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 Join The Dark SH A D OW D A RK RPG COM M UN ITY FIN D A D VEN TURES A N D CON TEN T Find other Sh a d ow d a rk RPG Visit t h earcan elib rar y.co m for players, Game Masters, and the latest in Sh a d ow d a rk RPG creators in The Arcane Library's adventures and articles. D isco rd server! It's a friendly place to organize games, share There, you can grab print or ideas, and ask questions. PDF issues of Cu rsed Scroll, t h e of˛ cial Sh ad ow d ark zin e D isco rd lin k : https://discord.gg/ bursting with themed character abPNTQmjG7 options, monsters, locations, and critically-acclaimed adventures. Also, keep an eye out at gaming co n ven t io n s for Shadowdark Follow The Arcane Library on events and open tables! yo u t u b e.co m /t h earcan elib rar y for video guides, tips, tricks, and Kelsey Dionne, Sh a d ow d a rk adventure walkthroughs! RPG's creator and head of The Arcane Library, runs open-table, Finally, spectacular creat o rs unscheduled games at Gar y such as Taylor Seely-Wright, Co n each year. Com e ˛ n d w h ere Laurin-David Weggen, James she's lurking and jump in! Mishler, and Jake Savala (brewin_druid) have published You can also stay up-to-date on an amazing array of adventures, Sh a d ow d a rk RPG happenings settings, character options and by joining the n ew slet t er. more under the Shadowdark New slet t er lin k : https://www. thearcanelibrary.com/pages/ RPG Third-Party License. Check out their excellent work 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