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Court of The Black-Hearted Gnome is an independent production by Pawel

Domownik and is not affiliated with Ockult Örtmästare Games or Stockholm


d
Kartell. It is published under the MÖRK BORG Third Party License.
e
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

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Black-
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Editing and proofreading


SCENARIO

Author
Once,
this place was
beautiful. Now
the river poisoned
with ash it laps at
the shore with a
malicious
sneer

MÖRK BORG is a game


only fun playing thi that turns up to 11 on certain things
and safety sessions s dungeon. I encourage you to read the . I wish you guys
Happy gameplay. (e.g. here) and use basics of health
these tools that wil
l suit your team.
Translated by Alex K.
Barton
d R u ins e c ity.
c orc h e des fr o m t h
k e S p r o t r u
Li n o me Mano r
e B l a ck G s , now it only
T h th e k i n g
overthrew
d o m
f his hand
Once the gesture o
ed mansion.
rules over the remnant of his deform
Flooded with gold the bitter tyrant ponder
s
his old crue
lties, locked
in a filthy t
ear

Gossip (d8)
1. The Black Gnome has a cat; a favorite that he feeds with human flesh. - truth

2. In the mansion there are fumes from which you can go crazy. falsehood

3. The Black Gnome has a room with life; long documents full of compromising information
and hooks on important things people. truth

4. There is a witch chained in the dungeons of the manor who serves everyone,
who's holding her leash. half true

5. There is a chapel in the mansion in honor of the ancient, foul gods,


and in it a hidden treasure trove of gold. half true

6. If you stay in the manor for more than an hour, you will go crazy
and you will never want to leave it. - false

7. The Black Gnome has an army of spirits at his call, anyone who dies
inside the manor becomes his servant. - half true

8. In the basement of the manor there is a magical garden full of flowers


and lush greenery - a perfectly preserved piece of the world from before
the end. - false
What Brings
you here? (d6bl)ack salt storm.
te r from a
1. You see Shel
g in the area.
yo ur pa rty m embers is missin
e of one of
2. A relativ or.
Al l cl ue s lead to the man
e the silver
no bl em an hi re d you to retriev
h
3. A ric ngs to the Gnom
es.
goblet that belo
omic
caused the econ
e Bl ac k- he ar ted Gnome has m at es
4. Th rty of one of the
team
decline and pove pa yb ac k tim e!
. It' s
Family Members

rt on a bar in
5. You need di is in
Galben be ck , you know there
th e Gn om e ha s.
documents that
at
and the riches th
The lust for gold s tre as ur y
s in hi
the Gnome keep
sh es yo u to ac t.
pu
Random Encounte
rs (d6)
1. 2. 3.
A corpse with a Ghost of the
d4 guards
slit throat; secretary, will
HP 8, Morale 7,
search corpse answer one
Leather −d2,
(corpse plundering) question about the
Sword d6
Court of the Gnome

4. 5. 6.
Thief looking for Characters hear Two guards leading
opportunities ominous, alarming a person from the
(Scum p. 59) music, -d4 for hall to the
the next test torture chamber

Special If a character's HP drops to zero,


instead of a standard test
rules fractures (broken), they collapse
unconscious. A�ter d4 rounds, they
gets up and mumble a strange prayer
go to the hall,
where they wait passively for the
servants of the manor's lord.

Only the death of


the black-hearted
Gnome can
save them
Black-Hearted
Gnome Manor

10
1. Garden

9
2. Hall
3. Kitchen
4. Corridor
5. Torture Chamber

8
6. Antichamber

6
7. Vivarium
8. Chapel
9. Cabinet
10. Treasury

7
2
4

1 3 5
1. Garden 10 9

Twisted, withered trees. �e smell of licorice. 8 6


Crunching gravel underfoot.

• d4 ravenous guard dog that chews on battered bones.


2 4 7
• On one of the trees there is a butcher's hook swaying
in the wind, two rooks sit on it and fight for an eye that
has been gouged out.
1 3 5
• Main entrance - Double door, ajar, so�t
mumbling sound.

• Side entrance - �e small door is locked


You can hear metallic noises from inside, smells of rot.
Guard dog
Hp 8, Morale 9, no armor,
2. Hall bite d4 +1, infection.

A stu�fy, dusty room, heavy curtains mu��le


sounds.

• �e tiny ceiling lamps glow faintly orange.

• 4d6 people are kneeling on the �loor, everyone


mumbles a prayer to a statue in a bird mask
standing in the middle.

• Each louder sound causes them to stop praying


and stare together in the source.

• You can poke them, grope them, attack them


-
- �ey won't object. When asked, they will stop
praying and point to the east door. �ey will say
they are waiting for the Lord's messengers to
come. �ey will announce:
“Behold, the Lord calls before his presence”

South - A wooden door closed and locked


East - A heavy metal door, closed,
they open with a terrible creak.

1-2
10 9 3. Kitchen
8 6 Pu�fs of steam, running bugs and a terrible stench.

• A hearth with a large pot of stew, a stump with a


cleaver and a tabletop filled with half-rotten o�fal.
2 4 7
• A woman in a dirty judge's gown and a wig. Chained to the
wall, she serves the kitchen.

• When attacked, orders 2 golems sewn together from pieces


1 3 5 of human and animal bodies.

• In one of the lockers there is a hidden tunnel


(you have to crawl without Heavy Armor)
leading to the �loor of the Chapel (8).

North - wooden door, locked and locked.


East - wooden door, ajar

4. Corridor
Judge
He doesn't speak, his tongue
Dust is scratching your throat. Stacks of books lean
is torn out. He is imprisoned against the wall and are in danger of falling.
here by the Gnome
He will ask for help
“I need a magic key to break • Roll to a random encounter.
free.” He will ask players to • Searching books (d4):
use sign language for him. 1 Random Unclean Scroll.
HP 5, Morale 10, no armor, 2 Diagram of the safe installed behind the painting.
knife d4 3 Pornographic drawing oddly resembling one of the PC.
Golem 4 Wardrobe and piles of books fall on PC, d4 damage.
HP 9, Morale 9, thick skin -d2,
Cleaver d6 West I - A wooden door, ajar
West II - A heavy metal door, closed, turn with a terrible creak.
East - A rusty metal door, closed.
North - Rotten wooden stairs leading down

3-4-5-6
5. Torture chamber 10 9

�e sweet smell of blood. �e light dances on the 8 6


red upholstery of the leather chair in the corner.

• �e Lord of Pain and Pleasure is here. He has a


note with the time and a key to his o�fice. 2 4 7
• Traces of blood on the �loor and walls.

• Cages set up against one of the walls, in one of


them a man mumbles a prayer interrupted by the 1 3 5
questions “Will he come? When will he be here?”

West - A metal rusty door, closed, not excluded


North - A hatch in the �loor and a ramp under it Lord of Pain and Pleasure
lead to the Vivarium Hp 12, Morale 9, leather suit -d4,
whip d8. A traumatized target
plunges into unspeakable ecstasy
and cannot act for 2 rounds.
6. Antichambre
Mildew on the �loor. �e pictures on the walls
show the times of long-gone glory.

• Roll to a random encounter.

• Mesmerizing view of the world before the end. If


the character stares at him for a moment, roll a d4:
1. You are teleported to one of the cages in the
torture chamber. Closed.
2. Nice memories, + d4 for the next roll.
3. You find the key to the safe in your pocket.
4. You feel dizzy and vomit. Toughness DR 12 or d4
damage.

South I - rotten wooden stairs.


South II - heavy oak door, closed on the bolt
West - light door, locked, locked simple lock
Midnight - light door, locked, locked simple lock
10 9 7. Vivarium
8 6 Darkness. �e smell of a wild animal. �e crackle
of splitting bones. Yellow eyes burn in the dark.

• A Panther lounges on the straw.


2 4 7
• Grotesque cat toys scattered around, like a fishing
rod with its head attached to a string.

• A pile of bones lying at the end of the ramp.


1 3 5
• A guide �lap is hidden under the lair to the tunnel
that ends in the Garden.

North - heavy oak door, locked on the latch from the


Black Panther outside
Hp 14, Morale 8, fur -d2, bite d6,
attacks twice per turn

Bald 8. Chapel
HP 21, Morale 9, Sword d6,
three attacks per turn.
A poignant silence. Pointed Flemish light focused
on the altar.

• Above the altar, a huge dark painting depicting a


portrait of the lord of the court, faceless, in a red
robe. Whoever looks at him for longest has faded
double vision, as if drunk. On the opposite wall, a smaller
painting of the Yellow Cardinal.

• �ree corpses fused together kneel on the


�loor. Bald, muscular, with green bands on brown clothes.

• In front of the altar there is a kneeler padded in


rotten and moth-eaten velvet.

• Behind the painting there is an entrance to the treasury.


�ey are heavy metal doors that require a magic key.

North - light door, closed with a straight lock


West - the safe hidden under the painting, the door
impossible to open without the magic key

7-8-9-10
9. Office 10 9

Cold, illuminated by inhuman blue light. 8 6

• Cabinets with books and yellowed scrolls up to


the ceiling. Most turn to dust when touched.
2 4 7
• A Gnome in a macabre bird mask sits in
a decaying armchair.

• �ere is a porcelain key hanging on the wall,


very fragile, it looks like it is going to fall apart 1 3 5
a�ter the first use (and it will); it can be used to
open the vault or free the woman from the
kitchen.

• Searching shelves (d4):


1. Random Unclean Scroll.
2. Random Sacred Scroll. Black-Hearted Gnome
3. Materials for blackmailing one of the BG. HP 12, Morale -, Hairpiece -d2,,
4. Materials for blackmailing a rich nobleman Poisoned dagger d4
from the area.
• Whistle to summon the cat - if the panther is
still alive, he will come running on the next turn
East - light door, closed with a straight on lock and joins the fight.
South - a secret passage, you must declare
smash the wall or pass the DR 16 presence test • If the Gnome's hit points drop to 4 or less, the
Wraith (p. 61) emerges from the wall from the
Chaplain's

10. Treasury Side - a faithful copy of the tyrant.


Can be destroyed by burning the
A small musty room, like the double portrait in the chapel.
inside of a trap.
• Every other turn he can use the
power:
• 230 pieces of silver
-Palms Open the Southern Gate
• A beautiful silver cup, anyone “I have dirt on you”
- one scroll rises from the shelves
who drinks from it will die of and it burns in a hellish fire. The
Pox within 4 days. selected character remembers
your worst actions -d6 for all
• 2x cast on occult treasures tests until the start of the next
Black Hearted Gnomes turn.
• 2x corpse plundering roll
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Dwór Czarnego Gnoma” is an independent production by


Paweł Domownik and is not a�filiated with Ockult
Örtmästare Games or Stockholm Kartell. It is published
under the MÖRK BORG �ird Party License.

Spis ilustracji
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ko y
e k n w iar
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