Mallum Mortis Web
Mallum Mortis Web
Mallum Mortis Web
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TERGOL . . . . . . . . . . 3
CORONAEIC VESTIBULATIONS . . . . . . . 4
VERHU & ANUK AT THE TREE OF CREATION . . . . . 5
ARKH & ANUK AT THE TREE OF CREATION . . . . . 6
CYCLES AND RELICS . . . . . . . . 7-9
RECOMMENDED LOCATIONS FOR RELICS . . . . . . 9
DRUNKARD CLASS . . . . . . . . . 10-11
Malum Mortis is an independent production by www.smokeraven.com and is not affiliated 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.
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What is Malum Mortis?
Malum Mortis, “Doomed Death”, is a campaign metaplot for Mork Borg. Yes, the world is going to
end. But it has been said there is no greater torture than hope.
The idea is the players might save the world by retrieving all the relics of Anuk Schleger. Having
an overarching set of connected missions gives the game a death race feeling. Instead of wandering
around, the players are focused. With a metaplot, it matters how often the party rests, whether
they get lost, if they have to spend time on a side mission to gain NPC trust, and so forth. Time
spent is more rolls on the Calendar of Nechrubel, so spend that time wisely.
Recommendations
• Use d20 for the Calendar of Nechrubel. This gives a reasonable amount of time while keeping
things tight and tense.
• Have each relic, once given to Tergol and placed in niche, undo one of the miseries.
• If players find a relic before a misery (which is unlikely but mathematically possible),
simply ignore the next time a 1 is rolled for the Calendar.
• Have each of the relics force players to travel to all the interesting locations in the
Dying Lands. Galgenbeck, Allians, Grift, Schleswig, Lake Onda, Bergen Chrypt, Valley of the
Unfortunate Undead, and Graven-Tosk should all be on the bucket list at a minimum.
• Use hex overlay on the map with hexes being 6 hours travel. Party can travel three hexes
per day and then rest. There are hex crawl mechanics out there and great supplements like
Eat, Prey, Kill. Just keep it light, but crunchy enough that food/water/time matter.
• You want players needing silver to hire minions, get more gear, and so forth. But you also
want them keenly aware of time passing and pressured to get the show on the road.
Thank You!
Have fun, and we really hope this modest entry into the Mork Borg world has inspired some ideas
and helped out a little bit. Thank you for your support. Check www.smokeraven.com for session
notes, VTT resources, and more.
The ultimate heretic.
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Excommunicated by
the Creton order.
Verhu lied!!
He holds the key
to saving the
Dying Lands.
4
“Entrance to the
Glowing Lights”
HEART
2: DISSIPATION
3: REVOLUTION
7
CROWN OF
TEETH
5: EVANGELIZATION
JAW
CARVED F INGER
BONE
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7: DIVINATION SKULL
Possible Locations for Relics in Malum Mortis Campaign Metaplot with a suggested adventure in
brackets.
💀 Deep beneath Grift near the cliff of Terion. Does King Sigmund even know? [Box of Shadows]
💀 Encased in black glass in Allians; Countess Anthelia wears the key around her neck. [Death
Ziggurat]
💀 Hidden in the Valley of the Unfortunate Undead in the Gloaming Court. Maybe they will trade
for some souls? [Fathomless Despair]
💀 Lost in the sewers beneath Galgenbeck. Could the sewers lead to secret throne room of
Cathedral of the Two-Headed Basilisks? [Galgenbeck: Sacrifice, Goblin Grinder]
💀 In a sealed chest at the bottom of Lake Onda. Who disposed of the relic in the lake and what
are they hiding? [Sepulchre of the Swamp Witch]
💀 Held by the Shadow King in the torture pits below his palace. Has he been holding it as
leverage to tip the scales of the Dying Lands? [Rotblack Sludge]
💀 King Fathmu IX holds a relic in the secret cathedral where he covers in hunger, slave to his
fears. However, he might trade it for something valuable? [Bloat, Nurse the Rot]
💀 Held by evil corporation in Cy_Borg one-off that party reaches via mysterious portal in Bergen
Chrypt cliffside. They roll a character in Cy_Borg that is avatar of their Dying Lands character(s).
When they die in Cy_Borg they wake up back in the cave. If the relic is retrieved, the portal
disappears, gone forever; or is it?
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SOUL-DAMNED
DRUNKARD
A CLASS FOR MÖRK BORG by SmokeRaven
ABILITIES
DRUNKEN POWERS
Stumblebum, 3d6-2 for Agility. Drunk Luck, 2d6+2 Soul-Damned Drunkard have these powers,
for Toughness, and you get d6 Omens each day. but can use scrolls as well.
Roll d6 on weapon table and d2 on armor table.
Hey Buddy feat: you are often overlooked and can Maniacal Rant (sanguineous)
surprise enemy if they are moving and you are not by Spout bullsh*t with the best of them.
DR10 on Presence checks for next 4 hours.
jumping up shouting “Brother can you spare the time
to die?” (or similar catchphrase). DR 14 Agility to Nothing Matters (melancholic)
surprise in this way before combat rounds begin; if Descend into an epic funk of unfeeling
successful you get a free attack. depression for d6 rounds. During this time
you subtract 1 point of damage from all
DRINK MAKES YOU (d6) sources before armor. Multiple uses of this feat are
(activating related Drunken Power is DR10 instead of normal DR cumulative.
12 for other powers)
Intoxicated Taunt (surly)
SANGUINEOUS: Animal propensities prevail. Prone to
Spew invective at an opponent. They are so enraged they
violence and sensuality. Loyal, talkative, mirthful.
blindly attack only you for d4 rounds; your Defend is DR10.
MELANCHOLIC: At peace when drunk. Intoxication is a
foretaste of the Shimmering Fields, but also intensifies the Nobody Loves Me (phlegmatic)
gloom. Your unimpressive self-loathing makes you invisible to
enemies for d6 rounds. They simply do not notice your
SURLY: Stokes your discontent. Suspicious, mischievous, boring actions, unless you attack, cause damage, or raise
grudgeful. Excluded due to foul speech. a ruckus in which case you are noticed.
PHLEGMATIC: Dull and spiritless like a sargasso Endless Agitated Agility (nervous)
Sea on a forgotten beach. You are an animated clod. Drink
Rabbit-tapping feet and fluttery hands become so
does not diminish your mind, but it brings no joy.
animated with anxiousness that you gain +4 DR on Dodge
as enemies struggle to target you.
NERVOUS: Harmless, weak-minded, and irritable. Fond of
telling long-winded stories. Garrulous, ineffective, silly. Mood Swing (choleric)
Your mood swings wildly between maniacal and
CHOLERIC: Testy, impatient, but essentially good-hearted. depressed for next 6 hours. You perform Toughness
Generous but sometimes afflicted with tempestuous flare of checks with base DR 10 and gain +1d4 on damage rolls.
discombobulation.
TIPSY TRAGEDY (d6)
Critical failure when using Drunken Power causes . . .
1-2 Spontaneous Combustion
The gassy accumulation of intoxication ignites. You and everyone near you suffers 2d6 fire damage. DR 16 Agility for others
to avoid (you cannot).
3-4 Blackout
You collapse into a drunken coma for 1d4+1 rounds. Only the tolling of Nechrubel’s Bell could awaken you.