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Flailing branches d4

HP 5 | Morale 7, flees | Armor -d4 Bog-Tree 30s: salvageable iro


nwood

failure, flees, returns later.


Special: Goes first on a 10 HP, it tests morale. On a
1-4 Morale: At 40, 30, 20 and
sinks into the depths.
longer attack.At 0 HP it rel hard to miss.
round, as bog-corpse subm eases you and Special: Defense DR 10 -
DR 12. On a failure, take 2 erges and can no Tusks d8, Stomp d10
Special: When in the bog, damage each tusks No armor
test toughness
Claws d2 Ivory HP 50 | Morale 4, special
HP 7 | Morale - | No armor s 150s:
gold ring ient
Bo
c Ancient Bog-Be
g-Corpse 20s : An
as t

MÜRKY BOG
Murky Bog is an independent production by Seedling Games and is not
affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published
under the MÖRK BORG Third Party License.
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Art by dead people, except for the map. For more games totally unlike this, see
https://seedlinggames.github.io/

Giant Bug Sundew


10 s: Corpse becomes
HP 2 | Morale 4, flees | Bit
e d2 HP 4 | Morale - | No armor dew trap. 200 s: Alive
Sundew likely nearby nearb Acid d2 damage and dug up.
y.
10s: captured 4s: as 2 Special: Test Toughness
DR 12 or it will be stuck
dead.Will automatically hit
day rations. to
a stuck target. Cannot moyou until
Goes first on a 1-4. ve.

warm Dew Trap


Devouring S
rale 7 | Armor -d2
damage
Presence DR 14 to spot. No ility DR12
5 s at 0 hp, 5s for HP 6 | Mo but stuck for one mi nute. Ag
Bite: d6 (d4 at 4 hp, d2 at 2
hp) yourself.
each additional hp to use without getting stuck
a raven.
inks blood. Each the size of
Stays away from sundew. Dr
D:The Frog Village and Shop. Farn the G:The Door. Stairs flanked by rocks with eyes carved on them.Touch the door and
shopkeeper sells: a bear trap, blanket, oil lamp, rope, be cursed. Start gaining froggy features.Wake up the next day as a Frog Person.
toolbox, sack, needle, waterskin, ladder. 50% Two carvings flank the door: a hooded figure with a scythe and staff, and a beheaded
markup: dried food, lantern oil, medicine box. Can’t prisoner.The door opens when you stand before it holding the staff (N) and scythe (H).
get them back from your corpse.
The Frog People are cursed to live forever and Secret Entrance:
never leave the bog. Reappear the next day if killed.
Ferryman: DR12 agility test;
Stats as goblin, can’t rest or be improved.
Townspeople aren’t unfriendly but won’t help or
give useful information.You’ll join them soon.
F cloaked and
faceless. 2sp fare.
need a ladder, not a
grappling hook. D4
damage if you fail.J
E: Statue. One hand pours clean fresh
water.The other hand is covered in blood
that can’t be cleaned.Take its hand and get
the power of an unclean scroll.Your blood- See
stained hand attracts a devouring swarm.
D side
bar. See

See
G side
bar.

E side
bar.

A crossroads:

B
Forest path:1d4
of these bog-trees
can move.Their
C The bog-trees might
follow you this far.
The Beast
roots need blood.
I slumbers.See sidebar
below.

Altar: Surrounded by crude Office:1d4 giant


statues. To take scythe, H
sacrifice a living human or 4
bog corpses attack.
L bugs. Journal
mentions staff. D66 s.
t
t t rac
ta
m igh se
ng rp
i ghti g co
The road: not F bo
A yet quite swallowed
by the bog.
a
K 1d4 hidden
Sundew.

ORotting wood:
DR 12 presence to
spot or fall in.

The Murky Bog


Perhaps your goal is in the old temple, or perhaps that’s The Beast starts at
Town:
Search as for
the entrance to a sprawling, damp dungeon, but first you I and moves to attack the a corpse. 1-6:
must make your way through the Murky Bog. players.After being driven a blood-
away, it attacks if the drenched
Enter and leave by A, or escape (or be joined by new players move to its location
companions) at F. skeleton
Open the door with the scythe (H) and staff (N), or
or an adjacent one. attacks M
1d4: 1- attack players, 2/3 -
sneak in the side (J) with a ladder (can be bought at D) inmove to adjacent location,
the town of the Frog People - or touch the door and be 4- stomp around in place
cursed to transform into a frog person yourself.
The Beast will stay
Set foot in the bog and 1d4 bog corpses attack.They out of A, D, F, G, and J. It will
may die again, but will come back. Every time you reach a not attract bog corpses and
Staff in hut. Can
new location, 1d4 chance The BeAst awakes. other creatures will ignore N Bloomery:
produce 100s of iron in 8 hours
it. with dc14 Presence test. <6: take
1d6 damage. Sledgehammer (d6).

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