Depths and Depravity, A Mork Borg Short Hexcrawl

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The Rotting King

Hp: 20

Morale: -

The rotting King attacks twice every round. If he deals damage to a PC


roll

1d4:

1. The PC starts to rot. He/She now has 3 rounds to kill the King or rot
away

2. Nothing happens

3. The wound becomes infected and starts to fester. Take 2 damage

4. The PC turns into a pile of festering flesh.

HEX LEGEND
0101: Hamlet ov Vania

0401: Hangmans glade

0502: Hut ov the Woodland Witch

0403: Nomad camp

0304: The cursed battlefield

0505: The old keep

0406: The widows peak

0506: Catle Flaca

Each hex is 10 km.

For all unmarked hexes: Roll on the table lands ov Tziimic or po-
pulate them with

Your own horrible fantasies….


CASTLE FLACA
A crumbling castle Castle rooms 1d8

emanates a horrible 1. Bedroom filled with


stench ov rotting flesh. dead bodies.

A giant, rotten wooden 2. Kitchen with a


door leads the PCs in to pungent stench
a courtyard. A frail
3. Armory filled with
high pitched voice
rusted weapons
Welcomes them:
4. Dungeon. The cells
”Weary travellers i are filled with starving
have awaited you. The Nomads. They cry
King will want to see when they see the PCs.

His new subjects..” If they let them out


they will attack
If they follow the voice
5. Empty bedroom
They will come to a Castle curiosities
hall. Cobwebs and 6. Torture chamber.
1. The walls seems to Used not too long
pools ov rotting flesh
lies strewn across the
bleed ago..

floor. The Rotting 2. Giant bats attack 7. Baths. Sunken pools


King sits on a throne filled with murky
3. A trail ov dead rats.
and looks at them. He water. A voice from
will attack them as The trail suddenely the waters try to lure
soon as they speak. stops the PCs closer. If any
Screaming for new PC come to close, a
4. A faint whisper
flesh. If the PCs defeat horrible mass ov ten-
”Please give me back
him, the castle will tacles pulls him/her
crumble and the PCs my face” down. Roll a new cha-
have 1d4 rounds to get 5. They find a goblet racter…
out. If they fail they
made ov skin & flesh 8. The throne room.
will be buried with the
castle. 6. 6d6 silver coins.
The Widows peak

A old stone bridge leads the PCs up a mountain range. A strange smell ov

Rotting flesh leads the PCs up the mountains. After an hour they will see

The high towers ov Castle Flaca. If they turn around they will see that

The path they have been following is gone. If they try to get closer to the
The King ov Tzimic was said to be obsessed by the a fear ov dying.
Castle they will never come closer. If they try to turn around roll 1d4
He held a court ov necromancers from all across the cursed lands.

His quest to conquer death was succesful. He rots eternally in his


1. They become more lost. Nightfall approaches…
withered castle with packs ov filthy nomads as his loyal servants. 2. A random PC falls into a decades old pit trap with sharpened sticks. He/
You were summoned to the old lands ov Tzimic for your reputation. She dies instantly.

3. A mute hunter approaches them and shows them to his hut. The PCs get a
”The rotted King must be slain”
chance to rest and the next day he shows them a path down.

4. A pack ov hungry, lost Nomads attack!


The old keep The lands ov Tzimic
Roll 1d20 for the unmarked hexes
A old, overgrown ruin ov a keep. Now it is haunted by the children

Slain by the Woodland witch. They will not attack but ask the PCs
1-2: Nomads attack!
To help them. If the PCs accept, the children will lead them to a locked
3-4: A suffocating silence
Box inside the ruins. Inside the box lies a mouldy loaf ov bread. The
5-6: Rotting corpses (1d6 silver)
Ghosts explain that if the Witch eats the bread, she will rot from the
7-8: The sound ov the woods suddenely
Inside out. Inside the ruins the PCs can find 3d6 silver.
stops.

9-10: Abandoned camp (1d6 portions ov


If the PCs kill the Witch, the next time they approach the keep, it will
spoilt food that heals 1hp)
Be empty.
11-12: A black flame dances in the distance

13-14: An old statue ov a knight. Overgrown


and cracked.

Spending an hour here will heal 1d4 hp.

15-16: Giant bats attack.

17-18: The ghost ov a small child wants to


hear a story.

19-20: The ground spews blood. A random


PC gets

drenched in the warm blood and instantly


melts.. Roll a new Character...
Nomad camp
Children ov the night
A camp ov 1d6 Nomads. They are currently roasting a woman over a

Campfire. They are drunk and no one is keeping watch. If the PCs attack

They will get a surprise round. The PCs can find 2d6 silver and 1d3
weapons.
Giant Bats.
1. staff
SWARM (Only fire or scrolls can hurt them)
2. Short sword
HP: 8
3. Axe
Morale: 4

The cursed battlefield


Bloodsucking fiend: The bats will try and suck your
A old field littered with skeletons and rusty old weapons and armor.
Blood. Roll 1d6. Its a 1 in 6 chance that they empty you.
If the PCs spend any time here they will lose 1d4 HP.
If they succeed, You are drained and you need to roll

A new PC...
Hangmans glade Nomads.

HP: 3

Morale: 2

These Nomads are the tortured servants of the Rotting King.

They are cowardly, starving and will try to inflict the same

Pain that the King bestow on them.

Weapons: Short sword (1d4 damage)


An eerie silence rests upon this place. The hanging tree, rotten

Dead and blackened. The hangmans hut is barely a ruin.

The PCs can hear a faint whisper echoing from the hanging

Tree. If they investigate this place they can find an old rope

And 1d4 silver.

Hut ov the Woodland Witch

This hut resembles a huge mushroom. A nice smell comes

From the hut. If they knock on the door, they are greeted
by a old lady. She invites them in and insists that they
drink tea with her. The Woodland Witch will ask personal
questions about the PCs and after a while she will propose
that they can work for her. She wants the PCs to bring her
children. If they do this she will pay them 10 silver per
Child. If they refuse. She starts cackling and fades away.
The PCs fall asleep and wakes up in a random HEX.
Hamlet ov Vania
The people ov Vania wont offer the PCs much help. There

Are hirelings here but they all request at least 10 silver a

Day for their services. There is a little shop where you

Can buy simpler weapons like short swords and potions


(heals 1d4 HP).

Rumors:

The Rotting King wants to die (FALSE)

The Woodland Witch is awake from a 100 year sleep (TRUE)

Trolls haunt the old battlefield (FALSE)

A ghost roams the woods (TRUE)

The Rotting Kings castle is an illusion (FALSE)

Three children have vanished in the night (TRUE)

1d4 village idiot ramblings:

1. ”He sleeps now, beware his eyes!”

2. ”Nomads gnawing on baby flesh”

3. ”She told me to bring her children”

4. ”Hangman gone, spirits still bound”

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