Goth Borg v1.1.1
Goth Borg v1.1.1
Goth Borg v1.1.1
Editing
Lady Azulina
Character Art
Noelia Fuentes
Attributions
Brushes by Brusheezy.com
CLocktower Image by TravelScape on Freepik
Forest Image from boyarkinamarina on Freepik
The Lands of
Druekar
The Lands of Druekar are not what they used to be. Not
since the Good King Garrond perished after a drink of the wine
poisoned by one of his own spymasters. Her wife Ludmille
never got through her period of grief. She rode with her best
champion of the Dancing Rose Inquisition, only to come back two
tendays later alone, grasping a bloody skull with the tip of her new
lengthy nails. Neither Ludmille nor the lands of Druekar have
been the same ever since.
Blackrock Castle
Giving the appearance of a construction that suffered from countless
reforms due to the precarious layout of its many towers and
passageways that connect with each other or the main structure, the Blackrock
Castle looms over their reign located in its center over a hill made of rocks.
The Blackrock Castle is dressed with hundreds of gargoyles, once used to
prevent the dark energies from entering it, and surrounded by 12-foot high
black diamond bars on the ground level. Once a week, 6 villagers are chosen
from town to be carried chained to the castle, never to be seen again. Only
these and Dancing Rose Inquisitors are allowed passage.
The Clocktower
The Clocktower appears to have been a victim of a curse, or used
for a ritual. The dark wood tower lies filled with holes on its side,
displaying a group of stairs leading to the top. During nighttime,
green lights come out from its holes and a layer of mist surrounds
its base. However, the most wicked of its acts happens after the
clock rings its 12th bell, marking midnight: a pool of blood pours
from the borders of the clock displayed on the front, slicking its
way to the base.
The Decrepit Forest
Trees up to 15ft in height grow in this forest
of dead flora. The tree trunks are conformed of
the roots from the very trees, connecting through the
floor with each other to form a hive-like network with
each other. These brown, almost grayish plantations are
home to predatory avians, wolves that stand rotten from
the inside out, and roaming lost monstrosities. People
desperate for food use these places to hide traps to hunt
those unwary of their surroundings. No matter if you
are looking for one of the forgotten relics hidden inside,
hunting one of the mighty legendary monsters within
it, or just using it as a short path, the Decrepit
Forest is one dangerous place to stay for too long.
Pet Sematary
Whereas villagers burn the bodies of the
dead to make sure these can not be
puppeteered, animals and pets are still buried in
the cemetery. Rumors roam of the undertaker Jonah
(she/her) speaking to the tombs and working with the
Vampyr Queen, but her being a nigromant is something that
can not be confirmed as of yet. Books and tomes of ye old days
talk about a network of underground tunnels below it, home of
ancient experiments. Maps can still be encountered about these, but
no entrance is known by the villagers. Still, Jonah is nowhere to be
seen during most of the time.
Magnifiqus’ Enchanting Fair
The traveling Magnifiqus’ Enchanting Fair has stayed in the lands of Drue-
kar since before the earlier memories of the elders. Trapescists, clowns, knife
throwers, you name it! They have it all. All except the fun, that is. While
children still go and feel the charm behind the creepiness of this doomed land
the fair resides in, adults call it a cursed land. Illegal exchanges and activities
are held here, while maintaining the charm and wonder that these kinds of
places usually bring. Come and try your luck in one of the many games the fair
has for you! Wealth and prizes are here waiting for their rightful owner.
Once every other month, the moon rises covered in blood. It reaches
the top of the sky and remains in that position for 9 hours. That’s when
the scarlet star begins to pour all its color out, raining down in a single
stream over one of the towers of Blackrock Castle. The stream of blood
is fully absorbed by the castle and the moon is left with its original color.
Only after that does the star keep going with its original route.
Folk are reported missing every single time the blood moon event
transpires, and creatures get a viscerating bloodlust during the period of
time the moon remains on the climax. Even the weakest creatures grow
stronger and deadlier, and people are forced to barricate into their own
homes or group up to defend themselves.
UNCLEAN SCROLLS d6
Iron Obelisk’s d3 creatures become deaf and unable to act for a round
Clang unless they succeed a DR14 test.
Arms of the Deceased Arms of the dead erupt from the ground
below a creature and immobilize them for
a minute unless they succeed a DR12 test.
Avatar of Blood
Summon a giant globule-like creature from a corpse, which launches
towards a target and explodes, dealing d8 to it and close targets.
VAMPIRIC SCROLLS d6
Thirst of the Blood Moon You restore hp equal to the damage a
creature took this round.
RISE, SPAWN
A creature, dead for no more than a week,
rises as a nosferatu at your command.
Ludmille’s Favor
A creature of your choice gets +d8 on
one roll (damage, test, etc.), and their
location is revealed to Ludmille.
Classes
OPTIONAL
Born with a
connection to the
Blood Moon,
bloodbenders are
Bloodbender
capable of using 1. YouConnection to the Blood Moon
HP: Toughness + d8
Begins with 2d6x10s and d4 Omens.
were born during a blood moon and part of that bloodlust from the
their own blood, 2. Even after
monsters stayed with you since birth.
getting hurt, you don’t bleed.
as well as that of 3. You were used as part of a ritual for the blood moon.
4. You managed to survive an entire blood moon chained to a silver obelisk.
the monsters they 5. You are the only survivor from your town after a Blood Moon took place.
6. You managed to escape from Zagan themself after being bit by them.
hunt, as a weapon.Now you feel the blood moon calling upon you.
Vampires without
the curse, blood-
thirsty masochist
maniacs.
Bloodthirsty since birth, roll 3d6 + 2 for Presence. Anemic and lacking energy, roll
3d6 - 2 for Strength. Roll d6 on the weapons table and d2 on the armor table. You
always carry a small butterfly knife. You also begin with two of the following:
1. Blood-Imbued Weapon. 2. Impaling Stream 3. The Sound of Pulses
When attacking, you can test You can cut yourself and Test Presence DR12 to know
Presence DR12 to boost your direct the blood like a piercing how many creatures are in
weapon attack. Take d2 flying spike toward a target. adjacent rooms.
damage and deal d4 extra Take d2 damage and deal d3
damage. Cannot be done damage to a target at a
when full HP. distance.
Animated
velis alignih iliquodipsam et odis iunt as
ad que ea comnia dicia samus.
Voluption nonet volorerum nestem.
mo ipsamet acit utassint ium, ut
t etum atium que volorrovid qu
Armor
dite simus mi, commodition
nimusam voluptas sequodi
et et electuribus rae vol
omnit, idis eictur?
Optat quibusam, er
fuga. Ut litati con
ta dus reptat arc
am, quatusam q
pid quam id et,
eperfera perib 16 HP
sum quunt vo
quas cus ius - Morale
acipiet occa
ut vide ma
-d6 Dancing Rose
Itati ut o Inquisition Armor
estiur a
blabo.
d6 Spiritual Spear
autes
sed Special
When the animated armor
is slain, the armor
pieces
fall to the
ground and the
shadow within launches
at the closest person,
forcing them to test
Toughness DR12 or take
1d8 damage.
They move slowly and are
easy to hit (DR10).
Clo
wn
of D
eath
HP 17
Morale -
Clown attire -d2
Giant Maul d10
Special Negative energies flow from
the sadness of the clown of death.
Anyone close to the clown tests DR12
Presence or starts crying while lau-
ghing out loud, the tears causing the
targets to
reduce by 2 their
attack rolls for the
duration of the
fight.
Ceremon ia l Da
gger 20s
Captu red 30s
De a d 10s
Cul ist
HP 7
Morale 5
No Armor
Ceremonial Dagger D4
Special If three or more cultists chant at the same time, they can each
use two Powers per second round.
Uses a Power every second round (automatically succeeds). D4:
1. Guts implosion. Test Toughness DR12 or take 1d6 damage.
2. Dead’s Chill. Test Strength DR12 or have your body covered
in ice, preventing you from acting this round.
3. Absorb Life. Test Toughness DR12 or take 1d4 damage, healing
the cultist the same amount.
4. Spectral Chains. Test Agility DR12 or become chained in
place (repeat every round to break free).
Sunless
Chapel
HeartlesS
Ton g
ue
Beings extirped of their heart
6s
and purpose aimlessly
roaming the lands
HP 7
Morale -
Fractured Exterior -d4
Bite d4 + special Captured 15s
Spiked Tongue d2 + special (ranged)
Special Moves too slowly and
doesn’t evade attacks (DR10 to
hit them). Anyone attacked tests
Toughness DR8 or has their heart
explode within 2 days rising as a
heartless
Itc
Ghoul
Hy C aptured 30s
Dead 6s
Ghoul eye 7s
HP 8
Morale -
Hardened bones -d2
Claws/bite d4 Leaving a trail of blood in the form of footsteps, ghouls
Special The gaze of a ghoul is enough to run towards their paralyzed prey. Laying sight on a
fill a person’s mind with darkness. Test ghoul causes darkness to impregnate your mind, not
Toughness DR12 or become unable to allowing you to move a single step. That’s when it ha-
move and make actions for 10 minutes. ppens. Ghouls leave nothing but bright clean skeletons
behind, getting but the last bit of their target.
Shtrigga
Hags aren’t fighters. They
just find ecstasy in makin
people’s lives insufferable g
by making use of pact mag
when fully cornered is on ic. Only
e to meet its full wrath.
HAG
HP 7
Morale 6
No Armor
Poisoned Claws D6 + special
Special The poisoned claws causes test
Toughness DR14 or drain away 2
Strength from the target. Only a hag’s
magic can bring them back. If a
character’s Strength drops to 0 or
less, the character dies vomiting its
own organs.
Denture 30s
Eyes 15s
Captured 120s
Dead 50s
The Marionette
HP 26
Morale -
Amalgamation of things -d6
Wields (d4)
1. Heavy flail d8
2. One handed zweihander d10
3. Unarmed d6 (makes two
attacks)
4. Huge femur d6
d 1 60s
tu r e
Cap
N os f eratu
Nosferatus are vampires that lean towards a more
savage spectrum. Their thirst is unquenchable, and
behave like predatory beasts at the sight or smell
of blood. Once the nosferatu catches a glimpse of its
prey, they patiently stalk while they wait for it to go
to sleep. That’s when they attack with their fangs and
hide until the following rest. Unless it gets turned to
dust by sunlight, killing a nosferatu has it reform in
its coffin.
HP 17
Morale 9
Hardened skin -d6
Claws D6
Fangs D4
Special Can make two fangs attacks
per round. Once the target is harmed,
the nosferatu must always attack that
target until it is e a ch
s
drained of blood. r s .3
a
Anyone who dies E
after being bitten
by a nosferatu rises
as a nosferatu.
Fan
g s. 5
s ea
ch
Captured 130s
Remains 50s
The Ripp er The Ripper is a vile mass murderer who takes their vic-
tims’ lives, leaving nothing but guts and blood where once
a corpse was. Silent and unpredictable, people consider
them to be the Grim Reaper itself, except The Ripper is
known for its maniacal laughter while doing its killing.
Sc
yt
he
of
le g
HP 11 en
ds
Morale 8 13
0s
Leather armor -d2
Scythe d8
Knife d4 (can be ranged
attack)
Special Swiftly erratic:
attacks and defense are
DR16. Attacks three times
per round when wielding
the knife. If the Ripper
kills its target,
they continue
attacking the
dead body whi-
le laughing
maniacally.
Captured 140s
Remains 80s
Pelt 80s
Captured 150s
Corpse 100s
Werewolf Werewolves are predatory and savage individuals with
a thirst for gruesome murder. Werewolves don’t move as
a pack, but they may lead wolf packs, potentiating their
bloodlust and strategical moves. During the day, they take
their regular human form and blend with the others.
18 HP
10 Morale
-d4 Hardened skin
d6 + special Pounce and destroy
Special
Lycanthropy-imbued skin, only
pierced by silvered weapons.
After its attack, test Strength
DR12 to avoid falling prone
and receiving another
attack. If attacking
someone prone, it attacks
twice without needing to
test. If both attacks land
on its target, test Toughness DR14
or fall victim to lycanthropy wi-
thin two days. Daily, it can howl
to call forth 1d4 rotten wolves.
Rotten Wolf
HP 6
Morale 8
No armor
Bite d6 Pelt. 15s
Special Vomit (Toughness DR12 every Captured. 40s
round to stop wasting turn throwing up) Dead. 20s
Boss
Monsters
Dham
Captured 180s
Corpse 120s
Dancing Sword 20s
mpir heir Zagan The Heir to the throne Zagan (they/them) evolved from one day
to the next one into this merciless bloodsucking bastard.As much
a swordmaster as they are a charmer. They will invite you for a
drink just to shove you into a dungeon and play cat and mouse for
a while for their delight. Three floating broadswords follow them
everywhere they go, floating vertically by their side, protecting
their back, and ever-ready to impale.
HP 27
Morale 9
Nobility Attire d4
Dancing Sword d6
Fangs d8 + special
Special Does three Dancing Sword attacks per round. Elusive (DR14 to
hit them). When the dhampir heir does a fangs attack, they recover an
amount of HP equal to the damage dealt and drains away 1 Strength
from the target.
Uses a Power every second round (automatically succeeds). D4:
1. Dancing Swords. Test DR14 or have swords spinning around
you at full speed dizzy you, causing the next attack to automatically
hit you.
2. Enchanting Eyes. Causes target to make an attack on
themself.
3. Shadow Bite. Moves at light speed behind a target and uses
their fangs on them. Then does this on a second target, to finally
return to their original position.
4. Wave of Bats. A wave of bats move in a straight line of the
dhampir heir’s choosing, Anyone on the way Tests Agility DR14 or
takes 2d6 damage.
Captured 150s
Corpse 40s
Corvus 30s
Horacius Undead Knight of the Dancing
Rose Inquisition
Horacius is the knight who accompanied Ludmille in her period of grief out of the lands
of Druekar. The reasons for their travel? Unknown. The relationship between the two?
Just as much of a mystery. What came back is an all-powerful vampyr queen and his
loyal servant undead knight, with Ferocious, his noble, now skeletal, steed.
Horacius leads the Dancing Rose Inquisition, sending troops to all villages to obtain
sacrifices or make examples of those who oppose him.
HP 33
Morale -
Heavy Knight Armor -d6
Corvus (lance) d8 + special
Bastard sword d6 + special
Special Trained in the art of battle (DR13 to hit him). When
Horacius attacks you with Corvus while you are close to a wall,
you get impaled and immobilized unless you Test Agility DR13.
Can make two sword attacks. When hit by the sword, you must
Test Toughness DR14 at the end of the turn or get infected.
Ludmille The Vampyr Queen
Upon the loss of her husband, Ludmille went looking for a way to bring back her lover. Queen
Ludmille left the kingdom of Druekar, but it was the Vampyr Queen who returned. With her
newfound powers, Ludmille rules over the lands through fear and shows of power. No one
dares confront Queen Ludmille. No one should confront The Vampyr Queen. Her obscure
powers, combined with her claws and fangs, will irrevocably mark your demise.
HP 40
Morale special
Nobility attire -d4
Claws D8
Fangs D6 + special
Special Can make a claws and a fangs attack per round. When Ludmille
does a fangs attack, she recovers an amount of HP equal to the damage
dealt and increases the marked counter on the target by 1, up to a
maximum of 4.
Uses a Power every second round (automatically succeeds). D6:
1. Carotid Burst. Test Toughness DR14 or take 2d6 damage. If the
target has 4 marks, they die.
2. You Come Here. Test Presence DR14 or be forced to walk towards
the caster. You get an amount of fangs attacks equal to the number of
marks you have.
3. Enchanting Gaze. Test Presence DR14 or be forced to make an
attack against a random ally in range. If you have a mark you make a
second attack.
4. Know Your Place. Test Presence DR14 or become paralyzed
(repeat every round to break free).
5. Scarlet Wave. A wave of blood is sent towards you. Test Agility
DR14 or fall prone and take a free Fangs attack.
6. Vampyr’s Carnaggaedon. Create shadows behind all enemies on
sight. All shadows make a Claw attack and disappear.
s e a ch
Fa n gs 20
e a ch
Ea r s 10s
Adventure Hooks
Players may each roll individually to have different reasons to arrive at the dungeon or
share an adventure hook. Roll d4:
1. Someone saw Druekar’s heir entering the Boneyard Basilica without their usual floating
swords accompanying them. It’s the perfect time to strike.
2. Gaston the lumberjack went to investigate the Boneyard Basilica on his own, and never
came back.
3. Maps indicate of a treasury located in the same place the Boneyard Basilica is.
4. Rumors say the Boneyard Basilica hides secrets of the silver obelisks.
Random Encounters
Room 6 is the only one with a random encounter. If you feel like the
dungeon is being too easy for the PCs, roll on a random encounter to
occur on top of the enemies in one room. If PCs have already delved
through sections from the Boneyard Basilica, roll d6 on each room
traversed. On a 1, a random encounter is triggered from the table:
1d6 Encounter
1 2d4 + 1 marionettes come running from another room carrying
together a human body part.
2 You find a dismembered mole head with a golden emblem of the
Dancing Rose Inquisition in their mouth, valued in 15s. Test
Agility DR12 or take 1 damage from the head attempting to bite
if you try to remove the emblem.
3 1d4 + 2 cultists enter the room in line, the first one carrying a
tome. They are heading towards Ludmille’s Altar.
4 A howl sounds all across the basilica. All Test Toughness DR12
or become deaf for 1 hour. The werewolf in prison cell revert to
human form, with no memory of who they are or what they are
doing there.
5 A 5-centimeter-wide stream of blood comes from one room and
leaves through another, meandering and taking the shortest path
towards the hag’s lair, who will pour it in her drink.
6 Zagan’s sigh is heard across the basilica, exclaiming “Why are
they taking so long?”. All PCs are teleported to the closest room
with enemies, who are waiting for the PCs to appear there.
El Cuco
Resting within the basilica HP 13 Morale 10
The Boogeyman
No Armor
While resting within any room in the basilica,
there is a 25% chance El Cuco appears and ► Sharp Teeth d8
► Claw d6
attacks. If El Cuco is killed, it will always ► Special If the target is asleep
reappear in future rests. the boogeyman can make three claw
attacks. On a kill, it removes the
target’s head and disappears in the
shadows.
1. Cemetery
Damp floor, putrid aroma, and chilly
temperature.
......................................
֍ Wooden Crosses with names of the deceased.
֍ 1 foot-high fog covers the unkept grounds.
֍ A big metal cross lays at the center of the
cemetery, with one lit oil lamp hanging from each
side. Its base reads “May the dead lay here once
round and round”.
֍ NORTH: Small chapel with closed vitro window
doors depicting a rose. No light comes from inside.
֍ EAST: Small shed with wooden door closed and
LOCKED. The shed looks old and unkept, and the
wood partly rotten. Test DR12 Strength to break
down door or wall.
2. Chapel
DR8 or has their heart explode
within 2 days rising as a heartless
4. Undertaker shed
Cramped up, and damp, with no light.
......................................
֍ Clinging from the side a shovel, pickaxe, a
ring of keys (from sacrifice tunnel), and a cross-
bow.
֍ SPIRAL STAIRCASE: located at the end of the
shed, goes down to long passageway.
֍ WEST: the cold, ruined cemetery.
5. Long Passageway
Dark, blood-stained, putrid rust-like
smell.
......................................
֍ Wall writings in blood: “Beware the
vampyr. They are here in …”. Part of the blood
was cleaned. Next to it, another blood writing:
“Dhampir actually, and yes… Come find me.”
Bubbly Blood ֍ Bubbly blood on the floor.
Oozy blood that has come to ֍ NORTH: archway to study room.
life, incorporating other
sources of blood to grow in ֍ SOUTH: spiral staircase goes up to undertaker
size. shed.
HP 5 Morale - Oozy
exterior -d2
DRINK THE BLOOD: Heal d4 HP.
6. Prison Cell
Lighted by moonlight, creaking chains.
......................................
Werewolf ֍ A humanoid-looking muscular wolf half
HP 18 Morale 10 Hardened dressed up in lumberjack attire is chained to an
skin -d4
iron ball inside prison cell. Attacks anyone on
► Pounce and destroy d6 + sight when possible.
special
֍ The skylight beams the moonlight
► Special Only pierced by
silvered weapons. After its attack, directly over the prison cell.
test Strength DR12 to avoid fa- ֍ Corpse of a cultist lies smacked against
lling prone and receiving another the bars, drenched in blood and with a missing
attack. Attacks twice on those
prone. If both attacks land, test hand. Jail door key in pockets.
Toughness DR14 or fall victim to ֍ A ruby ring is in a dismembered hand insi-
lycanthropy within two days. de the jail cell.
֍ Two blood-filled syringes cling from east
wall. They include werewolf blood.
֍ NORTH: Wooden door with metallic bars to
reinforce it leading to study room.
֍ WEST: Wooden door with metallic bars to
reinforce it. The door is LOCKED. (Keys in
cultist from lab room.)