Sodapdf-Converted 2
Sodapdf-Converted 2
d6 d8 d6 d8
Name Name
1 1 Aerg- 4 1 Kutz
Tval
2 Ag G Karv
3 n ri a
4 Ar tt Katla
5 va r Kefta
6 nt H r
7 Be a Klort
lsu e Krata
8
m r r
2 1 ü
2 Be
lu H
3 a
m
4 r
Br
5 int g
6 Bö h
7 rd a
8 a H
3 1 Da a
2 er r
u m
3
u
4 El
g
5 da
r J
6 o
7 Fe
t
8 lba
n
n
a
Go
K
tve
a
n
r
Gr g
aft
Gr
in
2 Kv Q Ther
3 eti il g
4 n l Torv
5 Ly n ul
6 ga a Törn
n c Urm
7
M h Urvar
8
arg R g
5 1 is
ar Vaga
2 te
M l
3 n
er Vata
4 ka S n
5 ri v
Von
6 Na i
n Vrak
7 gl
d h
8 Ni
T Vresi
6 1 du
h Wem
2 k ut
Ni e
3
fe r
4 a
5 hl
s
6 Pr
7 üg
l
8
2
MÖRK
BORG
BARE
BONES
EDITION
d10 Occult treasures
1 Ash-grey ring a finger-width wide. All that passes
through is obliterated.
2 The keening music of this small, vile flute animates
a fetus-sized meat golem in a nearby corpse.
HP 5 Morale - No armor Bite d4 immune to Powers.
3 A note explains: one taste from this fAmine spoon means
death from slow starvation.
4 The image of a being in this malevolently-accurate mirror
shows only the shameful truth of their soul.
5 vAmpiric phurbA. Heals you as it harms your target (d3),
but beware: after stealing a total of 6 hp, test Presence dr14
or become addicted—you must then test Presence dr12
daily. Fail and you must stab someone with the knife before
next sunrise. Or wither to ash and die as the sun rises.
6 A black peArl. If dropped in darkness it rolls towards
the nearest exit to day.
7 This torch burns for an immortal hour. Hold it and live.
You can lose limbs and enter negative hp but won’t die
unless you drop the torch or it burns out.
8 Silver bird cAge slays whatever is placed behind its bars,
slowly, over one long night. That which is killed reanimates
twice as strong, as a raging uncontrollable undead.
9 blAck crown of the crippled king. Wearing this crooks
your body as you become aware that you and every creature
within 100 yards gain +10 to attack rolls but −10 to defence
rolls. Rolls that go above 20 count as crits, and below 1 as
fumbles. The worn crown can only be removed in the pale
light of a full moon.
10 Anyone wearing this ancient blindfold becomes invisible
to those who breathe though the undead attack them
obsessively and nearby corpses awaken in moaning,
unholy wrath.
weatHer
(d12) 1 7
Lifeless Cloudburst
grey 8 Soup-
2 thick mist 9
Crackling
Hammering frost 10
rain 3 Piercing Irritating
wind drizzle 11
4 Deafening Roaring
storm 5 Black thunder 12
as night Gravelike
6 Dead quiet cold
4 MÖRK BORG
BARE BONES
EDITION
cOrPse PluNderiNg (d66) cONt.
3 54
1 55
3 56
2
3
3
3
4
3
5
3
6
4
1
4
2
4
3
4
4
4
5
4
6
5
1
5
2
5
3
M A hopeless amount of spiders.
a Metal cylinder with gunpowder and
p fuse. Roll a d6.
1–2 you lose a hand. 3–6 3d10
t damage wherever it lands. Known
o and liked/despised witch-hunter’s
a face. Flayed. Note with pc’s names.
One is crossed out.
w Tortured pixie with torn-off wings
e and gouged out eyes. Map to a
a place that cannot possibly exist.
k Unmarked bottle with a liquid
that shifts between red and
b green.
u
Bond. A local potentate
t
owes the holder a sizable
w amount.
e Death mask of one of the pcs.
a The ‘Water of Life.’ Heals d8. Test
l Toughness dr10 or go blind. Highly
t alcoholic.
h There was something very wrong
y with this one. Hands covered with
something lukewarm, brown and
f
acidic. Take d2+1 damage and
a
smell terrible for d4 days.
m
i Black Kergüs dagger. 2d4 damage.
l Labelled poison bottle. Test
y Toughness dr12 or lower random
’ ability by d4. The ability can be
s increased when your character is
improved.
h Scalp with long black hair.
o
Golden ball with an
u
invisible seam, twists
s
open. Bloodstained
e
knuckle-duster.
.
Two weighted dice.
61–66 The result in silver.
MÖRK 5
BORG
BARE
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EDITION
Colopho
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Original text,
ideas and
game design
P
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Graphic
design
and
artwork
Johan Nohr and
couple of Public
Domain images
English writing
and creative
consultation
P
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Plain text
edition
transcripti
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Walton Wood
Based on the second
printing
MÖRK BORG is ©
BORG
MÖRK BORG is
dedicated to Pelle ‘Dead’
Ohlin (1969–1991).
Let the good times roll.
6 M
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PlaytestiNg
Adrian Madden, Christian Sahlén, Dan Algstrand, Elin Hedström,
Felix Dester Hultgren, Gunnar Landqvist, Karl Stjernberg, Markus
Linderum, Nina Åkesson, Simon Perstrand, Stefan Hedström and
Tobias Tarnvik-Laesker.
PrOOFreadiNg/editiNg
Christian Sahlén, Dan Algstrand, Fiona Maeve Geist (mrc), Jarrett
Crader (mrc), Johan Eriksson, Vi Huntsman and Skander Fanni.
OrigiNal traNslatiON
Johan Nohr
tHaNKs tO
Calle Niblaeus, Christian Plogfors, Christian Sahlén,
Dan Algstrand, Domkraft, Fredrik Jarl, Gunnar Landqvist,
Heimat der Katastrophe, Helene Rothstein Sylvesten, Jim
Magnusson, Joakim Malmquist, Johan Eriksson, Jonas Stattin,
Karl Druid, Karl Stjernberg, Niklas Wistedt, Simon Perstrand,
Sofie Nohr, Tiina Pyykkö Nilsson, Tomas Härenstam, the folks
on our Discord server and all our backers, fans and haters.
II
The bAsilisks Are two And two-heAded. The four heads
have argued for hundreds of years. Verhu predicts inexorable
annihilation and, since he’s always right, has become utterly
full of himself.
His is also the head worshipped most. If you could learn the
codes of the apocalypse perhaps the right offerings might avert
it? Verhu loves his position and hungers for temples to be raised
in his name.
she spawned many since the dawn of time, their conceptions not
without agony. All were cast down the cliffs of Bergen Chrypt,
only he survived. Down in the Valley of the Unfortunate Undead
his eyes locked upon the mountain’s peak, he spits out curses
upon his evil mother. The head Gorgh is bitter, rank with envy
that only his twin Verhu knows the damned truth. Time and time
again his prophecies are brought to be. The piles of gold-gift
riches from his faithful teeter and slide, so tall are they.
IV
The world dies even now. Reality decays, truth becomes
dream and dream, truth. Cracks grow in the once-stable
structures of the past, allowing things misshapen and vile to
worm through, emerging into day’s wan light. The world closes
in, bounded to the west by the massive Bergen Chrypt with its
catacombs and ice-caked peaks east. Many have ploughed the
wave’s furrow in search of and surrounded by the Endless Sea
to the north, south and known new lands. They all return, against
their will. Alive or dead.
Sarkash
The forest seems, lately, to spread unnaturally fast. Paths
tangle and wind in the overgrown gloom, leading wanderers
astray. Far in the depths of Sarkash, always where one least
expects to find it, in a halo of dying trees, is Graven-Tosk. A truly
ancient cemetery filled with mausoleums, blank-eyed cherubs,
stagnant fountains, plague pits and ordinary graves.
The title is hereditary: sons are always born to the Shadow King.
It’s whispered Princes of that line disguise themselves as ordinary
men wandering the ruins engaging in games and tricking
travelers, multiplying the miseries of their people.
MÖRK BORG BARE BONES EDITION 1
3
Grift
From Ages pAst, Grift grew upon an eastern peninsula of the
Endless Sea. Cut from the world by the bottomless Múr, the
thriving city state can be reached only by three bridges of such
might and cyclopean size it is said that only enslaved giants could
have raised them. Grift was once a place of harmony and the light
of reason, a shelter from the plaguewracked, war-torn world
beyond.
But the world turns and even the Múr cannot protect Grift from
its inevitable fall.
King Sigfúm the Kind is mocked in the street. Much of Grift has
fallen into disrepair as vile creatures begin crawling from the
dried, cracked earth. Each night the bridges scream and roar like
great ships grinding upon rocks. Sigfúm is defeated. He knows the
end is near, believes the prophecies of Verhu and so, kindly and
calmly, prepares his people for death. Huge parchments dot the
streets, calendars of despair marking each correct preparation
and its time. Each day a leaf is turned and when the last page
comes, Sigfúm will march his people to the cliff Terion to fulfill
what was written. Terion, a thousand meters of vertical rock with
the raging sea biting at its base.
Anthelia’s Ambivalence
Anthelia is well aware time is short. Neuroses burden her. “Why
is everything so pale? So cold?” She cries out for colour or warmth.
She drains the world of both with every glance, touch and breath.
Those who bring her vibrant life are promised great rewards. All
fear to do so. Excuses are made, explanations found. The feelings
of the Countess are fragile, her powers absolute. Court life entails
grey opulence, excitement and fear.
The Western
Kingdom
The western kingdom, called Wästland in the songs of the
simple and rhymes of the poor, once home to peace and wealth
when Lake Onda gifted fish and the river-trade thrived.
Valley of the
Unfortunate
Undead
Rumors whisper the bAsilisk HE is coiled within its crypts,
a sight infrequently survived. Lies and legends enshroud the
valley, obscuring any truth. Peddler’s tales say the soil, the very
air, is lethal—bringing a sleepless, stumbling deat h. This is no
clean fate but a slow-growing, fathomless despair, weighing down
the traveler with poisoned memories and dark thoughts until the
spark of life is mutated into a mournful, hopeless undeath.
Others claim lost wanderers can fall and find themselves in the
Realm of the Dead when the black soil hungrily drags them under
the earth.
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The Calendar of
Nechrubel
The world trembles. One can feel it in ways sharp and
subtle, mysterious and clear. One by one, inevitable events
demand their place.
Illustrating this, the Game Master (gm) rolls a die each dawn.
A result of 1 activates one Misery. The die used is determined
by the gm and the group.
7:7
The seventh Misery will always be 7:7, and the world finally
dies. The seventh seal is broken for the seventh and final time.
The game and your lives end here.
PSALM I
1:1 The City shall be made hollow. Of those who rest in
hollowness, they shall not be seen.
1:2 And the earth shall shake and be riven. And from the cracks
shall rise a poisonous mist, and in ten days it will shroud the
world.
1:3 Of those who build mightily, stone by stone, so shall they
fall, stone by stone.
1:4 And the depths of the underworld shall bring forth flying
spectres and crawling beasts. In their passing the worm grows fat,
the vulture weary.
1:5 Doubt is crowned. The loyal shall turn their blades on those
who silver gave.
1:6 And blood-cough shall spread like fire across the
wastelands of the drought.
PSALM II
2:1 As at the beginning, so at the end, all manner of fly and wasp
shall fill the air.
2:2 And the ground pale with maggots.
2:3 And from the Spears: a frost. Born from Bergen Chrypt and
covering all.
2:4 And in ten days and one the writings of sorcerers will be
made pale as air.
2:5 And glass shall become quartz.
2:6 And SHE shall see HIM grow stronger. And SHE reveals
herself and all shall be slain.
PSALM IV
4:1 For five days and five nights mothers flesh shall be the cloak of
demons.
4:2 And for five days and five nights shall fathers weep.
4:3 Look to the West. Forth comes fire, and a horde, and the
Kingdoms burn.
4:4 The liar, Arkh shall make knots of the hearts of men,
sundering the strongest of bonds.
4:5 Behold now the Endless Sea, where Leviathan causes
waves to be as mountains.
4:6 And Leviathan shall come among you. Children winter-
born and fated to fall before snow, both shall it take.
PSALM VI
6:1 You shall know the last day is come. The sun shall set and
never rise.
6:2 And day shall be as night and night as day. You shall not
sleep, neither shall you wake.
6:3 Anthelia shall have her will and drink all colour from the
world.
6:4 Those who walk on two legs shall be nameless as the beasts
of the field.
6:5 The earth shall vein, bringing black serpents forth from
within the earth.
6:6 And the unnamed enter the earth, passing through the Veil
as it is sundered by Daejmon, the left underling of Nechrubel.
OPtiONal rules:
† Start by choosing or randomizing a class (page 46 and on)
and follow the class’ instructions on rolling for equipment,
weapons and armor.
† Roll on the tables on pages 38–42. †
Roll a number of Omens (page 37).
d6
1–2 nothing
3 backpack for 7 normal-sized items
4 sack for 10 normal-sized items
5 small wagon or one item above of your choice donkey, not
6 bad. Or one of the above of your choice
MÖRK BORG BARE BONES 2
EDITION 1
d12
1 rope 30 feet
2 Presence + 4 torches
3 lantern with oil for Presence + 6 hours
4 magnesium strip
5 random unclean scroll
6 sharp needle
7 medicine chest Presence+4 uses
(stops bleeding/infection and heals d6 hp)
8 metal file and lockpicks
9 bear trap (Presence dr14 to spot, d8 damage)
10 bomb (sealed bottle, d10 damage)
11 a bottle of red poison d4 doses
(Toughness dr12 or d10 damage)
12 silver crucifix
and
d12
1 1 life elixir d4 doses (heals d6 hp and removes infection)
2 random sacred scroll
3 small but vicious dog (d6+2 hp, bite d4, only obeys you)
4 d4 monkeys that ignore but love you
(d4+2 hp, punch/bite d4)
5 exquisite perfume worth 25s
6 toolbox 10 nails, tongs, hammer, small saw and drill
7 heavy chain 15 feet
8 grappling hook
9 shield (-1 hp damage or have the shield break to ignore
one attack)
10 crowbar (d4 damage)
11 lard (may function as 5 meals in a pinch)
12 tent
Scrolls are the twisted magic of MÖRK BORG. Read more on page
34.
s e r v i c e s Night in hospice
Drink 3s
Steady meal Bribe, guard Bribe, 1s
clerk Bribe, rabble Repair Armor* 2s
Tier 1 to 2 20–40s
Tier 2 to 3 30–60s
5–15s
25s
40s
Knife
d6 Mace
d4
Shortbow
d4 Shortsword 20s
d4 Sling 8s
d4 Staff 5s
d6 Sword 30s
d6 Warhammer
30s d2
Whip 5s
d10 Zweihänder
60s
20 arrows 10 10s
bolts 10s
Beasts
Dog (trained) 25s
Dog (wild) 10s
Horse 80s
Mule 10s
Rat (tame) 8s
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Abilities
Agility Defend, balance, swim, flee
presence Perceive, aim, charm, wield Powers
strength Crush, lift, strike, grapple
toughness Resist poison/cold/heat, survive falling
Roll 3d6 And using the tAble on the right to generate each
ability score from −3 to +3. The sum is not used in the game once
the character is created, only the table value.
Player Characters not created with the optional classes can roll
4d6 and drop the lowest die for two of their abilities. When the
character is later improved an ability can never exceed +6 or −3.
aBilities 1–4 –3
5–6 –2 7 – 8 – 1 9–12 ±0 13–14 +1 15–16 +2 17–20 +3
Carrying Capacity
You cAn cArry strength+8 normal-sized items (for example
crowbars, lard, scrolls, torches but not anvils, chests, ladders,
corpses) without a problem. After that when testing Strength
and Agility dr increases by 2 (from 12 to 14 etc.). It is impossible
to carry more than twice Strength+8.
BrOKeN (d4)
1 Fall unconscious for d4 rounds, awaken with d4 hp. Roll
2 a d6: 1-5 = Broken or severed limb. 6 = Lost eye. Can’t act
for d4 rounds then become active with d4 hp. Hemorrhage:
3 death in d2 hours unless treated. All tests are dr16 the first
hour. dr18 the last hour.
4 Dead.
melee
Test Strength dr12
raNged
Test Presence dr12
deFeNce
Test Agility dr12
FumBle (Natural 1)
Attack: The weapon breaks or is lost.
Defence: pc takes double damage and armor is reduced one tier.
When armor is damaged penalties to Strength and Agility
tests are not modified.
Armor reduced below 1st tier is ruined and cannot be repaired.
For armor repair costs, see Equipment on page 24.
Rest
† Catch your breath, have a drink. Restore d4 hp.
† A full night’s sleep restores d6 hp.
† Without food or drink no hp is restored when resting and
after two days a starving pc loses d4 hp per day. An
† infected character does not benefit from resting. Instead, d6
hp is lost daily.
2–3 Kill!
4–6 Angered
7–8 Indifferent
9–10 Almost friendly
11–12 Helpful
Morale
Most enemies will not fight to the last drop of blood.
If you roll greater than the creature’s Morale value with 2d6,
it is demoralized. Roll d6 to see if the enemy (1–3) flees or
(4–6) surrenders.
More HP
Roll 6d10. If the result is equal to or greater than your current
maximum hp, increase it by d6.
d6
1–3 nothing
4 3d10 silver
5 an unclean scroll a sacred scroll
6
Ability changes
Roll a d6 against every ability. Results equal to or greater than
the ability increase it by 1, to a maximum of +6. Results below
the ability decrease it by 1.
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Optional Rules
Omens
“järtecken”
t e r r i B l e t r a i t s , d 2 0 ( r O l l t w i c e ) 1 Endlessly
aggravated
2 Inferiority complex Problems with authority
3 Loud mouth
4 Cruel
5 Egocentric
6 Nihilistic
7 Prone to substance abuse Conflicted
8 Shrewd
9 Vindictive
10 Cowardly
11 Lazy
12 Suspicious
13 Ruthless
14 Worried
15 Bitter
16 Deceitful
17 Wasteful
18 Arrogant
19
20
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BrOKeN BOdies, d20
1 Staring manic gaze.
2 Covered in (for some) blasphemous tattoos.
3 Rotting face. Wears a mask.
4 Lost three toes, limps.
5 Starved: faunt and pale.
6 One hand replaced with rusting hook (d6 damage).
7 Decaying teeth.
8 Hauntingly beautiful, unnervingly clean.
9 Hands caked with sores.
10 Cataracts slowly but surly spreading in both eyes.
11 Long tangled hair, at least one cockroach in residence.
12 Broken, crushed ears.
13 Juddering and stuttering from nerve damage or stress.
14 Corpulent, ravenous, drooling.
15 One hand lacks thumb and index finger, grips like a lobster.
16 Red, swollen alcoholic’s nose.
17 Resting maniac face, making friends is hard.
18 Chronic athlete’s foot. Stinks.
19 Recently slashed and stinking eye covered with a patch.
20 Nails cracked and black, maybe about to drop off.
4 MÖRK BORG
0 BARE BONES
EDITION
The whole group can share the same backstory, or groups within
the group can share a tale. Or the gm can quickly give history to
a seemingly mundane character.
Effects in italic are things the caster might not immediately realize.
4 MÖRK BORG
4 BARE
BONES
EDITION
arcaNe catastrOPHes (d20) cONt.
1 The Power pierces you like a knife,
8 feeding on your anima. You are
permanently gaunt and drawn,
insatiably hungry. When resting you
1 restore only half of the rolled hp. You
9 fall through Refva into the esoteric
dimension of Cube-Violet, a place of
mythical obscurity. The walls are
smooth, iridescent and cold. Above,
an endless inferno. To leave (d4):
1. Slay riddling Kulvan (strong goblin,
page 58)
who holds three colorless pearls.
2. Poison a close friend with crumbled
Sict-Shroom
(Toughness dr16 or -d6 hp
and hallucinations). They are
found only within the cube.
2 3. Reach up through the fire to the
0 golden key above.
d4 fingers burn to ash.
4. The cube is perfect, and empty. You
can only wait in
maddening timeless silence until
another fool arrives. Perhaps it’s for
the best. HE emerges from the
shadows. At least your suffering is
short, almost instantaneous,
as the two-headed basilisk devours
you.
MÖRK BORG 4
BARE 5
BONES
EDITION
Optional Classes
(D6)
1. Fanged deserter
You hAve thirty or so friends who never let you down:
YOUR TEETH. Disloyal, deranged or simply uncontrollable,
any group that didn’t boot you out you left anyway. But your
parliament of teeth—enormous, protruding, thick and sharp
—have always been your allies.
aBilities
built like A bull, roll 3d6+2 for Strength. not A bright
spArk, roll 3d6-1 for Agility and Presence. Normal Agility
tests are dr14 instead of dr12, excluding defence. illiterAte; you
are incapable of understanding scrolls. If you begin with one
then reroll, eat it or use it as toilet paper.
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yOu alsO BegiN witH ONe OF tHe FOllOwiNg (d6):
1 crumpled monster mAsk: Strikes primitive fear into
lesser creatures like goblins, gnoums and children.
While worn, they check Morale every round.
2 the brown scimitAr of gAlgenbeck: A stinking
sword you pulled from a military shit-ditch. D6
damage. dr10 attack and defence while you wield it. 1
in 6 chance a wounded enemy is smitten with potent
sepsis, dying in 10 minutes.
3 wizArd teeth: Four weird teeth rattle within a
blackened pouch. Before battle roll a d6 for each one.
For every 6 one of your attacks deals maximum
4 damage. old sigûrd’s sling: Sigûrd was the strongest man
whose throat you ever gnawed. Woven from his long
grey hair, this sling has never failed you. 2d4 damage,
requires fist-sized rocks which, perhaps regrettably, are
5 everywhere. Ancient gore-hound: Asthmatic,
deluded and on its last legs, this wizened creature still
has a superb nose
and can sniffle up treasure in the most disgusting debris.
Attacks with dr10 (bite d6). Defends with dr12, 10 hp.
6 Becomes frenzied around goblins and berserkers.
the shoe of deAth’s horse: It looks normal but since
finding it in an obscure crypt you are convinced this shoe
came from the horse of Death himself. In your hands
it hits with dr10, d4 damage. 1 in 6 chance the shoe
smashes the skull, instantly killing small-to-medium
sized creatures. The shoe returns to your hand like a
boomerang.
aBilities
smAll, roll 3d6−2 for Strength. steAlthy, all Presence and
Agility tests have their dr reduced by 2 (normal tests are dr10 instead
of dr12). Roll d6 on the weapon table and d2 on the armor table.
The first time the Scum gets better (see Getting better,
page 33) another specialty is rolled. From the second
time the Scum gets better it’s possible to reroll these
two specialities or just one.
MÖRK BORG BARE 4
BONES EDITION 9
3. Esoteric hermit
The stone of your cAve is one with the stars. Silence and
perfection. Now the chaos of a fallen world disturbs your rituals
and the caul of night grows blacker than your cavern’s gloom.
Irritating!
aBilities
wise, roll 3D6+2 for Presence. weAk, roll 3D6−2 for Strength.
Ordinary starting equipment plus one random scroll (sacred
or unclean). Roll a D4 on the weapons table and D2 on the
armor table.
uNHOly OrigiNs
1 Galgenbeck, near the cathedral of the Two-Headed Basilisks.
2 Massacred Alliáns cult, sole survivor.
3 The crypts of Grift.
4 Temple ruins in the Valley of the Unfortunate Undead.
5 One of the many Graven-Tosk thief-tunnels.
6 Secret Bergen Chrypt church.
aBilities
insightful, roll 3d6+2 for Presence. frAil, roll 3d6-2 for
Strength. Roll a d8 on the weapons table and may use Powers
while wearing medium armor.
aBilities
tough As wood, roll 3d6+2 Toughness. low in protein,
roll 3d6-2 Strength. Roll d6 on the weapons table and d2
on the armor table. You carry a portAble lAborAtory
and continually search for frequently expended
ingredients. Daily you have the materials to create two
randomly determined decoctions and can brew a total of d4
doses. If unused they lose vitality after 24 hours.
5 MÖRK BORG BARE BONES
6 EDITION
Occult HerBmaster decOctiONs (d8)
1 red poison: Toughness dr12 or -d10 hp.
2 ezumiels vApor: Pass a dr14 test or severe
(and arguably fun) hallucinations for d4
3 hours.
southern frog stew: Vomit for d4 hours,
4 pass a
dr14 test or you can do nothing else.
5 elixir vitAlis: Heals d6 hp and stops
infection.
6 Can be habit-forming.
spider-owl soup: See in darkness, climb on
walls for
7 30 minutes.
fernor’s philtre: Translucent oil, must
be dabbed right into the eye. Heals
8 infection and gives +2 on Presence tests for
d4 hours.
hyphos’ enervAting snuff: Berserk! Two
attacks per round but defend with dr14.
Lasts one fight. Must be snorted, causes
sneezing.
blAck poison: Toughness dr14 or -d6
hp and blinded for one hour.
MÖRK BORG 5
BARE BONES 7
EDITION
Creatures
Seth, Goblin
HP 6 Morale 7 Ropy skin -d2 Knife/shortbow d4
Special: Quick, attacks and defence are dr14.
All goblins cArry A curse. Once like you, they are now
trapped in the prison of their crazed goblin flesh. Only their
eyes reveal the truth: a ruined mind watching its body-prison
perform terrible deeds. Even being attacked by goblins sends the
curse, carried on the winds of their hate. Hit or miss, it doesn’t
matter. In the dark of Sarkash they shoot at passers-by with
twanging bows. You must find and kill the goblin before your
mind is paralyzed. If the cursecarrying creature still lives d6
days after the attack, you will warp irrevocably into one yourself.
Then, only the dark of Sarkash will hide you.
Bent, Scum
HP 7 Morale 8 No armor Poisoned knife d4 + special
Special: Poisoned knife. Test Toughness dr10 or become infected.
Wrat, Wraith
HP 15 Morale – No armor
Touch d4 + special
Special: Swift, elusive and
difficult to hit (dr14).
CAn mimic voices to lure victims, but can only repeat what it
has heard. Attacks on them with piercing weapons are dr14. Any
strike doing 5 or more damage destroys the skeleton completely.
Arbint, Troll
HP 32 Morale special Thick hide -d2 Fist 2d6
Special: Easy to hit; attacks are dr10.
Special: Can magically douse all nearby light sources, ignite its own
blinding light and attack. Then vanish into the darkness.
Eulotha, Wyvern
HP 25 Morale 10 Thick hide -d4 Bite/Sting d6
Special: 60% chance that she bites. The tail’s venomous sting can
paralyze a victim. Test Toughness dr14 to avoid one painful hour of
paralysis.
200s Captured 100s Corpse 60s Poison gland 60s Tail spike
The gm makes a morale check from time to time (succeed and the
outcast stays) and adds the group’s highest Presence to the roll.
The gm should also consider whether or not the group provides
the outcast with the things he/she/it values.
trait (d4)
1 Arrogant
2 Quiet
3 Joking Hypochondriac
4
sPeciality (d4)
1 Excellent cooking (d4 extra hp when resting) Finds the
2 right path
3 Senses danger
4 Makes/repairs items
values (d6)
1 Fireplace discussions Praise
2 Endless tasks
3 Items as payment Carnal relations Diluted black
4 poison
5
6
trait (d4)
1 Grumpy Apathetic Careless Moody
2
3
4
sPecialty (d4)
1-2 Walking lightsource
3 Expert with a knife (d4+2)
4 Backstab (test dr8 with d20 rolled by the gm. Deals weapon
damage + 3) Aside from their specialty they will carry up to
five items.
values (d6)
1 Holding long monologues about oneself Verbal conflicts
2 within the group Getting paid in sharp weapons
3 Burnt meat
4 Depressing stories
5 Captured slaves
6
trait (d4)
1 Bitter
2 Incoherent
3 Mute
4 Self-harming behaviour
values (d6)
1 Not having to use their speciality all the time Cleanliness
2 Listening to melancholic melodies
3 A couple of hours alone in darkness
4 Wine
5 Obscure rituals with the group
6
values (d6)
1 Payment in silver
2 Food
3 Gossip
4 Liquor
5 Pointless death
6 Getting the credit for exploits
MÖRK BORG 6
BARE BONES 9
EDITION
adveNture sParK (d100) cONt.
43–44 The entire kingdom has nightmares
45–46 Something has infiltrated the court
47–48 Artefact must be destroyed
49–50 Map the land in the west
51–52 Talk of an unexplored island
53–54 Gain the trust of a dangerous hermit
55–56 Find the way to Cube-Violet
57–58 Stop a Grift suicide-cult
59–60 Pardon a mad mass-murderer
61–62 Defend a fort from the undead
63–64 Steal a sarcophagus from a caravan
65–66 A fire threatens to devour Sarkash
67–68 Go to the land of the dead and back
69–70 HE demands a gift. See it delivered
71–72 Powerful elixir needs ingredients
73–74 Slave revolt in Galgenbeck
75–76 Mystical ruins are unearthed
77–78 They’re coming out of the walls!
79–80 Three assassinations each night
81–82 Alchemist needs a living goblin
83–84 A strange ship ran aground
85–86 A weirdness leaves Bergen Chrypt
87–88 Seven women with black eyes
89–90 The icon’s eyes have been stolen
91–92 The beast beneath the bridge
93–94 Movement in a black star’s crater
95–96 Light from broken sewer gate
97–98 Children hum forbidden songs
99–00 Newly discovered path in Sarkash
7 MÖRK BORG
0 BARE BONES
EDITION
One of the many
Bedeviled
Dungeons
DrAw or find A mAp. Around 10 rooms is enough
for one night’s session.
status (d6)
1–2 Still active
3–6 Inactive, because (d4)
1 The place was invaded
2 Everything ended in disaster 3 It
was no longer needed
4 A Misery was fulfilled,
roll to see which one (p. 10)
MÖRK BORG BARE 7
BONES EDITION 1
immiNeNt daNger (d10)
1 Is slowly flooding
2 with (d4): 1–2 oil,
3 3–4 water
4 Berserkers are
5 appearing
6
7 Is about to collapse
8 Senses are being
9 distorted
Underworld emissions of
1 poisonous spores
A hunted cult intends it
to be their new hideout
A terrible, dormant
curse about to be
unleashed Fire is
spreading from the
deepest chamber
The gate will shut and
seal, and not open again
until seven days have
passed
A lethal mechanism is
about to activate
B
O
R
G
B
A
R
E
B
O
N
E
S
E
D
I
T
I
O
N
distiNctive Feature (d12)
1 Portal to the land of the
2 dead, soon ready Lab
3 where corpses are
4 assembled into golems
5 Black prism which twists all
Powers
6 300 emaciated, mutilated
7 prisoners
8 Blind hermit, firmly
9 rooted in the ground,
1 spreading his vile
0 corruption
1 Bony remains of the
1 Basilisk’s spawn
1 Obelisk that separates body
2 and soul
Rooms move around the
dungeons center High
ceilings, whispers in the
upper dark Artwork
affecting the
surroundings Ensnaring,
intelligent plants
Giant pools of boiling tar
d4 d6 samPle rOOms
1 1 Inscriptions, the motifs
are (d6)
1 Vomit-inducing
2 Terrifying
3 Hypnotic
4 Childish
5 Teleportation
causing
6 Ugly and
pointless 2 Bloodied
beds
3 Flooded
4 Leaning
5 Stinks
6 Fire damage
2 1 Obvious traps
2 Full of blood
3 Torture
chamber 4
Sooty
walls
MÖ 7
RK 3
BO
RG
BA
RE
BO
NE
S
EDI
TIO
N
d4 d6 samPle rOOms cONt.
2 5 Freezing draft
6 Creaking doors
3 1 Compact darkness
2 Locked sarcophagi
3 Shelves with (d4)
1–2 obscure literature
3–4 rotting food
4 Abyssal pits
5 Mirrors everywhere
6 Ungodly yet exquisite chandeliers
4 1 Utterly silent
2 Full of debris
3 Sacrificial altar (d4)
1–2 cracked
3–4 fresh blood
4 Remains of a throne
5 Smoke-filled
6 Bonfire in the center
7 MÖRK BORG
4 BARE BONES
EDITION
Index
THE WORLD RULES
15 Anthelia 27 Abilities
10 Anuk Schleger 43 Arcane catastrophes
11 Arkh 23 Armor
10 Basilisks, the 30 Attack
11 Bergen Chrypt 40 Bad habit
17 Calendar of Nechrubel, the 29 Broken (0 HP)
10 Creton (order) 39 Broken bodies
11 Endless Sea, the 17 Calendar of Nechrubel
16 Fathmu IX 28 Carrying capacity
12 Galgenbeck 30 Combat
11 Gorgh 21 Create a character
12 Graven-Tosk 31 Crit
14 Grift 30 Defence
12 Josilfa Migol 24 Equipment
12 Kergüs 50 Esoteric hermit
11 Lusi 46 Fanged deserter
12 Nechrubel 31 Fumble
17 Prophecy, the 33 Getting better (or worse)
12 Sarkash 48 Gutterborn scum
14 Sigfúm the kind 54 Heretical priest
13 Shadow King, the 63 Hirelings
13 Shadow King's Palace, the 29 Hit Points
12 Tveland 31 Infection
10 Two-Headed Basilisks, the 30 Initiative
16 Valley of the Unfortunate Undead 11 30 Melee attack
Verhu 32 Morale
15 Western Kingdom, the 56 Occult herbmaster
15 Wästland 37 Omens
63 Outcasts
CREATURES 34 Powers
59 Berserker 30 Ranged attack
60 Blood-drenched skeleton 32 Reaction
58 Goblin 31 Resting
62 Grotesque 34 Scrolls
58 Scum 21 Starting equipment
60 Troll 38 Terrible traits
61 Undead doll 28 Tests
60 Undead necromancer 41 Troubling tales
62 Wickhead knife-wielder 30 Violence
59 Wraith 23 Weapons
62 Wyvern 52 Wretched royalty
61 Zombie
TESTS DIFFICULTY
Roll d20 ± RATINGS (DR)
ability equal to TES
6 incredibly
or greater than T DR12
simple
DR to succeed. 8 routine Mele Strength
Creatures don’t 10 pretty simple e DR12
add any ability, 12 normal Rang Presence
only roll an 14 difficult ed DR12
unmodified d20 16 really hard Defe Agility
against the DR. 18 should not be nce
possible
CRIT (NATURAL 20)
Attack: ×2 damage,
armor/ protection
Adventu reduced one tier.
Defence: PC gains a
ring
free attack.
FUMBLE (NATURAL
1)
REACTION REST Attack: Weapon breaks or
(2D6) is lost. Defence: PC
Catch heal d4
2–3 Kill! breath A HP takes double damage,
4–6 night's heal d6 armor is reduced
sleep HP one tier.
Angered 7–
8
Indifferent
9–10 Almost Infection: No healing when
friendly 11–12 resting. Take d6 damage
Helpful ach day. ARMOR TIERS:
1. Light -d2
2. Medium -d4
MORALE (2D6) ROLL MORALE IF +2 DR Agility
If you roll over † The leader is killed tests
the creature's † Half the group is 3. Heavy -d6
Morale, d6: eliminated † Lone +4 DR Agility
1–3 Flees enemy has 1/3 HP left tests,
4–6 Surrenders
Defen ce +2 DR
Powers /
BROKEN (0 HP) D4:
1 Fall unconscious
for d4
scrolls rounds, awaken with
d4 HP. 2 Roll a d6: 1–5
= Broken or
severed limb. 6 =
Lost eye.
AMOUNT PER WIELD A POWER Can’t act for d4 rounds
DAY Make a Presence DR12 test. then
A PC can use Failure means the Power become active with
their Powers a doesn't work and the caster d4 HP. 3 Haemorrhage:
total of takes d2 HP damage, death in d2
Presence + d4 becomes dizzy for an hour hours unless
times per day. and cannot use Powers treated. All tests
Roll the total during that time. For are DR16 the first
amount every fumbles, see page 43. hour. DR18 the last
day. hour. 4 Dead.