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MÖRK DÖD Digital

MÖRK DÖD is a brutal death metal-themed tabletop RPG set in a dystopian world influenced by various dark media and music genres. The game features unique character creation, advanced combat rules, and a variety of scenarios, all set against a backdrop of chaos and despair following the opening of rifts to Hell. It is an independent production by Sunzenaut Games, published under the MÖRK BORG Third Party License.

Uploaded by

Philip Doring
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
3K views116 pages

MÖRK DÖD Digital

MÖRK DÖD is a brutal death metal-themed tabletop RPG set in a dystopian world influenced by various dark media and music genres. The game features unique character creation, advanced combat rules, and a variety of scenarios, all set against a backdrop of chaos and despair following the opening of rifts to Hell. It is an independent production by Sunzenaut Games, published under the MÖRK BORG Third Party License.

Uploaded by

Philip Doring
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 116

BRUTAL DEATH METAL CHAINSAW AND SORCERY TTRPG

W RIT TE N BY
Tommy Sunzenauer
ED IT E D BY
Ian SerVaas
I AM INFERNAL
ON A QUEST TO SEE THE HEAVENS DI
THE RULER OF THE EARTH AND SKY
I AM ETERNAL
L
Y

Writing, Illustration and Layout by


Tommy Sunzenauer | Sunzenaut
Edited by
Ian SerVaas

www.sunzenaut.com

A H O M A G E T O D E A T H M E TA L & D O O M
MÖRK DÖD is created by Tommy Sunzenauer, Sunzenaut Games
EDITOR Ian SerVaas
SCENARIOS Pelle Nilsson, John Baltisberger & Tommy Sunzenauer
LAYOUT AND ART Tommy Sunzenauer
ADDITIONAL LAYOUT Louise Bissenbacker
ADDITIONAL ART Johan Nohr, John De Campos, Vault Crawler, Vaizal Rotten Art,
Gruesome Graphx, Thahir M (The Black Catalogue), NerdGore, Witchmonger, Belial
NecroArts, and dead people.

PLAYTESTERS Torben Paulsen, Thomas Sanberg Jensen, Lasse Andersen, Niclas


Magnusson, Fedor Riganov, Martin Perkhed, Kris Thompson, Matt Burling, Justin
Boldenow, Will Fruin, and Nicole Kirch.

SPECIAL THANKS TO
All my backers and supporters, The Indieborg Collective (Pawel, Philip, Sacha, Brian,
Josh, Tyler, Matthew, and Christian), my family, the Mörk Borg and TTRPG community,
Bloodgutter for letting me use their music in the trailer, and Josh Dunham for his voice.

SETTING INSPIRATION
Death Metal and its subgenres, Doom (the video game series), Dark Souls, Dante’s
Inferno, Splatterhouse, Brütal Legend, Warhammer 40k, Dead Alive, Army of Darkness
and other 70s, 80s, and 90s splatter/gore media.

SPECIFIC BANDS that were blasted during the making of this includes Iniquity,
Bloodbath, Cannibal Corpse, Nile, Blood Incantation, Cryptopsy, Bloodgutter, Death,
Deicide, Dying Fetus, Tomb Mold, Waking The Cadaver, Suffocation, Aborted, Obituary,
Bolt Thrower, BAEST, Guttural Slug, and many more.

MÖRK DÖD is an independent production by Sunzenaut and is not affiliated with Ockult
Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Par-
ty License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

Published by Sunzenaut 2025


Printing: Lasertryk A/S
First printing
ISBN 978-87-974090-3-9
CONTENT or

The Brutal Disembowelment of the Book

1. THE WORLD 4. WEAPONS AND SPELLS


Introduction.......................................... 6 Weapons.............................................. 56
Setting.................................................... 8 Special Weapons................................. 62
Dödland Map...................................... 10 Spells / Powers.................................... 64
The Kind King.................................... 12 Spells Table......................................... 66
The Rifts.............................................. 14
Terrible Timeline............................... 18 5. DAEMONS
Humongous Flesh Engine................. 70
2. RULES Rift Maggot......................................... 72
Game Rules......................................... 20 Undying Fetus.................................... 74
Level Up............................................... 22 Vomitories........................................... 76
Motorized Weapons........................... 24 Morbid Angels.................................... 77
Hordes.................................................. 26
Advanced Combat Rules................... 28 6. SCENARIOS
BRUTALITY....................................... 30 Breeding Death................................... 78
Pacts..................................................... 32 Hellpit of Morkia................................ 90
Dawn of Demise................................. 34 Hangar Hell Seed Saw..................... 100
Rift Generator..................................... 36
7. RULES REFERENCES
3. CHARACTER CREATION Quick Rules References................... 114
Names / Starting Equipment............ 38
1. Putrid Death Sorcerer.................... 40
2. Bonesaw Surgeon........................... 42 LAST WARNING:
MÖRK DÖD contains
3. Blood Fueled Voidgrinder............. 44 ridiculous amounts
4. Kerosene Sorcerer.......................... 46 of graphic violence,
5. Reptilian Cutthroat........................ 48 blood, gore, horror,
profanity, torture,
6. Gore Grinder................................... 50 blasphemy, chainsaws,
7:7 Abominable Sack of Shit............. 52 and brutal death metal.
Repulsive Pecularities........................ 54
roduction

6 Introduction
The land is
brimstone,
the sea is fire
The toxic air cuts like knives in the throat. The coal black
sky is lit only by pale blue lightning and flickering crimson
flame. The great cities of Galgenbeck and Grift have
burned to the ground and the castles crumbled to dust.
The necks of the towering machines have been snapped,
leaving behind their iron carcasses corroding in the acidic
air, like rotting corpses of once mighty titans.

The Dying Lands are dead. They have been for a long
time. But even now, a faint spark of hope remains. Hope...
Is that really how we refer to them now? Oh, doomed we
are, indeed.

The Kind King was there when it happened. He witnessed


the First Rift. And yet, somehow, he escaped. Hell, he even
outlived all the others, young and old. He should have died
long ago, but here we fucking are. The Gods couldn’t save
us, so we murdered them. The Shadow King betrayed us.
And there’s been no trace of the Blood Countess since The
Second Rift. We have no one but him now...

Nechrübel save our souls.

Introduction 7
Död
la nd
You probably already know this world, the
bleak Dying Lands of Mörk Borg. Now fast-
(The Dead Land)

forward a few decades, as man discovered


crude oil and its properties. Of course the
desperate bastards got greedy and built
machines to extract even more of the sub-
stance. In their never-ending search,
they dug too deep and accidentally
opened a gate to Hell.

8 Setting
TH
EW
ORL
D IS
RU NO
IN E W
D A
TO WA
WN ST
S, EL
YE AN AN
T P D
RI
M I RO D
IT N
IV CA

OF
E R

CR
CA

UM
OI

SS
E
L

BL
S
IN

E
G

D C
IN

OF TRI

AS
DU

TH

TL
S

ES
M
A
ES

,
SS
IV
E

You might call the setting Oil Punk in a medieval industrial world. There is no
electricity, no spaceships, no firearms. But there is oil and its properties have
been discovered. There are pumpjacks, rock grinders, and industrial vehicles.
There are giant drills, flamethrowers, and oil bombs. There are gears, tubes, and
iron. And there are chainsaws.

Setting 9
s
The Endless Sea Allián

Sortfrost

KERGÜS

? WÄ
ST
LAND

Bergen Valley of the


Unfortunate
? Chrypt Undead Th
rst
e
Rift
Fi
ScrahvedligegserwCitiagdel
IL T G
LGIR
Styga
The Fathmu
Oil Industries

The
Endless
Sea

10 Dödland Map
The
p
Svm Endless
Sa Sea
Norspir rk
Timber a
Excavation s
h
Graven-Tosk
M
Ú
BELETHAL R
(NY-TVELAND)
Traitor’s Point

Grift The
Galgenbeck Endless
Krahnst Sea
uck
a Thornsli

Ond
de

M UGG Targ-Dunkel

Dödland Map 11
12 The Kind King
Also known as the Scorched
or Sigfum the Savior,
was there as the Seventh Seal was broken. He
experienced firsthand how direct exposure to
the Hellfire would warp and change things. How
he escaped the First Rift is uncertain, some claim
that he struck a deal with the Dark One itself, but
what is known is that he used this newfound
knowledge to create the Hellshredders.

ery few have faced him, many


worship him, and all fear him.
But nonetheless, he is said to be the
last hope for mankind; the one in control
of the Hellshredders, and who wields the
arcane knowledge about the Rifts.

The Hellshredders rarely get


their missions directly from
the Kind King. His entourage
of vile Imps are often the
ones to deliver the briefs,
which mostly consist of a
bloodstain marking a lo-
cation on a piece of an old
cryptic map.

The Kind King 13


Rif s the
t King Sigfúm was there, they say, with
his army of Death Beggars. He came, he
witnessed and, somehow, he returned.
The First Rift
was opened by the
Oilers during the Great Excavation, Not many weeks passed before the
Gravedigger
led by King Fathmu IX. With un- Second Rift opened, near the southern
precedented technology, his ma- borders of Alliáns. The servants of
chines, fueled by the exact substance the Blood Countess fought in vain,
they were built to extract, dug deep- and all were swallowed by darkness
er than man had ever been before. and fire. Rumor has it that the Count-
They stopped at nothing and, when ess herself could never die, but no
they encountered the burning runes one knows for certain.
deep within the core of the world,
the Greedy King was certain that After the Fourth Rift, we stopped count-
he had stumbled upon a new and ing. Correction: there was no one left to
greater source of energy. He could count. Today, the Rifts are everywhere.
not have been more wrong. As the
wall of burning runes was demol-
ished, the Seventh Seal was broken,
and the door to the void was opened.
The Rift swallowed all, sparing
neither machine nor man, and from
forth swarmed the Daemons, and
doom was upon us.

14 The Rifts
The Rifts 15
W e d u g.
And w e ke pt digg ing.

In the end,
what
we dug
was

our grave
and it
was

deep
enough

to
bury

all of
all
It was written
ir
lost he
King’s
The Shadow e
d t o c ome tru
tarte n
P r o p h ecies s s t God a tio
The L a a l v
The n s
r d e r of e a oil
The M
u
r r an d e
te cru
r sub h e ade
f o f t u s
ch o Cr
s ear v e ry
b ’ s
The d isc
o
hub E
r s t e r m s
t E NGIN
fi K
Firs s
The ng
Ki
a thm u ’ s
r War
King
F
k w ate
c
e Bla D FA
LL
Th A N
Rise
The a t
e Gre
Th
The

TERRIBLE
TIMELINE
18 Terrible Timeline
s
a s i lisk
he B n
of T tio
a va
Exc

t R i ft
Firs etra
yal
’s B b ega
n
King ts
S h adow r i men
The e
s exp

i g fúm g
n g S l e swi
K i ch
o f S
l
Fal
T h e
R i f t heli
a
cond f Queen A n t
e S e
Th r ance
o
pp e a ft
e Disa T h i rd Ri Daem
ons
rs
T h T h e Ar c h nde
h e r i
f t oid
g
R i se o V
The he
o f t
e f eat / T h e Swarm
D
The he Annihilat
ion
T ers)
ise of the Hellshredd
The Fi t Rebirth (R
rs

present day
19
RULES
ABILITIES
AGILITY: Defend, run, jump.
PRESENCE: Ranged attacks, cast
Spells, perceive, concentrate.
COMBAT
Initiative (d6):
1–3: Enemies go first.
4–6: Players go first.
STRENGTH: Melee attack, smash, Agility + d6 for individual initiative or to
crush, lift. determine who goes first within the group.
TOUGHNESS: Endure physical and
mental trauma. Players roll for both their attacks and
KNOWLEDGE: Engineering, under- defenses.
standing, abyssal knowledge. Creatures and enemies don’t roll dice in
combat.
TESTS The DR for attacks and defense are
Tests are made against a Difficulty modified as with any test.
Rating (DR). To succeed, roll a d20 +
your ability modifier with Melee: Test Strength
a result equal to or greater than the Ranged & Spells: Test Presence
DR. The standard DR is 12. Defense: Test Agility

Enemies do not use any ability modi- If you fail, the enemy hits you. Enemies at-
fiers to their rolls. tack once per round unless noted otherwise.

CRIT (natural 20):


HIT POINTS Attack: Double damage
Zero HP: broken Defense: PCs gain a free attack
Negative HP: dead
FUMBLE (natural 1):
Broken (d4) Attack: The weapon breaks or is lost
1. Fall unconscious for d4 rounds,
Defense: PC takes double damage
awaken with d4 HP.
2. Roll a d6: 1-5 = Broken or severed
limb. 6 = Lost eye. Can’t act for d4 MORALE
rounds, then become active with During combat, roll morale if:
d4 HP. • the leader is killed
3. Hemorrhage: death in d2 hours • half the group or horde is
unless treated. All tests are DR16 eliminated
the first hour. DR18 the last hour. • a single enemy has only 1/3 of its
4. DEAD. HP left

20 Game Rules
If you roll greater than the creature’s ABILITIES
morale value with 2d6, it is demorali- Roll 3d6 and use the table to generate
zed. Roll d6 to see if the enemy each ability score from −3 to +3. The sum
(1–3) flees or (4–6) surrenders. is not used in the game once the character
is created, only the table value (modifier).
REST
Catch your breath, have a drink. Player Characters not created with the classes
Restores d4 HP. can roll 4d6 and drop the lowest die for two of
their abilities.
A full night’s sleep restores d6 HP.
ABILLITY RESULTS
INFECTION: No healing when 1–4: –3
resting. Take d6 damage each day. 5–6: –2
7–8: –1
9–12: 0
REACTION (D6) 13–14: +1
When meeting creatures whose reac-
15–16: +2
tion is uncertain.
17–20: +3
1. KILL
2. Angered
HIT POINTS
3. Disgusted
Begin with Toughness + d6 + 6 HP.
4. Neutral
5. Terrified
PACTS
6. Helpful
Every class gains a number of Pacts. If you
play without a class, you begin with d2 Pacts.
CHARACTER CREATION
Start by rolling a character class and POWERS
follow the instructions. Abilities that To cast Spells, you need Powers.
are not described in the class, you Every class gains a number of Powers. If
roll as normal without any modifiers. you play without a class, you begin with d3
You can also play without a class, and Powers. Each dawn, your Powers replenish.
create your character from scratch.
ARMOR (D3)
1. Roll Abilities (3d6) Whenever taking damage from an attack,
2. Roll Hit Points roll the armor die and subtract the result
3. Roll Pacts from the damage taken.
4. Roll Powers 1. Light Armor (-d2)
5. Roll Armor (d3) 2. Medium Armor (-d4)
6. Roll Weapon (d8) (p. 56) 3. Heavy Armor (-d6)
7. Roll Starting Equipment (p. 39)
8. Roll Repulsive Peculiarities (p. 54) STARTING EQUIPMENT
You start with 2d6x10 silver, a waterskin,
and d4 days worth of food. You also roll
on the Starting Equipment table.

Game Rules 21
22 Level Up
LEVEL
UP
All Hellshredders start their
rank at Level 1. The Game Master
decides when a character should
rise in rank. Usually this would be
appropriate after completing a
mission, surviving a scenario, or
annihilating an Arch Daemon.

When this happens the following things occur:

HP INCREASE NEW EQUIPMENT


Your max HP is increased by d4. Left in the bloody carnage you
created, you find (d6):
ABILITY INCREASE 1 Nothing
Roll a d6 for each of your abil- 2 3d10 silver
ities. Results equal to or great- 3 d4 jugs of oil
er than the ability increase it 4 A new Starting Equipment (p. 39)
by 1. Abilities from -3 to 1 are 5 A new Spell (p. 66)
always increased by 1. 6 A new weapon (p. 56)

Level Up 23
They are rage, brutal, without mercy. But you.

24 Motorized Weapons
You will be worse. Rip and tear, until it is done.

All motorized weapons,


such as chainsaws and rock
grinders, use oil. This is
measured in jugs. When out
of oil, you can still swing the
weapon for d6 damage.
To keep track of your oil, on your charac-
ter sheet draw a circle around each num-
ber of jugs you carry. Mark a square after
each combat round. When three squares are
marked, the jug is empty, and you move on to
the next.

Motorized weapons will have a number (Capacity)


telling you how many jugs of oil it can use before it
needs to be reloaded. Reloading takes 1 Maneuver
Action (or the movement of a character’s turn if play-
ing without Advanced Combat Rules).

1 JUG OF OIL = 3 ROUNDS OF COMBAT.


Motorized Weapons 25
WHEN PLAYERS ROLL TO:

ATTACK DEFEND
SIZE

SIZE
DR

DR

1 12 0-4 12
2 11 5-9 13 COLLECTIVE HP
al to the number
3 10 10-14 14 Hordes have collective HP, typically equ
This means, each
4 9 15-19 15 of individuals (minions) in the horde.
of damage you deal
5 8 20-24 16 minion only has 1 HP, and the amount
equals the amount of minions killed.
6 7 25-29 17 idual HP, such as 2 or
Stronger minions can have more indiv
7 6 30-34 18 n’t make a difference.
3 per minion, but mechanically it does
8 5 35-39 19
9 4 40-44 20 ATTACKING THE HORDE
as usual (Strength
10 3 45-49 21 To attack a horde, roll your attack die
DR is 13 minus the
for melee or Presence for ranged). The
11 2 50-54 22 larger the horde, the
number of minions in the horde. The
12 A 55-59 23 easier it is to hit.
ons = DR3. 5
13 A 60+ 24 Example: 13+ minions = autohit. 10 mini
minions = DR8. 1 minion = DR12.
26 Hordes
HORDES & INDIVIDUALS
Creatures that can appear
in hordes have two sets of
stats, one for Individual
and one for Horde.
THE HORDE ATTACKS The Individual stat is used
When attacked by the horde, roll for Defense as usual. The DR when only encountering
is 12 plus 1DR for every 5 minions in the horde. The larger one, or very few, of the
the horde, the harder it is to defend against. creatures. These are usu-
Example: 20 minions = DR16. 10 minions = DR14. 5 minions = ally a bit stronger and have
DR13. Less than 5 minions = DR12. broken out of their horde.
The Horde stat is used
DAMAGE ROLLS when they come in larger
To determine the damage of the minions, roll the die closest numbers. These are typical-
to the number of minions in the horde (rounded up) to a ly weaker, hence they stay
maximum of d12. This represents the amount of minions that together.
are able to attack you at once. Size indicates how many
Example: 6 minions = d6 damage. 7 minions = d8 damage. 12 minions typically appear in
or more minions = d12 damage the horde.

Hordes 27
BOSS
FIGHTs
Advanced Combat Rules
These rules are optional. Use them if you like battlemaps and miniatures.
By adding these simple additions to the battle, you can make the encounter
more tactical. You can use them for all encounters if you wish, but they
are made specifically for the climatic BOSS FIGHTS.

Actions
On your turn, you have 2 actions, Maneuver and Attack, in no
particular order.
1. Maneuver
Move, refuel a weapon, grab something from your inven-
tory, drink a potion, hide, or anything else that is not an
attack which be done in less than ~5 seconds.
You can spend both your actions on Maneuvers per turn.
2. Attack
Attack, cast a Spell, or focus rage. You can only use one
Attack action per turn.

Movement speed
You can move up to 5 spaces plus your Agility mod-
ifier. 1 space equals ~5 feet/1 inch on the table (use a
ruler, a grid, or just common sense). Climbing, swim-
ming, and difficult terrain takes double movement.

Edge Attack
If attacking from higher ground or from a hidden posi-
tion, gain advantage on your attack roll (roll 2d20 and dis-
card the lowest).

Focus Rage
Instead of attacking, spend your Action to focus your rage. On
your next turn, you can release a special attack dealing double
damage (rolled result x 2) with -2DR to hit. Performing a successful
Focused Rage attack automatically fills 1 bar of BRUTALITY.
If you get hit by an attack while focusing rage, your focus is disrupted and
you will not gain any bonuses on your next attack.
Boss Fights / Advanced Combat Rules 29
BRUTALITY
Hellshredders are fueled by hatred.
Carnage makes them stronger. On the character
sheet you will find a ”Brutality-meter,” a bar that
you fill up to make a special attack.

Each time a Player Character makes a creative,


brutal, or gory kill - or if they growl a death metal
reference while doing so, the GM can grant them
Brutality points.

When Brutality is full (all 5 bars), the PC can


unleash a deadly blow that can wipe out entire
hordes or wound an Arch Daemon significantly. In
MÖRK DÖD, we REWARD BRUTALITY!

BRUTALITY ATTACK
• Autohit
• Penetrate armor
• Double your weapon’s damage die
• Exploding die: if any of your damage dice
rolls maximum, roll it again and add
the new die to the rolled re-
sult. Continue as long as you
roll maximum.

30 BRUTALITY
BRUTALITY 31
Using a Pact lets you: Pay the debt:
Deal max dama ge Whenever a Pact is
Reroll any die used, put a d6 aside.
This is added to the
Lowe r dama ge by d6

PACTS
Dawn Of Demise roll
Neut ralize a crit/fumble for the coming dawn,
Lowe r one test’s DR by 4 bringing closer the
inevitable doom.

Becoming a Hellshredder - being - which is known to warp and al-


Reborn - is achieved through ter matter. And besides granting
great suffering. Undergoing this the Hellshredders their superhu-
treatment, which is preformed by man power, it is said that it also
sorcerers and surgeons, includes brought them face to face with
severe torture and total degene- the Dark One - and that their
ration of both body and mind. powers came with a price...

During Rebirth, the subjects are Pacts were made and, though
exposed to Hellfire - the black never talked about in the ranks,
flames brought back from the all Hellshredders know it.
Rift by the Kind King himself There’s a debt to pay…

32 Pacts
Pacts 33
DAWN OF
DEMISE
Each dawn, roll a d6 for every Pact used that day

Any doubles result in a new Rift opening somewhere in Dödland.


Use the Rift Generator (next page) to determine the outcome.

THE FINAL RIFT


A roll of 666 will result in The Final Rift tearing the world
open, for The Dark One to rise and devour all.

34 Dawn of Demise
Dawn of Demise 35
RIFT GENERATOR
USE THIS IF ANY DOUBLES ARE ROLLED DURI
NG THE DAWN OF DEMISE

Another gaping wound has been torn


som ewhere in the rotte n rem ains of... d20
1. Grift* 11. Mugg*
2. Alliáns 12. Wästland*
3. Sarkash 13. Sortfrost
4. Galgenbeck 14. Graven-Tosk
5. Krahnstuk 15. Schleswig
6. The Svmp 16. Lake Onda
7. Bergen Chrypt 17. Norspir
8. Kergus* 18. Styga
9. Targ-Dunkel 19. Belethal*
10. The Valley 20. The Endless Sea*
*Roll d4 for N/S/E/W or throw a knife at the location.
d12 It has tak en the form of a giant...
1. Dissemboweled torso
2. Toothless mouth
3. Bleeding eyesocket And everything around it...
4. Pile of burning corpses
5. Circle of chanting hags 1. Turns to ash d8
6. Black hovering jellyfish 2. Dissolves into reeking muck
7. Blood vortex 3. Withers and dies
8. Bubbling acid crater 4. Is turned inside out
9. Seemingly endless void 5. Horribly mutates
10. Ash tundra 6. Is infested with vermin
11. Rotting carcass 7. Has frozen solid
12. Knot of slithering serpents 8. Is devoured

36 Rift Generator
d20
It is said to be guarded by the Arch Daemon...
1. Mamoth 11. Astaroth
2. Mephiston 12. Murglôr The... d20
3. Azlethoth 13. Nehebkao
4. Beriz 14. Wyrmok 1. Lord 11. Count
5. Beliath 15. Nurgahl 2. Mother 12. Bringer
6. Morgoth 16. Crocell 3. Father 13. Countess
7. Valefaar 17. Rofocail 4. Queen 14. Ruler
8. Azezuel 18. Molorch 5. Prince 15. Summoner
9. Abezeth 19. Pazûz 6. King 16. Warlord
10. Akumorg 20. Valaag 7. Princess 17. General
8. Emperor 18. Antipriest
9. Commander 19. Antipriestess
10. Warlock 20. Champion
Of... d8
1. Undying d12
2. Endless
1. Flies 7. Despair
3. All-consuming
2. Maggots 8. Salvation
4. Unclean
3. Corruption 9. Darkness
5. Blasphemous
4. Terror 10. Destruction
6. Soul Eviscerating
5. Rot 11. Vermin
7. Mind Infesting
6. Filth 12. Mutation
8. Skin Crawling

And its hid eous ho rd es of... d12


1. Undying Fetuses 7. Skinless
2. Goat Serpents 8. Baphomet Bloat Flies
3. Cannibal Corpses 9. Void Larvae
4. Rift Pigs 10. Black Winged Serpents
5. Cacodaemons 11. Hellscreechers
6. Faceless Children 12. Gore Ghouls

Rift Generator 37
38 Character Creation / Starting Equipment
Character
Creation
Name your Hellshredder (3d20) Start with 2d20s and 2 items
1. Crowley 11. Damien Starting Equipment (2d20)
2. Horus 12. Golgotha 1. A hollowed-out severed human head.
3. Aamon 13. Morgoth 2. A bag of bones. If thrown, they might show
4. Abbadon 14. Ozul you the right direction.
5. Abigor 15. Sephtis 3. A giant pet maggot.
6. Akuji 16. Agash 4. A bag of worms. Nutritious.
7. Akuma 17. Gorgo 5. A black horse. It has gangrene.
8. Cain 18. Keres 6. An undead seagull. HP1, BEAKd2.
9. Chernobog 19. Mare 7. A jug of oil.
10. Dahak 20. Cabaal 8. d4 jugs of oil.
9. A random Spell.
The 10. The corpse of a former loved one. You still
1. Necro 11. Devil love them.
2. Corpse 12. Goat 11. A wretched conjoined twin. This impish
3. Blood 13. Meat version of yourself appeared doing your
4. Bone 14. Doom Rebirth. It’s attached to your neck and talks
5. Gut 15. Soul too much.
6. Skin 16. Death 12. A black Daemon horn. Drinking from it
7. Skull 17. Rot replenishes d6 HP but costs one Pact.
8. Flesh 18. Bone 13. A tiny Daemon in a cage. Its big sister is
9. Carcass 19. Blood looking for it.
10. Daemon 20. Swine 14. The severed head of a saint. It whispers
troubling tales but only to you.
1. Butcher 11. Eater 15. A 30 ft rope made of extremely durable
2. Slasher 12. Strangler Daemon sinew.
3. Devourer 13. Mangler 16. A box of witch toenail clippings. They will
4. Mutilator 14. Crusher leave the box to clean your teeth every time
5. Slaughterer 15. Destroyer you have eaten.
6. Basher 16. Cannibal 17. A vicious Hellhound. HP6, BITEd6.
7. Flayer 17. Ripper 18. d4 Oil Bombs. Explodes on impact. Can hit
8. Born 18. Slayer up to d6 targets for d6 damage each.
9. Gouger 19. Tormenter 19. Another starting weapon.
10. Violator 20. Defiler 20. A Special Weapon (p. 62).

Character Creation / Starting Equipment 39


PUTRID
DEATH
SORCERER Necromancer I've become
With ancient chaos I spawn the creatures
Under my will, they now proceed, with malignancy
Breaking the ground, fouling the crypt, with putrid powers
Undead terror, crawling from me
Waking the dead with sorcery
- Necrowretch

You begin with Toughness + d6+6 HP, Waking The Cadaver


d4 Pacts and d6 Powers. Once per day you can wake the recently de-
You also begin with 1 random Spell. ceased. Up to d6 corpses will rise and obey
your commands. They will walk for d6 hours,
ABILITIES then go back to their eternal slumber. Does
Putrefying Body roll 3d6-2 for Toughness. not work on skeletons as the corpses need to
Death Spell Caster roll 3d6+2 for Presence. have at least some tissue left on their bodies.
Walking Cadaver: HP 2, SCRATCH & BITE d4
Corpse Tongue
You can speak with human corpses, though
the answers from the dead are usually
vague and cryptic.

40 1. Putrid Death Sorcerer


D 1
H
R

1. Putrid Death Sorcerer 41


2

The doctor recommends...


AMPUTATION.
42 2. Bonesaw Surgeon
BONESAW
Surgeon
Through the flesh, into the bones, total mutilation in blood
Carnal pain opening the skull, the crushed head starts to burst
Mangled skin, falls apart, flesh-like human waste
A death enclosed with suffering until the final breath
-Vomitory

You were reborn in


You begin with Toughness + d4+6 HP,
the name of hideous
d3 Pacts, and d2 Powers.
healing, the fine art
You also have a Bonesaw (d6) and a
of separating skin
Scalpel (d4).
from sinew and flesh
from bone, all in the
ABILITIES
cause of survival.
Surgical Imprecision roll 3d6+1 for
Clad in pus-white
Knowledge and Presence.
ropes stained in
Scrawny roll 3d6-2 for Strength.
sickly patterns of
bile, blood, and rot, Bonesaw Surgery Heal
you always carry your d6 HP to yourself
or someone else. On a 6
trusty bag, rattling you heal 6 HP, on a
1, the injured limb is am
putated dealing d6
with surgical damage instead (if the
surgery is to repair a
instruments to vital organ or critical wo
und, the result of 1
ameliorate suffering. is instant death instead).

2. Bonesaw Surgeon 43
BLOOD Fueled III
Voidgrinder
The Voidgrinders were created by
under the wings of Lord Beleth II, the
self
esis
proclaimed True Savior and the nem
the Order of the Basilisks in secret of King Sigfúm.
laboratories deep below their unholy
cathedrals. More machine than The Voidgrinders are cryptic, crooked
man, black oil runs through their com-
creatures. How much they actually
veins while ancient runes of dark but they are not to
prehend is hard to say,
sorcery cover what’s left of their ash ated to be plun ged
be underestimated. Cre
gray human skin. void s, they poss ess
into the black burning
e and wie ld obsc ure
unfathomable resilienc
These “failed experiments,” created powers.
for the purpose of sealing the Rifts,
ks
You are an outcast, a deserter of the ran
were disregarded by the Church,
who saw them merely as a mock-
ery of mankind, only to be taken of the Voidgrinders, and you somehow
found yourself taken in by a new (and
kinder) master.

You begin with Toughness + d8+6 HP, d2 Pacts, and d4 Powers.


You also get a hand mounted buzzsaw (d6) and a random Spell.

ABILITIES
Engineer roll 3d6+2 for Knowledge.
Voiggrinder roll 3d6+1 for Presence.
Rusty Bones roll 3d6-2 for Agility

Blood Addict Something went wrong during your creation. You are addicted to
human blood. Ingesting 1 liter boosts your Strength for +2 for the next hour.

44 3. Blood Fueled Voidgrinder


3. Blood Fueled Voidgrinder 45
46 4. Kerosene Sorcerer
A ragged
robe hides the
ancient runes
of abyssal
4
knowledge that are
carved into your
withered skin. Your
hollow eyes stare
from beneath the
tattered hood.

Another gulp.

The sticky
substance runs
from your black You begin with Toughness + d6+6 HP,
lips as you mutter d4 Pacts, and d6 Powers.
a nameless curse. You also get a random Spell and a jug of oil.

You stagger towards ABILITIES


your demise like a rusty Built-up Immunity roll 3d6+1 for Toughness.
chainsaw, fueled by the Ancient Knowledge roll 3d6+1 for Presence
liquid black, cutting down all and Knowledge.
Intoxicated roll 3d6-2 for Agility.
who stand in your way.
Oil Addict Once per day you can replenish
d2 Powers by consuming one jug of oil. Once
consumed, you have +1DR to all Agility checks
for the next hour.

4. Kerosene Sorcerer 47
His servants
Hideous reptiles of terrifying aspect
Whose work is nothing less
Than the Annihilation of the Wicked
- Nile

5REPTILIAN
CUTTHROAT
Reborn in a chamber of
sickly green and black
You begin with Toughness + d8+6 HP,
d2 Pacts, and d3 Powers.
liquid, spliced with the
slithering creeps of the ABILITIES
night: you’re a mutant, a Tough as Scales roll 3d6+1 for Toughness.
skulking lizard in the form Reptilian Brain roll 3d6-3 for Knowledge.
of a crooked human. Ophidian Rigid Body roll 3d6+2 for Agility.
scales protrude from your
skin, and a feculent tongue Creeping Death -4DR to scale steep surfaces,
constantly writhes behind -2DR to crawl on ceilings.
the grotesque curtain of
your yellowed needle teeth. Daemon Eater You feast on the flesh of the damned.
Whenever you devour and digest a Daemon (or a
Your blood runs cold as you horde), you heal d2 HP.
creep and crawl, and kill and
devour, driven by an insatiable Cold Blooded Killer After devouring something, you
hunger for the putrescent need to heat up your body within the hour to success-
flesh of the damned. fully digest it. If not, you lose d2 HP instead.

48 5. Reptilian Cutthroat
5. Reptilian Cutthroat 49
- Omnivide

You begin with Toughness + d8+6 HP,


d2 Pacts, and d2 Powers.

ABILITIES
Humongous roll 3d6+2 for Toughness and Strength.
Brutally Built roll 3d6-2 for Agility.
Raging Brain roll 3d6-1 for Presence.

WRONG ONE TO FUCK WITH


When hit by a melee attack dealing at least 2
damage, you can immediately strike back
with a brutal headbutt (d6).

BLESSED BY THE BRUTAL


When receiving a Brutality
point, roll a d6. On 5-6
you get two points
instead.

50 6. Gore Grinder
6. Gore Grinder 51
7:7

52 7:7 Abominable Sack of Shit


ABOMINABLE
OF

The first character to die is blessed with


becoming The Abominable Sack of Shit
You begin with d20 HP. FUME INFLATED
Your maws and limbs are your weap- When you die, you explode.
ons (d8). You have no equipment as Everything around you is covered
everything you carried dissolved. in bile, blood, and pus. Everyone in
the same room or area as you tests
UNPREDICTABLE OUTCOMES Toughness or takes d10 damage.
roll all Abilities without modifiers.
REPULSIVE
CORPSE ABSORBER All non-boss enemies instantly
Absorb corpses to add to your repul- check morale when they see you.
sive body mass. With each corpse
you devour, your body grows, and You can’t wield weapons.
by every 5 corpses you gain 1 HP, +1 You can’t cast Spells.
Toughness and -1 Agility. There are
no restrictions to the minimum and
You are nothing but an
maximum of these stats. ever-growing sack of shit.

7:7 Abominable Sack of Shit 53


d12 1 2
Lip-muncher
Peculiarities
Repulsive

Eyesore You have an urge to


Your eyes are red gnaw your lips and
and swollen and tongue until bloody
occasionally squirt when excited.
yellow pus. They
constantly itch.

5 6
Gut-cougher Bleeder
You’re allergic to something Whereever you go,
and, when you cough or you leave behind a
sneeze, your intestines tend glistering crimson smear
to come out of your mouth. hemorrhaging from your
You just push it back in, no every crevice.
biggie.

9 10
Maggot-ridden
Your rotting skin Haunted One
festers with a riot Your victims refuse to
of maggots, beetles, leave you be. Sometimes
and mites. With the people standing close to
help from your little you can hear their death
friends, your unarmed cries and see their faces.
attacks inflict +1 dmg.

54 Repulsive Pecularities
3 4
Thrice-cursed Skin-gouger
The Dark One spites you,
You can’t stop
your soul has abandoned
scratching your skin,
you, and even death refuses
or the shredded mess
to take you. Instead of
that’s left of it.
dying when at negative HP,
roll on the Broken Table.

7 8
Collector Reeker
Teeth, eyeballs, Noxious odors
fingernails, claws, perpetually burble
horns. Wearing from your skin. It
these things as makes humans sick
jewelry makes you and Daemons hungry.
look fabulous.

12
11 Cystic
Oozer Strange tumors and boils
You sweat thick slimy constantly shift and roil
mucus. All checks to under your skin. Sometimes
escape grapples are you swear you can hear them
-2DR. You can also talking to one another.
squeeze into narrow
spaces.

Repulsive Pecularities 55
1 Corpse Butcher’s Cleaver (d6)

2 Bolt Thrower (d6) + Presence+d20 bolts

3
(d8)
Giant Hog Splitter

Circular SA
W

5
(d10)
capacity
1

(d10)
capacity 3

ROCKGRINDER t
+ Strength+d6 HEAVY DR14 to hi
jugs of oil
56 Weapons
6
+ Stren
jugs of gth+d4
oil
FL
ca
pa
8)
AM
(d

cit
y2
ES
PIT
h

gs e
ju res
+P

TE
d4 it ta
fo bu rg

R
oi +d
of nce
un r d rni et t
til 4 r ng ak

4
ex oun dam es
tin ds a
gu or ge
ish
ed

Weapons 57
Chainsaw
58 Weapons
d12
capa
+S city
jugtsrengt 3
of o h+d6
il

- BlOodbath
Weapons 59
8 HELLSHRED
CHAIN

60 Weapons
DDING
NSHIELD
+ Strength+d6 jugs of oil

A circular motorized iron shield with


capacity 3

large saw blades attached to a chain


around the edge.
Needs to be rope started before
going into combat (Knowledge DR8).

MELEE WEAPON (d10)


BOOMERANG (d8)
Agility DR10 to catch it
without taking d4 damage.
SHIELD (-d6*)
When rolling maximum on the armor
die, you instantly deal d8 damage
to the attacker.

* The shield’s damage reduction does not stack


with other armor you might be wearing.

Weapons 61
SPECIAL WEAPONS

The Bane of
Basilisks
d12
capacity 2
IGNORES ARMOR

THE
SKULLGRIND
DEATHFACE
BLASTER
62 Special Weapons
Xd6
An abominable machine engineered in the flames of Hell. The oil fueled combus-
tion-engine makes the grinding maw gnash, while abyssal sorcery transforms the
minced faces of death into a blasting beam of bile that separates flesh from
bone on whatever gets in its way.
ca
pa
cit
y4

Each skull of a Daemon loa-


ded into the grinder deals d6
damage when fired. It takes 1
Action to load and holds up to
5 Daemon skulls.

E
D
E
R Special Weapons 63
64 Spells / Powers
DEATH
SPELLS
Roll your Power die each morning to determine
how many times you can cast Spells that day.

When casting a Spell, test Presence DR12.


If you succeed, subtract one use from your daily total. If
you fail, the Spell doesn’t work, you lose d4 HP and you
become dizzy for the next hour. During this time, Spells
will always fail in the worst possible way.

On a Crit, the Spell will have full effect (e.g. deal maxi-
mum damage, hit maximum targets, heal maximum HP,
etc.) On a Fumble, the Spell will either backfire, go off
with the worst possible outcome, or use the Arcane
Catastrophes table from the Mörk Borg corebook
(p. 44).

Spells / Powers 65
1 HAMMER SMASHED FACE
Summon a giant ethereal sledgehammer
above a target and bash their head in d4 times
for d8 damage each.

2 FEEDING THE UNDEAD


Summon a swarm of d10 Cannibal Corpses
(HP 2 Bite d2) that will aid you in combat.

3 ANNIHILATION OF THE WICKED


Obliterate an entire horde of enemies.

4 RESURRECTION THROUGH CARNAGE


Bring a fallen character (PC or NPC) back to life
by casting this Spell right after brutally killing
a foe. The fallen will resurrect by bursting
through the enemy’s body.

5 BLOOD FOG
Your body is drained as blood sprays out
through every orifice as a cloud of crimson
fog. The blood fog can heavily obscure a normal
sized room for 10 minutes, then the blood will
return to your body. While in drained shape,
your body dries and shrinks to half its normal
mass.

6 FESTERING FUNGUS INFESTATION


Infest a target with fungi. Slime-mold will
crawl upon its skin while clutches of glister-
ing mushrooms and festering fungi take over
their body. The creature takes d10 damage and
will be paralyzed for d4 rounds.

66 Spells Table
SKINNED AND DEVOURED
A whirlwind of hooked chains envelope the
target, tearing off their skin before a giant
7
maw of rusty metal teeth eats them in one
bite. Instant death to one non-boss target or
3d10 damage to a boss.

HUNG BY YOUR ENTRAILS


Target enemy gets disemboweled, its intes-
tines shooting out to grab whatever around
8
it. The target is hung up by its entrails, taking
d10 damage and cannot move the next 2 rounds.

FLAY THE SWINE


Target enemy is peeled head to toe.
d12 damage.
9
COSMIC HORROR MAELSTROM
As you open a portal in the sky to another di-
mension, a maelstrom of writhing tentacles,
10
teeth and eyes emerge from above, eliminat-
ing half of the minions in a horde.

AYE, COME BLOOD


Discharge a piercing beam of blood from
anywhere on your body (you damn well know
11
what to do). d10 damage to one target (or horde),
or d6 damage to each individual, if multiple
targets are within the line of fire.

NIGHTMARES MADE FLESH


Summon the worst fear of a target (non-
boss). Target instantly rolls Morale.
12

Spells Table 67
68 Daemons
DAEMONS

W reakers of death and havoc


Inflicting never ending pain
Sing the words of emptiness
Formulas of death
Call the queens of hell
And the god of the dead
- MORBID ANGEL

Daemons 69
HP 14 MORALE
10
d12
E D
FLESH & IRON W
I Z

A
R
TO
-d6 TS
O

A
M

M E
SPECIAL
Twice per battle, it can
ejacu-
late a stream of black He
llfire
(d8). When hit, there’s a
50%
chance that the target’s
armor
disintegrates completely.

The Humongou s F lesh Engine has an insatiable


hunger for mutilation and destruction. A colossal
mutated abominatio n of roaring metal and pulsat-
ing flesh, it is a perfect manifestation of the indus-
trial demise of mankind.
70 Humongous Flesh Engine
72 Rift Maggot
RiFT
MAGGOT
HP 8 MORALE 9
IMPURE AURA -d4

INTESTINE STRANGULATION d8
+ SPECIAL when hit, test Strength or Agility to
break free. On a failure, the target is restrained
and takes additional d6 damage each round.

BLOOD MUDRA BLESSINGS The Rift Maggot


can cast two random Spells. It needs fresh blood
of its enemies and at least 4 idle hands to do so.

Rift Maggot 73
UNDYINGFETU
UNDYING FETU
Floating fetuses with dark rotten skin
and yellow burning eyes with a pierc-
ing gaze. Dripping with tar black slime,
it constantly whispers blasphemous
psalms in abyssal tongues.

INDIVIDUAL
HP 4 MORALE 6 NO ARMOR
UMBILICAL WHIP d4
HELLFIRE BEAM d8
SPECIAL Each individual UNDYING FETUS can
only use HELLFIRE BEAM once per combat.

HORDE
SIZE 15+
HP 1 MORALE 7
ATTACK 1

74 Undying Fetus
US
US

Undying Fetus 75
VOMITORIES
Whe
n no
t be
lchin
he gb
a ds i
of H le fro
ell w m th
ill s eir e
cr
ea m v ery
cre
v
a nd
scr

ice ntil yo

HP 4 MORALE 5 NO ARMO
R
,t
eec

BELCHING BILE d6
hes
hu

eb

EAR-SHATTERING SCREAM
lood

Test Toughness or d10 dam


age
u re

soa
ard

ked
rum

ho

SIZE 20+
sb

veri

HP 1 MORALE 5
urst

ng

ATTACK 1
.

76 Vomitories
HP 9 MORALE 8
SHIELDING WINGS
-d6
ETHEREAL CLAW
S d8
FLYING DR13 to hi
t

Amputated female torsos carried by black


feathered wings. They always appear as
MORBID
ANGELS
an Unholy Trinity, moving gracefully
through the air in blasphemous patterns.
A symphony of cries sound to the rhythm of
their whipping wings.

Morbid Angels 77
Scenario 1 : Breeding Death
8 9
by tommy sunzenauer
7
4
3
6

D H
5

A
2

E T
1

INTRODUCTION

You are briefed by the Imps of the Kind


King about the location of a Rift guarded
by the Arch Daemon Mâtre Theridiid
(roll location on the Rift Generator p.
36). You must go there to eradicate the
Daemon and close the Rift.
You travel for a whole day and arrive
at the entrance of the old oil mine. The
sky is pitch black, only occasionally lit by
growling purple lightning, making the
mountains quiver as if trembling in fear.
Before leaving, you heard the hoarse
whispering of the Imps:

78 Breeding Death
8 9

7
4
3
6
5
2

Rumors (d12)
1. A group of Voidgrinders are on their way to the same Rift. (True)
2. The Arch Daemon commands a swarm of undead creatures (True)
3. Beware the webs. They tend to come alive. (False)
4. The walls will bleed acid. (False)
5. The Arch Daemon resembles a giant spider. (Partly true)
6. The Arch Daemon can’t leave her Rift as she is too big and bloated. (True)
7. A pattern must be broken to close the Rift. (true)
8. A banished Daemon resides in the mine. It can be helpful. (Partly true)
9. The mine is full of deadly traps. (False)
10. A sacrifice must be made to close the Rift. (False)
11. A human named Krapyl hides in the mine. (False)
12. Don’t believe your eyes. It’s a place of mad illusions. (False)

Breeding Death 79
8 9

3
4
9
6
2
5
8
1

7
4

6
3
5
2

80 Breeding Death
The Old Oil Mine
1. The Dungeon Entrance
The Horde attacks
2. The Entrance Room
The wounded Voidgrinder
3. The Cacodaemon’s Hideout
The Cacodaemon encounter
4. The Secret Path
5. The Sacrifice Chamber
The solution to the sealed door puzzle
6. The Hallway
Sealed (puzzle)
Pit trap
7. The Feeding Chamber
The False Mother encounter
8. The Arch Daemon’s Lair
Boss Fight
9. The Rift

Breeding Death 81
8 9
1. Dungeon entrance
Cold acidic winds howl through the ragged
mountain tops.
7
4 • At the foot of the dark grey mountain, the
3 ruins of industrial machinery lies scatte-
6
5 red, like skeletal remains of long deceased
2
giants.
1 • The entrance has been reinforced with
wooden pillars.
• A humanoid creature wanders around
aimlessly in front of the entrance.
• It’s an old naked man with ash gray skin
George The and black eyes.
Skinless
HP 7 Morale 8 ↑ north: leads to the Entrance room (2).
Bloody tissue -d4
Claws d6 when spotting the pcs, he vomits up
a bloody skinless version of himself and
Cannibal Corpses summons 10+d10 Cannibal Corpses (split
(Horde) into two hordes coming from south [see red
HP 1 Morale 5 arrows on the map])
Attack 1
if the wooden pillars are destroyed
the cave entrance will collapse.

searching the industrial ruins


you can find d2 jugs of oil.

82 Breeding Death
2. Entrance room 8 9
Small square room lit by several wall mounted
torches. The warm smell of blood mixed with
metal and oil. 7
4
• The body of a Voidgrinder is laying on 3
6
the floor. 5
2
• The door to Room 6 is sealed.
• Broken mining equipment is scattered 1
on the floor.

↑ north: A steep staircase leading down to


The Cacodaemon’s Lair (3)
→ east: The Sacrifice Chamber (5)
↓ south: The Dungeon Entrance (1)
← west: The Hallway (6) locked.

the voidgrinder Wounded


► He is missing an arm and a leg, his intesti- Voidgrinder
nes are intertwined with wires and cables Still breathing, but
that are spread across the floor. in very bad shape.
► He coughs up blood and oil as he speaks: Wears a heavy
“The birth of the unholy star will open the brown cape and
gates. Its death will close it...”, and then holds a bag con-
passes out. taining d4 jugs of
oil and 1 random
the sealed door Spell.
► There are 8 torches burning with black HP 1/10 Morale 7
Hellfire in the shape of a circle on the Iron bones -d6
door. Hand mounted
► An octagram needs to be drawn to
chainsaw d8
connect the 8 points, to break the seal and
(capacity 1)
open the door.

Breeding Death 83
8 9
3. Cacodaemon’s Hideout
A very long steep staircase leading down.
7 • Krapyl rolls Reaction (unless entering
4 through the pit trap, then it will be hostile).
3
6
5 → east: Secret path (4)
2
← west: Tight tunnel leading up to a closed
1 hatch (Pit trap in the Hallway (6)

krapyl’s secret agenda: Banished from


Hell and wants back in. It needs the Arch
Daemon distracted so it can sneak in
through the Rift.

4. Secret path
A rough and narrow dirt path.
Krapyl the • Slime and blood cover the tunnel (pro-
Cacodaemon bably dug by the Cacodaemon itself).
A big floating
lump of red flesh ↑ north: The Feeding Chamber (7)
with a cyclopean
green eye and
one hell of a huge
mouth.

HP 9 Morale 7 5. Sacrifice Chamber


Lumpy flesh -d6 A confined dark room. Smells of fresh blood.
Bite d8
Special Lightning • The floor is covered in corpses that are all
Ball Belch (every disemboweled and mutilated.
second round), • On the northern wall there’s an Octa-
ranged attack, d10 gram (8 pointed star) painted in blood.

← west: The Entrance (2)

84 Breeding Death
6. Hallway 8 9
A spiral staircase leads down to a long narrow
hallway. A door stands at the end of it.
7
↑ north: The Feeding Chamber (7) 4
↓ south: Staircase to the Entrance (2) 3
6
5
2
a pit trap (d6). Presence DR12 to spot, d6
damage. Leads to Cacodaemon’s Hideout (3). 1

7. Feeding Chamber
The stench is protruding, sweet and nauseating.
• The cave walls are covered in corpses.
Some of them still writhe and moan.
• The corpses are all smothered in spider-li-
ke web and dripping with slime and bile.

if the corpses are touched a giant spi- The False


der-like creature emerges from a large crack Mother
in the northern wall. Before that, you can has 4 black arach-
find (d6): nid legs with long
1. Decomposed acidic sludge (take d4 damage) bristles, a bizarre
2. Nothing pink and violet
body covered with
3. A potion (heals d6 HP)
boils and pustules
4. d4 jugs of oil ending in a de-
5. A Giant Hog Splitter (p. 56) formed oversized
6. A Chainsaw (p. 58) with 2 jugs of oil head resembling
that of a human
this is not the arch daemon, just one of fetus, crying and
her bigger spawns. screaming.

if failing when rolling morale, it will HP 10 Morale 7


flee. The wall collapses as it crawls through Exoskeleton -d4
the crack and the next room is revealed... Stabby legs 2d6

Breeding Death 85
8 9
8. The Arch Daemon’s Lair
A colossal eight legged monster with a huge
bloated abdomen hanging under her glister-
7 ing lactating udder. Her long bladed legs are
4
3
solidly planted into the cave walls, making her
6 body dangle like an overripe rancid fruit too
5 heavy for its own scrawny branches. She leans
2
forward, her needle-toothed mouth dripping
1 with translucent slime and thick yellow-white pus:
“I AM MÂTER THERIDIID, THE
BLOAT MOTHER, I AM BIRTH AND
The Arch Daemon
HP 23 Morale 11 DECAY, I AM BREEDING DEATH.
Exoskeleton -d6 BEHOLD, MY BEAUTIFUL OFF-
Scythe legs d12 SPRING, MY ETERNAL SPAWN!”
Acid squirt 6d6*
*can hit multiple
She thrusts her pulsating sack forth as it opens
targets at once, d6
up like a bloody maw, belching out a crimson
damage per target.
stream of blood and intestines followed by an
Special When hit
amniotic membrane that bursts into a swarm
test Toughness
of d20 crawling Arachnid Fetuses.
or take d4 extra
damage. if killed, the Rift (9) is revealed in the
Spell Sucker when mountain wall behind her.
hit by a spell, she
can reverse its ef-
fect on a DR12 roll.
Arachnid Fetus
(Horde)
HP 1 Morale -
Attack 1
Special d10 new
minions will spawn
each round (as long
as the Mother is
alive).

86 Breeding Death
8 9

7
4
3
6
5
2

87
The birth
of the unholy star
will open the gates

Its death
will close it

88 Breeding Death
9. The Rift 8 9
The Rift is a tunnel covered in web and corps-
es, with a faint red light burning from some-
where deep within. 7
4
• At closer look, the webbing has a peculiar 3
6
pattern resembling an octagram, an eight 5
2
pointed star, with a corpse tied to each
point, burning with black fire. 1
• The Voidgrinder from room 2 knows
how to close the Rift if he sees it.

to close the rift, the cords between the


corpses must be cut and the black fire extin-
guished.

if the PCs spend too much time, some-


thing big is getting closer from within the
Rift (She’s back).

looting the cadaver of the mother (d6)


1. Decomposed corpses. Some of them look
like Voidgrinders.
2. 1 jug of oil
3. 4d20 silver
4. d4 jugs of oil
5. A Circular Saw (p. 56)
6. A Deathface Skullgrind Blaster (p. 62)

Breeding Death 89
Scenario 2 : Hellpit Of Morkia

HELlPIT
4 by john baltisberger
3a
6 3
2a
2b
2
2c

1a
5
1

OF MORKIA
INTRODUCTION
She screams at you in your nightmares. A constant
voice that whispers in the early evening and grows in
volume and pitch until it reaches a shrill crescendo
that pierces your eardrums, ripping you through the
veil of sleep and dragging you into the waking world
with a sense of disquiet. Your dreams are couched in
symbolism and words from a language that was dead
before the world was young.

90 Hellpit of Morkia
4
3a
6 3
2a

What did you dream? (d6)

2b
2

2c
1a
5
I. The face of a long dead woman rose from a bog, leeches 1 falling
off her bloated flesh in clumps. She whispers a mathematical for-
mula that, when solved, offers a location. You are driven towards it.
II. A sea of Hellfire parts, revealing an old man. He leads an army
of figures drenched in the blood of their enemies. They chant the
name MORKIA, a drone that crushes the world.
III. You are in a forest where the trees are made from the flayed bo-
dies of dead gods. They howl at the injustice of their internment.
Hellish termites burrow into their ruined flesh, carving the word
MORKIA in ever-flowing brutality
IV. A homeless woman, destitute and filthy, staggers down an
empty street towards you. The shadows grow, and blade-lim-
bed things with too many eyes skitter in the darkness. She stops
before you, lifting her dress to reveal a festering, diseased body. Her
stomach distends and bursts, launching coils of fetid intestines that
wrap around you in a suffocating grasp. As your vision goes dark,
you see a sign; it says MORKIA.
V. You receive no prophecy. You ARE the prophecy. From the day
the Hellfire sang in your skull, converting you into what you have
become, you have known you would come to this place at this
time. You have been waiting. What purpose will you fulfill? You do
not know; you only know that it will be bloody.
VI. A dog walks on its back paws across the fire-scorched remnants
of a city. Behind it, a flock of rotting sheep bleat their observance.
The bodies of men and women, children, and the elderly fall from
the sky, a rain of flesh that pops like overripe melons against the
ground, showering everything in bone, blood, and agony. The dog
raises its paw and points the way. You see its guidance even in the
waking hours.

Hellpit of Morkia 91
Room 1 A large stone antechamber carved into the earth .
4
3a • Unholy and blasphemous reliefs cover
6 3 the walls and floor. They depict scenes of
2a
2b
two-headed dragons and godlings being
2 ripped apart by demonic entities.
• Chained to an altar is a Daemon. It is
2c

1a
a spindly thing, emaciated. Its flesh has
5
been carved with runes that hurt your
1
eyes to look at, and something about them
causes the demonically mutated intense
discomfort.
• They are holy runes that cannot be de-
stroyed even if the creature is killed.
• It has been blinded, its eyes torn out un-
cleanly. It babbles and repeats instructions:

“She calls for you. Kill his minions, kill


her sire, she will aid you, she will join you.
She calls for you. Kill his minions, kill her
sire, she will aid you, she will join you …”

↑ North: room 1a

Room 1A A short hallway, the fleshy walls are covered in


shrieking toothless mouths.

If a Hellshredder sticks a hand in a


mouth, it will bite down but cannot harm
the Hellshredder. The walls and mouths
can be attacked, and the individual mouths
will die. The wounds will heal after a few
seconds, but the mouths stay silent.

↑ North: room 2
↓ South: room 1

92 Hellpit of Morkia
This cramped cavern was carved out by
human hands. Along the walls those humans’
Room 2
4
corpses hang, impaled with rusting blades and 6
3a
mining equipment. 3
2a

2b
• The corpses writhe, their undead eyes 2
staring ahead.

2c
• The stench of rot is thick in the air, as is 1a
5
the sound of noisy chewing.
1
• A group of d3 pig-like daemons squat in
the center of the chamber tearing a corpse
apart and feasting on it. Once an hour, Rift Pigs
one will rise to fetch a new corpse from Squat, boar-like
the wall. creatures with
clawed human
Images have been carved above the hands and feet
doors leading out of this room:
► 1A: A weeping woman HP 6 Morale 6
► 2A: A king burning on a throne Pigskin -d2
► 2B: A wizened mage crumpled over a tome Claws d4 Tusks d6
► 2C: A barbarian, axe held over his head Special Vomit,
ranged attack d3

A horde of crickets with human faces that


scream the names of the player’s family fill the
Room 2A
hall. Cricket Swarm
They are more
• The crickets attack as a horde. shrimp than
• The Door to (6) will not open until the cricket, but they
Daemon Lords in (3) + (5) are dead. hop around and
know your mom’s
↑ North: room 6 name!
↓ South: room 2
Size 10+d10
HP 1 Morale 3
Stingers 1

Hellpit of Morkia 93
Room 2B Along this hallway, books lie scattered and abused.
4
3a • Torn, blood-splattered pages drift across
6 3 the hallway as though on a breeze, though
2a
2b
the air is still.
2
If someone spends enough time searching,
2c

1a
they can find a random Spell.
5
1
↑ North: room 3
↓ South: room 2

Room 2C Skulls. The floor is skulls, the walls are skulls,


the ceiling? You guessed it, skulls.

• They all still have their eyes, and they


stare at you, pleading for death.

↑ North: room 2
↓ South: room 5

94 Hellpit of Morkia
A library has been carved into the walls of this
cavern. Musty books that ooze with fetid ha-
Room 3
4
tred line every wall. There is a heartbeat that 6
3a
pulses at regular intervals, filling the room 3
with sound and discordant discomfort. 2a

2b
2
• THE PRINCE OF RAGING WANDS

2c
stands at a lectern. As you enter, he 1a
5
screams “Ah, class is in session!”
1
• The Prince guards the door on the far
side of the room. When The Prince dies,
the door to 3A opens.

If players try to read any of the books on


the shelves, there is a d10 chance of instant THE PRINCE
random mutation (d6) as Hellfire floods OF RAGING
out of the pages: WANDS
A squalid and
emaciated Dae-
I. The character’s lungs shrivel, and they
mon Lord in
grow gills; if they cannot find water in
30 minutes, they suffocate.
flowing pink neon
robes crawling
II. The character’s weapon melds with their with black sigils.
flesh; they can no longer be disarmed. His erect “wand”
III. The character’s anus seals shut. They will is comically huge
need to cut a new one or they will burst on his slight form,
in an explosion of feces in d10 days. and his rotting
IV. The character gains HELLFIRE VISI- teeth slowly spin in
ON and can shoot a ray of hellfire from his gaping smile.
their eyes. [ranged attack d6 damage]
Their eyes turn into pits of Hellfire.
HP 9 Morale 8
V. The character’s nipples turn into ta- Robes -d2 (also
lon-tipped fingers. The character can against magic)
use these to attack (d2 while grappling)
“Wand” d2
or to hold small objects while shirtless.
Special The Prince
VI. Wings made of chainsaws sprout from casts a different
your back; they are worthless and offer Spell every turn.
no benefit other than looking rad as fuck.

Hellpit of Morkia 95
Room 3A This hallway is filled with the corpses of incubi
and succubi. They have been posed in death as
4
6
3a though mid-coitus in a massive orgy of plea-
3 sure and pain in equal measures.
2a
2b
2 • The sensual torture and sadistic pleasure on
display is enough to drive most mortals mad.
2c

1a
• The smell of sex and death is thick in
5
the air, and the floor is slippery with
1
unknown fluids.
• If one were to touch one of the corpses, they
would find them sealed in a waxy buildup.

→ East: room 4
← West: room 3

Room 4 This room is masterfully sculpted. Marble tile


lines the floors; beautiful statues rest in recesses
in the wall. Crimson curtains hang, and gold
filigree graces almost every surface.
The Daughter
of Wounds • In the center of this square room, there is
Beautiful be- a cage. In that cage sits a Daemoness.
yond belief and • She is as beautiful as she is wrong.
almost, but not • The Daemoness will explain that, should
quite, human. she be freed, she would gladly turn on her
kind and assist in the destruction of dae-
HP 12 Morale- mons. She has ample knowledge of their
Daemon Bone kind, their weaknesses, and the locations of
Armor -d3 more Rifts. An invaluable tool. If freed, she
Bone Sword d6 will join the party so long as it serves her. If
Special The attacked, she will defend herself.
Daughter will heal
d4 hp whenever Her cage cannot be opened until her father
she lands a killing (6) is killed.
blow on a foe.

96 Hellpit of Morkia
This room is an arena. The walls are chains
of barbed wrought iron, and beyond them, the
Room 5
4
cavern falls away to an endless void. Within 6
3a
the void, millions of red daemonic eyes watch 3
and cheer. 2a

2b
2
• The Barbarian Godling waits in the cen-

2c
ter of the room. 1a
5
• Being pushed or thrown into the wall
1
causes d2 damage and 1 in 6 chance of
being infected.
• The Barbarian will not discuss anything; The Barbarian
he only attacks as soon as the players try Godling
to move past him or engage with him. A hulking Dae-
mon Lord dressed
in a loincloth
made of human
faces. He wields
a massive axe
named Shitcarver
and a whip sewn
from the tendons
of dead basilisks.
HP 15 Morale -
Daemon Flesh -d4
Shitcarver d6
1 in 6 chance to
cause infection.
Whip d6
Wounds cause
prophetic halluci-
nations inflicting
-2 Presence for d6
rounds.
Special He attacks
with the axe and the
whip every turn.

Hellpit of Morkia 97
4
3a
6 3
2a
2b
2
2c

1a
5
1

98 Hellpit of Morkia
A throne room carved of volcanic glass. Within
the semi-translucent floor and walls, mortals
Room 6
4
scream in unending agony. Rusting, bloody 6
3a
chains dangle from the darkness above, ending 3
in cruel hooks that are embedded in the flesh 2a

2b
of men and women who exist in various stages 2
of rot and decay, yet all are still living and

2c
breathing. Their moans are soft and muted.On 1a
5
the throne sits THE SIRE OF AGONY.
1
“So.” He speaks. “My daughter has
brought another coterie to bring me THE SIRE OF
down, to win her freedom. Look above AGONY
you at the remnants of those that Human-shaped
came before. I give you a choice. Kill one clad entirely in
another, feast on your friends’ entrails. wrought iron
Make art of their bones. I will allow the armor; blood
last standing to flee. Or join your fel- and Hellfire seep
lows in perpetual worship at the altar from between
of pain. The altar of me!” the plates in oily
sheets. The armor
► Take him up on his offer and kill each is jagged, and hit-
other. If so, he will kill the last standing,
ting it with your
resurrect the dead, and impale all of them
bare flesh causes
on hooks in his chamber of eternity.
d2 damage.
► Fight him. If he is killed, the cage keeping HP 16 Morale -
the Daemoness locked up will swing open: Armor of Pain -d4
Blade of Regret d8
If you have not met her, or left her on good Amputator d6
terms, she will join you. Special When hit
by an attack, he can
If you left her on bad terms, she will hunt immediately follow
the party down to kill them herself. up with an attack
with Amputator.
► If the Sire kills the party, he will resurrect Special(2) Every
the dead and impale all of them on hooks 3rd turn he will use
in his chamber of eternity. a random Spell.

Hellpit of Morkia 99
Scenario 3 : Hangar Hell Seed Saw
by pelle nilsson

Hangar
HELL SEED SAW
Somewhere in the southeast wastelands of Dödland.
Not far from the Death Delta of the river Krahnstuk.

Because of various crimes, everything from small


breaches of Hellshredder´s loyalty codes to actually
teaming up with the powerful Daemon you were
on a mission to kill, you all have been convicted and
now work on Uncle Joel’s correctional maggot farm.
He provides “food,” shelter in a ramshackled barn,
and, every now and then, some coins to spend on
alcohol-tingned indulgences in the nearby village of
Riftplagued Thornslide. So who’s to complain, really?
Some of you have been at the farm for many years
and are so degraded, that you truly believe Joel is
your bloodline uncle*.

The maggots are considered a delicacy and jars are


sold expensively in Thornslide and its vicinity.

100 Hangar Hell Seed Saw


U
ncle Joel tells of his sister, a tormente
d soul named
Da’Hærbinger, who deeply hates him
. According to Joel, this
stems from their parents who conside
red him The Golden Boy
while at the same time rejecting the
sister as merely a burden-
some appendage.

In anger, Da’Hærbinger has sent her Shadow Creepers to the farm


which feed the maggots with rotten larva-mold, turning each maggot
into incubators for infernal diseases. All those who eat infected mag-
gots die horribly. This contamination must stop. With a slightly heavy
heart, Uncle Joel instructs you to kill his sister.

To reject this mission would likely mea


n banishment from the farm
or even death. You have therefore mad
e the two day trip to the proba-
ble home of Da’Hærbinger.

* Note that this may lead some PCs to believe that Da’Hærbinger is his or her true mother.
If this is the case, it has some technical effects in room #7 (RE-CRETIN’ POOL AREA).

Hangar Hell Seed Saw 101


3 5
A
1. GARDEN
B
Distant bonfires provide a lambent, blood-red
glow which illuminates the gardens surround-
2 4 ing the building. It will soon be dark.
The overgrown vegetation consists of wild
grass, prickly rose bushes, and mutated weeds.
Rusty old barbed wire and oil drums are scat-
1 tered on the ground.
A couple of old, seemingly abandoned small houses
are located within eye-sight of this rather small
hangar – most people would rather describe it as a
6 long, one-story building (about 60’×30’).

• There is time to search a maximum of


7 two of the surrounding houses. Roll on
the tables below to check if the PCs find
anything of interest.
• The garden itself merely contains rubb-
le. If searched, the only item potentially
worth keeping is a rotten rope (2-in-6 risk
of breaking if used).
• When the PCs approach the entrance
door on the southern wall, they can feel a
warmth that seems unnatural.

↑ SOUTHERN WALL
A closed, unlocked door on the south side
leads into room #2 (THRASHED FOY-
ER). The door has a small window with
only pieces of glass remaining.

102 Hangar Hell Seed Saw


Item in the house … (d6)
1. Scrap pistol (d6 damage, 4 bone bullets) constructed with a
tendon mechanism.
2. Lantern half-filled with oil (lasting 20 minutes).
3. Well-worn chainsaw (d6, capacity 2, filled with oil).
4. Cage with two stuffed birds (house sparrows). Two black pills
have been hidden inside the beaks. If consumed, test Toughness DR 8
to heal d6 HP, or take d4 damage if failed.
5-6. Only worthless rubble.

That belongs to … (d4)


1. Noone is around, but a Rot Dog (see #4 in this table) will be alerted
if the PCs argue, make a lot of noise, or stay here too long.
2. Shuzaskan Boil, an old crazy and drooling man with severe burn
damages. HP 5 No armor Morale - Rusty knife d4 or Bite d4
(Toughness DR10 or get infected).
3. Helgun Robewearer, a nervous and toothless hag who hisses
curses that don’t make sense. She will not fight and freely offers
any valuable items the PCs discover. After 30 minutes, a random
PC will start to feel dizzy, however, and suffers -2 Presence for the
reminder of the adventure.
4. A Rot Dog guards everything in the house and immediately at-
tacks any intruders. HP 6 Dirty fur -2 Morale - Bite d8
(Toughness DR10 or get infected).

Hangar Hell Seed Saw 103


A
3 5 From now on, and at the GMs
B discretion (who should be very picky),
use the making NOISE or LOITERING
table below. It’s fun to use in at least
2 4 a couple of rooms anyway, whatever
the PCs do.

1
2. THRASHED FOYER
Room size: 30×15’. The room is completely
dark and smells of metal and oil. Broken glass
jugs and oil stains are scattered across the floor.
6
• Without any light source, there is a 3-in-6
risk of stepping on glass which alerts a
Horde of d10+5 Hairless Pales (they enter
7 from #3: CLUTTER ROOM). Should this
happen, do not use the making NOISE or
LOITERING table.
Hairless Pales • A humming sound can be heard coming
(horde) from the opening in the eastern wall (#4:
A mushy human GENERATOR ROOM).
-like creature, mov-
ing around on all four ↑ Unlocked metal door to #3 (CLUT-
malformed limbs. Its
pearl black eyes have TER ROOM).
adapted to the dark – → A narrow opening in the wall, lead-
they’ll find you! ing to #4 (GENERATOR ROOM).
HP 2 Morale -
Mushy skin -d4
Heavy fist 1
Special: Stare-at-
you. Test Presence
DR10 or mentally
break down (d2
damage + all ac-
tions in this combat
are Difficult, DR14).

104 Hangar Hell Seed Saw


NOISE or LOITERING table (d6)
1. The PC that talks the most, or has the
most creative ideas, slips on a puddle of
blood and oil. A carried item breaks in the fall.
2. A large bang is heard coming from the #4
(GENERATOR ROOM) direction. This is
followed by someone shouting “Holy shit!”
Nothing more happens and the source of
the shout is nowhere to be found.
3. d2 Shadow Creepers appear from the last
visited location and attack immediately.
4. Screaming Children can be heard from
the other side of a nearby wall. Should any Shadow Creeper
PC knock on that wall, or try to contact the A giant centipede with
children, a d4+2 horde will appear – with a human mouth filled
knives. with rotten
5. Sticky acid drops from small holes in the larva-mold.
ceiling. All PCs must test Presence DR12 or HP 10 Morale -
take 1 damage. Thick shell -d4
6. The temperature suddenly rises, making Bite d6 + paralyzing
it unbearable to stay here. While escaping, poison (all actions are
all PCs must test Toughness DR8 or take d2 DR14 in this combat, and
damage. The temperature will drop after a Agility tests are DR+2
few minutes. for the remainder of the
adventure).

Screaming Children (horde)


Oh, these ones are truly energic, run-
ning around in a frenzy, trying to stab
all intruders. The children, who seem
to be human, scream profane words,
mixed with “mom” and “we go tell’er.”
HP 1 Morale - Powdery skin -d2
Sharp knife 1 Special:
Horrible scream Every time a child
dies, the other children scream on
the top of their lungs: 1 in 4 risk that
the newly killed child resurrects.
3 5
A
3. CLUTTER ROOM
B
Room size: 30×20’. The room is completely
dark and smells of rotten flesh. Even with a
2 4 proper light source, it is impossible to see the
ceiling.
• The room is partially littered with all
kinds of useless trash.
1
• TRAP: Test Presence DR12 to notice that
parts of the concrete floor has a slightly
different shade (a 5×5’ square). A hammer
hangs from the roof, attached to a rope,
which will fall upon anyone who walks on
6
the square. All PCs that fail Agility DR14
are hit (d4 damage).

7 There is writing along the eastern


wall: ”The evil ones are here. Evrithing* will
burn. Code Red.”
* Yes, it is mizpelled.

↓ Unlocked metal door to #2


(THRASHED FOYER).
→ A closed, unlocked door to the east,
into #5 (SMALL BEDROOMS).

T HE
eVIL ONES

E H ERE.
AR

EVR ThI G
N i
106 Hangar Hell Seed Saw
4. GENERATOR ROOM 3 5
A

Room size: 30×15’. Dim light sputters from B

cracks in an old generator. It makes pained


sounds as oil leaks freely into a widening pool 2 4
beneath it. The air is warm and choked with
exhaust.
• A dozen small wooden boxes are piled on
1
the floor. The boxes can easily be cracked
open, but the noise will attract something
from the NOISE or LOITERING table
(roll d4+2 instead of d6). Apart from the
remains from rats, the PCs won’t find
6
anything valuable inside the boxes.
• A switch can be pushed up and down. It
is currently locked in its upright position.
A code-panel with three random letters 7
sits beside the switch. The PCs need to
enter the code ‘RED’ (check the clue from
the wall writing in #3 (CLUTTER ROOM).

With the correct code it is possible to


move the switch and shut down the gener-
ator. The PCs will then hear a bang coming
from north. This is an invisible floor hatch
opening in the corridor of #5 (SMALL BED-
ROOMS).

← A narrow opening leading to #2


(THRASHED FOYER).

L BURN.
I
W L

D E RED

CO Hangar Hell Seed Saw 107
3 5
A
5. SMALL BEDROOMS
B
A 10’ corridor with two oil lamps on each wall.
The corridor is otherwise empty, except for a
2 4 small oil painting which hangs at the end of
the hall, depicting a smiling woman and five
trouble-free children.
Two doors to the north (A) and south (B)
1 lead to the bedrooms:

• The northern bedroom has two care-


fully-made bunk beds. An album sits on
a low desk, filled with kids’ drawings. On
6
the north wall is a small window; outside,
rain is pouring down – not much more
can be seen in the darkness.
7 • The southern bedroom seems more like a
storage room, with heaps of disused items.
Apart from a bed, the PCs can find a
hammer (d4), a pot with stinking grease,
and a bureau with drawers filled with
documents picturing strange and incom-
prehensible signs.

→ A hidden floor hatch at the end of the


corridor conceals a spiral staircase, which
leads down to #6 (SHOWERS). The hatch
will open with a bang if the generator in
#4 is shut down. The lower part of the stair
is broken, so the PCs must jump down the
last few feet (test Agility DR8 or take 1 dam-
age), or use a rope to safely descend.
→ A door to the west into #3 (CLUTTER
ROOM).

You should now stop using the NOISE


or LOITERING table.

108 Hangar Hell Seed Saw


6. SHOWERS 3 5
A

This 20’ x 15’ chamber is a lot colder compared B

to the upper floor. Magnesium strips attached


to all four walls light up this room. True 2 4
magick!
• There are three showers by the northern
wall. The showers are constructed with a
1
rope and a bucket with some holes in the
bottom, which are attached to the ceiling.
If anyone pulls a rope downwards, the shower
will start.
• These are actually functioning fresh water
6
showers.

If the PCs start at least two showers,


the southern wall will start to move and an 7
opening to #7 (RE-CRETIN’ POOL AREA)
is revealed. Sounds of a loud-talking woman
can be heard.

If the PCs don´t turn on the showers


within a reasonable amount of time (~ 5 real
time minutes), the recently opened hatch
shuts. Poisonous gas then fills the room,
coming from the shower drains. All PCs must
test Toughness DR12 or die. The southern wall
will then start to move (check the previous
info-bullet).

↓ Hidden opening to #7 (RE-CRETIN’


POOL AREA).
→ Spiral stair up to #5 (SMALL BED-
ROOMS).

Hangar Hell Seed Saw 109


3 5
A
7. RE-CRETIN’ POOL AREA
B
This huge room is dimly lit with dozens of
torches attached to its walls. It smells like
2 4 sweat’n’oil car mechanic style and rot, and it is
warm like a sauna.
• The room is made up of a huge pool, sur-
rounded by a 5’ stone platform. The pool
1
is six feet deep and not filled with water,
however, but rather something looking
like wheat splattered with sticky oil.
• A saw sling moves through the sludge,
from north to south and back again.
6
• A grey-haired old woman stands in the
middle of the pool. With a toothless smile
she whispers: “My children. So expected. So wel-
7 come. Come to me. My wait has been too long.”
No doubt this must be Da’Hærbinger.

Da’Hærbinger
An old hag, laughing and hissing, mocking the PCs that don’t
accept her as their mother. Of course she has long tangled hair,
swamp-infested nails, and no teeth.
HP 17 Morale -
Old feathers and young fleas -d4

Nails d6 (2-in-6 risk of infection when scratched).


Throw the saw. Da’Hærbinger can command the saw. When
she does (each round, there is a 1-in-4 chance), all PCs that are in
the pool must test Agility DR12 or take d8 damage.
Curse The hag utter some wicked words every second round,
combined with any of the other two attacks. All PCs must test
Presence DR12 or fall to the ground on the platform, or get stuck
in the “wheat” in the pool – and can’t act during the next round.

110 Hangar Hell Seed Saw


Hangar Hell Seed Saw 111
WHAT DO YOU DO?
BURN THE "WHEAT"!
One solution is to ignite the MOTHER!
sludgy substance in the pool, Should any PC believe that
which will surely burn. In that Da’Hærbinger is their mother,
case, Da’Hærbinger will climb she will ask them to join her
up to the stone platform sur- in the “sea of life,” as she puts
rounding the pool but can only it. If the PC agrees and steps
fight ‘hand-to-hand,’ and is into the pool, Da’Hærbinger
unable to use the saw nor curse will turn off the moving saw
as weapons. and embrace the individual.
Both of them will disappear
KILL THE WITCH! into the “wheat” – but only
Most of the PCs w Da’Hærbinger returns after a
ill prob-
ably stick to the pr few seconds. The PC, however,
omise
made to Uncle Joel is lost forever (read the ‘With
, and will
try to kill the here Mother’ section when all other
tic sister.
Da’Hærbinger will PCs actions have been resolved or
stay in
the pool and fight the adventure is over).
‘til death,
using her nails, th
e saw, and
a curse as weapons
.

AFTERMAT H
When Da’Hærbinger is put to dea
th, the survivors
that return to the maggot farm will
be saluted by
the community. Uncle Joel offers to
move them into
a proper (well … ) house instead of the
barn. As time
goes by and the heroic mission fade
s in the memory
of others, some of the inhabitants will
start to “hate
the privileged bastards.”

112 Hangar Hell Seed Saw


With Mother
(read aloud to the forever lost ones)

Y
ou wake up and a woman with brown, curly hair
holds you in her bosom. She sings by a window
and lightly strokes your cheek. ”Look, little one,”
she whispers and lifts you up. Outside are endless fields
of shimmering wheat. Far away, a man is sitting upon a
black horse.

Hangar Hell Seed Saw 113


QUICK RULES REFERENCES
ces

114 Quick Rules References


HIT POINTS REACTION (D6)
Zero HP: broken When a creature’s reaction is uncertain.
Negative HP: dead 1. KILL
2. Angered
BROKEN (d4) 3. Disgusted
1. Fall unconscious for d4 rounds, 4. Neutral
awaken with d4 HP. 5. Terrified
2. Roll a d6: 1-5 = Broken or severed 6. Helpful
limb. 6 = Lost eye. Can’t act for d4
rounds, then become active with
d4 HP.
BRUTALITY ATTACK
• Autohit
3. Hemorrhage: death in d2 hours
• Penetrate armor
unless treated. All tests are DR16
• Double your weapon’s damage die
the first hour. DR18 the last hour.
• Exploding die: if any of your da-
4. DEAD.
mage dice rolls maximum, roll it
again and add the new die to the
COMBAT rolled result. Continue as long as
Initiative (d6): you roll maximum.
1–3: Enemies go first.
4–6: Players go first. HORDES
Agility + d6 for individual initiative or to When players roll to:
determine who goes first within the group.
ATTACK DEFEND
Melee: Test Strength
Ranged & Spells: Test Presence SIZE DR SIZE DR
Defense: Test Agility
1 12 0-4 12
CRIT (natural 20): 2 11 5-9 13
Attack: Double damage
Defense: PCs gain a free attack
3 10 10-14 14
4 9 15-19 15
FUMBLE (natural 1): 5 8 20-24 16
Attack: The weapon breaks or is lost
Defense: PC takes double damage
6 7 25-29 17
7 6 30-34 18
MORALE (2d6) 8 5 35-39 19
• If the leader is killed. 9 4 40-44 20
• If half the group or horde is
eliminated. 10 3 45-49 21
• If a single enemy has only 1/3 of its 11 2 50-54 22
HP left. 12
If equal to or greater than Morale, roll d6:
Auto 55-59 23
d6: (1–3) flee or (4–6) surrender. 13 Auto 60+ 24

Quick Rules References 115


and liberate the rotten remains of what we used to call mankind.
Rev up your chainsaw, rip and tear through the hordes of Hell,
You have only one purpose: to annihilate the wicked.
YOU ARE A HELLSHREDDER
The death of the world became your rebirth.

Make them suffer.


Carnage is inevitable.

Created by Tommy Sunzenauer


2025 MÖRK DÖD, SUNZENAUT
M ÖR K DÖD IS A D E AT H M E TAL HAC K OF M Ö RK B ORG . TH IS BO OK
C ON TAIN S E V E RYT HIN G YOU N E E D TO P L AY. A F U LL S ET O F
RULE S , C HARAC T E R C LAS S E S , BRUTAL W EAP ONS AND S P EL L S, V I L E
DAE MON S , IN -D E P T H LORE , D E AT H M E TAL RE F ERE N CE S, T HRE E
P RE -WRIT T E N S C E NARI OS , AN D LOT S OF DI SG UST I NG ART.

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