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er i ng

plu t t ng
S a s hi
A S p l
n d A
A
T
he High Priestess of the Church of the
Rotten Swamp heard rumours about an
A Spluttering amphibian god with supernatural
powers, hiding in a forgotten cave near the
And A Splashing village. An ancient prophecy speaks of such a
deity, who is said to have the power to stop the
apocalypse. The archbishop recovered a part of
a MÖRK BORG dungeon full of aquatic mysteries a map that was thought to be lost for decades.
v1.1 It leads the way to the entrance of the cavern.

If you ask around town, you will hear one or


two rumors about the cave.

written by Philipp Teich


d8 rumours the townsfolk have heard about the cave
dungeon map designed with 1. A blessing from the amphibian god gives you the ability to
breathe underwater, but you will never be able to speak again.
Dungeon Scrawl
2. The ancient deity feeds on the flesh of unsuspecting
by @probabletrain adventurers.
3. There’s a device hidden in the cave with which you can clean
dirty water to make it drinkable.
4. Bathing in the blood of the creature hidden in the cave makes
you invulnerable, but no one will ever recognize your face
again.
5. The beast inside the cave eats children alive.
6. Drinking from the pool that lies deep inside the cave grants you
“A Spluttering And A Splashing” is an independent production by Philipp Teich eternal life.
and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. 7. Everyone inside the cavern lies in an endless slumber. That’s
It is published under the MÖRK BORG Third Party License. why nobody has ever heard anything about the cave.
8. The treasure hidden in the cave contains a golden ball which
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell. belonged to the High Priestess.

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The entrance to the cave lies behind a
waterfall that flows into a small pond. A
narrow ridge leads along the edge of the
basin towards the waterfall. A cramped
passage with slippery stairs leads into the
entrance hall.

1. Entrance Hall
Salty smell. Bubbling and gurgling can be heard
from afar.

• Strange symbols are carved into the walls. D4+2 Ningön


• Viscous black slime flows over the walls Pale, humanoid creature
and covers the floor. with a noseless bald face
• A fishing net is laying over a chest labeled sitting on 6ft long legs
“open me”. without a torso. Has hands,
• SOUTH: wooden door with strange carvings but no arms. Managed to
on it, haunting roars can be heard. break free and try to escape.
Will attack anybody
standing between them and
THE CHEST CONTAINS, D6: freedom.
1. A mask that allows you to breathe
underwater. HP 4 Morale 8
2. Some wooden planks. Scarred Skin -D2
3. Caviar. Eating it causes nausea: DR+2 on Clawed Feet D4
PRESENCE and AGILITY for the next half Chains D8 (D2 Ningön have
hour. chains)
4. Rotten fish. Special toxic skin: test
TOUGHNESS DR12 when
5. Purple smoke. Whoever inhales it has touched, infection if test is
night vision for one hour. failed
6. A medallion with the image of your late
love.

2. Machinery
Steaming heat beats against you. Squeaks,
whistles, gurgles, and splashes fill the air.
1. Entrance Hall 7. Aquarium
2. Machinery 8. Prison Cell • Rusty levers, knobs, and pulleys hang from
3. Dining Room 9. Kitchen the walls.
4. Bathroom 10. Collapsed Room • Pipes and pumps run through the room.
5. Hallway 11. Ceremonial Chamber • Bubbling green slime covers all surfaces.
• D4+2 Ningön enter the room and run
6. Music Chamber 12. Pool towards you.
• NORTH: wooden door into the Entrance Hall.
• SOUTH: iron door that stands ajar.

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3. Dining Room 6. Music Chamber
The smell of a hearty roast and steamed vegetables Gentle melodies flow through the room. Cold and
wafts through the room. clear.

• A massive wooden table and chairs stand • A small basin of water in the middle of a
in the center of the room. The table is set. small grotto.
There is no food. • D4 mörmaids sit in the water giggling.
• A bloody mop and bucket in one corner of • A painting hangs on the wall. It shows the
the room. high priestess in a blasphemous act.
• Oily tentacles hang from the ceiling. They • NORTH: wooden door into the Hallway.
are covered with fur.
• NORTH: iron door into the Machinery, there
is a key in the keyhole, wooden door to the
D8 Killer Fish
Scaled little monster, nimble
Bathroom. 7. Aquarium D4 Mörmaid
Lures with sweet songs to
and deadly. • SOUTH: iron door into the hallway. Blue light illuminates the room. The sound of pull you into the depths.
waves echoes between the walls.
HP 2 Morale 5 No Armour HP 5 Morale 6 No Armour
Tiny Teeth D2 • A fish tank filled with piranhas in the Spiky Tongue D4
Special nimble and agile:
4. Bathroom middle of the room. Special sweet voice: test
DR+2 to hit Flooded with clear water up to the ceiling. The • Something glistens at the bottom of the PRESENCE DR14 to withstand
water doesn’t spill in the previous room. fish tank. their paralyzing songs
• Heavy chains are attached to the back wall,
• Rusty bathtub, toilet, and dirt-stained sink. some have been torn from the wall.
• A small silver key is in the sink of the • NORTH: a doorway into the Hallway.
bathtub. It opens the door to the prison
cell. OBJECT IN THE AQUARIUM, D4:
• D8 Killer Fish are swimming in the room. 1. A mirror shard. You see yourself as a
• SOUTH: wooden door into the Dining Room. bloated corpse in its reflection.
2. A ring. Makes your finger fall off.
3. D20 silver.
5. Hallway 4. A candle that burns underwater.
Dusty and musty. Torches illuminate the passage.

• A shadowy figure creeps up and down the 8. Prison Cell


corridor, unable to materialize, unable to Deafening croaking and squelching fills the room.
speak.
• Heavy wood splinters are scattered across • The door is locked and can be opened with
the floor. the silver key from the bathroom.
• WEST: iron door into the dining room. • A gigantic, slimy toad hangs from the
• SOUTH: wooden door to the Music Chamber, ceiling on iron chains. Its back is covered
music can be heard, a doorway to the with small eggs fused into its skin. The
Aquarium, locked iron door to the Prison eggs hatch into small frogs that disappear
Cell, and wooden door to the Kitchen. into a sewer grate.
• EAST: splintered wooden door through • A golden ball in one corner of the room.
which the wind whistles. • NORTH: iron door into the Hallway.

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9. Kitchen 11. Ceremonial Chamber
Fire crackling in the oven. Warm and soothing. The stench of blood and intestines permeates the
room. Dark smoke fills the air.
• Two rotten fingers lay on the cracked
kitchen table. • An old book open on an altar.
• Eggs boiling on a stove. • Bookshelf on the wall with two books
• A bottle on the kitchen table, labeled “don’t missing.
drink”. • Torches on the walls.
• A cookbook is on the table, containing • An old man with glasses sits in a corner. He
recipes for pies that use mud as the main is mute and eats pie.
ingredient. • A dead cat on the ground. It looks like
• NORTH: wooden door into the Hallway. something ate it alive.
• SOUTH: wooden door to the Collapsed Room Old Man
EAT EGG, D4: • WEST: doorway to the Pool Once a popular artist, now
1. Food poisoning. Causes stomach cramps only a shadow of his former
and makes you see double. WHEN PLACING TWO BOOKS IN THE BOOKSHELF: self. Lost his lover when the
2. Protein. DR-2 on STRENGTH for the next a secret passage opens which leads to the Dö'Vinc forcibly took over
half hour. the cave. Nothing draws him
Entrance Hall. outside anymore. Tooth
3. Food poisoning. Makes you puke for D20 stumps rot in his mouth.
minutes. READ BOOK, D4:
4. Protein. DR-2 on AGILITY for the next half 1. Your eyes begin to bleed as you look at HP 5 Morale 4 No Armour
hour. characters and symbols that make Crumbled Brush D2
absolutely no sense to you.
DRINK FROM BOTTLE, D4: 2. In the book is a story from your
1. It’s poison. You die within the next hour. childhood. Written down in your own Spell Book
2. As you open the bottle, a demon escapes. handwriting. Tries to crush you with its
3. You get pretty drunk. DR+4 on every test 3. The incantations written in the book teeth.
for the next hour. allow you to heal D3 HP.
4. The book grows teeth and starts to HP 7 Morale -
4. As the liquid touches your lips, it turns Leather Binding -D2
into hot sand. attack you.
Teeth D4 + Special
Special poisonous tongue -
test TOUGHNESS DR10 or
become infected
10. Collapsed Room
Relentless rain showers pelt down mercilessly.
Wind is howling.

• The walls and the floor have collapsed.


• A narrow footbridge leads over a dark,
quiet river to the other side of the room.
• Trilling, hissing, and growling can be
heard from below.
• NORTH: wooden door to the Ceremonial
Chamber.
• SOUTH: splintered wooden door into the
Hallway.

8 9
12. Pool
The reflections of water glisten on the emerald
green walls. All sounds seem muffled.

• Bizarre apparatuses and machines tick


and click on the walls.
• A large round pool in the middle of the
room, filled with a dark green liquid.
• The amphibian king is being held captive
in the pool.
• D4+2 Dö’Vinc operating crazy machines
and piercing the green liquid with long
D4+2 Dö'Vinc
spears.
Human-like figure. No one • WEST: doorway to the Ceremonial Chamber
knows what they look like
under their full body suit.
Pressed breathing sounds
come out of the tubes. They
keep strange creatures King Kiem en is the last of his kind and was
imprisoned to abuse them worshippe d as a king in a long-forgotten, hidde
for their perverted n
wetla nd. No one know s what powe rs he
experiments. Would do
anything to keep their poss esses or whether the prophecies refer to him
mission a secret. at all. The Dö'Vinc took him by force and
abducted him when he show ed abov e the surfa ce
HP 6 Morale 9 of the wate r during a rare ritua l act. Sinc e then,
Protective Suit -D2 they held him capti ve and tortured him to rip out
Spear D4 his secrets.
Special grasp of death: they
try to hug you and squeeze
the air out of your lungs - test
STRENGTH DR+2 to break free

King Kiemen
Mighty amphibian creature.
Once worshipped like a god,
now prisoner and guinea pig
for cruel experiments. Can
breathe outside of water for
a short time.

HP 24 Morale 5 No Armour
Teeth D4
Claws D6
Special healing powers:
heals 1D2 HP when touching
physical injuries // suicide
dive: test AGILITY DR-2 to
avoid being grabbed and
drowned

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