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Cursed Scroll
Shadowdark Zine Vol. 1: Diablerie!
#1
Spells!
Monsters!
Adventure!
Witches!
Warlocks!
Cursed Knights!
00
108
106
102
100
209
203
200
307
300
400
600
702
700
509
710
FINIMERE LAKE
500
807
800
910
905
900
1003
1002
1000
1108
1100
1210
1205
1200
1308
1300
1409
1406
1403
1401
1400
1600
1510
1504
1 hex = 2 miles
1607
TOAD POND
1500
Demon
Demon
Aquatic
Aquatic
Aquatic
Animal
Animal
People
emon
emon
nimal
nimal
nimal
nimal
eople
eople
Animal
Animal
Animal
Animal
People
People
People
Demon
Pat h
9 for The Gloaming's h ex key!
M arsh
o rest
ENCOUNTER ZONE
The ruins of Myre Castle once housed a holy order of knights
A six-eyed wolf as big as a horse roams the marshes
Cultists have been tossing people into a rift near Toad Pond
Three witches were burned on Boot Hill near Marin's Hold
Bandits camp by a huge marrow tree near Wardenwood
There is a priory of secretive, cursed knights in the forest
W alk t h e w ood s en ou g h an d Th e W illow m an w ill ˛ n d you
4
5
6
7
8
9
10
8
7
6
5
4
3
2
1
2d6 wolves
Brown bear
Troll
2d6 gt. rats
2d4 boars
Unicorn
Gt. spider
1d6 moose
3d6 stingbats
1d4 crocodiles
Giant snake
1d6 willowisps
2d6 gt. leeches
1d4 wights
2d6 bogthorns*
3d6 orcs
The Willowman*
Dralech*
M arrow ˛ en d *
2d4 bogthorns*
2d6 skrell*
2d4 tar bats*
Ichor ooze*
2d6 hexlings*
D em o n
2d4 villagers
2d6 cultists
1d4 reavers
2d6 knights†
2d4 orcs
3d6 bandits
Werewolf
1d6 faeries
†Kn ig h t s of St . Yd ris (L), 1:6 secret traitor (C reaver)
A n im al
Aq u at ic
Peo p le
Watch for strange happenings on the new and full moons
3
d8
The Lord of Time grants boons for offering his slain enemies
2
ENCOUNTERS
The stones of Bittermold Keep are slowly melting like wax
RUMORS
1
*New m on st ers, pg. 45
People
Animal
Aquatic
Aquatic
Aquatic
Aquatic
Aquatic
Demon
W at er
t forest where black trees tower over
anding stones and mist-addled bogs.
ile bastions of mankind cluster behind
alisades and pray for deliverance from
ns that hatch from the forest's cursed
rees. The Kn ig h t s o f St . Yd ris range
ir deepwood conclave to wage a losing
st these demons and their servants.
ts' leader, In q u isit o r Ju st in ia M o r vin ,
a traitor in their ranks.
e Gloaming
ture hexcrawl featuring
Introduction
W
elcome to the
˛ rst issu e of
Cu rsed Scroll!
Everything in this zine
is ready to use with the
free public Sh a d ow d a r k
RPG rules. You can
check out out the fully
playable quickstart PDFs
at t h ea rca n elib ra r y.com /
p a g es/sh a d ow d a rk .
This issue's theme is
diablerie, and the pages
inside are brimming with
player and Game Master
material about demons,
deviltry, curses, the occult,
and witchcraft.
You can roll up a brand
new witch or warlock
character, explore the
dark forests and bogs of
The Gloaming, join the
tormented Knights of
Saint Ydris, or test your
mettle in Th e H id eou s
The plan for future Cu rsed
Scrolls is to continue with
a theme for each so you
can plug the whole zine
right into your game world
and instantly expand its
boundaries.
So, intrepid reader! You've
dared to open this musty
scroll and glance through
its contents... Will you risk
discovering what horrible
hexes or magical boons
await you after reading
t h rou g h t h e ˛ n al w ord on
the last page?
Fair warning: You'll
probably be cursed. But
that's never stopped an
adventurer worth their
gold from reading a
magical scroll anyway.
As the saying goes:
Roll high and don't die!
Witch Class
Cackling crones stooped over
Sp ellcast in g . You can cast witch
cauldrons, chanting shamans
spells you know.
smeared in blood and clay, and
outcast maidens with milky eyes
You know three tier 1 spells of
that see portents and secrets.
your choice from the witch spell
list (see pg. 24).
W eap o n s: Dagger, staff
Each time you gain a level, you
A rm o r : Leather armor
choose new witch spells to learn
according to the Witch Spells
Hit Po in t s: 1d4 per level
Known table.
Lan g u ag es. You know Diabolic,
You use your Charisma stat to
Primordial, and Sylvan.
cast witch spells. The DC is 10 +
Fam iliar. You have a small
the spell's tier.
animal such as a raven, rat, or
If you fail a spellcasting check,
frog who serves you loyally. It
you can't cast that spell again
can speak Common.
until you complete a rest.
Your familiar can be the
If you roll a natural 1 on a
source of spells you cast. Treat
spellcasting check, you must
it as though it were you for
also roll on the corresponding
determining spell ranges.
Diabolical Mishap table for the
If your familiar dies, you can
restore it to life by permanently
sacri˛ cin g 1d 4 h it p oin t s.
spell's tier (see pg. 22).
Patrons
Patrons are eldritch beings
of immense power who gift
magical ability and boons to
mortals who petition their favor.
Patrons are not seeking worship
from petitioners. Instead, they
want something in exchange for
the power they grant.
The Willowman might demand
to drink of the petitioner's
nightmares on the dark of
the moon. Mugdulblub might
require the boiling of tooth
and bone. What these eldritch
M UGD ULB LUB
The Elder Ooze that leaks
between the cracks in memory
and the darkness between the
stars. Mugdulblub seeks the
dissolution of all physical form.
SH UN E TH E VILE
A goddess, the Mother Witch
who speaks to her children in
t h e ˜ icker of can d les an d t h e
rattle of dry bones. Shune seeks
hidden secrets and lost lore.
demands truly mean reveals
TITA N IA
itself over time.
Th e ˛ ck le Qu een of t h e Fey
who views all of existence as a
A LM A ZZAT
A wolf-headed arch-demon with
six eyes and six horns. Almazzat
seeks to wrest the Sands of the
Ages from his father, Kytheros.
KYTH EROS
The Lord of Time who sees all
possible futures. Kytheros seeks
t h e fu l˛ llm en t of all d est in ies as
whimsical dream with hidden
meaning and poignant drama.
Titania seeks mischief, beauty,
and artistry.
TH E W ILLOW M A N
A ghostly, elongated being who
stalks misty forests and watches
from the edge of nightmares.
The Willowman seeks fear.
Witch Spell List
TIER 1
TIER 2
• Cauldron
• Alter Self
• Charm Person
• Augury
• Eyebite
• Bogboil
• Fog
• Cacklerot
• Hypnotize
• Cat's Eye
• Oak, Ash, Thorn
• Frog Rain
• Puppet
• Invisibility
• Shadowdance
• Poison
• Willowman
• Spidersilk
• Witchlight
• Toadstool
TIER 3
TIER 4
• Broomstick
• Beguile
• Coven
• Cloak of Night
• Divination
• Curse
• Howl
• Dimension Door
• Mistletoe
• Glassbones
• Pin Doll
• Moonbeam
• Speak with Dead
• Nightmare
• Swarm
• Polymorph
• Void Stare
TIER 5
• Anathema
• Dreamwalk
• Enfeeble
• Finger of Death
• Mother of Night
• Scrying
• Shapechange
• Soul Jar
Spells
A LTER SELF
Tier 2, w it ch
D u rat io n : 5 rounds
Ran g e: Self
You magically change your
physical form, gaining one
feat u re t h at m od i˛ es you r
existing anatomy.
For example, you can grow
functional gills on your neck or
b ear claw s on you r ˛ n g ers. Th is
spell can’t grow wings or limbs.
A NATHEM A
Tier 5, w it ch
D u rat io n : Instant
Ran g e: Touch
All allies revile and abandon the
creature you touch for 1 day.
AUGURY
Tier 2, w it ch
D u rat io n : Instant
Ran g e: Self
Each time you or your allies
harm the target, its former allies
may pass a DC 15 Wisdom check
to end the effects of the spell.
You interpret the meaning
of supernatural portents and
omens. Ask the GM one question
ab ou t a sp eci˛ c cou rse of act ion .
The GM says whether the action
BEGUILE
BOGB OIL
Tier 4 , w it ch
Tier 2, w it ch
D u rat io n : Focus
D u rat io n : 5 rounds
Ran g e: Near
Ran g e: Far
You conjure a convincing visible
You turn a near-sized cube
and audible illusion within
of ground within range into
range.
a muddy, boiling bog of
quicksand.
Creatures who perceive the
illusion react to it as though it
A creature stuck in the bog
were real, although it can't cause
can’t move and must succeed
actual harm.
on a Dexterity check vs. your
spellcasting check to free itself.
Touching the illusion instantly
reveals its false nature.
You may force a creature who
interacts with the illusion to
make a DC 15 Wisdom check. If
B ROOM STICK
Tier 3, w it ch
D u rat io n : Focus
the creature fails, it is enchanted
Ran g e: Self
by the illusion for the spell's
You con ju re a ˜ yin g b room st ick
duration and seeks to protect it.
in your hand. The broomstick's
rid er can ˜ y a n ear d ist an ce each
round and can hover in place.
CACKLEROT
CAULD RON
Tier 2, w it ch
Tier 1, w it ch
D u rat io n : Focus
D u rat io n : 1 round
Ran g e: Touch
Ran g e: Close
One target you touch of LV 4 or
You conjure a bubbling cauldron
less collapses helplessly with
next to you. It can produce one
disturbing, pained laughter for
of the following effects:
the spell's duration.
• Any broken mundane item
CAT'S EYE
Tier 2, w it ch
placed inside the cauldron is
repaired.
• A fat, croaking toad leaps out
D u rat io n : Focus
and follows your instructions
Ran g e: Self
for the next 3 rounds.
You r irises g row t o ˛ ll you r eyes
• You can place up to 3 item
and your pupils turn into black,
slots of items inside the
vertical slits.
cauldron. The cauldron expels
these items the next time
You can see invisible creatures
you cast this spell (expelling
and secret doors for the spell's
items counts as the cauldron's
duration.
single effect).
CHA RM PERSON
COVEN
Tier 1, w it ch
Tier 3, w it ch
D u rat io n : 1d8 days
D u rat io n : Instant
Ran g e: Near
Ran g e: Self
You magically beguile one
You call upon the magic you
humanoid of LV 2 or less within
share with your fellow witches.
near range, who regards you as a
friend for the duration.
You regain the use of one tier 3
spell or lower that you can no
The spell ends if you or your
longer cast for the day.
allies do anything harmful to the
target.
After successfully casting this
spell, you can't do so again until
The target knows it was
you complete a rest.
magically charmed after the
spell ends.
CLOA K OF NIGHT
Tier 4 , w it ch
D u rat io n : 8 rounds
Ran g e: Self
CURSE
Tier 4 , w it ch
D u rat io n : Permanent
Ran g e: Touch
A creat u re you t ou ch is af˜ ict ed
by one of the following curses:
Your wrap yourself in a swirling
cloak of shadows. For the spell's
• Hideous boils and warts
duration, your armor class
• All food tastes of ash
becomes 17 (20 on a critical
spellcasting check).
You have advantage on Dexterity
checks to sneak and hide for the
spell's duration.
• Voice becomes shrill
• Disturbing nightmares
• Always lose at gambling
• An ally turns into an enemy
• Fear of something ordinary
D IM ENSION D OOR
D REA M W A LK
Tier 4 , w it ch
Tier 5, w it ch
D u rat io n : Instant
D u rat io n : Instant
Ran g e: Self
Ran g e: Close
You teleport yourself and up to
You and any willing creatures
one other willing creature to any
you choose within close range
point you can see.
step into the dream of a sleeping
creature you name that is on
D IVINATION
your same plane.
Tier 4 , w it ch
You and anyone traveling with
D u rat io n : Instant
you can step out of the creature,
Ran g e: Self
appearing next to it as if having
teleported there.
You throw the divining bones or
peer into the blackness between
the stars, seeking a portent.
ENFEEBLE
Tier 5, w it ch
You can ask the GM one yes or
no question. The GM truthfully
answers "yes" or "no."
D u rat io n : Instant
Ran g e: Touch
A creature you touch has a
If you cast this spell more than
random stat reduced to 3 (-4) for
once in 24 hours, treat a failed
one week. Roll a d6 to determine
spellcasting check for it as a
which stat:
critical failure, instead.
1. Strength, 2. Dexterity, 3.
Constitution, 4 . Intelligence, 5.
Wisdom, 6. Charisma.
If you fail the spellcasting check,
you have a random stat reduced
EYEB ITE
FROG RA IN
Tier 1, w it ch
Tier 2, w it ch
D u rat io n : Instant
D u rat io n : Instant
Ran g e: Near
Ran g e: Far
One creature you target takes
A rain of indignant frogs pelts a
1d4 damage, and it can't see you
near-sized cube around a point
until the end of its next turn.
you can see within range.
FINGER OF D EATH
Tier 5, w it ch
All creatures within the frog rain
take 1d6 damage. Any surviving
frogs hop away and disappear.
D u rat io n : Instant
Ran g e: Touch
One creature you touch of LV 9
or less dies.
GLA SSBONES
Tier 4 , w it ch
D u rat io n : Focus
Treat a failed spellcasting
Ran g e: Touch
check for this spell as a critical
A creature you touch becomes
failure, and roll the mishap with
fragile. It takes double damage
disadvantage.
for the spell's duration.
FOG
HOW L
Tier 1, w it ch
Tier 3, w it ch
D u rat io n : Focus
D u rat io n : Instant
Ran g e: Close
Ran g e: Near
A thick cloud of fog blooms in a
All enemies within near range
close area around you, making
of you must immediately make
you hard to see. The cloud
a morale check. This spell does
moves with you. Attacks against
not affect creatures that are
M ISTLETOE
HYPNOTIZE
Tier 1, w it ch
Tier 3, w it ch
D u rat io n : Focus
D u rat io n : 1d8 days
Ran g e: Near
Ran g e: Near
One creature of LV 3 or less
Two creatures you can see
that can see you is rendered
st u p e˛ ed .
within near of you become
enchanted with each other for
1d8 days.
Breaking the creature's line of
sight to you allows it to make
a DC 15 Charisma check. On a
success, the spell ends.
INVISIB ILITY
Tier 2, w it ch
D u rat io n : 10 rounds
Ran g e: Close
A creature you touch becomes
Each time one of the affected
creatures takes damage, it may
make a DC 15 Charisma check.
On a success, the spell ends.
M OONBEA M
Tier 4 , w it ch
D u rat io n : Instant
Ran g e: Far
invisible for the spell’s duration.
A wavering ray of silvery
The spell ends if the target
moonlight strikes one creature
attacks or casts a spell.
within far. It takes 3d6 damage.
NIGHTM A RE
Tier 4 , w it ch
D u rat io n : Focus
Ran g e: On the same plane
You visit the dreams of one
sleeping creature, sending it
heart-stopping nightmares.
You can target a creature whose
level is less than or equal to
half your level rounded down
(minimum 1). The target must
be sleeping, and you must have
seen it before in person.
If you successfully focus on this
M OTHER OF NIGHT
Tier 5, w it ch
D u rat io n : Instant
Ran g e: Self
You beseech the Mother of Night
to lend you power.
spell for 3 rounds in a row, the
creature dies of fright.
OA K, A SH, THORN
Tier 1, w it ch
D u rat io n : Focus
Ran g e: Self
Make a single wish, stating it as
exactly as possible. Your wish
occurs, as interpreted by the GM.
If you fail this spellcasting check,
the Mother of Night pulls you
into The Nightfall for judgment.
You can't cast this spell again
For the spell’s duration, faeries,
demons, and devils can't attack
you. These beings also can’t
possess, compel, or beguile you.
PIN D OLL
Tier 3, w it ch
D u rat io n : Focus
Ran g e: On the same plane
You p in a p iece of h air or ˜ esh
taken from one creature to
a small, burlap doll the spell
conjures.
POLYM ORPH
On your turn while focusing on
this spell, you can push a pin
Tier 4 , w it ch
into the doll. Each time you do
D u rat io n : 10 rounds
this, the creature who the hair
Ran g e: Touch
or ˜ esh b elon g ed t o t akes 2d 6
You transform a creature you
damage. After this spell ends,
t h e p iece of h air or ˜ esh b u rn s
to ash.
touch into another natural
creature you choose of equal or
smaller size. Any gear the target
carries melds into its new form.
POISON
Tier 2, w it ch
D u rat io n : 5 rounds
Ran g e: Touch
One worn or carried object you
touch becomes toxic for the
spell's duration. Any creature
in contact with the object at
the start of its turn takes 1d6
damage.
The target gains the creature's
hit points, armor class, and
attacks, but retains its intellect.
If the target goes to 0 hit points,
it reverts to its true form at half
its prior hit points.
You can target any willing
creature with this spell, or an
unwilling creature whose level
is less than or equal to half your
level rounded down (minimum
PUPPET
SCRYING
Tier 1, w it ch
Tier 5, w it ch
D u rat io n : Focus
D u rat io n : Focus
Ran g e: Touch
Ran g e: Self
One humanoid creature of LV
You look into a crystal ball
2 or less you touch becomes
or re˜ ect in g p ool, callin g u p
ensnared by your movements.
images of a distant place.
On your turn, the creature
mimics all your movements.
For the spell's duration, you
can see and hear a creature or
If mimicking you would cause
location you choose that is on
the creature to directly harm
the same plane.
itself or an ally, it can make a DC
15 Charisma check. On a success,
This spell is DC 18 to cast if
it resists mimicking you.
you try to scry on a creature or
location that is unfamiliar to you.
Each round, creatures you view
may make a Wisdom check vs.
your last spellcasting check. On
a success, they become aware of
your magical observation.
SHA D OW DA NCE
Tier 1, w it ch
D u rat io n : 3 rounds
Ran g e: Near
You spin shadowstuff into a
convincing visible and audible
illusion at a point within near.
The illusion can be as big as a
person and can move within a
near range of where it appeared.
The illusion can't affect physical
SOUL JA R
objects. Touching the illusion
reveals its false nature.
Tier 5, w it ch
D u rat io n : Permanent
SHA PECHA NGE
Ran g e: Touch
Tier 5, w it ch
You transfer the soul of one
D u rat io n : Focus
creature you touch of LV 9 or
Ran g e: Self
You transform yourself and any
less into a vessel, such as a jar.
The creature's body becomes
comatose, but it doesn't die.
gear you carry into another
natural creature you've seen
If the vessel opens or breaks,
of level 10 or less. You gain the
the creature's soul returns to its
creature's hit points, armor class,
body.
and attacks, but retain your
intellect.
You can possess the empty body
with your own spirit, taking
If you go to 0 hit points while
control of it. Your body becomes
under the effects of this spell,
comatose during this time. If the
you revert to your true form at 1
body dies while you possess it,
SPEA K W ITH D EA D
SW A RM
Tier 3, w it ch
Tier 3, w it ch
D u rat io n : Instant
D u rat io n : Focus
Ran g e: Close
Ran g e: Far
A dead body you touch answers
A dense swarm of biting bats,
your questions in a distant,
rats, or locusts appears in a near-
wheezing voice.
sized cube around a point you
can see within range.
You can ask the dead body up to
three yes or no questions (one
All creatures that start their
at a time). The GM truthfully
turn within the swarm take 2d6
answers "yes" or "no" to each.
damage and are blinded.
If you cast this spell more than
once in 24 hours, treat a failed
spellcasting check for it as a
critical failure, instead.
SPID ERSILK
Tier 2, w it ch
D u rat io n : Focus
TOA D STOOL
Ran g e: Self
Tier 2, w it ch
Sticky spidersilk covers your
D u rat io n : Instant
hands and feet.
Ran g e: Self
For the spell's duration, you
You conjure a plump, speckled
can walk on vertical surfaces as
toadstool in your hand. It
easily as if it w ere ˜ at g rou n d .
disappears at the end of your
next turn.
A creature that eats the
W ILLOW M A N
VOID STA RE
Tier 3, w it ch
Tier 1, w it ch
D u rat io n : Focus
D u rat io n : Instant
Ran g e: Far
Ran g e: Near
Your eyes turn black as you look
You call upon the Willowman to
into the dark between the stars.
appear in one creature's mind,
˛ llin g it w it h su p ern at u ral t error.
One creature of LV 6 or less you
can see falls under your control.
Choose one creature of LV 2 or
You decide its actions during its
less within range. That creature
turn.
must immediately make a
morale check.
W HISPER
Tier 3, w it ch
D u rat io n : Instant
Ran g e: Touch
You whisper into another
creature's ear, planting a false
memory in its mind.
You describe one brief, false
memory that the target believes
is true going forward.
Even creatures that are not
normally subject to morale
checks (such as undead) must
do so.
W ITCHLIGHT
Tier 1, w it ch
D u rat io n : Focus
Ran g e: Near
You su m m on a ˜ oat in g m arsh
light that bobs in the air and
If you fail this spellcasting check,
casts light out to a close radius
the GM chooses a short, false
around it.
memory to plant in your mind,
instead.
The light can change colors and
take on vague shapes. It can
˜ oat u p t o a n ear d ist an ce on
your turn.
The Gloaming Hex Key
10 2. SH ATTERED TOW ER
20 3. M A RK ER STON E
A crumbling keep in a clearing
A tall, pointed stone bears an
choked with thorns and nettles.
ancient mark in a spiral shape. In
A heavy trapdoor in the ruins
the earth beneath it, four w ig h t s
leads down to an old cist ern
lie in st on e cof˛ n s. Each h as a
where a dark shape slithers
different gemstone in its sewn-
beneath the putrid algae.
shut mouth; a pearl (40 gp), an
emerald (120 gp), a ruby (200
10 6 . D RUSILLA'S H UT
A cozy, thatched hut strung with
d ryin g ˜ ow ers an d h erb s. In sid e
lives D r u silla, a weald hag, who
impersonates a shy medicine
woman. She is gaining the
gp), and a sapphire (280 gp).
Slotting these gems into four
worn grooves at each cardinal
point on the marker stone opens
a magical portal to the fey realm.
trust of the residents of nearby
20 9 . TROLL CAVE
W ard en w o o d village (307) by
Black marrow tree roots that
"nursing" villagers back to health
have been gnawed to a pulp
whom she has secretly poisoned.
lie scattered around this cave
Drusilla is forming a plot with
entrance. A warty, lank-haired
the werewolf Vic t o ria (1003)
troll named B arb aro g lairs
to begin turning the village's
inside. He's addicted to the toxic
children into werewolf cubs.
oil in the marrow tree roots that
grants him temporary immunity
10 8 . M OSSY M EN H IRS
Mossy standing stones form a
circle inside a gulch. Each new
moon, the earth inside sprouts
d10 dandelions of pure silver (10
t o ˛ re (h is g reat est fear). His
cave houses a suit of greenhued mithral plate mail etched
with leaves and a +1 lon g sw ord
named Rot -Ru in that can rust
one door-sized piece of metal it
30 7. W A RD EN W OOD
70 2. B ITTERM OLD K EEP
A woodland village of a few
An abandoned castle keep
dozen sagging, thatched
with tattered, crimson banners
huts surrounds a stone well.
t h at ˜ ap at op it s collap sin g
80 woodcutters and trappers
battlements. Droplets of foul
live here with their families.
slime bead out of its slowly
M at h ild e B ow er is the
dissolving masonry. In the caves
superstitious village elder who
and catacombs beneath the
believes the "medicine woman"
keep, servants of M u g d u lb lu b
Drusilla (106) has been helping
war for their patron's favor.
sick villagers. In reality, Drusilla
has been causing the rash of
illnesses by poisoning the well.
7 10 . UN CLE GRIGOR
Crazy Un cle Grig o r lives in a
Ged e's Hear t h . The town's
ramshackle hut on the edge of
inn and tavern run by Elana,
the marsh. He wades through
a cheerful-but-tired woman
the bog in bare feet, nattering to
with young, triplet boys (Zeke,
himself and collecting leeches
Herbert, and Lantin). Her
to pickle inside cloudy jars that
husband, Carlin, is bedridden
crowd every corner of his home.
with Drusilla's "rot fever."
Within one of these jars is Bra k 's
Cu b e of Perfect ion (Sh a d ow d a rk
50 9. OUTLAW CA M P
RPG). Grigor is a powerful
30 bandits camp here led by
witch, and he might take on
Greaves Red t h o rn e, an outcast
Knight of St. Ydris. Greaves, a
cunning liar, serves the marrow
an apprentice who proves their
worth and/or taste for leeches.
˛ en d Un d u lu k , who is only a few
8 0 7. STON E CIRCLE
moons away from erupting from
One minute of time that passes
the marrow tree at the center of
inside this low circle of stones is
camp. Unduluk needs protection
actually an hour on the outside.
from the Kn ig h t s o f St . Yd ris
Ky t h ero s grants a random
(14 0 6) for n ow , an d h u m an ˜ esh
patron boon to those who lay
after its apotheosis. The bandits
9 0 5. H A LD RIN 'S TOW ER
10 0 3. B ON E CAVE
This ivory tower with a red roof
A werewolf named Vic t o ria
dominates a sandy island on
resides in this cave. It stinks of
Fin im ere Lak e. The elf sorcerer
wet fur and rancid meat. Piles
Hald rin once lived here and used
of cracked bones and skulls
the laboratory inside to study
are arranged in spiral patterns
the infernal properties of the
sacred to her ancient tribe, long
forest's marrow trees. Haldrin
dead. Victoria recently lost her
has been trapped within the Vile
two cubs to the swamp dragon
Well (1607) for the last century,
Ixid ian (1403). D ru silla (106)
leaving his volatile experiments
coaxed the grieving Victoria
untended for far too long.
into a plot to turn children from
W ard en w o o d village (307) into
9 10 . B A RROW M OUN D S
Dozens of low, rolling hills mark
her new pack of werewolf cubs.
the tombs of ancient denizens
110 8 . M A RIN 'S H OLD
of the forest. Mist from the bogs
30 0 ˛ sh erfolk live in a m ot t e-
roils over these burial sites, and
and-bailey hold where the
strange lights dance in the fog.
river meets the bog. A palisade
surrounds the village, and
10 0 2. M USH ROOM GROVE
Fat, dewy mushrooms sprout
inside this sunlit grove, forming
a faerie ring the size of a house.
On the full moon, Tit an ia,
Queen of the Fey, appears
inside the circle with a troupe of
actors who put on a whimsical
theatrical performance. They
disappear instantly if they learn
mortal eyes watch. Any person
who sees the entire play gains a
Reeve Tarley W in t ers resides
in the keep atop a hill with
30 guards. The village is still
recovering from an attack by
six skrell demons who breached
the palisade and slew 20 souls.
Winters believes sorcery attracts
the demons, and he recently
had three women burned alive
on B o o t Hill (1205) for suspected
witchcraft. Villagers eye each
other warily, and the gossips at
Th e Cray ˛ sh Tavern wonder
120 5. B OOT H ILL
14 0 1. A N CIEN T CA IRN
Three scorched skeletons
An overgrown path leads to a
are lashed to poles atop a hill
cairn of piled stones. A worn
overlooking the forest. These
inscription on the largest stone
women from M arin 's Ho ld (1108)
says, "Here rests Cyrinia, Mother
were accused of witchcraft.
of the Circle." Cyrin ia was a
mighty druid in ancient times.
1210 . STILT ORC VILLA GE
80 reclusive orcs live in peat huts
on raised platforms in the deep
swamp. Snakes and crocodiles
weave between the tall stilts
t h ey w ear t o sp ear˛ sh in t h e
murky waters. Their leader,
Haru u k , knows demons prefer
Her bones lie buried beneath the
cairn , ˛ n g ers w rap p ed arou n d
a +1 st a ff of knotted oak called
Yn n it h . Once a day, the wielder
can summon an obedient giant
owl for 5 rounds. Druids who see
the staff will try to lay claim to it.
h u m an ˜ esh , an d h e w ill offer it
14 0 3. TH E M UD PIT
to buy his tribe's safety.
A muddy ravine as big as a
galleon gapes in the wet earth.
130 8 . M YRE CA STLE RUIN S
The soaring stronghold of
the Green Kn ig h t s now sits
d esert ed , h azy lig h t ˛ lt erin g
through its shattered, stained
glass windows. Slain warriors still
roam its halls in an unending
battle between the Green
Knights and its surviving
offshoot, the Kn ig h t s o f St . Yd ris
(1406). A weapon both sides
claim, the Em era ld Bla d e, stands
in a stone pedestal surrounded
by the living dead. It's a +2
Deep within, the swamp dragon
Ixid ian slithers in the dark
morass and devours the living
sacri˛ ces h is cu lt ist s (150 4 ) h u rl
inside. Ixidian has grown large
and arrogant; if not fed for a day,
he bursts angrily from the pit to
gulp down the nearest creatures.
Inside the dragon's belly are
1,200 gp, a giant ruby (400 gp),
a suit of mithral chainmail, and
a W a n d of M oon b ea m that any
spellcaster can wield. The wand
begins twitching whenever
a lycanthrope is within near
14 0 6 . GREYW A LL PRIORY
150 4 . CULTIST CA M P
In the deepest part of the woods
20 cultists led by the charismatic
lurks a grey-stoned priory with a
˛ reb ran d To rak B ain (cultist)
pointed roof and arched, stained
have recently set up camp here
glass windows. 40 Kn ig h t s o f
to make offerings to the dragon
St . Yd ris live here led by grim
Ixid ian (1403). The cultists stage
In q u isit o r Ju st in ia M o r vin . Few
ambushes on the path to Marin's
know 160-year-old St . Yd ris is
Hold (110 8) t o cap t u re sacri˛ cial
still alive deep within the priory's
victims. Current captives are
catacombs, bound painfully (and
Reg in a Pen ce, a merchant from
willingly) in a magic circle to
Marin's Hold, and her 3 guards.
trap the mighty demon lord who
possesses him. Initiates into the
order gain their fell powers by
drinking of his cursed blood and
surviving. These knights swear
t o u se t h eir ˛ en d ish ab ilit ies
to hunt demons, never losing
control or embracing evil. Thus
their oath: "I will walk the path
between darkness and dawn,
ever vigilant, sword drawn." They
are sorely outnumbered.
14 0 9 . W OLF CAVE
A pack of 16 wolves lairs here.
One wolf is favored by the
demon prince A lm azzat ; it
stands as tall as a horse and has
six eyes (x2 level and damage).
Anyone who leaves a worthy
offerin g of ˜ esh for it g ain s
a random patron boon from
1510 . CORRUPTED H EN GE
A henge of standing stones has
been shifted out of alignment by
the roots of a massive marrow
tree. Spells are hard to cast
within near distance of it. Inside
the tree trunk rests Taig o lar , a
conjoined-twin dralech (treat as
two combined) that erupts forth
when it smells nearby prey.
16 0 7. TH E VILE W ELL
The stench of rot gusts out of
this mold-encrusted, lightless
well. Inside, Hald rin the sorcerer
(905) is entangled in a nest of
veins and tendrils that keep
him alive, of sorts. Any creature
who enters risks the same fate.
1,000 gp and a Kyt h eria n Cog
BITTERM OLD
GORD OCK B REEG
A st a rin g , st oop ed h u m a n t h a t
A h a l˹ in g w it h a d ist a n t g a ze
scu t t les a lon g . Pa le, w et sk in .
a n d b la ck vein s a rou n d h is lip s.
AC 12, HP 5, ATK shortsword +1
AC 15 (chainmail), HP 19, ATK
(1d6) or sling (far) +2 (1d4), M V
bastard sword +3 (1d10) or sling
near, S +1, D +2, C +1, I +0, W +0,
(far) +2 (1d4), M V near, S +3, D +2,
Ch +0, A L C, LV 1
C +1, I +1, W +2, Ch +2, A L N, LV 4
Ru b b er y. Half damage from
A lg ae-Eat er. Lose 1d4 HP to gain
stabbing weapons.
advantage on next check/attack.
B OGTHORN
HEXLING
A sk it t erin g n est of n et t les a n d
A w h isp erin g , w rit h in g sh a d ow
t h orn s w it h m a rsh lig h t s for eyes.
t h a t coils a n d sn a p s like a w h ip .
AC 13, HP 11, ATK stab +0 (1d4)
AC 12, HP 11, ATK chill touch +2
or thorn hail (near) +2 (1d4 +
(1d6 + energy drain), M V near, S
poison), M V near (climb), S +0,
+0, D +2, C +2, I +0, W +1, Ch +0,
D +2, C +2, I -3, W +1, Ch -3, A L C,
A L C, LV 2
LV 2
En erg y D rain . 1d4 CON damage.
Po iso n . DC 12 CON or paralyzed
If reduced to 0, become hexling.
for 1d4 rounds.
D RA LECH
HOW LER
A lu n g in g h a l˹ in g w it h
As t a ll a s t w o h u m a n s w it h a
sh a rp en ed t eet h w ea rin g a
p a ir of cu rved h orn s, a sh a rk 's
cloa k of coyot e p elt s.
g rin , a n d a n a xe of w h it e b on e.
AC 15 (leather + shield), HP 5,
AC 13, HP 29, ATK 3 bone axe +5
ATK club +2 (1d4) or sling (far) +2
(2d6), M V near, S +4, D +1, C +2, I
(1d4), M V near, S +2, D +2, C +1, I
+0, W +0, Ch +1, A L C, LV 6
+0, W +0, Ch +0, A L N, LV 1
Sh at t er. Destroy one non-magic
M o b . Deal +1 damage in melee
ICHOR OOZE
M UGD ULB LUB
A t rem b lin g m a ss of ˸ lm y b ile
A roilin g m a ss of st a rs ˹ oa t in g in
t h a t slu rp s t ow a rd w a rm t h .
a w h irlp ool of p u rp le g oo.
AC 12, HP 15, ATK 2 tendril +3
AC 16, HP 58, ATK 3 tendril (near)
(1d6), M V near (climb), S +3, D +2,
+8 (2d8) and dissolve, M V near
C +2, I -3, W +1, Ch -3, A L N, LV 3
(climb, swim), S +5, D +3, C +4, I
Ru b b er y. Half damage from
+2, W +3, Ch +4, A L C, LV 12
stabbing weapons.
Ru b b er y. Half damage from
Co rro sive. Metal or wood that
stabbing weapons.
touches the ooze is destroyed on
M u t ag en ic . Creatures within
a d6 roll of 1.
near 1:6 chance on their turn of
a mutation. 1d4: 1. Extra eye, 2-3.
M A RROW FIEND
A w ol˸ sh h u lk of ra zor b on e a n d
sin ew y m u scle. Bla ck m a rrow
t ree sa p d rip s f rom it s ja w s a n d
t h e g a p s in it s b on y p la t in g .
AC 15, HP 39, ATK 2 claws +7
Lost bone, 4 . Ext ra ˛ n g er
D issolve. One creature within
far DC 15 CON or lose 1d4 CON. If
reduced to 0, become ichor ooze
under Mugdulblub's control.
(1d10) and sap gout (near line) +5
M UTA NT CATFISH
(2d6 + sap), M V near (climb), S
A slim y, en orm ou s ca t ˸ sh w it h
+4, D +4, C +3, I +2, W +3, Ch +3,
A L C, LV 8
fou r lim b s a n d w eb b ed cla w s.
Am p h ib iou s a n d d im ly
D evo u r. Use turn to
in t ellig en t .
devour a humanoid
AC 11, HP 11, ATK claw +2
body to regain
3d8 HP.
(1d6) or barb (near)
+2 (1d4 + poison), M V
Sap . DC 15 DEX
near (swim), S +2, D
check or stuck
+1, C +2, I -2, W +0, Ch
in place. Repeat
-2, A L N, LV 2
check on turn to
Po iso n . DC 12 CON or
Overview
ROOM K EY
The keyworded d escrip t io n s at the start of each location are safe to
share with the players. The b u llet ed d et ails beneath are for the GM.
B A CKGROUN D
Lon g ag o, a ˛ ssu re in t h e cavern s b elow B it t erm o ld Keep bubbled
and grew, spewing forth a pool of muttering madness. This
primordial ooze, M u g d u lb lu b , drove the Bittermold family who lived
in the keep to insanity. Now, the ooze's petitioners zealously feed
and protect it, warring with each other for their patron's favor.
FA CTION S
Bit t erm o ld s. The Bittermolds' warped descendants haunt the caves
beneath the keep, preferring its wet and slimy environs. Their leader,
Plo g rin a B it t erm o ld , has begun a hit-and-run war against the
recen t h al˜ in g "in vad ers" cam p in g in sid e t h e keep 's ru in s.
How lers. Ferven t , b arb aric h al˜ in g s w h ose w arch ief, Go rd o ck
Breeg , saw visions of Mugdulblub after drinking algae-laced pond
water. Gordock knows all must eventually be Dissolved, but he'll ally
in the short term to eradicate the sneaky Bittermolds.
Ven g ef u l Cat ˛ sh . M u g d u lb lu b 's m u t at in g in ˜ u en ce h as cau sed t h e
river cat ˛ sh t o g row leg s an d d im in t ellig en ce. Th ey resen t b ein g
sacri˛ ced t o M u g d u lb lu b w h en t h ere is n ot h in g b et t er t o D issolve,
and they want revenge against the ooze's worshippers.
M u g d u lb lu b . Mugdulblub plays its petitioners against each other;
1. EN TRY H A LL
St at u e in A lcove: Misshapen, waxy lump. Flo o r : Streaked with mud.
W alls: Slushy water oozing from hairline cracks. A ir : Humid, sour.
• St at u e. Humanlike shape. Worn, copper plate says "Sir Reginald
Bittermold." Pushing the plate opens the secret d o or to Area 32.
• Flo o r. Child-sized, bare footprints in dry mud toward Area 2.
• W alls. "Water" is corrosive globs of acid. Sizzles when touches
˜ esh , D C 12 CON or 1d 4 d am ag e. En ou g h t o collect 3 d oses.
• Fain t So u n d s. Snarling voices from Area 4 if Howlers are there.
2. M EM ORIA L CH A M B ER
St o n e B u st s: Dozens carved inside deep wall niches. Melting,
distorted. Flo o r : Mud abruptly ends halfway across room.
• Lo u d So u n d s. Barking voices from Area 4 if Howlers are there.
• Bu st s. Humans. A stone is jammed in the mouth of one. If
removed, he bellows the jaunty Bittermold family anthem (three
How lers from Area 4 investigate in 1d4 rounds).
• Flo o r. Muddy prints lead into acid quicksand t rap . Floor is very
smooth over the area. DC 12 DEX to escape, 1d4 damage/round.
• Secret D o o r. Faint, wobbly crack in north hall. Leads to Area 3.
3. PIPE ORGA N VA ULT
Pip e Org an : M assive, ˛ lls east w all. Sw ollen , cracked w ood . Brass
tubes crusted with verdigris. Wobbly stool. Ceilin g : Soaring, arched.
• Bit t erm o ld s. 2:6 chance of 1d4 B it t erm o ld s crouching in here.
• Ceilin g . Hundreds of subtle, pin-sized holes (trap, see below).
• Org an . Carved with imps. 42 ivory keys left (1 gp each). Honks and
wheezes, shakes room. Playing a grave/unholy dirge grants 1 XP
and luck token (once per PC). A pleasant/holy ode triggers t rap .
4 . H OW LER CA M P
Peo p le: Twelve, child-sized, bare feet. Scraggly coyote-pelt cloaks.
Jab b erin g an d g n aw in g raw cat ˛ sh arou n d cam p ˛ re. Pillars:
Chiseled with spiraling runes. Sm ell: Wet dog, faint brimstone.
• Peo p le. 12 unruly How lers make squalid camp. Go rd o ck B reeg ,
their leader, is addicted to psychedelic algae; it gives him
delusional, self-important visions about Mugdulblub's desires.
▶Gordock plans to win Mugdulblub's favor by "Dissolving" the
Bittermolds. He'll make temporary allian ces to that end.
• Pillars. Minuscule screed in Diabolic covering six pillars.
Examining causes brimstone smell to rise. Read in g w h o le t h in g :
+1 CHA stat and summons 2d4 hostile h exlin g s through alcoves.
• W est D o o r. Barricaded from Area 4 side. DC 18 STR to force open.
5. COM PA SS ROSE H A LL
Flo o r : Swooping compass rose carving. Scattered bones. B o d y :
Splayed out, clutching silvery item. So u t h D o o r : Warm, wet draft.
• Bo d y. Recently dead Howler, scorched to a crisp. Holding W ra t h
Bolt , +1 dagger, deals 1d100 damage to anyone who tries to take it
from previous possessor (dead or alive).
• Bo n es. Old human skeletons. Scraps of burned armor and gear.
• Co m p ass. W h en asked a locat ion , ˜ ares t o in d icat e t h e d irect ion .
• So u t h D o o r. Barricaded from both sides. DC 20 STR to force open.
6 . A SH ES CH A M B ER
Glass Bow l: Opaque white. On pedestal of lumpy stone. W alls:
Draped in shredded, crimson banners. A ir : Frigid, can see breath.
• Bow l. Rime plays over surface. Filled with ash. Sifting reveals
dozens of teeth and a blue pearl (40 gp). Removing pearl causes
teeth and ash to knit into a sk elet o n that serves the pearl-holder.
7. B URROW H OLES
East W all: Pockmarked with jagged holes. Sm ell: Faint bile stench.
• Ho les. 20 at varyin g h eig h t s, as b ig arou n d as a ˛ st . Con n ect ed
warren of tunnels inside. Three ich o r o ozes nest within.
▶Reach in g In sid e. Roll d20. On 1-16, pull out a hostile ich o r o oze.
On 17-20, pull out a random diabolical treasure (see back cover).
Once all ichor oozes pulled out, nest is empty of treasure.
8 . A N CIEN T FOUN TA IN S
Fo u n t ain s in A lcoves: Wide, smooth, burbling water. One is glossy
black, one pearly white. Nor t h W all: Bas relief carving covers wall.
• Ob sid ian Fo u n t ain . Sulfuric water, causes violent coughing when
drunk. Pouring a draught of it into Reginald Bittermold's mouth
(Area 25) causes corpse to hack up the Cloven Hea rt gem.
• Pearl Fo u n t ain . D ead m u t an t cat ˛ sh ˜ oat s in sid e. Pin k w at er.
Drinking it heals 1d6 HP but causes a m u t at io n . 1d 4 : 1. Extra eye,
2. Ext ra ˛ n g er, 3. Split tongue, 4 . Longer, sharper teeth.
• Bas Relief . Ru n n y an d d ist ort ed . In it , a m an y-˛ n g ered m an at op
Bittermold Keep drops a heart-shaped stone into his mouth.
9 . H OW LER GUA RD S
Peo p le: Grou p of sh ort , t an -cloaked ˛ g u res p acin g arou n d .
Occasionally stop to listen at double doors. Ceilin g : High, vaulted.
• Peo p le. Four jumpy How lers on guard against Bittermold
intruders. They believe Bittermolds sneak in through this door to
attack their camp (they actually use the secret door in Area 1).
▶How lers. Clove, Gabby, Merv, Tobin. Territorial and suspicious,
but open to parlay. Still not sure why Gordock made the tribe
come here. Clove secretly wants to mutiny. Gab b y is blindly in
love with Gordock. The other two just want hot meals and ale.
10 . N ORTH SK ELETON GUA RD S
Sk elet o n s: Crimson glow in eye sockets. Tattered red tabards.
• A rrow Slit s. Cleverly hidden. Can't be seen from outside hall
u n less sp eci˛ cally look in g (sh oot in g t h rou g h it reveals locat ion ).
• Sk elet o n s. Three. They shoot shortbows at non-Bittermolds.
Surprise if shooting through undetected arrow slits.
▶Treasu re. A ruby chip in each skeleton's right eye (5 gp each).
11. SOUTH SK ELETON GUA RD S
• As Area 10, but two sk elet o n s instead of three.
12. M ETEORITE ROOM
D o o r : Rusty, thick iron. Gouged and dented. Stamped with runes.
• D o o r. Hefty keyhole. Locked. Runes in Diabolic say "Betrayal is
Imminent." DC 18 DEX to pick, DC 20 STR to force. Opening with
anything but k ey from Area 6 triggers t rap .
▶Trap . Creature closest to the door possessed by a demonic
sp irit . D C 18 CHA or ˜ y in t o scream in g rag e an d at t ack allies.
Ends if knocked unconscious or demon exorcised.
• In sid e. Vast, hollow room rimed with dust. Stale air. Black marble
dais with weighty, iron ch est on it that pulls light into itself.
▶Ch est . Starry void on interior lid. 20 iridescent meteorite chunks
inside (30 gp each). For each removed, gravity of void increases
(cumulative 5% chance of being sucked into void, forever lost).
13. STA LA CTITE CAVERN
St alac t it es: Dangling, crowded, wet. So u n d : Splashing water (west).
• Flo o r. Acid quicksand t rap . Ground is very smooth over the area.
DC 12 DEX to escape, 1d4 damage/round.
• St alac t it es. Tiny one carved with an X. Hit for a luck token, AC 15.
14 . TH E GOLD CATFISH
Po o l: Crystal clear, glittering water. Go ld Cat ˛ sh : Long beard
tendrils, radiant scales. Splashing and darting merrily in water.
• Po o l. Piles of sparkling, gold coins glint on bottom (60 gp). Highly
acidic water, 1d6 damage/round to non-metal objects. 10' deep.
• Go ld Cat ˛ sh . Transcendent m u t an t cat ˛ sh (LV 5, +4 attack, x2
damage). Solid gold body (100 gp). Jovial, wise, speaks Common.
Answers questions about ruins, 5 gp each (70% chance accurate).
15. STEA M IN G STA LA GM ITES
St alag m it es: Fat, wide clusters. Steaming like tea kettles. St eam :
Dense. Fills room and passages. So u n d : Soft clacking and rattling.
• St eam . Visibility out to a close distance. Checks to hide are easy.
• St alag m it es. Spitting and bubbling, 1:6 chance per round of
steam gout (DC 12 DEX or 1d4 damage). Round mineral balls (cave
pearls) rattle around in the bowl-like tips of several.
▶Cave Pearls. Five total. When thrown against a hard surface,
exp lod e w it h a lou d p op , ˜ ash , an d p u ff of su lfu r.
• Hu m . Echoing from the west passage. Rises and falls.
16 . RESON A N T CAVE
Hu m : Like air blowing over the lips of glass bottles. Vibrates teeth.
W alls: Rough rock with high, craggy ceiling. Turns into paved stone
to the south. So u t h A lcoves: Thin, rectangular objects on the walls.
• Tar Bat s. Six roosting in niches along north cave wall. Bright light
d irect ly b elow d rives t h em in t o a ˜ u t t erin g f ren zy.
• Cave Ch im n eys. Dozens of natural holes in ceiling, big enough
for m ice. Air w h ist les over t h em , creat in g ˜ u t in g reverb erat ion s.
• A lcoves. A tarnished, gold-framed painting in each (10 gp per).
The paint runs into a grey slurry. An old p arch m en t scrap is stuck
17. TIM E FLUX CH A M B ER
Flo o r : Carpet of tiny, glossy brown mushrooms. No r t h east ern W all:
Stone churns and froths with bubbles. So u n d s: Soft hissing and
popping, like a boiling cauldron.
• M u sh ro o m s. Crunch softly if tread upon. Regrow swiftly. Filling,
nutritious, savory. DC 12 CON or neon hallucinations (1d4 rounds).
• W all. Affected by a t im e ˜ u x. 3' deep. Stone roils between mud
and solid. Bubbles form, burst, and then reverse back inside.
▶Tim e Flu x. Objects/creatures in the mud suffer an effect each
round. 1d 4 : 1-2. Age 2d10 years, 3-4 . Become 2d10 years younger.
• East Passag e. A p ale st at u e slow ly g lid es across t h e ˜ oor in a
wide chamber beyond the passage.
• So u t h D o o r. Locked. DC 18 DEX to pick or DC 15 STR to force. 2:6
chance/round Bit t erm o ld s in Area 21 notice attempts to open it.
18 . GELATIN OUS CUB E
Float in g St at u e: Alabaster woman, white eyes, gentle expression.
Air shimmers around her. Glides silently. Flo o r : Cracked, free of
debris. Ceilin g : High, vaulted. Sounds echo loudly.
• Gelat in o u s Cu b e. Th e st at u e ˜ oat s u p rig h t in sid e t h e cu b e's
translucent body. The cube has grown too large to exit the room.
It pursues sources of motion and heat.
▶St at u e. Carving on base: "Rosemary Bittermold." Impervious
to acid. Hid d en co m p ar t m en t : Gold hummingbird charm
necklace (30 gp), grants advantage once/day on a DEX check.
19 . EM PTY PRISON CELL
Ru st y Cell: In alcove. Iron bars, door hanging open.
• Cell. Wall chains with manacles. Scratched into the mushy stone:
"MGDLBLB WLL DSSLV LL"
20 . JELLIFIED REM A IN S
Ru st y Cell: In alcove. Iron bars, door shut. Lumpy shape inside.
• Flo o r. Acid quicksand t rap . Ground is very smooth over the area.
DC 12 DEX to escape, 1d4 damage/round.
• Cell. Oxidized, locked bars. Break on DC 12 STR check, pick lock
with DC 15 DEX. In sid e: Goopy, rotted skeleton in scraps of purple
robes sags in the manacles. Bones have become rubbery.
▶B o n es. The willowy, blue spirit of a thin human in robes (Jak k u
t h e Po lyg lo t ) rises out of the remains if touched. He is chatty,
academic, and speaks every language. If impressed by a PC's
vocabulary, he tells them of the illu sor y w all in Area 24.
• Bit t erm o ld s. 2:6 chance B it t erm o ld s in Area 21 hear noises.
21. H OW LER PRISON ERS
Peo p le: Hunched, pale humans with lank hair sneer and poke sticks
through bars of cells. Ru st y Cells: Two, in alcoves. Doors shut.
• Peo p le. Four young adult B it t erm o ld s: Vort, Globriella, Murdock,
Rogart. Vort has k eys to Area 17 door, cell doors, and manacles.
Glo b riella is Plogrina's cruel and sadistic daughter; the others
wish to impress her with false bravado and oneupmanship.
▶In vest ig at in g So u n d s. Bittermolds stealthily investigate sounds
in Areas 19-20. They set up an ambush and try to lead PCs into
the quicksand t rap in Area 20.
• Cells. Locked bars (break on DC 12 STR check, pick lock with DC
15 DEX). One How ler in manacles inside each, soon to be fed to
Mugdulblub in Area 22 (manacles break on DC 18 STR check, pick
lock with DC 15 DEX).
▶How ler Priso n ers. Ignatius and Bron. Caked in blood and muck,
festering wounds, feverish. Bite and snarl at threats. Ask to
be taken back to Gord o ck B reeg (Area 4). If returned safely,
Gordock's attitude toward PCs improves one step.
22. M UGD ULB LUB 'S H A LL
St arr y Po o l: Sw irls an d t rem b les on ˜ oor, p u rp le an d sp ark lin g .
Ro o m : Cavernous, airy. Damp wind wafts from the east. W alls:
Pockmarked, rough. Globs of mortar plop down into sticky puddles.
• Po o l. M u g d u lb lu b , a telepathic, primordial ooze of eldritch power.
Goal: It must Dissolve and incorporate all material. The strong will
enforce this upon the weak until only Mugdulblub remains.
▶Hu n g r y. Needs a steady diet of material to Dissolve. It bestows
favor upon those who bring it the most material of the highest
n ovelt y. It 's b ored of cat ˛ sh , h u m an oid s, st on e, an d refu se.
▶B o o n s. Grants a random boon to those it favors (see pg. 19).
Withdraws boons if displeased.
23. RIVER OUTFLOW
River : Bu rb lin g , m u rky st ream em p t ies in t o a d ark t u n n el in ˜ oor.
• River. 5' deep. Glittering objects skate by along the bottom each
round (DC 15 DEX to grab). 1d 20 : 1. Irritated m u t an t cat ˛ sh . 2-19.
Worthless sliver of quartz. 20 . Blue pearl (40 gp).
• Tu n n el. Cramped, muddy. Exits to south face of hill outside the
keep. 1:3 chance of encountering 1d4 m u t an t cat ˛ sh in tunnel.
24 . ILLUSORY W A LL
Cave W alls: Streaked with red and purple minerals. Trickles of water
leave white salt trails. River : Turbid, charges past. Small waterfalls.
A ir : Fain t , ru f˜ in g b reeze.
• River. 5' deep. Fast current: DC 12 DEX check if moving quickly or
slip and be carried a near distance toward Area 23.
• Breeze. Faint, from tunnel to Area 25 behind illusory wall (see
b elow ). Ben d s ˜ am es an d carries t h e sm ell of d u st an d d ecay.
• Illu so r y W all. Tou ch in g t h e b ack w all or look in g at it in a re˜ ect ive
25. B ITTERM OLD FA M ILY TOM B
A lcoves: Six d u st y cof˛ n s st an d u p rig h t g rip p ed b y t arn ish ed , b rass
claws driven into stone.
• Co f ˛ n s. Dust-covered, green-hued glass. Wiping reveals pale,
su n ken corp ses ˜ oat in g in p reservat ive. Glass easily sh at t ered .
▶B o d ies. Three men, three women. 1:6 chance each rises as a
w ig h t if freed from glass. Two wear matching gold necklaces
with a ruby-and-gold eye pendant (40 gp each).
▶Reg in ald B it t erm o ld . Sou t h east cof˛ n . Seven ˛ n g ers on each
hand. Body is rubbery; cuts instantly slurp shut. Inside stomach
is Cloven Hea r t : heart-shaped, glittering ruby with crack down
cen t er. Gran t s ow n er im m u n it y t o ˛ re, +2 STR, +2 CHA , an d t h e
enmity of the dralech, Tzakoru, who wants it back. Water from
o b sid ian f o u n t ain (Area 8) makes Reginald cough the ruby up.
26 . TOOTH PILLA R
Cavern : Drafty, high ceiling, crimson-striated rock. Cen t ral Ro ck
Pillar : Flecks of white peppered all around bottom half.
• Ro ck Pillar. Hundreds of teeth driven into rubbery stone. Thin
fangs, hefty molars, human and animal. Six gold teeth (2 gp each).
• No r t h east Tu n n el. Distant rush of water, cavernous echoes.
27. B ITTERM OLD H OVELS
Peo p le: Groups of pale, stooped humans squat on the ground,
chewing brown mushrooms and muttering quietly to each other.
Sh ack s: Two dozen rotting, wooden lean-tos against cave walls.
• Peo p le. 15 B it t erm o ld s drift about. Praising Mugdulblub makes
them hostile; they detest rivals. They hide hostility, preferring to
ambush. Instead, they sweetly offer hallucinogenic m u sh roo m s
(see Area 17; Bittermolds are immune) to incapacitate enemies.
▶Zalk . Grey hair, wiry, twitchy. Offers to introduce PCs to their
28 . SH RIN E TO M UGD ULB LUB
Car ved St alag m it e: Spiraling mass of tentacles looming 10' high.
Runnels of dew. Cau ld ro n : Battered iron, set before carving. Boiling.
• St alag m it e. Shrine to Mugdulblub. Sweats beads of acid (DC 12
CON or 1d4 damage). Faithful who touch it gain a luck token.
• Cau ld ro n . Boiling teeth and bones inside (some humanoid). Salty
broth. Drinking restores 1d4 hit points.
29. PLOGRIN A B ITTERM OLD 'S CAVE
Perso n : Pale, human woman meditates on mat of woven hair.
Purple, glittering liquid dribbles from her lips. Ro ck Pillar : 20' high,
dull grey, lumpy, scratched. Sm ell: Burned herbs and tangy iron.
• Perso n . Plogrina. Cryptic, harsh, and respected. Obsessed with
pleasing Mugdulblub (Area 22) and Dissolving rivals. Fears losing
Mugdulblub's favor. Glo b riella is d au g h t er an d p rot ég é (Area 21).
▶Will ally t o d est roy How lers (Area 4 ) an d /or m u t an t cat ˛ sh (Area
32). Betrays alliance for juicy opportunity to please Mugdulblub.
• Ro ck Pillar. Highly magnetic lodestone. Metal in close range of it
DC 18 STR check or stick to pillar. DC 18 STR to remove. If h o st ile,
Plogrina lures warriors near the pillar to entrap them.
▶M et al Vial. Stuck to tip of pillar. Pot ion of Ext irp a t ion
(Sh a d ow d a rk RPG) inside.
30 . CEN TRA L CAVERN
Cavern : Vast , b reezy. Sh eet s of d rip p in g ˜ ow st on e coverin g w alls
and natural pillars. Flo o r : Cut stone crumbling into gritty, uneven
rock. River : Sluggish, murky, winding. Occasional splash.
• River. 5' deep. Lazy current. While in water, 3:6 chance per round
1d4 m u t an t cat ˛ sh appear and demand a toll (food/gold). Hostile
toward B it t erm old s (who often sneak through toward Area 1).
31. CON TESTED CAVE
Cave: Smooth rock layered with maroon stripes. River : Cloudy with
brown sediment, rushing. W alls: Crude carvings at waist height.
• River. 10' deep. Fast current: DC 12 DEX check if moving quickly or
slip and be carried a near distance toward Area 30.
▶Cat ˛ sh . 2:6 chance per round 1d4 m u t an t cat ˛ sh from Area 32
investigate noises. Hostile toward B it t erm o ld s (who often sneak
through toward Area 1). They demand a crossing toll (food/gold).
• Car vin g s. Ch ild ish , jag g ed . D ep ict s fou r-leg g ed ˛ sh as b ig as
h orses eat in g an d ren d in g h u m an oid st ick ˛ g u res.
32. CATFISH POOL
Po o l: Deep pool of cloudy water. Colorful shapes dart around inside.
• Po o l. 20' deep, spring fed. Nine m u t an t cat ˛ sh inside. Hostile
toward B it t erm old s (who often sneak through toward Area 1).
They demand a crossing toll of food/gold.
▶W ise On e. Old est cat ˛ sh . Red scales w it h silver ˜ eck s,
sagacious, arthritic. Promises "our greatest treasure" (see Rock,
Area 33) for Plo g rin a's head (Area 29). Is trying to ally with the
How lers (Area 4 ), b u t so far t h e h al˜ in g s on ly w an t t o eat t h em .
▶B lu e Pearls. Three in the muck on the bottom. 40 gp each.
33. M A GICA L ROCK
Cat ˛ sh : Several slim y, fou r-leg g ed cat ˛ sh st u m p in a rh yt h m ic circle
around a low rock. Ro ck : Flat, smooth, size of wagon wheel. Piled
with gold coins cascading off sides. W alls: Covered in thin carvings.
• Cat ˛ sh . Six m u t an t cat ˛ sh guarding the rock. Bored, hungry.
• Ro ck . 100 gp stacked on top. This is actually an offering to the
rock, which is magical. STR becomes 20 while standing on it.
• Car vin g s. Ru d im en t ary scrat ch es of h u lk in g , fou r-leg g ed ˛ sh
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Ruins of Bittermold Keep
Tar Bats
15
Skeletons
16
S
10
S
13
Howlers
Gold Cat ˛ sh
14
S
11
17
Skeletons
12
18
S
Gelatinous Cube
L
L
Illu sor y W all
19
21
Bittermolds
24
25
20
22
5', Slow
23
Mugdulblub
In /Ou t
26
N
4
B
3
Howlers + Gordock (loud)
S
In /Ou t
1
6
9
2
S
5
8
B
33
Ichor Oozes
7
M t t . Cat ˛ sh
32
M t t . Cat ˛ sh
30
5', Fast
5', Slow
10 ', Fast
31
27
Bittermolds
29
28
Plogrina
A collection of ideas for ShadowDark RPG
DIABOLICAL TREASURE
d 20
It em
Feat u re
1
Carved bone
Ig n it es in ˜ am es on ce/d ay for 1d 4 rou n d s
2
Eyeball
Repels insects and spiders to arm's length
3
Wolf idol
Floats in the air wherever it's placed
4
Dried rose
Turns toward due north when untouched
5
Pickled imp
Attracts demonic creatures to its location
6
Bundle of sage
A creature holding it can't knowingly lie
7
Cold iron spike
You can smell if something is poisonous
8
Warped skull
Drips blood in the presence of undead
9
Cracked mirror
Sings a haunting lullaby when rattled
10
Severed ˛ n g er
Belongs to a witch who wants it back
11
Black candle
Causes pain and disgust in fey creatures
12
Shrunken head
Can open a one-way gate to hell once
13
Ring of daisies
Allows you to hold your breath for an hour
14
Unholy symbol
A demon owes the item's owner a favor
15
Rusty key
On ce/d ay, ˛ re im m u n it y 1d 4 rou n d s
16
Vial of blood
Slowly rolls away on its own if released
17
Faded locket
On ce/d ay, b rie˜ y read on e creat u re's m in d
18
Bag of teeth
Object cannot be crushed by anything
19
Pan pipe
As heavy as an anvil when not carried
20
Brain in a jar
Causes doubt and hesitation in demons
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