MÖRK DÖD Digital
MÖRK DÖD Digital
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
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.
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.
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.
Introduction 7
Död
la nd
You probably already know this world, the
bleak Dying Lands of Mörk Borg. Now fast-
(The Dead Land)
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
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.
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.
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.
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.
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.
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.
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
34 Dawn of Demise
Dawn of Demise 35
RIFT GENERATOR
USE THIS IF ANY DOUBLES ARE ROLLED DURI
NG THE DAWN OF DEMISE
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
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).
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.
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.
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.
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
ABILITIES
Humongous roll 3d6+2 for Toughness and Strength.
Brutally Built roll 3d6-2 for Agility.
Raging Brain roll 3d6-1 for Presence.
50 6. Gore Grinder
6. Gore Grinder 51
7:7
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)
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
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
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.
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.
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.
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.
Spells Table 67
68 Daemons
DAEMONS
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.
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.
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
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HP 4 MORALE 5 NO ARMO
R
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BELCHING BILE d6
hes
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EAR-SHATTERING SCREAM
lood
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
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
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.
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.
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)
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.
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.
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.
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
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:
↑ North: room 1a
↑ 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
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
↑ 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.
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
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.
* 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).
↑ 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.
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).
T HE
eVIL ONES
E H ERE.
AR
EVR ThI G
N i
106 Hangar Hell Seed Saw
4. GENERATOR ROOM 3 5
A
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:
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
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.”
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.