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MÖRK BORG is © Ockult Örtmästare Games & Stockholm Kartell

GRAVES LEFT WANTING MÖRK BORG CULT

B O R G
K C
R

U
O

L T
M
A P P

N T
av es

E
R
O T
V
E D C O
N
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

le ft n g
manse looms always, impossibly equidistant.

W n ti
Although abandoned since the palace's

a
ruination, bodies somehow keep finding their
way inside. All the while, living and unliving
attempt to claw their way out.

A BIT OF METANOI A
• 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.

A SCENARIO FOR

By Karl Druid Graphic design and art Johan Nohr


Editing Fiona Maeve Geist and Jarrett Crader (MRC)
Additional proofreading Walton Wood 2
GRAVES LEFT WANTING MÖRK BORG CULT MÖRK BORG CULT GRAVES LEFT WANTING

Map of the
1 THE
S TR A NGLY W
DO
TR E E S H A WE R
E E
TH G'S S
N
KI

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

(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:

2
THE
PL A G UE
C ATAC

PIT
OM B C
OR R I

THE
ERHARD'S C OL A NDE R
D OR

M
T OM B RO OM R IU
A TO
VOM
US'
4 MA

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

THE
N
OR IGI
TA I N
F O UN
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GRAVES LEFT WANTING MÖRK BORG CULT MÖRK BORG CULT GRAVES LEFT WANTING

Graveyard
THE

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
Walking purposefully is hard in the fog. Winding paths seem bent drains Strength, Presence, and a zombie after 2 days.
on leading fools astray. Traveling between places takes 15 minutes. Agility by 1 for the fight’s
duration.
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. 15). 1. d4 Rotted Skeletons skulking.

2. The Plague Pit (p. 8). 2. a ghastly Widow-wraith.

3. The Origin Fountain (p. 11). 3. d4 Unbred Mutts digging.

4. Maus’ Vomatorium (p. 10). 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 yet
(true)
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 ROTTED SKELETON UNBRED MUTT HALF-BILLED RAVEN
5. That cherub just looked at you.
magical instrument's music. HP 5, Morale 7, Knuckles d2 HP 8, Morale - HP 2, Morale -
(false) 6. The sudden smell of wet dog. Special Whenever it takes Bite d6 Beak/Choking tongue d4/special
damage, a puff of vile Special Test Agility DR12 or
5. It’s inescapable. (maybe) 7. Did something grab your hand marrow-dust leaks from its take d4 damage/round until
just now? broken bones. Melee attackers Strength DR14 succeeds or
6. he mist plays tricks on
T
the mind. (true) 8. You could swear there were more test Toughness DR10 or become the raven dies.
of you. Whereʼs Skruggs? infected.

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GRAVES LEFT WANTING MÖRK BORG CULT MÖRK BORG CULT GRAVES LEFT WANTING

THE THE

Plague Pit
Erhard's C OL A NDE R R O OM

Tomb
Repugnant smell. Illuminated by Half-lit by moonbeams piercing miniscule holes in stone and dirt.
moonlight the color of sour milk. Long worms of mist droop and drip from the ceiling.
Encircled by soupy fog whose The sound of chattering teeth.
tendrils occasionally creep down.
Stale, warm air. Dark.
Floor covered in drifting fog. • Circular chamber with a ceiling
• Corpses at differing stages of decay. pierced by thousands of tiny holes.
• Any direction: The Graveyard. • Three Fogbound Skeletons wrapped in
• West: Ruin-tunnel to Erhard’s Tomb. foggy coils sit at a stone table, arguing.
• Standing sarcophagus (sealed).
• Flanked by two unlit torches. • On the table: a locked metal strongbox.
• North: Narrow crawl space to • North: Tunnel to Erhard’s Tomb.
Catacomb Corridor. • East: Earth tunnel to Maus’ Vomitorium.
• East: Tunnel to Plague Pit.
• South: Tunnel to Colander Room. UNHEARD VOICES
The Fogbound Skeletons speak with
elongated tongues of mist, soundless save
Loot the Bodies (d6, roll twice) the unmistakable clatter of tooth against
tooth. One waves an elaborate key-like FOGBOUND SKELETON
1. 3d10 silver. dagger in a bony hand. HP 7, Morale 8, No armor,
Open the Sarcophagus Weapon of condensed fog d4
2. d4 seemingly edible rations Special Shatters if an attack
of dried meat. Test Strength DR18 reduced by 2 deals 5+ damage, but otherwise,
3. for each assistant. Failure means damage is reduced to 1.
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 The Skeleton Unkey Strongbox, Unlocked by Unkey (d4)
5. 10´ rope with noose fine silk clothes. The skin is
still firmly tied. waxy, malleable like dough and Attempting to grab the dagger or 1. Full of flowing, cold water.
very flammable. Digging into the strongbox makes the skeletons
6. Pouch of white powder body reveals an iron skeleton, a 2. Reveals a PC’s beating heart.
hostile. The dagger (d4) is usable
(Win the next initiative fist-sized ruby inside the as a key that opens any lock. 3. Releases a ray of dazzling light.
roll automatically). ribcage. Things unlocked this way lead to
Contains d6 doses. 4. Contains red sand.
unexpected, rarely convenient
places. If opened by other means, the
strongbox contains 200 silver coins.

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THE

Catacomb Origin
Maus’ Vomatorium Corridor Fountain
Acid's sour smell permeates the air. Illuminated by Dark and deadly quiet. The smell of stagnant water.
sickly glowing puddles of green and yellow gall. Balmy and unventilated. Whispers of laughing children.
The sound of a boiling pot.

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


• Ornate stone-walled chamber. Opening the Coffin • Toothless skeletons rest in dusty decorated and ancient.
• Flagstone f loor eroded by pools of gall. niches along the walls. • Cherubs vomiting mist.
• Two rows of columns hold the The dais is covered in flowing • Three large urns on the floor. • Two statues at the fountain's crest
chamber’s buckling ceiling. gall. Walking up to the coffin are holding a stone jar.
• Lamp thrown on the ground.
surely results in burnt flesh and
• A marble coffin on a raised dais, • North: Tunnel to the Roach Herder’s • A bridge of protruding pillars leads
ruined shoes.
leaking yellow gall from a bubbling lid. lair. across the mist to a stone door.
Floating in the wicked liquid are
• North: Stone doors and staircase • East: Crawlspace to Erhard’s Tomb • North: Door and steps to Catacomb
Maus’ bones and the heresy-
to surface. inscribed cursed organ (and Maus’ through broken niche wall. Corridor.
• West: Collapsed wall to Colander Room. favorite instrument), • South: Staircase to Origin Fountain.
THE ROSEATE BARITONA, Reaching the Door
THE NOBLEWOM AN & THE WITCH desecrated by the bog hag.
The legendary bard-made-noble Fela Test Agility DR12 or slip on a
Maus was cursed by a bog hag after
Open an Urn (d4)
pillar, falling into the mist.
neglecting to fulfill her part of a long- 1. Teeth, just teeth.
The cherubs laugh. Moments later,
forgotten occult enterprise. the PC wakes in the Catacomb
A Corrupted Horn of Roses 2. Rotted books and tube containing Corridor, toothless and aged, head
The sour stomach broth corrodes f lesh, a random unclean scroll. spinning with a lifetime of
but not bone, in minutes (d6 damage/ A human-sized ivory horn bedecked memories not quite their own. In
round). with Maus’ family’s skulls and 3. Decomposing corpse. A Twice-
this withered body, their abilities
bound in magical entrails. When Grown Corpse Fly bursts out of
are 1 lower than they remember.
blown, it spews a noise that forces the soft skull, looking for food.
listeners to test Toughness DR10 or 4. Lamp oil. Enough for 4d6 hours.
vomit acid, taking d6 damage.
Blower beware. 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.

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GRAVES LEFT WANTING MÖRK BORG CULT MÖRK BORG CULT 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.

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THE

S H A D OW
THE
Strangly
Tree
K I NG ' S A wind blows through wheezing
branches, chilling the air and
S EWE R carrying decay's smell far away.

The air carries petrichor as ice- • A huge tree, long since leafless.
cold droplets splash warm stone. • Branches groaning from a dozen
hanging bodies’ weight.
Words are drowned by pitch-black • Nooses sway excitedly in the wind.
water deafeningly crashing past. • Above, a wooden door just big enough
to crawl through, firmly planted at the
top of a rickety plank ladder.
• Stone tunnel amputated by a • Any direction: The Graveyard.
river of frothing and rushing • Below: Rope to the Shadow
water heading North and West. King’s Sewer.
• 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! INSIDE THE TREE


Going through the door reveals the
Anyone touching the water must tree is hollow, a long rope attached
test Strength DR14 or be swept somewhere far above leads somewhere
away. They drown before long.
far below. Climbing the rope weighs
Rotten coffins or makeshift rafts it down, causing the nooses outside
would surely be crushed before
reaching the ocean.
to pull on their corpses with every
movement, a macabre marionette
show.

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THE A ND TH E N:

Undertaker’s Hut A Twist of Fate


The intermingled smell of wet lumber and rotting flesh. At some point during the Deadn't encounter, the air grows
Light flees through the cracks of a closed window shutter. suddenly chill and the ever-present flies' buzzing seems
Muffled voices are audible inside. strangely distant. Neck hairs stand on the edge of an impossible
abyss as the fog swirls around the uncovered grave.

• 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. THE ÜBERTAK ER THE ÜBERTAKER
BENZEN, a Schleswig guard Rising, f loating a few feet above the HP 27, Morale -, Barrier (palefire) -d4
THE ENCOUNTER
HP 3, Morale 9, Leather -d2, Crossbow d8 ground, is the Undertaker’s body. The Performs a random action each round (d4:)
Carries 10 bolts When the PCs arrive, the Deadn’t are face is gaunt, eyes sunken and filled with a COURGE TAKE YOU Creatures in melee
1. S
inside the hut, assigning chores and mad purple fire. Rune-covered robes swirl range take d4 damage
ARGA, a Galgenbeck priest arguing about first watch. around grim feet, the shovel a fiery polearm BEHOLD THE POWER Its next attack
2. 
HP 4, Morale 10, Scale -d4, Staff d4 They’re friendly enough and invite of doom. deals maximum damage
Carries a random sacred scroll O REPROACH Appears next to random
the PCs to join them in settling down. Upon festering, the Undertaker’s body
3. N
creature and swings the shovel
and vengeful mind hosted a being both (Defense DR14, d6 damage)
lesser and greater than human, a servant REST IS NOW Skeletal hands pull a
4. 
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).

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