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Solitary Defilement Compress
Solitary Defilement Compress
RY D E FIL
E M E N T
An Engine of Lonesome Death by 1d10+5
1d10+5, presents
ITA R Y
SÖL E M E NT
DEFILAn Engine of Lonesome
Death for MÖRK BORG
First edition
Many heartfelt thanks and apologies to Shawn Tomkinson, Johan Nohr, Pelle
Nilsson, and Karl Druid for giving us such incredible worlds to play in. If you
enjoyed your Sölitary Defilement, you will love Ironsworn: I guarantee that
you will have many happy hours chucking dice and vividly hallucinating
other worlds. Scumslaughter Farm map in section VI initially sketched with
Dungeonscrawl.
E C H
HAANN CSS 2
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CMME C
I BA
B ASSIIC
II CÖRE OBSERANCES
II I MÖ
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IV ÖRACLES 8
4
V TTRRAAVVEELLLLIINNGG
V
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ING
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VI NG E ÖÖNN C
C R
RAAW G
D
DUU N G E
16
VII MMIC
ICRÖ
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WLS
LS 18
VII RECÖRD-KEEPING
20
PLA YERS 22
IX ADVI CE TÖ
X
X ME
GGAAM MP
EXXAAM
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25
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SÖLITARY DEFILEMENT owes a huge debt to my favourite solo RPG,
Shawn Tomkin’s IRONSWORN. Like IRONSWORN, the basic mechanics for
playing SÖLITARY DEFILEMENT depend on the use of ‘Fiction’ and ‘Moves’.
Fiction invites you to set the scene or describe the action in which your
character finds themself, just as a Game Master might.
Moves dictate how your character responds. Unlike the standard pass/fail
test in a standard MÖRK BORG or OSR session, the Moves in SÖLITARY
DEFILEMENT have three possible outcomes: Strong Hit, Weak Hit, or Fail.
Every time you take an action that requires a DR test, roll 2d20 (plus any
modifiers) and compare with the DR to work out the outcome:
Weak hits are fairly common – and are often a core driver for action, drama,
ambiguity, and plot twists. Of course, sometimes this can snowball
chaotically: an awkward attempt to haggle sparks an argument with another
customer, which leads to a street brawl, which ends in a civil war…
sometimes you’ll need to know when to step back, but more often it’s
enjoyable to revel in the spiraling chaos.
2.
The basic requirements for playing SÖLITARY DEFILEMENT are the MÖRK
BORG Core Book (referred to as Core from hereon) and FERETORY (but see
the advice on page 23 if you do not have Feretory).
Although you can play a one-shot dungeon crawl, part of the appeal
of SÖLITARY DEFILEMENT is the prospect of running a campaign until the
Seventh Misery befalls the world.
Should your chosen scvm die before that final Misery, then roll up a new one
and introduce them to the story. Play until eternal darkness and silence fall
upon the dying land.
Each time a day passes, remember to roll the Misery dice as per the Calendar
of Nechrubel (Core: 17). Start with a die of your choice – no higher than d20 –
and downgrade after each Misery is unveiled (e.g. d12, d10, d8, d6, d4, d2).
Almost all DR tests are handled using the Moves system (Strong Hit, Weak
Hit, Fail). However, combat follows the usual MÖRK BORG rules (e.g. begin
by rolling for initiative; then engaging in rounds of attack/defence using a
single D20). Powers should also be handled with a single D20 roll: a success
can be treated as a Strong Hit, a failure as a Weak Hit (e.g. –d2 HP, plus
some other inconvenience), and a Fumble as a Fail (e.g. Arcane Catastrophe
and a potentially worsening situation in general).
Omens can be used to re-roll either one or both dice when making a Move.
Your character can have a maximum of four Omens, and they also function
as an additional stat, akin to luck, in many of the Moves.
3.
M
III ÖVES
4.
BEGIN AN ADVENTURE
You may like to structure your play by deciding how many milestones a
campaign or adventure will involve:
Straightforward: 1 Annoying: 2 Depressing: 4
Wearying: 8 Suicidal: 12
Some of these you can map out straight away to define your initial
objectives… others may be more obscure and reveal themselves through
play.
COMPLETE A MILESTONE
If a character manages to survive from the beginning to the end of one
significant milestone then they can Get Better (Core: 33).
CONCLUDE AN ADVENTURE
Roll 2d20+Omens against the appropriate DR below:
Straightforward: 8 Annoying: 10 Depressing: 12
Wearying: 16 Suicidal: 18
Strong hit: Adventure completed! Now what? Time to start another one?
Weak hit: Something unexpected happens – add another milestone!
Fail: Something catastrophic occurs – add d2+1 milestones.
5.
FLEE FROM COMBAT
DR11+Number of Enemies vs Agility with 2d20:
Strong hit: Successful evasion.
Weak hit: You evade, but the enemy gets an opportunity attack (roll to
defend against it, and then escape regardless of whether you were harmed or
not).
Fail: You can’t escape this time - and the enemy gets an opportunity attack
(roll to defend and continue combat).
RESUPPLYING
If travelling, roll on the Overland Travel Foraging table (Feretory). Otherwise
use the General Adventuring Move to try and find something to buy, haggle
for goods, etc.
6.
UNDERTAKE A JOURNEY
Work out how many days the journey will take (Feretory: 4). See the travelling
flowchart in section V (page 15) for general travelling procedure.
DUNGEON CRAWLING
See the advice in section VI (page 17) on preparing a dungeon crawl.
Decide on the DR of the dungeon: DR6 = small (4-9 rooms avg.)
DR12 = medium-large (9-14 rooms avg.)
DR14 = huge (17-32 rooms avg.)
For each room, roll Dungeon DR vs 2d20 plus number of special rooms
discovered:
Strong hit: Enter next ’Special Room’. These may have been defined in
advance to suggest specific pre-planned encounters or types of room. They
may also be sourced from rooms 1, 2, 3, 4 on DNGNGEN or the Bedeviled
Dungeons tables (Core: 93). Alternatively roll on the Room Descriptor
Oracles and simply mark one special room found. The fourth Special Room
marks the climax of the dungeon (final battle/objective and chance to
complete a milestone). Any strong hits rolled after Special Room 4 has been
revealed are counted as weak hits (generic rooms).
Weak hit: Enter a generic room - use Room Descriptor Oracles to reveal the
room type, contents, and exits.
Fail: Encounter some enemy, trap, or calamity as your leave your current
location (e.g. imminent danger becomes more imminent? The door is
locked?). Generate a room from the Room Descriptor Oracles when (- or if -)
the encounter is resolved.
7.
8.
REGIONS ADVENTURE SPARKS
Core: 88 Core: 88
9.
YES OR NO? (d4)
1 – Yes 2 – Yes, but… 3 – No, but… 4 – No
10.
MATERIALS
QUALITY (d20)
1 - Glowing 6 - Burning 11 - Mossy 16 - Interlaced
2 - Crumbling 7 - Blackened 12 - Hairy 17 - Carven
3 - Scaly 8 - Grimy 13 - Dirty 18 - Polished
4 - Clammy 9 - Mouldering 14 - Dripping 19 - Ravaged
5 - Icy 10 - Transparent 15 - Glazed 20 - Cracked
COMPOSTION (d12)
1 - Bone 5 - Clay 9 - Glass
2 - Skin 6 - Leather 10 - Earth
3 - Wood 7 - Stone 11 - Sinew
4 - Metal 8 - Jewel 12 - Flint
SOUNDS
QUALITY (d12)
1 - Discordant 5 - Echoing 9 - Irregular
2 - Sepulchral 6 - Unnerving 10 - Swelling
3 - Rough 7 - Muted 11 - Rhythmic
4 - Sudden 8 - Loud 12 - Receding
TYPE (d20)
1 - Whisper 6 - Wind 11 - Rumble 16 – Growl
2 - Laughter 7 - Chatter 12 - Wail 17 - Drip
3 - Footsteps 8 - Singing 13 - Scream 18 - Sigh
4 - Music 9 - Hiss/Buzz 14 - Howl 19 - Flutter
5 - Creak 10 - Moan 15 - Bellowing 20 - Rattle
11.
NPCs
DISPOSITION (d66)
11 - Cursed/Despairing 41 - Sickly/Gaunt
12 - Bloodthirsty/Sadistic 42 - Burly/Imposing
13 - Drunken/Drugged 43 - Slimy/Insincere
14 - Miserable/Melancholic 44 - Narcissistic
15 - Malign/Sociopathic 45 - Bitter/Spiteful
16 - Greedy/Miserly 46 – Belligerent/Rude
21 - Reclusive/Shy 51 - Nihilistic
22 - Eccentric/Hysterical 52 - (Over-)friendly
23 - Awkward 53 - Arcane/Ancient
24 - Treacherous/Dishonest 54 - Pretentious/Extravagant
25 - Generous 55 - Sinister/Possessed
26 - Secretive/Suspicious 56 - Hopeless/Talentless
31 - Destitute/Ragged 61 – Cowardly/Scared
32 - Pestilent/Leprous 62 - Exiled/Tragic
33 - Heretical 63 - Fanatical
34 - Repellent/Wretched 64 - Guilty/Penitent
35 - Inscrutable/Hermetic 65 – Leering/Creepy
36 - Injured/Wounded/Broken 66 - Rowdy/Profane
PROFESSION (d66)
11 - Alchemist/Chemist/Herbalist 41 - Musician/Poet
12 - Necromancer/Demonologist 42 - Servant/Slave
13 - Tailor/Weaver 43 - Jailer/Warden
14 - Blacksmith 44 - Torturer/Inquisitor
15 - Soldier/Mercenary/Deserter 45 - Brewer/Innkeeper/Alewife
16 - Merchant 46 - Doctor/Dentist/Barber-Surgeon
21 - Rogue/Swindler/Gambler 51 - Grave-robber/Tomb-plunderer
22 - Noble/Royal 52 - Gravedigger/Undertaker
23 - Guard/Watchman 53 - Fortune-teller/Witch/Seer
24 - Butcher 54 - Artist/Artisan
25 - Baker/Cook 55 - Beggar/Gutterborn Scvm
26 - Farmer/Serf 56 - Performer/Fool/Actor
31 - Banker/Scribe 61 - Nightsoil/corpse/leech collector
32 - Monk/Priest 62 - Executioner
33 - Tanner 63 - Counterfeiter/Smuggler
34 - Poacher/Trapper 64 - Groom/Horseman
35 - Murderer/Assassin 65 - Ratbit/bloodmole/toad catcher
36 - Prisoner/Inmate 66 - Pilgrim/Hermit/Prophet
12.
DUNGEON ROOM DESCRIPTORS
13.
V
T
RAVELLING
14.
Before setting out on the road, work out how many days travel the journey
will take. You can estimate this from the world map, or use the map in the
Overland Travel rules (Feretory: 4). Follow this chart for each day of travel:
After camping, tick off a day of travel (- unless you spent the day foraging).
Once you have ticked off all remaining days of travel you will reach your
destination at some point during the next day.
15.
VI
D UNGEÖN
CRAWLING
16.
To explore a dungeon, you first need to do a bit of prep. SÖLITARY
DEFILEMENT uses the same dungeon stat block as Karl Druid’s DNGNGEN:
Dungeon name:
Status: Imminent Danger:
Who or what dwells there now? What brings you here?
Entrance: Guarded by:
Distinctive feature:
Special Room 1: Special Room 2:
Special Room 3: Special Room 4:
Each dungeon consists of Generic Rooms and Special Rooms. You need to
uncover four Special Rooms to complete a dungeon. The size of a dungeon
is dictated by its Dungeon DR (see the Dungeon Crawling Move on page 7).
The Dungeon DR dictates how much chance you have of encountering a
Special Room.
You will also need to describe the possible encounters in the dungeon, by
creating two tables: one for common encounters, one for rarer and more
dangerous encounters, for example:
Common encounters:
1-2 – d4 Plague Larvae
3 – d2 Zombie (Core: 65)
4 – 1 Blood Drenched Skeleton (Core: 62)
Rare encounters:
1 – 1 Lich (Core: 63)
2-3 – d4 Plague Fly
4 – 1 Corpse Crawler
Use the Dungeon Crawling Move to explore the dungeon. Note that the
number of possible exits for each room diminishes as Special Rooms are
revealed, so that the number of dead-ends gradually increases. Keep a
record of your explorations using some sort of map, and remember that
possible exits may go up, down, or even through weird glowing portals. Hit a
dead end? There must be a secret door somewhere… (General Adventuring
Move DR12 vs Presence or Omens, perhaps?).
17.
Make as much use as you can of the adjectives and room types in the Room
Descriptor tables – try to tie the room descriptors in to the contents.
Remember that traps, creatures, etc do not have to reveal themselves
immediately, but could be impending threats that spring upon your character
when a Weak Hit or Fail occurs – for example, a creature may be distracted
by some other task, giving your character the option of sneaking past.
There may be some situations where you need to pass through hostile
terrain, but delving into a fully-blown dungeon seems inappropriate. This is
where a linear micro-crawl is a useful solution.
For example: you have rolled a monastery on the Overland Travel events
(Feretory: 4). You used a Yes or No? Oracle to determine that the inhabitants
are hostile. Obviously you’re going to give it a wide berth, but just walking by
seems anti-climactic, but seeing if something happens by making some sort
of General Adventuring Move against Agility or Omens seems too shallow to
account for a whole day’s travel. Detouring through the dark forest that
comprises the monastic estate seems like a good option, but spending time
fleshing out the dungeon details for what will (hopefully) be a fairly casual
encounter seems too involved… This is the ideal time for a micro-crawl!
18.
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Hall of Gore: Kratar
7 Store Room: The bodies of two dead cultists blaze away in the parlour.
In the hallway, the stairs are on fire. Kratar checks into the store
for some last pillaging. Upon leaving, a Basilisk Inquisitor stands in
his way. His Trumpet of Death incinerates Wrythva and Helix. Kratar
manages to flee, screaming and howling into the night...
The Microcrawl sheet provides space for four micro-crawls, along with an
area for notes. Each of the micro-crawl maps has a scale dividing the area
into halves and quarters (along the top) and thirds (along the bottom). This
aids with mapping the possible d4 waypoints in a micro-crawl:
20.
The Roadmap provides a record
of your overland travels. Fill in
your journey details in one
section, and then use a section
of the map for each day of travel,
making notes as appropriate.
21.
A
IX
DVICE
TÖ
PLAYERS
22.
I. PLAYING WITHOUT FERETORY
The comical level of cruelty of Mörk Borg is one of its most delicious features.
Even the strongest character is often only a few Fumbles away from losing all
their armour and weapons and consequently getting minced into a fine paste.
You may also like to run a new character through the Getting Better rules
(Core: 33) in order to slightly prolong the inevitable.
23.
Finally, you could start your game with a party of two or three. I would
suggest that the other members of the party are treated as NPCs, while you
playing from the perspective of a single character.... at least until you die and
then shift to one of the survivors. This should give you plenty of opportunity
to introduce further NPCs to the story who might join the party, or provide
other opportunities to pick up the story from another angle.
The chance of a Strong Hit using DR12 and no stat modifiers is 16%. The
chance of a Weak Hit is 48%. This means there is, in total, a 64% chance of
things generally going in your favour - and almost of 1-in-2 chance of at least
a Weak Hit... although it rarely feels that way!
As I said in the introduction, Weak Hits are very common, and as such are a
great way to make sure that narrative progresses beyond what a simple
pass/fail mechanic can offer.
This is fine and good - it will probably be nail-biting if you've burned through
your Omens and don't mind facing a 36% chance of certain death. Perhaps,
though, the death could be made a little less certain: a Weak Hit might mean
that they lose their nerve halfway across, and have to undertake the task a
second time. A Fail might mean that the PC has to make a further DR12
Agility test with 1d20 to cling in to the side. Passing that means they lose a
random object, but failing means that they still cling on, but their boot
touches the deathly waters, inflicting d4 damage. This roughly reduces the
chance of death or injury to 21%.
A Weak Hit could also mean 'less good than' in some situations. For
example, you find a strange well. When the waters are imbibed, a Strong Hit
(16%) could mean d6 HP are healed and gain +1 to a random attribute. A
Weak Hit (48%) may simply mean that you regain d4 HP. Of course, a Fail
(36%) might make you subject to an Arcane Catastrophe...
24.
I. KATLA: THE CHÖSEN SCVM
The adventure sparks in Core: 88 told me that I should start in the centre of
Alliáns, and that ‘Faint whispers from the crypt tell me that a powerful elixir
needs ingredients’. I decided to move a little further out of Alliáns and into a
monastery in southern Kergüs – although the building has the same
aesthetics as that cold, black-spired city.
Status: Inactive, because its depraved inhabitants only eats, kills and
sleeps.
Imminent danger: A lethal mechanism is about to activate.
What dwells there? Disease spreading larvae.
Entrance: Seven dead trees in The Valley of the Unfortunate Undead
surround a simple door.
Guarded by: Two wickhead knife-wielders, trying to keep warm.
25.
Feature: Rooms move around the dungeon's center.
Room 1: Smoke-filled. Basket with dead bugs.
Room 2: Leaning. A cracked obsidian basilisk.
Room 3: A heavy chest. A murderous golem, activates when a wounded
creature is near.
Room 4: Two defaced busts. Venomous spider protects a laughing skull.
For the dungeon I then created my tables for Common and Rare encounters
– although who knows if Katla will even get that far:
Common encounters:
1-2 – d4 Plague Larvae
3 – d2 Zombie (Core: 65)
4 – 1 Blood Drenched Skeleton (Core: 62)
Rare encounters:
1 – 1 Lich (Core: 63)
2-3 – d4 Plague Fly
4 – 1 Corpse Crawler
I decided that I’d roll the stats for Plague Larvae, Plague Flies, and Corpse
Crawlers as and when I encountered them. I’d started to link the adventure
spark to the dungeon: The Dark Tunnels would have sprung up around the
site of an ancient giant graveyard. Giant larvae, feeding on the decomposing
corpses of the giants created vast burrows running through the burial site.
Katla will be looking for the venom of a spider that lives inside one of the
ancient giant skulls. Why exactly?! Well, we can count on that being revealed
as the fiction unfolds.
I was now ready to write the first bit of fiction to set the scene:
It was probably the beer that saved me. I was passed-out drunk in a
cupboard when the massacre happened. When I awoke, everyone
had either fled, or been slaughtered. Bodies hung from, or were
26.
impaled upon, the spire-like shards of glass the dot the roof of our
nunnery and give it it’s name: Gloomflail.
All I knew about the Dark Tunnels is that they are somewhere in the
Valley of Unfortunate Undead… Wait! … Am I hearing voices?!
Sounds like it’s time to Begin an Adventure. I decide that this will be a
‘Depressing’ level adventure, consisting of four milestones:
Before setting out on the road, Katla decides to see if there is anything in the
nunnery that hasn’t been stolen or smashed…
Search for an Object DR14 Omens: 15+2, 11+2: Weak hit: 1. Nothing.
It’s going to take eight days to reach the Valley of Unfortunate Undead. Since
each encounter on the road can easily spiral into their own adventures, you
may like to divide journey lengths by two for a less epic game. A roll on the
Calendar of Nechrubel using a d20 gives 8 – so no extra Misery today. Just
the standard amount of misery for Katla.
Rolling on the Core weather table, and Feretory overland travel tables, Katla
sets off. Outside it is black as night. The road is well-used, and she is going
to encounter a battle (no. 7 on Feretory’s Overland Travel table). I decide to
use the Oracles to dictate the crowd size and creatures in the battle:
27.
Nechrubel’s teeth! It’s dark out here! Is it night? Is it day? Who knows
or cares anymore. At least the road hasn’t completely fallen into
decay yet.
The impact causes me to lose my footing. Urgh, I roll down the side
of the valley. Fortunately my splint armour took the brunt of it, but I
still find myself at the edge of the skirmish. Two zombies break away
and stumble toward me.
Katla is unscathed by the fall (d4 damage: 3 damage dealt, but all of it was
absorbed by her armour).
At this point, Katla fights with the zombies, following standard Mörk Borg
combat procedures:
I duel with the zombies - all the time retreating to the edge of the
valley to make my escape. As the last one falls, I decide to quickly
pick through its pockets...
Nothing. Damn - a few more zombies have cottoned on. Time to try
and get up the edge of the valley.
28.
General Adventuring Move: DR12+4 Agility: 16-2, 10-2: Weak hit.
As a result of the weak hit, Katla got up the side of the valley, but lost a
random item – in this case 1 ration.
Having bounded along the road, leaving the battle behind me, I find a
quiet spot, between some blasted, leafless trees and settle down to
rest. I think it’s nighttime, anyway…
Damn. Katla really could do with a rest, so I spend an Omen to re-roll the 5. I
get an 18. Weak hit. She uses one ration, gains 1 HP and an Omen.
Of course, this being a weak hit, Katla wakes up to find she is not alone:
Well. That was a fairly cold, uncomfortable night. The mist started
creeping from out of the valleys, saturating my clothes and even my
bones. I’d just started getting my things together when I saw three
shadowy shapes in the mist. Those groans... not again…
Ok, got my armour on? Check! Sword? Check! Let’s get out of here! I
turn and run - smack into a tree that looms out of the mist. I fall back
on the ground, dazed. The zombies are almost upon me! FFS - this
armour is a liability!
A fight ensues between Katla and three zombies. She wins, but her sword
breaks in the fracas:
After slaying two of the zombies, the damp mist had evidently
corroded my already shonky blade! I missed, whacked a tree and saw
it shatter in front of my own eyes. I managed to finish the creature off
in a grueling melee using the hammer from my toolbox, emerging
victorious – and only somewhat slightly clawed.
29.
Search for an Object:
Zombie 1: DR12 Omens: 11+0, 4+0: Fail
Zombie 2: DR12 Omens: 7+0, 16+0: Weak hit - Nothing
Zombie 3: DR12 Omens: 20+0, 5+0: Weak hit –
D66 Corpse plunder
A quick look over the bodies of the deceased reveals one of them
was some sort of soldier - I find a curious metal cylinder with a fuse...
I walk a few hours more - definitely out of the zombie battle’s way
now… right? Having totally run out of food, I spend a day searching
the blasted heath.
Camp, Rest or Catch a Breath: DR12 Presence: 16+0, 1+0: Weak hit
(Gain 1 HP, 1 Omen, ration already consumed!)
Rolling on the Feretory road and events table, Katla diverges onto an old
wagon track, and encounters a religious procession (Crowd Size Oracle:
Small – 8 participants):
Maybe getting off this main road might help things? As I trudge
through the storm I see a wagon track and diverge down there. It’s
muddy as hell. In another flash of lightning I see something ahead - a
weird procession coming toward me. They are in brown robes,
carrying storm lanterns, hoes, pitchforks, and poles with horses’
skulls on them.
30.
Rolling on the Core reactions table tells me that the procession is angered:
I try to bow my head and avoid eye contact, hoping to shuffle past
them. As I approach, the leader screams “Halt, infidel! Who is this,
who blocks up our route, like a pile of over-ripe manure?"
The leader - a rancid, grizzled old farmer leans in closer as I try to spin
a story to get by the group. Suddenly he grabs me the back of the
neck and pushes me to the floor. “Put her in the back, boys! More
flesh for the Furrow-Fiend!”
Burned bones and decaying, hacked-up body parts float in the mud.
The lightning flashes and illuminates a set of stakes in the middle of
the field.
It’s not long before each of the prisoners is dragged in turn toward
the stakes. As two burly cultist farmhands grab me by the arms, I try
to struggle free.
As one of the cultists comes over, flaming brand in hand, to light the
barrels under my feet, a palpable tremor runs through the assembly.
There is the sound of countless voices moaning. Craning my head I
can see the army of zombies, breaking through the hedges and
ditches at the far end of the field. Almost at the same time, a shrill,
elite voice rings out from the other end of the field: “Cease, ye
heretics! SHE demands your lives!”
31.
The sound of horns ring out from the side of the Basilisk Cultists - and
with it comes great tongues of penetrating green fire, whipping
across the length of the field, indiscriminately enveloping Farm
Cultists and shuffling zombies. As the nearby Farm Cultists disperse
in panic, I try to break out of my bonds.
SNAP! The twine they use had probably been sitting in some
mould’ring barn for years and breaks easily. I start to dash toward the
track that we entered the field by. Typically, the leader of the Farm
Cult is standing at the gate. The eyes of the horse skull on his staff
glow with a spectral red energy. Methinks it is time to toss that
grenade.
Katla tosses the metal cylinder – as per the instructions from the Core book a
d6 is rolled. It comes up as 5, causing 3d10 damage to the cult leader:
BOOM! That wiped the annoying, superior grin off his face! Tatters of
burning flesh and clothing rain down like grisly fireworks as I pelt up
the path into the darkness, leaving the three factions to slaughter
each other in the sodden field. I run for as long as I can along the
muddy farm track, until the battle is out of earshot. I find a field with a
clump of trees in the middle - somewhat sheltered from the continual
downpour, and try to make a camp.
I’ve barely dozed off, when I wake to hear a twig snap. I open one
eye to see another figure in the cloak of the Farmer’s Cult skulking
around the shadows.
A role on the Core reactions table tells me that this Cultist is indifferent:
32.
V. FARMHOUSE OF FILTH: KATLA’S FINAL DAYS
Katla has a decent rest, the Calendar of Nechrubel comes up as 19. It’s a
frosty morning, and Katla continues along a narrow stretch of track. The
Feretory events table tells me she encounters two corpses:
Hmm, a few silver coins. I guess anything decent they might have had
ended up at the farmhouse. Maybe I’ll just take a quick peek.
33.
Common encounters:
1-2 - d2 Farm Cultists: Check reactions; Use stats for Scum (Core:
59). Cultists have a d4 dagger, but no poison special.
3 - d2 Mongrels (Core 111).
4 - d2 Sacrifical Shades: Check reactions. HP 5, Morale 8, Plasmic
Mantle -d2, Frozen Touch d4, DR14 to hit.
Rare encounters:
1-2 - d2 Cult Enforcers: Attack immediately. HP 10, Morale 9,
Ironwool Robe -d2, poison dagger d4 - as Scum (Core: 59).
3 – Former victim (Blood Drenched Skeleton, Core: 62).
4 - d2 Farm Cultists (attacks immediately) & d2 Mongrels.
Cult Farmwife: HP 18, Morale 10, Leather apron -d4, Filthy Cudgel d6 (test
DR8 toughness or get infected).
Special: Each round roll d4:
1-3 - Attacks with cudgel.
4 - Whistles and a Mongrel appears from somewhere.
Maybe it’s time to try a little bribery. The kid I saw near my camp
didn’t seem so bloodthirsty and brainwashed as the ones down in the
sodden field. I begin to walk up to the house. The giant mongrel
barks. I raise a hand in a gesture of peace.
Turns out I was right. He’s depressed and disillusioned. “Hvrax has
been burning and hacking people up for years to try and make his
fields grow. I’ve never even seen a stalk of grass. It’s all pointless.
Everything is pointless.” I hand him 25 silver in exchange for the key.
34.
Hopefully he and the mongrel will be able to start a new life
somewhere… while the world lasts.
Combat with the Cult Enforcer ensues. I decide that the second will descend
from the stairs once Katla has inflicted three hits on the first – given that the
combat is already ridiculously unbalanced. She manages to inflict three hits –
burning one Omen to avoid being infected by a dagger – before the second
Cult Enforcer descends. Having only 3 HP remaining, she decides to retreat:
Having got a few decent whacks in on the Cult Enforcer - and taken a
few in return - I heard the stairs creak, as a second one came to
investigate the fracas. I was able to escape back through the door,
their poisoned daggers glancing off my battered armour. I ran down
the frozen mud of the path and back to the gates.
Katla maybe needs a lucky break, so I use the General Adventuring Move
against Omens:
35.
General Adventuring Move: DR12 Presence: 7, 10: Fail.
Use an omen tor re-roll the 7: 4, 10: Fail.
While bleeding all over the floor, I babble about the two cultists who
had attacked me. He evidently neither wants to know, nor return to
that place.
The Calendar of Nechrubel rolls 11, and the weather is a lifeless grey:
This is Katla’s final encounter. She beats the cultist down, but a hammer is
no match for the enemy mongrel. Wrythva fights on – claw to claw, and maw
to maw – emerging the bloody victor.
For a moment I consider continuing the game from a canine perspective, but
Wrythva is so beaten up that I suspect it would be an interesting, but all-too-
brief, diversion. Instead, I decide the cultist who Katla bribed earlier is
suddenly overtaken by a sense of guilt. He has a strong urge to turn back and
seek out the lady heretic he met the night before… and perhaps also settle
an old score with the Cult Farmwife. And so the tale continues…
36.
Imagery throughout SÖLITARY DEFILEMENT was sourced from the
Rijksmuseum under their CC0 Public Domain license. I owe a tremendous
debt to the artists listed below, as well as the curators, technicians, and
other Rijksmuseum staff, without whom this project would be very different.
37.
Comprehensive rules for exploring the dying lands solitaire
A R
tailored to MÖRK
SÖL IT
BORG solo play, introductory Oracles to move you
r story forward,
rules for travel and dungeon-crawling, and an exte
nded gameplay
example to introduce the concepts.
RY D E FIL
1d105.itch.io
5
@1d10_
38.