What follows is a collection of reviews of four short adventures for Mörk Borg. Spoilers abound beyond this point.
Bloat
Bloat is a "A gluttonous dungeon for Mörk Borg". It is written by Greg Saunders, with an original map design by Dyson Logos and editing and art by Johan Nohr. It is a one-page dungeon and looks like this:
In print this takes up a two-page spread. It is quite easy to use at the table, and I was able to run it for my players in just one roughly two-hour session (albeit with a somewhat rushed anticlimax due to time constraints).
The premise is that a vagabond, Silas, stumbled upon a dungeon which was once the lair of a cult of bacchanalian priests dedicated to a goddess of fat and plenty. There he found a cursed set of cutlery which allows the wielder to eat anything and makes everything taste delicious, but also compels the wielder to eat. The dungeon is filled with fleshy ceramic automatons that kidnap villagers to feed to Silas.
The scenario suggests a few hooks:
- The PCs are recruited by the missing villagers' families or lord to find and rescue them
- The PCs seek shelter in the dungeon while hiding from something else
- The PCs are looking for Silas
Of these, the first appeals to me most. Have a lord post a reward for the problem to be dealt with and that should be sufficient motivation. The second option doesn't actually encourage exploration of the dungeon, and the third doesn't quite work unless you come up with a reason why Silas must be found (he is just a vagabond, after all). One possibility I toyed with was to instead make Silas an infamous highwayman, wayfarer, or the like, and to put a bounty on his head. However, this doesn't necessarily point in the direction of the dungeon, which is where the adventure is.
Since I ran this as a one-shot, I used option one. Villagers have gone missing, and a local lord has posted a reward to find them and resolve the problem. I added in that the lord's men had recently routed a band of brigands and that their leader, a killer named Silas, had escaped. Also, just outside the village there was an old temple once used by the Bacchanalists in certain dark rituals. Perhaps one or both are somehow responsible for the recent troubles?
That seemed like enough set up for me - not that it mattered, because I had the players start at the dungeon anyway. If I were to instead run a sandbox and wanted to include this adventure therein, I think this framing would work well enough to get things moving.
The dungeon consists of six keyed rooms with a few notes about features in the areas between (discarded bones, a falling block trap, and a fountain of sweet water). The keyed rooms include a ratbadger's den, a larder where the automatons prepare feasts for Silas, a sewage pit where the automatons dump Silas's waste (and where it comes to life), a chapel where villagers are forced by the automatons to pray to a statue of the goddess of fat and plenty, an assembly area where automatons are created and stored, and the court of Silas, the Fattened King, whose corpulent form occupies the entire room, where he devours whatever the automatons bring him.This is a neat little dungeon, if not a bit crowded. Every room has some sort of creature in it. Most are not explicitly hostile, so it need not be a combat-packed slog. Many of the dungeon's occupants are not given a suggested course of action, so the GM must use common sense or reaction rolls to determine how they respond to the PCs snooping around. Mörk Borg's core rules do include reaction rolls, so I view this as a design choice rather than an oversight.
When I ran it, most of the creatures were indifferent to the PCs. The ratbadger was asleep, so the PCs snuck past it (actually, one of the PCs had a scroll which allowed them to cast a sleep spell, which they used on the ratbadger to ensure it did not wake up when they passed it). I played the automatons as diligently focused on their assigned tasks so that they did not notice the PCs peeking around corners and into rooms. The animated waste in the sewage pit did menace them, but the players fed it scraps and then lured one of the automatons to the pit and threw it to the waste to be consumed. I played Silas as hostile only because I figured the cursed cutlery would compel him to eat the PCs.
There are a few interesting enemies here. The automatons have medium armor, do a medium amount of damage, and have quite a few hit points, but they are neutralized entirely when knocked down. The players were delighted once they realized that a good shove was an instant win (I made it an opposed Strength test, but the party's Fanged Deserter with +5 Strength had no issue with that). I added that the automatons were filled with congealed fat or grease and so were exceptionally flammable, which the players also took great advantage of. The animated waste is not particularly dangerous, but cannot be killed, only dissipated with water.
Silas has a ton of hit points but no armor, but when damaged, he farts, which can cause the PCs to wretch and gag for several rounds. He can also grab the PCs and shove them into his mouth for extra damage. They covered him with grease and set him on fire, then had to run out with the villagers as fast as they could before he exploded in a blast of flaming farts. The newest character with just 1 hit point had to use all of their omens to survive that one damage roll.
It's a gross dungeon with plenty of room for crude, juvenile humor, which is some of my favorite gaming material. Definitely give this one a try!
Bloat is available in print by way of Mörk Borg Cult: Heretic. It is also free on the Mörk Borg website (direct link). If you're into Mörk Borg, I highly recommend Heretic. It includes Sepulchre of the Swamp Witch, which I reviewed previously, as well as two of the other dungeons I review later in this post. It and Mörk Borg Cult: Feretory provide lots of gameable content which have together sustained multiple Mörk Borg games of mine for several months now.
Devil's Tomb
Devil's Tomb is a dungeon by Johan Nohr, made using the Mörk Borg digital dungeon generator, DNGNGEN, and it shows. I don't care for this dungeon generator at all, and feel that the GM is better served by simply making a dungeon in the B/X fashion or something similar (admittedly, I haven't yet made a Mörk Borg dungeon of my own and probably never will because the system doesn't offer much support for doing so).
That being said, this dungeon is alright. When I say that the use of the dungeon generator shows, I mean that there are a good deal of disparate elements jammed together in a way that only sometimes makes sense. There's a giant plant that has filled the place with psychoactive spores, a room with three goblins bickering over a sword, a lair of fish people, and a pit to Hell, most of which don't interact with each other in any meaningful way.
Anyway, here's what the dungeon looks like:
I ran this in my more sandbox-y Mörk Borg campaign, so I was able to let the dungeon breathe a little and didn't feel the need to jam it into a single session, which was nice because the players ended up in a very messy situation in the depths. It took us about two and a half three-hour sessions to get through it.
The dungeon overview says that the Eyes of the Icon of St Largoth have been stolen and brought to Devil's Tomb. They are magical eyes that grant the power of true sight, and the PCs are here to retrieve them. That's a decent enough hook. To make it a bit more tantalizing, I had the Church of the Twin-Headed Basilisk post a reward for the Eyes' return. My group had quite a few heretical priests among them, so they decided instead to retrieve the Eyes so that they could be destroyed or else used to lure representatives from the Church into a trap, which I thought was a fun idea and exactly the kind of thing that sandbox-style play is good for.
The main attraction here is the Plant of Life, a giant plant which has filled the dungeon with its spores and cherub-faced flowering vines. There are a few areas filled with spores, which require a Toughness test when inhaled to resist a number of effects. The effects are "weird" in a way that is not actually very gameable. They make the PCs see visions of death, or become dizzy, or hear voices. The effects are at worst inconvenient and at best something to handwave. (I instead gave them a charm/rapport spores effect, which I felt was easier to use. If the players weren't careful, it could escalate to total domination by the Plant.)
The Plant of Life is inside a hidden room partway down the Pit to Hell. The entrance can be seen through the Eyes of St Largoth which are, in turn, hidden in the Drowned's treasure hoard. I'm not sure how the PCs are meant to reach the entrance to the Plant's lair, which is on the opposite side of the Pit from the goblins' cave. Perhaps the gap is jumpable? Perhaps it is not so far down that it can't be climbed down via rope from the bridge above? Some rough approximations of distance would help!
I changed the Pit to Hell to a regular bottomless pit (which could still lead to Hell - the PCs didn't find out because none of them jumped in, even though I kept suggesting that there was only one way to know for sure how deep it went). I had the Plant's vines growing up and down the pit so that the PCs could climb up and down them as another means of vertically exploring the dungeon (all three levels connect to the Pit somewhere).
The Plant of Life is worshipped by the Drowned, amphibious humanoids who dwell in the dungeon's flooded lower levels (don't worry - the flooded area empties out into the Pit to Hell, so it's not flooded in any meaningful or interesting way, although the Drowned do freeze the water around them when they die, which causes some damage to those nearby). Belpheduk, a traitor to the Drowned, is locked in a cave at the top of the dungeon as punishment for killing another Drowned (it is not clear why she did this, but she wants to destroy the Plant of Life, and can provide information about its location).
There are 10 Drowned at the bottom of the dungeon, with 4 more arriving "soon" (when?), which is a lot of potential enemies for Mörk Borg, in my experience. Again, the dungeon does not describe their behavior, so I imagine that reaction rolls are meant to be used. My Drowned ended up being indifferent, so I split them up between the altar and lair chambers - those in the altar chamber were in silent prayer over their dead comrade, and those in the lair were sleeping in their "fleshy cocoons". This allowed the players to run around the dungeon scoping out the situation before deciding what to do. They could have easily snuck into the treasure room, stolen the Eyes, and snuck out again without fighting anyone.
Unfortunately for them, they still took an agonizingly long time making their choices, and ended up caught in the Drowned lair when the hunting party returned. They decided to ambush the hunting party (who were in the way of their escape), but ended up alerting all the rest of the Drowned in the process. They got caught between all three groups, with the hunting party in front, the Drowned from the altar at their flank, and those from the lair at their rear. A very long combat ensued, in which the players used all their omens, many of the Drowned fled, the rest died, and just one character was slain in the final round of combat due to consecutive critical failures.
The summary makes it sound thrilling, but it was quite a slog. Mörk Borg's combat simply isn't interesting enough to sustain a prolonged skirmish, so 10 to 14 enemies in a single area seems to me like bad design. That being said, my players definitely should not have started a fight here, so perhaps they are more to blame. Again, there is nothing to indicate that the Drowned are hostile to the PCs.
The PCs already had the Eyes, so they hurried out of there. They deliberated for a while about finding the Plant and destroying it, but decided to count themselves lucky instead. The Plant has a lot of hit points (but is too big to miss with an attack), and only has one interesting mechanic which is a tendril attack that must be escaped or else the target is restrained inside the Plant's mouth while being digested. The Plant can attack everyone nearby at once, so it has the potential to be very deadly. It's nice that the scenario does not require that the players defeat it.
Overall, this dungeon is fine, but it requires the GM to put in some work to tie the disparate elements together. The GM should also exercise some caution to prevent the adventure from grinding to a halt due to a combat slog in the lower levels, though there's no accounting for players doing player things.
You can download Devil's Tomb for free on the Mörk Borg website (direct link). It is not available in print.
The Hexed Gauntlet of Kagel-Secht
The Hexed Gauntlet of Kagel-Secht is a Mörk Borg "obituary dungeon" with art and story by Lukasz Kowalczuk, graphic design and text by Johan Nohr, and proofreading by Walton Wood. What is an "obituary dungeon"? I don't really know. It looks like this:
Basically, it's a comic strip/poster equivalent to roughly four letter-sized pages. It depicts a trio of characters going through a dungeon and dying to its various hazards. (Maybe that's what makes it an "obituary dungeon"?) The margins contain game information on monsters and traps, plus a mini map of the dungeon which clarifies how all of the areas connect. In other words, this is poster, comic strip, and dungeon all in one.
I love this thing! You just know there are people who hate this, who think it's everything wrong with Mörk Borg or art punk or indie RPGs or whatever sort of axe it is they have to grind. Admittedly, it's difficult to determine what exactly you're seeing at first, but once you figure out what it is and how the information is meant to flow, it's really cool. I for one can't wait to unfold this thing at the table and run it for my players.
The format leaves a few things to be desired. The mechanical marginalia does not address everything that happens in the comic. Is the giant statue that grabs the one character's head supposed to be an instant death trap? A monster? Can it be defeated without the power of the gauntlet? How am I meant to use the table of subterranean monsters? Why does the character who falls into the subterranean area transform into a raving mutant? What is the nature of Kagel-Secht the lich?
It's certainly not the greatest dungeon I've ever seen, but the unique presentation is enough for it to really sing to me.
The Hexed Gauntlet of Kagel-Secht is available in print by way of Mörk Borg Cult: Heretic. From what I can tell, no digital version is available (it is not included in the PDF version of Heretic). And really, this one is worth having a physical copy of.
Nurse the Rot
Nurse the Rot is a dungeon offered in the final pages of Mörk Borg Cult: Heretic. It is meant to showcase the two new monsters described in the preceding pages: the Borg Bitor (a giant centipede which lays its single black egg inside of a human infant, the infant in turn eventually transforms into an adult Bitor to perpetuate the grotesque cycle) and the Rotten Nurse (an invincible undead nurse guilty of horrendous crimes who traps her victims inside a "mental torture prison" until they either die or break free).
The two monsters and accompanying dungeon are written by Pelle Nilsson. The art and graphic design are by Johan Nohr. Nohr's art is, as always, evocative, simultaneous dark yet splashed with tactical neon color in his signature style:
The dungeon itself folds out from the description of the Rotten Nurse into a two-page spread:
This does not translate well to the PDF version of the book, but looks very cool in physical form.
The adventure takes place in Chapel Olundan, in which the PCs must find the Staff of Awful Light, or else the village of Tünstal will forever fall into darkness. Why do the cynical, nihilistic, rat bastard PCs typical created by Mörk Borg's random character creation care? Well, it was one of the PC's aunt's dying wish.
Yeah...it's not a great hook. Well the Staff of Awful Light is probably pretty cool. Maybe the PCs want to retrieve it for their own nefarious ends? Well, maybe. But for some reason, the scenario doesn't describe what the Staff actually is or does. You'll have to come up with your own hook for this one. Either figure out a compelling use for the Staff and send the PCs after it or tie a monetary reward to clearing out the place.
The scenario details roughly six areas as well as a handful of corridors connecting them. Each room's description points to the room it describes. The descriptions of the north, east, and south corridors are fittingly at the top, right hand side, and bottom of the spread, respectively.
It's a bit daunting to try to read the descriptions in any sort of "order" like one might a more traditional layout, but it seems it would be easy to follow along as the PCs move from one area to the next in an actual game. One issue is that connections between rooms are only detailed in one of the two rooms' descriptions, so to find out that a particular door is locked, you will need to read the description of the "correct" room. Otherwise that information is easily missed.
As the stars of the show here are the Borg Bitor and the Rotten Nurse, I'll focus on their roles in the scenario.
The Borg Bitor is in its nest in area 6. For some reason, the PCs get better (Mörk Borg's version of leveling up) when they enter the room, which is not something I've seen in any other Mörk Borg scenario to date. It's not like the Bitor is particularly deadly - it has a medium amount of hit points, medium armor, a sticky glue which is DR 18 ("should not be possible", according to the core rulebook) to escape, and a save or die venom which is just DR 6 ("so simple people laugh at you for failing") to resist. It seems like an odd choice, is all.
Inside the Bitor's nest is the Staff of Awful Light, so the PCs will need to get past the Bitor to complete their objective. There should be three ways to access this area, but one way is through an "impossible to pass" blazing bone fire (unclear if the bones can be passed if the fire is extinguished) and the other is through an "impenetrable" sheet of skin. That leaves just the third path, which is a locked door. The key is in a murky canal guarded by a "starving Sludger" (whatever that is - the scenario isn't specific, but it has a lot of hit points, medium armor, and can destroy armor with its attacks). Why one would create a room with three means of ingress and make two of them impassible is beyond me. I would change that.
The Rotten Nurses are hidden in a secret room, which is undetectable unless the Nurses leave it. There are a few conditions which will cause the Nurses to leave the room, one of which is if the PCs touch the stairs leading to the locked door behind which is the Borg Bitor's nest. As I mentioned, as written, this is the only way to get to the Bitor, which guards the Staff, so the PCs will have to alert the Nurses if they hope to complete their objective.
If alerted, the Nurses move to a random room to investigate. Every 10 minutes, they move to another random room, presumably until they locate the PCs or the PCs escape. I like this dynamic element of the Nurses' behavior. What I don't like is that the scenario doesn't specify how many of them there are (the description of the room they hide in only says "a group of Rotten Nurses"). The description of the Rotten Nurses on the prior page says that there were originally two dozen of them, so maybe that's how many. That seems like a lot. You could maybe roll 6d4, 4d6, 3d8, or 2d12 to determine it.
Overall, this is an okay dungeon. It needs a good hook. I wish the Borg Bitor was a bit more fearsome (as is, it is overshadowed in its own spotlight scenario by the Sludger, which is much scarier), and I wish the "mental torture prison" power of the Rotten Nurse was a bit more interesting from a gameplay perspective than simply "roll ability tests until you succeed on one or die". Overall I think this would make a decent one-shot, although not as good of one as Bloat or the Hexed Gauntlet.
Nurse the Rot is available in print or PDF by way of Mörk Borg Cult: Heretic.