Zwyntar Pass
Zwyntar pass connects Galgenbeck and Grift
Mykyta Skiba
through Graven‐Tosk. There is no wind and
the air is stale in the pass. A deep forest surrounds
1- Fork on the road
the pass and it is common to see long forgotten A procession returning from Grift to Galgenbeck.
graves along the way. They were chased by the troll.
They know it went to the old citadel.
Travelling along a path on the map takes 20 minutes. After players leave, they travel to Galgenbeck.
2- Deep forest 3- Cliff Edge
A clearing in the forest. On the edge of the cliff, a rock protrudes.
A site of a past battlefield lies inside. A cultist is performing a heretical ritual.
A dozen of corpses crushed to death by the troll. If not stopped, a horde of 5 zombies (p.65)
rises from the altar and eats the cultist.
4- Graveyard They wonder to a random path every 20 minutes.
Thousands of graves hidden in
the depths of the forest.
5- Marsh Crossing
Skeletons (p.62) wander among them. Filled with stagnant water.
The marsh filled with deep mud that is hard to traverse.
Each time the players travel through the A path of old wooden bridges has been made,
graveyard, they can expect to encounter but some of them are damaged.
1d4+1 skeletons.
6- Three Witches' Inn 7- Old Citadel
A safe haven within the Zwyntar pass. Abandoned.
Should an ally fall in battle, the party Built by the worshippers of Gorgh of the HE basilisk.
could find a willing soul to join them. Now used by the troll as a lair.
Inside is a collection of meat from different creatures.
Resting at the inn requires a price to Inside the citadel is one unclean scroll. (p.35)
be paid to the witches who run it.
Gamemaster Side
Price that cannot be paid in silver,
but in digits and other appendages.
Alternate Start
Should you want to start from the Grift side,
Everything remains the same, except
The Troll (p.64) the procession from the fork is now in the
marsh crossing
Troll starts in it's lair at the old citadel. Troll has 32 HP and deals 1d6
damage. Each it is damaged for a third of it's original health (11), it runs
away and it's damage growth by 1d6.
Troll runs to a random location (1d6). Every hour a troll is left alone it
regains 1d6 HP.
If the horde of zombies was summoned.
If the troll encounters the horde, it eats the horde and regains 1d10 HP.
If the troll goes to the Three Witches Inn' the building becomes damaged.
The Witches will be more cooperative with the players.
If the troll goes to the graveyard, it is damaged by skeletons for 1d4 health,
before the troll defeats them.
Troll's movement is not impeded by the marsh.
(Page numbers reference Mork Borg book)
Player Side
To Galg
e
1
Old Cit
nbeck
adel
Trave
l alon
Cliff E
120S
g a pa
dge
4
Three W
at Zwyntar Pass
th on
Attention all
A troll has taken residence
the m
Reward for killing the creature
itches'
ap ta
Ordained by Arch-Priestess of Galgenbeck
Inn
20 m kes
5
inute
s.
MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Zwyntar Pass is an independent production by Mykyta Skiba
To Grif
and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell.
t
It is published under the MÖRK BORG Third Party License.