Graves Left Wanting

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MÖRK BORG is © Ockult Örtmästare Games & Stockholm Kartell

B O R G
K C
R

U
O

L T
M
A P P

N T
av es

E
R
O T
V N
E D C O

le ft n g
W an ti

A SCENARIO FOR

By Karl Druid  Graphic design and art Johan Nohr


Editing Fiona Maeve Geist and Jarrett Crader (MRC)
Additional proofreading Walton Wood
GRAVES LEFT WANTING MÖRK BORG CULT

An immense cemetery, older and greater than


memor y, Graven-Tosk sits in Sarkash like a
festering scab. To the east, the Shadow King’s
manse looms always, impossibly equidistant.
Although abandoned since the palace's
ruination, bodies somehow keep finding their
way inside. All the while, living and unliving
attempt to claw their way out.

A BIT OF METANO IA
• This adventure is intended as a starting • There isn’t a defined ending or clear
point of your campaign, a one-shot or a escape path. Once the Undertaker’s
post-TPK adventure. Hut is explored, the players should
• Due to its massive size and unsettling plan a potential getaway or be
nature, even PCs familiar with other hopelessly lost. Add a more obvious
parts of the cemetery are oblivious to exit or method of escape if you feel
this adventure's locales. that would end their misery. It won’t.
• Have the players awaken in the Plague
Pit, in coffins under suffocating earth
or wherever you deem appropriate.

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GRAVES LEFT WANTING MÖRK BORG CULT

1 THE
S TR A NGLY OW
H AD ER
TR E E E S EW
TH G'S S
N
KI

H 'S
AC E R
RO R D
E
H IR
LA

2
THE
PL A G UE
C ATAC

PIT
OM B C
OR R I

ERHARD'S
D OR

T OM B

3
THE
N
OR IGI
N T AIN
FOU
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MÖRK BORG CULT GRAVES LEFT WANTING

Map of the
Graveyard (NO T T O S C A L E)
Pl a c e s m a y no t b e whe r e t he y a p p e a r.

When traveling the graveyard, roll a d4:

THE
C OL A NDE R
M
RO OM R IU
A TO
VOM
US'
4 MA

T H E UN D E R T A K E R ' S H U T

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GRAVES LEFT WANTING MÖRK BORG CULT

Graveyard
THE

Walking purposefully is hard in the fog. Winding paths seem bent


on leading fools astray. Traveling between places takes 15 minutes.
roll for a random encounter each time.

Once all four locations are visited, the next path leads to the
Undertaker’s Hut. The Roach Herder knows which way to go.

Walking the Trails... (d4) Random Encounter (d10)


1. The Strangly Tree (p. 15). 1. d4 Rotted Skeletons skulking.

2. The Plague Pit (p. 8). 2. a ghastly Widow-wraith.

3. The Origin Fountain (p. 11). 3. d4 Unbred Mutts digging.

4. Maus’ Vomatorium (p. 10). 4. d4 Half-billed Ravens.


5. d4 Hungry Zombies eating.
6–10. A random PC experiences
Sensory Strangeness:
What You Know
about Graven-Tosk
(d6, roll for each PC) Sensory Strangeness (d8)
1.  magical barrier stops the
A 1. The muffled sound of scratching.
dead from leaving. (false)
2. Is everyone walking backwards?
2. he place is growing warmer.
T
3. A wind chills the spine yet
(true)
makes you sweat.
3. he graveyard is full; no one
T
4. An invisible breathing behind
uses it anymore. (maybe)
your left/right ear (50%).
4. he dead sleep well to a
T
5. That cherub just looked at you.
magical instrument's music.
(false) 6. The sudden smell of wet dog.
5. It’s inescapable. (maybe) 7. Did something grab your hand
just now?
6. he mist plays tricks on
T
the mind. (true) 8. You could swear there were more
of you. Whereʼs Skruggs?

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MÖRK BORG CULT GRAVES LEFT WANTING

WIDOW-WRAITH HUNGRY ZOMBIE


HP 15, Morale - HP 6, Morale -
Icy touch d4 + special Leather scraps -d2,
Special Her sobbing alerts Claw/Bite d2 + special
anyone to her presence; she Special Test Toughness
always loses initiative. Touch DR8 or die turning into
drains Strength, Presence, and a zombie after 2 days.
Agility by 1 for the fight’s
duration.

ROTTED SKELETON UNBRED MUTT HALF-BILLED RAVEN


HP 5, Morale 7, Knuckles d2 HP 8, Morale - HP 2, Morale -
Special Whenever it takes Bite d6 Beak/Choking tongue d4/special
damage, a puff of vile Special Test Agility DR12 or
marrow-dust leaks from its take d4 damage/round until
broken bones. Melee attackers Strength DR14 succeeds or
test Toughness DR10 or become the raven dies.
infected.

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GRAVES LEFT WANTING MÖRK BORG CULT

THE

Plague Pit
Erhard's
Tomb
Repugnant smell. Illuminated by
moonlight the color of sour milk.
Encircled by soupy fog whose
tendrils occasionally creep down.
Stale, warm air. Dark.
• Corpses at differing stages of decay. Floor covered in drifting fog.
• Any direction: The Graveyard.
• West: Ruin-tunnel to Erhard’s Tomb.
• Standing sarcophagus (sealed).
• Flanked by two unlit torches.
• North: Narrow crawl space to
Catacomb Corridor.
• East: Tunnel to Plague Pit.
• South: Tunnel to Colander Room.

Loot the Bodies (d6, roll twice)


1. 3d10 silver.
Open the Sarcophagus
2. d4 seemingly edible rations
of dried meat. Test Strength DR18 reduced by 2
3. for each assistant. Failure means
Pendant featuring a portrait
everyone involved takes d4 damage
of a mouthless man.
as the lid falls open.
4. Rusted but functional Inside: a man’s odorless corpse
shortsword (d4 damage). in near perfect condition, wearing
5. 10´ rope with noose fine silk clothes. The skin is
still firmly tied. waxy, malleable like dough and
very flammable. Digging into the
6. Pouch of white powder body reveals an iron skeleton, a
(Win the next initiative fist-sized ruby inside the
roll automatically). ribcage.
Contains d6 doses.

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MÖRK BORG CULT GRAVES LEFT WANTING

THE

C OL A NDE R R O OM
Half-lit by moonbeams piercing miniscule holes in stone and dirt.
Long worms of mist droop and drip from the ceiling.
The sound of chattering teeth.

• Circular chamber with a ceiling


pierced by thousands of tiny holes.
• Three Fogbound Skeletons wrapped in
foggy coils sit at a stone table, arguing.
• On the table: a locked metal strongbox.
• North: Tunnel to Erhard’s Tomb.
• East: Earth tunnel to Maus’ Vomitorium.

UNHEARD VOICES
The Fogbound Skeletons speak with
elongated tongues of mist, soundless save
the unmistakable clatter of tooth against
tooth. One waves an elaborate key-like FOGBOUND SKELETON
dagger in a bony hand. HP 7, Morale 8, No armor,
Weapon of condensed fog d4
Special Shatters if an attack
deals 5+ damage, but otherwise,
damage is reduced to 1.

The Skeleton Unkey Strongbox, Unlocked by Unkey (d4)


Attempting to grab the dagger or 1. Full of flowing, cold water.
strongbox makes the skeletons
hostile. The dagger (d4) is usable 2. Reveals a PC’s beating heart.
as a key that opens any lock. 3. Releases a ray of dazzling light.
Things unlocked this way lead to
unexpected, rarely convenient 4. Contains red sand.
places. If opened by other means, the
strongbox contains 200 silver coins.

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GRAVES LEFT WANTING MÖRK BORG CULT

Maus’ Vomatorium
Acid's sour smell permeates the air. Illuminated by
sickly glowing puddles of green and yellow gall.
The sound of a boiling pot.

• Ornate stone-walled chamber. Opening the Coffin


• Flagstone f loor eroded by pools of gall.
• Two rows of columns hold the The dais is covered in flowing
chamber’s buckling ceiling. gall. Walking up to the coffin
surely results in burnt flesh and
• A marble coffin on a raised dais,
ruined shoes.
leaking yellow gall from a bubbling lid.
Floating in the wicked liquid are
• North: Stone doors and staircase
Maus’ bones and the heresy-
to surface. inscribed cursed organ (and Maus’
• West: Collapsed wall to Colander Room. favorite instrument),
THE ROSEATE BARITONA,
THE NOBLEWOM AN & THE WITCH desecrated by the bog hag.
The legendary bard-made-noble Fela
Maus was cursed by a bog hag after
neglecting to fulfill her part of a long-
forgotten occult enterprise. A Corrupted Horn of Roses
The sour stomach broth corrodes f lesh,
but not bone, in minutes (d6 damage/ A human-sized ivory horn bedecked
round). with Maus’ family’s skulls and
bound in magical entrails. When
blown, it spews a noise that forces
listeners to test Toughness DR10 or
vomit acid, taking d6 damage.
Blower beware.

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MÖRK BORG CULT GRAVES LEFT WANTING

THE

Catacomb Origin
Corridor Fountain
Dark and deadly quiet. The smell of stagnant water.
Balmy and unventilated. Whispers of laughing children.

• Stretching North to South. • A grand rectangular fountain,


• Toothless skeletons rest in dusty decorated and ancient.
niches along the walls. • Cherubs vomiting mist.
• Three large urns on the floor. • Two statues at the fountain's crest
• Lamp thrown on the ground. are holding a stone jar.
• North: Tunnel to the Roach Herder’s • A bridge of protruding pillars leads
lair. across the mist to a stone door.
• East: Crawlspace to Erhard’s Tomb • North: Door and steps to Catacomb
through broken niche wall. Corridor.
• South: Staircase to Origin Fountain.
Reaching the Door

Open an Urn (d4) Test Agility DR12 or slip on a


pillar, falling into the mist.
The cherubs laugh. Moments later,
1. Teeth, just teeth.
the PC wakes in the Catacomb
2. Rotted books and tube containing Corridor, toothless and aged, head
a random unclean scroll. spinning with a lifetime of
memories not quite their own. In
3. Decomposing corpse. A Twice-
this withered body, their abilities
Grown Corpse Fly bursts out of
are 1 lower than they remember.
the soft skull, looking for food.
4. Lamp oil. Enough for 4d6 hours.

The Jar
TWICE-GROWN CORPSE FLY
HP 4, Morale -, Exoskeleton -d4 To reach it, test Agility DR16
Bite d4 + special or fall into the mist. Contains
Special Test Toughness DR12 or become NOSTALGIA GRUEL, enough to restore
host for a dozen freshly laid fly two people to their prime by
eggs. Extract them within d6 days or increasing all abilities +1.
watch them hatch in your corpse.

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GRAVES LEFT WANTING MÖRK BORG CULT

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MÖRK BORG CULT GRAVES LEFT WANTING

THE

Roach Herder's Lair


Hot and humid. Rancid sweat's stink clings to the nostrils.
Sound of rushing water from the North.

• Covered in debris and things stolen THE RECLUSE OF REFUSE


from nameless graves and tombs. The Roach Herder, a graverobber made
• An occupied throne of trash and hermit, sits on his throne, roach whip in
would-be valuables. grubby hand. After being unable to escape
• Roaches, meaty and otherwise, sit and the cursed graveyard, his party members
scurry on the shit-stained f loor. eventually died, leaving him terribly
• North: Archway and tunnel to the alone. Now he breeds cockroaches, hoping
Shadow King’s Sewer. to hatch one big enough to f ly him back to
• West: Tunnel to the Catacomb the city he once rejected.
Corridor.
Recruiting the Roach King
His breeding endeavours so far
without triumph, the Roach Herder
is keen to attach himself to the
party, hoping they’ll secure his
escape. An insecure liar and
untrustworthy narcissist who values
his own skin above all else.
The Roach Herder offers to guide
them to the Undertaker’s Shack.

THE ROACH HERDER


HP 4, Morale 5, Bite d4 + special
or Barbed Roach Whip d6
Special Test Toughness DR12 or
become infected.

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GRAVES LEFT WANTING MÖRK BORG CULT

THE

S H A D OW
K I NG ' S
S EWE R
The air carries petrichor as ice-
cold droplets splash warm stone.
Words are drowned by pitch-black
water deafeningly crashing past.

• Stone tunnel amputated by a


river of frothing and rushing
water heading North and West.
• north: Nothing but cold, hard rock.
• South: Tunnel and archway to the
Roach Herder’s Lair.
• Above: Hatch and rope to the
Strangly Tree. Someone standing
on another’s shoulders could reach.

The currents are strong!


Anyone touching the water must
test Strength DR14 or be swept
away. They drown before long.
Rotten coffins or makeshift rafts
would surely be crushed before
reaching the ocean.

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MÖRK BORG CULT GRAVES LEFT WANTING

THE

Strangly
Tree
A wind blows through wheezing
branches, chilling the air and
carrying decay 's smell far away.

• A huge tree, long since leafless.


• Branches groaning from a dozen
hanging bodies’ weight.
• Nooses sway excitedly in the wind.
• Above, a wooden door just big enough
to crawl through, firmly planted at the
top of a rickety plank ladder.
• Any direction: The Graveyard.
• Below: Rope to the Shadow
King’s Sewer.

INSIDE THE TREE


Going through the door reveals the
tree is hollow, a long rope attached
somewhere far above leads somewhere
far below. Climbing the rope weighs
it down, causing the nooses outside
to pull on their corpses with every
movement, a macabre marionette
show.

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GRAVES LEFT WANTING MÖRK BORG CULT

THE

Undertaker’s Hut
The intermingled smell of wet lumber and rotting flesh.
Light flees through the cracks of a closed window shutter.
Muffled voices are audible inside.

• Stone hut with a thatched roof and THE DEADN’ T


walls covered in creeping vines. The Undertaker dug graves and made
• Outside: piles of logs, a dozen barrels, coffins. She buried corpses and left them
and half as many freshly made coffins. to rot. Some refused to do so quietly.
• A robed woman's body in an open Some, she silenced herself. Some died.
grave, beside her a worn shovel. Some didn’t.
• Behind the hut: a small garden, The Deadn’t are living, breathing
overgrown. people—like the PCs—who, by chance or
fate, found themselves alive. They made
it to the hut, proceeding to confront the
Undertaker in order to escape. She refused
STEIN, a Grift merchant to cooperate, so they killed her.
HP 2, Morale 8, No armor, Shortsword d4 Unable to leave, they’ve decided to
Carries a purse containing 50 silver
stick around.
BENZEN, a Schleswig guard
HP 3, Morale 9, Leather -d2, Crossbow d8
THE ENCOUNTER
Carries 10 bolts When the PCs arrive, the Deadn’t are
inside the hut, assigning chores and
ARGA, a Galgenbeck priest arguing about first watch.
HP 4, Morale 10, Scale -d4, Staff d4 They’re friendly enough and invite
Carries a random sacred scroll
the PCs to join them in settling down.

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MÖRK BORG CULT GRAVES LEFT WANTING

A ND TH E N:

A Twist of Fate
At some point during the Deadn't encounter, the air grows
suddenly chill and the ever-present flies' buzzing seems
strangely distant. Neck hairs stand on the edge of an impossible
abyss as the fog swirls around the uncovered grave.

THE ÜBERTAK ER THE ÜBERTAKER


Rising, f loating a few feet above the HP 27, Morale -, Barrier (palefire) -d4
ground, is the Undertaker’s body. The Performs a random action each round (d4:)
face is gaunt, eyes sunken and filled with a COURGE TAKE YOU Creatures in melee
1. S
mad purple fire. Rune-covered robes swirl range take d4 damage
around grim feet, the shovel a fiery polearm EHOLD THE POWER Its next attack
2. B
deals maximum damage
of doom.
O REPROACH Appears next to random
3. N
Upon festering, the Undertaker’s body creature and swings the shovel
and vengeful mind hosted a being both (Defense DR14, d6 damage)
lesser and greater than human, a servant EST IS NOW Skeletal hands pull a
4. R
of a faraway underworld: an Übertaker. creature into the ground (prone +
test Strength DR14 or d8 damage)
This creature is concerned with one
thing—to bring people back below dirt. When targeted by healing powers, the
Übertaker loses rather than recovers
HP. Upon destruction, the torn robes
can be rolled up and used as an Unclean
Scroll (BEHOLD THE POWER, d4 creatures’
next attacks deal maximum damage).

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