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Mörk Borg - Feretory - Mörk Borg Cult Compilation - MBC
Mörk Borg - Feretory - Mörk Borg Cult Compilation - MBC
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.
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
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.
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
5
ROADS TO DAMNATION MÖRK BORG CULT: FERETORY
6
MÖRK BORG CULT: FERETORY ROADS TO DAMNATION
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
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.
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
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
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
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
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.
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
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.
20
MÖRK BORG CULT: FERETORY EAT PREY KILL
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
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
27
THE DEATH ZIGGURAT MÖRK BORG CULT: FERETORY
28
MÖRK BORG CULT: FERETORY THE DEATH ZIGGURAT
29
THE DEATH ZIGGURAT MÖRK BORG CULT: FERETORY
30
MÖRK BORG CULT: FERETORY THE DEATH ZIGGURAT
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
L T
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
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.
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.
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
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
42
MÖRK BORG CULT: FERETORY THE GOBLIN GRINDER
-1. BASEMENT
Horrid smell, rot and blood, very quiet, distant rumbles.
43
THE GOBLIN GRINDER MÖRK BORG CULT: FERETORY
2. FIRE! FIRE!
Acrid gas stench, the mechanical grinding gets louder.
44
MÖRK BORG CULT: FERETORY THE GOBLIN GRINDER
3. LABORATORY
Beakers bubble, the room shakes and the Goblin Grinder
is deafening overhead.
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:
NOTE
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
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
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
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.
L T
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.
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
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
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.