Mini Mork and Dungeon Filth
Mini Mork and Dungeon Filth
                                                                                                                             D4 Dmg
1 Bandit: HP 4, Morale 7, 1 Armor, D6 Dmg                              4 D4 + PRE targets fall asleep for 1 hour.                                    12 Physician     Cleaver                 12   Prove innocence
2 Beastman: HP 6, Morale 8, No Armor, D6 Dmg                            5 Shoot a D4 damage arc of flame 15’.                                        13 Priestess     Crozier                 13   Reconcile relationship
  Roll a D12 if hit. On 1, become Beastman in D4 days.                 6 Lock or unlock a door, chest, etc.                                          14 Rat Catcher Net                       14   Seek revenge
3 Goblin: HP 3, Morale 6, No Armor, D4 Dmg                              7 [DR14] Charm a target for D10 × PRE minutes.                               15 Sailor        50’ rope                15   Satisfy vow
  Goblins are easily distracted with coin and loot.                     8 Dispel or undue an enchantment or magical effect.                          16 Sell Sword Notched sword              16   Seduce love
4 Mutant: HP 2D6, Morale 5, 1 Armor, D6 Dmg. Roll a D4.                 9 Target turns invisible. Attacking ends the effect.
                                                                       10 [DR14] Summon PRE balls of fire that deal D6 damage.                       17 Smith         Hammer                  17   Spread religion
  Squid Arm: Has 10’ reach or Two Head: Wins initiative 1-4.                                                                                         18 Thief         Sap                     18   Stay hidden
5 Wight: HP 12, Morale 10, 2 Armor, D4 Dmg.                            11 Target is shrunk (-3 STR/+3 AGL) or enlarged (+3 STR/
     Scrolls are DR+2 and has No Armor vs. magic/silver weapons.          -3 AGL) for D6 × PRE rounds.                                               19 Warden        Torch                   19   Steal treasure
6 Witch: HP 7, Morale 9, No Armor, D4 Dmg. 1 random Scroll.            12 Speak with beasts or plants for D20 minutes.                               20 Watchman      Truncheon               20   Undermine authority
                    1. Gorehorn Tribe
                                                                                        Start Here
    Beastmen marauders preying on defenseless peasants.
(G) D3 Fledglings: HP 6, Morale 6, No Armor, D6 Dmg
                                                                                                                                               Mini         a l
                                                                                                                                                         nu
                                                                      Dungeon Filth is a random dungeon toolkit for solo games of
    Roll a D12 if hit. On 1, become Beastman in D4 days.
(S) Gorehorn: HP 10, Morale 10, No Armor, D10 Dmg
    Pig-tusked brute. Attacks last in combat. Will eat enemies.
(B) Gorelord: HP 9, Morale 9, No Armor, D6 Dmg
    This sorcerer carries 1 random scroll (+2 to Scroll Test).
                 2. The Lost Company
                                                                      Mini Mörk Manual. Results are generic and will need tailored
                                                                      to fit the scenarios and scenes that emerge during play. Use
                                                                      the tables here, find others, or make up your own.
                                                                                              Play Procedures
                                                                                                                                                Mör k Ma
A Tveland infantry regiment exposed to corrupting magic.
(G) D3 Twinheads: HP D6, Morale 7, 1 Armor, D4 Dmg
                                                                       1    Unless the game dictates a certain theme already, roll a
                                                                            Dungeon Name to start. Let the name inform your
    Wins initiative on 1-4. Often argues with itself.                       interpretations of the rooms and their contents.
(G) Many Eyes: HP D4, Morale 8, No Armor, D4 Dmg
    Can innately cast a random Scroll (+0 to Scroll Test).
                                                                       2    Dungeon Size is random or based on your expectations.
(S) D4 Squids: HP D6, Morale 7, No Armor, D6 Dmg                       3    Set a die of the appropriate size on the Dungeon Die
    Tentacles have 10’ reach. Manically seeks Scrolls/magic.                spot with the highest number showing. Decrease the
(B) Cpt. Huss: HP 2D6, Morale 8, 2 Armor, D6+2 Dmg                          number by 1 for each room explored beyond the first.
    Huss is barely recognizable as human. He carries Wightheart.       4    Each time you enter a room, roll a Door Check. Record
                   3. Ravenite Cultists                                     the number of doors and general layout of the dungeon.
  Hedonistic cultists that pursue dark desires to extremes.                 If the Door Check result is less than the Dungeon Die,
(G) D4 Fanatics: HP 3, Morale 9, No Armor, D4 Dmg                           continue play as normal. If it is equal to or higher than
(G) D2 Flagellants: HP 4, Morale 8, No Armor, D8 Dmg                        the Dungeon Die, you’ve discovered all the doors (see
    They have heavy scourges and attack last in combat.                     inside). You can explore any unopened doors as normal.
(S) D3 Missionaries: DR 6, HP 5, Morale 8, No Armor, D4 Dmg
                                                                       5    When opening doors use the Room Contents table to
    Net-wielding recruiters. Defense is D20/D against them.
(B) The Krukman: HP 12, Morale 9, No Armor, D6 Dmg                          determine a rooms in-game significance. The physical
                                                                            shape and contents of the room are left up to your
    Carries a Krukman Hymnal. Covered in tattoos/piercings.
                   4. Hiveworm Cabal                                        interpretation (see Dungeon Name above). You can
                                                                            assume most rooms are D4 × 10’ across.
A band of psychic worm-infested corpses and their mind-
            worm enslaved human puppets.                               *    When entering a room, roll a D6 (Door Check), a D12
                                                                            (Contents) and a D20 (event) together to speed up play.
(G) D6 Worm-puppets: HP 3, Morale 5, No Armor, D4 Dmg
    Automatically pass Morale Tests if a Devourer is present.
(S) D3 Accomplices: HP 7, Morale 7, No Armor, D6 Dmg
    Merchants and sycophants; the public servants of the cabal.
                                                                      **  Each level has it’s own faction. Determine the faction
                                                                          (and roll reactions between them) when you meet them.
                                                                      *** Track the number of torches and rations you have on
                                                                                                                                                       Dungeon Filth
(B) Devourer: HP 13, Morale 9, No Armor, D6 Dmg
    A psychic-worm infested corpse. Its telepathic attacks ignore
                                                                          hand. Both resources may be used as you explore.                         A dungeon generator for solo play
    armor. It can turn anyone knocked unconscious into a thrall by
    forgoing an attack.
                                                                                              Dungeon Names                                    suitable for Mörk Borg or its derivatives
                                                                           ————           ———— of the ————              or      ————
                           Monsters                                    1   Accursed     1 Catacomb 1 Brittle axe         1    Barren hearts
 1 Ghoul: HP 7, Morale 8, No Armor, D6 Dmg                             2     Bleak      2 Cathedral 2 Heretical books    2   Marrow-takers     Inside you’ll encounter hedonistic cultists,
   If hit, Test TOU DR6 or be paralyzed for DR4 rounds.                3                3 Cellar 3 Debased monks         3
 2 Mandible Mole: HP 12, Morale 8, 2 Armor, D8 Dmg                    4
                                                                           Decaying
                                                                           Desolate    4 Keep 4 Dread memory            4
                                                                                                                               Mind-fever
                                                                                                                              New Church
                                                                                                                                               brain-worm implanting Devourers, flesh-
    Hypno Eyes: If Defense roll is <6, your next attack is D20/D.
 3 Minotaur: HP 11, Morale 6, No Armor, D10 Dmg
                                                                       5   Eldritch     5 Laboratory 5 Drowned rat       5     Pig-flayer      hungry Beastmen, and mutated soldiers. No
                                                                      6    Forsaken    6 Lair 6 Rusted blade            6      Salt-marsh
    Compelled: Will stop attacking to eat corpses. Attacks last.       7   Haunted      7 Library 7 Ancestral lore       7   Lost bureaucrat
                                                                                                                                               knight nor Baron is coming to save ye. Grab
4 Ogre: HP 10, Morale 8, No Armor, D8 Dmg                              8    Infested    8 Mine 8 Bicorn prophet          8    Six-toed-foot    ye guttin’ knives and hop to, we’re going in!
  Fear: Test PRE DR10 or all rolls are at Disadvantage.                9   Noxious      9 Prison 9       Hill folk       9    Skull-takers
5 Ooze: HP 6, Morale 7, 2 Armor, D6 Dmg                               10    Profane    10 Sepulcher 10 Loam crawlers    10     Star crater
    No Armor vs. magic weapons. Reduce armor 2 steps on rolls of 1.   11   Sinister    11 Sewer 11 Corpse-whisper       11   Toothless smile        Follow me at www.boogergoblin.itch.io
 6 Troll: HP 9, Morale 7, No Armor, D6 Dmg                            12   Wretched    12 Tower 12 Doom augur           12   Wayward sons
   Heals 2 HP per round. Fire causes a Morale Test.
                                                                                                                                                  Buy print editions at www.boogergoblin.com
                             NPCs
Potential hirelings or replacement characters. Hirelings have +0                                                                               Mini Mörk Manual is an independent production by
abilities and are paid their HP in silver daily while under duress.                                                                            Rodney Rickrode and is not affiliated with Ockult
 1 Warden: HP 8, Morale 9, 1 Armor, D6+1 Dmg
                                                                                                                                                 Örtmästare Games or Stockholm Kartell. It is
   May smell ‘foul witchery’ and carries a Warden blade.                                                                                        published under the MÖRK BORG Third Party
 2 Wolfknight: HP 10, Morale 8, 3 Armor, D6 Dmg                                                                                                                     License.
    May heal D6 damage once per day by the placing of hands.
 3 Necromancer: HP 6, Morale 9, No Armor, D4 Dmg                                                                                                 MÖRK BORG is copyright Ockult Örtmästare
   Has 3 skeletons that obey their command (HP 2, D4 Dmg).                                                                                            Games and Stockholm Kartell.
                                                                                                  Secrets                                                           Encounter
                                                                      1-2 You set off a trap while searching. Roll a D10 on Trap!           1
 Du ngeon             Do o                                                                                                                     Lair: Roll a Monster and roll D12 on the Treasure
   Die               Chec r                                           3-8 This room holds no secrets.                                          table. You may also search for Secrets here.
                         ks                                          9-14 Hidden Door: This room connects to a random room                2-3 Lair: Roll a Monster. Doorway Down if applicable.
                                                                           elsewhere in the dungeon.                                      4-5 Dead adventurer: Roll D6 (1-2 roll D12 Treasure,
                                                                     15-17 Hidden Tunnel: You can exit the dungeon from here.                  3-4 roll D10 Trap!, 5-6 a Secret is revealed).
                                                                     18-20 Hidden Chest: Roll on the Treasure table.
                                                                                                                                          6 NPC: Roll D6 (1-3 enemy, 4+ roll reaction with +D4).
                                                                                                                                            -7
                                                                                        Searching For Secrets?
                                                                                                                                          8-9 Dying foe with a secret. Roll Portents (Core).
                   Possible Entrances                                        Test PRE DR12 and expend a torch to search.
                                                                                                                                           10 Jail: (G) + D4 captives chained to the walls. Test PRE
      1   A hole in a giant tree leads down…                                     Roll on the Secrets table if successful.
      2   A sunken tomb beckons from the mud…                                                                                                  DR12 for useful information (+1 Omen).
                                                                                                             uption. It grows from
      3   A stairwell in the midst of a ruine…  d castle…            Tveland’s most insidious threat is Corr
                                                                                                          first organ to succumb.
                                                                                                                                           11 Workshop: (S) Specialists crafting faction-relevant
      4   A to othy maw cavern yawns wide eyard…                      the inside out. A man’s mind is the
                                                                                                                                               goods (hex dolls, spears, man-traps, subversive
      5   An opened crypt in a neglected grav                                                                                                  pamphlets, masks, etc). You may search for a Secret.
      6                                         al tavern…
          A cellar do or in an otherwise norminsid  e…
                                                                                             Special Room                                  12 Garden/Pen: D6 goblin slaves (Core) tend food source
      7   An old  well  echo es with some thing                       1-2 A natural fountain holds restorative properties. Drink
      8           ole lead s to an unde rgrou  nd cham ber…                                                                                    (fungus, lizards, sheep, people, fish pond, etc).
          A sinkh                                                          to remove 1 Fatigue. You may search for a Secret.
                                                                      3-4 A chasm with rope bridge. Test AGL DR8 to cross. Fail            13 Dining hall: Grunts (G) and Sergeant (S) eating.
                      Dungeon Size                                         and you may drop your torch to not fall, otherwise take
                                                                                                                                           14 Armory: Stockpile of arms (molotov cocktails, stolen
1-2 Small (Dungeon Die is a D8). Ignore Doorway Down.                                                                                           army swords, etc). Roll D6 occupants. 1-3 (G), 4+ (B).
                                                                           2D6 fall dmg. You’re now on a lower level (if applicable)
3-5 Standard (Dungeon Die is a D12). Possibly 2 levels.                    or in a pit. If in a pit, gain 1 Fatigue to climb out.         15-16 Barracks: Grunts (G). Roll a D6. 1-2 drinking and
 6 Large (Dungeon Die is a D20). Likely 2+ levels.                    5-6 This room is clean and can be easily secured. You can                 gaming, 3+ sleeping). Roll a D12 on the Treasure table.
                                                                           rest peacefully here or search for a Secret.                     17 Guard Room: Grunts (G) or Sergeant (S) guarding a
                           Factions                                   7-8 Storeroom: It contains D4 torches and stale biscuits.                 Doorway Down or additional dungeon exit.
Roll D4 on the bestiary to determine what lives on the first level                                                                          18 Dark Temple: Sacrificial alter and profane glyphs. Faction
of the dungeon. Repeat for each dungeon level you encounter. Roll
                                                                     9-10 A dead Mandible Mole lies here. Its eyes are worth
                                                                                                                                                boss (B) is present. Roll on Treasure with +D4 bonus.
Reaction Rolls between factions, even if they’re the same type.            D4 × 30 silver. Expend a torch to remove them.
                                                                     11-12 A cave in slows travel. Expend a Torch to cross carefully       19 A battleground: 2 grunts (G)+(G) from same/different
                     The First Room                                                                                                            factions in a brawl. A faction boss (B) is present if not
                                                                           or hurry and roll a D6. On 3+ roll an Encounter.
  The First Room is always an Encounter and has +1 Door.             13-14 An unsettling statue of a raven and an offering plate.              encountered elsewhere. Doorway Down if applicable.
                       Door Checks                                         Gain 2D6 temporary HP if you pray. They last until              20 Boss Quarters: If the faction boss (B) hasn’t been
Roll a D6 when entering a room to determine the number of exits.           lost, but you must roll on the Corruption table.                    encountered elsewhere, they will be here. Roll on the
1-3 1 door.                                                          15-16 Waste-deep water fills this area. Roll a D6 to cross.               Treasure table. Add +1 for each Encounter overcome.
4-5 2 doors.                                                               On 1-4 expend a torch, 5+ find Treasure (roll D12).                                  Need to run away?
                                                                     17-18 Stinks of corpses and swarming flies. Light a second           Test Omens DR12 (Roll a D20 + Current Omens vs. DR12).
 6 3 doors.                                                                                                                                    You escape pursuit if successful. Expend 1 torch.
                                                                           torch to hold them at bay, or suffer Infection.
           Door Check vs Dungeon Die                                 19-20 Steep, slick incline. Climb with rope or gain 1 Fatigue.
                                                                                                                                          Ravenites indulge any urge no mat
                  Door Check < Dungeon Die                                                                                                                                   ter how abhorrent. Many
                    Continue play as normal.
                                                                                                   Trap!                                  tatto o The Scripture over every inch
                                                                                                                                                                                of flesh. Some file their
                                                                     1-2 Pit Trap: Test AGL DR8 or fall 12’ and take D6                   teeth. All pray to the RAVEN.
                  Door Check ≥ Dungeon Die                               damage. If damage is a 1, something is living in the pit.
There are no more undiscovered doors in the Dungeon. The             3-4 Poison Dart: Test Defense DR12 or become Infected.                                          Treasure
faction boss is here if not encountered already. If you              5-6 Swinging Blade: Test PRE DR8 or take 2D6 damage.                  1-2 Roll a Trap! and then roll D12 on the Treasure table.
expected the dungeon to have more than 1 level and a                 7-8 Crushing Walls/Locked Doors: Iron spike the walls or              3-8 Roll on Mundane Treasure (core).
doorway down hasn’t been found, it will either be here or                  force the exit (STR DR12). You have D6 rounds to escape.       9-11 Roll on Mundane Treasure twice (core).
inside another unopened door. You pick the room.                     9-10 One-way Sliding Chute: Test AGL DR12 to leap aside.             12-13 Roll on Hoards (core) and roll a D6. On 5+, the chest is
                                                                           Fail? Expend a torch and get delivered to a new room.                guarded with a Poison Dart trap (see Traps!).
                     Room Contents                                   11-12 Demonic relief spews poison gas. Test PRE DR10 to               14 Rusavelt’s Tonic: Contains D3 swigs. Each swig heals
  1   Empty Room. Torch goes out.*
  2                                                                        disarm trigger or all Abilities suffer -3 for D3 rooms.            D6 HP. Test TOU DR6 per use or gain 1 Fatigue.
      Trap!                                                          13-14 Corrosive Gas: Reduce armor 1 tier to cross or remove           15 Kenadah: Blessed club of the Wolfmother Faith. Once
  3   Trap!
 4    Trap!                                                                and take D4 HP dmg.                                                per day the wielder may invoke divine favor (+D6 on
  5   Special Room.                                                  15-16 Sporeshreek (light-reactive mushroom): Put out your                an attack or damage roll).
 6    Special Room.                                                        torch and Test PRE DR6 to sneak by. Fail and it                 16 Wightheart: Longsword that is +2 when committing acts
  7   Encounter.                                                           starts shrieking. Roll an Encounter.                                 that sow chaos. Roll Corruption for each foe slain.
  8   Encounter.                                                     17-18 Profane Graffiti: Test PRE DR8 or roll on the                   17 Krukman Hymnal: Profane Ravenite scripture. You may cast
  9   Encounter.                                                           Corruption table. Bones cover the floor of this room.                1 random scroll per day, but roll Corruption each use.
 10   Encounter.                                                           If you roll a 20, you learn a random innate Scroll.             18 Hex Doll: Add target’s hair, fluids, etc. to gain power
 11   Encounter + Treasure.                                          19-20 Crossbow Bolts: Test PRE DR10 to notice bolt holes or              over them. Tests against them are D20/A.
 12   Treasure.                                                            pressure plate trigger. Fail, all characters Test Defense or    19 Vermen’s Shoklub: Femur etched with 1 random scroll.
  *   You may search for secrets.                                          take D6 damage.                                                 20 Secret Lore: Treasure map, dungeon site, etc. (roll Portents).