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Hovel of Miseries (Spreads - V1.0)
Hovel of Miseries (Spreads - V1.0)
Hovel of Miseries (Spreads - V1.0)
MISERIES
GRAVE
Snail
This supplement references kick-ass MBC content, including...
• THE MERCHANT by Johnny Carhat (illustrated by Joakim Hanner)
• GRAVES LEFT WANTING by Karl Druid (Eds. Fiona Maeve Geist, Jarrett Crader, Walton Wood)
• EAT PREY KILL by Karl Druid
• THE GRAY GALTH INN by Pelle Nilsson
and the fungal MÖRKY MYCOLOGY supplement by I. McClung (imcclung.itch.io/morky-mycology). What a lovely place to die
MÖRK BORG is a game about losing everything. It helps to have something to lose!
This supplement has “rules” and characters for fort-based survival. It’s best
for “high level” (by which I mean after the fourth misery or so) gameplay. This
isn’t a game where players get to build happy palaces or strongholds. It’s a
game where you steal the crumbling ruins of an emptied dungeon, an infested inn,
or a cursed tower—and hope whatever’s still lingering inside isn’t hungry.
Content
It won’t save you. But it’s as good a place as any to meet your end.
TROUBLE
Using a fort means Roll 1d20 each “week”.
THE GRAVEYARD
On a 1-12 face trouble.
chances can be reduced
ine trouble.
Roll a d66 to determ
Holy Allies
by building defenses.
mpliesco
& Heretical Ac
11 Someone triggers a misery. 31 An inquisitor arrives, unhappy. 51 angry animal arrives (eat-prey-kill).
Beasts of Burden 12 A kidnapping! rescue them or they die. 32 a hole opens. What crawls out? 52 1d4 angry animals wander in (EPK).
fur & Feather 13 Someone turncoats and steals silver. 33 Find an UNdead doll. Uh oh. 53 1d6 angry animals attack (ePK).
the gray galth inn 14 Unexpected, week-long blizzard. 34 a wild dredgehog gets inside. 54 1d12 angry animals swarm (ePK).
orse
GM only: Curses, Hooks, & w
15 head count is off. AN IMposter? 35 local necromancer comes to call. 55 surprise megasloth attack!
16 someone gets sick. (Roll to see who). 36 phantom rats steal 1d20 rations. 56 Fuck, a troll! no... 2 trolls! Ahh!
21 everyone gets sick! 41 1d6 scumguards get scurvy & die. 61 An enemy champion arrives.
22 terrible dreams. all omens lost. 42 a ‘devil’ comes. demands one soul. 62 a small enemy host (1d4) arrives.
23 doomcarolers! Irritating! -1 morale. 43 liar-birds talk shit. -1 morale. 63 an formidable enemy host (1d6) arrives.
24 Goblin attack! of course. 1d12 seths. 44 disturb 1d4 wraiths. Whoops! 64 an fierce enemy host (1d12) arrives.
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
25 someone (red) poisoned the water hole! 45 tunnel sneaks are in the walls. 65 An enemy army invades. the fort is lost.
Hovel of Miseries is an independent production by grave snail games (PS Berge) 26 Locals are pissed at you. 1d6 scum. 46 beggars won’t leave! -1 morale. 66 A FINAL DUNGEON opens beneath.
and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is
published under the MÖRK BORG Third Party License.
2
For Hire
Grim-faced scumguard
Hairless Tomb-ape
Mangled Trapper
10smonth + Bribe
200s
25smonth
Will guard your stuff
Repairs armor for a fee
Hunts food and catches pests
Bonus from barracks
B u i l d i n g s
Tongueless Cook 30smonth Cooks reliable rations Requires food source
The Graveyard 250s A place to bury the fallen
Dusk Gnoum Spymaster 50smonth Tracks down Information Bonus from aviary
Lovsick Stitcher 100smonth Treats wounds and infection Requires stitchery Meatroach Farm 80s Quick and consistent foods
Deposed noble 75s Says they speak dead languages Requires library Buying buildings requires you to Mushroom "Garden" 90s Chance to grow mycological oddities
clear space by exploring the hold. Animal Pen / Prison Cells 60s Allows purchasing of Beasts of Burden
Holy Ally 150smonth Great holy deeds Requires holy shrine
Remember to mind your reputation Personal Brooding Quarters 150s Extra HP when resting in your own bed
Heretical Accomplice 150smonth Great heretical deeds Requires heretical shrine amongst the locals. Pissing them Eccentric Library 75s -2DR to precence tests in the hold
All improvements take 1 week to cobble together. off can cause additional trouble.
Shrine to Anything 130s Allows hiring of Heretical and Holy people
Defenses
Hiring people takes 1 day.
(Sponsored) The Gray Galth Inn 150s Construct a franchised tavern in your hold
“Tamed”
can save you, but they might help.
3 4
De f e n s e s
Faltering Outer Walls: 200 silver
Without them, your ‘hold’ is really just an impending tomb. Until you build them, the
GM will roll trouble twice and always give you what’s worse. They won’t save you.
The "Lookout" Tower 175 silver
Until you build this, there’s no warning of trouble. For each Grim-Faced
Scumguard you assign to the Lookout Tower, increase your odds of spotting
trouble before it finds you by 1 in 6 (max 4). Decide what the guards yell in
warning.
Not a
RUIN Foul Smelling Moat
200 silver
Fill it with whatever you want, but the smell won’t change. Stench sends visitors run-
ning. At least the algal blooms in the springtime are pretty. (-2 chance of trouble).
500 silver
build defenses, hire Allies, A large stone head that will only open based on your own highly absurd and secure
rituals. Will protect your most valuable objects, but will also talk your ear off. (Items
and lose it all. stored in the vault cannot be stolen, except by another PC or if the hold is destroyed).
Escape Tunnel 150 silver
Really, it’s just in case. What? Yeah, yeah, I was going to tell you about it eventually.
No, I definitely wasn’t planning anything—like I said, it’s just in case.
5 6
C l e a n i n g H o u s e AlL b u il d in g s R e quire
cleared space!
You’ll need space for new buildings and improvements for ‘your’ new ‘home.’ MEATROACH FARM 80 silver
Unfortunately for you, finding new space means exploring what was here before and Grows Meatroaches, Grubstoppers, Cellar Crabs, and other…
making room for what might be. In order to build new buildings, you must first consistent “foods.” Provides a steady supply of meat or fast
Buildings
CLEAR SPACE: delving into the ruinous dungeons, old crypts and towers, and rations. In a pinch, you can ride them. Farmer included.
haunted histories of your stolen fort. Before constructing a BUILDING, roll to
find a suitable location... and see what lies in wait. CROSS OUT ROLLED RESULTS.
7 8
s H i r e
Friend for
Grim-faced scumguard HP: 4 Morale: 5 (Base) Armor scraps: -d2 10 silver monthly
-2 if BarRacks are Built
If you pay enough silver, and don’t ask too many questions, one might hold a sword and stand in proximity
to your important stuff. However many you hire, there’s always more. Morale increases with salary.
the
50 silver monthly
A tiny, underhanded gnoum who loves trouble. She claims to have a net-
work of tiny spies everywhere. Will sniff out rumors, follow up on leads,
and find targets for you. (1 week per task. Works at double speed if you
GRAVEYARD
purchase a Sinister Aviary, as spies ride liar-birds during dark nights).
9 10
You've heard the liar-birds talk of powerful people nearby.
you might be able to pursuade them join your hold.
Too bad they hate each other. (Choose 1. regret it.) HERETICAL
All cost 150 silver a month
& Require a relevant Shrine. RepOsed-Awaits-The-Flesh, inquis
HP: 8 Morale: 9 Golden suit:
An Inquisitor of The
Reposed-Awaits-the-Fle
-d6 twice-spiked flail: 2d6
Church of the Two-Head
itor
ed Basilisks,
sh will bring you into the
ACCOMPLICES
of the church. Master of good graces
all arms, provides -1 cha
and will keep 1D10 loyal nce of trouble
knights in her service (wh
as free guards). Carries a ich count
powerful, Holy Relic of
Despises the heretical, and the church.
is especially hated by eve
ryone.
gar
Old Man A clean power: Death
HOLY A bumblin
-2 Morale
6 un
g,
for everyon
e in the ho
fected. Eac
h w ee
everyone in his secret, priceless
k, 1 in
reams and
D100 chan
raves.
Hp: 2 morale:rot-skinned geriatric whoinscD20 chance he gets
ld. 1
, all-power
ce he remem
fu l trea su re.
bers
ALLIES
ti on of
the loca
11 12
BEASTS
of
BURDEN
l Pen to purchase.
Must Have anima
Fur &
PhantoPromvidRa t 1 Phantom ration
e ghostly illumination.
n
Used as makeshift lanter
d.
light. Needs a ghost’s foo
Feather
Tar-Pelted Goat Carriage
175 silver
I N T
Despite the name, surprisingly fast. Quick-travel to any locations you have previously visited. 1-10
R B
on D20 chance of roadside event on the way. (-1 per escorting guard to a minumum of 20%).
“PET” A
Pack of Feral Horses 100 silver ld. Will
Allows you to travel at double-speed! Like all horses, they carry a wild hunger for human flesh. n o u ts id e your ho se pieces
d in a pe ash tho
in g tro ll chaine t of it, and then sm hance each
, hulk fron D66 c
Raised Bonemare 100 silver. Requires dead horse with a name you remember. A titanic ything in ble. 1 in en).
ash to pieces an 3 chance of trou t it back into its p
Must be summoned by heretical magic. sm p ie c e s. (- e to fi g h
ller hav
into sma ks loose and you
400 silver
Travels at magic double-speed! Does not rest. Has no flesh. Has a very tasty brain that grants 1D6
rea
HP in a pinch. Can unleash unpredictable magicks but only when bribed. What does it want? week it b
13 14
15 16
1. The eart
h vomits up
been rubbe anything th
d with silv at hasN’t
out!
Bodies,
Agricult
plants,
yo
ural nig u name it.
er soap.
L D
htm
are.
O
knife in the
H w it h o u t a
2. Doors
dont
e c a n ’t b e opendoedwn..
the seventh psalm of fra m still be
knocked
They can
AWFUL
CURSES OPTIONAL.ROLL A D6.
5. heifer-meta
l god statue. E
e fort, WAK
While in th
e fort, yo
the statue
with butter
u can’t he
al until yo
S L E E P in t h
cows, milk made from u smear
6. IF YOU d.
th thsleeegpirongu.n
ed for the the milk of
DE a t h &
THE MERCHANT’S SISTER. When Old, Wretched Mikhael’s family was crucified eons ago,
they encased his younger sister, Faithful Eva, in porcelain and left her in the church
windows. Now an undead doll, if you should find Faithful Eva and break her curse, you’ll Ta x e s
find her a capable realtor. She will reward the party by helping them obtain titles and
signatures from the local rulers, and is happy to manage their wants for upgrades. With-
out Faithful Eva, the PCs will have to get their own titles, or the law may come calling.
Credit to Johnny Carhat.
Depending on where their new home lies, the PC’s
may suffer complications from local auhtorities.
If they don’t have the help of Faithful Eva, the PC’s
will have to endure a terror of bureaucracy
IS LOST WHEN
everyone is from the region where their fort dwells:
THE FORTRESS s lef t or it is re-stole
n Or even with faithful eva’s help, why not? hilarious.
er yo ne ha
dead or ev ls or the last misery
sto ne fal
or the last ay or it is
it is gambled aw
takes hold or fri en d or it explode
s
ch er ou s
sold by a tre las t, at the end of all
on or at
for no reas beneath .
als its secret
things, it reve
..
KERGUS: Within a week, everyone in your hold will be visited by the lost figures of the Count-
ess’ dreams. Color fades. Gulls scream. You must seek out the last attendant of her court
who knows of a cure or the haunting will not stop, and you will not sleep, until all is frozen.
GALGENBECK: The Two-Headed Basilisks have heard of your new home, and sent The Almoner,
their most thorny Inquisitor, to collect what is owed to the Church. Make a generous tithe, or
The Almoner will return for more. Snub her to be branded heretics and pay in worse ways.
GRIFT: A Herald of Terion arrives from Grift with a copy of Sigfúm’s Calendar. As a neighbor of
THE UNKEPT KEEP. Not far from here, an old keep lies vacant—abandoned by its late Grift, you are expected to follow The Kind King’s detailed plans... all the way to their precipitous end.
owner who foolishly left to seek the hand of Countess Anthelia. Now the gulls have moved
in, and lay there waiting. They are not the only thing. And yet... the keep is empty?
SARKASH: An emissary of the Shadow King arrives in the night. The King requires a token of
THE PROUD FORT. Infested with squatters and phantom rats, this abandoned fortress is your servitude, or be cast in his ire. The Shadow King is petty. He demands (choose two):
surrounded by the fractured ruins of what used to be. Anyone who sleeps inside it will be 1) knife that’s never cut 2) a child’s toy 3) altar bread 4) an inkeeper’s tooth 5) boar cheese
visited three times throughout the night by the spirits of the outposts’ past keepers.
Should you manage to best them all, the fortress will be impressed enough to let you stay.
THE VALLEY OF THE UNFORTUNATE UNDEAD: Your fort, overnight, becomes a tomb. You
THE HUNGRY TOWER. This old necromancer’s tower once held a great treasure, now lost. and your companions do not wake. But at dawn, you rise. In the dreamless valley of night and
Hellbent on restoring its former glory, the tower sprouts feet and wanders around gobbling bones you walk. You search. Seek salvation from HIM amidst the gloom of the hungry Valley.
up wealthy travellers and heroes. Many boasting idiots have tried to clear its many floors
and break the tower’s curse and steal back its treasures—all have become its feasts.
TERGOL’S SPINE. A cursed spire. An ancient priest, Saint Karstian, carries it on his SCHLESWIG: The nobles of King Fathmu’s court are schocked to discover your new
twisted back across the frozen hills of Kergüs. The spire contains an altar to NECHRUBEL. Saint barony on the map! You are quickly invited to a gathering of Fathmu’s Favored, and
Karstian’s eyelids hang down to his feet—he walks blindly. If accosted, he will quickly everyone is eager to meet the new blood in the cut-throat court of Schleswig’s elite.
climb the spire, and lift his eyelids: all who see test DR20 toughness or be instantly broken. You realize quickly what the stakes are... high. You had better impress them quickly!
17 18