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B O R G
K C
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av es
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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
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.
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
Once all four locations are visited, the next path leads to the
Undertaker’s Hut. The Roach Herder knows which way to go.
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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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GRAVES LEFT WANTING MÖRK BORG CULT MÖRK BORG CULT GRAVES LEFT WANTING
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.
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GRAVES LEFT WANTING MÖRK BORG CULT MÖRK BORG CULT GRAVES LEFT WANTING
THE
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GRAVES LEFT WANTING MÖRK BORG CULT MÖRK BORG CULT GRAVES LEFT WANTING
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.
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GRAVES LEFT WANTING MÖRK BORG CULT MÖRK BORG CULT GRAVES LEFT WANTING
THE A ND TH E N:
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