User:Marasmusine/Wrath of Ashardalon in Mork Borg

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This is tangentally related to D&D, in that this is a conversion of the D&D board game Wrath of Ashardalon to the RPG "MÖRK BORG".

All text was generated by Chat-GPT 4 (I fed it the Mork Bork rulebook for training data), with minor editing by me.

Bestiary[edit]

Grell, Tentacled Abomination[edit]

ABERRANT
HP 12, Morale 10, No armor, Tentacles d8 or Beak d6

Floating in the darkness, its many tentacles reaching with a hunger for warm flesh. Its beak, sharp and cruel, snaps with anticipation of the kill. Its rubbery hide repels weak blows, making it difficult to wound with non-magical weapons (DR14).

It attacks with a flurry of tentacle strikes, each seeking to grip and tear. If a player rolls a 1 for Defense, a tentacle wraps around the victim's neck: strangle d4 each subsequent round.

Captured 150s, Dead (intact) 80s, Dead (in pieces) 20s

Gibbering Mouther, Abomination of Many Mouths[edit]

ABERRANT
HP 12, Morale 10, No armor, Bite d6 or Spit d4

Gibbering Madness: Its cacophony of voices causes confusion. Presence DR14 to resist or act with a -d4 penalty next round.

Amorphous Form: Hard to grasp, hard to hit. Physical attacks are dr14.

Captured 50s, Destroyed 10s

Special Loot: d6

1-3. Twisted flesh, worthless
4. A silver tongue, worth 15s
5. An eye that still sees, worth 20s, might be used for scrying
6. A tooth that whispers secrets, worth 30s, can be consulted once for a cryptic clue

Cave Bear[edit]

ANIMAL
HP 14, Morale 10, Fur -d2, Claw swipe d6, Bite d8

Special: When it smells blood (your HP below half), your defence against its claws and bites are Agility DR10.

If you invade its lair, roll Presence DR14 or be charged immediately.

Slain: 18s Pelt: 25s

The cave bear, a monstrous beast of fur and fangs, roams the shadowy hollows of the earth's bones. It's driven by a hunger as deep as the pits it dwells in. When wounded, the creature's ferocity multiplies, swipes become frenzied, and its massive jaws seek to crush bone and spirit alike. Tread lightly in the cold, echoing darkness, lest your scent awaken the rumbling dread that is the cave bear.

Dire Snake, Slithering Abomination[edit]

REPTILE
HP 12, Morale 9, Scaled Hide -d4, Bite d6 + special or Constrict d8

Special: Venomous Fangs (Toughness DR14 to resist, or suffer d6 damage for 3 rounds).

Lurking in the forsaken ruins or coiling in the depths of the cursed forests, the Dire Snake is a grotesque behemoth, feared by all. Its scales glisten with the blood of its victims, reflecting the scant light in its dismal habitat. The Dire Snake strikes with lightning speed, its venom capable of dissolving flesh and bone.

Captured 60s, Slain 15s

The Dire Snake is a monstrous serpent of colossal size, with a hunger for flesh as vast as its coiled body. When it moves, it's like a whisper in the grass, a silent death approaching. The scales of the Dire Snake are said to be as hard as iron, turning away blades and arrows with ease. Few dare to seek this creature, for to gaze upon it is to invite a swift and terrifying end. In the unfortunate event that one encounters a Dire Snake, it's best to pray to whatever gods still listen, for your end is likely nigh.

Cultist of Vol[edit]

HUMAN
HP 6, Morale 10, Tattered Robes -d2, Sacrificial Dagger d4

Chant of Vol - Once per combat, a Cultist can chant to Vol, summoning a shadowy shield for 2 rounds (DR14 to hit them)

Whispers of Vol - Cultists of Vol can communicate telepathically with each other within a distance of 666 paces.

Devotion to Vol - If a Cultist is killed, they have a 1-in-6 chance to utter a curse with their dying breath, causing fear (Presence DR14 to resist) in all who hear it.

Captured 15s, Sacrificed 30s

These fanatics serve the ancient and forbidden god Vol. They are driven by dark prophecies and seek to unravel the fabric of reality to please their deity. Their eyes burn with fanatic fervor, and they will not hesitate to lay down their lives for their cause.

Orc Smasher, Brute of the Broken Hills[edit]

ORC
HP 18, Morale 10, Chainmail -d4, Greatclub d8

Charge: If the Orc Smasher moves at least 10 feet straight toward a target and then hits with a greatclub attack on the same turn, the target takes an extra d6 damage and must succeed on a Strength DR14 test or be knocked prone.

Captured 50s, Slain 15s

The Orc Smasher is a hulking brute from the broken hills, a savage marauder wrapped in chainmail and wielding a greatclub. It moves with a thunderous pace, shaking the earth with each step. The very sight of an Orc Smasher is enough to send a shiver down the spine of the boldest adventurer.

Orc Archer[edit]

ORC
HP 6, Morale 5, No armor, Longbow d6 or Jagged blade d4

Skulks in the shadows, hunts in packs. Prefers to attack from a distance but will engage in melee if cornered. Can climb high ground for a better vantage point. If they start their turn in an elevated position, their first ranged attack is DR10.

Captured 20s, Destroyed 5s

Legion Devil, Infernal Phalanx[edit]

DEVIL
HP 8 each, Morale 10, Armor Special, Shortsword d6

Special: Shield wall reduces damage by 1 per devil standing.

Devils in threes, never lonely, never weak. On a death of one, the others fight with wrathful vengeance, attack twice in their next turn.

Captured 25s each Destroyed 10s each

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