomes samey or travel events 4-5  Once well maintained trade road
dictate. fallen into disrepair.
• Information within parentheses 6-7 Well-used road.
are things which are not clear at 8  Paved road, sporadically patrolled
first glance. by the King’s soldiers.

Events by the road. Roll daily (d20):


When you roll an italicized result, cross it
out and replace it with something of your own.

1-3 Nothing particular happens. 14 d6+1 slavers, leading 2d6 slaves,


The world is grey. half beaten to death, half freshly
4  The weather worsens (becoming more caught.
extreme) and no progress is made. 15 A few mercenaries and their d8
5-6 Weather change. Roll on the guards. (All infected by a brain
weather table (inner front cover). parasite.)
7-8 The road forks, the signs are 16 Across the road, a battle between
unintelligible. Reroll. a flayed cultist band and an
9  d6 rations of food or water spoil. Earthbound pack.
10  A monastery beside the road, 17 The troll Adnah ambushes you.
chanting is audible from within. 18 Abandoned graveyard (In a chapel
(The monks and nuns are cultists there is an inverted gold cross
of Nechrubel). worth 50s. d8 zombies hide in a
11  Castle ruins stand out against crypt.)
the sky. (It’s infested with 19 A funerary procession of toothless
savage crows. A blind alchemist villagers, carrying a very large
resides in the remaining tower). coffin. (The giant inside is dead
12  A religious procession of but dreaming.)
flagellants and hermits. 20 Two roadside corpses, one of them
(They seek to see HIM but lost has something in their pockets
their way.) (Roll on the Corpse Plundering
13 Filthy farmers on their way to table in the MÖRK BORG rulebook).
the market.

5
ROADS TO DAMNATION MÖRK BORG CULT: FERETORY

Spending a day foraging (d6): The village is (d6):


1 ou get lost and spend the day
Y 1 Deserted, d6 rations of food and
finding the road again. water can be scavenged.
2  Locate d6+1 rations of food 2 Plague-stricken, any ration has
and water—one ration is spoiled a 2-in-6 chance of being tainted.
and you sicken 6 hours after 3 A well-off trading post, food

consumption. Presence DR12 to and water are plentiful and cheap.
notice this. 4 Ruled by bandits. Don’t show off

3  You find d6+3 rations of good too much wealth.
food or fresh water. 5 Dominated by spider cultists.

4  You track down a savage beast. No trading with outsiders.
Killing it nets d8+2 rations. 6 Inhabited by cannibals. No water

Or see EAT PREY KILL, page 8. for sale but plentiful food.
5-6 
You find a village potentially
selling what you need.
Roll on the village table.

6
MÖRK BORG CULT: FERETORY ROADS TO DAMNATION

Nightly campsite events (d12):


1-5 Quiet night. For once.
6  A wild beast (fox, wolverine,
Leaving the road, ­a fter half a sludge-ape) steals d4 rations of
day’s journey, you encounter (d12): food. The PC with the highest
Presence tests (DR12) to notice.
1 A petrified forest. 7  Everyone is haunted by twisted
2 An ancient battlefield
 dreams of the first random
(full of half-buried rusty encounter for the next day
blades and wraiths). (rolled now).
3 A valley full of extinct animal 8  A lurking coward steals an item
bones. from d3 PCs’ packs—DR14 Presence
4 A pre-human god’s lichen-covered test to notice.
temple. 9  A green and terrible moon shines on
5 An entrance to the deeper the campsite. All characters have
underworld. one less omen the next day.
6 A cannibal village. 10 All dream of (d6):
7 Goblin-infested hills. 1: black stars imploding at the
8 A ruined abbey. (Guarded by a center of the dying cosmos.
grotesque. Hidden in a crypt is 2: infinite snow plains.
a random occult artifact (inner 3: gothic charnel houses.
cover). 4: sterile hospitals from a
9 A pumpkin patch. Sickly but sweet future that will never come.
smell hanging heavily in the air. 5: hunting game in primeval
(Strongly hallucinogenic. Fiercely forests.
protective farmers harvest by 6: bright white nothingness.
night.) The next day, each PC has d6-3 omens
10 
The silhouette of a wyvern (a negative total reduces their
against the purple evening sky. omens).
11 
A clock tower, chiming. (Heretic 11 A band of blind albino cultists
witches create unliving troll pass by, quietly chanting eerie
hybrids in its shadow.) hymns to their alligator goddess.
12 
A vast bog. (Precarious to 12 d4+2 peddlers and their donkey
traverse. Ruled by a huge, travel slowly with sooty lanterns.
bloated, tentacular thing that (They are really robbers and might
claims to once have been royalty.) attack weak PCs).

7
MÖRK BORG CULT: FERETORY
B O R G C
K

U
M O

L T
N T
A P

E
P

T
R
O N
V E
D C O

BESTIARY AND HUNTING RULES By Karl Druid


EAT PREY KILL MÖRK BORG CULT: FERETORY

When stomachs growl and there’s no How much meat is there?


inn in sight, successfully test
A creature provides rations
Presence to see what potential feasts
equal to their HP or whatever
you locate. Roll a d6 on a region
feels reasonable—some beasts are
table. If you fail, don’t worry,
less edible.
you still may find things to kill,
although there’s probably a mishap in
there for you.
How many are there?
If there’s a die type in parenthesis
roll it. Otherwise, probably one
Optionally, roll a d8/d10/d12 instead
appears.
and substitute 7+ with rabbits, stray
dogs or boring, mundane prey.

Now kill and be merry.

d10 Hunting Mishaps In the Belly of the Beast*,


1. The beast is infested with You Find... (d10)
exploding ticks.
1. A priest’s remains.
2. Another hunting party is nearby.
Might be a scroll there too.
3. Another predator lurks in the
2. A long and angry flesh worm.
shadows, ready to strike.
3. One of its spawn.
4. Scavengers followed the tired
Still living, perhaps?
beast.
4. A sharp bone usable as a piercing
5. The beast is actually undead and
weapon (2d4).
controlled by a mad necromancer.
5. A lich’s skull (with ruby eyes
6. The beast’s lair is nearby and it
worth 25s each).
tries to escape. There might be
6. d6 silver coins.
more of its kind there.
7. Remains of a child. A nearby
7. The beast is sick, contagious and
village is looking for it,
not good to eat.
preferably alive.
8. The beast is tamed and belongs to
8. Broken glass contaminates
an Earthbound mud shaman.
half the meat.
9. The beast is covered in painted
9. A black tube containing
symbols and considered holy by
hallucinogenic powder (Presence
locals, who will know if it is
DR12 or −2 Presence for an hour,
killed.
but can see and communicate with
10. The hunt takes both hunter and
spirits for the duration).
prey into a field of poisonous
10. A human femur covered in arcane
thorns, unstable glacier ice or a
runes. Will open any nearby
ravine about to collapse depending
magically sealed door, turning
on the terrain.
into salt and cursing its owner.

*Obviously, some beasts are too


small or weird for this table.

10
MÖRK BORG CULT: FERETORY EAT PREY KILL

11
EAT PREY KILL MÖRK BORG CULT: FERETORY

d6

Tveland
1 ANTIDEER (D4) tastes
like venison, but isn’t.
HP 7, Morale 6,
Tough skin -d2, Antlers d6
Special: After eating
Antideer meat pass a
DR12 Presence test to
live with yourself.
If not, the unknowledge
of what you’ve done weighs
on you (-1 Presence).

In a human-sized hole
2
FLAYED VULTURES 3 made with 10 inch
(D8). Flightless but
fearless climbers. claws lived a RATBIT.

HP 3, Morale -, HP 6, Morale -, Claws d8


Bite/Claws d4

TUSKED BISON are


5 The lanky STEPPE 6 among the kindest
4 FERAL HORSES
(D4) are more than
WOLFE has long legs
but short patience. Outlast creatures—as long as you
wild—for they know and d4 rounds and the pack (d8) stay well away from them
love the taste of flesh. may leave you alone. and their own. Fighting one
brings d4 more.
HP 8, Morale -, Tough HP 8, Morale 10,
Tough skin -d2, Bite d6 HP 16, Morale -,
skin -d2, Bite/Kick d6
Tough skin -d4, Tusks d8

12
MÖRK BORG CULT: FERETORY EAT PREY KILL

d6

Sarkash
SKELELK (D4) wear their bones on
1 the outside of their otherwise elk-like
bodies. Great for defence, although blunt
weapons always deal maximum damage.
HP 9, Morale 8, Exoskeleton -d6,
Antlers d6

The DREDGEHOG has daggers on


2 its back, which may be why it trusts
no one and when provoked roll up into a
big ball of murder.
CARRION OWLS only eat
HP 14, Morale 10, Daggerback -d6 3 what died the night before.
Bite/Daggers d6
HP 2, Morale -, Bite/Claws d4
Special: Missing an attack against
them means you strike a dagger and
suffer d4 damage.
The tiny (attacks and defence
4 are DR14) THROAT-CUTTING
WARBLER has the sharpest beak and
the best aim of all Sarkash’s birds.
HP 1, Morale -, Beak d10

MULCH-SQUIRRELS (D4) eat


5 dirt and taste about the same.
HP 1, Morale 3,
Bite/Claws 1 damage

It’s believed HOWLER BEARS lure


6 prey by wailing like dying men.
Some even form words like “HELP”
and “I’M BEING EATEN BY A
HOWLER BEAR”.
HP 18, Morale -, Skin -d2
Bite/Claws d8

13
EAT PREY KILL MÖRK BORG CULT: FERETORY

Graven-
The GIANT SKULL MOTH has a
1 human-sized skull mark on its tar-
black wings. Perfect bait for squirrels and
tomb raiders alike.

Tosk d6
HP 3, Morale -, Stinger d4 + special
Special DR14 Toughness test or d4
damage and become infected.

It is said UNBRED
TWICE-GROWN CORPSE FLIES’ larva go through 3
2 two cocooning stages, in two different hosts, before
MUTTS (D6) are the
descendants of pedigreed
emerging—bulging, bloated, and starving for more. dogs waiting by their late
HP 4, Morale -, Exoskeleton -d4, Bite d4 + special masters’ graves. Some say
they’re the same dogs, still
Special: DR12 Toughness test or a dozen fly eggs are waiting.
implanted. Get them out within d6 days or watch
them hatch in your corpse. HP 8, Morale -, Bite d6

4 The GRIM- 5 MEATROACH is a


delicacy if cooked
6 THE HALF-BILLED
RAVEN (D4) has only its
TOOTHED
SQUIRREL’S right, but first you have to upper beak, and a sticky, reaching
teeth are made for remove the poisonous murder- tongue beneath.
cracking bones appendix (DR16 Agility test).
Failure spoils the meat (DR14 HP 2, Morale -, Beak/
and savoring the Choking tongue d4/special
marrow within. Toughness or d8 damage).
Special: DR12 Agility test
HP 2, Morale 6, HP 4, Morale -, to avoid or d4 damage/round
Bite d6 Exoskeleton -d4, Bite d4 until a successful DR14
Strength test or raven dies.

14
MÖRK BORG CULT: FERETORY EAT PREY KILL

d6

Grift
UNCOMMON RATS (D4) are
1 commonly seen on Grift’s streets.
Like large hounds with twice the spite
and thrice the teeth.
HP 6, Morale -, Bite/Claws d8/d6

Despite their name, CELLAR


2 CRABS (D4) are found in
numerous cold, dark places. When
you hear their 20 inch legs clickety
Grift’s streets house many NAMELESS &
clack on the stone floor you know 3 TAMELESS STRAYS (D8) eating nothing,
it’s time to leave.
yet everything, given the chance.
HP 6, Morale -, Shell -d4,
Bite/Claws d6 HP 4, Morale -, Bite d4

No silly, LENTIL LICE don’t


5 eat you from the inside—until
The STRAW-LION hides in piles
4 of hay, waiting to use its pincers
you’re dead! ‘Til then they wait. Oh,
and they’re the size of rice, so you’ll
and grabby claws to pull its prey into its
need at least a corpse’s worth to feed
lobotomizing maw. It eats the brain and
a hungry party. Lucky you found
discards the rest.
one! Unlucky that someone else found
HP 14, Morale -, Exoskeleton -d6, it first. Now you’ll have to fight d6
Pincers/Jaws special/d8 starved peasants for the good stuff!
Special: DR14 Agility test or be HP 4, Morale 7, Knife/Femur d4
pulled into the Straw-Lion’s toothy
jaws, taking d8 damage instantly
and on every round until you pass a
DR18 Strength test or the lion dies.
If you’re broken or hit negative HP 6 MÚRDER GULLS (D20) dig
hollows along the Múr’s banks
while inside the beast’s maws but are
rescued that same round you’re not with sawtooth beaks and sticky putty
killed but a half-botched lobotomy spewn from their gullets.
grants -3 Presence. HP 2, Morale -, Beak d4

15
EAT PREY KILL MÖRK BORG CULT: FERETORY

d6 1 The FLAIL-HORNED

Kergüs
MUSKOX moves in herds
of d12, dragging horns on keratin
chains. Your best bet is going for
the oldest and slowest in the back
of the chain gang. So you won’t
have to fight the entire herd but
also means you fight the biggest
horned one.
HP 18, Morale 9, Fur -d2,
Flail-horns special
Special: Makes four attacks
in a flurry of whirling
chains and horns at randomly
chosen targets:

to avoid damage
DR16 d4
DR14 d6
DR12 d8
DR10 d10
2 TAR-PELTED GOATS
(D8) have thick, warm 3 Being eaten by a
MOLAR BEAR is
charcoal-colored fur and allegedly among the most
smell of freshly tar-coated grueling ways to go. Their
wooden ships. It’s a shame teeth may not be made for The FALSE SEAL
the meat tastes like sulfur biting but sure are made 6 looks almost like
and vomit. for chewing. a regular seal because it
HP 6, Morale 7, Fur -d2, HP 16, Morale -, is one’s corpse housing
Horns d6 Thick fur -d4, Claws d8 a puppeteering seal-
proportioned spider.
Attacking the False
MEGASLOTHS Seal angers this very
4 are a rare sight
5 BLUBBER GULLS (D8)
look like flying balls of dangerous arachnid.
on the ice fields and fat but make good soup and
HP 22, Morale -,
sometimes confused for you can use the gas-filled
Exoskeleton -d4,
snow-mounds. You’re corpses as buoys.
Bite d6 + special
not liable to make that
HP 2, Morale -, Blubber -d2, Special Pass a DR16
mistake facing one in
Beak/Dive Bomb d2/special Toughness test or
combat—they can run
when they choose to. Special: When threatened your body rejects any
either flees or dives  food until you imbibe
HP 30, Morale 9, (50%) towards its attacker, the spider’s venom-
Thick fur -d2, blowing itself up, gland as antidote.
Scythe-claws d10 dealing d8 damage to
anyone within 5’.

16
MÖRK BORG CULT: FERETORY EAT PREY KILL

d6

Wästland 3 The FEATHER


FOX is notorious
for its ability to move
silent like a shadow,
while leaving no trail or
tracks. Its hollow bones
are perfect for making
A THREE-THIRDS-
1 When the LIAR-BIRD hears 2 PHEASANT is
bone pipes. Break one
a lie it latches onto every of them, drink the
word repeating them when it completely and utterly magical mercury inside,
pleases. Sought-after by inquisitors a pheasant, it’s just not and you’ll be as light as
and others tasked with uprooting necessarily the same a feather for an hour.
falsehood. Of course, sometimes it pheasant. Be it a third head Your head will be, too.
repeats a truth instead. For fun. or a third knee, it always
has a third of something. HP 3, Morale -,
HP 2, Morale -, Beak d4 Bite d6
HP 3, Morale -, Beak d4

There are said to be only thirteen


4 BAUTABOAR left in Wästland, which
doesn’t stop anyone from killing one on sight.
A mouthful of its meat expands, weighing like
a feast in the belly—known to burst babies and
those with small appetites.
HP 16, Morale -, Thick hide -d4, Gore d8
Special: Eating a day’s ration of
Bautaboar meat leaves you full for a
week and makes you feel quite heavy
(Defence is DR +2 for the duration).

A particularly omnivorous pig breed,


5 the SCHLESWIG BOGFEEDER (D6) The GOLD-CRESTED FILTH-CROW
is completely domesticated, meaning the 6 carries a feathery ring of shining gold
ones you’ve tracked down belong to someone. around its collar, a perfect mockery for those
Better do this quickly before anyone notices. unable to afford the real thing. It nests in
HP 5, Morale 8, Bite d4 latrine muck seeking chamber pot treasures.
Special: The pigs need to be killed in HP 2, Morale -, Beak d4 + special
one round before squealing. Otherwise Special: Pass a DR10 Toughness test or
fight d4 farmers: HP 4, Morale 6, 50% become infected.
chance they carry a tool or knife (d4).

17
EAT PREY KILL MÖRK BORG CULT: FERETORY

d6

Lake
Onda CURSED TROUT live among
1 the lake’s regular trout, it is
not apparent you’ve caught one until
you gut it and find there are none.
A hollow fish, the Cursed Trout is
seen as a terrible omen: whether by
magic or superstition, whomever guts
such a fish cannot sleep for d6 days.

The meat of the RUSTY


2 BASS tastes like rusted The GROAN sounds like a weary tree slowly
metal because it eats metal.
3 waving in the wind. However, wind stops when
the Groan is near.
HP 2, Morale -
Special: DR12 Toughness HP 18, Something’s not right -d6, Morale -,
test or get deathetanus, a Anti-Presence d4 + special
craving for feeling metal Special: Everyone nearby Defends against the
inside you (DR +2 on Defence Groan is using Presence. There is no escape.
against metal weapons). Armor will not save you. When the Groan dies
there is no body. Was it even here? DR14
Presence test or forget. It will be back.

4 THE CARCASSWAN (D2) mates


5 THE UNRESTING
for life, a decade-long story DUCK (D8) lives 6 SURSTURGEON,
which tastes and
ending in the surviving half eating its and dies in the air making
dead lover and gaining a taste for flesh. smells terrible, ferments
them very skilled at
Long story short: when you see a lone while alive. Eventually
flying and really hard
Carcasswan, you run before it sees you. it dies, improving
to hit (DR16).
nothing.
HP 2, Morale 7, Beak d4
Lone: HP 4, Morale -
Pair of them:
HP 15, Morale -, HP 5, Morale -,
Bite/Claws d8 Bite d6

18
MÖRK BORG CULT: FERETORY EAT PREY KILL

Valley of the
d6

Unfortunate
Undead 2 GRUBSTOPPER (D10) is the
common word for any bug large
enough to calm a man’s hunger.
HP 1, Morale -, Exoskeleton -d2
Sickly blue glowing PHANTOM RATS (D10)
1 are always flickering—half-way between
(50%), Bite 1 damage + special
Special: Some bugs have a bad
here and somewhere else. Keep one in a bottle for a
bite (Toughness DR12).
makeshift lantern, just make sure the glass is coated
Roll below for the effect: (d4)
in its kin’s ethereal blood, lest it escape. They’re a
1–2. Nothing. 3. d6 damage.
nightmare to catch (DR16 to attacks).
4. Infected.
HP 2, Morale -, Bite d4

The valley’s suckling soil cannot hold the


3 TOMB APE for it has webbed feet like a frog and
a snake’s slippery scales. Long tangled hair covers its
face and mouthful of sharp teeth. The ape longs for
silver and never goes far from its nest—likely an old
tomb—where it keeps d66 coins.
HP 14, Morale 11, Scales -d2, Bite/Claws d6

GRAVELINGS (D6) are a bit like skinless,


4 hunch-backed dogs with opposable thumbs.
They taste about the same, too.
While it has no flesh to speak
HP 6, Morale 9, Bite/Claws d6 6 of, the BONEMARE keeps a
very tasty brain somewhere in its
necromanced equestrian being.
The tiny (DR14 to hit) MARROW SPARROW
5 has a syringe-like beak for feeding on sleeping HP 12, Morale -, Bones -d4,
victims. One makes a very good soup stock that fills Bite/Kick d6
the stomachs of four. Special: On its first turn the
mare unleashes a random unclean
HP 1, Morale -, Beak 1 damage
scroll’s Power.

19
EAT PREY KILL MÖRK BORG CULT: FERETORY

d6

Bergen Chrypt
The NEPHALIX MONKEYS (D4)
2 lived in the abyss for so long, the
abyss grew tired of them and spat them
out. Now they leap from peak to peak
with their bony wings, tossing
unfortunates down the cliffs to spite the
rocks below, laughing all the while.
HP 7, Morale -, Scales -d2,
Bite/Claws d6 + special
Special: DR8 Strength test or be
lifted up and flung through the
air, landing 10’ away or somewhere
far below.

3 The WEAKWILL’D WHISPERBIRD


follows any master provided you kill
the current one. Until then it fights tooth
and beak to stop you. It looks so utterly
pathetic that you must pass a DR 12 Presence
test to fight back.

1 The TUNNEL SNEAK moves silently


through catacombs’ cracks and crevices
HP 2, Morale 6, Beak d4
Special: When encountering the bird roll
seeking its next meal. Although the size of a
its accompanying master: (d4)
grown man, its malleable form fits through
the most unlikely openings. 1–2. 
Roll again on the hunting table
3. A flesh starved berserker

HP 12, Morale -, Malleable form -d2,
(Rulebook, pp. 60)
Claws d6
4. A Lich looking for some goddamn

Special: The PC with the highest peace and quiet (Rulebook, pp. 63)
Presence makes a DR14 test after
tracking down a Tunnel Sneak. Failure
means it found you first and a random
party member is hit with a sneaky claw
strike for d6+3 damage.

20
MÖRK BORG CULT: FERETORY EAT PREY KILL

4 With four wings and a mean


demeanor, the VIERWINGED 6 While resting the RAGPIE
resembles a scrunched up bundle of
FALCHON is the mountain skies’
undisputed despot. These massive cloth with a sprinkling of old bones
birds’ arrogance brought them close closeby. When bringing down its prey it
to extinction as it eats only its own looks more like a dark cloak, enveloping
brood. It still kills other creatures to the target in a deathly choke-embrace.
assert dominance. HP 8, Morale -, Thick skin -d2,
HP 16, Morale -, Bite/Claws d10 Smother-cloak special
Special: If defence fails you are
embraced by the Ragpie, slowly
choking and unable to act. Dealing
d4 damage/round until the Ragpie (½
5 Born during a full blood moon,
the ÜBERWOLF is three times the
of any damage dealt to it is dealt
to the embraced) or a DR18 Strength
size of a normal wolf, and there are
test frees you.
usually d6 or more following close
behind.
HP 18, Morale -, Thick fur -d2,
Bite/Claws d8
Regular wolf:
HP 6, Morale 8, Bite d6

21
THE DEATH ZIGGURAT MÖRK BORG CULT: FERETORY

22
THE
DEATH
ZIGGURAT

A Cosmic Necrocrawl K
B O R G C
for
R

U
M O

L T
N T
A P

E
P

T
R

O N
V E
D C O

Text Carl Niblaeus


Editing, graphic design
and art Johan Nohr
THE DEATH ZIGGURAT MÖRK BORG CULT: FERETORY

“Find the ziggurat and stop the demon from


laying waste to our world before the true time!”
So say the Cretun monks hiring you to investigate hints of a demon
escaping her ziggurat prison deep within Sarkash. They also mentioned that
cryptic scrolls say the ziggurat is “hidden in another realm” and “the priests
carry keys.” Their generous pay kept you from asking too many questions,
and you were quickly off towards the forest.

D
eep in Sarkash’s woods Now, as Verhu foretold, the world is
is an unnaturally cold ending. As if the Basilisk’s list of plagues
depression in the forest f loor, was not enough, the old forces binding
a sinkhole seemingly formed Akünh lost their potency. Like one more
by an impossibly large fist’s strike. In the Misery, Akünh has broken her shackles to
depression, ancient ruins spring up among ravage the world before the end arrives.
the trees. Murky clouds cover the area in But first, she must gain strength and, with
darkness, centered on the dark sinkhole, her clergy of rot-priests, raise her army of
swirling like a tornado down into its depth. drooling, red-eyed undead.
Hidden in the bottom of the depression’s
cloudy fog whose wet embrace coats a SURROUNDINGS
ziggurat in icy sludge. Within, the demon Around the depression stand tall fir trees
child Akünh was imprisoned so long she in silent darkness. There is a gloom and
is forgotten even by Galgenbeck’s oldest a cold increasing in the depression’s
scribes. Crumbling scrolls mention she’s direction. Ice covers the river and heavy
a spawn of SHE—conceived in the unholy snowf lakes occasionally drift through
bonding between the basilisk and a demonic the air.
being from a parallel world filled with
undeath and torment. Shut out from the DEATH-OBSESSED CULTISTS
world of the living by an ancient covenant, A group of 25 cultists camp about half an
but always gazing hungrily upon it, the hour’s walk from the depression. They felt
demon greedily took this rare chance to the forest’s deathly vibrations and seek
enter—if only through the vessel of Akünh. the source vainly hoping it provides the
When the demonic inf luence began keys to the golden afterlife.
spreading its tendrils across the world it The cultists found the rotting mouth
did not take long before the Cretun order’s in the woods but haven’t dared to enter.
unsung knights subdued Akünh, binding They wear strange headdresses signaling
her into the Death Realm in a ziggurat deep rank, have tattooed faces and wear thick
within Sarkash’s darkness confining her furs dangling with skeletal parts. They
there by their magicks for centuries. are unaware of Akünh and her rot-priests.

24
MÖRK BORG CULT: FERETORY THE DEATH ZIGGURAT

One hex
15 min
One random
event
ZIGGURAT

CONCEALED
IN MIST

NECROPOLIS

SPIRAL CHAPEL

FROZEN LAKE

PRIEST CAMP

CAVE OPENING

CULTIST CAMP

ROTTING MOUTH

25
THE DEATH ZIGGURAT MÖRK BORG CULT: FERETORY

The Depression

S
urrounded by fog and clouds. FROZEN LAKE
Around the edge are steep A lake covered in icy water lilies on a thin
cliffs, ranging from 150 to 300’ sheet of ice. The brittle black f lowers have
high. The river f lows into the strange effects when crushed, affecting
depression’s southwestern end in a frozen all who touch. Next to the lake dozens
waterfall, forming a lake covered by a thin of moaning undead are trapped in the
ice sheet. In the northern end, clouds and half-frozen mud.
fog whirl like a huge tornado into a great fog
cloud obscuring the ziggurat. Between the
whirling cloud and the waterfall ivy-covered
ruins rise between towering trees. THE FLOWERS’ EFFECTS (D6)
Duration: 1 Hour / 1 Week / Permanent
AKÜNH’S CHANNELING 1. (W) Visions of the death realm,
The tornado-like cloud is a physical bleak and threatening, flicker past
manifestation of the channeling the at the worst times.
2. (P) All hair turns white, skin the
demonic world’s power—where Akünh’s color of a bog mummy.
demonic parent resides. This power helped 3. (H) Steals energy from the Death’s
her break free and is necessary to raise realm. Your maximum HP and damage
her undead army. If the channeling is to undead increase by d6.
stopped no more undead rise serving her. 4. (P) In half an hour turn into
a sickly pale, red-eyed ghoul.
If it is reversed (as with the Spiral Crown)
Can only taste human flesh.
her powers dwindle quickly. If unstopped 5. (P) Starts aging in reverse.
Akünh conquers the closest castle and uses 6. (W) Wounds will not heal and
the undead horde to ravage the lands. attract larvae. Immune to the rot
priests’ touch. Old people smell.
FOUL-SMELLING CAVE OPENING
Leads to cold, dark passages where undead
lurk. After almost an hour it ends in a large THE PRIEST CAMP
rotting mouth leading to the woods outside, A heavy smell of dousing incense and herbs
half an hour’s walk from the cultist camp. emanates from symbol-covered conical
The mouth is closed and only opens when tents. d4+2 rot priests sit around a fire
blood is dripped on it. discussing metaphysical matters such as
the possibility of existing simultaneously in
all the realms, thereby escaping the end.

26
MÖRK BORG CULT: FERETORY THE DEATH ZIGGURAT

Navigating the Ruins


D10 RUIN TYPES D10 SEARCHING THE RUINS (15 MINUTES)
1. Unholy chapel 1. Feeling of being watched
2. Intact tower 2. d3 frozen corpses
3. Cracked dome 3. As 2, one has minor treasure
4. Underground shrine 4. Trap! Test Agility or d6 damage
5. Fountain plaza 5. Fall into crypt, d3 damage
6. Walled garden 6. Roll random event (d6)
7. Black monolith 7. Roll random event (d10)
8. Overgrown ziggurat 8. Minor treasure in the open
9. Demon statuary 9. Minor treasure stashed away
10. Basalt mausoleum 10. Major treasure

D12 RANDOM EVENTS, ROLL ONCE PER HEX


1–2. Nothing happens. Yet. Eerily quiet. Cold.
3. Clouds drawn into the fog cloud, thunder roars.
4.  Clouds open up, revealing a weirdly colorful galaxy spiraling
around a massive black center. Is it getting bigger?
5.  Sudden arctic cold, lasting a few moments. Everything freezes.
6.  Discovered by d6 moaning undead that attack.
7.  d4 rot-priests approach carefully.
8.  d4 confident rot-priests with 2 horn beasts.
9.  Stalked by Sarku, who accidentally makes some noise before
hiding in the shadows. Easily discovered.
10.  Approached by Sarku, curious.
11.  Akünh, kneeling on the ground, resurrecting two corpses.
12.  Akünh approaches, wanting to know what these strangers are
doing here.

D8 MINOR TREASURES D6 MAJOR TREASURES


Worth 3d20 silver Worth 30+2d20 silver
1. Blasphemous idol 1. Demonic figurine with eyes
2. Charcoal black chalice that seem to follow
3. Bracelet of teeth 2. Void-black ring, heavier
4. Curved ritual dagger than it should be
5. Poisoned brooch 3. A handful of gemstones
6. Blood-stained coins 4. Mummified prophet’s head
7. Obsidian rod 5. Crystal ball
8. Iron devil mask 6. Unclean scroll

27
THE DEATH ZIGGURAT MÖRK BORG CULT: FERETORY

THE SPIRAL CHAPEL THE ZIGGURAT IN DEATH’S REALM


Dedicated to Heedless Creation’s spiraling The ziggurat is hidden in a parallel world
cosmic force. The ceiling is a painted night and requires a rot priest medallion to find.
sky with a central spiral galaxy. In the f loor In the normal world (without a medallion)
below the galaxy is a circular depression. one finds only a barren waste swarming
Underneath is a secret space hiding the with undead in the fog. In the Death
golden, ruby-adorned Spiral Crown. Realm the ziggurat and the necropolis are
On the chapel wall is a mural of a priest surrounded by a walled enclosure with an
in a temple, gazing over the Cosmos. entrance in the end opposite the ziggurat.
Pressing the priest’s head reveals a small
compartment behind the mural containing Necropolis
the spiral-patterned metal disc. On a square-shaped island in a square-
shaped pond are hundreds of old mausolea,
tombstones and graves. Among them, a
bottomless pit from which the rot priests
(who set up a nearby tent) summon crawling
horn beasts. No more beasts appear if the
TO FIND THE SPIRAL CROWN meditation of the two rot priests inside is
Put the spiral-patterned metal disc
stopped. Guarded by two horn beasts.
in the depression on the floor and
press down. If pressed without the The Ziggurat
disc a lightning bolt shoots from the Colossal and ice-covered, it rises topped by
galaxy in the ceiling for 2d4 damage. a whirlwind of clouds, ever pulling from a
point in the sky. The top is broken and looks
as if something has exploded on the inside.
THE SPIRAL CROWN
A silver crown with a spiked halo, Inside the ziggurat: In an open space in
adorned with every color of gemstone
in a swirling pattern. the center, below the broken top, d4+1
rot priests and two horn beasts guard
a rotten mouth-like opening in the f loor
WEARING THE CROWN sucking in the spiraling, thundering
Lightning shoots into it and the ice-clouds. Warm air, stinking of rot and
wearer becomes a cosmic vessel, seeing decay, emanates from the maw, thawing
strange and nightmarish visions of the nearby ground.
the infinite, collapsing Cosmos. The
wearer is allowed (at most) three DR12
Inside the maw: A quiet and warm space
Presence tests (one per round) to with walls of pulsating f lesh. A tunnel
remove it. If all tests fail the wearer descends into darkness from whence
is irrevocably lost to the Cosmos. a rhythmic, beating sound is audible.
Wearing it also reverses Akünh’s 10 meters below, growing from the wall,
channeling and quickly drains her is Akünh’s heart, black and pulsating.
health by d4 HP/round. She instantly
teleports and tries to stop it. Destroying it banishes Akünh into
the void until the end of days but also
instantly triggers one Misery.

28
MÖRK BORG CULT: FERETORY THE DEATH ZIGGURAT

29
THE DEATH ZIGGURAT MÖRK BORG CULT: FERETORY

Monsters & NPCs


ROT PRIESTS UNDEAD
Wear black robes and wide-brimmed The rotting dead, awakened to serve.
cylindrical hats with black veils covering Drooling tongues, red eyes.
the face. Rotting mouth similar to Akünh’s HP 3, Morale –, No armor
on front of the upper body, must eat human
 rapple. DR12 Strength test or be
G
f lesh regularly. Wear medallions allowing grappled. Subsequent attacks (by all
travel to the ziggurat in the Death Realm. present undead) are claw or bite (d4).
Curious about existential and metaphysical ill not die. Only stays dead for one
W
issues. Their touch causes death and ruin. round then rises again with 1 HP.

HP 10, Morale 8, No armor  low. Can always be outrun


S
(unless you are grappled).
 evour. DR12 Strength test or be
D
grappled and next turn, devoured
­
(d8 damage per round).
Claws d6
 SARKU
 otting touch. Those damaged by a rot
R The sharp-tongued Sarku was Akünh’s
priest do not heal when resting until closest advisor but left her when he realized
healed magically or resting one night at her demonic origin. A gaunt, ghostly form
least a day’s travel from the ziggurat.
with a long, sharp tongue that sucks the
blood of his victims and stretches their
tongues. The dried up corpses hang upside
HORN BEASTS down from the trees. Wants to be set free
A chaotic mass of horns and bones with a from his earthly prison and move on to the
circular mouth filled with teeth instead of afterlife. Knows where Akünh’s heart is and
a face, they rip enemies apart with their that stabbing it kills her.
sharp claws.
HP 15, Morale 8, No armor
HP 8, Morale –, Shifting bones −d4
lood-sucking tongue (d4). A hit means
B
Claws d6, attacks twice/round.
you are grappled, resulting in automatic
damage until you break free with a DR14
Strength test.
Ethereal. Immune to physical harm.

30
MÖRK BORG CULT: FERETORY THE DEATH ZIGGURAT

DREAD AKÜNH, CULTIST


DEMON SPAWN 25 death-obsessed cultists from
Clad in a dazzling black a plague-wracked Tveland hovel.
robe embroidered with They are intrigued by, and seeking
gold and crimson. Five eyes the source of, the depression’s
symmetrically placed around necromantic energies. Their
the head, crowned with ultimate goal is to use whatever
cylindrical antlers. A huge, can be found here as a ticket to
rotting vertical mouth covers the Shimmering Fields’ golden
the chest and abdomen. afterlife. They wear headdresses
Mostly found in the ziggurat. signaling rank, have tattooed faces
HP 20, Morale 11, and wear thick furs with skeletal
No armor parts. They speak slowly with an
eath scream. DR12 Presence
D unusual, almost inhuman dialect.
test or be drawn within HP 6, Morale 6
arms length of Akünh. Fur armor −d2
laws and devouring (d6)
C Axe/Spear/Scythe d6
Attacks twice per round.
If both hit you are  eathlike silence. The most
D
devoured: DR14 Strength
­ high ranking cultists can
test to escape or die. use this Power. All must test
Presence DR14 or become d­eaf
ark rays (d4) shoot out
D for d10 minutes. Every test
from the eyes, affecting requiring hearing or balance
up to d6 nearby enemies. increases its DR by 4.
eparated heart.
S
At 0 HP resurrects at
her heart beneath the
ziggurat.
 eleport. Can teleport
T
freely within the
depression. She climbs
from a rotting mouth
eating out of the
ground.

31
MÖRK BORG CULT: FERETORY

45 d20 silver

d100 items 46
47
48
jar of fermented fish
mousetrap (1 damage)
black and white face paint

and trinkets
49 linen sack with body parts
50 cracked mirror
51 long iron chain
52 book: “Wizard Fight”
53 curved ritual knife (d4)
By Pelle Svensson 54 chain mail, torso still in it
Proofreading Alex Genn-Bash 55 dog collar with chain
56 pouch containing salt
01 a few bad apples 57 sooty silver ring
02 pile of skulls 58 pennon from a sunken ship
03 two blood-stained torches 59 flayed human skin
04 comb with a single gray hair 60 blanket (with fleas)
05 flute (tastes horrible) 61 charred metal necklace
06 small blood-filled bottle 62 broken leather armor
07 spiked leather bracer 63 d4 gold teeth worth 10s each
08 broken porcelain doll 64 pair of scissors (d4)
09 piece of moldy bread 65 pickaxe (d4)
10 dead black cat 66 choker with pentagram amulet
11 fishing rod with rusty hook 67 bloody drill
12 crimson hood and mask 68 book of psalms
13 long noose 69 bird-billed mask
14 small wooden chest (empty) 70 charcoal drawing of a demon
15 d8 colorful glass marbles 71 half a dead dog
16 snowshoe (home of a spider) 72 quite fancy eye patch
17 oil painting of a hooded skeleton 73 hammer and some nails
18 fan shaped like a bear claw 74 ball and chain (and a foot)
19 exquisite silk glove 75 sharp fire iron (d4+1)
20 dried bat meat B O R G C 76 pair of warm socks (soggy)
K
21 copper nose ring 77 box of black feathers
R

22 two eyes in a jar 78 damaged wolf pelt


M O

L T

23 d6 dice (bone) 79 rotten meat (d2 days worth)


24 d4 huge fangs 80 small box with a white marble
N T
A P

25 latrine bucket 81 tankard with a needle in it


26 broken harp 82 wooden dentures
E
P

27 horned helmet 83 good luck charm (well...)


T
R

O N
V E O
28 shit-stained ladle D C 84 d6 empty scrolls
29 sad chicken in a cage 85 hooded lantern
30 arrow stuck in shield 86 pair of wooden handcuffs
31 handful of human teeth 87 jar with 3 severed thumbs
32 recently sharpened scythe (d8) 88 tangled ball of human hair
33 empty perfume bottle 89 thumbscrew
34 some keys without a lock 90 very small horseshoe
35 leather vest with rivets 91 shovel (d4)
36 purse with d10 silver 92 necklace of rat teeth
37 well-used belt 93 half a treasure map
38 sack of dead rats 94 bottle of red poison
39 gilded skull worth d20+10 silver 95 small wooden horse
40 boot (won’t fit) 96 heavy iron tongs
41 d10 arrows 97 black sack with a cat’s heart
42 book: “Night Queen” 98 big lump of coal
43 stuffed magpie 99 two severed hands
44 butcher’s knife (d4) 00 child-sized iron maiden

32
B O R G C
MÖRK BORG CULT: FERETORY THE DEATH K

U
ZIGGURAT

M O

L T
N T
A P

E
P

T
R
O N
V E
D C O

A SCENARIO FOR

By Donovan Caldwell

33
THE GOBLIN GRINDER MÖRK BORG CULT: FERETORY

T
he streets of Galgenbeck are littered
with corpses, twisted, inhuman things:
a goblin isn’t an attractive sight on a good
day and dead they are truly distasteful.
Their mottled, ropy flesh rots but never
decomposes; even the oldest skins in the
darkest alleys hold their shape to warn passersby of
their swiftly approaching end.
There’s also the living goblins—probably the bigger
issue here. They crawl inside basements, nest within
cupboards, use dogs for target practice and generally
wreak havoc upon the hapless Galgenbeckians.
More and more townsfolk appear to be afflicted
with the dreaded Goblin Curse and, with such a large
infestation of the little scoundrels, it’s becoming
very difficult to figure out which one to snuff saving
yourself from becoming one of them.
Not to worry! For the low cost of 40 silver local
alchemist Nagel Krat has a cure. Until the price rises
tomorrow, anyway. And the day after that. And the day
after that...

34
35
THE GOBLIN GRINDER MÖRK BORG CULT: FERETORY

WHAT’S REALLY GOING ON? WHY DO THE PCS CARE


Nagel Krat recently inherited the ABOUT ANY OF THIS? (d4)
Derelict Mill from his father, mentor
and teacher: Urvan Krat. Prior to this 1. They’re aff licted with the Goblin Curse
mysterious occurrence Urvan perished due and lack funds to keep up with Nagel’s
to poison planted in his medication by an prices. A goblin ambush and subsequent
unidentified assassin. Despite fulfilling retreat could leave them worried about a
a threefold role in Nagel’s life, Urvan was possible transformation and even the
never very good at any of them. most aff luent traveler has difficulty
Inside the mill Nagel found a large keeping up with the cure’s steadily
stash of alchemical supplies as well as an inf lating price.
enormous contraption labeled The Goblin 2. Nagel hires them as Medickal Shoppe
Grinder. Using the meagre income his guards. Nagel serves increasing numbers
father’s Medickal Shoppe left, he purchased of Galgenbeckians daily and, for some
his scheme’s necessary supplies. reason, they keep getting more agitated.
Qarg can’t keep up with every broke
peasant “actively transforming into a
goblin” and “needs the cure now.”
NAGEL’S SCHEME
3. They’re hired by a suspicious noble.
1. Get a steady supply of corpses for the Goblin
Jota Klefunheim of Klefunheim (tall,
Grinder. Nagel is paying a gravedigger named
perpetually annoyed, some kind of
Qarg to deliver the occasional body.
baroness or princess) presently unaffected
2. Make goblins. The goblins infest Galgenbeck,
by the goblin curse but—with those
cause the townsfolk issues, but most
disgusting peasants running around all
importantly, inflict as many people as possible
the time—it’s bound to happen. She
with the Goblin Curse*.
wants the PCs to uncover what’s going on
3. Create a Goblin Cure. It’s not really a cure, it just
and stop it quickly, paying 200 silver
postpones the symptoms, but it’s enough to give
(reduced by 20 each day the problem
a desperate Galgenbeckian some hope. Sell it.
isn’t resolved) for the trouble.
Sell a lot of it.
4. They’re hired by a worried peasant.
Repeat!
Urgrip Wikt (tells wild stories, large
family, infected, exceedingly poor) isn’t
able to pay, per se, but will trade a family
heirloom if PCs resolve Galgenbeck’s
goblin issue. Urgrip knows he’s likely
*Remember: anyone attacked by a goblin doomed, but his family isn’t. Unknown
irrevocably transforms into one in d6 days, to Urgrip, the heirloom is a Calumny
unless the attacking goblin is killed before then. Pearl. Whoever places it underneath their
Any attack is sufficient—it doesn’t even need to tongue entirely believes the first lie told
be a successful hit. Goblins suck. to them.

36
MÖRK BORG CULT: FERETORY THE GOBLIN GRINDER

Characters of note
THE BASTARD, goblin mutant, leader, torturer
Using the Goblin Grinder and his own alchemical knowledge,
Nagel tried to create a “leader” goblin to direct the others
creating “The Bastard.” The corpse was a torturer for a group
of unsavor y royals, so he eased right into upper management.
He’s aware enough to speak, mostly used to throw crude
insults.

HP 10  Morale 6  Mutant hide −D4  Knife d4


Goblin overlord, allied goblins fighting with The Bastard are DR16 defence
(including himself) and cannot be shaken (Morale is –) unless he’s killed.

NAGEL KRAT, alchemist, murderer, con man


Nagel cares about one person in the world—and his
name rhymes with “Vagel.” He killed his father to
inherit a grain mill that could no longer process grain,
has no loyalty to his goblins and begs, pleads, bribes
and cries to avoid harm. Nagel is a (smart) worm,
running back to the mill at the earliest sign of trouble.

Thin, curly hair, red apron, obsessively clean.


HP 6  Morale 6  No armor  Knife D4
Smoke bomb DR14 Presence or Nagel gets away.

QARG, gravedigger, mercenary


Nagel pays Qarg 50 silver per body delivered. She’s
not picky about what happens to them afterward
and works as muscle for the Medickal Shoppe for
10 silver/hour. She’s a simple woman and likes the
opportunities afforded to her when she has a salary
beyond gravedigging’s pennies.
Easily bribed: convincing her to leave her post or
miss a delivery is a DR8 Presence test if she’s offered
more silver.

Dirty, grim stare, shovel strapped to her back, broken nose.


HP 9  Morale 7  Filthy furs −D2  Cudgel D6 or Shovel D4

37
38
MÖRK BORG CULT: FERETORY THE GOBLIN GRINDER

TheMedickal
Shoppe
THE STOREFRONT SOLD HERE:
Smells vaguely metallic. Shelves brimming Goblin Cure (40s +5)
with Goblin Cure. Not actually a cure, but nobody knows that
• Nagel has Qarg stand around and look yet. Postpones total transformation by d6
tough during the busiest hours of the day days. Costs 40 silver in the beginning rising
(the afternoon). Occasionally she breaks by 5 each day Nagel remains in business.
up fights or protects Nagel from angry
townsfolk. Flash Powder (45s)
• Nagel insists on carrying all his silver in Creates a brilliant flash as likely to blind you
his apron before storage at the mill. It’s as it is your opponents. Stuns all opponents
pretty heavy. He can shed it if chased to that can see it for d3 rounds. You and all allies
make any Agility tests to catch him DR16. test Toughness DR12 or are also stunned.
If he drops the apron it has a total of
D10 × 10 silver in it. Healing Tincture (30s)
• There’s a crate hidden underneath Mostly mouse dung, dirty water and red
the f loor behind the counter via latch. pigment. When consumed roll a d4. On a 1
If Nagel is out of options and needs attacks and defence are rolled at −2 until a
to run he can pop the Goblin Crate. full night’s rest to get over whatever it did
d4 + 1 goblins leap out and viciously to you. Notably, does not heal wounds or
attack anyone nearby except for Nagel. diseases.

Invigorating Elixir (25s)


Really does provide short-term bursts of
energy. Also might stop your heart. Grants
+1 Agility for 1 hour after imbibing. When
the hour’s up roll a d8. On a 1 take d8
damage from sharp pains in your chest.

Juice (7s)
This is just juice. He uses apples?
It’s apple juice.

39
THE GOBLIN GRINDER MÖRK BORG CULT: FERETORY

The
NOTE
Whenever the PCs linger, hesitate or
spend too much time on something:
Nagel makes another goblin.

Mill
From Outside

1b
Enormous, boarded-up windows,
very faint mechanical grinding
noise coming from the top. If the
PCs put their ear to the door test
Presence DR14 to hear snickering
and chuckling from within

1a
Ground Floor

The Barricade and

Cannonball
-1
Basement

40
MÖRK BORG CULT: FERETORY THE GOBLIN GRINDER

Second Floor

Fire! Fire!

2
3
Third Floor

The Laboratory

4 Top Floor

The
Goblin
Grinder
41
THE GOBLIN GRINDER MÖRK BORG CULT: FERETORY

1a. THE BARRICADE


Faint rotting smell, sof t noises from all directions, mechanical
grinding overhead.
1b • A crude barricade is in front of the entrance,
blocking the rest of the room from view.
It’s constructed from cabinets, chairs, smashed
alchemical supplies and a large bookshelf.
1a • Scattered books have fallen off of the downed
bookshelf. Heady, academic alchemical texts.
• Pool of black bubbling and popping liquid.
A volatile mixture of trashed alchemical ingredients.
LICK THE LIQUID (D4): • Trail of blood leading through the barricade’s
1. A jolt of painful energy travels down opening accompanied by scratches and grooves
the taster’s tongue. DR12 Toughness Qarg makes on the stone f loor delivering bodies.
test or take d4 damage. • NORTHEAST: Small opening in the trash wall leading
2. Tongue is permanently stained black. to the rest of the room.
3. Skin rapidly becomes covered in hard • SOUTH: The mill door to the mill.
calluses. When unarmored they
count as tier one armor. Stinks. MOVE THE BOOKSHELF: If the bookshelf is moved
4. One of the taster’s wounds the PCs find a hatch leading to the basement.
immediately scabs over and is
replaced with an eye. They heal LOOK AT BOOKS: A waste of time: half of the information
d4 and have +1 PRESENCE on any is useless and the other half requires hours of study.
sight-related rolls.

The moment the door is opened the goblins in 1b


light the cannon’s 1 minute fuse.

 hen the goblins in 1b light the fuse,


W
DR12 Presence test to notice it over
the Goblin Grinder’s roar.
The PCs may discover the basement
by hearing the impact of something
heavy against it (like a body),
revealing it’s hollow.

42
MÖRK BORG CULT: FERETORY THE GOBLIN GRINDER

1b. CANNONBALL NOTE


Sulfur smell mixed with rot and decay, the mechanical Whenever the PCs linger,
grinding continues. hesitate or spend too much
time on something:
• A cannon with a long, winding fuse (1 minute)
is positioned to fire upon the exit through the Nagel makes another goblin.
barricade.
• Three cannonballs squat behind it.
• A component shelf, largely intact, rests behind the 3 excited goblins
cannon. When the cannon goes off it jostles the shelf Given a chance to fire a cannon and are
knocking it over, splashing components across the going to take it no matter what.
f loor. Powerful acid eats away the stone, revealing HP 6  Morale 8  Ropy skin −D2,
the basement. Knife D4
• Up: Dirty stairs lead further into the mill. Quick: attacks/defense are DR14.
• SOUTH: The exit through the barricade.
One goblin: alchemical explosive:
Cannon fire. The goblins light the cannon’s fuse when any PC within 10’ of the blast must
PCs open the mill door to the mill. PCs have 1 minute pass a DR14 AGILITY check or take d8
to stomp out or otherwise douse the long fuse’s f lame damage and be set ablaze.
—otherwise the cannon goes off, killing any PC dumb
enough to end up in the line of fire. The goblins try to prevent the PCs
Firing also alerts every goblin on the upper f loors. from accessing and dousing the fuse:
all else is secondary.

-1. BASEMENT
Horrid smell, rot and blood, very quiet, distant rumbles.

• Rotting grain scattered across the f loor.


• The body of Urvan Krat, heavily disfigured, bloody
and rotting. Nagel recently took some anger out on
the corpse.
• A bloodstained shovel (D4).

SEARCH THE BODY: Nagel stole all of Urvan’s silver but


ignored two keepsakes:
• A vial of sour yellow liquid. An alchemical pain
remedy. Heals D6 + 1 when drunk but dulls the senses
(−2 Presence for 1 hour).
• A spare key, hidden in his boot. Activates the Goblin
Grinder.

43
THE GOBLIN GRINDER MÖRK BORG CULT: FERETORY

2. FIRE! FIRE!
Acrid gas stench, the mechanical grinding gets louder.

Cannon fired: the bucket goblin douses the


first person coming up the stairs, and the archer
goblins shoot immediately af ter.
Cannon not fired: they’re not able to hear the
commotion over the Goblin Grinder’s roar.

• An oil container in the room’s center. Floating


3 archer goblins within is the key to 5, painted black.
Like seeing things set on fire. • Two buckets, also filled with oil.
HP 6  Morale 7  Ropy skin −D2, • Three tall bookshelves, goblin perches.
Shortbow, flaming arrows D6 • Qarg’s trail of blood continues.
Quick, attacks/defense are DR14. • Up: Stairs lead up to the third f loor of the mill,
blocked via locked hatch.
One goblin: Unequipped with • Down: Stairs back to the first f loor.
anything besides an oil bucket,
has Morale 6 instead of 7, and OIL: Thick, black, adheres to skin and cloth alike. While
has “unlucky” written across their doused in oil PC’s take an additional D2 damage from
forehead. Tries to douse the PC’s f lame-based attacks and catch on fire more easily.
while the other two fire from afar. To remove oil a PC must spend their turn scraping it off.

EXAMINE BOOKSHELVES: Stocked with healing tincture


(see the Medickal Shoppe). Works to douse fire. Various
alchemical recipes, including one detailing the creation
of healing tincture.

44
MÖRK BORG CULT: FERETORY THE GOBLIN GRINDER

3. LABORATORY
Beakers bubble, the room shakes and the Goblin Grinder
is deafening overhead.

• Two huge tables, covered in smashed bottles,


scattered reagents, alchemical solutions, and
bubbling concoctions.
• A large puddle of amber orange goo, foaming
beneath the tables. Really Alchemical Ooze.
• Three shelves stocked to the brim with Goblin Cure. Alchemical Ooze
• Qarg’s trail curves around the table and snakes up Mindless, hungry.
the stairs to 4. HP 10  Morale –  Gooey −D2,
• Up: Stairs to the mill’s fourth f loor. Acidic splash D8
• Down: Stairs to the second f loor. Slow: defense is DR10.

GOO: If the cannon was fired the disturbed Alchemical Whenever a PC damages the ooze
Ooze immediately crawls towards PCs entering the they must test Strength DR8 or their
room. Otherwise it only attacks if they’re nearby. weapon becomes stuck to it. If not
removed the next round (Strength
ALCHEMY TABLES: Every round roll a D6. On 1–2 DR10) the weapon is destroyed.
something on the tables boils over and splashes
everything nearby with strange f luid the ooze is not
effected. Roll a d4:

Acid. Every PC must test DR12 Agility or take D4


1. 
damage (ignore armor).
Foul. Disgusting smell. Every PC must test DR12
2. 
Toughness or be stunned for the next round.
Weird. A Power from a random Unclean Scroll
3. 
is cast on every creature (including the ooze).
Sweet. The PCs heal D4.
4. 

NOTE

Whenever the PCs linger,


hesitate or spend too much
time on something:
Nagel makes another goblin.

45
THE GOBLIN GRINDER

Nagel Krat
Really, really doesn’t want to die.
4. THE GOBLIN GRINDER
HP 6  Morale 6  No armor, Shockingly awful smell, ear-splitting churn of the Grinder,
Knife D4 smoky haze.
Smoke bomb DR14 Presence
or Nagel gets away. • The Goblin Grinder roaring, huge, and horrible,
spewing hazy smoke and stained with bloody ooze.
• A pile of corpses in every stage of putrefaction
—the end of Qarg’s blood trail.
The Bastard • down: Stairs to the third f loor.
Relishes in chaos and cruelty.
HP 10  Morale 6  Mutant hide −D4 Goblin Cavalcade!
Knife D4 Along with the Bastard and Nagel there are X goblins
Goblin overlord, allied goblins ripe for murder. X is 2 + however many goblins Nagel
fighting with The Bastard are DR16 created during the ascent. Nagel hides behind his
defence (including himself) and goblin horde until threatened, attempting to escape
cannot be shaken (Morale is –) unless down the stairs.
he’s killed.
THE GOBLIN GRINDER: Must be activated via key,
Fresh Goblins fuel and one human corpse fed into the east end
Newly born and ready to cause problems. (two consecutive actions). The only keys are Nagel’s
HP 5  Morale 7  Ropy skin −D2 and Urvan’s in the basement.
Bite D4
Quick: attacks/defense are DR14.

46
B O R G C
K

U
M O

L T
N T
A P

E
P

T
R
O N
V E
D C O

The
Tenebrous
Reliquary
D66 ITEMS OF DOOM
Contributors Anders Arpi, Ben H, Dom Cohen,
Donny C, Johan Nohr, Karl Druid, Leander E,
Paul Wilde, Flora v/d B.

47
THE TENEBROUS RELIQUARY MÖRK BORG CULT: FERETORY

11.
Mercy’s Bane
by Donny C.
13.
Spiked Flail (d8).
Deals an additional d6 Plasmatic Idol
damage to surrendering by Paul Wilde
enemies. Spill blood over this
profane idol while resting
and roll a die.
Odd: spilled blood becomes
red poison (Toughness
DR12 or -10 HP).
12.
Even: 
until next rest,
Opium Hook Agility and Strength
by Leander E. tests are +2 DR.
Metal hook directly applied to
an artery (d4 damage). Gives
twice the HP as temporary HP
for 2h.
Effect like an opiate.
Toughness DR10 test to resist
dependency (every sober day
deals damage as an infection).
DR rises with each failed
attempt. Eventually the user
is addicted and loses the
temporary HP benefit. 14.
Ripper’s Blade
by Leander E.
Deals no damage but
removes d4-1 Armor.

15.
Roses of Winter
by Anders Arpi
A very rare, nearly extinct 16.
blood-red thorny flower—not
an actual rose. A single petal
Spine of God
by Dom Cohen
completely numbs whoever eats
it to pain for a few minutes. This shriveled, crusty length
Damage is received normally of vertebrae is warm to the
but the wearer can’t be killed touch. The bearer attracts
or broken during the flower’s the poor, their intentions
effects. unknown even to themselves.
If broken, the clouds part
ending any weather effects
as warm sunbeams pierce the
heavens for the first time
in a century.

48
MÖRK BORG CULT: FERETORY THE TENEBROUS RELIQUARY

22
Stone Magnet
by Dom Cohen
21 A pair of magnetic stones
that crackle and fizz
Snort Dagger when rubbed together.
by Anders Arpi
When the square stone
A disgusting, dripping blade is near danger, the round
reeking of excrement and rot. stone glows a dull orange.
Killing a goblin permanently The stones can lie.
breaks the blade but undoes
the curse, freeing the
creature within.

24
23
s of Zen Tyrant's Tongue
Tentacle
Druid
by Karl Druid
by Karl
tendrils Putting this tongue
When rubbed, shadow in a skull’s mouth
ep fro m thi s rus ty lamp,
cre causes it to scream
trils, the
when they reach nos its last words before
bur row : rol l a DR14
tentacles dying. Over and over
On a suc cess,
Presence test. and over again.
and breaks
the brain struggles
erwise: the
(-1 Presence); oth
tak e roo t without
tentacles
Pre sence).
resistance (+1

25
Veil of Blood
by Johan Nohr
26
Place this crimson shroud
upon an enemy’s head Voodoo Fire
it tightens, chokes, by Flora v/d B.
strangles and crushes its
An eternally burning green flame
wearer’s skull, drowning
inside an oil lamp. When smashed, the
their torso in blood.
flame spreads with the scattered oil.
Deals d6 damage per It deals d4 fire damage on impact
round, victims who
and can only be extinguished by the
succumb arise as a blood-
tears of SHE.
drenched skeleton the
next round, attacking at
random.

49
THE TENEBROUS RELIQUARY MÖRK BORG CULT: FERETORY

31
Volt Thrower
by Ben H.
An ancient javelin made of an unidentifiable
charred and pitted metal (d6 damage).
On a critical hit a lightning bolt strikes
the javelin for an additional 2d10 damage, 32
not reduced by armor. The War Starter
On a fumble the lighting strikes the by Anders Arpi
wielder before releasing the javelin.
Use indoors is cautioned. Heavy metal round shield
emblazoned with a bright
crimson pattern. Anyone
looking at it tests
Presence DR14 or is
33 provoked to attack its
wielder.
Zodiac Lung
by Dom Cohen
Pressing this blackened
organ to the chest absorbs
34
it leaving fetid scars and
pustules. When absorbed, Cup of Peace
the user may breathe by Anders Arpi
underwater, provided it’s
A beautiful,
unclean. After an hour
ceremonial gold
of submersion, the user
and silver cup.
may expunge the filth as
Drinking from it
writhing sludge dealing
triggers a DR16
d4 damage to the closest
Toughness to not
target.
die of acute
poisoning.

36
35 Ebony Tears
by Paul Wilde
Dust of Paradise A vial of black liquid.
by Johan Nohr
On contact a living
Fine, pale white ashes in a void- creature must test
black pouch. Anyone inhaling rolls Presence DR14 or is
a DR14 Presence test or is lost in overcome with grief—
visions of a long-lost pleasant world immediately failing a
of joy and mirth, lasting d6 minutes morale check in combat.
or until damaged. The transfixed Outside of combat,
cannot act, perceive or respond in the affected acts as if
any way to the real world. indifferent—it cannot
attack as it struggles
with despair for 3d10
minutes.

50
MÖRK BORG CULT: FERETORY THE TENEBROUS RELIQUARY

41
Eye of Horus
by Dom Cohen
Placed upon the forehead,
the eye grants vision into 42
the abyss, at a price.
When checking for Finger Paintings of the Insane
traps, you see your grisly by Dom Cohen
an old
death from a less-careful Slick, oily paints forever wet upon
of the
timeline, allowing you to wooden palette. Those touching any
lose
better find a workaround. colours must test Toughness DR12 or
Overland travel is mired for a minut e paint ing the nearest
themselves
with difficulty as you wade surface with heretical imagery.
through the corpses. Marking scrolls’ text with the paint
pigments’
imbues them with those lost to the
, -d4 from the Prese nce test to cast.
souls

44
Foehammer
by Leander E.
43 Cursed warhammer (2d6
damage) whose wielder
Flower of Disease develops a new grudge
by Leander E. with a random person
Seeds for a quickly daily. Lasting until
spreading thorny weed with Foehammer caves their
a poisonous aroma. Can head in. Neglecting
swallow a small village in a grudge for too long
two days if not fought. counts as an infection.
Weak against boiled oil.
Fire does nothing.

46 45

Cursed Tongue Cauldron of Lies


of the Naga by Leander E.
by Dom Cohen Beverages cooked in
Putting this long, this cauldron and
forked tongue into shared allows all
a skull pushes the imbibers to recognize
skull upright, which when another is lying
screams bloody filth for a month.
whilst running about Used in cults and
on each tongue-tip. secret societies to
single out traitors.

51
THE TENEBROUS RELIQUARY MÖRK BORG CULT: FERETORY

52
51 Chains of Death
Chaos Blade by Donny C.
by Leander E. A set of frigid black
Zweihänder dealing manacles. If you die
2d8 damage. On wearing them, they
maximum damage the unlatch ensnaring
Power Death is cast. your killer and drag
them to another world
before vanishing

53
Claw of the Sloth 54
by Ben H. Blood of the Serpents
Dagger (d4 damage), by Leander E.
on a 1, attack and Green-red (highly acidic and poisonous)
defense DR against liquid which turns blood neon-green and
that target are -2 spreads through bodily liquids.
next round. When the infected is attacked, their
If DR reaches 0 the attacker tests Agility DR12 to dodge a
target is frozen in spray of blood (reduces Armor one tier
place, permanently. and transmits the condition).

56
Book of Oblivion
by Anders Arpi
A sentient black leather tome with blank
55 pages. With a Presence DR12 test a creature
can permanently transfer knowledge—a thought
Crown of Burning Stars or a memory—to the book, forgetting the
by Leander E. thing transferred. On failure the book takes
Adds Omens equal to the number something extra.
of Miseries that have transpired You can learn anything the book previously
to each character’s pool. absorbed before for something you don’t want
Miseries now occur on 1 & 2. to give it.

52
MÖRK BORG CULT: FERETORY THE TENEBROUS RELIQUARY

61 62

Antlers of Lightning Eyes and Teeth


by Dom Cohen by Paul Wilde
Whilst wearing this Replace d10 missing teeth and
crackling mantle you wield d2 eyes. Test Toughness DR14 or
the power of the final rejection causes infection.
storm.
When reading any scroll, Effects of new eyes/teeth (d4):
flip a coin. On Heads, Eyes 1. W
andering: DR +2 to ranged
the scroll’s effects are attacks
replaced by Nine Violet 2. M
orbid Visions: every
Signs Unknot the Storm rest, share your nightmare
instead. with the group
Upon death, the wearer is 3. 
Let there be light!
struck by lightning, their (no ill effects)
flesh rending from bone, 4.  SIGHT BEYOND SIGHT!
leaving only the mantle. (TTest Presence DR10 for
eyes to twitch in danger’s
presence—it’s not YOUR eye
though, it can lie)

63 Teeth 1. T
 oothache: DR +2 to
Black Candles
Powers’ Presence roll
2. 
Functional but hideous
by Donny C.
3. 
You got teeth!
When lit the jet-black (no ill effects)
flame flickers towards 4. FANGS! Gain bite attack
the greatest threat (D6 damage, on 1-2 enemy
within a mile gets a free attack)
(or kilometer).
64
Robe of Bones
by Dom Cohen
This lumpy cape rattles in the wind.
Once daily, you may stare blankly
at a humanoid creature as the cape 66
guides your hands.
With a fold of the robe, the Bowels of a
target must test DR13 Toughness or a Baby Killer
random limb’s bone snaps soundlessly by Dom Cohen
as the robe crackles. Take the bowl and
drape the entrails
65 over you, gaining a
monster’s scent. Evil
Ash of the Mind creatures must make
by Paul Wilde a DR14 check when
Smear a sigil onto one’s palm attempting to discern
and touch another sentient being your location. Should
to read their thoughts. they fail, you pass
Presence DR12 test or their by unnoticed.
thoughts become yours.

53
MÖRK BORG CULT: FERETORY

Would you prefer the select menu? (4s) (d6)


1. B
raised chicken with dangerously
alcoholic wine-drenched apples.
2. S
piced rutabaga swede from dark
Sarkash soil, a delicacy.
3. G
algenbeckian stew with whole
embryonic boars. Delicious!
4. T
veland yam-hash with sliced
pungent tomb-truffle.
5. M
igol’s pie (blackened venison
and chicken bone broth jelly).
6. B
lack soup with baked hog face.

Ah, I see, you lack funds. (2s) (d6)


1. Watery femur soup. The femur is
large. It’s been there a while.
2. Thick Ooze soup! At least one chunk.
The Ooze is Pure, I assure you!
3. Sour celery pudding with a side of
Compressed-Last-Weeks-Meat.
4. Gloomberry Mix. (Toughness DR12
to avoid explosive diarrhea).
5. “Goblin’s Gall,” famous mud-swamp
broth. Sourced from local swamps!
6. B
aked Staring-Pig-Head with filled
Whispering-Lips. Most won’t touch it.

Why is the Innkeeper Twitching? (d10)


orat-Tug’s rowdy gang were recently
6. J
atleen “the Castrator” Keen, the
1. K
bandit Queen, is hiding in the loft. reanimated by... something. He’s too
Thinks you are the Lokr cult who
2.  scared to tell them they are dead.
promised to come in disguise and bury Old man Agar is exhibiting his
7. 
them alive (the cult is already here). infectious ulcers. Soon he’ll start
hree different children from three
3. T popping them to a jaunty beat.
different guest families vanished in One patron is clearly a disguised
8. 
the night without a sound or trace. necromancer. (Nearly all are, that
They say the Two-Headed Basilisks are
4.  one is just bad at disguises).
at large and searching for heathens. lear and audible scratching from
9. C
udging by the droppings, something
5. J the cellar hatch. Everyone else
has gotten into... well, everything ignores it.
(Toughness DR12 or lose d4 HP heir caged bird has stopped singing
10. T
vomiting.) and started speaking prophecy.

Patron traits (d20) sometimes also the patrons nickna


me
1. Filth. 6. Stinker. 12. Nags-a-lot. 16. No Nose.
2. Boozehound. 7. Braggard. 13. Archbishop 17. Tongueless.
3. One Eye. 8. Nosey.
4. Gum Rot. of Mockery 18. Oily Boy (Fancy
9. Hook Hand. (smirk ing bully).
5. Fancy Boy (half 10. Slurper. Boys half-brother).
14. Catastrophic Cough. 19. Trauma Dreams.
brother to Oily Boy). 11. Ag gro.
54 15. Hysterical Tears. 20. Acid Face.
MÖRK BORG CULT: FERETO
RY
d4 gambling dregs want to play

Three Dead Skulls


Bet a minimum of d6×10 silver.
Even more
score a winning combination or
Roll 3d6 and
your lose your bet.
lost souls
Name the innkeep,
h Bet an extra 10-30s to reroll any number
this to the tota of dice adding the treacherous
l bet. You can do this only once gamblers and the
.
h You can use a “coward” to reroll once more other patrons.
d6×5 silver whic . Put aside
h are not added to the total bet Or your new PC.
returned if you win. but
d4 d8
h If you do not score a combination, you lose 1 1 Skelh
If the lowest the bet.
die shows a 1 someone saw you
cheat and the gambling dregs want trying to 2 Burder
a fight.
Roll another d6: on a 1 you are
stabbed to death. 3 Jaurk
4 Thron
Winning combinations 5 Tarvl
6 Yvtuk
1 1 1 1 2 3 7 Urkin
2 2 2
Bet ×1.5 back Bet ×1.5 back 8 Gretil
Bet ×1.5 back
2 1 Lirk
3 3 3 4 4 4 5 5 5 2 Galt
Bet ×2 back Bet ×2 back 3 Oren
Bet ×2 back
and a sword! and d4 doses 4 Morgar
life elixir 5 Fegan
4 5 6 6 6 6 6 Wakta
other straights 7 Sunn
Bet ×2 back Bet ×3 back (2-3-4 etc):
and a hardy 8 Gaust
and a Zweihänder Bet back
tame rat and d4 hardy 5–6 on d6: you are
tame rats. accused of cheating. 3 1 Gravuld
The gambling dregs 2 Krangel
want to fight!
3 Gneth
Gambling Dreg
4 Kluvrist
HP 5  Morale 7  Layers of rags
−d2 5 Mardul
Dull knife d2, one has a Sword d6
6 Qift-Mol
7 Klovan
Hardy Tame Rat
8 Dölun
HP 3  Morale –*  Shaggy fur −d2
Bite d4 (1-in-6 chance of biting the
4 1 Vükkan
carotid, instantly fatal)
2 Loga
*Unreliable animal that only obeys 3 Senkil
provided ½ a day’s food daily. 4 Domn
Each feeding there is a 1-in-6 5 Herkavul
chance it leaves. The rat feels it 6 Kathan
could do a lot better elsewhere. 7 Drugel
8 Schlefzum
55
Cursed
Creature shapes (d6)
1. M U R DER-PLAG U E D R AT

Skinwalker
• Tiny: Agility tests, including
Defence, are DR8.
• Your bite (d4) carries disease—DR14
Presence Test or they attack their
closest ally until either dies.

2 . F LAY E D A N D DR I PPI NG WOL F


A SHAPE-SHIFTING CLASS
• Ferocious, attacks are DR10.
By Karl Druid • Your fangs additionally crit on a
natural 19 triggering a Morale test.
• Slick from blood, -d2 incoming
damage.
You should have died, but something
grabbed hold of your soul as it seeped 3. B ON E S K U LL E D R AV EN
into the river of Death and sealed • Fast and flying, defence is DR10.
you once again in mortal flesh. Only, Make two claw (d4) attacks per round.
this time, the cage is not yours • Your bony scalp acts as a weapon and
alone-in the afterlife’s currents shield: -1 damage and you may choose
your soul mingled with another dying to ignore all damage from one
creature’s leaving you halved. Now you attack. The skull heals in d6 days.
live a shared existence, locked in
everlasting struggle between man and 4. BEA R F ROM BERGEN CH RY PT
monster. You should have died. • Hulking and massive: tests for
Strength, Toughness and attacks
Begins with 2d6×10s and d2 Omens. are DR10. Defence is DR14.
• Thick hide: -d4 incoming damage.
HP: Toughness + d8
• Your claws and bite deal d8 damage.

First Died (d6) 5. L I F E -A N D -DEAT H-L I ZA R D


• Regenerate d4 HP per round.
1 Clutching a lover’s body. • Bite (d6) or spit acid (d4, 1-in-4
2 By an arrow in the brain. chance armor lowers one tier).
3 Minutes after birth. • Scaly skin, -d2 incoming damage.
4 By a friend’s hand.
5 Murdered in your bed. 6. D O OM SAY I NG MON K EY
6 On the back of a plague-cart. • Dextrous: Agility tests,
including Defence, are DR10.
Abilities • Light armor and weapons remain
usable.
Weakened mind, roll 3d6-2 for Presence. • Your third eye allows
Bestial instincts, roll 3d6+1 for you to read unclean
Strength and Toughness. Roll d6 on
B O R G
scrolls at DR10. K C
the weapon and d2 on the armor table. R
O

You can give into your antithetical


M

L T

other’s advances reshaping your


anatomy into its likeness. Shifting
A P P

your bones requires a single painful


N T

round. Armor and weapons are likely


unusable in your new form. One (1)
E
R

of the following stands ever at your O T


existence’s other side: V N
E D C O

56
Pale One Blessings (d6)
1. T H E STA R S W ER E R IGH T
Roll d4+2 for omens. Say something
cryptic when you use one.

2 . M E M BR A NOU S W I NG S
You can fly short distances but
cannot wear armor. Birds dislike you.

AN ALIEN CLASS 3. U NCOM MON C LAY


You can draw nourishment from
soil but normal food sickens you.
By Tim Rudloff  Proofreading Karl Druid
You smell like mushrooms.

4. M A NA F ROM S OM EW H ER E
You lurk on settlements’ fringes
Spend a use of your Powers to create
observing, perhaps judging, but rarely
weirdly delicious (but unsettling)
interacting. You are fundamentally other
food for d6 people.
and belong nowhere. You experience bouts
of incoherent madness and self-destructive 5. DIGI T IGR A DE L I M B S
rages but, mostly, you await the You escape any bindings and fit
inevitable in solitary resignation. through tiny spaces. -4 DR to tests
involving ­flexibility.
Begins with d6×10s and d4 Omens.
6. TO O M A N Y EY E S
HP: Toughness + d6
Just way too many. You cannot be
attacked from surprise. You may
Unspoken Origins (d6): spend a use of your P
­ owers to leave
an eye behind and spy remotely
1 
Caught by fishermen on the Endless sea. (you take d2 damage if the eye
2 
Accidentally summoned by cultists in is squished).
Graven-Tosk.
3 
Vomited by a foul beast in ­
Bergen
Chrypt.
4 
Fell from the Sky
near Alliáns. K
B O R G C You call yourself ... (3d20)
R

5 
Hatched from a Bog- 1 Abhorred Attacks the Æther
M O

L T

Witch egg laid in a 2 Beneath Attracts the Damned


Wästland swamp. 3 Clad Awaits the Decay
6 
Crawled from a 4 Errant Blackens the Dust
N T
A P

crack in the ground 5 Familiar Chimes the Eye


E
P

near Grift. 6 Giant Covers the Face


T
R

O N
V E 7 Hidden Dances the Flesh
D C O
8 Lyrical Denies the Flies
Abilities 9 Maniacal Descends the Flower
Your mind and movements are alien 10 Nameless Drowns the Knives
(+1 Agility and Presence) but your bones 11 Obscene Echoes the Moon
are hollow and fragile (-2 Toughness). 12 Painful Proffers the Mountain
Roll d6 on the weapon table and d2 on the 13 Reposed Quivers the Plague
armor table. You are literate, but only 14 Skeletal Rains the Prayer
in dead languages and cannot use scrolls. 15 Strong Reflects the Rats
However, you can intuitively use one 16 Sudden Returns the Saint
randomly rolled Power determined daily 17 Unaware Seals the Sea
at dawn or dusk (pick one). 18 Unknowing Submits the Stranger
19 Vitriolic Weaves the Truth
20 Westward Wilts the Void

58
B O R G C
K

U
Dead god’s

M O

L T
Two gifts (d8)

N T
A P
1. BLO OD T E LLS
A flagellant,

prophet

E
P
you regularly beat

T
R
yourself to awaken O N
V E O
your lost god. If you D C
inflict d3 damage to
yourself prior to combat, gain +2 to
rolls equal to the lost HP.
A BLASPHEMOUS CLASS
2 . LOR D OF NO T H I NG
By Greg Saunders You wear a bizarre arrangement of garments
and scraps like a parody of a king or queen.
Still, you gain +2 to rolls to impress the
easily fooled.
Voices in your head tell you what to do
—at least you think so. You are the 3. SM E LL OF DE CAY
prophet of a god slain by the Basilisk Not only is your god dead but their decaying
SHE within Bergen Chrypt’s wretched odour permeates you. +2 Defense roll bonus
peaks. Now no one wants to hear the due to the gut-wrenching stench.
words of your god, but you can still
can. Day and night. Like hot wires 4. I NCOH ER EN T S OPH I ST IC BA BBL E
through your brain. Concentrate to babble a disconcerting litany
whose listeners must pass a DR10 Presence
test or lose their next action.
Begins with d6×5s and d3 Omens.
HP: Toughness + d4 5. ICHOR OF RO T
Your rotting god’s foul fluids seep
from your hands-a black stigmata. As a
Name your god ... (3d10) DR12 attack you can wipe your hands on
1 Acrophoe Beacon of Blood an assailant’s bare skin, who must pass
2 Elioch Bearer of Death a DR12 Toughness test or descend into
3 Ekk Bride of Decay frothing spasms for two turns.
4 Ghzat Child of Flies
5 Gnost Herald of Impotence 6. M Y B ODY, A V E S S E L
6 Kvera King of Panic Your god may be dead but what is death to
7 Malais Lady of Rot a god? Once a day you may allow you god’s
8 Varkka Prince of Rust ghost to enter your flesh and reveal a
9 Ääel Queen of Unease truth—one yes/no question to the GM which
10 Öde Song of the Flesh must be answered truthfully. The god departs
leaving you weakened and frail.

Abilities 7. I N DEAT H I L I V E
Obsessed, roll 3d6+2 for Presence. When you die, make a DR14 Presence test.
Weak from neglect 3d6-2 for Toughness. If you pass, your god refuses your passage
Roll d4 on the weapon table and a d2 on into the afterlife and you recover with 1HP.
the Armor table. You are literate and Otherwise, your body is consumed in holy
can use scrolls but must pass a DR12 flames.
Presence test or immediately attempt
to destroy false gods’ words. If you 8. EY E S OF HOLY F I R E
start with a scroll, assume you passed Your pupils burn with your lord’s soul.
the test. Roll randomly for two gifts Once per combat you may attack (DR10) spurting
from your dead god. fire from your eyes (d6 damage); blinding
yourself for the fight’s duration.

60
Forlorn Philosopher
The road an unreasoning maze, every
temple soaked in blood, each destination
1. T HOR N S OF COM PR E H EN S ION
When worn, thorns pierce your flesh (d2
damage) and you Perceive All (-4DR to your
drenched in gloom; you once thought that next test and ignore the next two attacks
cold analysis might tame Fate itself, now to hit you as you weave aside). To regain
that dream of reason has decayed to shifting the effect you must crown yourself anew.
madness and only the cold remains. The damage steps up by one each time (d2 to
d4 to d6 etc), until after a night’s rest.
Begins with d6×10s and d4 Omens.
HP: Toughness + d4 2 . H E GE L IA N OW L
This philosophical beast is a bitter,
reluctant and hypersensitive assistant
The Roots of your Dejection? (d8) —persuaded with a DR12 Presence test.
After two acts of aid it regards you with
1 
Your mother alternated praise and
humiliation leading to grandiose mute contempt. It can fetch small items,
self-image and burning self-hatred. attack enemies and find traps. By night
the owl delivers understanding of what
2 
You wanted to be a warrior or you should have done today in dreams.
great leader but you can’t! Stop!
THINKING! STOP THE THOUGHTS!! HEGELIAN OWL
Too quick to hit.
3 
Ambient stupidity and bright lights Claws/bite d4. Attacks are DR8.
cause your hypersensitive mental
tissues to INFLAME. 3. PR I SM OF A M B IG U I T Y
An external light source and a Presence
4 
You could save this doomed world!
DR10 test are needed to activate the prism.
If only the unwashed masses would
understand your GENIUS! Its light may shine on up to two creatures
healing d6 HP. For the next hour one of
5 
You fell victim to the mental virus them lowers all test DRs by -2. If the test
of “love,” then the object of your is failed they suffer d4 damage and their
affection went to live in a hole. armor or a weapon is destroyed. You can use
6 
You encoded your omnivalent the prism twice per day.
philosophy in a single tome for
safekeeping and saw it burn as you 4. F LU T E OF TO S K
fled. All is lost. Once per combat, when a creature dies,
you may play this bone flute’s Echoing
7 
Udok cultists captured your family
Fugue. This deals an ‘echo’ of the fatal
and forced you to debate with them
while they devoured your parents damage to a random enemy in the vicinity.
alive.
5. SA SH OF T H E ST Y L I T E
8 
You were Südglans’ most revered The MIND controls the body! Nothing is
philosopher—which sank into the sea good or bad but thinking makes it so
and now everyone ruthlessly mocks you. including calories and protein. Wearing
this belt means you feel no hunger and
Abilities only need to drink water to regain HP when
Mental Focus, roll 3d6+2 Presence. resting. Wearing it for more than d4 days
Too Much Reading! Roll 3d6-2 Strength. causes you to collapse. It takes a day to
Ruthless Inquisition: test Presence DR 14 regain its power.
to tear through others’ deceptions and
6. M A R K E D BY OB S C U R I T Y
delusions. Enough of these LIES!
Roll d6 on the weapon table and d2 on An ever-shifting Tablet of Ochre Obscurity
the armor table. You begin with one is tattooed on your flesh. Roll each
Tablet of Ochre Obscurity and one of morning which tablet it is. The tablet
the following: can only be used once per day but
automatically succeeds.
62
The dejection of
your Roots (d6)
1. R
aised by fanatical Theists in a
temple beneath Grift’s bridges.
2. 
Born to a nameless mother
in a Galgenbeck sanatorium.
3. B
rought up by illiterate,
pig-ignorant churls in a
peaceful Wästland forest.
aised by life-shaming
4. R
cultists of the frozen
Kergüs waste who think
no one should be born
into this dying world.
Abandoned in Bergen
5. 
Chrypt’s catacombs.
ducated by the
6. E
damned amongst
the Valley of
the Unfortunate
Undead’s mud pits.
Made from the clay of the Valley of the Unfortunate Undead, these Ochre Tablets
T H E Dare
E A Relics
T H Z Iof
G GaUforgotten
RAT mind-cult so rare theyM Öcan
R K be
B Osold
R G for
C U L100
T : silver.
FERETORY
Each tablet counts as a normal-sized item. If a PC fumbles an attack/defense
one tablet breaks. Otherwise, they follow the same usage rules as scrolls.
The coded glyphs are challenging to comprehend; PCs wielding their Power
must have Presence +3 (minimum) or be a Forlorn Philosopher.

THE TABLETS OF

1. Dream Theory 5. Carno-Organic 8. Structural Cryo­


The target begins Speleophagy condensation (Freezing Moon)
to doubt it is Transmogrifies a Water freezes from the air
real. Attacking and child-sized rock forming a 15 foot long
defending against into burnt, chewy bridge or all water within
it is -2 DR (+2 DR meat. Feeds d4 150 feet (unfortunately
for affected PCs). famished people. excluding that within
living creatures) freezes.

2. Total Matter 6. Time-Locked Pneumotoxin


Comprehension This cracked tablet can be 9. Meta-Alchemy
Mends or breaks crushed to a coarse powder. The user may transform a
a normal-sized If strewn upon a creature container of liquid one
item, mundane or it takes d6 damage-on a 6 it of the following ways:
otherwise, including chokes and dies. The tablet Transmute it into two
armor (increase/
@ 

reappears each morning in doses of Red or Black


decrease one tier) its owner’s possession. Poison.
and weapons. This Power’s Presence test @ Create The Loathing
is harmless to the wielder, of Vulark. The imbiber
determining whether or not the rolls a DC16 Toughness
powder finds the target. test or jumps from
3. Ping the Shared great heights.
Subconscious @ Transform poison to
You sense the
water or wine.
presence of living
creatures within
70 feet even in 7. Induced Irrelevance
adjacent rooms. This tablet’s code
literally removes a
creature’s essential 10. Memetic Cognitive Palpitation
meaning for d4 rounds. Near-imperceptible body
4. Logical Prognostication During which enemies shifts transmit a simple
Using Pure Logic you will not attack it, mind-plague which causes one
can deduce the nature even if it attacks creature to dance madly for
of any traps or them first. d4 rounds. They may neither
mechanisms within attack nor defend during
30 feet or of any this choreomania.
Powers used within
60 feet.

64
MÖRK BORG CULT: FERETORY THE DEATH ZIGGURAT
"
Dynhall offered blood-gold on this beast, a Wyvern. Terrorized them for months,
scooping up children from the streets and tearing open roofs. We tracked it, killed it.
Hard work and spilled blood for blood-claimed gold. We set up camp, just to tend
wounds and quench thirst. A day maybe we thought. Then came the storm of
Black Salt. We stitched tents from the beast's flesh, sheltered in its stinking ribs.
Oh how I hate this salt! Somehow it seems to KNOW when I must catch my breath."
—Schleik Grav, corpse hunter
Test
Roll for the Black Salt Wind’s intensity. Wind Strength d4 Toughness
Springing from despair itself, the Black Winds A weak, vile gust DR 8
echoed through Tombs, Palaces and places deep Sickly cursed salt-breeze DR 10
beneath the earth. Scholars link the Black Terror-gale, sky blackens DR 14
Salt Winds to places like the Valley of the Flesh-ripping storm,
Unfortunate Undead, the Wästland plains and a crystalline hurricane DR 16
catacombs or crypts plagued by cannibalism.

d12 THE SALT-SUFFERING—consequences of a failed test


1 Your eyes burn, you weep black tears forming a facial salt crust. Presence and Agility are set to –2 for d4 hours.
2 The black rime infiltrates every orifice and crack. Presence is set to –2 for d2 days.
3 YOUR FLESH BEGI NS TO MELT AWAY. Without intervention this is fatal in d4 hours.
4 Your sk in blisters and break s out in black boils p o p p i n g l i k e r i p e f r u i t . Los e d6 HP.
5 You begin to read patterns in the black wind warning of your doom. You refuse to touch a weapon for d2 days.
6 Maddened with rage, you would kill the wind if you could, and care not if you live or die.
Attacks test DR8 and deal +3 damage. Defense tests are DR18. You calm down after a day.
7 EVENYEARS AFTERWARDS From this day, whenever you or your companions
YOUSEEANDTASTETHESALT. must fight or hide, 1-in-6 chance you won’t take part.
8 The Black Salt Hand. You soon begin to believe one salt-stained hand has grown
into a foot, and vice versa. You fiercely resist attempts to correct the madness.
9 B L A C K S A L T B L O A T . Your gut bloats, everything tastes of salt
to the point of sickening and you cannot sleep. L o s e d 4 HP /d ay f o r d 4 d ay s .
10 Brutal and unending soot cough. You spray black saline ichor. Rumored cures range
from healing fountains to terrible blood rituals. Without treatment you perish in d2 weeks.
11 T h e O l d S a l t M a d n e s s — t h e s a l t w i n d s i n g s w i t h i n y o u ! It wants you to (d6)
1–4 M a k e e ne m ie s o f e v e r y o ne y o u m e e t . Insult them, accuse them of
terrible crimes, mock them l o u d l y . Another PC may try to talk
you out of this once per day
5–6 Befriend ever y c r e a t u r e y o u s e e . with a DR16 Presence test.
12 You choke: the Black Salt fills your lungs! Y O U D I E A P A I N F U L D E A T H .

You might also like