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SEEDS

OF A CVLT
Its name
1 Eternal
2d12
(forbidden to utter aloud)

Dawn
The cult is...
1–2. 
almost annihilated,
d10

2 Children of Knife Blood desperate for aid.


3 Reach for Deathcrush 3-4. 
thriving, or would
Pipes of be if only …
4 Devastation
5. 
enormous, official,
5 Holders of Burned Bones
legitimate, protected.
6 Unholy Unsacred Signs
6-7. 
secret and unknown.
7 Ruins of Nechrubel Legend. Lies. Myth.
8 Embrace Rusty Razors 8. 
scattered in cells. Should
9 Night of Sarkantha they find a way to work
10 Førlørn Black Gates together, all will tremble.
Hateful Lost Chants 9-10. i
n absolute turmoil.
11
Warring and destroying
12 Temple of Dark Thrones itself from within.

KEY MEMBER, PERHAPS THE LEADER? 3d10


1 Demented … … Elder, full of keys 1
2 Narcissistic … … Pastor, covered in rings 2
3 Charming … … Poet, masked and stoic 3
4 Unseen … … Shadow creeper, followed by black cats 4
5 Stone-faced … … Executor, broken and wasting 5
6 Lip-sewn … … Thought-whisperer, loved by all 6
7 Cannibal … … Caretaker, back from the grave 7
8 Black Disk’s … … Child, who water cannot touch 8
9 Mocking … … Prisoner, afraid of daylight 9
10 ‘No one’, … Carpenter, arm- and legless 10
cult-hating …

Headquarters
d10
5. 
Bonfire camps 6. A
 granite Bergen
in the coldest Chrypt peak piercing
Kergüs crevices. the dying skies.
1. 
Dim Schleswig sewers.
7. 
A Graven-Tosk murder-maze mausoleum.
2. A
mong the oldest, most
8. 
In the murky 9. A
t the spell-
obscure Grift temples.
bog where Lake dead center of
3. M
eadows of Strange Onda merges with the Valley of the
Mist in Sarkash. Targ-Dungel. Unfortunate Undead.
4. B
eneath the Beneath
in Galgenbeck. 10. 
The blackest of Alliáns cathedrals.
IN ORDER TO REACH
THE SHIMMERING
FIELDS, ONE MUST ... d20
1. b ake Blutday bread
They Truly Hate...
1. 
an outsider’s wise,
d20

with a bipedal’s blood. condescending words.


2. in strong trees, hang living 2. t
he Two-Headed Basilisks,
corpses upside down. brutes and false prophets all.
3. lock strangers in torture
catacombs where no one dies. scrolls. Living Words of Power
3. 
4. wear nothing but the imprisoned in pathetic parchment.
hair of strangers. 4. Verhu claiming to be the head
5. completely numb all of Truth. All hubris and pride.
senses to know the Truth. 5. bright light and loud
6. build portals with the voices. SHUT UP!
bones of 77 humans. 6. a nearby life cult constantly
7. have servants erect threatening to occupy this area.
the Tallest Tower.* 7.  intruders hesitant to embrace
8. kill the youngest one the one trve cvlt.
in an unknown party. 8. all kinds of birds; wings give
9. set all clothes ablaze. the cult an inferiority complex.
The gods of the stars must 9. a nyone of noble or, worse
see you in the flesh. yet, royal lineage, AKA
10. n ever speak aloud the blasphemous blue bloods.
name of a living soul. 10. t hose not obsessed with
tribulation. You waste
11. g
ive all silver to the
such good suffering.
deep well of underworlds.
12. t
alk only in riddles. 11. a nyone carrying pitiful
Come night, you can signs or sigils. (Only the
speak clearly again. cult’s are worthy.)
12. b ragging, boastful words.
declare all Omens to
13.  We, on the other hand,
the Nech-a-bebul Oracle. never boast.
Hate those who refuse. 13. l istening to stories
14. never hurt monkeys and from the world outside
always ride with donkeys, this true one.
for they are holy. 14. a  face unsinged, too
15. e
very week, sacrifice good for the flames.
the oldest member and 15.  those who care
recruit two new ones. for children.
16. dig deep pits and keep 16. a lcohol, smoke and
undead (and a few prepared meat.
living) prisoners.
17. i ntruders hesitant
17. keep a diet of herbs,
to embrace the one
meat and drugs.
trve cvlt. (yeah, same as 7)
18. walk barefoot and feel 18. s pineless deserters
the mesmerizing strings and filthy gutterscum.
from below. Some accept 19. p ale ones, earthbound
sandals. and weird wickheads
19. n
ever do honest work unpierced by spikes.
during the time of day. 20. n othing, really … or maybe
20. tie the legs with itching funeral fog and a freezing moon.
ropes and always walk slowly. This is a place of harmony, love
and kindness. Come, join the
Circle of Euphoria. And rejoice!
* many cults claim to have built the tallest one Your nails all got chewed off.
HERETIC
In MBC

Seeds of a Cvlt* First fold Unheroic Feats Page 3

Sacrilegious Songbird Page 10 Shedding Vicar Page 12

Graves Left Wanting Page 14 Bloat Page 32


Blackpowder Weapons for
the Rich and Foolhardy

You Are Cursed Page 34 The Merchant Page 36 BWFTRAF Page 44

Sepulchre of the Swamp Witch Page 45 The Bone Bowyer Page 58

Borg Bitor* Page 60 Rotten Nurse* Page 62 Nurse The Rot* Last fold

MÖRK BORG is a mistake made by Pelle Nilsson and Johan Nohr.


The content in this zine is made by a lot of terribly talented people.
by Pelle Nilsson. All art and graphic
Items marked with
* are written
design by Johan Nohr except where noted otherwise. Proofreading and
editing by Walton Wood, Fiona Maeve Geist (MRC) and Jarrett Crader (MRC).

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

Back cover poem is by Pelle Nilsson, edited by Philip Bilbee

Printed by Livonia Print, Latvia 2021 ISBN 978–91–89143–54–8


B O R G
K C
R

U
O

L T
M
A P P

N T
E
R
O T
V N
E D C O

OPTIONAL ADVANCEMENT RULES


BY JOHNNY CARHAT

3
UNHEROIC FEATS MÖRK BORG CULT: HERETIC

U N H E R O I C
Roll d66 or gain a
Feat as a narrative
achievement.

11. Assassin’s Deathblow


A ½rm grip. A sharp knife. That’s all it
takes for someone to disappear into the
alleys of Galgenbeck. You’ve become adept
at it over the years.
Test Strength DR12 to grapple
an unaware foe and automatically crit
with a one-handed bladed weapon.

12. Battle-Hardened
Deathspeaker
You were called to battle not for your
prowess with blade and shield, not for your
speed and might, but because the words you
speak bring death to your enemies.
You may wield Powers while
When getting better, if not using wearing medium armor. You may take
an optional class, you may instead this Feat a second time to also
gain a Feat. You may also gain an include heavy armor.
additional Feat each time you get
better (maximum 3).

Consult your GM on how Feats are 13. Beastly Scholar


gained. Options include: randomly, You study the beasts of the land, gutting
choosing or through specific them and spilling viscera to uncover
narrative achievements.
the world's secrets.
Choosing Feats allows you to make
You may scry and see the future
specific character builds. E.g.,
in an animal’s innards. Gain an Omen
choosing Party Chef, Inspired
for every 10 HP the beast had but
Storyteller and Outback Survivalist
never more than your maximum Omens.
allows you to create a powerful
Usable once per animal type.
support character that buffs your
party whenever making camp. The beast’s innards may also
provide enlightening information.

4
MÖRK BORG CULT: HERETIC UNHEROIC FEATS

14. Bloodied Knuckles 21. Bone Crafter


Years of bare-knuckle ½ghting transformed You don’t believe in letting things go
your hands into deadly bludgeons. They to waste, including the fallen.
are heavy with scars from the guilty and
You can craft equipment of
innocent. strangely high quality using a number
Your unarmed attacks deal of humanoid corpses:
d6 damage and ignore light armor. • a d6 weapon for 1 corpse’s worth of bones.
You may take this Feat a second time, • a shield for 5 corpses’ worth of bones.
increasing to d8 damage and ignoring • light armor for 10 corpses’ worth.
medium armor, and a third time to d10
damage and ignoring all armor.
Fumbling an unarmed attack
means you break a hand, dealing
22. Butcher
the damage to yourself. You must You’ve hacked livestock and poultry
seek out a specialist to help into small pieces before. You know
you set your bones. what makes them work and how
they are made. Humans aren’t
that di¼erent.
15. Blood Pact When any ally dies
It’s a cruel world to near you, test Agility
be all alone in, but DR12 to perform rapid,
you’ve found a way life-saving surgery,
rendering them broken
to avoid this fate.
instead. Should the
Form a blood person still die, you
pact with a willing may make d4 rations
participant. You can out of the corpse.
communicate by thought,
no matter the distance.
This never goes away.
Whatever one experiences,
so does the other. This
includes injury and death.

16. Bloodthirsty Rage


The rush of combat is addictive. You’re
always chasing that high. It’s kill or be
killed. You can’t stop to ask questions.
When landing an attack that
kills a creature, you must move
and attack another (this may include
allies), adding d6 damage for every
creature slain. Your onslaught
stops when you fail to kill and
you fall to the ground exhausted,
losing your next turn.

5
UNHEROIC FEATS MÖRK BORG CULT: HERETIC

23. Calm Killer 26. Fateful Visions


The knife or arrow that is The fates steer your journey across
most careful is deadliest. the dying world. One can only hope they
You have a sharp eye for gaps lead to redemption, not destruction.
and cracks in armor.
Consume an Omen and spend
Once per turn when a few moments in quiet meditation.
making a ranged or melee Ask the GM a question pertaining to
attack, you may reroll the current situation.
the damage dealt and keep
You will be granted a bizarre
the higher result.
vision that provides enlightening
information. GM rolls a d4 in
secret; on a 1, the vision is
24. Cat’s Eyes deceptive.
You looked up at the birds for
a sign. Scattered bones, spilled
entrails. For naught. But one 31. Iron Stomach
day, you saw your fate in the eyes When crops fail and livestock births
of a cat lurking in the shadows. inedible abominations, one learns
Perfect vision in to not be picky about food.
darkness, but the clouded You may consume rotting, putrid
sun’s light burns your eyes. flesh with a DR6 Toughness test.
DR−2 presence when in darkness, Others witnessing this may find it
DR+2 when in daylight, no disgusting. Outcasts roll morale.
matter how dim.
Staring into the eyes
of a wild beast lets you feel 32. First Strike
whatever it is feeling.
You believe the Shimmering Fields
are for those who leap into battle,
those ½rst to reap glory.
25. Dual Wielder
You’re no trained soldier, Whether your side passes or
fails the initiative roll, you may
but you think two weapons
always act first if your action
should help you kill twice as fast.  involves inflicting harm.
It hasn’t failed you yet.
You suffer
no penalty when
attacking with two
weapons: you roll
both damage dice
and combine
the results.

6
MÖRK BORG CULT: HERETIC UNHEROIC FEATS

33. Gutsy Strike 41. Hyper-Awareness


You once saw a man decapitate a horse You are paranoid, seeing danger in every
with a giant blade. It was less a sword and shadow. Everything wants to kill you.
more a large slab of iron. When swinging You are jittery with bird-like movements.
your own sword, you can’t help but think
You can never be the victim of
of the beast’s vacant eyes. a surprise attack. Additionally, your
When wielding zweihand weapons, side takes the initiative on 3+.
you may swing with DR+2. If the attack
lands, you add d6 to your damage.
Missing allows your opponent to strike
with an attack that you can defend
42. Immortal Memory
against at DR+2. You are haunted by the memories of those
who have fallen. Even if their spirits have
moved on and their bodies are dust, their
34. Harbinger of Misery memories linger for eternity.

You feel a dark blessing course through Whenever encountering a place


your veins. You have dedicated yourself to of great suffering, you may relive
the tragedy through a lingering memory.
the black disk that will block out the sun.
There’s a 1/20 chance things
Gain 4 maximum Omens instead
become all too real. You suffer the
of 2. As long as you live, the GM rolls
same fate in reality. This might cause
two Misery dice every day.
creatures and Powers to reappear.

35. Herbalist Healer 43. Inspired Storyteller


You spent what seemed like an eternity
Your tales bring joy and smiles to everyone
under the haze-½lled apprenticeship of
around you even in the bleakest of times.
a master herbalist. You left with a new
All of it is lies, of course, but who cares?
outlook on life and a few extra skills.
Test Presence DR9 whenever
Once per day, you may scrounge resting to weave a compelling tale.
to find the necessary herbs and flora Increase the DR+1 for every additional
to create an infection-curing elixir audience member. Success allows
that also heals d4 HP. everyone to gain an Omen. None can
Test Presence DR12 to attempt exceed their maximum number of Omens.
this treatment. Failing instead
creates a toxin dealing d4 damage.
44. Leech
An acquired taste. Or perhaps a disease.
36. Horrific Growth Maybe a curse. An eternal thirst.
Maybe it was something you ate, or a Power
Blood heals and sustains you.
had grown malevolent. Whatever it is, you A pint heals d4 HP. You may still
can’t get rid of it. eat regular food, but you suffer the
You violently grow an extra effects of starvation after one day.
arm (and hand). It functions just
like your other arms and can grip
things just fine. Other people see
it as a sign of evil.

7
UNHEROIC FEATS MÖRK BORG CULT: HERETIC

45. Likeable
There’s something about your smile.
The way you comport yourself.
How you speak. You’re best described
as approachable. It’s weird.
Whenever a reaction roll is
made, roll 3d6 and keep the highest
two dice.

52. Mortal Draw


46. Living Armor Your blade hungers—sated only with blood.
You’ve survived war because of cold steel Once drawn, it demands it, punishing you
that was scarred so that you may live. for failing.
It’s become a part of you, and you’ve Your first attack always deals
learned to carry its burden. max damage, assuming it hits. If you
miss, your opponent may attack you.
Remove the Agility penalty This can be defended against at DR+2.
for the armor you are currently
wearing. This does not affect your
defence rolls.
53. Negotiator
You may not remove your armor
without painfully dying. This also You abhor con¦ict. A paci½st by nature,
happens if it breaks. Repairing it sometimes it’s best to try de-escalating
is possible but very painful. the situation. Some call you a coward.
Test Presence, DR6 + opponents’
highest morale. Success means the
51. Lucky fighting stops. For now.
Fate? Sounds ominous. You prefer luck.
Good things always seem to happen to you.
This has lulled you into a false sense of 54. Outback Survivalist
security. How long will this last? Time spent in the harsh wilderness taught
You do not have any Omens, you how to thrive. Small comforts can be
and no Omens can be spent to influence made even in this bleak world.
your rolls. Instead, you always roll
Test Presence DR9 to create
2d20 for your tests and pick the
a comfortable campsite. DR+1 for
highest result.
every additional person it shelters.
However, you still fumble When resting at this camp, everyone
if either of them comes up as 1. recovers 2d6 HP instead of d6.
Your luck must run out eventually.

8
MÖRK BORG CULT: HERETIC UNHEROIC FEATS

55. Party Chef 63. Reckless Attacker


You’ve mastered the art of cooking slop Overzealous, constantly making bad calls,
and are able to turn the most horrid of food an extremely poor sense of judgement.
somewhat palatable. But you’ve lived this long, so you must be
doing something right.
Test Presence DR9 to cook
a meal when resting. DR+1 for any You may attack the same target
additional servings. On success, you twice on your turn. Missing the second
may stretch a single ration to feed attack allows your opponent to make
the entire party; on failure, the an attack that you can defend against
ration is spoiled. at DR+2.

56. Piper 64. Shield Breaker


You speak with rats: whistling allows you You know that the moment an opponent
to attract d4 of them. They might not have is at their most vulnerable is right after
reliable information but are always happy they’ve attacked.
to converse.
Whenever you use your shield
to block all incoming damage, you
may attempt a counter-attack with +3
61. Power Word damage.
The powers-that-be whisper dark secrets
in your ears wherever you walk. Their
incessant chittering never gives you peace. 65. Skinner
You innately know one random Your skin crawls and itches, constantly
sacred or unclean Power. Additionally, scabbing and foul. The skin of others
once you have read a scroll, you may brings you momentary solace.
carve its esoteric glyphs into your
flesh and wield it without the scroll. You may wear the skin of
a creature you recently killed to
Every night, there is 1/20 disguise yourself. You look, sound
chance you accidentally wield a Power and even smell like them.
in your sleep—with a 1-in-6 chance
of fumbling. The skin decays after d4 hours,
and you revert back to your normal,
wretched form.

62. Predatory Sense


Somewhere along your bloodline, 66. Vile Blood
wickedness was introduced. Its in¦uence
Something about your blood is wrong.
is thin within your blood but ever-present.
It’s more akin to a corpse's putrid ichor.
You have a keen sense of smell
Whenever a creature attacks you
when it comes to humans. You can sniff
with a biting attack and hurts you,
individuals out from a room away,
it is poisoned. It suffers d4 damage
identify someone, and even track them
for d6 rounds.
easily with a DR12 Presence test.
Additionally, should you suffer
an infection, roll a d2. On a 2, you
are not infected.

9
SACRILEGIOUS 1. G U T PI PE S B O R G C
K
OF DE ST I N Y

U
This amalgamation

M O

L T
Songbird
of sown, hairy
gutsacks features
extruding bone

N T
A P
pipes for you
to blow on. When

E
P
doing so, listeners

T
R
of your choosing are O N
V E
A BARD CLASS filled with unearthly D C O
hunger as if they had
by Karl Druid
starved for a week.

2 . H U RT Y- G U R DY
Always the bringer of unwelcome Cranking this stringed thing of wood
sounds, your vocation as a bard left and gore emits a droning sound that hurts
you destitute and disreputable … the ears of creatures that fail a DR12
until the rueful day when a being Presence test. The first round played,
of impious character made you the it deals d2 damage, increasing to d4
deal of a lifetime. Your soul may and beyond on subsequent rounds.
be screaming, but your throat
sings sweetly, and your purse ever 3. S PI NA L H U S K
sweeter. A small price to pay. When anyone hits this drum made
from a hellion’s shell, roll 2d6:
Begins with 4d6×10s and d2 Omens. 6+ Everyone except you tests
Agility DR14 or falls prone.
HP: Toughness + d6 11 Choose d4 creatures that can hear
your drumming. Their spines break
A deal was struck (d6) like twigs. You cannot use the drum
again today.
1 In an outhouse just outside Grift. 12 Your ears won’t stop ringing;
2 Hiding from guards in Galgenbeck. you are deaf for the next 24 hours.
3 In a Wästland noble’s bedchamber. Also doubles as a shield.
4 Dreaming in a disremembered ditch.
5 In a Schleswig prison cell. 4. T H E DEV I L’ S AQU I F ER
6 Minutes from freezing to death The horn of a beelzebubonic creature
on the way to Alliáns. from the deepest depths of the Endless
Sea. When blown, your enemies’ lungs fill
Abilities with seawater should they fail a DR14
Toughness test; a round must be spent
Your amplified personality makes up expelling it before doing anything else.
for a soul bartered, roll 3d6+2 for
Presence. A hard life lived has you 5. MOU T H-TO -MOU T H ORGA N
set for an early grave, roll 3d6-2 for Play this bony mouth harp to make a
Toughness. Roll d6 on the weapons table broken listener instantly recover d4 HP.
and d3 on the armor table. You carry They cannot speak until their HP is fully
an aura of unnatural charm everywhere recovered.
you go, capable of unsettling foes and
calming friends; spend a use of your 6. LU T E OF T H E AC U T E BRU T E
daily Powers to add or subtract d6 to When strummed, the sound of this axe-
any Morale check. shaped (d8 damage) instrument makes the
Strength and Presence score of anyone
When you made your life-and-soul- hearing it swap for the next d6 days.
altering deal, you were gifted one (1) Repeated listening has no effect.
of the following accursed instruments:

10
11
Shedding
1. S K I N W H I P B O R G C
Once daily, you K U
may pull a thread

L
M O
of skin from the

T
Vicar
top of your head
to an extremity.

T
It is elastic

A P

E N
and tough and may
be used as, for

P
R

T
example, d10 ft. O N
of rope or a whip
V E
D C O
A FLAYING CLASS
(d6, DR10 to hit, breaks
by Cameron James if it does maximum damage).

2 . BLO ODW R I T E S O T ER ICA


Armor is weak, clothing a sin, and skin
Peel a slab of your skin, lowering your
an abhorrent vanity. King Sigfum’s
Toughness d3. The bloodied side is
hubris needs to be stripped from the
marked with henious glyphs functioning
lands, from our bodies. As skin is
as a random unclean scroll. Should
shed and scabs peeled, the day when the
your Toughness reach -6 this way,
wounds don’t heal is the beginning, and
you die. You may reattach and dispel
we must seekabsolution. Thefirstpeel is
the slab to regain the lost Toughness.
alwaysTHEWORST,butremember:attheENDof
PAINliesTHEPROMISEOFtrueVINDI C A T I O N .
3. A FA I R BA RT ER
Shed skin or scab to tap into a higher
Begins with 1d6×10s and d4 Omens. power. Trade 1 HP damage for +1 to a
HP: Toughness + d4 test roll, maximum 3.

4. BLO OD EAGL E
Your First Peel (2d6) Your broken back births a black eyed,
viscera-covered wing-demon who seeks
Who? What and why? eyes to feast upon. Each time the
From fingernail to Blood Eagle attacks a target, roll d6,
1 Cult
leader armpit for assault plucking d2 eyes from the target on a
4-6. A 1–3 means the hawk is captured;
Abusive Ear to ear, over closed
2 parent try again next round. A second 1–3
eyes for coveting means the hawk is killed and cannot
3 Skindealer De-gloved hand for theft be summoned again.

4 Grift From heel to buttocks 5. HOLY MOU LT I NG


trader for evasion and lies You twist away and out of your
5 Lone goblin wretched skin, entering the world
Face removed for vanity
anew, uncovered and glistening red.
Sarkash Mark of the Heretic This way, you may escape grapples and
6 hermit
on back for blasphemy shackles or reduce the damage of an
incoming attack to 1. Once freed of
your skin, your Strength is reduced
Abilities by d3 (minimum -6) until re-donned.
Covered in wounds and on the edge
of death, roll 3d6-2 for Agility. 6. BLO OD T R A I L
Monstrously unnerving, roll 3d6+2 for The scent of blood always finds you,
Presence. Roll d8 on the weapons table. and you it. You are able to track
You can never wear armor or coverings. another Shedding Vicar or any wounded
Pain is either a stranger or your creature who has passed by within the
constant companion; regardless, you past week.
are not bothered by any amount of it.
You begin with d2 unclean scrolls and
one of the following blessings:
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MÖRK BORG CULT: HERETIC UNHEROIC FEATS

13
B O R G
K C
R

U
O

L T
M
A P P

N T
E
R O T
V N
E D C O

by Karl Druid
GRAVES LEFT WANTING MÖRK BORG CULT: HERETIC

An immense cemetery, older and greater than


memor y, Graven-Tosk sits in Sarkash like a
festering scab. To the east, the Shadow King’s
manse looms always, impossibly equidistant.
Although abandoned since the palace's
ruination, bodies somehow keep finding their
way inside. All the while, living and unliving
attempt to claw their way out.

A BIT OF METANO IA
• This adventure is intended as a starting • There isn’t a defined ending or clear
point of your campaign, a one-shot or a escape path. Once the Undertaker’s
post-TPK adventure. Hut is explored, the players should
• Due to its massive size and unsettling plan a potential getaway or be
nature, even PCs familiar with other hopelessly lost. Add a more obvious
parts of the cemetery are oblivious to exit or method of escape if you feel
this adventure’s locales. that would end their misery. It won’t.
• Have the players awaken in the Plague
Pit, in coffins under suffocating earth
or wherever you deem appropriate.

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MÖRK BORG CULT: HERETIC GRAVES LEFT WANTING

17
GRAVES LEFT WANTING MÖRK BORG CULT: HERETIC

1 THE
S TR A NGLY OW
H AD ER
TR E E E S EW
TH G'S S
N
KI

H 'S
AC E R
RO R D
E
H IR
LA

2
THE
PL A G UE
C ATAC

PIT
OM B C
OR R I

ERHARD'S
D OR

T OM B

3
THE
N
OR IGI
N T AIN
FOU
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MÖRK BORG CULT: HERETIC GRAVES LEFT WANTING

Map of the
Graveyard (NO T T O S C A L E)
Pl a c e s m a y no t b e whe r e t he y a p p e a r.

When traveling the graveyard, roll a d4:

THE
C OL A NDE R
M
RO OM R IU
A TO
VOM
US'
4 MA

T H E UN D E R T A K E R ' S H U T

19
GRAVES LEFT WANTING MÖRK BORG CULT: HERETIC

Graveyard
THE

Walking purposefully is hard in the fog. Winding paths seem bent


on leading fools astray. Traveling between places takes 15 minutes.
roll for a random encounter each time.

Once all four locations are visited, the next path leads to the
Undertaker’s Hut. The Roach Herder knows which way to go.

Walking the Trails... (d4) Random Encounter (d10)


1. The Strangly Tree (p. 29). 1. d4 Rotted Skeletons skulking.

2. The Plague Pit (p. 22). 2. a ghastly Widow-Wraith.

3. The Origin Fountain (p. 25). 3. d4 Unbred Mutts digging.

4. Maus’ Vomatorium (p. 24). 4. d4 Half-Billed Ravens.


5. d4 Hungry Zombies eating.
6–10. A random PC experiences
Sensory Strangeness:
What You Know
about Graven-Tosk
(d6, roll for each PC) Sensory Strangeness (d8)
1.  magical barrier stops the
A 1. The muffled sound of scratching.
dead from leaving. (false)
2. Is everyone walking backwards?
2. he place is growing warmer.
T
3. A wind chills the spine
(true)
yet makes you sweat.
3. he graveyard is full; no one
T
4. An invisible breathing behind
uses it anymore. (maybe)
your left/right ear (50%).
4. he dead sleep well to a
T
5. That cherub just looked at you.
magical instrument’s music.
(false) 6. The sudden smell of wet dog.
5. It’s inescapable. (maybe) 7. Did something grab your hand
just now?
6. he mist plays tricks on
T
the mind. (true) 8. You could swear there were more
of you. Where’s Skruggs?

20
MÖRK BORG CULT: HERETIC GRAVES LEFT WANTING

WIDOW-WRAITH HUNGRY ZOMBIE


HP 15, Morale - HP 6, Morale -
Icy touch d4 + special Leather scraps -d2,
Special Her sobbing alerts Claw/Bite d2 + special
anyone to her presence; she Special Test Toughness
always loses initiative. Touch DR8 or die turning into
drains Strength, Presence, and a zombie after 2 days.
Agility by 1 for the fight’s
duration.

ROTTED SKELETON UNBRED MUTT HALF-BILLED RAVEN


HP 5, Morale 7, Knuckles d2 HP 8, Morale - HP 2, Morale -
Special Whenever it takes Bite d6 Beak/Choking tongue d4/special
damage, a puff of vile Special Test Agility DR12 or
marrow-dust leaks from its take d4 damage/round until
broken bones. Melee attackers Strength DR14 succeeds or
test Toughness DR10 or become the raven dies.
infected.

21
GRAVES LEFT WANTING MÖRK BORG CULT: HERETIC

THE

Plague Pit
Erhard's
Tomb
Repugnant smell. Illuminated by
moonlight the color of sour milk.
Encircled by soupy fog whose
tendrils occasionally creep down.
Stale, warm air. Dark.
• Corpses at differing stages of decay. Floor covered in drifting fog.
• Any direction: The Graveyard.
• West: Ruin-tunnel to Erhard’s Tomb.
• Standing sarcophagus (sealed).
• Flanked by two unlit torches.
• North: Narrow crawlspace to
Catacomb Corridor.
• East: Tunnel to Plague Pit.
• South: Tunnel to Colander Room.

Loot the Bodies (d6, roll twice)


1. 3d10 silver.
Open the Sarcophagus
2. d4 seemingly edible rations
of dried meat. Test Strength DR18 reduced by 2
3. for each assistant. Failure means
Pendant featuring a portrait
everyone involved takes d4 damage
of a mouthless man.
as the lid falls open.
4. Rusted but functional Inside: a man’s odorless corpse
shortsword (d4 damage). in near perfect condition, wearing
5. 10' rope with noose fine silk clothes. The skin is
still firmly tied. waxy, malleable like dough and
very flammable. Digging into the
6. Pouch of white powder body reveals an iron skeleton, a
(win the next initiative fist-sized ruby inside the
roll automatically). ribcage.
Contains d6 doses.

22
MÖRK BORG CULT: HERETIC GRAVES LEFT WANTING

THE

C OL A NDE R R O OM
Half-lit by moonbeams piercing miniscule holes in stone and dirt.
Long worms of mist droop and drip from the ceiling.
The sound of chattering teeth.

• Circular chamber with a ceiling


pierced by thousands of tiny holes.
• Three Fogbound Skeletons wrapped in
foggy coils sit at a stone table, arguing.
• On the table: a locked metal strongbox.
• North: Tunnel to Erhard’s Tomb.
• East: Earth tunnel to Maus’ Vomitorium.

UNHEARD VOICES
The Fogbound Skeletons speak with
elongated tongues of mist, soundless save
the unmistakable clatter of tooth against
tooth. One waves an elaborate key-like FOGBOUND SKELETON
dagger in a bony hand. HP 7, Morale 8, No armor,
Weapon of condensed fog d4
Special Shatters if an attack
deals 5+ damage, but otherwise,
damage is reduced to 1.

The Skeleton Unkey Strongbox, Unlocked by Unkey (d4)


Attempting to grab the dagger or 1. Full of flowing, cold water.
strongbox makes the skeletons
hostile. The dagger (d4) is 2. Reveals a PC’s beating heart.
usable as a key that opens any 3. Releases a ray of dazzling light.
lock. Things unlocked this way
lead to unexpected, rarely 4. Contains red sand.
convenient places. If opened by other means, the
strongbox contains 200 silver coins.

23
GRAVES LEFT WANTING MÖRK BORG CULT: HERETIC

Maus’ Vomatorium
Acid's sour smell permeates the air. Illuminated by
sickly glowing puddles of green and yellow gall.
The sound of a boiling pot.

• Ornate stone-walled chamber. Opening the Coffin


• Flagstone f loor eroded by pools of gall.
• Two rows of columns hold the The dais is covered in flowing
chamber’s buckling ceiling. gall. Walking up to the coffin
surely results in burnt flesh
• A marble coffin on a raised dais,
and ruined shoes.
leaking yellow gall from a bubbling lid.
Floating in the wicked liquid
• North: Stone doors and staircase
are Maus’ bones and the heresy-
to surface. inscribed cursed organ (and Maus’
• West: Collapsed wall to Colander Room. favorite instrument),
THE ROSEATE BARITONA,
desecrated by the bog hag.
THE NOBLEWOM AN & THE WITCH
The legendary bard-made-noble Fela
Maus was cursed by a bog hag after
neglecting to fulfill her part of a long-
forgotten occult enterprise.
A Corrupted Horn of Roses
The sour stomach broth corrodes f lesh, A human-sized ivory horn bedecked
but not bone, in minutes (d6 damage/ with Maus’ family’s skulls and
round). bound in magical entrails. When
blown, it spews a noise that forces
listeners to test Toughness DR10
or vomit acid, taking d6 damage.
Blower beware.

24
MÖRK BORG CULT: HERETIC GRAVES LEFT WANTING

THE

Catacomb Origin
Corridor Fountain
Dark and deadly quiet. The smell of stagnant water.
Balmy and unventilated. Whispers of laughing children.

• Stretching North to South. • A grand rectangular fountain,


• Toothless skeletons rest in dusty decorated and ancient.
niches along the walls. • Cherubs vomiting mist.
• Three large urns on the floor. • Two statues at the fountain’s crest
• Lamp thrown on the ground. are holding a stone jar.
• North: Tunnel to the Roach • A bridge of protruding pillars leads
Herder’s Lair. across the mist to a stone door.
• East: Crawlspace to Erhard’s Tomb • North: Door and steps to Catacomb
through broken niche wall. Corridor.
• South: Staircase to Origin Fountain.
Reaching the Door

Open an Urn (d4) Test Agility DR12 or slip on a


pillar, falling into the mist.
The cherubs laugh. Moments later,
1. Teeth, just teeth.
the PC wakes in the Catacomb
2. Rotted books and tube containing Corridor, toothless and aged, head
a random unclean scroll. spinning with a lifetime of
memories not quite their own. In
3. Decomposing corpse. A Twice-
this withered body, their abilities
Grown Corpse Fly bursts out of
are 1 lower than they remember.
the soft skull, looking for food.
4. Lamp oil. Enough for 4d6 hours.

The Jar
TWICE-GROWN CORPSE FLY
HP 4, Morale -, Exoskeleton -d4 To reach it, test Agility DR16
Bite d4 + special or fall into the mist. Contains
Special Test Toughness DR12 or become NOSTALGIA GRUEL, enough to restore
host for a dozen freshly laid fly two people to their prime by
eggs. Extract them within d6 days or increasing all abilities +1.
watch them hatch in your corpse.

25
GRAVES LEFT WANTING MÖRK BORG CULT: HERETIC

26
MÖRK BORG CULT: HERETIC GRAVES LEFT WANTING

THE

Roach Herder's Lair


Hot and humid. Rancid sweat's stink clings to the nostrils.
Sound of rushing water from the North.

• Covered in debris and things stolen THE RECLUSE OF REFUSE


from nameless graves and tombs. The Roach Herder, a graverobber made
• An occupied throne of trash and hermit, sits on his throne, roach whip in
would-be valuables. grubby hand. After being unable to escape
• Roaches, meaty and otherwise, sit and the cursed graveyard, his party members
scurry on the shit-stained f loor. eventually died, leaving him terribly
• North: Archway and tunnel to the alone. Now he breeds cockroaches, hoping
Shadow King’s Sewer. to hatch one big enough to f ly him back to
• West: Tunnel to the Catacomb the city he once rejected.
Corridor.
Recruiting the Roach King
His breeding endeavours so far
without triumph, the Roach Herder
is keen to attach himself to the
party, hoping they’ll secure his
escape. An insecure liar and
untrustworthy narcissist who values
his own skin above all else.
The Roach Herder offers to guide
them to the Undertaker’s Shack.

THE ROACH HERDER


HP 4, Morale 5, Bite d4 + special
or Barbed Roach Whip d6
Special Test Toughness DR12 or
become infected.

27
GRAVES LEFT WANTING MÖRK BORG CULT: HERETIC

THE

S H A D OW
K I NG ' S
S EWE R
The air carries petrichor as ice-
cold droplets splash warm stone.
Words are drowned by pitch-black
water deafeningly crashing past.

• Stone tunnel amputated by a


river of frothing and rushing
water heading North and West.
• north: Nothing but cold, hard rock.
• South: Tunnel and archway to the
Roach Herder’s Lair.
• Above: Hatch and rope to the
Strangly Tree. Someone standing
on another’s shoulders could reach.

The currents are strong!


Anyone touching the water must
test Strength DR14 or be swept
away. They drown before long.
Rotten coffins or makeshift rafts
would surely be crushed before
reaching the ocean.

28
MÖRK BORG CULT: HERETIC GRAVES LEFT WANTING

THE

Strangly
Tree
A wind blows through wheezing
branches, chilling the air and
carrying decay 's smell far away.

• A huge tree, long since leafless.


• Branches groaning from a dozen
hanging bodies’ weight.
• Nooses sway excitedly in the wind.
• Above, a wooden door just big enough
to crawl through, firmly planted at the
top of a rickety plank ladder.
• Any direction: The Graveyard.
• Below: Rope to the Shadow
King’s Sewer.

INSIDE THE TREE


Going through the door reveals the
tree is hollow, a long rope attached
somewhere far above leads somewhere
far below. Climbing the rope weighs it
down, causing the nooses outside to pull
on their corpses with every movement.
A macabre marionette show.

29
GRAVES LEFT WANTING MÖRK BORG CULT: HERETIC

THE

Undertaker’s Hut
The intermingled smell of wet lumber and rotting flesh.
Light flees through the cracks of a closed window shutter.
Muffled voices are audible inside.

• Stone hut with a thatched roof and THE DEADN’ T


walls covered in creeping vines. The Undertaker dug graves and made
• Outside: piles of logs, a dozen barrels, coffins. She buried corpses and left them
and half as many freshly made coffins. to rot. Some refused to do so quietly.
• A robed woman’s body in an open Some, she silenced herself. Some died.
grave, beside her a worn shovel. Some didn’t.
• Behind the hut: a small garden, The Deadn’t are living, breathing
overgrown. people—like the PCs—who, by chance or
fate, found themselves alive. They made
it to the hut, proceeding to confront the
Undertaker in order to escape. She refused
STEIN, a Grift merchant to cooperate, so they killed her.
HP 2, Morale 8, No armor, Shortsword d4 Unable to leave, they’ve decided to
Carries a purse containing 50 silver
stick around.
BENZEN, a Schleswig guard
HP 3, Morale 9, Leather -d2, Crossbow d8
THE ENCOUNTER
Carries 10 bolts When the PCs arrive, the Deadn’t are
inside the hut, assigning chores and
ARGA, a Galgenbeck priest arguing about first watch.
HP 4, Morale 10, Scale -d4, Staff d4 They’re friendly enough and invite
Carries a random sacred scroll
the PCs to join them in settling down.

30
MÖRK BORG CULT: HERETIC GRAVES LEFT WANTING

A ND TH E N:

A Twist of Fate
At some point during the Deadn't encounter, the air grows
suddenly chill and the ever-present flies' buzzing seems
strangely distant. Neck hairs stand on the edge of an impossible
abyss as the fog swirls around the uncovered grave.

THE ÜBERTAK ER THE ÜBERTAKER


Rising, f loating a few feet above the HP 27, Morale -, Barrier (palefire) -d4
ground, is the Undertaker’s body. The Performs a random action each round (d4:)
face is gaunt, eyes sunken and filled with a COURGE TAKE YOU Creatures in melee
1. S
mad purple fire. Rune-covered robes swirl range take d4 damage
around grim feet, the shovel a fiery polearm EHOLD THE POWER Its next attack
2. B
deals maximum damage
of doom.
O REPROACH Appears next to random
3. N
Upon festering, the Undertaker’s body creature and swings the shovel
and vengeful mind hosted a being both (Defense DR14, d6 damage)
lesser and greater than human, a servant EST IS NOW Skeletal hands pull a
4. R
of a faraway underworld: an Übertaker. creature into the ground (prone +
test Strength DR14 or d8 damage)
This creature is concerned with one
thing—to bring people back below dirt. When targeted by healing powers, the
Übertaker loses rather than recovers
HP. Upon destruction, the torn robes
can be rolled up and used as an Unclean
Scroll (BEHOLD THE POWER, d4 creatures’
next attacks deal maximum damage).

31
1. VESTIBULE
Tight crawlspace (armor won’t fit)
dug by a ratbadger leads to
a set of stairs to the vestibule:
• Pitch black. Stinks. White fungus.
• The ratbadger is still here:
HP 5, Morale 9, Tough hide –d2,
Nasty bite d4
• Debris (and d10 silver) on the floor.
• A search reveals a mosaic
Discarded
of bloated people in robes and
bones
bizarre headdresses enjoying a
massive feast.
A GLUTTONOUS DUNGEON

Written by Greg Saunders


Original map design by Dyson Logos

THE TALE
Silas, a vagabond, sought shelter from
a storm in a large animal burrow. To his
surprise, he found a set of stairs leading to
Doors are stone slabs carved
an underground labyrinth once housing an
with reliefs of a great feast.
obscure cult of bacchanalian priests dedicated Easily moved.
to a goddess of fat and plenty. In the chapel,
he found a beautiful knife and fork and a
statue that compelled him to use them...
The Gourmand’s Cutlery allows the
wielder to eat anything, which is good as
the user becomes famished and must eat.
Luckily, everything tastes wonderful!
Silas is overcome—all he wants to do is
eat, so he has compelled the labyrinth’s
automatons to feed him.
As Silas accepted the statue’s offering,
it animated two f leshy ceramic automatons
to serve him, and now they are creating more Moldy curtain
of their kind! They are kidnapping people 5. AUTOMATON STORAGE If not found
to feed to their Fattened King. Perhaps the This is where automatons are stored search or Pres
disappeared villagers’ relatives or lords and created in huge vats of rendered a falling block
fat. Empty ceramic humanoid figures d6 damage.
have asked the PCs to find and parts are strewn on the floor.
and rescue them? Or did • Smell of fat, blood and offal.
the PCs find the B O R G • The two original automatons
K C
hole when hiding R animate others by pouring bodily
U

from brigands fluids into their empty heads.


M O

L T

or inquisitors? • Anyone entering who is not an


automaton is taken to the Larder
Perhaps they are for processing.
A P

even looking for


N T

the vagabond- Fleshy Automatons


P

turned-Fattened- Ceramic bile-filled golems.


E
R

O Smell of rot, meat and decay.


T

King Silas? V E N
D C O • If knocked over, spill their
contents and deactivate.
• HP 8, Morale -, Ceramic –d4,
32
Violent shove d6
2. ROTTING LARDER Slimy,
stinking
Here the fleshy automatons
passage
prepare gourmet feasts
for Silas and render down
substance for themselves.
• 3 automatons looking for
suitable ingredients.
• Smell of rotting flesh.
• Huge trenchers full of
decayed meat, offal,
clothes and blood. Tiny
salad leaves for garnish.

3. SEWAGE PIT
The fleshy automatons deposit
4. CHAPEL OF FILTH e d6 captured
Silas’ collected filth in this
stream. Sadly, as reality
Here the fleshy automatons forc
ue of an breaks, this gunk has been
villagers to pray before a stat
opal eyes. imbued with a life of its own.
imposing, corpulent woman with
of rancid waste • Debilitating stench makes
• The statue stands in a pool
is awful.
from the sewage pit. The smell all tests DR+2.
opal eyes : test Pres ence DR14 • The animated waste cannot
• Look into the
in room 6
or be compelled to visit Silas be killed, only temporarily
and offer yourself for dinner. dissipated by enough water.
as priests. Leaves a horrendous stench.
• 3 automatons are here, acting
HP -, Morale -, No armor,
Fecal acid burn d4
Fountain of sweet water • The only thing Silas can’t
digest is metal; beneath
the sludge are d6 silver and
a long, curved knife shaped
like a tongue (d6 damage,
on a hit makes the target
ravenously hungry and
desperately thirsty, must
eat and drink within the
hour or die).
hides tripwire.
(describe the
ence DR14),
deals
6. THE FATTENED KING
Redolent in travesty, Silas’ bloated form fills this
chamber. Too large to fit through the door, instead
he waits for the fleshy automatons to feed him.
The Gourmand’s Cutlery commanding them looks tiny
in his swollen, greasy hands.
• HP 20, Morale 9, No armor, Cutlery d4 + engulf
• Engulf: when hit by Silas, test Strength DR10
or be partially swallowed for d6 chewing damage.
• Flatulence: when Silas takes damage, he loses
bodily control. All in the room test Toughness
DR14 or gag for d3 rounds, increasing all tests
by DR+2 (cumulative).

33
What
now?
1. 
1. 
d20
You must kill a living
You
creature daily or you die
come nightfall. A three-
faced cadaver tells you
this in a dream.

2. Y
2.  ou are cursed to always fail.
Whenever you attempt something 11. Any tool you
for the first time, roll three dice use breaks.
and pick the worst outcome.
12.  Wherever you go,
12.
3. Y
3.  ou now trust everyone you meet.
the ghosts of your past
They instinctively know this.
friends, parents or
mentors follow. They
4. 
4.  You cannot see, hear or in any
You
won’t shut up about how
way perceive living creatures
much of a disappointment
within 5 feet of you.
and failure you are. 17. 
17. Your voice is amplified by
5. You cannot lie.
5. the sound of buzzing flies.
13. Unintelligent
13. Unintelligent creatures
In D
In D4+1 days, flies start
always instinctively
6. 
6. Blood seeps endlessly from your crawling out of your mouth.
attack you. Intelligent
palms and feet. The wounds do
creatures dislike you. 18.  You
18. You cannot die. Your body
not heal. You leave a crimson
trail wherever you go. can still be broken, beaten,
14.  Black mold spreads in
14. crushed, pierced and mauled.
your veins. You must lift And it still hurts. But you are
7. 
7. You cannot talk normally, only the curse in D4 + 7 days never released from agony
scream at the top of your lungs. or die. A ghost tells you until everything blackens
each dawn how many and burns.
8. Slowly but surely, you are
8. remain.
transformed into a giant 19.  Whenever you lie down to
19.
cockroach. In D4+4 days, 15.  Wherever you go, black
15. sleep, it feels as if youʼre
your body is insectoid, beyond cats follow in great drowning. Which you are.
your control. After 3 more numbers. In 2D 2D6+4 days, Each morning, you vomit
days, your mind is gone. a black goat comes to brine and youʼre not rested.
you in your sleep and
9. 
9. Glass shatters violently carries you away to 20.  You
20. You cannot feel joy, pleasure
in your presence. the Void Eternal. or satisfaction. Life is
miserable and pointless.
16. You cannot walk past
16. You amount to nothing.
10.  Your hands are covered in a
10.
mud or filth without No one cares about you.
black, tarry gunk that sticks
rolling in it like a
to everything you touch. Also, now you’re cursed
swine. Washing hurts. with a headache.
It’s highly flammable.
34
by Johan Nohr

What is the price d10


for this knowledge?
1. 3d10 silver and a kiss.
2. A dangerous errand in a
dangerous place.
3. A week of hard work.
4. Your darkest secret.
5. A single drop of blood.
6. Your soul. Whatever that means.

They say one can


7. A human sacrifice.
8. Nothing. Or so they say.
help you. Who? d10 9. Everything you own.
10. You trade it for another curse.
1. Ketel-Erg, an eyeless hermit
who once lifted a curse, they say.
2. Hukan II, penniless prince,
once a curse-crafter himself.
So how do I
get rid of this? d12
Now a wreck lost in malaise.
3. Ulv and Jóte, twin scryers at
Anthelia’s Alliáns court. 1. Coat a mirror in a snake’s saliva.
4. Tüwold the Red. Former priest Pour ash and salt in a metal bowl.
now rotting in King Fathmu’s Watch yourself cry into it.
dungeons for murdering dozens 2. Sleep under the full moon wearing
one crazed night. Claims to have the flesh of a predator.
been possessed by a devil. 3. Create a spell-breaking talisman
5
.
Hidden in the crypt of Iktin is from a sinner’s skull and the wraith’s
a tome, “Souls of Distemper”, ectoplasm, then have a priest consecrate
in which various anti-hex it. Carry this with you at all times.
rituals are described. Derkan 4. For 3 nights, you must share the bed
the trollkiller knows its with an undead. You cannot touch.
location but will not go there. 5. Create a clay effigy of your mother
6. Belt, young boy whispering and have a troll break it during a
untold, esoteric secrets in downpour. You must ignore the pain.
his sleep. Heavily guarded. 6. Go without food for 6 days and 6 nights.
7. Völtu, witch of Meadow Death. Then eat the heart of a sinner.
She lives in the obsidian mouth 7. Murder an innocent in a cruel manner.
of a lifelike giant statue. Their ghost will haunt you forever.
8. Agan-Krit. To summon this 8. Gather corpseweed, murk nail and
demon, you must first burn an wailer’s leaf; burn them with dried
unclean scroll and inhale the grass. Stand in the vapors and recite
smoke. There is no known way the Prophecy until you pass out.
to banish it again. 9. Walk naked into the deepest, darkest
9. Krugan of the Deathless Crag. room of a cursed place and return
This lich is guarded by a unscathed. Take nothing. Leave nothing.
ghastly knight who won’t let 10. Kill
10. Kill a person of royal blood and
any living being enter the cave. befriend one of their family members.
10. Father
10. Father Calth, High Deacon 11. Sacrifice
11. Sacrifice three goats and a good dog
of the Basilica of Gorgh. to Nechrubel.
Will not see unbaptized people. 12. Swim
12. 35
Swim alone in a dark lake on a moonless
night. A being from Beyond will come and
eat the curse. But whatever you do, do not
THE MERCHANT MÖRK BORG CULT: HERETIC

36
MÖRK BORG CULT: HERETIC THE MERCHANT

The
Merchant
A MYSTERIOUS PEDDLER
BY JOHNNY CARHAT

Graphic design Johan Nohr 


Art Joakim Hanner 
Special thanks to Caleb C.

B O R G
K C
R
O

U
M

L T
A P P

N T
E
R

O T
V N
E D C O

37
THE MERCHANT MÖRK BORG CULT: HERETIC

Wretched
old Mikhael
S
aid to have come from a
wealthy mercantile bloodline, Mikhael the Merchant
Mikhael’s family were crucified HP 6  Morale 9  No armor  Staff d4
before his eyes for a heretical Eternal unlife: Should Mikhael
crime long forgotten. die, all of his unsold possessions
A foul priestess extended her hand and burst into black flames. The earth
spits him out in d4 days. Willing
offered him mercy: “Repent for the sins of
to forgive the PCs the first time.
your family and be forgiven by the Dark Spider,
Harbinger of the End.” Sells various items depending
And so Mikhael was forgiven and cursed on where he is found. He is
frequently found alone or with a
with damned eternal life. The mournful wagon drawn by a white-eyed mule.
dead spit him out from blackened earth Roll a d6 to see what he is
if ever he should die, for he has no place selling on a particular day.
among them. If with his wagon, he also
carries basic equipment.
Soon, Mikhael resumed his familyʼs
trade, but time spent in the dead The cost of every item is a
earth taught him that souls are just as portion of your soul. Roll a d6:
valuable as silver. Eternally he wanders
1. −1 Strength.
the dying world, bearing a grudge that 2. −1 Presence.
too will never die. 3. −1 Agility.
Mikhael only trades with heretics 4. −1 Toughness.
5. −1 maximum HP.
and outcasts. He has a distrust for
6. Roll twice on this table.
villagers who would crucify him for
being an unfortunate undead. Mikhael also buys rare,
magickal or extremely heretical
items off you for a portion of a
soul. Roll on the table above but
ADD the result instead.

38
MÖRK BORG CULT: HERETIC THE MERCHANT

39
THE MERCHANT MÖRK BORG CULT: HERETIC

Tveland
1 Stone Dagger 2  ongue of a
T
D4 damage, test Strength DR12
to plunge the dagger into a living False Prophet
creature. The creature instantly turns Consuming the tongue allows
to stone. If the dagger is removed, you to cast Powers at DR6 for
the creature springs back to life. one day. Any failure results in
an arcane catastrophe.

3  wo-headed
T
Silver Ring
A silver ring in the shape
of twin basilisk heads.
Wearing this increases
your crit and fumble range
by one. You may wear
multiple rings.

4 Vial of Goblin Ichor


Grows hot when goblins are about.
Adding a drop of cursed blood causes
the mixture to bead up, pointing in the
direction of the goblin that cursed you.

5 Wickhead Brain
When rubbed, emits light
equivalent to a torch. Extremely

6 Galgenbeck De athmask fragile: if broken, everyone must


test Toughness DR12 or be blinded
priest’s sarcophagus,
Stolen from an esteemed
see how it for one round.
placing it on a corpse allows you to
here tical theft if caug ht with it.
died. Considered

40
MÖRK BORG CULT: HERETIC THE MERCHANT

Wästland
1 Pouch of Valley Vapors
Strange-smelling ashy vapors not made for
living lungs. Opening the pouch and breathing
2  ar of
J
in the vapors replenishes all your HP Troll Piss
and cures infection but leaves you When spilled on the
catatonic for D4 hours. ground, ensures that no
beast dares approach
the area, allowing
3 Fine but you to make safe

Gaudy camp. Might attract


a territorial troll.
Clothing
Allows you to pass
as nobility or as a
moderately ranked
official with a
4 Pilgrim’s
DR10 Presence Compass
test. Mercilessly A small, bloodstaine
d
mocked by compass. Its needle
always
common folk points to the most lif
e-
and outcasts. endangering thing
in
Bandits always the immediate vicini
ty.
attack you on
sight.
6 Lu
 cky
5 Peasant’s Fishing Spear
When thrown into a body of
Kuksa water, is guaranteed to strike
A wooden cup carved a living creature. Instantly
from a fine birch burl. kills fish. Might strike much
Any liquid scooped larger creatures. Damage d6.
by the cup turns into
adequate drinking water.

41
THE MERCHANT MÖRK BORG CULT: HERETIC

Kergüs
1 Vibrant Red Ribbon
A crimson silk ribbon. When worn,
all colour drains from your vision.
The world is in black and white, but
you do see living creatures’ pulsating
heartbeats thumping with splashes
of red. Allows you to see the living in
complete darkness.
2 Vial of Glowing Blue Blood
A vial of blue blood drawn from deep within
Kergus itself. May be used as a poison; freezes
the veins of any living creature solid, and they die 3  leaming Golden
G
painfully in D4 rounds. DR16 Toughness to resist.
Scalpel
A shining golden scalpel that is viciously
sharp. DR8 to attack. D4 damage. You may
4 Pleasing Green Cloak attempt to surgically open a vein mid-
combat; impose a DR + penalty of your
A viridian cloak of unknown make.
choosing to the attack. If you succeed,
Protects against the elements
add that number to your damage.
remarkably well. You never
feel too cold or too hot
while wearing it.
It is very itchy.

5  ne-eyed,
O
One-legged,
One-winged Gull 6 Bright Yellow Flower
Needs to be fed a ration every day. A sunny, sweet-smelling flower that
Squawks loudly and irritatingly.
doesn’t seem to wither. May be given as
Utterly useless and never leaves
a token of affection to another person;
your side. Allows you to reroll your
they become extremely agreeable to the
Omens gained when resting.
next thing you say.

42
MÖRK BORG CULT: HERETIC THE MERCHANT

Grift
1 Little Poppet
A small sack doll filled with hay.
When in your possession, allows
you to wield a unique Power:
You peer into the mind of one person whose
eyes you can see. You know their thoughts,
their intentions and what their immediate
next action will be.

2 Key Retrieved
from the Múr
Any door opened with this blackened key leads to a 15' × 15' stone
room. This room can only be opened from the outside. Living
creatures trapped inside die after 24 hours due to a lack of oxygen.

3 Chip the Rat 4 Sorrowful Music Box


Chip is an unusually intelligent rat A small music box with a crank. Plays extremely sad
who, upon purchase, will love you music. Those listening cannot lie unless they pass a
unconditionally, chittering in your DR12 Presence test. Those affected sob uncontrollably.
ear and performing a dance on its
hind legs to lift your spirits.

HP 4, Morale – (loves you


5 Hangman’s 6 Giant’s
too much to leave), Rope Chisel
Bite D2 but always causes A 30' length of rope. Fuses D4 damage, a chisel-like tool
infection, No armor, permanently to whatever the size of a shortsword.
Very Small, DR16 to hit. it is tied to. The rope is Instead of attacking, you
seemingly immune to all may attempt to dislodge a
Chip understands you and follows part of an enemy’s armor
force. Nothing can undo
basic commands. Will also dance with a DR14 Strength test.
its knots, and it cannot be
for your amusement; roll an If you succeed, their armor
severed. is lowered by one tier.
additional D4 hp when resting.

43
BLACKPOWDER By Ian McClung

WEAPONS FOR Expensive, exotic, and very loud,


these strange weapons could hail from
THE RICH AND a number of infernal planes. Most
blackpowder weapons are characterized
FOOLHARDY by the following traits: Presence DR14 to hit.

K
B O R G Ignores armor.
R C

O
Ammunition

U
Most fire once then need

L T
10 powdershots 50s reloading, which takes d6+2

A P P
10 basilisk shots 100s rounds unless stated otherwise.

N T
4 cannon shots 250s You cannot reload with an

E
T

O
V
E D
C O
N enemy within melee range.

LOUD. Lesser creatures might


roll Morale when a shot is fired.
Anything more intelligent will
PISTOLET
notice and investigate.
d6. One-handed. 80s
CULVERIN
d8. 120s
BLACKPOWDER BOMB
ARQUEBUS 3d4. Roll another
d10. 180s damage die on
the result of 1.
DRAGON Repeat. 50s
2d4. Uses 2 shots
per
load. Deals full dam
age
in melee range or
1
damage die to each
of
two adjacent target
s at
range. One-handed.
200s
BASILISK GUN
2d10. Requires two people RIBAULDEQUIN
to carry and fire. 300s 6d6. Uses 9 shots per load.
Roll an attack against
BLUNDERBUSS every target in front of
you then divide damage by
2d6. Uses 2 shots per
the total number of targets
load. Deals full damage
or 3, whichever’s higher.
in melee range or 1
Round up. d4+3 minutes to
damage die to each of
reload. Takes 2 inventory
two adjacent targets at
slots. 600s
range. 250s
CANNON
HEAVY ARQUEBUS
4d10. Must be rolled around
d12. Takes two
using a pack animal (or very
inventory slots. 240s
strong person). Action to
aim, action to fire. Two
PEPPERBOX PISTOLET
separate characters can do
d4. Can be fired up to 6 times each action on their turn.
before being reloaded. Each Deals d8 damage to the idiot
chamber is reloaded separately. standing directly behind it
One-handed. 160s when fired. d4+1 minutes to
reload. 1000s
Remember
4 4 If you can buy them, so can everyone else.
M Ö R K B BO ROG R CGU L T : H E R E T I C SEPULCHRE OF THE SWAMP WITCH
K C
R

U
M O

L T
N T
A P

E
P

T
R

O N
V E
D C O

A SCENARIO FOR

by Christian Sahlén (Stockholm Kartell)


45
SEPULCHRE OF THE SWAMP WITCH MÖRK BORG CULT: HERETIC

,
is the Swamp Witch s ancient sepulchre and an altar
of dead roots covered in lost symbols. They say if
certain forbidden words are chanted at it, any wish
is fulfilled. Even stopping the approaching Doom is
,
not outside the powers of the Swamp Witch s altar.
You stumbled on these forbidden words on a murdered
,
messenger wearing mad King Fathmu IX s crest in a ditch.
You just need to get past the Strange Serpent Drug Cult
lairing in the ancient tomb and reach the altar.

You also heard...(d6) The Strange


1. Of snakes guarding the entrance. Serpent Drug Cult
Whatever you do, do not harm them!
2. The cult kidnaps people, desecrating formed when Ueth the Scalehunter
the Swamp Witch’s altar with blood found the Emerald Serpent while already
and viscera. intoxicated by a fungus-and-swamp-water
3. Chanting those forbidden words brew. Stunned, he did nothing as the
backwards raises the Swamp Witch serpent bit him, mixing brew and venom
from the dead. into a permanent hallucinogen in his
4. Of occult treasures buried deep within, bloodstream. He had visions of sacred
guarded by slime-covered amphibians. snakes promising eternal happiness after
5. Of deep-pocketed merchants trading the worldʼs end. All he must do is to spread
illicit goods with the cult. a message of love and joy until then—and
6. Entrants risk catching a psychic make a sacrifice to the serpents every
parasite. To prevent it from spreading, three days. He returned to his village of
isn’t it better to simply kill everyone Nechdorf preaching happiness, love, sex
and maybe also burn the swamp? and drugs, asking everyone to join him in
Yes. Itʼs the only way to be sure. his newfound swamp paradise. A few did;
the rest were later kidnapped and sacrificed
in the name of eternal love.

46
MÖRK BORG CULT: HERETIC SEPULCHRE OF THE SWAMP WITCH

47
SEPULCHRE OF THE SWAMP WITCH MÖRK BORG CULT: HERETIC

The
Sepulchre

Paths invisible if unaf fected


by the Emerald Venom

48
MÖRK BORG CULT: HERETIC SEPULCHRE OF THE SWAMP WITCH

1. Sunken Entrance Emerald Serpent


HP 8  Morale –  No armor
• Stone gate standing in 5′ of green water. Bite D2 + Emerald Venom
• A large Emerald Serpent sits on a f loating leaf. Lightning reflexes Attacks thrice each
She speaks, informing those approaching
q  round, and melee attacks against her
that the door opens only to those allowing use Agility DR16 instead of Strength.
her to bite them. Emerald Venom Test Toughness DR12
This is a half-truth: her bite injects a
q  or be afflicted (no test if willingly
hallucinogenic venom that also works as bitten). Everything turns chromatic.
a key, but the door also opens if she’s slain. Fire burns with colors never seen
She attacks anyone trying to force the door. before: jale, dolm, and ulfire. Spectral
leaf buds grow from dead matter.
Everything is kaleidoscopic. Nature
sings just for you. There is beauty in
the world. Certain truths become
clear to you. You get −1 on initiative
(if using individual initiative) and
fumble on 1–3 for the duration of the
7-day-long high. You also perceive
some things differently here. (See EV
in each room description.)

2. Cult Common Hall Strange Serpent Drug Cultist


• Upward slope leads to a moist cave with crappy HP 4  Morale 4 
furniture and puddles of swamp water. Smells of Gatorskin vestment −D3 
algae, mold and burnt bread. Knife or club D4
• 50% chance D4+3 cultists are present, dining on Drug-addled Immune to ­
bread and grilled gator. mind-affecting powers.
• The path to the Scalehunter’s Chamber is invisible The cultists recognize Emerald Venom
to those unaffected by the Emerald Venom until in people, assuming the party are new
someone who sees the path steps into it. disciples if more than two are tripping.
The same applies to further EV doors and
q  If so, they are friendly or helpful;
portals in other parts of the sepulchre. otherwise, roll Reaction. The cultists
are unaware of the Swamp Witch or her
EV Those tripping see sparks in the puddles, new green tomb but know plenty about an altar
leaves growing from the rock ceiling, and a shining and fulfilled wishes, though they are
pathway to the Scalehunter’s Chamber (4). wary to speak too much about it.

ROOM 1+2 49
SEPULCHRE OF THE SWAMP WITCH MÖRK BORG CULT: HERETIC

11 3. Cult Bedroom
• Twenty or so mold-covered straw mattresses
9 • D6+4 resting cultists who assume the party belongs
here unless they are blood-splattered or charging,
7 10 weapons drawn.
EV
EV A large spectral lizard rests atop a green pillow in a
8
EV corner. If approached, it lazily retreats into the wall and
5 disappears. The pillow is a pouch with 2D4×10 silver.
EV
6 EV

3 2 EV 4

1
4. Scalehunter’s Chamber
• The small openings leading to Ueth’s chamber are
only visible for those on Emerald Venom.
• Dried gators hang from the ceiling, drawings
of snakes made with bodily f luids on the walls,
well-used mattresses on the f loor.
q Among the dirty rags is a scroll with Ueth’s
Ueth the Scalehunter  
gospel scribbled on one side and the Power
HP 20  Morale 6  Gatorskin robe −D4
Slithering Strangulation on the other.
Jagged spear D8 + bleed
Bleed D2 damage every round for d4
EV There are three large snakes slithering upside down
rounds after being hit by the spear,
on the ceiling. They do not wish to be disturbed and
ignores armor.
respond to threats by attacking twice the same round
The permanently high cult leader is the for D4 damage and then disappear.
real deal—a complete believer in his
serpentine visions and would very
much like the newcomers to join him in
worship. If they seem unwilling, he tries
to subdue them for use as sacrifices.
If his morale breaks, he tries to escape
to the Worship Hall (5) for cultists’ aid. UNCLEAN SCROLL: SLITHERING STRANGULATION
He has heard the rumors of the Swamp D4 rainbow colored, ethereal boa constrictors emerge from the
Witch buried somewhere in here but ground and capture one creature each for D8 rounds, dealing
hasn’t gone farther than the Garden, D2 damage each round. Attacking a constricted creature in
where he felt threatened and turned melee comes with a 50% risk of the snake changing target to
back. the attacker.

50 ROOM 3+4
MÖRK BORG CULT: HERETIC SEPULCHRE OF THE SWAMP WITCH

51
SEPULCHRE OF THE SWAMP WITCH MÖRK BORG CULT: HERETIC

11 5. Worship Hall
• Stained blankets on the f loor, used while
9 practicing Ueth’s gospel of free love.
q A mong them is a ruby ring inscribed with
7 10 the name Klopstock—worth 200 silver to
most merchants, but if brought to Schleswig,
S

EV
the only surviving Klopstock family member
8
EV pays five times as much.
EV
5 • Three large metal cages with five starved
EV prisoners, horrified and ripe for sacrifice.
6
q Travelers and nearby villagers with nothing
but a will to be set free.
• D4+2 fanatical Devotees guard the sacrifices,
3 2 EV 4
and there’s a 50% chance that they’re joined by
D4 regular cultists enjoying themselves.

1 EV The paths to both the Snake Pit and the Scalehunter’s


Chamber appear as a portal of green vines and a
crevasse behind a f lutter of butterf lies, respectively.

Forked-Tongue Devotee
HP 9 Morale 9 
Gatorskin hood and vestment −d4  6. Snake Pit
Forked dagger D4 + poison, or • Grime-covered stone altar above a 20′ pit full of
Viper spit Agility DR12 or blinded. snakes. Walls and ceiling covered in dead roots.
Poison Test Toughness DR10 or • A Forked-Tongue Devotee is feeding the snakes.
become infected and drowsy, raising Most serpents are harmless and won’t
q 
the difficulty of all attack and defence come near open f lame, exempting another
tests by +2 for D4 hours. Emerald Serpent who warns anyone without
Viper spit Test Agility DR12 to avoid Emerald Venom in their blood that they won’t
being blinded D3 rounds. reach their goal without letting him bite them.
These are the most fanatic of Ueth’s Underneath the snakes are a dozen human
q 
­followers and will die for him if asked. skeletons. A protrusion in the pit’s wall looks
They will not allow any suspicious like a stone block from above and hides a
behaviour in the Worship Hall (5). narrow tunnel to the Hidden Ferns.
They speak with a burning passion and
wicked lisp.
EV A giant snake’s head with a vertical mouth sits in
the northern wall. If approached, it telepathically
informs the PCs that Ueth forbids any cultist from
going farther. It opens its mouth, allowing passage to
the Garden if someone claims to not be a cultist or not
care about the rule.

52 ROOM 5+6
MÖRK BORG CULT: HERETIC SEPULCHRE OF THE SWAMP WITCH

7. Garden 11
• Luminescent f lowers grow from the ceiling.
• Strange, ancient symbols are carved into the walls. 9
• The ground is covered in (mostly human) skulls.
q A few are wide and violet with three eye 7 10
sockets and a mouth capable of swallowing

S
a person whole. EV
q Hidden among them is a small bag containing 8
EV
750 silvers’ worth of gems. 5
EV
6 EV
EV The shif ting symbols, if carefully studied, change into
a familiar alphabet: “The eternal avatar here guards,
protecting both those above and below from famine,
plague, war, death and extinction.” A giant f lower 3 2 EV 4
opens when approached, revealing the path towards
the Hidden Ferns.
1

8. Hidden Ferns The Croaking Trident


• Luminescent ferns cover the ground and walls. A two-handed trident surrounded
q  The Croaking Trident is hidden beneath ferns by pandemonic energy, it deals D10
along the east wall. regular + D4 pandemonic damage.
• Venomous adders guard the path from the Snake Each living creature it slays gradually
Pit, attacking anyone unaffected by Emerald turns the wielder into a mad amphibian
Venom. Test Agility DR12 or be bitten for D4 damage. ­humanoid. The changes start subtly,
but af ter 5 kills, people begin noticing
EV Dead ethereal snakes are piled up along the east wall, the bulging eyes, the slimy sweat and
especially atop the Croaking Trident. discoloration of the skin. Af ter 8 kills,
the wielder has a natural −D2 armor
due to their rubbery skin, and croaks
between their words as they sometimes
incoherently speak. At 13 kills, the
transformation is complete, and nothing
remains of the person but chaotic
amphibian rage, madness and violence.

ROOM 7+8 53
SEPULCHRE OF THE SWAMP WITCH MÖRK BORG CULT: HERETIC

54
MÖRK BORG CULT: HERETIC SEPULCHRE OF THE SWAMP WITCH

9. Tomb 11
• A cloud of moths seems to fill the room but are,
on closer inspection, just circling: 9
• A ring of 13 obelisks carved with endless spiraling
snakes surrounding in turn: 7 10
• A lidless and empty sarcophagus.

S
• The Swamp Witch f loats 2′ from the ground EV
at the far end, obscured by moths. 8
EV
5
EV A whirlwind of colors, most previously unknown EV
6 EV
and alien. The droning noise of hundreds of souls
screaming in ultra-slow motion fills the room.
Tentacles of pulsing light grow from the sarcophagus
towards the corridors leading to the Dead Root Altar 3 2 EV 4
and Downward Spiral.

THE SWAMP WITCH


HP 30 Morale –  Ethereal barrier −D4  Lunar Zweihänder D12 + radiance

 adiance The Lunar Zweihänder is made from


R The Swamp Witch takes the form of a scraggy
moonlight, ignores all non-magical armor, and figure dressed in a green robe. Instead of skin,
each hit fills the room with radiant light. Everyone she is covered in multi colored scales, and where her
within 50′ tests Presence DR12 or takes D4 damage. head should be is just black smoke and two bright
Eternal As long as the Dead Root Altar stands, diamond eyes. On her back is a shining greatsword
the Swamp Witch does not die at 0 hp but instead longer than she. She floats 2′ above the ground.
evaporates and reforms in the sarcophagus with She communicates telepathically with either
full health 3D6 rounds later. Should the Swamp whispers or screeches. She would very much enjoy
Witch truly die, the Emerald Serpents, the barrier seeing the party make a wish and pledge at the altar
blocking the Downward Spiral and all Emerald and can instruct them how, whispering seductive
Venom hallucinations disappear forever. promises of individual gains to them if they just
find an unwilling person to pledge. After all,
would all members of the party truly be missed
in this world?

ROOM 9 55
SEPULCHRE OF THE SWAMP WITCH MÖRK BORG CULT: HERETIC

11
10. Dead Root Altar
9 • Walls, ground and ceiling covered in dead roots.
A group of roots stand up, shaped like an altar.
7 10 q L ost symbols are carved into the altar.
• Loose bits of dead wood, vaguely resembling
S

EV
humans, are spread around the room.
8
EV • It is dead silent: not a f ly lives here.
5 • It’s possible to squeeze through a pair of roots
EV
EV on the south wall to enter a tight passway to the
6
Hidden Ferns.

EV The altar is surrounded by a golden glow. Small


3 2 EV 4
budding leaves are spread around on all roots, but the
loose bits of wood are completely dead and barren.
The altar reads “Without cost, no wish comes true.
1 Make a pledge unwilling, and reality bends for you.
Stay then silent.”

Srolki
HP 25  Rubbery skin 11. Downward Spiral
and Metal armor −D6  • A black pit with a narrow ledge circling it
Claws D6 ×2 and Bite D10 or Croak downwards and downwards and downwards.
Slimespeed Attacks twice each round • If the Swamp Witch is alive and the altar is intact,
with their claws and bites or croaks a magical barrier blocks anyone from going
once. Attack and defence tests are farther down than 30′.
DR14 against Srolki. • Two antediluvian, three-eyed, humanoid toads
Croak A loud croak stuns and deafens stand guard, hidden 50′ below.
anyone within 20′ unless they test Srolki and Yaoxl have guarded this pit
q 
Presence DR12. for centuries, during which they have been
partners, enemies, lovers and allies.
They are willing to do almost anything to
q 
get their hands on the Croaking Trident.
Yaoxl If the barrier is broken and one lives to tell
q 
HP 27  Rubbery skin −D3  the tale, more of their kind will appear in
Ranseur of the Maelström D10 + drain the area over the next d20 days.
Drain The ranseur transfers D4 HP • Further down, great caverns open up, and
from the target to Yaoxl on each hit. ­­somewhere deep are entire cities of these creatures.
Powers Can wield the following powers
up to D3 times per day each: Metzhuotl EV Bubbles are slowly rising from the pit, and it almost
Blind Your Eye, Nine Violet Signs Unknot sounds like waves in the distance. An opaque, shining
the Storm and Roskoe’s Consuming Glare. green barrier blocks the path.

56 ROOM 10+11
MÖRK BORG CULT: HERETIC SEPULCHRE OF THE SWAMP WITCH

Wishes
A wish made while an unwilling human is sacrificed on the altar somehow
comes true. The exact phrasing is important, and the GM is encouraged to find
loopholes and possible complications. Asking for riches may result in stolen
treasures someone already seeks, etc. Asking for the world not to end only delays
the inevitable; do not roll on The Calendar of Nechrubel the next time a Misery
is supposed to activate. No matter the wish, the sacrifice dies screaming as
their soul is pulled from their body and into the altar—all that remains is
dead wood. Roll D6 below to see what happens after a wish is made.

1. The altar temporarily cracks, 4. Seasons change: if it is summer,


weakening the Downward Spiral’s it becomes winter, etc. No further
barrier long enough for Srolki and wish can be made for D6 weeks.
Yaoxl to cross. No further wish can 5. Time slows down in the dungeon:
be made for d12 months. the GM rolls until a Misery occurs.
2. The altar cracks straight through, A number of days passes equal to
weakening the Swamp Witch the number of rolls made. No further
to 1 HP, making it possible to kill her wish is possible until as many days
permanently. A Misery instantly have passed once more.
activates. Nothing can ever restore 6. The altar deems the pledge unworthy
the altar. and drains the energy from everyone
3. The room fills with chaotic magical in the room, resulting in a loss of D4
energy. All scrolls of Power shif t. from their maximum HP. No further
Test Presence for each scroll someone wish is possible until as many months
carries. If the test fails, roll a random have passed as total HP were lost.
new Power to replace the previous
one. No further wish can be made
for D10 days.

A wish made with a willing sacrifice, such as a character giving


themselves up for the greater good, is punished. The would-be sacrifice
is thrown into the air for D10 damage while the wish-maker must test
Toughness DR16 or suffer 2D8 damage and be paralyzed for D6 rounds.
This also angers the Swamp Witch, who appears sword in hands.

57
A MONSTER
by Matthew Bottiglieri

Children oft go missing. Parents would tear the scalps from


their skulls if they knew their child was stolen and harvested by
the Bone Bowyer—a horrid, stealthy fey lurking in Sarkash’s
tangled depths. This tall, etiolated demon fashions bows from the
bones of the hunted children; it stitches together supple f lesh and
fashions blood-dyed cloaks; it slays the elderly, the infirm and the
innocent. It is altogether alien and indifferent to suffering.

The Bone Bowyer Unsavory Services


HP 25, Morale -, Tanned flesh -d4 The Bowyer might be compelled
The Whispering Death: May attack to fashion a bow for a wicked
twice each round for d6 damage. character who completes a task
Defence is DR14. on its behalf. The Bone Bowyer
Special: The Bone Bowyer ­
delights might ask the following:
in hiding and picking off its — 
Kidnap a child from a
prey. Test Presence DR12 to nearby village and bring
detect the Bowyer to prevent it it to the Bowyer.
from getting two free shots. — 
Murder one’s kin in a
particularly cruel manner.
­
— 
Desecrate a shrine or church.
— 
Sow discord.
— 
Spread disease.
B O R G C — 
Burn a heretic.
K
R

The Bowyer’s Bow


U
M O

L T

Pallid bow carved out of small bones


merged together with dark magicks,
its string a length of twined hair.
N T
A P

Will always hit but not necessarily


the desired target.
E

Deals d6 damage, and should it miss,


P

the arrow flies towards another


T
R

O N
V E (random) creature in the area.
D C O If ­
it misses that, another random
creature is targeted and so on until
one creature is hit. The bow cannot
target nor harm the Bone Bowyer.

58
MÖRK BORG CULT: HERETIC SEPULCHRE OF THE SWAMP WITCH

59
y chitin -d4
HP 8 Morale - Rubber
ven om (To ugh ness DR6 or die)
Bite d4 +
ed
Grublike, centipedal arthropods call
bito r by the igno rant and crud e.
The typical specimen grows to roughly two
meters long from a steady diet of stone,
mortar and wood. Its drill-like mandibles
drip with an acidic venom, reducing buildings
and flesh alike to a crimson sludge. A hungry
bitor gladly devours creatures and silver.
This extremely territorial pest dwells in
caves, cracks and holes and ruthlessly attacks
anyone getting too close. Rarely spotted until
it’s already too late.

60
Bitor’s The stories of the children are tragic
and numerous. Of course, the female
7+7 years from then, the
changes begin, the ones no
Spawn bitor devours the male after mating.
But she cannot carry the single
parent wants to speak of.
Hardened skin. Tiny deformed
black egg herself. Silent and quick, arms and legs. Eyes turning
she is a night guest, creeping into void-black. Reclusiveness
nurseries and transfering the egg to and increasing cruelty. These
the defenseless and the frail. Hardly a are times when no one would
thing is noticed the first years. A few question if the child is hidden
bites and scratch marks, but we can away in root cellars or tragically
all agree that the child is just lively. dies in their sleep. If nothing is
done, the spawn will soon be
long gone. Rumor has it that
a fully grown bitor never harms
its human parents or siblings.

120s
Alive
100s
Jar of glue

0s
ack egg 20
Intact bl

50s
Mandible

Devil’s Glue
As if the bite and the corrosive
venom wasn’t enough, the bitor has
an abdominal orifice secreting a
substance known as devil’s glue.
They smear this slime near the
nest, hoping for it to catch unwary
intruders. It is hard to spot
(Presence DR18) and equally difficult
to escape if one is stuck (Strength
DR18 every round). In d4 rounds,
the bitor arrives to attack anyone
stuck. Anyone stuck in the glue
attacks and defends with DR+2.

61
Impossible to capture

or murder for silver

any a Galgenbeckian remembers the debacle


of Mikol’s Infirmary, when surgeon (and,
as it turned out, necrobutcher) Vretul Kanth’s
gruesome experiments surfaced. As the
inquisition dragged him out, shackled and
bruised, they found a trove of limbs, heads and
cut-up torsos. Animals and humans dismembered
and strewn about in a blood-drenched jumble.
Down in the tunnels, he and his nurses struggled
to create the ultimate creature: a conjoined, bestial
meat-construct with a human mind. Although the
Church of the Two-Headed Basilisks couldn’t hide their
fascination, the experiments were condemned, and Vretul
jailed and later disappeared. His accomplices, the two dozen
nurses, received a different punishment. After being brutally
flogged, their broken
bodies were lowered into Then all was silent.
acid vats, but they were not But the nurses saw no rest.
allowed to die. Bleeding, When the graves were unearthed,
the coffins were empty, and so
with smoldering flesh, they
rumors spread. Many claimed to
were buried alive. The
have seen a human figure at the
screams echoed across the gravesite, grunting occult
city, and the masses rhymes in an incomprehensible tongue. Others saw a
relished the heretics’ strange shimmer seep down from an overcast sky into
suffering. wide-open graves, or black Schleifir horses carrying
the recently deceased women into the silent night.

Hidden away from prying eyes and pointing fingers, terrified of


further torment, the nurses dwell underground. It is impossible to
hurt them, but neither can they harm you in a traditional sense.
Presence DR14 to escape her MENTAL TORTURE PRISON, which lowers a
random Ability by 1 every round until you are free. Should any ability
go below -3, you die. When the test is passed, the nurse focuses on
the next PC. When everyone has escaped the MENTAL TORTURE PRISON,
the nurse leaves stumbling, shrieking, crying. They might return.

62
63
Corridor North
Roll d4 (crossing out the results)
0 spectral skeletons adorned for
1. 2
battle pass through the PCs before
vanishing.
hitty pit trap. Searching will
2. S
find it. If not, a random PC tests
Presence DR16. Failure means another
random PC falls, taking d4 damage.
A gust of wind extinguishes all light.
3. 
hispering inside the western wall.
4. W

As you put Mother Marathuk—one of you dreg’s aunt—


l
to rest, you recall her final wish: restore the Staff of Awfu
Light from Chapel Olundan, or the village of Tünst al
will forever sink into darkness. And now, as the sky
blackens and a strange mist rises from the cracked 1
earth,   you realize time is short. Head into the
chapel, find the staff, and be quick about it!
ROTRIUM
• Toothless, screaming hag tending:  X
• Blazing bone fire completely blocking
the western exit (impossible to pass). N
• The smoke seeps into a pipe
leading to the nurses in room X. 6
• Ceiling: a mosaic of carnage,
a battle without a winner.

Toothless Hag
HP 3  Morale 10  No armor  Claws d4

6. Borg Bitor Nest


PCs improve when entering
(only roll for abilities and Hit Points).
• Glowing moss, healing fungus (d4 HP).
• Pit-lurking Borg Bitor notices anyone
entering and attacks in a few minutes. S
• Also in the pit: Staff of Awful Light.

5. Guard Room
• Four guards lie armless and legless
in dirty cots, hissing with ruptured 5
vocal chords: “We are the one, the
chosen guardian”.
• Weapons are scattered on the floor:
two swords, four knives, two bows.
• Deep in the murky canal is a key to
the locked door.
• The starving Sludger attacks anyone
diving in but is rendered harmless
if the canal is drained (see room X). Corridor South
• Stairs descend only to ascend
for no apparent reason.
Old, Dormant Sludger • Paintings of smug royals.
HP 16  Morale –  Grimy scales −d4  • Among them: Fathmu IX holding
Acidic maw d6 (destroys armor) a golden spire. The next time
the PCs pass, he is instead
holding a severed head.
1. Dim Room
• The western wall is an impenetrable sheet of skin.
• Shelf: garbage and bomb (3d4, reroll if 1). 2. Corpse
• Door to room X hidden unless the nurses have left. 3. Kôbôlths
4. Gaol
5. Guard Room
X
• Smoke-filled chamber THIS ALERTS THE NURSES
with a lever, some old • Someone touching the the guard room stairs.
bedrolls and a group of • Three torches are removed from the walls.
Rotten Nurses. • The Toothless Hag dies.
• They will not leave • The bone fire is extinguished.
unless alerted. Pulling
the lever drains the When alerted, they go to room d4+1 to
canal between the Gaol investigate. Reroll this every 10 minutes.
and Guard Room.

2. Corpse
• Purple skinned, black-eyed
corpse with 100 silver, some
smeared with poison (1-in-20
chance of killing whoever
touches them).

Corridor East
• Spider legs protrude from the walls,
and a monstrous maw makes strange
noises from a rusty floor grate.
2 • When passing, test Agility DR4 or
get caught. Your skull is crushed
and fed to the hungry well-spider.

3. Kôbôlths
• Six weak Kôbôlths dwell here,
E eating mud and pissing into
holes in the floor.
3 • Taunt the PCs, crafting useless
traps, while d6 flee the room.
The rest fight to the death.

Weak Kôbôlth
HP 2  Morale –  No armor  Shiv d4
4 (Toughness DR12 or infected)

Cold, Dark Corridor


• Rank liquid dripping
from ceiling holes.
• Skittering and
tittering from above.

BE GIN HE RE
4. Gaol Chapel Olundan
• Prisoners long dead yet moaning
• Partly ruined, floor
and wailing, trapped between
the canal and the portcullis. covered in stained shards
• If freed from this chamber, from howling windows.
they finally find rest. • Steep stairs descend.

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