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Vil 1024 (Digital)

The document details various independent game elements and characters from the production 'vil: 1024', which is not affiliated with Ockult Örtmästare Games or Exeunt Press. It includes descriptions of unique creatures, items, and abilities, each with specific stats and special effects. The content is designed for use in tabletop role-playing games, particularly within the MÖRK BORG universe.

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fernadps42
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100% found this document useful (3 votes)
1K views35 pages

Vil 1024 (Digital)

The document details various independent game elements and characters from the production 'vil: 1024', which is not affiliated with Ockult Örtmästare Games or Exeunt Press. It includes descriptions of unique creatures, items, and abilities, each with specific stats and special effects. The content is designed for use in tabletop role-playing games, particularly within the MÖRK BORG universe.

Uploaded by

fernadps42
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/ 35

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.

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