t ex t &
a rt by
                                                                                             VIL
vil: 1024 is an independent production by vil and is not af
                                                          fi liated with Ockult Örtmästare
Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party License.
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
The prompts used are from Mörktober 2024 by Exeunt Press.
                                                      ss.
vil: 1024 is an independent production by vil and is not af
                                                          f iliated with Exeunt Press.
                        1: SKELETTON
       Big Skelly
       HP 15 Morale 8 No armor
Halberd used as a cleaver d6 (hits 3 target
                                             s)
or as a lance d10 (slow charge, DR10 to dodge)
Special: impossibly soundless, despite the size
                                               .
Ignore any hit from piercing weapons.
Always be wary of unusually large cof
                                    f i ns.
                               Two-handed femur
        C a p t u r e d 5 0s    (d6 damage) 10s
                      2: FANG
         Strigore
     HP 10 Morale 8 No armor
 Gore-bite d6 + bleeding on a 6
 (d4 ongoing damage until patched up)
Special: fast, DR14 to hit and wins Ini
                                        tiative
on a 1-5 while fl ying
Blood raindrops are a good omen in Kergüs
 — it means the strigore has already fed.
      Captured 250s          Wings 60s
                    3: BLADE
     S wo r d g u t
       Pois o n
3 doses for 50s.
 Smells like vinegar, tastes like iron.
 Toughness DR12 or d6 swords burst from
 your stomach, each dealing 6 damage.
The swords are of poor make, snaping loudly
on the fi rst failed Attack roll.
                   4: ROT
          R ot t e n
          S cr o l l s
Twice as Unclean: cost 2 Powers to cast.
  Eff ects have doubled strength.
On a Fumble, part of you rots away (d6):
     1 head, 2–3 arm, 4–5 leg, 6 insides.
                    5: VENOM
      N ul l G o o
     HP 10 Morale 10 Amorphous -d4
    Teethed Tentacle d6 + grab on a 6
  Test Presence DR14 to avoid a surprise
 attack when encountering.
When the prey stops fi ghting, the goo will
puppet the body to run away and hide while
 it slowly feeds.
     Sample (piece) 20s    (feeding) 80s
                 6: ORACULAR
 M adey e o f th e
  So r e S e er
Lose an eye and d4 HP to equip the mask.
As long as you wear it, you have TRVESIGHT:
the GM will answer any questions about what
you can see truthfully.
 After a day of use, become infected due to
blood loss and eyelid-piercing headaches.
                   7: PIG
       Cast-off
       P ec c a nt
  HP 7 Morale 9 Corpus Porcus -d6
  Club/ Shove d6
Grunts for royalty. Think themselves
knights, but never will be.
Cannot look up, will follow any orders from
above without question.
   Captured        5s
   Heavy armor     80s
                      8: TOME
     B oo k o f E v i l
      D ar k n e s s
 Instead of Hamfund the Squire, a Wretched
  Royalty can begin the game with:
 Nata the Sciolist: a pedant like no other, he
 is the only capable of reading from the famed
   Book of Evil Darkness. So you tolerate him.
During combat, Nata can read from the book,
causing 2d6 damage to a target he can see and name.
 Every time he does, roll a d6. On a 1, the book
  claims Nata's fl esh and soul instead, vanishing
 forever and leaving only ash behind. Nata
 seems to be the only one unaware of this risk.
               9: VEIL
 S is t e r s o f
D e a r R e c o il
 d6 Rumours about the Sisters
 1. They are headless
 2. They are in cahoots with Lusi
 3. They put Josilfa in power
 4. They can bring back the Dead
 5. They prevented an Apocalypse, once
 6. They are but puppets of Nechrubel
                      10: BAT
     H e m o g o bl i n
         HP 5 Morale 4 Ropy skin -d2
         Bite/ scratch d4
Special: fl ying pest, DR 16 to hit if airborne.
Not real vampyres, they enjoy the smell of
blood nevertheless.
They see by screaming echolocation, and carry
the same curse of all goblins.
         Captured 150s      Teeth (set) 10s
         Dead 3s
                  11: THIRTEEN
       Pi e c e s o f
        Sl i th e r
Thirteen cursed coins spread wide across
these Dying Lands.
 Some say they are all that’s left of the
 Shadow King’s treasury.
   Some say they are what HE paid Nechrubel
 to survive.
Everyone knows what they can buy.
      1 Piece for a second chance.
      3 Pieces for the Moonblade.
      6 Pieces for a life.
     10 Pieces for oil to drown the world.
     All 13 Pieces for a cursed Wish.
                 12: SERPENT
   Sn a k e T h a t
     Wa l k s
     HP 10 Morale – Mail -d4
Rusty Mace d6 and Snakes d4 + special
Special: spiteful, test Toughness DR12 +
  damage received or suff er the Snakes again.
     Ransomed 400s    Blood, per liter   6s
                       13: CHAIN
M o r n i n g S t ar
Is it a whip? Is it a fl ail? Is it twitching?
3d4 damage. The chain will extend and bend to
 attack the undead, whether you want it or not.
                       14: TOMB
         A H il l
        E m t om b e d
Go to the warmer parts of the Berghen Crypts
 and ask for the “hill with a head.” “It wasn’t a head
 when my ma was young, you know?”, they’ll say.
 But they know where it is. It’ll cost you a silver.
Survive or succumb to the Unnatural Hunger to get
there. Don’t follow the voices.
Go through the door, down the steps deep, deep
into the loose soil.
Leave a body inside. It doesn’t need to be fresh,
 but it must be whole. Name your pain and soon it
 will cease, and the Hill will feed and grow stronger
 and remember your name.
                     15: CUIRASS
    G o d - p l a t e of
        B o l or
 A piece of armor from revoked saint Bolor, the
Unworthy. Found with a dusty torso still inside.
Reduce all incoming damage on a failed
Defense roll. You glow a golden halo at all times.
 On a Fumble, you explode, instantly dying and
dealing d10 damage to everything in the room.
 The armor is undamaged.
 Cursed – once worn, cannot be taken off .
               16: KNIFE
Knife for Hands
  Don’t joke around wishing wells.
                    17: DISGUISE
        Cu r s e o f
        Lost Self
 Infl icted by Grift’s secret seers to conscript the
unwilling into assassins and spies. No one you
know will recognize you until it is broken.
                     18: ABYSS
 E c h o r eo n , t h e
 Brin e D r a g o n
Getting lost at the Endless Sea is only one of
the dangers of sailing far from the coast.
d4 dreams upon entering his domains
  1. The dark. A single, wrothful eye. Wake up
 with saltwater in your lungs.
2. A beakless seagull crashes on sharp rocks and
  falls on immense piles of gold. You know the way.
3. There’s a pearl inside you, Echoreon’s desire,
 so he will follow.
4. A city made of sinew and driftwood. Rivers
of blood and bile. It’s warm, close to the heart.
                     19: BURN
   A n t h e l i a' s
 B l e ed i n g H e a r t
 The spitting mountain of fi re and doom at the
 center of Kergüs.
 d4 encounters under its shadow
 1. Scorched zealots. Clad in molten armor
 2. Cinder vultures. Burnt feathers and sharp bones
 3. Anthelia suitor. Here to make a grand gesture
 4. Mad oracle. Her breath is poison sulfur
Reach the hidden doorway
The raging fi res can erase anything.
                   20: WRAITH
G r a v e Si l v e r
A Wraith's touch turns veins into silver,
freezing the soul into material form.
Those killed by it leave behind an exquisite
corpse worth Max HP x 100 silver.
                      21: MUD
M u r d e r Mu d
A very patient hunter, it'll wait until you reach
its center before trapping you.
Test the weakest ability amongst the trapped
 group. Succeed three times in a row to escape.
 DR14 to notice its borders; then
DR12 to avoid the boiling (d8 damage); then
DR10 to escape its grasp (-1 to following tests
                                               )
                                      Re p e a t
                                      until
 Sample, per bucket        30s        fr e e
Previous victims remains   d66s
                    22: VISION
  P r e mo n i t i o n
  You can declare a freak accident will happen
to a target in sight. Describe it and decide how
much damage it will cause.
The target must roll Defense against DR12 to
avoid. If they pass, it happens to you instead.
                   23: FORTUNE
        Ha n d of
        C o n q u e st
Golden saber, richly decorated. d6 damage.
 Increase in damage, weight, and beauty for
every 100 silver you have on you right n
                                         ow.
(d8 > d10 > d12 > d20 > d20+d4 > d20+d6, etc)
                    24: FEAR
P an i c Attacker
  Rondel dagger dedicated to Oomah, patron
saint of hospitals and harvest. d4 damage.
 Stab a panicked creature in the spine to calm
them and extract a dose of Fear Essence.
                     25: CIPHER
            Bo x o f
           S h a do w s
 A gilded puzzle box, stained by dried blood.
Choose a combination and test Presence to solve it:
DR 4: fl ay a strip of skin.   DR 13: go to HER.
 DR 5: project your voice. DR 14: seal a deal.
 DR 6: ground every bird. DR 15: travel.
                               DR 16: turn into a Grotesque.
DR 7: call forth a Misery.
                               DR 17: speak with HIM.
DR 8: forfeit sleep.
DR 9: stab (d6 damage). DR 18: nullif y all omens.
DR 10: command chains. DR 19: open the gates to the
DR 11: open a lock.                  Shimmering Fields.
                              DR 20: destroy.
 DR 12: make bleed.
                             Higher: rewrite a line on your
                                       Character Sheet.
            On a failure, take d20 damage.
              On a Fumble, cast Death.
                        26: FLESH
  B an e o f F le s h
Roll twice per injected dose:
   1. Take 1d8 and heal 1d8 damage simultaneously
   2. Snap a muscle (treat as infected)
 3. Capillaries burst, leaving your skin purple-red
 4. Attack someone. NOW! Deal 2d8 damage
   5-6. Strength +1
If your next d20 roll is a 1 or a 20, you become
addicted and cannot heal without a dose of bane.
                   27: CAULDRON
Pe r p e tual Stew
D6 current flavors:
 1. Warm and earthy
  2. Iron. Increase max HP by 1
  3. Brandy
 4. Red poison (Toughness DR12 or d10 damage)
5. Bog water
 6. Sweet and crunchy. You can't stop smiling
Erase the fl avor after.
 Add an ingredient to write a new fl avor.
If the fi re dies out or the stew runs out of
 fl avors, it is spoiled. Only the Church knows
  the starting recipe.
                     28: PACT
               D o gs
Descendants of those who chose civilization,
still bound by the old treaties.
All dogs are hated by Wolves and can detect Evil.
                     29: GOLD
     T e r go l ' s
    H om u n c u l u s
 Cursed spawn from most foul Tergol,
alchemist of fl esh. The homunculi live in
soulless undeath, almost as vile as their creator.
Whatever kills it turns to gold.
                     30: SMOKE
        C en se r
       C a t h e d ra l
Scattered around Galgenbeck, always burning
and spewing dense, perfumed incense smoke.
 The biggest ones cover entire neighborhoods.
  D4 findings in today's smog
1. Sin eaters. Disregard af
                          f i liation or creed
2. Acid gust. Being scarred by it is a mark of heresy
3. Zealot wickhead. Armed with scythe and bible
4. Dead priest. Stabbed in the back
                   31: PUMPKINS
    P u m p ki n g
The fi rst one was a necessity. His lantern broke.
The second, a spare.
By the tenth, he stopped making up reasons.
 HP 8 Morale 7 No armor
Carving knife d4
  Trait: manic               Values:
                              pumpkins, pumpkins,
 Specialty:                   pumpkins, pumpkins
  expert butcher, d4
 extra rations from
    any kill.