Hi everyone! This is my Actual Play of Mork Borg using
various supplements. I’ll have them listed below before we get into the
adventure. First, I wanted to introduce the cast of the playthrough.
Name: Merkari
Class: Soldier
Personality: Noble, Brave, Full of self-doubts
Background: Merkari was a soldier of Galgenbeck but lost
enthusiasm for her role when a cult took over the city for a week. The cultists
were killed off, but she realized how desperate people had become. She met
Eldar, whose very existence staves off the apocalypse. She is determined to
protect Eldar with her life.
Name: Eldar
Class: Sorcerer
Personality: Sarcastic, Negative, Highly intelligent
Background: Eldar does not know why. Perhaps it’s her innate
magical abilities she’s had since she was a child. For some reason, her very
existence slows down the apocalypse. Pessimistic and sardonic, Eldar almost
wishes she did not slow down the end of the world. From what she’s seen of it,
it’s ready to end all on its own.
Name: Von
Class: Thief
Personality: Determined, Mischievous, Positive
Background: Von just wants to survive for as long as she
can, though she has no purpose in her life that she can think of. She’s lost
her friends, family, and Thieves Guild. She wants a purpose and she wants to
keep on living, so she joined Merkari in protecting Eldar to stave off the
apocalypse.
Name: Graft
Class: Priest
Personality: Vengeful, Caring, Loquacious
Background: Graft was excommunicated from her religious order
for her open-minded beliefs and “wagging tongue”. She found Merkari and Eldar
and believes Eldar may be the key to saving the world. If Graft could help save
the world, that would surely one-up those narrow-minded fools who kicked her
out of their order.
Together these women have formed a group of their own, a
sort of family, that calls themselves the Crisis Rangers. They are trying to do
what little good they can in a world full of bad. They are hunted by the Cult
of Wilted Roses, run by the necromancer Lyganus, who wish to sacrifice Eldar to
hurry about the end of the world.
Note: I’m using Solitary Defilement, Reclvse, Paths Of Power
d44 Classic Classes For Mork Borg, and a few other random supplements to play
this version of solo Mork Borg. I’m using four characters to allow for some
roleplay between the group and to take advantage of the awesome new classes
from Paths Of Power. I also evened out the HP of each character to 6 so that
they all have a fighting chance at surviving their first few encounters. I’m
also a little rusty to Mork Borg, it’s been quite a few months since I played,
so I’ve evened out the HP also so that I could get my bearings as I familiarize
myself with the system again.
I am using Solitary Defilement’s rules to make dungeons but
I’m using both Solitary Defilement and Reclvse’s tables to generate the rooms.
I only have the PDFs so there’s a lot of switching between these but it’s worth
it to make a fun dungeon to explore.
I hope you enjoy!
Mork Borg Actual Play Part 1
Merkari, Eldar, Von, and Graft are part of a mercenary group
named the Crisis Rangers. They are trying to do what little good they can in a
world full of bad. They are hunted by the Cult of Wilted Roses, who wish to
sacrifice Eldar to hurry about the end of the world. Eldar’s very existence
somehow holds back the apocalypse, and Merkari, Von, and Graft have sworn to
protect her. Their journey starts on the outskirts of Galgenbeck, as they
descend into an ancient crypt in search of treasure.
In the first room is a neglected pool with a faded statue no
longer pouring water into it. The water is brown and murky. Sitting on the edge
of the pool is a Goblin that stands immediately when the women walk in. It draws
its knife, no longer able to discern that it was once human, too, after possible
decades rotting in this underground dungeon. It charges at Von. It slashes her
for 1 HP, drawing blood. Merkari attacks next with her longsword. The creature
is faster than it looks; it dodges swiftly and jumps backwards. Eldar also
misses with a swing of her staff. The creature laughs at her as she falls over.
Von attacks next with her warhammer. It is a new weapon, and she is still
getting used to its weight. She, too, misses her strike. Graft has a femur she
found outside, having lost her weapon a day earlier. She takes a swing with it;
its end sharpened to a point. The point grazes the hardened skin of the Goblin
without injuring it. The Goblin stabs at her with its knife, but the femur is
good for something. She parries the strike with it.
Merkari takes another swing at the Goblin. She manages to
hit the Goblin for 1 HP, drawing blood but barely causing it harm. Still, the
Goblin is enraged. It dodges another attack by Eldar’s staff, and from Von’s warhammer.
Graft hits the Goblin with the pointy end of her sharpened femur for 1 HP, drawing
more blood. The Goblin howls like it has been struck nearly to death and
charges at Von again. It really seems to hate her, for some reason. Von, ever light-footed,
jumps out of the way of the Goblin’s knife in time.
Merkari swings her longsword at the Goblin while its focus
is on Von and chops the blade into the creature’s neck, nearly severing its
head. The Goblin falls to its knees, defeated. Von suggests they sever the head
completely and take it with them for some quick silver, but Graft reminds her
that the Goblin was human once and deserves to be left alone.
There is a passageway to the north. They follow it into the
next area. They find an uncanny doorway in the center of the wall at the end of
the chamber. It appears locked, but Von has some thieves tools. She successfully
unlocks the door, though Eldar points out the door might not have been locked
in the first place. Von ignores her, though shoots her a mean look when she thinks
Eldar’s not watching. The four women go through the door.
They enter an enormous chamber. The room is dark and silent,
as coffins line the walls of the room. They can see a few ritual markings
through the darkness, though it is hard to say how long they have been here.
There are some blood trails leading to another room to the north that is
blocked by a partially opened door.
Merkari tells the women to search the room. The treasure
they are looking for, a relic, should be here, or if not, nearby. They search and
search in the dark gloam. They find only broken relics, not the valuable treasure
with magical powers that they seek. They do find a minor relic, a bottle of
wine, unopened, worth at least 100 silver. Merkari suggests that they must
follow the blood trails leading into the next room. Eldar is skeptical and says
she sense something strong further within.
Merkari is not afraid and leads them into the next room.
This next room is tiny, damp, and cold. The women shiver. There is broken
furniture in this room, as if someone went mad while sitting on the couches as their
loved one was interred here in these crypts. Sitting amongst the carnage,
almost unassuming, is the relic that they seek. It looks no more impressive
than a trinket. It’s a brooch that allows the wearer an extra spell a day. It
was worn by a sorcerer-king in ages past. Merkari and the women aren’t sure how
it got here, but it’s almost right where it was said to be by the psychic
information broker, Ferin, back in Galgenbeck.
The women feel a rush of exhilaration, the kind that only
comes from finding ancient treasure, and prepare to leave. Suddenly, they hear
a scream from somewhere further ahead, beyond a door to the north of the room.
Merkari immediately heads that way, but Von and Eldar both shake their heads
and say it’s none of their business.
Merkari and Graft remind them that they are Crisis Rangers
now and that protecting people is part of their business. Von and Eldar
exchange a weary look and follow Merkari and Graft through the door into the
next area.
The room is small and square and even colder than the last
room. There is more broken furniture here as this was clearly an embalming room
with a broken table at the center of it. Dead bodies, fresh, litter the floor
and a young woman screams as a blood-drenched skeleton swipes at her. The woman
falls down, but the Crisis Rangers can’t tell what the woman’s condition is.
Merkari rushes forward with her longsword raised above her
head. The skeleton parries her sword with its own shortsword. Whoever this
skeleton was in life, it was a talented swords-person. Eldar attacks the
skeleton from behind while it’s busy with Merkari and hits it with her staff
for 3 HP. Von attacks next with her warhammer, obliterating the skeleton’s
skull for 5 HP. The skeleton falls to the ground, lifeless as it should be.
The woman, who introduces herself quickly as Karva, stands
up. Her forehead is smeared with blood and she’s covered in dust and bruises
but otherwise seems all right. She’s a crypt thief from the look of her, no
true adventurer. She explains the dead bodies around them were her leader and the
rest of the crew. None survived but her. She points to bones scattered about
and says before the Crisis Rangers showed up there was quite a battle. She
thanks the women for finishing the battle and saving her life.
She says she’ll give them some silver if they’ll escort her
back to Galgenbeck with them. Eldar and Von are against it. They whisper to
Merkari that she’ll try to steal the relic. Graft, however, is already
embracing the woman and promising her protection for free. Merkari relents and
allows the woman to travel back to Galgenbeck with them.
They leave the tomb and the crypts and start the long
journey back to Galgenbeck.
So that’s the end of the first dungeon in Mork Borg! In the
next part, I might try to generate a wilderness journey back to Galgenbeck
using Reclvse. I hope you enjoyed this playthrough and you’ll stick around for
Part 2!
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