Professional Documents
Culture Documents
OF A CVLT
Its name
1 Eternal
2d12
(forbidden to utter aloud)
Dawn
The cult is...
1–2.
almost annihilated,
d10
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
Borg Bitor* Page 60 Rotten Nurse* Page 62 Nurse The Rot* Last fold
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.
U
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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.
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).
4
MÖRK BORG CULT: HERETIC UNHEROIC FEATS
5
UNHEROIC FEATS MÖRK BORG CULT: HERETIC
6
MÖRK BORG CULT: HERETIC UNHEROIC FEATS
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.
8
MÖRK BORG CULT: HERETIC UNHEROIC FEATS
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).
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.
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
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.
16
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
18
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.
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
Once all four locations are visited, the next path leads to the
Undertaker’s Hut. The Roach Herder knows which way to go.
20
MÖRK BORG CULT: HERETIC GRAVES LEFT WANTING
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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
L 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
36
MÖRK BORG CULT: HERETIC THE MERCHANT
The
Merchant
A MYSTERIOUS PEDDLER
BY JOHNNY CARHAT
B O R G
K C
R
O
U
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A P P
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R
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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.
5 Wickhead Brain
When rubbed, emits light
equivalent to a torch. Extremely
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
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.
43
BLACKPOWDER By Ian McClung
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.
U
M O
L T
N T
A P
E
P
T
R
O N
V E
D C O
A SCENARIO FOR
,
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.
46
MÖRK BORG CULT: HERETIC SEPULCHRE OF THE SWAMP WITCH
47
SEPULCHRE OF THE SWAMP WITCH MÖRK BORG CULT: HERETIC
The
Sepulchre
48
MÖRK BORG CULT: HERETIC SEPULCHRE OF THE SWAMP WITCH
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.
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
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.
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.
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.
57
A MONSTER
by Matthew Bottiglieri
L T
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
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
Toothless Hag
HP 3 Morale 10 No armor Claws d4
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)
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.