I just finished running this scenario for my Mörk Borg group, so I thought I'd do a review while it's fresh in my mind.
On a purely aesthetic level, the art and layout are fantastic. I love the black and green color scheme. There are multiple full-page illustrations that look really great. The dungeon key is extremely usable. As is often the case, I think the terse keying leaves a lot to be desired conceptually, which I will get to in a bit.
The scenario takes place in the Slithering Swamp, east of Lake Onda, which is itself east of the "sad-but-gaudy" city of Schleswig. The Mörk Borg core book tells us that Schleswig is ruled by the "paranoid, fat, and increasingly mad" King Fathmu IX, who is obsessed with the basilisk Verhu's prophecies and aggressively taxes and raids the surrounding lands.
The scenario begins by describing the Sepulchre of the Swamp Witch, which contains an altar of dead roots. Legend has it that if one chants forbidden words at the altar, any wish is fulfilled. The altar can even stop the Doom foretold by Verhu.
Unfortunately, the Sepulchre is now home to the Strange Serpent Drug Cult, a psychedelic free-love sex cult formed by Ueth the Scalehunter after he was bitten by the Emerald Serpent, causing him to come under the influence of a permanent hallucinogen. Ueth returned to his village, recruited many of the villagers to the Cult, and kidnapped the rest.
The Cult makes regular sacrifices to "the serpents" (it's not immediately clear if this is the Emerald Serpent, if there are multiple Emerald Serpents, or if these are some other serpents entirely - eventually we learn that this refers to one other Emerald Serpent as well as a bunch of mundane snakes who live in a pit) in exchange for permanent happiness after the world's end.
The party has "stumbled on" the forbidden words that they need to chant at the dead root altar "on a murdered messenger wearing mad King Fathmu IX's crest in a ditch". Was the messenger bearing the words for some reason? Were the words carved into his flesh? Who killed him? Is the ditch in the Slithering Swamp, or somewhere else? Why is the party in the swamp, or wherever they were when they found the messenger?
It's not super important. It framed the scenario by telling the players that they had passed through a nearly-deserted village and that the few remaining villagers begged them to save their children from the sex and drugs snake cult. Sprinkle in that the cult is hiding out in an old tomb with an altar that grants wishes, and even the more self-serving characters might be interested. But the scenario doesn't suggest what the players' motivation might be.
I am beginning to feel that there's something to be said of Mörk Borg's "motivation problem" - that is, in a world so awful, on the brink of Doom, why do anything? It's easy enough to run Rotblack Sludge and say, "You have to do this or you'll be executed," but it's more difficult when the players have to decide they want to do something. Why would they?
Because we're playing a game and this is what I have prepared, of course, but that doesn't always cut it for every player. Things did not go well for my players in the first session of this scenario, and after narrowly escaping from the Sepulchre once, they asked, "Why are we doing this again?" I said, "To save the children from the sex cult. And get a wish at the altar, maybe." They said, "Well we don't even know what we would wish for. And saving the kids doesn't seem that worthwhile because the entire world is extremely messed up anyway. Something else equally bad will just happen to them as soon as we leave." And honestly, fair enough.
(I think the scenario is trying to imply that the characters are at the Sepulchre to make a wish. The scenario does not at all suggest that the cult members need saving. I added that in myself because I felt the altar motivation was extremely tenuous and I didn't think my players would want to wish for anything. In hindsight, I would recommend simply asking the players: "You've journeyed to the Sepulchre to make a wish at the altar. What is it?" Eventually, one of the players rolled an arcane catastrophe that gave them a magical STD which caused everyone they had sex with to turn into a zombie that wanted to kill them, so they decided to wish that away. That was halfway through the scenario, though.)
The adventure summary includes a d6 rumor table, which is...whatever. There's some foreshadowing about elements of the scenario, but none of the information was especially useful. I just gave all the rumors to the players. More information equals more agency.
The tomb contains eleven areas. The main gimmick is Emerald Venom, which players can contract from the Emerald Serpent guarding the dungeon's entrance. The Emerald Venom makes the dungeon interior appear differently, gives the affected a penalty to initiative (which I don't think matters at all because presumably all of those inside the dungeon are also affected), an expanded fumble range, and most importantly, it reveals the presence of hidden passages.
Three of the four players allowed themselves to be bitten by the Serpent. The fourth wasn't too keen on that, and started a fight with the Serpent. Surprisingly, he dodged all three of the Serpent's attacks, then killed it. Hilariously, he then attempted to harvest its venom and fumbled, sticking himself with the hallucinogen anyway.
After the players retreated from the Sepulchre the first time, they rested, and the hallucinogen wore off. Then they went back, with clear heads, and noticed no passage where there had been one before. They correctly concluded that certain passages were hidden by illusions, which tipped them off that they had to search every room thoroughly for secrets. That was really neat.
One strange thing about the scenario is that the cultists don't know about the Swamp Witch or her tomb. One of the rooms, the garden, connects directly to both the tomb and altar, and the room is empty of any danger. Ueth "has heard the rumors of the Swamp Witch buried somewhere in here but hasn't gone farther than the garden, where he felt threatened and turned back." This is Rotblack Sludge's "Fletcher hates Lesdy but can't fit through the tunnel and won't send his guards to kill her for some reason" all over again. Extremely hard to believe as a GM, and not at all a conclusion I would expect the players to naturally reach.
To be fair, the garden is a little spooky, with glowing flowers, ancient symbols, and giant three-eyed toad skulls littering the floor, and Ueth is perpetually tripping, but this feels like somewhat lazy writing. The author included too much stuff in too small of a dungeon and handwaved the explanation. It's difficult to justify in-game, and I need to be able to justify it if my players start to ask questions of me or the NPCs.
Another strange element is that Ueth's lair is one of the first rooms the players can go to when they enter the tomb (if under the influence of Emerald Venom). If the party's main motivation is to kill Ueth (as it was for my players), they can try to do that pretty quickly. My players tried to do it, and got close, but were chased out of the tomb by a dozen or so cultists and had to take refuge in the swamp. Admittedly, this is something of a flaw in how I set up the scenario (with one of the two goals being "kill Ueth"), but I did that because the scenario doesn't provide what I feel is a sufficient hook. I felt the need to supplement it with additional incentive, and nearly broke the adventure as a result.
That being said, I appreciate that the majority of the cultists are friendly towards the party if they're affected by the Venom (which they are very likely to be). It allows the party to scope out the area, figure out what exactly they're up against, and then figure out a plan. (Oddly, my players did exactly this in Rotblack Sludge to resounding success, but essentially went in guns blazing in this adventure and made things so much worse for themselves. They eventually regrouped and figured it out.)
There's also the Croaking Trident, a magic weapon that eventually turns its wielder into a chaos frog warrior. That's pretty cool. I made sure the party's strongest warrior found it, and can't wait to see the results.
Eventually, we get to the Swamp Witch's tomb and she's just...floating there. You know, like an NPC in a video game who's just waiting for the player to show up? She wants the players to make a sacrifice at the altar, which is pretty interesting, but it does beg the question...why haven't the cultists found her?
We're even told that if the Witch dies, the Emerald Serpents and Venom hallucinations disappear, suggesting she is connected to them. The Cult worships the Serpents. The Witch controls the Serpents. The Witch wants people to make sacrifices at the altar. Why don't the Serpents just tell the cultists to go to the altar and make a sacrifice?
I thought I had a good idea for how to get around this. Wishes at the altar only work if the sacrifice is unwilling. Since this is a drug-addled cult, perhaps they're too enthusiastic about being sacrificed for it to work? But no, the Cult has unwilling prisoners, and those are the people they're sacrificing. The scenario also explains that if a willing sacrifice is made, the Witch shows up and fights you with her cool sword. So, none of that works.
The only way to defeat the Witch permanently is to destroy her altar, which can only be done by making an unwilling sacrifice, making a wish, and rolling a 2 on the resulting d6 table. Otherwise, she just regenerates in her sarcophagus if the party defeats her.
I like that it's difficult to truly defeat the Witch, but it does feel like the scenario will lack a satisfying climax 83% of the time. If the characters successfully make a wish and the altar doesn't break then they just...turn around and leave. And if they get it in their head that they need to defeat the Witch for some reason and haven't lucked into destroying the altar first, then they just fight her over and over until they die or run away.
Lastly, there's a black pit with a magical barrier behind which lurk Srolki and Yaoxl, a pair of antediluvian three-eyed humanoid toads who seek the Croaking Trident. Obviously this is a weapon of their people, but it's not clear why its especially important. After all, allowing it to stay up above will cause those who wield it to turn into chaos frog warriors, which seems like a win for the toad people. If the Witch is killed, the barrier vanishes, and more of the toad people will move into the area following that.
But of course, the scenario is not interested in suggesting what their deal is or what they might do once freed. Are the players to believe that the toad people are worse than the Cult or the Witch? Better? A lateral move?
None of this really seems to matter. If left to their own devices, the cultists will get high and have sex and sacrifice some people who were going to live miserable, short lives in a terrible world anyway. The Witch will float in her tomb, collecting souls and granting wishes for...reasons. The toad people will stay where they are, or maybe some day be freed, at which point they won't really do anything except call their friends, who will then "appear in the area" and, presumably, do nothing.
The party can come here and make a wish at the altar, which the GM is encouraged to use to screw them over. If they wish to forestall the Doom (which is implied to be the main reason they would come here), it of course only postpones the inevitable next Misery. Obviously, Mörk Borg is something of a masochistic game for nihilists, so this fits the theme, but it could benefit from everything feeling a little less pointless.
Verdict
This is a solid dungeoncrawl with good ideas. It looks like a million bucks. The map, key, and monster stats are all highly usable. Unfortunately, I don't really see the point of it, and the scenario makes no effort to tie together its disparate pieces into any sort of coherent narrative.
I overhauled it entirely, rethinking the factions and their relationships and motivations.
In my game, the Cult knew about the Witch and her altar, but they saw her as a goddess of love that they had to feed with the souls of the blind - those unindoctrinated into the cult.
I decided that if someone were to make a willing sacrifice at the altar, it would break automatically, and the Witch would become weakened and vulnerable to being killed. The Witch thus ensured that the Cult only sacrificed the unwilling (either non-cult prisoners or cultists who have lost faith), and stopped anyone intending otherwise.
The toads knew this information and would have shared it with anyone who talked to them so that they might be freed. They were bad news too, of course (they wanted to carry all of the cultists off to their underground cities and then invade the surface). The player never found the pit, so it didn't come up.
With this setup, the players have to explore and talk to different people to figure out what's going on, then decide what to do about. If they're here just to make a wish at the altar, they shouldn't have too much trouble. If they want to free the cult's prisoners, they'll have to hack through all the cultists. If they want to liberate the cultists (who are people too), they'll have to slay Ueth, the Emerald Serpents, and the Witch. And if they want to defeat the Witch, one of them will need to sacrifice themselves, or they'll need to find an enthusiastic cultist to offer themselves up. Then, they unleash the toad people, and have to decide whether to try to battle them back or surrender the Sepulchre to them.
What ended up happening is that the characters went to the Sepulchre to save the indoctrinated cultists. They tried to kill Ueth, but had to retreat back into the swamp with a bunch of cultists on their heels. One of them managed to lure several cultists out of the Sepulchre while the rest charged in at dawn. They caught Ueth sleeping, restrained him, and snuck through the tomb, killing isolated cult fanatics. The Witch got in their ear, urging them to sacrifice Ueth at the altar, and they did
I've said this before, but I run prewritten scenarios like this because I don't want to do a bunch of work to figure things out. This scenario has done the work of creating the map, stocking the dungeon, detailing the NPCs (barely), and coming up with big ideas. Unfortunately, it hasn't done the work of "figuring out" those ideas, leaving the GM holding the bag. It still beats coming up with the entire scenario on my own, but I wish it was more "ready to run" as written.