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  Overland travel
  HOMEBREW RULES FOR
  MÖRK BORG is © Ockult Örtmästare Games & Stockholm Kartell
  Text Svante Landgraf Graphic design and art Johan Nohr Proofreading Esh
  
  O V E R L A N D  T R A V E L
  M Ö R K  B O R G  C U L T
  2
  Alliáns
  Schleswig
  BERGEN 
  CHRYPT
  GRAVEN-TOSK
  THE
  ENDLESS 
  SEA
  THE
  ENDLESS 
  SEA
  VALLEY OF THE  
  UNFORTUNATE 
  UNDEAD
  d8+6
  d10+10
  d6+6
  d6+6
  Grift
  MÚR
  d6+4
  d6+5
  d6+4
  d8+2
  d10+8
  Galgenbeck
  d12+12
  d12+12
  Overland 
  travel
  These are distances 
  in days travel between 
  places in the harrowed 
  land. Traveling outside 
  of known roads might 
  take longer.
  If you want a smaller world, divide 
  the static modifier by 2 and drop 
  the die size one step. For a larger 
  one, double everything.
  If the weather is unusually bad 
  that day, travel might be slower 
  than usual, so it takes two days 
  to move one day’s travel.
  
  M Ö R K  B O R G  C U L T
  O V E R L A N D  T R A V E L
  3
  What's the road like? (d8)
  1 
   Almost-forgotten dirt track.
  2 
   Narrow wagon track used by farmers.
  3 
   Tracks drawn up by wild beasts or 
  savage monsters.
  4-5  Once well maintained trade road, 
  now fallen into disrepair.
  6-7  Well-used road.
  8 
   Paved road, sporadically patrolled 
  by the King's soldiers.
  1-3  Nothing particular happens. 
  The world is grey.
  4 
   The weather turns worse (like the 
  current weather but more extreme). 
  You make no progress today.
  5-6  Weather change. Roll on the 
  weather table (inner front cover).
  7-8  The road forks, the signs are 
  unintelligible. Re-roll what 
  the road is like.
  9 
   1d6 rations of food or water 
  become spoiled.
  10  A monastery stands by the side 
  of the road. You hear chanting 
  inside. (The monks and nuns are 
  cultists of Nechrubel).
  11  The ruins of a castle stand out 
  against the sky. (It's infested 
  with savage crows. A blind 
  alchemist has taken up residence 
  in the one remaining tower).
  12  A religious procession of 
  flagellants and hermits. 
  (They seek to see HIM but 
  have lost their way).
  13  A funerary procession of toothless 
  villagers, carrying a very large 
  coffin. (The giant inside is dead 
  but dreaming).
  14  Filthy farmers on their way to 
  the market.
  15  1d6+1 slavers, leading 2d6 slaves, 
  half beaten to death, half of them 
  freshly caught.
  16  A few mercenaries and their 1d8 
  guards. (All infected by a brain 
  parasite.)
  17  Across the road, a battle is 
  taking place between a band of 
  flayed cultists and a tribe of 
  Earthbound.
  18  The troll Adnah ambushes you 
  (p. 64).
  19  Abandoned graveyard by the road. 
  (In a chapel there is an inverted 
  gold cross worth 50s. d8 zombies 
  hide in a crypt (p. 65)).
  20  Two dead bodies by the side of 
  the road (inner front cover).
  • Keep track of food and water  
  (equipment, p. 25).
  • Remember to roll for The Calendar 
  of Nechrubel each day.
  • Roll for weather (inside cover), 
  and re-roll when it becomes  boring 
  or when the travel events table 
  tells you to.
  • Information within parentheses 
  in the tables are things which 
  are not clear at first glance.
  Events by the road. Roll once a day (d20):
  When you roll a result written in italic, cross it out  
  and write in something else of your own making.
  
  O V E R L A N D  T R A V E L
  M Ö R K  B O R G  C U L T
  4
  The village is (d6):
  1 
   Deserted, d6 total rations of 
  food and water can be scavenged 
  from the ruins.
  2 
   Stricken by plague, any ration 
  bought is 2 in 6 to be tainted.
  3 
   A well-off trading post, food and 
  water are plentiful and cheap.
  4 
   Ruled by bandits. Don’t show 
  off too much wealth while buying.
  5 
   Dominated by spider cultists. 
  No trading with outsiders.
  6 
   Inhabited by cannibals. No water 
  for sale but a bunch of food.
  When you spend a day  searching 
  for food and water (d6):
  1 
   You get lost and spend all day 
  before finding the road again.
  2 
   You find d6+1 rations of food and 
  water, but one of the rations is 
  spoiled and makes you sick for 6 
  hours after consumption. Presence 
  DR12 to notice this in advance.
  3 
   You find d6+3 rations of good 
  food or fresh water.
  4 
   You track down a savage beast. 
  Killing it nets d8+2 rations worth 
  of food.
  5-6  You find a village where you might 
  be able to buy what you need. 
  Roll on the village table.
  When you leave the road, 
   after half a day's journey, 
  you encounter (d12):
  1 
   A petrified forest.
  2 
   An ancient battlefield  
  (full of half-buried rusty 
  blades and wraiths (p. 61)).
  3 
   A valley full of the bones 
  of extinct animals.
  4 
   A temple to a pre-human god, 
  covered in lichen.
  5 
   An entrance to the deeper 
  underworld.
  6 
   A cannibal village.
  7 
   Goblin-infested hills (p. 58).
  8 
   A ruined abbey. (Guarded by 
  a grotesque (p. 67). Hidden  
  in a crypt is a random occult  
  artifact (inner cover)).
  10  The silhouette of a wyvern against 
  the purple evening sky (p. 69).
  11  A clock tower, chiming. 
  (Heretic witches create unliving 
  troll hybrids in its shadow).
  12  A vast bog. (Precarious to 
  traverse. Ruled by a huge, 
  bloated, tentacular thing that 
  claims to once have been royalty).
  
SOURCE: textdata/thevault/MÖRK BORG/Mork Borg - Rules - Overland travel.pdf