MÖRK BORG: The Gallowpyre of Dregr
"No bell tolls. No burial rites. Just the bone chime of those who dared descend."
A ten-room MÖRK BORG dungeon for 3–5 characters. Expect body horror, traps, spiteful corpses, and one cursed decision after another.
Atop a hill of graves stands the Gallowpyre, a half-sunken ziggurat of black stone and bone-laced mortar. Every 13 years, a local child vanishes, and goats birth eyeless twins. It is time again. The villagers pay you in soul-bound coin (a lie) to destroy whatever stirs below.
Key (10 Rooms)
Room 1: The Maw-Stairs
- Gaping stone maw, teeth chipped and black. Descending stairs whisper old names.
- If a name is spoken aloud: 1d2 teeth crack and fall—they are +1 cursed daggers, but scream when used.
- Door: Iron jaw requires blood (1 HP) to open.
Room 2: Ossuary Choir
- Stacks of skulls arranged like pews. Jawbones chatter tuneless hymns.
- Each round spent listening: Save or take 1 Presence damage from soul erosion.
- Loot: A jawbone inscribed with a forgotten doom prophecy (useful later).
Room 3: Gallows Hall
- 4 dangling skeletons twitch on frayed ropes. Floor is trap-rigged.
- 1 in 6 chance per turn someone triggers snapping noose, hoisting them for 1d6 damage (or death).
- One skeleton has a blackened key fused in its ribcage.
Room 4: Rot Altar
- Slab coated in lichen and holy gore.
- Touching the altar gives a random boon or doom (roll d6):
- +1 Max HP
- -1 Presence
- See in pitch dark
- Your name forgotten by all
- Gain a worm-familiar (talks, lies)
- Vomit bones—lose d4 HP but auto-pass next Morale test
Room 5: The Shamed Knight
- Cursed knight, armor fused to flesh, kneels eternally.
- Offers a sword: SANGRÉDGE, d6+2 damage, but each use bleeds you (1 HP).
- If refused, he attacks in a fit of spite (HP 12, Armor 2, d6+1).
Room 6: Carrion Nursery
- Maggot-pits, crawling with baby-faced larvae that whisper prayers.
- Moving fast = no effect. Linger, and a larva burrows in (Save or d4 STR damage over next day).
- One pit contains sealed letter from a dead god, unreadable unless eaten.
Room 7: Mirror of Regrets
- Floor-to-ceiling mirror. Reflections age 100 years, show sins.
- Smash it: everyone gains +d4 XP, but you’re now hunted by your reflection (1/day appears, mimics you, steals gear or memories).
Room 8: Black Font
- Pool of liquid shadow. Drinking heals all HP once, but you lose a random memory—GM decides.
- Pool whispers your fate aloud when disturbed.
Room 9: The Archivist
- Blind, flayed figure writes names in blood.
- It knows how you die. Ask it:
- Gain advantage on Death saves once,
- But it adds your name to its tome—death becomes inevitable (first failed defense roll = death).
Room 10: Womb of the Gallowgod
- Pulsing sac of godflesh, hooked to old machines.
- Inside: the 13 missing children, alive but wrong.
- Options:
- Kill the womb: it screams, causing the entire dungeon to collapse in 1d4 rounds.
- Let it live: you're marked as its priest. Gain random divine power but are now tainted (NPCs avoid you, animals flee).
Ending Ideas
- Escape with the children = villagers try to kill you (they were sacrifices).
- Collapse = Dexterity tests to flee; otherwise, you’re buried.
- Embrace the womb = new cleric of a hunger-god.
d10 Gallowpyre Loot Table
Roll when players greedily dig into skulls, rip open sarcophagi, or loot the hanging dead.
- Stitch-Coin (1d6)
- Coins made of preserved eyelids sewn shut. Worth 10s each, but merchants who take them suffer a week of nightmares. Burn for 1d4 fire damage in a pinch.
- The Gut-Garland
- A necklace of intestines that writhes when lies are spoken nearby.
- While worn: +1 Presence, but vomit bile every morning (d2 damage).
- Shrine-Crumb Bread (3 uses)
- Moldy fragments from a divine communion. Heal 1d4 HP if eaten while praying to nothing.
- Slickblade
- Knife with no hilt, just a blade slick with eternal ichor.
- Deals d4 damage, but if it draws blood, it tries to cut again next round (GM may auto-attack once).
- Vertebrae Flute
- Once blown, all skeletons nearby (dead or dormant) must Save or answer your summons. May only be used once.
- Jar of Blind Bees
- Buzzing wax jar. Throw it to release 1d6 blind, aggressive bees.
- They sting randomly, friend or foe, dealing 1 damage per round for 1d3 rounds.
- Writ of Spite
- Scroll written in gall. Speak it aloud to curse the next person you touch: they take -1 to all rolls for the next hour, but so do you.
- Candle of Filth (1 use)
- A grayish stub that emits no light, only slippery darkness.
- While burning: all stealth rolls are DR 8, but ranged attacks against you are DR 14. Smells like teeth.
- False Jaw, Still Chewing
- Biting prosthetic jaw. Can be worn to chew through locks or bindings (DR 12), but may bite you instead (Save or d3 damage).
- Blesséd Leech (alive)
- Fat, veined thing in a stoppered glass vial.
- Let it feed for 10 minutes to restore 1d6 HP and remove a single disease or curse. Afterwards, it dies whispering your true name.
d20 Gallowpyre Delirium Table
Roll once per room, per hour, or whenever the silence feels like it's breathing.
- Scroll: The Worm Psalm
- When read, the reader attracts 1d4 burrowing worms that grant visions (roll d2 omens), then die inside you.
- Encounter: Tongue-Thief
- Pale, limping figure with a bag of stolen tongues. Mute but hostile.
- HP 10, DR 12, d4 damage + Save or lose ability to speak for d6 hours.
- Trash: Jar of Smiling Teeth
- Corked jar. Each tooth inside grins at a different angle. Shaking the jar causes 1d6 muffled chuckles. Harmless. Probably.
- Scroll: Sermon of the Gallowgod
- Incomprehensible theology. Burn it to cast Suffering Becomes Us—every creature in sight loses 1 HP (including caster), but you gain +1 to next roll.
- Encounter: The Archivist’s Apprentice
- Spectral child with ink-blotted eyes. Offers to write your story… but rewrites it wrong. You gain a random background, lose yours.
- Trash: Nail of the Faithless
- Bent iron nail. Drive into wood or flesh to silence all sound within 10ft for one round. Then it screams.
- Scroll: Blood of Dust
- Converts a single wound into a pile of dust and coins (gain 2d10s). Caster takes 1d6 Presence damage.
- Encounter: Boneless Noble
- Rich, skin-slick thing crawls toward you, dripping jewelry. Begs for pain. Fights if denied.
- HP 8, Armor 1, d6+acid spit.
- Trash: Rat King Tarot
- Deck of gnawed cards, shuffled by tail-knotted rats. Drawing one gives you a wild omen… or curses a companion.
- Scroll: Eyes Like Lanterns
- Cast on a corpse to animate its skull as a floating, flickering guide. It sings lullabies and glows. Lasts 1d6 hours.
- Encounter: The Rope That Hunts
- Sentient noose, animated by forgotten guilt.
- DR 14 to avoid its lasso. If it hits, you’re hanged for 1d6 STR damage.
- Trash: Bone Meal
- A pouch of fine, chalky powder. Tastes of regret. Eating it restores 1 HP, but you forget a childhood memory.
- Scroll: The Reverse Benediction
- Targets fall prone in terror, but only if they can hear you curse. The worse the curse, the more targets affected (GM judges poetic cruelty).
- Encounter: Bile Seer
- Bloated prophet vomiting glowing green fluid. Offers a true answer, then self-destructs into acidic mist.
- Save or lose item/clothing.
- Trash: The Weeping Spoon
- Ornate spoon that sobs softly when held.
- Feeding someone with it gives them a peaceful dream… or a prophecy.
- Scroll: Teeth of the Moon
- Your shadow sprouts fangs and fights for you for one combat.
- If it dies, you lose your own shadow—creatures of darkness now follow you.
- Encounter: Flensed Choir
- Flayed corpses arranged in a singing circle.
- Their music heals or harms randomly (each round: all PCs regain or lose 1 HP, roll d2).
- Trash: Half-Eaten Moon Biscuit
- Crumbly, glowing pastry. If eaten, you are mistaken for an angelic being by animals and insects for one hour.
- Scroll: Catalog of Rot
- Casting it causes nearby food, flesh, and lies to spoil instantly. Useful… but never stops once started.
- Encounter: The Party Before You
- 1d4 shambling mockeries wearing familiar gear.
- It’s your old adventuring group. Or a lie.
- If they die, you gain your old class’ worst habit.
Dungeon Event Clock
Advance the clock when:
- The players rest, make loud noise, trigger traps, or spend too long in one room.
- Or just roll d6 after any major room—on a 1, tick the clock.
- Write it on your GM notes or zine margin.
- Give the players a cryptic hint: “You feel the pyre counting.”
- Use it to turn static rooms into dynamic rot.
Tick | Event |
---|---|
1 | The walls sweat; torches sputter. All rolls +2 DR this room. |
2 | Screaming echoes—they are coming. Next combat is ambushed. |
3 | Black bile floods low points. Save or lose a random item. |
4 | The Archivist’s Tome rewrites itself—one PC forgets their name and class. |
5 | The Gallowgod stirs. All corpses in the dungeon twitch. Skeletons may animate. |
6 | The Womb births something new. Final boss encounter evolves horribly, or the dungeon starts collapsing in 1d4 rounds. |
Acknowledgment
The Gallowpyre of Dregr is an independent production by The Grey Ledger Society.
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.
Learn more at: https://morkborg.com/license
Expect rot. Expect ruin. Expect the rope to snap at exactly the wrong time.