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Cult

of the
Blood God
An occult role-playing adventure
Adults only
... AND AS I SIPPED OF THE CONCOCTION PRESENTLY I WAS SHOWN VIVID
SIGHTS OF A BLACK FIELD GROWN FULL OF THOSE SAME FLOWERS I HAD
INGESTED. A GREAT MANY WILD APES OR MEN DID FIERCE BATTLE THERE
UNDER A DARKLY SKY, AND WHERE EACH FELL STALKED A GIANT MAID
MEAGRE AS A CORPSE AND HORRIBLE TO BEHOLD AND PLANTED A TREE
FROM ON WHICH RIPENED ANEW THESE BESTIAL WARRIORS. SO, AS I WAS
UNDERSTOOD, THEIR LIVES MIGHT ETERNALLY FEED THAT GREAT GOD-
MAW IN THE CENTER OF IT ALL. AND FINALLY I KNEW I HAD ENTERED THE
FORGOTTEN DIMENSION OF BLOOD ...
Cult of the Blood God
WHAT IS THIS Cult of the Blood God is an introductory roleplaying adventure in the
OSR (Old-School Renaissance) style. It is well suited for a “session 0”,
where you introduce the players to basic rules, create characters
together, and launch into adventure. While written to conform to the
ruleset and general vibe of Mörk Borg, it can easily be adapted to
Inspiration other systems.
In designing this adventure, I tried to stick closely to the excellent advice found in the
Principia Apocrypha by Ben Milton and Steven Lumpkin.
BEFORE YOU PLAY The adventure concludes with a thrilling race where the player
The idea to have a “mini-map” of each room for quick visual reference of the key events characters (PCs) are chased by a horde of monsters. Either print out
and items comes from Will Doyle’s Quintessential Dungeon (found on his blog, Beholder
Pie), and Ben Milton’s review of it on his YouTube channel, Questing Beast. the player’s version of the game board at the back of the book, or draw
the board on a big piece of paper, revealing it as the PCs push deeper
Searching for fonts speaking to themes of black magic and satanic cults, I found John
Coulthart’s post Typefaces of the occult revival (on his blog feuilleton) very inspiring.
into the darkness! You will need meeples, coins or rusty nails to
represent the players, and a single token for the monster horde.
The sigil generator application by watabou (on their itch page) would have been immensely
helpful had I only remembered it prior to drawing everything.

This adventure is typeset in Alegreya for body text and Alstoria for headers. The cover PREPARATION As the game master (GM), it is your responsibility to read through the
photo is Nude Dancer with Aulos by Arnold Genthe. entire adventure and adapt, replace or remove parts which you feel
are not suitable for your group. While it makes sense to memorize the
most important bits of each room, the descriptions are designed to
make it easy to grasp what is going on as you turn the page, so there is
no need to take extensive notes or learn anything by heart.
Principia Quintessential John Sigil MÖRK
Apocrypha Dungeon Coulthart Generator BORG

CONTENT ADVICE Mörk Borg presents a bleak, violent and cruel world, and on the next
Disclaimer and Copyright notice pages you will find descriptions and implications of: cannibalism,
mutilation, drug (ab)use, torture and general violence. This adventure
Cult of the Blood God is an independent production by hexhog and is not affiliated with
Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG leans on themes and tropes of horror, but is not meant to make your
Third Party License. players uncomfortable or afraid. Moderate your atmosphere between
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell. excitingly spooky and comically, over-the-top brutal as you deem
appropriate for the people you play with.

Created by Research and adopt safety tools as you see fit for your table.
Information on this topic is readily found online.
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This is what the end looks like: curled up in a miserable, damp hole, with only the shouts of HERESY 1 Endured light torture (-1 HP, minimum 1), but favored by
the guards outside breaking the monotony of your final morning. At least until the some cavemen god you might or might not have made up (+1
shouting turns to screams and a mangled corpse crashes through the door... omen).

NECROPHILIA 2 It was fun while they lasted. Not a summer activity: you are
resilient to cold, and haunted by a former lover.

HOW IT STARTED HOW IT’S GOING


WHORING 3 You were young and needed the money and besides it’s your
The PCs are, rightly or not, imprisoned The guards spent the morning slamming choice. Mild venereal disease, -1 to presence.
for heinous crimes (roll on or pick from nosefuls of ground Blood Flower (see
the table on the next page) in what passes page 13) until one of them, Garst, finally
for a jail in a nameless hamlet between goes way beyond his limits and turns into WITCHCRAFT 4 Not your fault they don’t know black cat and rooster stew for a
Galgenbeck and Schleswig, awaiting a berserk killing machine. He slaughters delicacy. Endured severe torture (-1 max HP, minimum 1). A
their execution. They have been dragged the others, slams one corpse through the random unclean scroll is tattooed on your back.
down into a cellar by 4 burly hog serfs prison cell door, and runs howling down
playing at militia. These half-wits have an into the temple. The PCs are free!
ulterior motive for claiming this hovel as WAYLAYING 5 Wanted in every hamlet from here to Galgenbeck. You
their headquarters: it sits on the ruins of Garst falls into the leech pool in the managed to retain a stolen trinket in your anus: roll for a
the prehuman temple of the Blood God. Atrium, temporarily saving his life. random treasure (discuss fit with GM).
And down in this temple is found a near- Beyond this point, there is a 2 in 6 chance
limitless supply of Blood Flower, which of encountering him in any (non-secret)
makes an excellent narcotic for personal room of the temple (see the Bestiary CANNIBALISM 6 The fleshy bloke you ate was the village idiot: +1 strength, -2
use and trade. section for Garst details). presence. Lasts for the duration of the adventure.

The guards are part of the present-day


blood cult, and, together with assorted ARSON 7 You could have sworn there were no people inside. You can,
scumbags, blackguards and degenerates and will, make fire out of almost anything.
from the greater area, occasionally play-
act violent rituals and orgies in the ruins.
REASONING 8 How is this even a crime? You don’t know, and neither do
these simpletons. Sharp, +1 presence; secular, -1 omen.

Do not apply positive effects and traits if the player chooses to have
been unjustly imprisoned.

Guard room

8 9
Guard Room At�um
A damp cellar with a caved-in ceiling, hit by a gore tornado: the remnants of up to two The crude earth tunnel worms down and ends in a tight chamber walled with black bricks.
persons are spread on the floor and walls, pieces of furniture are scattered around. Stairs A shallow, fetid pond in the center squirms with black leeches. On the far wall gapes the
lead up to the door they dragged you in through. A ragged hole in the wall breathes maw of an artlessly carved skull. To the left, a ramp spirals further down into the earth.
darkness ...

RUINS OF FLESH THE LONG WAY OUT THE POND CULT OF THE BLOOD GOD: A PRIMER

Working through the entrails, a knife The hole in the wall leads down to the Leeches can be collected with a successful The prehuman worshippers of the Blood
(d4), a cudgel with the words “world’s temple Atrium. A trail of blood leads into agility test and employed to cure Blood God followed a spiraling procession path
best dad” carved into the handle (d4),a the cold dark. An occasional howl is heard Flower overdoses. At the bottom of the down the temple. In this room, the
leather purse with 2d6s and a crude from below. pond lies Garst’s short sword (d6). supplicant would surrender a quantity of
boiled leather vest (tier 1 armor) can be blood to a sacred leech and proceeded
recovered. From a smashed clay jar, up to onward to ritually attack the icon in the
4 doses of dried Blood Flower can be SLIP & SLIDE Sanctum. They would then attend
OUR STUFF
recovered (see page 15). sacrificial combat in the Arena, usually
A massive wooden chest (unlocked) holds The mouth of the skull relief opens to a involving a hapless prisoner dropped
the characters’ seized equipment. Roll on narrow chute slick with moss and slime. through the chute. The victim’s blood
the equipment tables. On a result too big Crawling in there means haphazardly would drip down to the Blood Chapel,
THE SHORT WAY OUT
for the chest (donkey cart etc.) award the sliding down and dropping into the ritual feeding the God Skull, and their flesh
The door leading outside is locked (Garst character 1d1os and repeat the roll. pit in the Arena. would nourish the faithful after being
has the key). Outside, the entire village is Special class equipment and scrolls are butchered in the Abattoir.
having a party setting up the gallows. also found here, but no weapons.
Going out there means being seized and The present-day cult manifests but weak
hung immediately. echoes of the ferocities of yore. Its
membership comprises Blood Flower
addicts, shellshocked thugs high on
violence, and degenerate minor nobles,
probing the forbidden in the face of the
“Exit” end of everything.

Arena

Equipment
Atrium The Hole Guard room Sanctuary
Leech pool

10 11
Sanctuary Blood Flowe�
A natural cave teethed with wickedly sharp stalactites. A few dead, stunted trees are EATEN (ONE) Engulfed in the warmth of your own blood. An energetic, red
primitively carved with inhuman faces and scenes of slaughter. A frigid, dense mist pulse. Heal d2 damage.
covers the floor in ghostly swirls. In the center of the cave, a large figure is tied to a tree,
surrounded by a lush growth of blood-red flowers. EATEN (MORE) Engulfed in the warmth of your own blood, as vomited forth
after a violent stomach spasm. Suffer d2 damage, -1 strength
for 1 hour.

PRETTY PICTURES A BLESSING


DRIED, SNORTED (A LITTLE) Is not the brain just another muscle? Lingering hard-on
The carvings present various scenes from Sticking a weapon into the Icon makes it (regardless of gender). Gain d2 strength for 1 hour.
blood cult mythology: war, battle, gush blood over the supplicant from a
combat, some fighting. Darkly allude to spontaneously opening orifice. This DRIED, SNORTED (PARTY) As a divine bloom of flesh and sinew, roiling with blood, must
greater occult machinations, or weave in blood boon allows for passing of the skin you suffer these weaklings? Gain d4 strength and reduce
hints to puzzle solutions if the players are veil in the Abattoir. presence to -3 for d2 hours. Fight at the slightest provocation,
stuck. real or imagined.

DRIED, SNORTED (OD) Become the crimson avatar of the ur-flesh as your soul tastes
A CURSE
the idea of rage itself. Destroy all in sight. Your flesh is laid
THE ICON
Committing sacrilege makes the Icon bare as you turn inside out 2d6 rounds after consumption.
The mummified corpse of a large spray scalding black blood (d4 damage).
humanoid, wrapped in yellowing Repeat offenders invoke the wrath of the
bandages. Spiked with 6d4 weapons like a Blood God: a stalactite crashes down on TEA (A SIP) Everyone’s circulatory system becomes visible to you as a
nightmare hedgehog. Bound to the tree them. Test agility or take 2d6 damage. pulsing red stream, +1 to attacks against the living. Are these
with short, rotting pieces of rope. tiny men swimming in their veins? Maybe you can find out ...
Unwrapping, untying or otherwise
messing with this display, or pulling a TEA (A CUP) In the span of d4 minutes, you experience years of suffering in
RED HARVEST
weapon from the corpse (random type, the Forgotten Dimension of Blood. Permanent +2 to
shoddy: 3 in 6 chance to break on a This is where the guards got the raw strength and toughness, but you are functionally,
critical hit), constitutes sacrilege. materials for their Blood Flower fix. Any permanently, and dangerously, insane.
number can be harvested. For
consumption effects, see next page.
Lingering consumption effects – except overdosing and a cup of tea –
can effectively be neutralized by judiciously applying leeches.

g!
: blessin
weapon
Leave a
Take a weapon: curse!

Atrium Abattoir

12 Ga�t 13
Abattoir A P�soner
Strata of dried blood color the flagstones. A jumble of human body parts in various states LEGLESS LUDOVIG 1 Jester of a nearby barony, cracked the wrong joke. Will
of decay, piled on a slab of stone across from three tiny prison cells. An arched stone smoothly ride on someone’s back. Cackles insanely when he
doorway is covered by a veil stitched from entire human skins. A ramp breathes void-cold sees someone killed: enemies roll morale, players suffer -1
air from deeper recesses of the dungeon. A smell of animal panic. presence for the fight.

GOVERNOR 2 Highly intelligent ape. Will abscond with the Berserker knife
in the Blood Chapel and dash down the underground river,
VEIL OF SKIN CELL 2
unearth the warhammer, trigger the rockfall, and get crushed.
The gateway to the Blood Chapel ramp is Bars bent open. Illegible markings and (see the Death Race section for details).
blocked by a curtain stitched from whole loose bricks on the right wall. This wall
human skins. Only recipients of a blood can be broken down to reach cell 3. The
boon (from the Sanctuary or Arena) may floor is strewn with a large number of BRIGID “PAIN” BLEITZKEN 3 Crusader of a rival war cult. Will ask for a weapon. Will face
pass. The mask found in the Vestry parts human teeth, presumably removed with down the Berserker Horde in the Blood Chapel. If armed,
the veil for all. a pair of black-iron tongs (d6, as club). delays their advance for one round. Gets destroyed either way.

CELL 3
ELISABETHA 4 Quite animate corpse missing her skin and sense of undeath.
BUTCHER BLOCK
Can pass the veil of skin no problem. Bleeds all over the place,
Amid a jumble of rotten body parts, find a Locked (the Vestry key fits). Under a thin can reveal the Vestry door by accident (1 in 6 chance). Can’t
chipped butcher cleaver (d6) and a layer of sand, a chipped flagstone can be leave the underground temple.
random treasure. lifted to access the crawlspace to the
Mining Tunnel. Very hard to find unless
given a hint. THE FLASH 5 Glib wickhead assassin. Their flickering head functions well as
a torch. Gladly joins any fight (5 HP, shiv d2). If at the last
CELL 1
place in the Death Race, will charge ahead and hamstring the
Locked (the Vestry key fits). A prisoner next character to serve as Berserker bait.
(roll to see who it is on the next page).

MORDBLUT VAN HAVN 6 Hopelessly beautiful bon vivant, in dire straits. Falls in love
with several characters. Intermittently surfaces a rabid
personality, courtesy of a botched séance. A swirling lower
s! belly tattoo is actually a random sacred scroll.
may pas
d
esse

Sanctuary Weak wall


e bl

These prisoners know of the secret crawlspace in cell 3 (but might not
ner!

y th

readily share this information).


Onl
Priso

Arena

1 2 3 (Blood Chapel)
(Mining tunnel)
14 Ga�t 15
Mini� Tunnel Arena
The air in this circular chamber reeks of old violence. Statues line the walls, half-men
Dead end. As dead as the guy dangling from a blackened crossbar. The far end of this short holding bowls and slitting their own throats. From the wetly shining branches of a tree
tunnel is sealed by a rockfall. The spiteful hiss of water is heard from beyond. bursting through the floor near the left wall dangle bulbous, fleshy fruits the size of fat
pigs, ready to drop into a shallow pit in the center of the room.

FINAL ESCAPE THE PIT STRANGE FRUIT

The rope on which the escaped prisoner A shallow crater around 10m in diameter, If anyone enters the ritual pit or
hangs can be liberated (15m). The escapee surrounded by runic scrawls. A black- sufficiently messes with the cocoons
has swallowed a bag of baubles, faintly iron morning star (d6+1) beckons in the dangling from the black branches, d4 of
visible through a rotting abdomen: 2d8s, center. The chute from the Atrium would them burst and birth Protoberserkers
a vial of red poison, and an additional drop anyone foolish enough to fall (see the Bestiary section).
random treasure. through here. In the center, a fist-sized
hole bores down to the Blood Chapel,
thirsting for sacrificial blood. Killing A SECRET
someone here grants a blood boon,
RED ROCKS
allowing for passage of the veil of skin in Upon close inspection, one of the statues’
The rockfall blocking the far end of this the Abattoir. bowls is crusted with old blood. Filling it
tunnel is the Dead End location of the with a hefty quantity of viscera reveals
Death Race. The reddish rocks are readily the secret passage to the Vestry.
identifiable by anyone having been here.
THE TREE

The tree bursting through the floor has


its roots in the Blood Chapel. The trunk is
slick with blood. Climbing down safely is
only possible with a rope. Anyone foolish
enough to attempt to free solo down falls
for 1d6 damage (half on a successful
agility test).
Atrium (slide)
Secret passage

Red rocks Flesh cocoons


e p
ro

Abattoir “Escaped” Abattoir


dy

d
sse
ur

(Vestry) Kill to be ble


St

16 Ga�t 17
Vestry Blood Chapel
A smell of burning herbs emanates from a coal brazier inundating this room in a bloody An impossible black tree, growing out of a field of red flowers, bursting through the
glow, outlining primitive runes hacked into the black rock walls. A gruesome display of an domed ceiling; a massive demon’s head carved from a black boulder, mouth agape at a
impaled corpse keeps watch over a table with a carved wooden box. Crumbling stairs fist-sized hole in the dome’s apex; the rush of a dark river, heard through a collapsed
wind down into the black depths. portion of the wall; taste of iron on the tongue, a red haze. Are these figures, dancing?

COAT RACK A KEY AND A LETTER HEAD AWAKENING

An embalmed human corpse, impaled on In a box on the shoddy table, a bronze The gaping mouth of the God Skull opens The barely-substantial forms gyrating
a stick, wears a ceremonial apron made key (opens the cells in the Abattoir), a red to the Forgotten Dimension of Blood. around the God Skull are Berserker
of dubious leather (tier 1 armor) and a gem worth 100s, and a letter: “Grobfried, Dropping down means oblivion. Inquisitors. They are summoned if the
horrifying gimp mask (will part the veil this is the last time I wish to remind you of the skull is fed blood, usually from a corpse
of skin in the Abattoir). In one hand, it sausage recipe: 2 parts belly, 1 part thigh, the left in the Arena fighting pit, but also
holds a ritual spear (1d6, double if it has pickled eyes I gave you, sage, thyme. Do not ALTAR
upon any other heretical transgression:
drawn blood recently, breaks on a fuck up the next meat delivery, or find yourself picking flowers, taking the knife off the
fumble). to be an ingredient. - I.” On the far end of the room, an altar of altar, hell, even harboring a non-violent
black rock. On it, a Black Metal Berserker thought!
Knife (d4, attack twice but -4 to defence).
DESCENT
Behind it is the secret door to the Vestry, No matter the reason, 8 Berserkers take a
which can not be opened from this side. hot minute to messily manifest in this
A narrow flight of stairs leads down to dimension, whereupon they immediately
the Blood Chapel. It ends at a secret door take exception to the characters being
behind the altar that can only be opened TREE
alive. If the players are wise enough to
from this side. flee via the underground river, proceed
The crown of the tree bursts through the with the Berserker Death Race. Fleeing
Arena floor. It is slick with blood and can back up the temple eventually results in
not be climbed (unless a rope has been the PCs being squeezed between the
lowered down). An abundant growth of Berserkers and a mob of violently drunk
Blood Flowers covers the floor around it. peasants and bloodthirsty cultists
breaking down the front door.
Ritual garments

Key & letter


e
Knif
(Vestry)

Arena River (Death Race)

Blood
Chapel
18 Ga�t (dead) 19
Be�erker Death Race Be�erker Death Race
Rules Locations
PREPARATION Lay out the game board or a big sheet of paper for everyone to see. BERSERKER START 1 Place the Berserker Horde token on this field at the start of
Put the character meeples on field 2 “PC start” and a token for the the race. The horde moves 3 fields per round. If delayed by
Berserker Horde on field 1 “Berserker start”. The race is played in Bleitzken, they skip their movement on round 1.
rounds, like combat.

PC START 2 Place all PC tokens on this field at the start of the race. Each
MOVEMENT Each round, PCs go first and move d6 + agility fields. Once all PC moves d6 + agility fields per round.
PCs have completed their movement and actions, move the
Berserkers ahead 3 fields.

When a PC reaches a numbered location field, they normally have RIVER RAPIDS 3 The river rapids tear at you. Black rocks like axe blades break the
the option to dash through, preserving their momentum, or stop surface of the frigid water.
and attempt an action. One action can be performed or attempted 4
per round (in addition to movement). Dash through: Test agility. If you fail, you stumble and fall.
Something in your knee cracks. Move to field 4, but your
movement is reduced by 2 next round (minimum 1).

GETTING CAUGHT When a PC is caught by the Berserker Horde, they must engage in Action: You slow down and carefully navigate the treacherous
at least one round of combat. Roll a d6 to determine the number rapids. Move to field 4 and continue normally next round.
of Berserkers that can attack in parallel in the narrow tunnels.

After one round (or immediately if using an omen), the PC can


attempt to break free with a successful strength or presence LIVING WALL 5 A gauntlet of soot-black corpses, growing out of the tunnel walls,
test. If the PC succeeds, they can move normally. cackling madly, clawing for living flesh.

For each PC the Berserkers kill, their movement increases by 1! A PC who was rightfully accused of necrophilia is reverently
ushered along: dash through and add 1 to movement.

Dash through: Either roll attack to hack at the corpses, or


A LITTLE HELP PCs can use an omen to move 2 extra fields; attempt a second defend to dodge their groping hands. If you fail, you are held
action on an event field; or automatically flee if caught by the until you manage to break free.
Berserkers, even in the first round. They can forfeit any action and
movement to cheer on stragglers within 6 fields: they add +2 to Action: Test strength to break free of the corpses’ grip and
their movement this round. move. If someone assists you, you succeed automatically.

Snorting “a little” Blood Flower increases movement by 1. Action: Assists a held PC in breaking free of the corpses’ grip.

If Brigid Bleitzken is with the PCs and has a weapon, she will
delay the Berserkers for 1 round at the beginning of the race
before being torn to shreds.

3
5 2 1
4
MUSHROOM 6 Shelves of giant fungi line the walls of this cave. The air is thick MONSTER SKELETON: HEAD 7 The bones of a huge prehistoric worm-beast block the tunnel, the
with faintly glowing spores. maw of the malformed skull slammed shut!

Dash through: Test presence -6 or suffer a spore-induced Dash through: (Jaws open) If someone currently props the
vision (d8). jaws open, you can continue moving.

Action: A sane character can get the idea to stop and ignite the Action: (Jaws shut) Prop the jaws open with a strength
mushrooms, which burn like hell: everyone in the room, or check. If several characters try this, it automatically succeeds.
passing through, including all Berserkers, suffers d4 damage. Move forward next round, or hold the jaws open for
A character rightfully accused of arson must do this, but can stragglers.
avoid taking damage.
MONSTER SKELETON: BELLY 8 A jumble of bones and rusting armor.
Action: Apply leeches, if at hand, to a vision-afflicted character
to immediately heal them. Move along normally, or spend an action to search through
the debris, unearthing a bronze warhammer (d6+1; knocks
SPORE VISIONS 1. Tiny gods of lust, with softly sucking mouths ... You down locked doors in one hit. Wielder is compelled to hammer
spend the next round frozen in place, blissfully down every door in sight). If Governor comes here first, he
enraptured. A PC with venereal disease from whoring is steals the hammer.
immune to this effect.

2. They look so tasty. You eat some mushrooms and puke


your guts out, -2 movement next round (minimum 1). ROCKFALL 9 Heavy boulders precariously held in check by rotten beams black
with mold.
3. Reborn as a golden god of war! Gain d6 temporary HP
and d4 strength for 1 hour. You move towards the If Governor comes here first, he collapses the ceiling and is
Berserkers next round. crushed. All stolen goods can be retrieved from his corpse.

4. Take a deep breath. You fill with air and float for the next Dash through: (Beams intact) Do nothing or hack at the
d2 rounds. Unless someone pushes you along, you lazily beams running, collapsing the ceiling. If the Berserkers are
drift d2 fields per round until you noisily deflate. here, they all suffer d6 damage. They are delayed by 1 round if
the ceiling has collapsed.
5. You forget what legs are and walk on your hands for d2
rounds, -2 movement (minimum 1). You lose all handheld Action: (Beams intact) Collapse the ceiling in a controlled
weapons and items, such as a torch. manner. Add +1 to the consequences roll (d4).

6. One with the blackness. You comprehend the tunnel Action: (Ceiling collapsed) Test strength to clear the rubble
down to the last pebble. You kick a spot on the wall and and move normally next round. If more than one PC attempts
cause a rockfall which crushes d4 Berserkers. this action in parallel, they automatically succeed. A successful
test also frees buried Pcs and as Governor’s corpse (and loot).
7. A quite trivial theorem of topology! You slip into a fold in
space and emerge d4 fields away. Toss a coin for the CEILING COLLAPSE 1. Buried. Suffer d6 crushing damage. Dig yourself out with
direction you move in. a strength -2 check if you survive.

8. So slow man. Time dilates as you move with d10 + 2. Hit by some debris, but otherwise you are alright! Suffer
agility for d2 rounds. Everyone you pass slows down to d4 damage and move normally next round.
d2 + agility as you syphon their personal time.
3. Escaped, but to the wrong side of the rockfall.

4. Dodged a rock there. Move normally next round.

6 7 8 9
FORK 10 A junction. The rocks down the left tunnel have a reddish tint. To
the right, blackness.

If the PCs have been in the Mining Tunnel, they recognize the
red rocks. Hold off on describing fields 11 and 12 until all
characters have made a decision here. Move on normally.
Bestiary
DEAD END 11 The corpse of another grand decision maker leans against a pile of
boulders blocking the tunnel.
GARST A tower of muscle, covered in squirming black leeches.
This is the other side of the rockfall blocking the Mining Bloodshot eyes burning with rage and pain.
Tunnel. There is nothing to do but turn around. Unless you
take a look at the corpse, you need not stop here. HP 9

Action: Loot the corpse for a longsword (d6, really sharp: Morale – (Blood Flower overdose killing machine)
critical hit on 19+), 54s and a random occult treasure. Armor Blood-bloated leeches, -d2
Attack Large rock or human femur, d4
Special Wildly attacks twice per round, +2 to defence. If
attacked with fire, the leeches fall off and he dies messily in d2
ESCAPE 12 The tunnel opens to a spacious cavern. The water is thick with rounds.
scum and reaches to your waist. There is no exit here, but you feel a
strong underwater current. Location 2 in 6 chance of encountering him in the Sanctuary,
Abattoir or Arena. If never encountered, his broken body is
There is an outlet just below the surface. If the characters dive found at the foot of the tree in the Blood Chapel.
through, they emerge in the village inn’s latrine. Loot Wears the front door key and a leather sack with d4
colorful stones each worth 20s around his neck.
Gasping for air, you burst through the surface of what turns out to
be a latrine. Thankfully it is so full that the crossbar is within
reach! You pull yourself clear of the muck and emerge from the
outhouse of the village inn. Everyone is still at the gallows PROTOBERSERKER Blindly raging half-life. A scrawny, rending ape-thing with
celebrating your upcoming execution – as if born anew, you flee large jaws. Inhuman howls, jerky movement.
into the forest ...
HP 6

Morale – (gravely insane)


Armor –
Attack Rending claws or bite, d4
Special Manically attacks one target until they kill or are
�e End killed. Always wins initative, but spends the first round
uncurling from the burst blood fruit.

Location Arena.
Loot A liter of blood 1s, jaws 5s. Killing one inside the ritual
circle grants a blood boon, allowing for passage of the veil of
skin in the Abattoir.

10 11 12
24 25
BERSERKER INQUISITORS In a fucking rush to purge all heretics.

HP 13

Morale 11 (fanatics)
Armor Hardened skin -d2
Attack Weapon (special)
Special Attack twice per round, +2 to hit them. Toolbox
Urkahn (leader)
Giant warhammer d10.
Aura of blood, regenerates 1 HP for each successful attack. ADVENTURE PROGRESSION There are several ways for the PCs to reach the Blood Chapel:

Zu’rul Passing the veil of skin in the Abattoir after receiving a


Chaos flail d8. Roll a d6: on 1, hurts himself, on 6 deals double blood boon, either in the Sanctuary or by killing a
damage. Protoberserker in the Arena ritual circle.

Chhgh Unlocking the secret door to the Vestry and descending


Razor chain d6. 1 in 6 chance to entangle: strength test to the stairs, or using the mask to part the veil of skin.
break free, else take automatic maximum damage.
Rappelling down the tree in the Arena, possibly by using
J’d’b’th the rope liberated in the Mining Tunnel.
Unholy Poker of Death d2. Test toughness or die.

No-rrl ALTERNATIVE ENDING The PCs can hunt down Garst and use his key to walk out the
Barbed axe d8. Bleed for d4 rounds, 1 HP per round, front door. If you feel this is a satisfying ending for the
cumulative. players, allow them to sneak past the mob, or play out a
thrilling escape.
Ha A Cwn
Spiked club d8. Deals maximum damage with the second
attack if it hits. ALTERNATIVE BEGINNINGS If a PC dies before reaching the Blood Chapel, there are
several options to introduce replacements:
(Sound of skin tearing)
Double hatchets d6. Attacks a third time if both attacks hit. Chained to the wall in cell 2 of the Abattoir. Knows of the
crawlspace.
Xfffh
Meteorite metal club d10. Ignores all armor. Strapped to the table in the Vestry, wearing a gimp suit
(tier 1 armor).
Location Blood Chapel / Death Race
Loot Bodies and weapons are sucked backed into the Hiding in the branches of the tree in the Arena, starving
Forgotten Dimension of Blood when they are killed, leaving (1 HP, but knows of the Vestry door).
behind their lower jaws as trophies: worth 50s to an alchemist
or cult fanatic. Crashing through the chute down from the Atrium,
wielding a large, random weapon.

Stuck to the wall of the Mining Tunnel with sticky black


strands, rambling about spiders. Wears a heavy robe (tier
1 armor, -1 movement in the Death Race).

26 27
6 A serrated spoon (for removing brain matter).
TEMPLE EVENTS You can roll on this table every time the PCs enter a new
room to set the mood (d10). 7 A scroll with meticulous instructions for flensing legs.
1 What looks like a human capillary system wobbles
through the room and disappears through a wall. 8 A boot with a vicious rat living inside (1HP, 1 damage).

9 A twisted flute producing death rattles when blown.


2 A crash and a blood-curling scream, followed by the
sound of someone running. Towards you? Not sure. 10 A tongue of a large animal, tattooed with runes.
3 The walls start to ooze warm blood. Soon the floors are 11 A black metal box with 2 doses of Blood Flower dust.
slippery.
12 A suspicious dried sausage, wrapped in bloody cloth.
4 The clamor of a large-scale battle is heard. You itch for
violence.
ADVENTURE HOOKS You can run this adventure as a one-shot, or make it part of a
5 In the dark, a large, thin figure holding a spear is seen. larger narrative or campaign. Here are some ideas:
But there is no one there.
Instead of in the latrine, the PCs emerge in the dungeons
6 Wood splintering, angry shouts. They broke into the of an old foes’ fortress! How did this villain get involved
prison! How long until they find you down here? with the cult, and which sinister powers did they obtain?

7 A blood-red glow is seen in the depths beyond. But as The Berserkers keep hunting the PCs day and night.
you get there, only cold darkness awaits. Which crimes will they have to commit to escape their
wrath?
8 A vision of the ceiling dissolving into a mass of roiling
black clouds, shot through with red lightning. Did the A local warlord is unhappy that the PCs have discovered
others also see this? his drug supply. How will they get rid of him to take over
business?
9 A misshapen mass of flesh the size of a small dog crawls
on the floor. Left alone, it dies and dissolves into a A hedge witch offers a large reward for being led back to
puddle of blood.
the temple. What secret Blood Flower recipe does she
10 You feel burning hot, as if from a sudden fever. Tons of know?
earth and layers of rotting bodies press down overhead.
You are going to die down here. In far-off Allians, spreading Blood Flower addiction
causes an epidemic of madness and violence. Where is
the source of the baleful plant?

TRINKETS One or two of these low-value items can be found whenever a The PCs’ actions have torn a rift to the Forgotten
PC searches for them (d12). Dimension of Blood. The Berserker hordes spill through,
blanketing the lands with war. Is this the End?
1 A pickled human eyeball. Delicious.

2 Several iron fangs. Can be used like nails.

3 A vial of spicy vinegar, makes rotten meat palatable.

4 A monkey mummy sewn into a sheep’s stomach.

5 A coin, edges whittled to razor sharpness.

(Continued on next page)

28 29
Death Race: Annotated game board Death Race: Player’s game board

dead end 11 12
16 escape! 11 12
16

30
10 fork 30
10
Red rocks left, darkness right.

rockfall 9
9 Collapse the ceiling, stragglers be damned.

monster skeleton
Force open the jaws or lose valuable time.
mushroom 8
8 Test presence -6 or experience a vision.

7 7

6 6

22
22

1
1

1
1

1
living wall
1

Attack or be held by the corpses!

1
1

5 5

1
1

4 4

1
1

3 river rapids 3

1
1

A risky agility test to keep going.

The Great Berserker Death Race


Rules cheat sheet
PCs move first, Berserkers second.
pc start 2
Move once and take one action per round. 2 PCs move d6 + agility fields per round.
If caught, fight d6 Berserkers for one round, then test
strength or presence to flee.

Spend the round cheering a straggler: they add 2 to


movement. berserker start 1
1 Berserkers move 3 fields per round.
Use an omen to add 2 to movement; attempt a second
action; or immediately escape the Berserkers.

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