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TreasuresOfTheTrollKing Hyperlinked

The document is a game supplement for MÖRK BORG titled 'Treasures Of The Troll King,' featuring various playtesting credits, acknowledgments, and artistic contributions. It outlines a dark adventure involving the troll-king Niduk, set in the sewers of a decaying city, with details on encounters, treasures, and reasons for players to explore this dangerous environment. The content includes mechanics for random encounters, treasures, and narrative elements to enhance gameplay.

Uploaded by

Evandro Machado
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
104 views36 pages

TreasuresOfTheTrollKing Hyperlinked

The document is a game supplement for MÖRK BORG titled 'Treasures Of The Troll King,' featuring various playtesting credits, acknowledgments, and artistic contributions. It outlines a dark adventure involving the troll-king Niduk, set in the sewers of a decaying city, with details on encounters, treasures, and reasons for players to explore this dangerous environment. The content includes mechanics for random encounters, treasures, and narrative elements to enhance gameplay.

Uploaded by

Evandro Machado
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/ 36

i

ii
iii
EDITING Steven Thurston

PLAYTESTING Cat Evans, Lore Evans, Jessica Marcrum; The


Queen of Cups Discord: Luis “Gaffy” Lopez, Ben Grisanti, and Mush-
roomancer; Alex Kingsley of Strong Branch Productions, Sean F.
Smth, Tony from Plus One, Viditya Voleti; Owen McGauley, Joe
McGauley, Ian Devlin, Damian Clarke and Sean O’Flaherty; Lord
Oui, Maxime Fassetta, Cicorne Lyprine, Jean-Guillaume Marc and
Jean Verne; Joshua Queen, Savannah Palmer, Val Palmer, Nathan
B and Jacob Plicque.

THANKS TO The Brain Trust, Alex Caton, Alex Clippinger, Tyler


Crumrine, KeganEXE, Vi Huntsman, Johan Nohr, Matt Sanders,
Ursidice, Walton Wood, Public Domain Review.

MUSIC THAT HELPED Bong, Bring Me The Horizon, Converge,


The Dillinger Escape Plan, The Ditch and The Delta, Iron Witch,
Jupiterian, Kvll, Pallbearer, Show Me The Body, Sunn O))), Vile
Creature, Yob

iv
Text, design, cartography, and Cover art, lettering on page 13,
layout and Niduk illustration on page 24

C hris
Bissette J ohan
Nohr
Other art from the public
domain

loottheroom.io

MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.


The Loot The Room logo is a trademark of Chris Bissette. Treasures Of The Troll
King is © Loot The Room and Chris Bissette 2021.
1
Ink splatters on pages 2 and 3 by Aaron King.
7’ tall at highest. Narrow channel of
sewage flanked by thin ledges. Wide
enough for one to pass. No light.

10’ tall access pipe. No raw sewage.


Can travel two abreast but will
be cramped. Occasional gas lamps.
50% chance they are lit.

6’ tall at highest. Ankle-deep sewage.


Must travel single file. No light.

8’ tall work pipe. Waist-deep channel


of sewage flanked by walkways.
Must travel single file on walk-
ways. No light.

7’ tall work pipe. Knee-deep channel


of sewage flanked by walkways.
Must travel single file on walk-
ways. Gas lamps every 100 yards.
50% chance they are lit.
10’ tall access tunnel. Waist-deep
channel of sewage flanked by
walkways. Room for two abreast
on walkways. Lit gas lamps every
100 yards.

2
UNCLEAN SCROLLS d6

I
Cobblebound
II Faegurgitate
One creature vomits fecal
A creature of your choice turns matter for d6 rounds,
to stone for d4 rounds. becoming infected in the
process.

Hush Imitation
III IV
Silence
all sound You create a
within 30
feet for Games no
clone of yourself
so convincing
longer know
1d4 rounds. that even you
which is the original. One of you

Molten Wrath
V A piece of metal equipment
dies in d6 days.

Whispers From
carried by a creature melts,
dealing d4 damage every turn
it touches their flesh.
VI
The Void
A creature of your choice hears
nonsensical whispering for 10
SACRED SCROLLS d6 minutes.

Clarity
1 For the next d10 minutes you know exactly how to
achieve what you want.

l
2
e s k i n Deflect 3

C o b b eature
h of a cr omes
You can’t be struck
by missiles for 1d4
T h e fl e s
hoice be
of your c stone for
as hard
as
c

the
4
Flare rounds.

n ds, with You create a flash of blinding light that


d4 rou dium
m e e ffe ct as me dazzles all who see it.
sa
armour.

Ripple 5 The Gift of Friendship


One creature believes they are your
6

You teleport 1d10x10 dearest friend for 1d6 minutes. When


feet in a random the time ends, they know what you
direction. did.
3
algenbeck is palimpsest. Tumour. A city
built on the ruins of itself. Beneath the
sewers the bones of the old city fester.
The troll-king Niduk was exiled, driven into
the depths to rot and die. Now twisted by
hatred and rage he oversees the small domain he has
carved for himself, in a forgotten chapel to a murdered
god.
Why are you here? A lost bet? A doomed quest for silver?
Boredom?
Does it even matter?

d6 reasons you Life would be easier if you


stayed out of the arsehole places
came here of the world. But you chose the
hard route. Why?

1. You bribed your way out of jail 4. Your blood runs slow and thick
with the promise of silver . Now in your clogging arteries. Each
it’s time to pay up, and you have day you feel more sluggish, dull,
none. faded. Maybe the cure lies with the
undying troll-king.
2. A trapdoor in the sewers seemed
a likely escape from the people 5. The troll king has collected many
chasing you. You might regret trinkets and treasures over his
running now. years beneath the city. You’re going
to rob them.
3. S o m e o n e y o u k n e w w a s
committed to the grounds of 6. Niduk dwells down here. Kill.
Graven-Tosk. They returned, and Him.
the means to put them back in the
dirt might be found in the chapel.

4
u’ve
D8 things yo
ea rd down the pub
h
How else do you think scum like you heard about the place?
Drunken talk over piss-laced ale. You know two things, true or not.

1. The entire place is sinking into the ground and the floors can’t be trusted.
(True)

2. Forgotten prisoners, murderous and angry. This place is all they know.
(Somewhat true)

3. The gate will seal itself shut and can only be opened when smeared with troll’s
blood. (False)

4. Angels, fallen and bloodied. They seek passage to the surface. (False)

5. A magic mirror hides a great treasure. (Somewhat true)

6. Remnants of the dead god linger here. Their blood is valuable and powerful.
(Somewhat true)

7. A Seer banished by the Shadow King for heresy fled here. She aims to bring
Niduk back to Galgenbeck for vengeance. (False)

8. Gas from the sewers does funny things to the light, and what you see can’t
be trusted. (False)

5
d6 Sewer Treasures Crawling The
1. A wooden idol bound with filthy
bandages. Breaking it summons a
small but vicious gore hound.
HP 7 Morale - No armour Enter through the sewers, down a
Bite d6, 25% chance their bite causes trapdoor that goes deeper into the
your flesh to necrotise and become filth.
infected The sewers are a stinking, suck-
ing mess of fecal fluid and who
2. A darkened glass vial containing
knows what else. Streams of filth
powdered sunlight. Worth a pretty run through everything, and even
penny to those who know its the small walkways are covered
uses. Vampires and other undead in shit. Finding your way to the
monstrosities will give anything to chapel will be slow and arduous,
and who knows what lurks in the
see it destroyed.
dark, dripping spaces?
3. A skeletal hand, the fingers bound
and hollowed to make pan pipes.
Playing brings nearby rats to your
feet.
4. This ring of ornate keys opens locks
in doors you can’t see. There may To Crawl:
be no coming back once you step 1. Roll Spaces
through them.
2. Roll Random Encounters
5. This frosted glass mirror reflects between Spaces
the events of the past five minutes
3. Reach the Chapel after visiting
in reverse. It can’t always be
all Spaces
trusted, and shows things that
weren’t there. For a long crawl see the Appendix
6. This cracked crystal swirls with (page 28)
a kaleidoscope of colours. When
you stare into it it stares back: test
Presence DR14 or be confused for
D10 rounds.

6
SPACES
Spaces are a break from the monotony - architectural
a n a c h ro n i s m s , b i t s o f t h e c i t y f a l l e n i n f ro m a b ov e ,
or something else. Characters will pass through a
n u m b e r o f S p a c es b e f o r e t h e y r e a c h t h e C h a p e l .

One Space will always be N i d u k ’s B a n q u e t .


Roll D4 to determine how many Spaces to
use. Pick or roll on the list to choose them.
Use the Spaces in whatever order feels right.
Roll random encounters between spaces.

SPACES

Visit Niduk’s Banquet (pg. 9) and...

1 2 3 4
The Well Bottom The Graffiti The Hanging The Church of
Gallery Gardens Forgotten Things
A dead god and Glowing walls, Twisted roots and Bearded man and
forgotten wishes. obscene cursed fruit. his altar.
inscriptions.
Turn to 9 Turn to 11 Turn to 12
Turn to 11

7
d4 random Choose which table to roll on but Table B
should only be used once.
encounters

TABLE A
1 2 3 4
The Rose Garden A gibbering wickhead D4 Smugglers A cascade of sewage
Blood-red thorny roses (MORK BORG, page 70) You have strayed into soaks you.
sprout from the cracks Chained to a rusted their territory and you Test Agility DR12
between the stones. hoop in the wall. He is can’t be allowed to leave. to avoid or become
Eating them makes you untrusting and speaks nauseated.
immune to pain, briefly. to people who aren’t HP 6 Morale 9 Attacks and defence are
Then the hallucinations there, but might help rolled with -2 for the next
Leather -D2
hit. you if you free him. D4 encounters.
Shortsword D4
(The next D4 times you
would take damage, HP 10 Morale 7
you don’t. Then lose D2 Can tell the PCs where to
No armor
Presence, forever.) find the chapel if you can
Knife D4 make them talk. Reduce
the number of Spaces
used by D2 if they do.

TABLE B (only once during the scenario)

1 2 3 4
The finger collector Black and yellow Humming noises echoing A wooden bridge
approaches in a mist of mushrooms growing up the passageway. crossing deep sewage.
swirling spores. Visibly in a circle on the floor. Chasing them gets you The planks are rotten and
necrotic with tumorous Stepping into the ring hopelessly lost. hide rusty nails. If more
growths on the shoulders summons D4 fairies Use another D2 Spaces than one PC crosses the
and head, it clucks with wild eyes and sharp before reaching the bridge at once it breaks.
and clicks in a twisted knives. Small, fast, Chapel. Test Agility DR14
mimicry of language. vicious.
50% chance you to avoid falling or be
A necklace of fingers HP 6 Morale 5 encounter Niduk in submerged in filth and
rattles around its neck.
Evasive -D2 between the extra become infected.
HP 6 Morale 12 spaces.
Knife D4
No armour
Eat the mushrooms:
Femur d6 Test Toughness DR14.
Spores: Everyone in On a failure, you die.
contact with the mist of
spores rolls a D20, dying
on a 1.

8
Niduk’s Scent of fresh blood. Crumbling masonry.

Banquet
• Collapsed roof - the floor of a buried building above has fallen into the
sewers. It slopes at a steep angle.
• Rotten, broken furniture in a pile at the base of the slope.
• Scattered corpses, some fresh, some less so. All have been torn apart
and chewed on.
• Niduk is here, feasting on something that was once a goblin.

Search the broken furniture, D4:


1. A black marble. It soaks up blood from fresh corpses. If smashed
it reanimates those who it has ingested.
2. A brass key nearly a foot long. One of the teeth has broken and is
nowhere to be seen.
3. A long piece of wood banded with metal and spiked with rusted
nails. (D8, 25% chance wounds from the nails become infected)
4. A goblin’s arm, animate and violent.
HP 2 Morale -
Ropy skin -d2
Claws d2
Special: Small and fast, attacks and defense are DR14. If it hurts you it
will pass on the goblin curse.

Niduk the Ravenous: Stats on page 24. If you have hurt him already,
he remembers. Does not like fighting in the sewers - will make every
attempt to return to his chapel and his treasures.

The Well Clearer air, with a faint draft.

Bottom
• A foot-wide shaft up through the stone for hundreds of feet. Light
glimpsed at the top - the murky sky of Galgenbeck.
• A mound of tarnished coins beneath the hole.

Standing beneath the hole: Roll a d6. On a 1-2, a falling coin strikes
for D2 HP.

Take the coin: There is D100 x D3 silver, but each piece you take is a
stolen wish (see page 10).

9
he needy and desperate cast

ST OLEN
their hard-won
silver down the well
and wish for better

WISHES
things. The tiny god
that used to grant them is dead
and owes them nothing -
but you took the silver, and
with it you took responsibility.
Grant these wishes, or live an accursed life. You may never die - but neither
will you hunger, or thirst, or joy, or heal. You are obligated now, and
simply putting the coins back where they came from won’t be enough.

Hold a coin in your hand to receive a vision of the wish and the one who made it.

The person who made the wish They are:


can be found in: 1-2. Young
1. Sarkash 3-4. Old
2. Graven-Tosk
5-6. Dead
3. Grift
4. Galgenbeck
5. Kergus
6. Wastland

They want to: The:


1. Worship 1. Basilisk’s 1. Wife
2. Bend 2. Ancient 2. Chain
3. Break 3. Bishop’s 3. Scrolls
4. Burn 4. Courtesan’s 4. Silver
5. Eat 5. Encrusted 5. Statue Gallery
6. Kill 6. Foul 6. Song
7. Read 7. Forbidden 7. Causeway
8. Restore 8. Lich’s 8. Vision
9. Visit 9. Prophet’s 9. Cemetery
10. Speak 10. Reanimated 10. Cracked gems
11. Take 11. Vulgar 11. Statue
12. Wake 12. Widower’s 12. Blood

10
The Graffiti Faintly glowing walls.

Gallery
• High ceilings, the upper dark hiding chittering things.
• Graffiti and inscriptions on the walls, strange shapes and looping
script.
• WEST: A ladder descending beneath a locked grate (Test Strength
DR10 to break the rusted lock).
• NORTH: A dead end.

Read the inscriptions, d4:


1. The text can be interpreted and is a random unclean Power
(see MÖRK BORG, page 35). The reader tests Presence DR14. If
you fail, the Power is activated and you lose the use of one of
your daily Powers (if you have any remaining). If you succeed,
the Power is activated but does not cost you the use of a Power.
2. Your sight is consumed by visions of a future Misery. Roll d66
and consult the Calendar of Nechrubel (see MÖRK BORG, page 17).
The next time a Misery occurs, you have already seen it.
3. Test Presence DR12 as the words warp and ripple. If you fail you
can’t help but touch it, and you start being sucked into the stone
itself. Test Strength twice (DR16 / DR18) to pull yourself loose
before the stone hardens around you and you have to cut your
arm off to be free.
4. Gain d4 Powers that you can use each day. Once you emerge
above ground again you lose the use of them.

The Hanging Humid. The scent of rotting wood and mulch


beneath the layer of filth.
Gardens
• Random encounter.
• Twisted roots breaking through the ceiling, grasping at shoulder-
height. Purple-gold beetles scuttle over them and into cracks in the
masonry.
• Small hard fruit no bigger than a knuckle, dark red.

Eat the fruit: Heal d4 HP

Eat the beetles: Become sick for D4 hours. +2 DR to Presence and


Toughness for the duration.

11
The Church of Slowly-drifting smoke and the smell of burning flesh.
Forgotten Things
• A narrow alcove in the west wall holds a small stone altar. It is
filled with odd items and a variety of candles - short, squat, tall, thin,
obscene. On closer inspection they are made not of wax but of congealed
fat that was probably human at some point.
• A bearded man in tattered, filthy robes prays on his knees at the altar,
singing hymns to himself. He isn’t violent but will defend himself if
provoked. He hasn’t seen people in a long time.

Things found on the altar, D6:


1. D6 shoes fit for small children. All left feet, none of them the
same.
2. Three glass bottles filled with piss, the labels finger-painted with
smiling faces.
3. D4 silver coins in a very well-preserved (and clean) leather coin
purse. These are stolen wishes from the bottom of the well.
4. D3 hat display busts, each with a flayed and preserved face
stretched over the front.
5. A broken mirror in a scrimshaw frame.
6. Water-logged letters, the ink long since smeared into illegibility.
One is a random sacred scroll.

Bearded Man
Can be maimed but not killed - the stolen wishes see to that. Takes
mementos.
HP 8 Morale 10
Scar tissue -d2
Ornamental knife d4
Special: Can’t be killed. Will fall unconscious at 0HP but will get back up
D2 hours later. 25% chance he seeks revenge if you didn’t take anything
from the altar. If you did, he’ll want it back.

12
13
14
Wandering
Encounters
In Niduk’s Chapel
Roll 1d6 when encounters might occur inside the Chapel.
If trying to open the door to the Priest’s Room, +1 every 10 minutes.

1 No encounter
2 A treasure hunter lurking in the shadows
tries to steal an item from a PC’s pack -
DR14 Presence test to notice.
3 d2 zombies from the pile by Choir Room
door. If the zombies have been slain
already these are pieced together from
their remains, reanimated by the fell
magic of the Chapel.
4 A ghostly cleric in a robe and ceremonial
mask with mirrors over the eyes. They
leave a wet trail on the floor towards the
library and seem oblivious to you. They
drift slowly towards the bells in the tower.
5 The Bell Ringer.
HP 19 Morale - Bronze flesh -d4
Giant bell D8 + For Whom The Bell Tolls.
(The struck PC must test Toughness with
the DR equaling the damage they took. On
failure become confused for d2 rounds.)
7+ Niduk, the Ravenous

15
The Sinking Chapel
1. Entrance
D20 void spiders
2. The Nave
d8 zombies
3. The Altar
4. The Choir Room
Restless souls
5. The Bell Tower
The dead god
6. The Private Chapel
Grotesque
7. Flooded Passage
8. Robing Room
Parchment eel
9. Secret Passage
10. Priest’s Room
Niduk’s Treasures
16 11. Niduk’s Den
Niduk the Ravenous
1. The Chapel
Unnatural foliage, hedges and shrubs sprouting from
the brickwork of the sewers. Warm and cloying. Faint
sound of bells ringing from the north.

• Wooden benches to either side of the door.


• Cracked stone stairs rising to the door.
• A dead, chained dog lies across the
doorway.
• NORTH: heavy wooden door, ajar. Faint
sound of bells ringing at irregular intervals
from beyond.
• SOUTH: exit back to the sewers.
Poke the dog: Erupts into a swarm of d20 void
spiders. D20 Void Spider
Scurrying, aggressive.
HP 1 Morale - No armour
2. The Nave ‣ Bite D2: Test Presence DR6 or be
cast into the void for D4 rounds.
Warm and still. Smells like damp wood. Bells ringing Return changed; re-roll all abilities.
to the north west.

• Broken pews, smashed to pieces and pushed


to the sides of the room, D8 hungering zombies
• Stained glass windows covered in They must feast.
filth and grime. They show scenes from a HP 6 Morale - Leather scraps -d2
forgotten religious text - a story of death, ‣ Claw / bite d2 + special (see MORK
blood, and rebirth. BORG page 65)
• A small pile of bodies by the west door, ‣ One has femur d6.
which has been marked with a huge red X.
• NORTH: Steps up to the altar.
• EAST: Heavy red curtain to the private
chapel.
• SOUTH: Double doors to outside.
• WEST: Heavy wooden door to the choir
room, blocked by the pile of bodies. Bells ring
from beyond it.
Get close to the bodies: They are d8 zombies and
they hunger.

1-2
3. The Altar
Damp, rotting breeze from the north. Moisture in the
air.

• A hole in the wall to the north where


the brickwork has collapsed. The floor lists
heavily towards it.
• A heavy altar, crudely carved and
desecrated with occult symbols.
• A reliquary, largely intact, still fixed to the
wall beside the hole.
• NORTH: The hole in the wall leads to the
Niduk’s Den. To the right, a jammed iron
door to the Priest’s Room.
• SOUTH: Back down the steps to the Nave.
Break down the door
To do it quickly, test Strength DR 18. It Open the Reliquary: d4 Occult or Sewer treasures
will be loud but brief.
You can take your time - d4x10
minutes - but it will be loud. You’ll
likely attract Niduk - or something 4. The Choir Room
worse. Roll a Wandering Hazard for
every 10 minutes it takes. Loud ringing of bells from above. Overwhelming stench
of death and decay.
Remove a coin:
• A large pipe organ dominates the west
The soul trapped in the skeleton
erupts from the body in a violent
wall.
whirlwind of spirit that passes directly • Six skeletons lying on the floor in a neat
through your body, dealing row. They wear ceremonial robes and their
D6 damage. Test Toughness DR12. arms are crossed over their chests. Each has
On a failure, reduce Presence by D2 a silver coin on their forehead, grafted to the
permanently. bone.
• Wrought iron spiral stairs leading up to
where the bells ring.
• UP: Spiral stairs to the bell tower.
• EAST: Wooden door to the Nave.
Play the organ: Ethereal voices rise from the
skeletons, forming a tritone with whatever
notes are played. Everyone who hears it test
Presence DR12. On failure you lie down beside
the skeletons and join their song, cursed to
rot here.
If the organ is played, Niduk knows the PCs are here
and will come for them. It takes D6 rounds for the
troll-king to emerge from his den and make his
way to the Choir Room.
3-4-5
5. The Bell Tower
Deafening clattering of bells. Bitterly cold.

• Huge bronze bells suspended from the


roof, swinging wildly, marked with glowing
runic symbols and unintelligible script.
• Four ghostly spirits pulling on the
ropes, oblivious to their surroundings. Their
purpose is to keep the bells ringing - the
dead god is kept in death by the sound.
• Narrow windows that should look out over
the chapel grounds, encased in stone.
• DOWN: Spiral stairs to the Choir Room.

Stop the bells ringing: The ghostly spirits turn


their faces to the one who stopped them.
With a mournful wail they dissipate as the
walls begin to bleed and the dead god
is returned to life. A new Misery is
activated with their coming.

The nature of the dead god and the


effect its return has on the world is
decided by the GM and the group.

3 - 4 -5
6. The Private Chapel
Liquid drips from the ceiling. Warm smell of sewage.

• Floor has begun to sink into the ground.


It is flooded with knee-high sewage.
• A decapitated statue stands in the middle
of the room. Large feathered wings rise
from its back.
• EAST: Wooden door hanging on its
hinges, partially submerged, leads to
Flooded Passage. Ornate door opens onto
Confessional Box, containing a stone corvid
head. It is pinned to the back wall with a two
foot long metal stake hammered straight
through the stone.
• WEST: Wooden door to the Nave.
Grotesque
HP 18 Morale - Flooded Room: All Agility tests are DR+2.
Damaged stone -d4
‣ Claws d6 Return the head to the statue: The statue
‣ Eye-beam d8 animates into a grotesque. 50% chance it
See MÖRK BORG page 67 for full remains still and cautious, stalking the PCs
details. once they leave the room; otherwise it attacks
immediately.

7. Flooded Passage
Pit Trap
Slopes downward. Gentle flow of sewage around legs.
With enough light and a successful
DR16 Presence test (by the PC with • Knee-high sewage rises to waist height at
the highest Presence, or whoever east end of passage.
is actively looking) the floor gets • Rotten floor: halfway up the passage the
noticeably less firm just before the floorboards are rotten and will fall through
rotten section. (acts as a pit trap). Covers the entire width
Failing to spot it drops the PCs into of the corridor.
the pit and deals D6 damage. • WEST: Wooden door to the private chapel.
Falling PCs are submerged in • EAST: Rotten door to the robing room.
sewage and carried light sources are Ajar.
extinguished. 25% chance they inhale
sewage and become infected. Flooded Room: All Agility tests are DR+2.

6-7-8
8. Library / Robing Room
Wet. Hot.

• Waist high sewer water flooding the


room.
• Gigantic bookshelf: contents on the lower
half are submerged in the water, destroyed.
Upper half are esoteric and obscene religious
texts, annotated in multiple different hands.
• Wardrobe: contains sodden red robes
and twisted ceremonial masks made from
bleached bones. Probably human in origin.
Parchment eel slumbers in the base of the
wardrobe beneath the water. Emerges if
wardrobe is open - DR12 Presence test to spot,
made by PC with highest Presence.
Parchment Eel
• NORTH: A large ornate mirror reflects 3 yards long, skin like old paper.
the room as it appeared before the chapel
HP 6 Morale - Tough skin -d4
sank and flooded. The silver frame is carved ‣ Bite: 25% chance bite becomes
with grotesque masks that resemble the infected and the skin around the
ones in the wardrobe. Passageway to the wound begins to necrotise.
Priest’s Room is revealed to those wearing the ‣ Constrict: DR14 Agility test to avoid
ceremonial masks. d4 damage/round until a successful
• SOUTH: Rotten door to flooded DR14 Strength test or parchment
passageway eel dies. Will try to submerge and
drown you.
Flooded Room: All Agility tests are DR+2.
Study the books more closely: Test Presence
DR14. On a failure become overwhelmed with
a desire to stop the bells ringing in the tower,
if they have not already stopped. If they have
and the dead god is free,
you are instead overcome by
a desire to serve.
Put on the masks: Passageway behind
the mirror is revealed and can be
accessed by stepping through the
mirror. Breaking the mirror closes
the passage forever. Anybody inside
it when this happens is lost forever.

6-7-8
9. Secret Passage
Cold. Walls coated in frost. Breath hangs in the air.

• Cooly and evenly lit with no visible light


source.
• High, arched ceiling with a mural
showing an obscene deity impregnating,
birthing, and killing itself in an endless cycle
of filth and blood.
• Long shelves holding jars and vials of
strange liquids.
• SOUTH: Through the mirror to the robing
room. Only visible if wearing ceremonial
robes and mask and if the mirror is intact.
• NORTH: Open archway to the Priest’s room.
Only visible if wearing ceremonial robes and
mask and if the mirror in the robing room is
intact.
Examine shelves: Jars and vials containing d6
tinctures and concoctions. Select randomly
from Occult Herbmaster’s decoctions (MÖRK
BORG page 56).

If the mirror in the robing room is broken


the exits seal shut. The passageway does
not exist in real space or time, and you
will perish here.

9-10
10. Priest’s Room
Hot. Smoke hanging in the air.

• Piles of rubble and old bricks beneath the


caved-in ceiling.
• Smoke slowly rising from a hole in the north
wall.
• Large bed: one skeleton in priest’s robes
• Niduk’s Treasure in the middle of the
room.
• WEST: Wide hole in the wall where
a door and the frame used to be. Leads to
Niduk’s den.
• EAST: Open archway to the hidden
passageway. Only visible if wearing Troll skin armour
ceremonial robes and mask from the robing Troll skin (medium armour, -d4 damage,
room. tier 2). Can’t be removed.
• SOUTH: Wooden door, closed. Leads to the DR +2 on Agility tests including
altar. defence. 3 rounds after first taking
damage you regenerate 2 hit points per
If powers are used: 50% chance the skeleton round. You can’t use Omens to reduce
rises and joins combat against the PCs. damage. Armour regenerates one tier
per day.
d6 Niduk’s Treasures:
1. An old troll skin, hastily shed. Can be worn Heir Of Niduk
as armour, but will graft itself to your flesh A smaller troll. Covered in scars, grows
permanently. constantly and visibly.
2. A tattered cloak. Will conceal you from HP 17 Morale Special
those who pursue you, but the more you Armour -
wear it the more insubstantial you become. ‣ Fist d6
Each morning after wearing the cloak, test ‣ Special: easy to hit; attacks are
Presence DR 14. Fail and lose -1 Presence. If it DR10.
See MÖRK BORG page 64 for full
goes below -3 you die.
details.
3. A silver scroll case containing a scroll. Roll
1d2. On a 1, unclean. On a 2, sacred. If the heir is slain, Niduk will fight the
PCs until death to avenge it.
4. A bone statue of a humanoid creature with
a bear’s head. Break it to summon 1d3 Ursine
abominations. 50% chance they do as you Ursine Abomination
command. Humanoid with a bear’s head. Open
5-6. The heir of Niduk sits on an old bronze sores cover body where ursine mouths
break through the flesh, gnashing wildly.
throne gnawing on a femur.
HP 9 Morale 9
Armour Special
‣ Bite d8
Niduk hears any noise made in this room ‣ Special: Melee attackers who fail
and will come running. to hit the abomination suffer d3
damage. Always targets the enemy
If Niduk’s heir is here it will flee to Niduk with the lowest HP.
if it can. 9-10
11. Niduk’s Den
Strong smell of rancid meat and sewage.

• Floor and south wall collapsed. Sewage


bubbles beneath, and half-gnawed bones float
in the sludge.
• Niduk the Ravenous, troll-king
slumbers on a bed of broken masonry, sodden
straw, and soiled ceremonial robes.
• EAST: Hole in the wall leads to the Priest’s
room.
• SOUTH: Large hole in the wall leads up
to the altar.
Fall in the sewage: 50% chance you become
infected. Movement is slowed and Agility and
Toughness tests are DR+2.
Niduk does not like
intruders.
Stats on page 27. If you have hurt him
already he remembers.

11
26
behemoth, exiled
The troll-king, a many-scarred
alive. Enormous
and forgotten but still somehow
and terrifying. Speaks in halting,
broken
he has
language, a mockery of the voices
heard scream in terror.
HP 54 (when first encountered)
Morale Special
Thick hide -d2 Fist 3d6
Flees if things are going poorly. Niduk is too smart to stand
and be killed. Grows larger during the healing process and
comes back bigger and stronger than before.
Ferociously protective of his treasures - especially his heir, if
present.
Any HP healed between encounters is added to his max HP.
Add D6 damage to fist attack each time he returns.
1st 2nd 3rd 4th
54

27
appendix
Treasures Of The Troll King was extensively playtested
and as a result is a much stronger module than when it
was first written in September 2020. Here are some notes
from those playtests that may help you run the adventure.

Players will definitely meet Niduk once before reaching


the Chapel and may encounter him twice. The goal of
these encounters is to impress on the party the danger of
the troll king - and to make him stronger in the final battle.
If the party overcomes him before reaching the Chapel
then their reward is his absence - but you should make
sure the Heir is there, and that it is hunting for its father.

One group ran Troll King as a sequel to Karl Druid’s Graves


Left Wanting. They escaped that module into the sewers
and began Troll King with the intention of finding a way
back to the surface - which was acheived by placing a
vertical shaft directly above Niduk’s bed in the Chapel.

There have been a lot of fun interactions between the


Stolen Wishes and the scroll of Imitation Games. Interpret
that particular combination as you see fit.

Finally, the first section of the adventure - the sewer crawl


- is intended to be fairly linear. If you prefer it to be more of
a labyrinth, you can do that. Nominate one PC to navigate
and have them Test Presence DR 12 to successfully reach
the next Space. On a failure, use the generator on the next
page to create something interesting.

28
THE SEWERS
CHANGE...
Roll 3d8. If two of the rolls match the result of the failed Presence Test the PCs revisit
an already-explored Space.
Otherwise, read these tables from A to C and improvise.
TABLE B TABLE C
TABLE A It’s home to... Who want...
It looks like...
rocks Wild revellers, deep in their To complete an unholy
1 A natural cavern. Broken and a cups ritual
and damp earth, stalactites
steady drip.
hole Traders hawking strange and To recruit spies for a secret
2 A wide bowl with a deep, black
filth flow dangerous trinkets mission
at the centre. Liquid and
inexorably downward.
beds, Intelligent bears with To identify the traitor in
3 A series of small rooms with
Candles rudimentary language their midst
desks, and locking doors.
burn in crude wall sconces.
Giant bronze statues of To found a new society
4 A boiler room. Furnaces and pipes,- mighty warriors away from the overbearing
pumping steam to who-knows
where. powers of Galgenbeck

with A gang of monstrous To hide an evil artifact


5 A long, narrow passage linedbones humanoid turtles led by an
shelves. Skulls and painted
fill every space. ancient wererat

of the Mist-like, corporeal silence To get their revenge on the


6 A tavern, carved into the rockseats. surface world
earth. Empty kegs serve as
Sewer rats with human To open a portal to another
7 A finely-carved wooden staircase
d. limbs, experimented on by plane of existence
descending deep undergroun
The banisters are polished to a cruel wizards and left here
smooth shine. to die

vaulted A sorcerer, alone for too long, To be known as mighty


8 Labyrinthine tunnels withgrimace speaking in tongues warriors
ceilings. Sculpted faces
down from the shadows.

29
Galgenbeck is palimpsest. Tumour. A city built
on the ruins of itself. Beneath the sewers the
bones of the old city fester.

The troll-king Niduk was exiled, driven into


the depths to rot and die. Now twisted by
hatred and rage he oversees the small domain
he has carved for himself, in a forgotten
chapel to a murdered god.

KILL HIM.

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