Uploaded by Valentin Alejandro Perez Zurita

Shadow Clink

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 Common Encounters.
1. Jailer 2. Courtier 3. d2 Guards & Prisoner HP 4 Morale 8 Chainmail –d4 Cudgel d4. Check Reactions. Keen to get any errant prisoners locked back up… but perhaps could be bribed for d10*10 silver. HP 6 Morale 6 Jewelled silk –d2 Swordstick d6. This rancid noble has come to gloat over the condemned. Check Reactions (+1 if you are Royalty): will probably give you a thrashing… or throw you a crust of bread if sympathetic. Guard HP 4 Morale d12 Leather –d2 Sword d6. Guards always attack. Prisoner HP 3 Morale 4 Hands d2 Prisoner does not fight. Check prisoner Morale after combat to see if they flee or join you. 4. Apprentice Torturer 5. Filthy Retainer 6. d4 Fleshrats HP 5 Morale 8 Bloody apron –
d2 Barbed whip d6. Special: On successful hit 1-­‐in-­‐4 chance of inflicting further d4 damage by grabbing you and plunging a long spike into your eye or ear. HP 2 Morale d10 Hands d2 Check Reactions: they may be a jobsworth who wants to stop you… or perhaps they are seeking liberation from the Shadow King’s service? HP 1 Morale 10 Bite d2 Special: 1-­‐in-­‐4 chance bite is infected: unable to recover HP, plus a nasty skin condition. Hairless and pale, Fleshrats feed on decaying and half-­‐dead prisoners. Rare Encounters.
1. Strongbox 2. Fearphrastrus, Alchemist 3. Mrs. Scab, Cook Needs to be smashed open (e.g. DR14 Strength or thrown from a great height. DR16 Strength to lift the box, but it can be pushed if floor is greasy). Contains one d66 Occult Treasure. HP 4 Morale 6 Lab-­‐cloak –d4 Antimonial Blade d6 Special: Test DR1 4 if hit, or take additional d2 damage. Check Reactions: if inclined will sell up to 3 Red/Black poisons for 12 silver each. HP 5 Morale 12 Coveralls –d2 Rusty Cleaver d4 Special: Tall, skinny, cruel, and quick DR14 to attack/defend. A fearsome prison cook, looking for any morsel to add to her pot. 4. Well of Shadows 5. Magickal Graffiti 6. Solipsis, Macabre Ritualist Drink or collect d4 doses in your Gain a random Blessed Scroll. HP 6 Morale 12 Grimmrobe –d4 waterskin. Roll d4 on first usage: Test DR8 Presence – if failed, Shadowstaff d8 1. Elixir Vitalis 2. Black poison you half-­‐mumble the spell Special: 1-­‐in-­‐4 chance of 3. Crude oil 4. Fernor’s Philtre beneath your breath: an Arcane shadowstaff healing the wielder (See Core book p.56 for 1, 2 & 4) Catastrophe befalls you! equal to damage inflicted. Note: Rare encounters and NPCs (below) can only be encountered once. Move to the next number in sequence if you roll something previously encountered. NPCs.
1. Doctor Släat 2. Sjöta 3. Durgh 4. Skhard Anthropologist: visiting to study the criminal classes. Dark Tourist: has paid her way in to eyeball the inmates. A Verhu’s Witness: on a mission to convert heretical prisoners. Shady butcher: looking for tender cuts of prison meat. 5. Meuellin 6. Värfarin 7. Krast 8. Other Late lamenter: an awful Rat-­‐catcher: sells Assassin: seeking to kill Roll on the Sölitary minstrel torturing a Fleshrat repellant (5s) – a politically sensitive Defilement NPCs ‘captive audience’. avoid 1 rat encounter. prisoner. oracle for inspiration. For NPC stats roll: d6 HP, d10 Morale, d2 armour (1: no armour, 2: -­‐d2 armour), d4 damage (1: d2, 2-­‐3: d4, 4: d6. Krast does d8 damage). Don’t forget to check Reactions for each NPC encounter! Special Rooms.
1. The Lockup No additional exits A guard slumbers by a fireplace. You can see your equipment locked in a cage – and the key dangles tantalisingly from the guard’s belt. You can back out of the room without waking the guard. Some possible options (-­‐ but you are encouraged to come up with your own in all cases): Lift the keys: 2xDR12 Agility tests to steal the key and silently open the cage. Attack the guard: Roll for damage (see Common Encounters: Guard stats above). If the guard survives, he awakens: roll for initiative and begin combat 2. Torture Chamber Roll number of exits Splinterface: The Limbcrusher General HP 7 Morale 11 Human-­‐leather Cloak –d2 Branding Iron d6 Special: The first time you are hit with the branding iron it will reduce your Agility by -­‐2 until you take a long rest. There is a 2-­‐in-­‐6 chance that Splinterface is busy torturing someone and has his back turned: allowing you to sneak past, or make a pre-­‐emptive attack (– he’s got good hearing, so just roll to attack, then roll initiative when combat begins). The torture chamber contains various tools for inflicting pain (none of the portable ones do more than d6 damage). You may grab a tool instead of attacking during combat. There are also ropes, and buckets of blood and viscera. There is a rack or operating table with a half-­‐dead person on it: roll on the NPC table, but reduce NPC HP to 1. Check Reactions+3 if you free them. 3. Corpse Disposal Pit Two exits A stinking pit, piled high with the decaying corpses of unfortunate prisoners. A Giant Fleshrat and d2 normal Fleshrats emerge from the heap, their bodies glistening with putrid slime. Giant Fleshrat HP 5 Morale 10 Putrid mantle –d2 Bite d4 Tail d2 Special: Attacks twice every-­‐other turn. 1-­‐in-­‐4 chance bite is infected (see stats for normal Fleshrats) Roll a d4 to search the pile of corpses: 1. Heretical Head: Still living and well-­‐spoken. Reduce DR of any charm of persuasion checks by 2. 2. Inglorious Hand: When fingers lit provides light source. Other creatures that behold it test DR14 Presence or are paralysed for d4 rounds – if a 20 is rolled then the hand extinguishes permanently. 3. Ugh! Your hand closes on the flabby skin of a Fleshrat, which bites you (-­‐1 HP) then attacks. 4. Evil Eye: Replaces your own eye – your death-­‐glare inflicts 1 HP damage at the start of combat. 4. Sewer Entrance No additional exits You can hear rushing water beneath the ground – up ahead you spy a small chamber with a manhole cover. Unfortunately someone is waiting for you: Humphrey Sharpaxe, Lord High Executioner leans nonchalantly on his great axe, smirking as he observes you through the eye-­‐holes in his silken mask. He is the only thing standing between you and escape… Humphrey Sharpaxe HP 10 Morale 11 Noble corpulence –d4 Great Axe d8 Special: When hit by Great Axe test DR14 Toughness. Characters who fail are floored and cannot attack next round. Backtracking.
When backtracking through previously-­‐visited and now empty areas, roll d6: 1 – 4. 5. 6. No encounter. Common encounter. Encounter NPC. Location: Beneath the Shadow King’s Palace Dungeon DR: 10 One-­‐Shot Setup: You were minding your own business when a bunch of bored and sadistic guards threw you into their mobile prison and carted you away to the dungeons beneath the Shadow King’s palace. You’ve no idea what you did. ‘Heresy’ is vaguely mentioned, and it is decided that you should be chained to a pillar and left to rot in the Hall of Sorrows. The guards strip you and take your equipment, leaving you naked, hungry, and bound to cold stone. Roll d4 to find out what happens next: 1. 2. 3. 4. After a few days, your emaciated form can wriggle free. Lose 1 HP and subtract 1 from all your stats until you are able to take a long rest. You hold your breath and tense up. This leaves a small amount of room to escape – but you break a rib in the process. Lose 1 HP and subtract 1 from Agility. You notice some weird graffiti: add Enochian Syntax to your Powers. You use it to make the jailer unlock your chains. Subtract 1 Power and make your escape! The jailer who chained you up was distracted. He forgot to lock the mechanism. You make your escape when the coast is clear. Subtract 1 Omen – you clearly used it just then. From this point on you must make your escape! Finding a way into the Shadow King’s Sewers seems like the best bet. Follow the Sölitary Defilement dungeon crawling rules and refer to the Common and Rare Encounters, Special Rooms, and NPC tables given here when prompted. Torches burn in most areas, casting pallid light and long shadows. Since you start naked and unarmed (hands d2), your first priority is probably to find anything to make an improvised (d4) weapon. You might like to remember that you will encounter situations when the best option would be to Flee from Combat, use the General Adventuring Move with Agility to avoid detection, or use Presence to charm your way through… If you kill someone don’t forget to steal their weapons and/or armour! The odds are heavily stacked against you: you will die many, many times. Escaping constitutes a major achievement. The Hall of Sorrows has two arched exits… which one to choose? ShadowClink is an independent production by 1d10+5 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.
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