100% found this document useful (2 votes)
486 views48 pages

Mork Borg - Chapel of The Hanged God, The

Uploaded by

wojciechnowak66
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
100% found this document useful (2 votes)
486 views48 pages

Mork Borg - Chapel of The Hanged God, The

Uploaded by

wojciechnowak66
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/ 48

II

The Chapel
of the
Hanged God
An adventure for Mörk Borg

The Chapel of the Hanged God is an independent


production by Chris Bissette and Loot The Room 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.

Edited by Steven Thurston.


Everything else by Chris Bissette.
S T R ONG
This adventure
contains themes
of suicide, self-

CONTENT
harm, cannibalism,
mind control, ritual
sacrifice, bodily

WARNING
mutilation, and
religious horror.
Proceed with caution.

IV
WHAT?
Crypt breakers in the employ of King
Fathmu IX, you are given a map and a
simple task.

Fathmu’s eyeless scryers say they have


seen traces of Verhu in the catacombs
If played as part of an
beneath the ruined Hangman’s Church,
ongoing campaign, deep in the Valley of the Unfortunate
the PCs need not be Undead.
employed by King
Fathmu IX. Distribute Gain entry to the ruins, map the tunnels
the map as loot in
an earlier adventure
beneath it, and return to Schleswig with
and let them stumble whatever you can pull out of the ground. If
into a mess they know you also find signs that point to the resting
nothing about.
place of HE, so much the better.
1
Characters who force march

for each consecutive day of


must Test Toughness DR14
to recover hit points and

for this test increases by +2


3 watches can be spent

Omens the next day. The DR

forced march.
travelling.

Starting
The
Adventure
If playing as a one-shot, the PCs are in the employ of King
Fathmu IX. Give them the map they have been provided with
(digital download from loottheroom.itch.io/hanged-god). It is
theirs now.
If playing as part of an ongoing campaign where the PCs
are not in Fathmu’s service, arrange for them to come into
possession of the map and knowledge of the Chapel of the
Hanged God (pp.26) by whatever means you desire. When
they choose to follow that lead, this book will be waiting for
you.
At the commencement of play PCs should choose their
entry point into the Valley Of The Unfortunate Undead - either
The Wetlands (pp.12) or The Maze (pp.14). From there, allow
them to make their own decisions and forge their own path.

2
A point crawl is a method for structuring travel while reducing
the number of options - and the decision paralysis that comes
along with them - when compared to a more traditional hex
crawl. It abstracts distances and the connective tissue between
locations in the pursuit of simply getting them there.
Do not labour under the impression that this is a railroad
or a bounded space. The geography between the points of
interest on the following pages is just as real and dangerous as
the locations themselves. If
the party chooses a route not
indicated on either their map
On Point Crawls
or yours, improvise.
The paths labelled as Hidden Path (Marked on Map) on
the GM’s map are marked on the map provided to the PCs at
the beginning of play, but are not immediately visible when
exploring. Players will have to hunt to reveal them.

The map indicates how long it takes to travel between points.


Individual point entries indicate how long each location takes
to traverse. This is given in watches, and refers to watches spent
actively travelling.
There are 6 watches in a day, each lasting roughly 4 hours.

• 2 watches can be spent travelling


• 2 watches can be spent exploring a landmark, foraging, etc.
• 2 watches must be spent resting

Check for encounters at the beginning of each watch.


Encounters occur on a 1-in-6.

Travel and Encounters


If you have a preferred method
for tracking time during overland
travel, use that instead. 3
The Appearance

THE MAP
Thick, old vellum, warm to the touch
and strangely resilient. Water runs off it
without causing damage. Flames flicker
away from it, unwilling to scorch its
surface.
It charts a path through the shifting
landscape of the Valley Of The
Unfortunate Undead to the Chapel of
the Hanged God and the sprawling
catacombs that lie beneath it.

The Truth
A palimpsest, a page torn from a
heretical text, a book of devotion to a
dead god written on the flayed skin of its
only avatar.
Some part of the avatar still lingers in
its ancient flesh and it is desperate to be
returned to the resting place of its body
- the crypts beneath the Hangman’s
Church.

4
The Flesh of a God
As the map draws closer to the
body it was flayed from it grows
warmer and begins to emit flat
grey light. Individual room keys
within the dungeon give a number
corresponding to the intensity of the
light. If no number is given, no light
is emitted and there is no effect.
The effects are as follows:

1. The map is warm to the touch and glows as though backlit,


though it’s hard to see when another light is present.
2. The map is uncomfortably warm. Paper it comes into contact
with begins to smoke and curl. Its flat, grey glow can be seen
through packs, pouches, etc.
3. The lines of the map begin to smoke. The surface layer of the
page emulsifies and sloughs off, rendering the map useless
and revealing the ancient text previously effaced beneath
the palimpsest layer. The page glows brightly enough to
illuminate rooms and leaves a flat purple after-image on the
vision of those who look directly at it (attacks, defense, and
saves are all DR+2 for d6 minutes).
4. As 3, but the page vibrates and hums audibly. The one who
carries it must save vs. Presence DR 12 or be compelled to
seek the heart of the catacombs (Room 14).

5
The Map as 3D6x3

Initially

page 16
Holes
Appears
3

1
The Wetlands
page 12

2D6
Point of Interest

Obvious Path 2D6+1D6

Hidden Path 4
Hidden Path
(Marked on Map)
Hermit’s Hut
page 18

The Maze
page 14 2
6D6

6D6

6
8D6

4D6+2

7
House of Whispers
page 24

2D6+1D6

Chapel of the Hanged God


8 page 26

6
The Greenhouse
4D6
page 22

6D6

Distances shift and change. Roll


the indicated die to determine
how many watches path
takes to traverse. Check for
encounters each watch, and roll
for weather and Miseries each
dawn.

5
Night Church Hidden paths are not
page 20 immediately obvious. Travelers
must search to find them.
7
1. The Two-Headed Basilisks built the maze
not just to contain the shambling hordes that

RUMOUR
refuse to stay dead, but also to guard the dark
secret they hid inside it; the severed head of
Arkh, the spoils of a holy war that ended a
century before anybody else discovered it
was fought.
2. Hundreds of years ago a great black disc fell
fro mthe sky and crashd where the Wetlands
now lie. King Fathmu IX claims to be seeking
signs of Verhu, but really he searches for the
crash site
3. Somewhere in the Valley Verhu continues to
speak prophecies nobody has heard, all of
which come true just like those written in the
Nameless Scriptures.
4. The world is at its most thin in the Valley.
Distances shift from day to day, and things
that should never have been able to touch
this world are able to cross over from their
foul, unimaginable homelands with ease.
5. A man named Felban leads a growing revolt against Fathmu. He
is building an army and hides them deep within the Wetlands.
6. An endless stream of ghouls treks across the Valley in a long,
rotting caravan. They move north to the great glacier of Kergüs
and the Endless Sea that lies beyond it.
7. The guards who walk the walls of the maze are not real people.
They are constructs, simulacra of flesh and sorcery, created by
the Two-Headed Basilisks and puppeted from a dark chamber
deep beneath the Cathedral in Galgenbeck.
8
D8 Valley Treasures
1 wearing them, but fumbles cause them to burn to ash (D6 damage).
Snake-skin robes that drag on the ground. Tests to use Powers are DR10 while

2 the ground. They grab and pull at anything near them, indiscriminate and
Crushing this fist-sized black crystal causes 2D20 grasping hands to burst from

furious. They remain until destroyed.


HP 3 Morale - Claw d4.
Attacks and Defence DR14. On a 4 they pull you knee-deep into the
ground (Attacks and Defence DR18 while stuck)

3 invisible to the undead until it is removed or until the next dawn, whichever
A glass jar containing D3 doses of a thick grey oil. When anointed by it, become

comes first.

4 Awounds
pair of thin brass scissors with short curved blades. The wielder can inflict
on any creature they can see by inflicting an identical wound on
themselves.

5 a card and inhaling it transforms you into a cloud of purple smoke for a
A deck of purple playing cards wrapped in human skin. 2D20 remain. Burning

number of hours equal to the value of the card. Burning a face card (J/Q/K)
risks summoning the demons who made them and want them back. This risk
starts at 1-in-12 and increases by 1 each time a face card is burned.

6 high for D4 hours during which you can use Powers even if you fail your Test
D6 brown faerie bones in a bag. If ground up and snorted they create a potent

to activate them. Any damage or catastrophes from failures are delayed until
the high wears off, when they take effect simultaneously.

7 Spend a Power to recall it to your hand from anywhere. Make ranged attacks
A short wooden javelin (D6 damage) painted deep blue and tipped with gold.

against all creatures in a line between you and it. It passes through them on
its way to you, leaving huge haemorrhaging wounds (D2 damage each round
until treated). DR14 Agility to catch it without also being impaled.

8 scars of the one flayed to create it, snares made of tendons and tooth enamel,
A gore-crafted drum, shell made of bone, skin still bearing the tattoos and

sticks made from fingers fused together tip-to-knuckle. When played in


specific patterns it can replicate Powers, but the necessary rudiments must
be discovered through experimentation. Once known, Test Agility DR14 to
accurately perform them. This does not use a daily Power but failure functions
as though it were a normal scroll. 8 continued overleaf 9
Gore-crafted drum, continued.

The Rhythm on the Skin


Careful study of the markings on the skin of
the drum reveals notation for a rudiment to
perform a new Power.

3 3 3 3 Death
3 March 3
Z Z
All nearby corpses animate and
will obey your commands to
the best of their abilities. They
can only be controlled as a
unit, not individually. Nearby
undead who can hear your
drum attempt to roll under their
HP on D12 to resist. Repeat
your Agility test every round to
continue the effect.

3 3 3 3 3 3 3 3
Z Z

10
Learning A Power
1. You must have access to a scroll that contains the Power or
know how to cast it through some other means.
2. Spend a week in careful, uninterrupted study.
3. Test Presence DR12 to read the scroll or use the Power.
4. Test Agility to discover and learn the correct patten. The DR is
set by the result of the Presence test:

Result DR
12 20
14 19
16 18
18 16
19 14
20 10

You can’t use Omens to modify the Agility roll.

Fail Presence test: 3-in-6 chance you perform a random Power


by accident, with no knowledge of how to
replicate it.
Fail Agility test: Lose D10 fingers, which join the ends of the
drum sticks.
Fumble either: Trigger a Misery

3 3 3
Z Z

11
1
d s
an
t l
e
W
he
T

12
T he Chapel of The Hanged God T he W etlands
The Wetlands take 3d6 watches to traverse .

They say the black rot that lies upon the land here is the same rot that lies at
the heart of everything. It sloughs off the jagged face of Bergen Chrypt, the
land shedding itself into the open wound of the Valley.
Those who shame themselves in the service of King Fathmu IX’s are exiled
here. They pick their way across the liquid land on teetering stilts, scraping
through the shit and tar with long silver nets as they hunt for HIS leavings. All
hope to be the one to discover something of value to the King so that they may
be allowed to return to Schleswig. Most die here on the wetlands, their skin

1
boiling off and becoming one with the filth.

D4 Encounters

1. A meaty mass of slime, larvae, and writhing spider legs. It rolls across the
land, languid and aimless.
HP 12 Morale - Sludgey -d4
Scratching legs d4 + infection (2-in-6)
2. D3 stilt walkers sifting through the filth. If there is only one then she has
a Valley Treasure interest to King Fathmu and is making her way back to
Schleswig.
HP 5 Morale 7 No armour
Silver net No damage; struck enemies are ensnared. Test Strength DR
14 to escape. Scrolls and other Powers fail to function inside the net.
3. A vast bubbling pool of tar and shit, the air hazy and thick with its stench.
Test Toughness DR 12. On failure, swap the values of your Hit Points and
remaining Omens. If you have no Omens, you die. A Valley Treasure lies at
the heart of the pool, but the liquid is thick and will not easily give up those
who wade into it.
Each minute spent in the tar: D2 damage and Test Strength DR10 (+2
after each failure). At DR20 you are consumed by the land.)
4. Towering statues of pockmarked bone jutting out of the muck, the remains
of HER spawn cast down from Bergen Chrypt. Impervious to mundane
tools, they cannot be carved up or taken apart. Fathmu’s engineers work
day and night with pulleys and chains in attempts to pry them loose from
the ground. (2D12 scavengers + D6 engineers in the camp.)
Scavengers Engineers
HP 5 Morale 7 No armour HP 4 Morale - Leather -d2
Peat knife d4 Chains d6
If an Engineer leads them they
attack twice and don’t test Morale 13
Teetering walls of grey brick and
wet stone, a labyrinth of mud-
soaked paths as far as the eye can
see. Guards walk the wall tops,
silver-tipped spears at hand to keep
the shambling dead in their place.

e
az
e
M
Th

14
T he Chapel of The Hanged God T he Maze
Maze Hazards
1. D6 shambling undead. 6. The walls of the maze shift and change
HP 4 Morale - No armour abruptly, with new barriers erupting
Fist d4 from the earth. All roll 1D6. The new
Non-silvered weapons only deal 1 walls separate those who roll 1-3 from
damage those who roll 4-6. Spend 3 hold at
any time to find the way back to each
2. Torrential rains. The Maze begins to
other.
fill with freezing water, the level rising
with abominable speed. Test Strength 7. D4 guards walking the walls.
DR14 to stay afloat (can’t succeed in HP 5 Morale 7 Leather -d2 Silver
heavy armour). D8 guards rush to spear d6
stop anyone trying to climb the walls Chains d6 + infection
to escape. 8. D8 fat worms as long as your legs
3. A creature of iron and gears, double- writhe on the walls and ground,
hinged jaws wide and reeking of blindingly white, skittering and
sewage, rattling and steaming but spasming, mouths splaying open like
eerily silent. petals to reveal thousands of jagged
HP 16 Morale 11 fangs.
Thick metal plates -d6 Jaws d8 HP 12 Morale 8 No armour Fangs
If it rolls an 8, the next round it D8
exhales steam (all Test Agility or Bursts apart upon death: Test
2D6 damage Toughness DR12 or infected.
4. Faces press out of the walls, leering 9. D3 wall guards, fallen from their posts
and chattering. They know the and unable to regain the top. The
names of the PCs, and their secrets. If other guards think they are prisoners
threatened or insulted they shout for attempting escape and push them
the wall guards. back down, and maybe they are. They
5. The floor is weak and collapses under know where the secret passage to the
too much weight, dropping the Night Church can be found. (If they
unwary into the deeper maze. D6 can be convinced to lead the way then
damage, and add the result to the the group can spend 3 hold to escape
hold number required to find the exit. the Maze via that route).
When you walk the maze with no exit in sight, describe how you
T raversing

do it then Test an appropriate ability.


T he M aze

• On a 14+, describe the terrain you travel through and hold 1


(on a 16+, hold 2; on a crit, hold 3).
• On a 12+, hold 1 and encounter a Maze Hazard.
• On an 8-10, a Maze Hazard gets the drop on the party.
• On a 7 or lower, also lose all hold.
Spend 1 hold at any time to find a Valley Treasure or a safe place
to rest. Describe the place where you find it.
15
At the beginning of each day inside the Maze the GM rolls 2d6.
Spend hold equal to the result to locate an exit.
3
Holes

16
T he Chapel of The Hanged God Holes
Holes takes 2D6 watches to traverse .

3
When the sun can no longer be trusted and the air has turned to poison,
the only escape is to tunnel beneath the earth. But down in the cold dirt,
things that should be dead are writhing again and the land itself resists your
intrusion.

D6 Encounters & Discoveries


1. Holes dotting the walls and roof, the ground bubbling and hollowed out like
cheese. Clouds of pink spores drift in the air, and more gust out of the holes
at irregular intervals. Inhaling them causes disorientation. Test Toughness
DR16 or return to the entrance and begin your journey again.
2. The mole king, 2D12 moles intertwined by their stubby tails, furious and
clumsy.
HP 4 x number of moles Morale 7 No armour
Claws d4 + number of moles.
Attacks and defence are DR14 as long as there are more than 4 moles.
Reduce the number of moles by 1 for every 4 damage taken.
3. A narrow, twisting passage branching off into darkness. Dead roots hang
from the ceiling, their ends twisted into nooses. Takes 1D6 watches to
traverse. Every watch Test Agility DR12 or get caught in a noose (D2
damage every minute, DR14 Strength to break free). Emerges at the House
Of Whispers.
4. The bones of an enormous snake, stretching for miles across the floor of the
tunnel. They seethe with blind white beetles that bore holes in the bones
and suck out the marrow. They swarm any living flesh that touches the
bones, biting and sucking and burrowing under the skin. Test Toughness
DR16 or become infested with them. 2D6 days from now, reduce your
Toughness permanently by D4. 1D6 days later they emerge from behind
your orbital cavities as you fall down dead.
5. Caskets bursting from the walls, haphazardly piled on top of one another
and buried in dirt only to be vomited back up by the shifting earth. The
bodies interred within them are restless and seek daylight.
HP 4 Morale - Useless rags
Fist d4. 1-in-6 chance of a Valley Treasure in each casket.
6. A pulsing wet redness, jagged and tearing apart, the dirt turning to raw
flesh. A wound in the fabric of reality. In D7 days it opens into the land of
the dead, scabbing over again D3 days later.

17
18
4
Hermit’s Hut
T he Chapel of The Hanged God Hermit’s Hut
Can be traversed in a single watch . Powers do not work here .

A teetering shack of twisted wood and blackened slate perches on an


outcropping of jagged rock. Thick chains wrapped tight around the hut run
to heavy bolts set in the rock, their links pulled tight and groaning under the
strain of holding the hut in place against the relentless winds.

4
Thick black smoke and heavy ash flow from the chimney, unceasing,
falling fat and thick on the land. Inside the hermit stands his eternal vigil,
body twisted and wracked with pain, thorny roots rising from beneath the
floorboards and melding with his feet and legs. The filth that blacks the sky
pours from his mouth and nose in an eternal torrent.

The Hermit The Nightmare B elow HP 32 Morale -


Speaks prophecies of dubious veracity, Vast, black, malignant. No armour.
his voice strained and thick, almost Formed from the shed flesh Induced
incomprehensible around the flood of of stunted basilisks. It exists Migraine D8.
filth spewing from his body. If cut he slightly outside of time and Regenerates D6
bleeds thick, sewage-reeking sap. He generates endless prophecy HP per round.
can’t die while the thing beneath he as it babbles the things that Powers can’t
floorboards lives. it has seen and might see be used in its
and will never see. presence.

The Hermit
Those who spend more than an hour exposed to the filth - whether at once or
over multiple visits - Test Toughness DR12 (DR +2 for every additional hour of
exposure). On a failure it becomes lodged in your lungs and infiltrates your blood.
Every dawn roll D12 and apply the new effect for that day.
1-2: Vomit ash for an hour. Suffer -1 Presence permanently.
3-4: At any time spend a Power to vomit a cloud of impenetrable ash that fills
the room. All inside it, yourself included, Test Toughness DR12 or D4
damage and can’t use Powers for D4 hours.
5: Every time you take damage you release a cloud of ash that burns D3
creatures nearest to you for D4 damage.
6-10: No effect.
11: Gain +1 Presence permanently, but lose D3 max. health permanently. You
emit flakes of ash when you exhale. They increase each time you have to
apply this result. Once this process has begun you never become Broken. If
you reach 0 health you fall to ash and die.
12: Speak a Prophecy, then the GM secretly tests your Presence DR18. On a
success your prediction comes true within a month. On a crit it happens
within a week. On a fumble, trigger a Misery. 19
5
Night Church

20
T he Chapel of The Hanged God Night Church
C limbing the steps to the Night Church takes 3D3 Watches.

Where do the ghouls gather when the grave has rejected them and the so-
called civilised lands hold no place for them? They flock to their rotten cults
and make idols of bones and secrets.
The church sits high up the wall of the Valley, accessible only by climbing
400 steep, narrow steps. No rope, no rail, only a sharp drop to hard rock for
those who lose their footing.

GHOULS
HP 7 Morale 8 (6 in daylight) Already dead -d2
Axe D6 or Touch D2 + Test Presence of be paralysed
for 10 minutes. Those slain by a ghoul’s touch rise
again as a ghoul the next night.

1. Neat benches and tables, clean and


well-tended. 3D12 ghouls resting
and reading, building idols out of

1
bones and sinew.
2. Chambers of Ashgut, ghoul priest.
A bed, a selection of knives, a
bookcase. Bookcase contains 3

2
random Unclean Scrolls.
3. Meat hooks hang from the ceiling
holding pigs and people hooked
3
through the ribs or base of their
spine (2-in-6 chance they are
still alive). Old tiles stained with W hat A re They Doing?

viscera. Floor flooded by inches- 1. Repainting the church


deep blood. Back wall holds wine 2. Hanging bunting in preparation for a
festival
racks holding hundreds of corked
3. Holding mass
bottles of blood.
4. Transcribing books
5. Eating inside the main hall
6. Hanging new meat to drain in the meat
locker
21
6
Th
e Gr
e
en
h o se
u

22
T he Chapel of The Hanged God The Greenhouse
It takes a Watch to unearth a single treasure from the soil .

Twisted iron frame, jagged shards of glass where windows used to be. Inside
is a thick tangle of vegetation, green and purple and yellow and other colours
that lack names, the vibrancy and heat of an infected wound. A thin layer of
soil on the ground barely covers a mass grave, rotting bodies fertilising flora

6
that constantly craves fresh nourishment.

D36 Mass Grave Finds

11: A jar filled with purple beetles. 21: A crown of razor wire.
Eat them: 1-3 - Heal D4. 22: Three rusted syringes filled with
4-6 - Infected. thick red liquid.
12: A list of names. Some have been 23: The key to an abandoned house
crossed out violently. in Galgenbeck.
13: A deck of playing cards, all the 24: A jar of pickled eyeballs.
faces burned out. 25: The black horn of a devil,
14: False teeth made from bones banded in silver.
with long, jagged fangs. (D8 damage; triggers a random
(D4 damage) Power on crit)
15: A hollow bone holds a random 26: A scroll containing DAY
Sacred Scroll. CHASER: Fill a room with
16: The eye of a Pale One. darkness only the caster can see
(Core Rules, pp. 71 and through for an hour.
Feretory, pp. 58)
31-36: The result in silver.

The Plants
Hungry, violent, conscious.
HP 16 Morale - Tangled roots -d2
Thorns d4
Every round roll D6. On a 1-2
they release a spore cloud. Test
Toughness DR12. On failure the
spores germinate inside your lungs.
In D6 days vines erupt from your
ribs, growing a new plant from your
corpse. 23
24
Hou
se
of
Wh
isp
ers
T he Chapel of The Hanged God H ouse of Whispers
After leaving the House of W hispers roll a D6.
1-2: Time rolls back D3 days. 3-4: Time passed normally. 5-6: D6 days have elapsed.
Three storeys, steeply pitched roof, windows boarded over and the gate
and doors nailed shut. The garden is a wasteland of shattered furniture and
discarded woodwork. Somewhere among them is the end of a tunnel that runs
from 3: Holes.
The inside is gutted, the stairs and upper floors torn out and thrown
outside. Whispers echo down from the shadows of the rafters far above the
dusty floor. From somewhere in the darkness a clock ticks and irregular pulse,
vainly trying to count time that refuses to sit still.

The S eer

She sits cross-legged in the middle of the floor, naked and unclean and drunk
beyond belief. Weeping sores mark her flesh, suppurating beneath the thick
fur that coats her body. She communes with the voices in the rafters. The
more she drinks, the more clear their words become.
She will perform a reading in exchange for spirits strong enough to allow
her communion to continue. With rusting pliers she pries loose one of her
teeth, casts it on the ground, beseeches you to do the same. She sees truth in
the patterns the blood and spit leave on the dusty floorboards.
HP 9 Morale 6 No armour
Rusty pliers d3 + infection
Slightly out of step with time.
Attacks and defence are DR16.

Her Readings The W hisperers

She answers questions in exchange The voices of creatures not of this


for booze and silver. Tells the truth if world, heard through the membrane
the answer is known to her. If not she of a thinning veil. When they are not
consults the whispers. D8 times per bound to the truth they give whatever
day they are bound to tell the truth. answer will create the most strife and
She believes everything they tell her suffering for the querent, whether
to be unfalteringly true, and is deeply that is the truth or a lie or somewhere
offended if their honesty is doubted. in between.
25
the
Chapel
of the
Hanged
God

26
A ruin, a skeleton of masonry long lost to time and fire. Black
ivy and thorns coating the walls, roof open to the slate-grey sky.
The grounds are overgrown with dead vegetation that chokes the
crumbling tombstones.
Somewhere in the grounds is The Pit.
D12 restless undead shamble among the graves.
Restless undead
HP 5 Morale - Tattered rags
Fist d4 or Rocks d6

A deep, wide pit in the ground, almost


The Pit
invisible due to the overgrowth that
surrounds it but luckily surrounded by a high
fence of rusted iron.
It descends 30’ into knee-deep stagnant
water which flows gently along a fully
flooded crawlspace that emerges in 9. Takes
a long time to traverse - test Toughness DR
12 or start to drown.

27
I nside the church a thick oak column 30’
tall stands in the centre of the transept. It is
charred and black with ancient fire. Long ropes
hang from what remain of the roof beams, each
one ending in a thick noose from which dangles
an effigy of the hanged god.
One of these effigies is a real body, a skinny
man wearing a silver necklace (30sp). He is dead
but infested by 3 demons. Their attentions are
turned inward, locked in their eternal struggle for
control of the ripening flesh they find themselves
inside, but they turn their gaze outward if the
body is disturbed.
If they become aware of intruders, roll D3 to
identify the demon who seizes control of the
vessel (facing page).
The demons can’t be harmed in any
meaningful way. Destroying the corpse they
possess temporarily banishes them until they
find a new host. When they return they do so with
the desire to seek out those who hurt them. They
can be returned to whence they came with the
right ritual, but who knows where that might be
found?

Exits:
• An obvious door. Iron stairs spiral down to 1. They collapse under the
weight of more than 2 people. (Agility DR14, D8 damage.)
• A door hidden behind a bookcase filled with ancient tomes that crumble
to dust (also holds 1 random unclean scroll). Stairs spiral down to 5.
28
1 Kurrltafan. Sly, conniving, the smartest and
oldest of the three. Understands that it is trapped
in this dead body and will try to trick the living into
touching the flesh so it can move to a new vessel.
Presence DR 14 to resist being possessed.
On failure there is no immediate effect
other than a feeling of being intruded upon.
Kurrltafan’s influence grows over the next
D7 days, culminating in a loss of agency and
complete possession of the material host.

2 Techiya. Vicious and malevolent. Screams,


curses, promises pain and the pleasures of the
endless tearing of flesh. Has learned to make the
body it inhabits move in a rudimentary way, enough
to lash out and inflict pain.
(d4 damage, test Toughness DR12 or be infected)

3 Valvod, the sinuous. Reads surface level


thoughts (Test Presence DR12 or it knows why
you are here and what you want). It came here
seeking the priest in the Scriptorium (pp.39). It didn’t
expect the others to come with it, or to find itself
trapped in this useless carcass.
It promises whatever it needs to promise to be
allowed to enter a willing host who will transport it
to the Scriptorium. It has no intention of fulfilling
whatever promises it makes.

(While possessed in such a way you take no


damage. Keep a tally of all wounds, which
are dealt immediately and simultaneously
as soon as Valvod flees your flesh). 29
Check for encounters every third turn or when
the group lingers or makes noise. Encounters
occur on a 1-in-6.
1. D6 mindless undead
HP 4 Morale - Rags
Femur d6
2. D3 terrified looters
HP 3 Morale 5 Leather -d2
Broken sword d2
3. Mutating Crypt Breaker
HP 9 Morale 9 Hide -d4
Claws d6
4,5. Looter with a noose, mind controlled
and searching for a place to hang
herself.
6. A thing with too many mouths.
Cold worked stone. Narrow passages.
HP 8 Morale 8 Thick skin -d2
Heavy wooden doors. No light.
Bite (twice) d4 or Screams, test
Ancient, old, quiet. Toughness DR14 and be deafened plus
make another encounter roll
30
THREE
THIR

-TEEN
EIGHT
FOUR
TWO

TWELVE
ONE ELEVEN
NINE
FIVE

SIX FOUR-

TEEN
TEN
SEVEN
BENEATH THE CHAPEL
MAP KEY

DOOR
LOCKED DOOR
SECRET DOOR
TRAPPED DOOR
PORTCULLIS
PASSAGE
HIDDEN PASSAGE 31
1 1
Burial Chamber
Row upon row of stone sarcophagi, some cracked
and leaking, others broken open and looted. Dead
Undead Looters looters on the ground, some torn to shreds and
HP 5 Morale - others blasted open with great force.
Already dead -d2
Fists d4 or Masonry d6
2-in-6 chance d6+1 looters reanimate.
Some open sarcophagi contain grave guns which
Inside the Sarcophagi have been triggered. 50% chance unlooted coffins
d20 of them contain a are trapped with a grave gun that triggers when
random item. Roll on opened (DR 14 to avoid, d4 damage).
Corpse Plundering table
(Core Rules end papers) North: Wooden door, slightly ajar.
or Valley Treasures (pp. 9). South: Swollen wooden door. Strength DR12 to
open. Loud.
Up: Spiral stairs to chapel entrance. Collapse
under the weight of more than 1 person.

1 2
Looted Room
Door has been smashed off its hinges. Dead looter
lying on the floor, neck badly bruised and windpipe
crushed.
West: Door off its hinges.

1 3
Mirror Room
Large mirror in a silver frame mounted on the north
wall. Visible layer of frost around the frame. When
Smash the Mirror touched test Toughness DR12 or fingers freeze to
If the room beyond the silver (D2 damage when pulled away).
is visible then a path
to room 10 of the Ice
If there is no light in the room then it acts as a
Vaults of Kergus (In The window to a room that appears to be carved from
Bluelight) is created. ice, the walls hung with rich tapestries. It’s hazy and
If the room beyond is not hard to make out the details.
visible then the passage
is forever lost and can’t
South: Unlocked door.
be formed again.
Sell the Mirror
The mirror in its frame
requires at least 2
people to carry it.
If sold as a mundane
mirror the frame are
glass are worth 400s.
If sold to someone who
understands its use it
may be worth much
more. 32
Tapestry Room
A moth-eaten tapestry (800s) on the east wall
depicts the Hanged God, his followers feasting
4 2
on his limbs as he hangs suspended above them,
crying blood into upraised cups.
It waves in a breeze coming from a crack in the
wall behind it. Behind, dim light shines from the far
end of a narrow fissure in the rock. Given tools and
time it could be widened to allow passage, but it will
be noisy.
West: Wooden door.
East: Narrow fissure in rock to room 8.

Secret Stairs
Spiralling iron staircase up to the ground floor,
where it emerges from a secret door hidden behind
5 2
a bookcase at the top. Grammad and Lugsy
A pair of injured looters, Grammad and Lugsy, rest Encountered
Quashinomon in room 7
here. Grammad has been badly strangled and Lugsy and deeply regret it.
applies a tourniquet to her leg to stem the flow of They learned of the
blood from her severed foot. Chapel after ambushing
East: Wooden door. some of Fathmu’s Crypt
Breakers, a group sent
Up: Spiral stairs. on the same mission as
the PCs.
Lugsy has a scroll
Collapsing Doorway
Door to the east is thick stone and hangs at a
dangerous angle on bent hinges. The stonework
6 of Palms Open The
Southern Gate.
HP 2 Morale 3
Ruined leather /
around it is crumbling and looks unsafe. Flail d8 or Dagger d4
Collapses if disturbed. Everyone nearby test
Agility DR12 or be crushed to death. The noise
alerts Quashinomon in 7, who arrives to investigate
in D3 rounds.
2
West: Wooden door.
East: Heavy stone door set to collapse.

33
3 7
Quashinomon’s Lair
A vast ossuary, bones stacked floor to ceiling in
spiralling pillars, covering the walls, coating the
The Avatar’s Task floor.
The avatar will fail Quashinomon the Flayed sleeps here. An eternal
at their task without
significant aid.
servant of the Hanged God, she awaits the return
of his avatar so that the god might regain his
power, kill Verhu, and in doing so prevent the death
of the world.
She is 17 feet tall, hunched and twisted, in
constant pain. Her back scrapes the ceiling and
her arms grasp at the pillars to keep her upright.
She is an amalgamation of several flayed bodies
fused together by abominable heat that has welded
their bones in obscene angles. Three lower heads
chatter to one another, falling silent when the
lead central head atop the twisted spinal column
speaks.
HP 17 Morale 11 Fused bone -d6
Fist d8 (thrice per round) or Deafening Shout

Deafening Shout. All who hear it test


Toughness DR14 or d4 damage and deafened
for 1d6 rounds. Uses this on a 1-in-6 each
round.

Massive. DR 10 to hit.

If in real danger of death she can work magic


(Foul Psychopomp and Tongue of Eris).

34
Flooded Room
A natural pocket of air in the malignant ground, bare
damp earth and chunks of stone. Water trickles in
8 2
from somewhere, oozing through the walls so that The Corpse
nothing here can stay dry. Pockets contain a damp,
rotting flyer torn from
Flooded ankle-deep in stagnant water. A fissure in the nail that mounted
the west wall leads to a crack behind the tapestry it. It shows a crude
in room 3. It can be widened to allow passage given illustration of her face
the right rools and enough time. and two others, naming
them heretics and
To the south the masonry of the dungeon is putting a bounty of 100s
visible. The mortar has disintegrated and bricks on each of their heads
can be removed to give passage to the corridor if they are returned to
the Cathedral of the
beyond. Two-Headed Basilisks in
A corpe lies against the north wall, both arms torn Galgenbeck.
off at the shoulders and a section of her stomach
flayed off.
West: Narrow fissure in the wall.
South: Loose masonry can be removed to form
an exit.

Flooded Corridor
The passage dips slightly into knee-deep cold
water that hides chunks of crumbling masonry.
9 3
A slight current indicates that the water is flowing Walk the Corridor
through a gap at the base of the western wall. The Unless care is taken,
test Agility DR12 or turn
crawlspace is flooded for several hundred feet but an ankle on the broken
emerges at the base of The Pit (pp. 27). masonry. On failure,
D2 damage and 2-in-6
chance ankle is broken.
The Crawlspace
Takes d8 rounds to
traverse. Characters
can hold their breath
for Toughness + D2
rounds. After that, test
Toughness or drown.
The DR starts at 12 and
rises by +2 every round.

35
4 10
Hall of Prophecy
The walls are carved with spiralling text in a
multitude of languages, a gospel of the Hanged
Becoming Enraptured God. Those who spend time reading it become
Not all players will enraptured. Test Presence (varying results):
be comfortable with
their character being
14+: No effect.
compelled to take their 12-13: Become enraptured by the word of the
own life. If this is the Hanged God. If not a devotee, you are at
case at your table, speak
to your group about how
least interested and inclined to see him
they would prefer for this returned to power.
to play out - if indeed it 10-11: The truth of the Hanged God fills you and
gets used at all.
you know true faith for the first time. This
Remember that the
place, and the avatar it contains, must be
comfort of the group is protected at all costs. Verhu and those
always more important who serve HIM must die.
than anything written in
a book.
9-: The Hanged God is perfection and you
must join him. You are gripped with an
Selling to Fathmu
overwhelming urge to string yourself up
Adjudicating the by the neck in holy sacrifice.
accuracy of transcription Those who can withstand the rapture long enough
is left mostly to the GM.
Remember that the base
to copy down the text on the walls can sell it to
DR for most tasks in King Fathmu IX. It takes 3 hours to copy all of the
Mörk Borg is 12, and use text. Test Presence when you are done. The GM
this to judge the quality determines how accurate your transcription is, and
of the work.
what Fathmu is willing to pay, based on your result.
Fathmu’s base price
for a text such as this
is in the region of 800s,
though bear in mind that
11 Flooded Graves
Flooded ankle-deep with murky water. Open graves
lurk beneath the surface, filled with jagged bones
the group is assumed and sharp rocks.
to be in his employ. You
may decide that the King D8 zombies (Core Rules, pp. 65) rot beneath the
simply takes the book water. Content to sleep, they only notice intruders
and expects the group to if their bodies or graves are disturbed.
thank him for it.
Fall in the Graves
Remember also that the D4 damage and Test Toughness DR12 or become infected.
Two-Headed Basilisks Loot the Graves
actively pursue heretics. 2-in-6 chance each grave contains a random Occult
Returning the gospel to
Fathmu may not be such
Treasure (Core Rules, front endpapers) or Valley
a simple task. Treasure (pp. 9). Searching a single grave takes D10
minutes. See the drowning rules on page 35.

4
South: Heavy portcullis. (Strength DR18 to lift,
falls back with a heavy clang.)
East and West: Swollen wooden doors.
36
Prismatic Wall
A huge, thick, black velvet curtain (300s) mounted
on a heavy brass rail (70s) covers the east wall.
12 4
Pulling it back reveals an array of glass prisms The Candle
mounted at weird angles. Any light that strikes Two feet of twisted black
them (torch, lantern, glowing map, etc.) is reflected wax no thicker than
a child’s index finger,
back at distressing intensity. Those who fail to
wicked with goat hair
cover their eyes in time Test Presence DR14 or fall that always smells of
unconcious for 2D6x10 minutes. A Fumble means burning.
permanent blindness. When lit it sheds light
only visible to the one
A dead body in the north west corner appears
who holds it and any
to be emerging from the stone of the wall itself, others able to maintain
trapped at the waist and face contorted in agony. flesh-to-flesh contact
She clutches a black candle in her hand. with them. The wick
burns with an acrid,
The section of wall where she stands can be made choking stench that
to slide sideways. It takes D6 rounds to open fully, can be smelled from a
grinding and scraping loudly the whole time. After hundred yards away.
another D6 rounds it slams shut violently. It has The wax never melts
and the candle will burn
severed the looter’s body at the waist but trapped
indefinitely.
her in place by pinning a small section of her spine.
The Candle’s Secret
North: Secret door to 13. Created by a powerful
South: Wooden door. sorceror, the wick is
a hair from the devil
East: Swollen wooden door.
Gomdoluch. The candle

13
was used in summoning
Secret Statue Room rituals, but the wizard
who crafted it is long
A heavy curtain identical to the one in 12 covers dead.
the north wall. It hides a mural of the Hanged God. Magic that summons
His eyes are fist-sized diamonds (700s) embedded Gomdoluch summons all
deep within the wall. of Gomdoluch, including
the candle and those
The diamonds block circular holes bored deep in contact with it at the
into the stone. Each contains D8 chattering, time.
clattering, crawling, tight-space-squeezing things This item will feature in
with too many legs and eyes that sparkle with the adventure Circle,
reflected light even in perfect darkness. coming from Loot The
Room in 2024.
HP 12 Morale - Chitinous exterior -d4

3
Claws d6
Attacks and defence are DR14

South: Secret door to 12.

37
THE BOOK

38
Scriptorium
On a raised dais at the eastern end of the room, the
moaning body of an ancient priest hangs by the
14 4
neck from a thick noose. His arms and legs have The Demon Valvod
been cut off and his skin flayed. Valvod seeks the
hanging priest. If brought
On a pedestal in front of him stands a large book here it tears itself free of
made from his skin. Many pages are missing. The the body that carried it
map is written on one such page. in an eruption of viscera
that leaves the former
The map can be returned to the book, but it must host mutilated and dead.
be stitched back in place using thread made from It forces itself into the
human sinew. The one who returns it receives a hanging priest’s mouth,
vision from the Hanged God. pushing demonic limbs
through the stumps
The lectern the book stands on is plated in gold where he has been
and worth 500s if it can be extracted, though it’s mutilated.
incredibly heavy. The book itself is also worth Then it takes the book
2000s to a collector. King Fathmu IX will take it from and strides from the
Chapel, intent on
the party without payment. recovering the rest of the
The Two-Headed Basilisks relentlessly hunt pages. Its ultimate goal
anyone found to be in possession of an artifact is to return the Hanged
God to life, slay it, and
such as the Book of the Hanged God. thus ascend to divinity
itself.

The Hanged God’s Vision The Book of the Hanged God


Take a knife and flay a strip of skin large enough to The Book of the Hanged
take its place in the book. Ball it up and swallow it in God is intended to form
the basis of an ongoing
one piece. campaign. When
Form a noose. Hang yourself. As your lungs found, there are D6+1
pages still missing (not
scream their last vain plea for air and as the last
counting the one the
light leaves your eyes, cut yourself down. party used as a map in
Without drawing breath, vomit up the page you this adventure).
swallowed. See how it glows now? See the lines The pages that follow
detail the use of this item
forming on it?
once it is complete.
When the light subsides, you will see. You have If you would prefer, you
been given a new map, one that will lead you to are of course free to
another page missing from the book. You will know decide that the map
the players used in this
you are close by the light that rises from your
adventure was the final
willingly-given flesh. missing page of the
Do this again, and again, and again, until the book book.
is complete.

39
A
ncient and profane, tanned skin
flayed from the still-living body of
his last priest, ash-grey wood that
splinters and draws blood from unwary fingers,
gleaming gold edges, sealed with noose-rope
laced with silver.
Is the Hanged God sealed within, or does he
simply listen for those who know the right
words? Either way, sometimes he aids those
who read from his gospels.
Using The Book
Roll a D8 to determine his response.
+1 for every willing human sacrifice
hanged in his honour.
+1 if they tie the noose themselves.
The modifier can never exceed +3.
If those sacrificed are unwilling or
compelled, the result is always a 1.
You cannot request aid again until
the effect has fully completed.
Omens cannot be used to change
this roll.
The
Hanged
God

Ancient enemy of Nechrubel, who sacrificed his


own flesh alongside that of his congregation in
order to keep the darkness that crosses the sun at
bay.
Sacrifice nourishes it. Light gives it strength.
Every forlorn soul who chooses the rope to avoid
the dying of the sun fuels him further.
One
The circle stakes a claim to infinity, a form without beginning
or end. The noose defies it. The noose is all end, and that
makes it sacred.
Test Presence DR14 or tie a noose and sacrifice yourself.

Two
The noose is known to the rope. The rope craves the noose.
All ropes curl and twist and knot under their own power,
reaching for necks and stretching them beyond repair.

Three
The Hanged God flexes his hand and squeezes tight on the
throats of those who hear the words from his book. All within
earshot feel the pressure and begin to choke, suffering -1
Toughness.

Four
Sacrifice is a noble calling, martyrdom a holy pursuit. But not
all are strong enough to make the sacrifice themselves, and
need others to paint the land with their blood.
All reaction rolls are KILL! until the next dawn.

Five
The thickest rope and the best knot are nothing without the
strength of the oak that supports them.
Increase your Strength by +1.

The shadows coalesce into the vast bulk of the Hangman,


who serves until the light of the next dawn burns him away.
HIT POINTS 19 MORALE - SHADOW STUFF -D4
KNOTTED ROPE D6

Six On request he inverts himself, flooding the room with the


blinding light of the sun that Nechrubel toils to tear from the
sky. All who see him Test Presence DR16 or be blinded for
D3 days. A fumble means your ability to use Powers is burned
out forever.
The Hangman disappears after inversion, as though dawn
had come early.

Seven
A branch, a beam, a bridge. All a rope requires to become a
holy place is something to hang from.
In a suitable place, at a time of your choosing, thick ropes
descend and lift D3 enemies to their choking, kicking deaths.

Eight Until the next dawn you and your allies glow with light that
only you each can see. No dark corner will be forbidden to
you. No gloom-stalker will know of your presence.
Nine
A short drop and a sudden stop and all problems
can be solved.
Tie a noose and pull it tight. Your enemies
are yanked skyward, their necks snapping and
twisting into angles of sacred asymmetry.
For each on killed this way, roll 1D6 and count
the ONEs. If there are SEVEN or more a Misery
is triggered. Thus is the cost of dabbling with
divinity.

Ten +
The Hanged God settles around your neck, his
weight and warmth a heavy comfort. While you
wear him you can see through perfect darkness
and your Presence tests to wield Powers are DR8,
but failure triggers a Misery.
When you are ready, tie up the rope and sacrifice
yourself. The threads of reality are unpicked
and woven in a new pattern. Reverse the last
D3 Miseries and wind back the Calendar of
Nechrubel.
The Hanged God flays a strip from your flesh and
binds it into the book. You are divine, now.
An adventure for Mörk Borg.

Crypt breakers in the employ of King Fathmu IX, you


are given a map and a simple task.

Fathmu’s eyeless scryers say they have seen traces of


Verhu in the catacombs beneath the ruined Hangman’s
Church, deep in the Valley of the Unfortunate Undead.

Gain entry to the ruins, map the tunnels beneath it,


and return to Schleswig with whatever you can pull out
of the ground. If you also find signs that point to the
resting place of HE, so much the better.

This adventure contains themes of suicide, self-harm,


cannibalism, mind control, ritual sacrifice, bodily
mutilation, and religious horror.
Proceed with caution.

LootTheRoom.uk

You might also like