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A Piece of For all you

Fermented fish
Lovers
Out there

Rotten Fish A Third-Party


Adventure
By Sorchi Games

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A piece of Rotten Fish
A Third-Party Adventure for Mörk Borg

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Table of Contents

Introduction & Overview p.3


Adventure Area p.4
Brinebo p.6
Saltstank p.10
Beach
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Dead Leviathan p.16
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Sea Cave p.20
Possible Conclusions p.22

Art, Design and Text - Carl-Erik Engqvist


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visionaryexistence.com
instagram.com/cyxos.hax/

Public Domain Images on p. 1, 5, 7, 8, 9, 11, 12, 13, 15, 17, 19


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From publicdomainvectors.org and rawpixel.com

Playtesting - Erik Hedén, Sarah Forsman,


Hannes Sjöström, and Jocke Sundqvist
A PIECE OF ROTTEN FISH is copyright © 2021 by
Sorchi Games and Carl-Erik Engqvist

A PIECE OF ROTTEN FISH is an independent production by Sorchi Games


and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell.
It is published under the MÖRK BORG Third Party License.

MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.


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Introduction
Thank you for buying A PIECE OF ROTTEN FISH, a salty little adven-
ture for MÖRK BORG. This adventure takes inspiration from the Icelandic
movie In the Shadow of the Raven (1988) and the Futurama episode Parasites Lost
(2001). In A PIECE OF ROTTEN FISH, the world is not ending tomorrow.
Regular folks are just trying to continue their secret cultish lives in peace. It
is meant for a party of 3-5 scoundrels and could last for one to perhaps three
sessions, depending on how passionate the players are about fermented fish
and how much time the GM is willing to invest. The GM can also use the

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area as a permanent geographic location at the shores of the Endless Sea.
Hopefully, the players have not burnt everything down to the ground at the
end of this adventure. Read through it at least once, mediate over some fried

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fish and how you want to run it, and good luck!

Overview
The fishing hamlets Brinebo and Saltstank have been feuding for ages.
The real reason kept hidden from outsiders. Presently both hamlets are
starving, as fish is not as abundant as it usually is. Bound to tradition, the
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hamlets blame each other. But the real reason is a herd of psionic seals,
which recently moved into a local sea cave and is slowly depleting the sea of
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fish. Things are looking bleak for Brinebo and Saltstank.

Then a miracle happens. The giant carcass of a fat leviathan floats ashore
nearby. Such a fish is a lot of meat, which could feed the two hamlets for
years to come. But one hamlet would rather starve than share with the
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other. And now the PCs enter the drama. Decide with a d2 roll which ham-
let the PCs stumble upon first on their random travels. Both hamlets will
offer treasures as payment if the PCs can help with getting the meat. And
stop the other community from putting their hands on the leviathan’s body.
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But the body of the leviathan conceals another wonder. Inside is a peaceful
society of sentient human-sized parasites. And they are trying to deal with
their world rotting apart. They also offer wealth and power in exchange for
saving their community or establishing a new one. They may even have a
solution to end the feud between the hamlets. The PCs thus have some hard
choices in front of them, all hopefully with a reward in the end.

But they need to make a choice fast as the enticing smell of the decaying
body is starting to be noticed by the ravenous herd of psionic seals. And if
the seals get their flippers on it, there will be no meat to fight over anymore.

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Adventure area
On the windswept coastline, few edible things grow on barren cliffs. Hardy
shrubs and tall reeds provide no nutrition, so people survive on seaweed,
algae, and all things swimming and crawling they can catch in the ocean.
Some earn a little extra on plundering the wrecks of unlucky ships. Few
enter the gnarled dark forest to the south. Doing so is considered suicide
.
Traveling between the different locations takes about one hour each (on
the dirt road). A little less if using a boat. Roll for an encounter every time
the PCs go from one location to another.

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1. Brinebo: A small fishing community. Fish on the west side of the
peninsula and hates all from Saltstank hamlet.

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2. Saltstank:: A small fishing community. Fish on the east side of the
peninsula and hates all from Brinebo hamlet.
3. The sandy beach and the body of a giant sea monster.
4. A local sea cave, known by the residents of Saltstank, inhabited by
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herd of psionic seals and their huge alpha.
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Encounters on Land- Roll d10 or Choose
1-4. The journey is uneventful, but the wind is cold.
5. A flock of (2d4 + 1) sea vultures descend upon the PCs. Majestic white
birds that stink of carrion. HP 3, Morale 6, No Armor, Beak d4,
Special Blinding shit. Shits on the PC, aiming for the eyes.
Test Toughness DR12 to withstand or DR + 3 on attacks for d2 rounds.
6. A group of (d4 + 1) moss-covered skeletons stumble out of the forest or
from behind a rock. HP 7, Morale 8, No Armor, Bony Slap d2
(Happens per default if entering the forest)

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7. A sudden hailstorm. Test Agility DR12 to seek cover or suffer 2d4 + 1
giant hailstones, each doing 1 damage.
8. A walking merchant, a rare sight in these parts. Sells nails, lard, and other

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small things (core book p.25).
9. A couple of (d6 + 1) famished bandits try to rob the PCs of their silver.
HP 6, Morale 5, No Armor, Filthy Knife d4 + Test Toughness DR12
or Infected. They have d4 fried rats and filthy blankets in their bags.
10. A wandering mad prophet. Roll a d6. 1-3: Preaches for the PCs about
the end of the world. 4-5: Heals d2 random PCs with Grace of a Dead
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Saint (core book p.35) and walks away without a word. 6: Screams at the
PCs “You are all doomed!” and runs in the opposite direction.
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Encounters at Sea - Roll d10 or Choose
1-4. The journey is uneventful, but the waves are strong.
5. A flock of (2d4 + 1) sea vultures attack the PCs. Majestic white birds that
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stink of carrion. HP 3, Morale 5, No Armor, Beak d4,


Special Blinding shit. Shits on the PC, aiming for the eyes. Test
Toughness DR12 to withstand or DR + 3 on attacks for d2 rounds.
6. The man Hugo from Saltstank, rowing a boat. On his way to a secret
carnal rendezvous with Elsi from Brinebro (see p.9 and p.13).
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7. High waves and strong wind. Test Agility DR10 to sit tight in the boat
or test Agility DR12 to swim. Drowns in Toughness + d4 rounds.
8. Something gigantic swims by underneath the boat. The boat starts to
rock. Test as on 7. The monster ignores the tiny morsels/PCs.
9. The boat starts leaking. Sinks in 2d4 + 1 rounds if the PCs do not fix the
leak or reach land. For swimming test as on 7.
10. A small group of (d3 + 1) hungry psionic seals attack the PCs. Large
seals with crinkly carapaces on their heads. They try to tip the boat.
Test as on 7. HP 8, Morale 7, Blubber -d2, Bite d4, Special
Psionic blast. Test Presence DR10 or paralyzed for one round

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Brinebo

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6.

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Brinebo General Info
The thirty residents living in Brinebo are the descendants of a cult that
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secretly worship the sea god Dügon. The cult was split in two a centur
the
ago, over which form the god has. While Brinebo stands fast in that
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god looks like a fish, the blasphemers, now living in Saltstank, believe
has the shape of a squid.

The dwellers of Brinebo are suspicious of outsiders. But they usually


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warm up a little if someone is not from Saltstank, and neither works

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this hamlet. But they will not show the image of Dügon if the strang
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worships the Basilisk. But a person open to learning about their faith
warmly embraced. If a traveler is hungry, the only things the hamle t can

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offer at the moment are tasteless algae cakes, salty jellyfish chips, and water
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from the southern river. They may also be willing to lend out a boat if
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traveler shows some loyalty to the community. If a person instead suppo
threats ,
Saltstank,, they will show their worst sides, not shying away from
insults, and even violence in the most extreme cases.
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Brinebo Points of Interest
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1. Stone temple of Dügon,, masquerading as a church to the Basilisk
HE. There is a couple of wooden beams that function as benches. And an
altar with a rough idol of the Basilisk HE made out of driftwood and rope.
The wooded deity is just a casing and is removable. Underneath is a statue
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of a fish humanoid made out of polished green stone.


2. Communal kitchen and dining area, with wooden benches and
tables. The residents usually eat dinner together here, while the older
members tell fish stories or some other tall tale from their miserable lives.
3. Large house of the community leader Mats the Hook. Full of
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weird things taken from the sea (or stolen). Stinks of sweat and sour milk.
4. Gallows, turnable 360 degrees. Unwanted visitors or dissidents are
hanged and sacrificed here to Dügon. Additionally functions as a way for
storing smelly fermented fish.
5. Drafty boarded-up house not really used anymore. There are a
couple of moldy blankets on the floor and a small stove. If the PCs want a
place to sleep, this is it.
6. Harbor. Reached by climbing down a creaking rope ladder. There are
d4 boats anchored here. Most of them are rowing boats, but some have
foldable masts and tattered sails.

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Mats the Hook - Community Leader
Mats the Hook is an elderly
fisherman, seemingly only made
by sinews and bones. But under-
neath hides an inhuman strength,
a blessing from Dügon, that turns
him into a fierce opponent when
he wields his left-hand bone hook,

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another gift from his god.

Mats is cunning and ruthless, even

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immoral, but in the end fair. He is
fiercely loyal to Dügon, and it will
take a miracle to change his views.

HP 16, Morale 9, Leather -d2, He also believes bathing is evil and


Hook d6, Special Groin kick. fills his house with weird things he
Toughness DR15 or paralyzed
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for d2 rounds.
Brinebo Plot Hooks
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If the PCs are friendly, Mats will give them the food he has and tell them
about the recent lack of fish, the beached leviathan, and warn them about
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the evil people of Saltstank. He will then offer the treasures of Brine
(two rolls per hook) and all the leviathan meat they can eat, in exchange for:
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1. Securing the meat and protect it against thieves from Saltstank. When
the meat is secure the residents will bring it to Brinebo.
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2. Finding the missing crew (Dan, Knud, Lotte, Britt) he sent to
beach a day ago. He believes someone from Saltstank killed them.
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3. Infiltrate Saltstank and investigate if the hamlet has something to
with the lack of fish and how. Do not tell them you work for Brinebo.

4. (Optional) Finding out if someone from Brinebo has contact with


people from Saltstank.

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Residents of Brinebo - Roll d10 or Choose
HP 5, Morale 7, No Armor, Fish knife d4, Special Child of Dügon.
When close to the sea, DR + 1 on attacks or use of Power against them.
1. Søren Soft voice, pockmarked skin, craves pudding, knits fishing nets.
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2. Kurt Glaring eyes, untrustworthy, picks his nose when angry, boat maker
3. Ulf Silver hair, muscular, weird threatening smile, loves cold baths, fi sher.
4. Jutta Hideous bulbous nose, hunches, drools, obsessed with birds and
flying (Builds wings with feathers from seagulls in secret), fisher.
5. Sif Rugged skin, wooden leg, face twitches, paranoid, clam breeder (But

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something is stealing the clams).
6. Elsi Thin, big eyes, mumbles, shy (Has a secret love affair with Hugo

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from Saltstank, they meet on a discreet spot regularly), fish fermenter.
7. Solvej Golden fishy eyes, bald, big gestures when talking, greedy, fisher.
8. Kay Creepy face, webbed hands, slurs, extremely lazy, builds tools and
art from the shells of seafood, crab fisher.
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9. Mogens Long face, big eyes, slimy skin, sarcastic, has nightmares (Of
forests to the south and a forgotten tomb of snake worshipers),, fisher.
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10. Vera Disfigured face, half-deaf, talks all the time, crude sense of humor
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boat maker.
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Treasures of Brinebo - Roll d10 or Choose
1. The stuffed remains of a half-monkey/half-fish (Slowly crawls toward
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the nearest source of water during the night).
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2. A piece of ambergris/whale vomit (Can be used for making perfume


or
sold for 8d10 + 10s)
3. A mechanical hand of ivory (Replaces a lost hand, but it is cursed. 1 in
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chance it tries to strangle its user each night)
4. Harpoon mounted on a crossbow, including a spool with 30 feet of thin
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rope and a wind-up mechanism with a handle (d8)


5. Chitin breastplate made from the shell of a giant crab. Stinks (-d4, tier
2,
DR + 2 on Agility test including defense, attracts hungry seagulls)
6. A map engraved on a tooth from a sea monster (There is an X on
the
map, together with the words “I left my bones here if you want them”)
7. A compass (Shows the direction towards something which will kill the
PC
or which the PC desires the most. No way for the PC to know which one)
8. Brass Tube Telescope (Shows the user of the telescope from far behind
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including the surrounding area)
9. A package (d8 + 2) of tiny fish humanoid gold figurines (10s each).
10. A pouch of glittering slimy fish leather containing 5d20 + 10s.
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