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30 Days
30 Days
30 Days
..
MORK BORG
a month’s worth of one page one shots
“30 Days of Mörk Borg” is an independent production by
Rugose Kohn and is not affiliated with Ockult Örtmästare
Games or Stockholm Kartell. It is published under the
MÖRK BORG Third Party License.
T he walls of the fort breathe and bleed. Eyes watch your every move. All
enemies win initiative when fighting inside the fort and they cannot be
ambushed. Cut your way through the walls to escape if you have to. Don’t
get washed away in the bloody deluge. Cutting through will accelerate the
sinking.
M ost of the fortress’ rooms are fire blackened and covered in soot. Some
of the original occupants remain, in a desperate bid to save the fort and
hold off the strange creatures that are trying to oust them. A vault exists at the
center of the fort, where d666 silver is kept. Unfortunately a Sarcopha-Ghost
guards it.
R ising up from the mud are strange and terrible beasts. First spotted
crawling out of the latrine, these spasmodically skittering beasts are
made of shit, mud, and phlegm. Giant eyestalks rise out of their backs and
tentacles, too numerous to count, flail about madly, propelling them forward.
HP 12, Morale 11
d6 damage tentacle attack, can grapple
-d2 armor, smells bad hard to get close for the kill
Encounter at random within the fort, sometime travel in couples (roll a d2)
2-4 COLLAPSE! This section of bridge caves in, falls apart, gets destroyed. Fall
into the tar below on a failed Agility test. Suffer d3 wounds, ignores armor.
5-6 FALLING DEBRIS! Some of the stone archway on a support pillar breaks
away and falls on you. Make a Toughness test to avoid d6 wounds or choose to
lose an armor tier.
7 RELIGIOUS SYMBOL! An ancient arcane religious symbol, carved into the
stone by the builders revitalizes you. Heal to max health. Roll again.
8 HERETICAL EFFIGY! An effigy of a random party member is discovered. Pass a
Presence test or lose your omens or powers (if you have any) for the day.
9 MYSTERIOUS LEFTOVERS. Roll on the Corpse Plundering Table for something
left on the bridge by a previous traveler.
10 GOBLINS! A group of d4 goblins pours over the side walls, looking for
trouble and some new friends.
11-12 BY THE SKIN OF YOUR TEETH! You made it across this section of bridge
without disaster befalling you.
On a lonesome battlefield graveyard, a tomb
marked Arch Stanton reveals a deep, dark
complex. Narrow stairs descend into the dark. A
doorway covered by the membrane of sarkantha.
Along the river to the west, lies a marshy area where centuries ago a group of
powerful merchants made their homes. Like they tamed their charges, they
took command of the marsh and river to create a series of canals. Redirecting
the waters and creating land where there was none.
Gossip in the local flophouses has led you here searching for someone you
once knew. Roll on the People from Your Past table.
These once opulent homes sit empty and rotting now. A thin veneer of
wealth over the decaying stench. Depraved cannibals have crept out of the
marshes and taken up residence where the Lords once lived.
The prisoners are guarded by row upon row of statues depicting people
being consumed by various giant insects. One (or more) are alive!
Basalt Statue
HP 12 Morale -
-d4, made of stone - edged weapons do 1/2 damage, blunt weapons do 2x
d6 damage, stone teeth grind your bones
A stone cockroach, abandons its meal of a granite woman and turns its
attention to your (hopefully) living, soft and squishy flesh.
As if the prisoners and living statues wasn’t enough to worry about, the
bubbling-boiling pits of tar are releasing gasses that distort your senses. All
Presence tests are at +1 DR everywhere and +3 DR when next to the pits.
Falling in will result in d6 damage that ignores armor.
Find the effigy within the prison and share it with your friendly
neighborhood inquisitor for a blessing from SHE. Perhaps SHE will take
favor on you, perhaps you will die.
A brighter, better world exists just on the other side of the door to
a simple inconspicuous shack. Enter and receive thine reward!
om is full o
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Through the mirror is a room tiled in marble and lined with velvet
drapes. A lost creature from a dead continent greets you and offers
with a smile… learn the hour and time of your death and you will
always have an omen to save your skin, but you can never have
more hit points than you have right at this moment.
The Death Church of
WOKATH
Under an inverted cross, inside a church at the edge of
Graven-Tosk, you were forced into a sarcophagus at sword
point and left to die. A last hope, you discover a hidden
gateway. Survive and maybe you will find freedom.
On the other side is a warren of graves, pits, burrows, and
great cracks in the earth. This cannot be the material plane of
your existence. Your way is lit by candles overhead, in the sky
that is not a sky. They hang and somehow burn upside down,
dripping hot wax as you take your journey. Some notable
encounters on your travels through this nest of terrors…
The doors seal shut and won’t open for seven days.
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It started at the last campsite. That feeling of dread,
that something is watching you. Now you are hunted by a
horrible mutant centipede-thing and after a day of running,
it’s clear that escape isn’t an option. You seek refuge within
a crevasse marked by a skull on a spear. Hoping against
hope you can get away or lure it into a trap.
But you aren’t the only ones here. Deep inside the
burrow are four black-haired men with painted white faces
and long knives. They sit around a fire on top of a pile of
bodies that they cut long strips from and hang to dry. A
drunken friend of theirs lounges in the next cavern playing
with a bottle of plague.
To make matters worse, poisonous gas is seeping out
from nearly invisible cracks. It is colorless, but smells like
spoiled cabbage. Pass a Toughness test or hallucinate for
d3 hours and vomit uncontrollably for 2d6 minutes. If the
puking lasts 9+ minutes suffer d3 wounds.
Mutant Centipede-Thing˝
HP 20 Morale 10˝
-d4 resilient exoskeleton˝
d4 damage mandible pincer˝
special: lighting fast, DR14 to attack and
defend˝
paralysis, anyone bitten must pass a DR8
Toughness test or be paralyzed for a round˝
Skittering along, low to the ground the MCT is
a relentless hunter. With a head that looks like
a human baby, mandibles like two tiny arms,
and legs made of thin bony fingers - the nails
cracked and bleeding.
Fevered dreams reveal to
you a cathedral sized
crystal skull. It
calls to you,
bidding join
it in unholy
congress…
Several valuable
2
They seem to have
artworks have been
a strange affect on
hidden here in this
their surroundings,
1
cathedral of horror.
causing reality to
Free them.
warp and shift.
Maybe
MAZE
IV.
III.
Kröttr gigantic, bald, fat butcher. He’s half-mad. Wields two cleavers and
wears a thick leather apron. He’s got a balm that’ll cure the plagues. The
remains of his handiwork have reanimated and wander the halls of the maze.
Mutilated piles of gristle, bone, and muscle. Roll on the Feretory monster
generator for stats (if you have it) or make something up at the table. Each
time.
Deep within the sprawling necropolis of the Graven-Tosk, hidden
inside one of the many graves… an arcane black disk has crashed.
Local priests from the Church fear the potential for disaster is great and
have hired a band of n’er-do-wells to eliminate the threat of the disk.
Although marked by a simple headstone, an underground burial
complex is revealed beneath a cracked sarcophagus, leading you to…
This place has been warped by the black disc. It reeks of desperation
and regret, which only gets worse the closer you get to the disk. Inside
the complex, the living dead appear inverted, as though they absorb
the light around them, nothing more than walking silhouettes. Strange,
almost recognizable animals hunt you. The black disk’s malevolent
aura effects all. If taken, everyone must roll on the “Broken Bodies”
table (page 40 core rules). If destroyed, everyone must roll on the
“Arcane Catastrophes” table (page 45 core rules).
The Plague Keep The old keep was always a place you
intentionally avoided. Rumors were that
it was haunted or an old witch lived
there. It was all true. Drunk, bored, and feeling saucy; you’ve taken on a
challenge to face your fears and head on in. Only thing is, a bark-witch and her
root children live here now. They’ve been rounding up the local farmers’
livestock and burning them, to keep warm. The witch is none too pleased with
interlopers and will do anything to get rid of them. Beg, bargain, curse, or kill;
she wants them gone for fear that anyone coming in, is looking to steal her
secret recipe of plague. She’s been bottling it in anticipation of a bad winter
and doesn’t want to share her stash.
It’s all been heard before. Finding shelter in a small town’s inn, a terrible storm,
a forlorn patron, the promise of riches. Tired tropes, playing out in your real
life. But the truth of the matter is a long dormant curse is about to be brought
back to life, somebody has got to do something!
Ensnared orphans stumble about with white glazed eyes, unable to act
independently, only as a hive mind. They aren’t able to cause much harm as
individuals, but as a group could be quite deadly (death from a thousand cuts).
In the presence of the idol they are even more difficult to lure away.
The statues magnetic field is so strong; gear, weapons, and armor can be
ripped away or off of players. Make a strength test DR14 to keep a grip on
anything metal. Armor being pulled off could cause damage. A failed
toughness test will result in a damage roll equal to the armor’s tier.
Guided by a strange, hypnotic star, you wander
through a chaotic battlefield. At a gravemound marked
by an inverted cross, a crease in the ground opens across
the countryside. Dead hands reach out to drag you into the
channel. These are the failures of Haat, the damned he
sought to transfer his curse to. Now they serve him by
ensnaring more potential victims.
Traversing the serpentine earthwork a freezing draft chills
you to the bone. The walls alternately slick with blood,
oil, or ink, making it impossible to climb... the ground
thick with soupy mud. Passages spiderweb out from
the central corridor. Deserters from both sides
hunker down or fight to survive. Corpses in the
mud, some rising to walk again. A fear grips
both the living and the dead in...
Rumors of an enormous treasure have lured you to a cursed Kergüs waste. A small
valley surrounded on three sides by cliffs of ice. The gossip has been that a group of
treasure hunters went looking for the loot, only to descend into madness and
paranoia. Untrusting of one another, they split up and all met their demise in the
cold. Start somewhere not far from Lee and Kuack. Each hex takes an hour to cross.
Roll on the chart in the upper left every hex or hour.
Each individual inquisitor believes in his own god. Every one of them is bestowed
with special abilities based on their belief. Each god can have multiple followers
however.
Yesu - Followers of this false deity when struck down, will rise again after 3 rounds of
combat.
Hooba - Practitioners have an eire calm, their attacks are +2DR to defend against and
their stoic resolve makes them difficult to damage (additional d2 of armor).
Blygueh - Just when you think you’ve discovered them all, another one manifests.
Always another follower waiting in the wings when least expected.
Eyes of Ninevah - Most concerned about gaining converts and will do everything in
their power to capture and subdue. Love torturing people. Will try to grapple, must
pass a DR16 strength test to avoid being grappled.
“30 Days of Mörk Borg” is an independent production by
Rugose Kohn and is not affiliated with Ockult Örtmästare
Games or Stockholm Kartell. It is published under the
MÖRK BORG Third Party License.