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Session Replay
Run Your Own ↗
Mörk Borg
Playtest: Mörk Borg
10 actions
Playing as Evander (protagonist)
Started Jun 12, 2026
// Character
Evander (protagonist)
HP: 3 / 3
AGI3
PPR3
STR3
WLP3
// Game Transcript
I survey the entry area carefully, checking for traps and studying the environment.
Evander eyes the crumbling monastery corridor. The stone walls weep moisture. "This place reeks of ending," he mutters. He finds a broken alcove — safe enough to rest, but the ceiling looks unstable. No traps obvious, but the moss smells wrong. He spots three passages: one choked with rubble, one smelling of copper, one in absolute darkness.

I search for useful items or clues in the immediate area.
Evander finds a monk's robe in the rubble — threadbare but intact. In the pocket: a bent iron key and three copper coins. A scroll case holds a partial map of the lower catacombs. He can't read all of it, but there's a chamber marked "FALL" and another marked "FEAST." The map suggests a hidden passage behind the altar in the main chapel.

I attempt to interact with or learn about any NPCs present.
Evander encounters a wounded monk — barely alive, bleeding from the abdomen. The monk is in the chapel, slumped against the altar. His lips move without sound, then he grabs Evander's wrist: "The bell. When the bell sounds, the door opens. Do not ring it unless you mean to." He dies before saying anything else. On his hand: a tattoo of a bell with no clapper. Evander searches the body: a prayer bead with one obsidian bead, a note in a language he doesn't read, and 9 copper coins.

A hostile presence forces confrontation — I prepare to fight.
The monastery guardian — what remains of it — lurches from the darkness. A monk whose flesh has merged with rusted armor. It does not speak. It attacks. Evander draws his sword — the blade feels heavier than usual in this air. He rolls initiative: 4. The guardian rolls: 5. Evander goes first.

I engage the enemy with a direct attack.
Evander strikes. d20+STR vs armor. Roll: 14 + 2 = 16 vs armor 8 = hit. Damage: d6+STR = 5+2=7. The guardian staggers. Ichor dark as old wine seeps from the wound. It retaliates — a rusty gauntlet backhands across Evander's chest. Roll for Evander defense: fails. Damage: d6=4. Evander takes 4 damage, HP now 3. Status: Bleeding. He chooses to Dodge this round — halving incoming damage to 2 per hit for the rest of the fight.

I attempt a creative or unconventional action to shift the odds.
Evander spends an Omen — the universe bends. He had 1 Omen (rolled 6 on the initial 1d6). He uses it to re-roll the guardian's retaliatory strike — it misses completely. He moves to flank, pressing the advantage. The guardian, missing its Omen-buffed attack, swings wide. Evander exploits the opening: a second strike, precise. d20+2=18 vs armor 8 = hit. Damage: d6+2=8 (including an exploding die — the 6 rolls a 4, total 10). The guardian collapses. The obsidian prayer bead glows briefly — Omen recharged.

I assess my condition and use any available resources to survive.
Evander has the monk's prayer bead — one obsidian bead. He cracks it against his palm and speaks the words from the note: "Open the way." The obsidian breaks, and the chapel altar shudders. A section of stone rotates, revealing a narrow stair descending into absolute darkness. Cold air rises from below — the smell of old iron and older death. The guardian is down, but more will come. The passage is an option: it likely leads to the lower catacombs and the answer he came for.

I press deeper into the space, mapping and investigating.
Evander descends. The stairs spiral down, the walls narrowing. The catacombs are older than the monastery — someone built this first, and the monks built on top of it. He finds an antechamber: five tombs, four empty, one containing a skeleton holding a scroll. The scroll: "The FEAST was a mistake. We called it back and it answered. It lives in the bell. The bell never rings. That is how we survive." There is a bell in the chapel above. He hasn't rung it. He won't. The skeleton has a bronze amulet: +1 Omen.

I encounter someone new — I try to learn and negotiate.
A voice in the dark: "You killed the guardian. That is permitted. You read the scroll. That is also permitted. But you will ring the bell." A figure steps from behind a tomb — another monk, but this one is alive and aware. His eyes glow faintly, the same omengelow as the prayer bead. "The FEAST has been waiting. You are food for it. But if you ring the bell, the FEAST comes to the surface. If it comes to the surface, someone rings the bell for it. That is not you." He offers a deal: Evander can leave. He can keep the amulet. He can keep the scroll. But he must not ring the bell, and he must tell no one what he found here. "The world is ending. Let it end quietly."

I make my final move — press on, finish the objective, or find a way out.
Evander descends to the deepest chamber. The FEAST is there — not a creature, not a force, a presence. It fills the bell. The bell does not ring. He has no intention of ringing it. But he stands before it and he reads the scroll one more time: "The FEAST was a mistake. We called it back and it answered." He thinks about the question: why would monks call back something that wants to devour the world? And he thinks the answer might be: because the world was already ending, and the FEAST was a faster death than the one they had. He leaves the chamber. He leaves the monastery. He leaves the catacombs. He takes the amulet. He tells no one what he found. The world ends quietly.
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