Shadowdark Cursed Scroll 1
Shadowdark Cursed Scroll 1
Spells!
Monsters! Witches!
Adventure! Warlocks!
Cursed Knights!
100 300 500 700 900 1100 1300 1500
000 200 400 600 800 1000 1200 1400 1600
01
102
1401
1002
02 TOAD POND
702
03
04 1504
FINIMERE LAKE
05 106 905
1205
06
1406
307
07
807 1607
509
09
209 1409
11
1 hex = 2 miles
A miniature hexcrawl featuring RUMORS
1 The stones of Bittermold Keep are slowly melting like wax
The Gloaming 2 The Lord of Time grants boons for offering his slain enemies
2 Demon Demon People Aquatic 2 1d4 crocodiles Brown bear Ichor ooze* Werewolf
3 Animal Aquatic People Aquatic 3 Giant snake Troll 2d4 tar bats* 3d6 bandits
4 Animal Aquatic People Aquatic 4 1d6 willowisps 2d6 gt. rats 2d6 skrell* 2d4 orcs
5 Animal Aquatic Animal Aquatic 5 2d6 gt. leeches 2d4 boars 2d4 bogthorns* 2d6 knights†
6 Animal Animal Animal Aquatic 6 1d4 wights Unicorn Marrow fiend* 1d4 reavers
7 People Animal Animal Animal 7 2d6 bogthorns* Gt. spider Dralech* 2d6 cultists
8 People People Animal People 8 3d6 orcs 1d6 moose The Willowman* 2d4 villagers
See pg. 39 for The Gloaming's hex key! *New monsters, pg. 45 †Knights of St. Ydris (L), 1:6 secret traitor (C reaver)
Cursed Scroll
Writing, Design, Dungeon Cartography, Layout
Kelsey Dionne.
Art
Hex cartography by Cameron Maas. Trade dress by Brandish Gilhelm.
Some artwork © 2015 Dean Spencer, used with permission. All rights
reserved. Some artwork © 2023 Carlos Castilho. Some artwork © 2020 Earl
Geier, used with permission. All rights reserved. Some artwork Publisher's
Choice Quality Stock Art © 2023 Rick Hershey / Fat Goblin Games. Some
artwork © 2019 Jason Moser, used with permission. All rights reserved.
Some artwork © 2023 Nora Back, used with permission. Some artwork ©
2006 Bradley K McDevitt. Some artwork © 2023 William McAusland, used
with permission. Some art © 2023 J.M. Woiak and Heather Shinn of the
STINKYGOBLIN.
Fonts
JSL Blackletter font © 2023 Jeffrey S. Lee. Old Newspaper Types font ©
2023 Manfred Klein. Fullteron font © 2023 Emyself Design. Montserrat font
family © 2023 Julieta Ulanovsky, Sol Matas, Juan Pablo del Peral, Jacques
Le Bailly.
Introduction 7 Spells 26
6
Introduction
elcome to the The plan for future Cursed
W first issue of
Cursed Scroll!
7
Characters
10
WITCH SPELLS KNOWN
Spells Known By Spell Tier
Level 1 2 3
1 - - -
2 - - -
3 1 - -
4 2 - -
5 3 - -
6 3 1 -
7 3 2 -
8 3 3 -
9 3 3 1
10 3 3 2
11
Warlock Class
Howling warriors with Patron. Choose a patron to serve
sharpened teeth, wild-eyed (see pg. 17). Your patron is the
doomspeakers preaching of source of your supernatural gifts.
The Dissolution, and cloaked
lore-hunters bearing the hidden If your patron is displeased with
Mark of Shune. you, it can withhold its gifts. You
lose any talents granted by your
Weapons: Club, crossbow, Patron Boons during this time.
dagger, mace, longsword
Patron Boon. At 1st level, you
Armor: Leather armor, gain a random Patron Boon
chainmail, and shields talent (see pg. 18) based on
your chosen patron.
Hit Points: 1d6 per level
Whenever you gain a new talent
Languages. You know either roll, you may choose to roll on
Celestial, Diabolic, Draconic, your Patron Boon table rather
Primordial, or Sylvan. than the Warlock Talents table.
WARLOCK TALENTS
2d6 Effect
2 Roll a Patron Boon from any patron; an unexplained gift
3-6 Add +1 point to two stats (they must be different)
7-9 +1 to melee or ranged attacks
10-11 Roll two Patron Boons and choose one to keep
12 Choose one option or 2 points to distribute to stats
12
Witch Class
Cackling crones stooped over Spellcasting. 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).
Weapons: Dagger, staff
Each time you gain a level, you
Armor: Leather armor choose new witch spells to learn
according to the Witch Spells
Hit Points: 1d4 per level Known table.
14
WITCH SPELLS KNOWN
Spells Known By Spell Tier
Level 1 2 3 4 5
1 3 - - - -
2 4 - - - -
3 4 1 - - -
4 4 2 - - -
5 4 2 1 - -
6 4 3 2 - -
7 4 3 2 1 -
8 4 4 2 2 -
9 4 4 3 2 1
10 4 4 4 2 2
WITCH TALENTS
2d6 Effect (2 duplicate = +1 use per day)
2 1/day, teleport to your familiar's location as a move
3-7 +2 to Charisma stat or +1 to witch spellcasting checks
8-9 Gain advantage on casting one spell you know
10-11 Learn an additional witch spell of any tier you can cast
12 Choose one option or 2 points to distribute to stats
15
Titles
KNIGHT OF ST. YDRIS TITLES
Level Lawful Chaotic Neutral
1-2 Arbiter Traitor Brother/Sister
3-4 Enforcer Fallen Exorcist
5-6 Knight Marshal Oathbreaker Reverend Knight
7-8 Judge Blackguard Inquisitor
9-10 Justicar Demonlord Grand Inquisitor
WARLOCK TITLES
Level Lawful Chaotic Neutral
1-2 Favored Marked Chosen
3-4 Herald Zealot Channeler
5-6 Eminent Occultist Prophesied
7-8 Exalted Champion Transcendent
9-10 Incarnation Harbinger Avatar
WITCH TITLES
Level Lawful Chaotic Neutral
1-2 Fortune Teller Whisperer Shaman
3-4 Far Seer Hexer Conjurer
5-6 Prophet Hag/Elder Soothsayer
7-8 Wise One Crone/Uncle Conduit
9-10 Baba Baba Baba
16
Patrons
Patrons are eldritch beings MUGDULBLUB
of immense power who gift
The Elder Ooze that leaks
magical ability and boons to
between the cracks in memory
mortals who petition their favor.
and the darkness between the
stars. Mugdulblub seeks the
Patrons are not seeking worship
dissolution of all physical form.
from petitioners. Instead, they
want something in exchange for
the power they grant. SHUNE THE VILE
A goddess, the Mother Witch
The Willowman might demand
who speaks to her children in
to drink of the petitioner's
the flicker of candles and the
nightmares on the dark of
rattle of dry bones. Shune seeks
the moon. Mugdulblub might
hidden secrets and lost lore.
require the boiling of tooth
and bone. What these eldritch
demands truly mean reveals TITANIA
itself over time. The fickle Queen of the Fey
who views all of existence as a
ALMAZZAT whimsical dream with hidden
meaning and poignant drama.
A wolf-headed arch-demon with
Titania seeks mischief, beauty,
six eyes and six horns. Almazzat
and artistry.
seeks to wrest the Sands of the
Ages from his father, Kytheros.
THE WILLOWMAN
KYTHEROS A ghostly, elongated being who
stalks misty forests and watches
The Lord of Time who sees all
from the edge of nightmares.
possible futures. Kytheros seeks
The Willowman seeks fear.
the fulfillment of all destinies as
they were meant to be.
17
Patron Boons
ALMAZZAT
2d6 Effect (2 duplicate = +1 use per day)
2 1/day, gain advantage on melee attacks for 3 rounds
3-7 Learn to wield 1 melee weapon or get +1 to melee attacks
8-9 +2 to Strength or Constitution stat or +1 to melee damage
10-11 Gain advantage on initiative rolls (reroll if duplicate)
12 Choose one option or 2 points to distribute to stats
KYTHEROS
2d6 Effect (2 duplicate = +1 use per day)
2 1/day, force the GM to reroll a single roll
3-7 Gain +1 to your AC through supernatural foresight
8-9 +2 to Strength, Dexterity, or Wisdom stat
10-11 3/day, add your WIS bonus to any roll (reroll if duplicate)
12 Choose one option or 2 points to distribute to stats
18
“Those who serve me well learn the true depths of
power. Those who fail me learn the true depths of
pain. Which will you be, mortal?" -Shune the Vile
MUGDULBLUB
2d6 Effect (2 duplicate = +1 use per day)
2 1/day, turn into a crawling puddle of slime for 3 rounds
3-7 Maximize 2 hit point die rolls (prior or future)
8-9 +2 to Dexterity or Constitution stat
10-11 Become immune to 1: acid, cold, poison (reroll if no options)
12 Choose one option or 2 points to distribute to stats
TITANIA
2d6 Effect (2 duplicate = +1 use per day, 10-11 duplicate = reroll)
2 1/day, hypnotize a LV 5 or less creature for 3 rounds
3-7 Learn to wield a longbow or gain +1 to ranged attacks
8-9 +2 to Dexterity or Charisma stat
10-11 Hostile spells that target you are always hard to cast
12 Choose one option or 2 points to distribute to stats
THE WILLOWMAN
2d6 Effect (2 and 10-11 duplicate = +1 use per day)
2 1/day, teleport to a far location you see as your move
3-7 +1 to melee or ranged attacks
8-9 +2 to Strength or Dexterity stat
10-11 1/day, force a close being to check morale, even if immune
12 Choose one option or 2 points to distribute to stats
19
Diabolical Backgrounds
DIABOLICAL BACKGROUND
d20 Details
1 Hermit. The wilds (and its creatures) are your family
2 Outcast. You were thrown out for real or supposed crimes
3 Woodborn. They found you in the hollow of an oak tree
4 Amnesiac. Your past is a haze, but some memories return
5 Haunted. A restless spirit wants something from you
6 Fugitive. An anonymous savior helped you disappear
7 Feytouched. A fairy befriended you in your childhood
8 Witchborn. They burned your mother, but spared you
9 Forager. You know how to find the edible and the deadly
10 Redeemer. You must redeem the name of your kin
11 Marked. You carry an eldritch mark. Is it a curse, or a gift?
12 Sacrifice. You were to be ritually sacrificed, but escaped
13 Marooned. They left you behind, but you refused to die
14 Fallen. You fell from grace. Will you atone, or embrace it?
15 Drawn. You hear a whispered call and follow it
16 Ascetic. People fear you, but seek out your guidance
17 Wolfchild. Long ago, you walked into town wearing pelts
18 Healer. You understand how life and death intertwine
19 Chosen. An eldritch being selected you for a purpose
20 Demonborn. An ancestor of yours is a powerful demon
20
Magic
22
DIABOLICAL MISHAP 4-5
d12 Effect
1 Maelstrom! Roll twice and combine both effects (reroll any
further 1s)
2 Ruin! You take 1d8 damage per spell tier
3 Mind rot! You permanently forget one random spell
4 The Willowman! You summon The Willowman (who is
angry with you) in a space near to you. He stays for 1d6
rounds before disappearing from whence he came
5 Accursed imps! Cackling imps from hell swarm you,
stealing three pieces of random gear and flapping away
6 Lightning blast! You deal 3d6 damage to yourself and all
nearby creatures
7 Cold iron! Spikes of cold iron lance from the ethereal
realm, piercing you. You take 2d6 damage and are
paralyzed for 2 rounds
8 Mother of Night! You displease the Dark Mother and lose
the ability to cast this spell until atoning to her
9 Catatonia! You stare blankly and can't take any actions for
the next hour
10 Tongue of dog! Your tongue lolls every time you try to cast
a spell of a random tier, ruining the magic. This persists
until you complete a rest
11 Fiddlesticks! You have disadvantage on casting all spells
for the next 10 rounds
12 Nemesis! Somewhere, a child is born who will grow up to
become a mighty, sworn enemy to you
23
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
• Whisper
24
TIER 5
• Mother of Night
• Anathema
• Scrying
• Dreamwalk
• Shapechange
• Enfeeble
• Soul Jar
• Finger of Death
25
Spells
ALTER SELF
Tier 2, witch
Duration: 5 rounds
Range: Self
You magically change your
physical form, gaining one
feature that modifies your
existing anatomy.
ANATHEMA
Tier 5, witch
Duration: Instant
AUGURY
Range: Touch
Tier 2, witch
All allies revile and abandon the
Duration: Instant
creature you touch for 1 day.
Range: Self
Each time you or your allies You interpret the meaning
harm the target, its former allies of supernatural portents and
may pass a DC 15 Wisdom check omens. Ask the GM one question
to end the effects of the spell. about a specific course of action.
The GM says whether the action
will lead to “weal” or “woe.”
26
BEGUILE BOGBOIL
Tier 4, witch Tier 2, witch
Duration: Focus Duration: 5 rounds
Range: Near Range: 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.
BROOMSTICK
You may force a creature who Tier 3, witch
interacts with the illusion to
Duration: Focus
make a DC 15 Wisdom check. If
the creature fails, it is enchanted Range: Self
by the illusion for the spell's You conjure a flying broomstick
duration and seeks to protect it. in your hand. The broomstick's
rider can fly a near distance each
round and can hover in place.
27
CACKLEROT CAULDRON
Tier 2, witch Tier 1, witch
Duration: Focus Duration: 1 round
Range: Touch Range: 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
placed inside the cauldron is
CAT'S EYE
repaired.
Tier 2, witch
• A fat, croaking toad leaps out
Duration: Focus and follows your instructions
Range: Self for the next 3 rounds.
Your irises grow to fill your 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).
28
CHARM PERSON COVEN
Tier 1, witch Tier 3, witch
Duration: 1d8 days Duration: Instant
Range: Near Range: 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.
CURSE
Tier 4, witch
CLOAK OF NIGHT
Duration: Permanent
Tier 4, witch
Range: Touch
Duration: 8 rounds
A creature you touch is afflicted
Range: Self 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
• Voice becomes shrill
spellcasting check).
• Disturbing nightmares
You have advantage on Dexterity • Always lose at gambling
checks to sneak and hide for the
• An ally turns into an enemy
spell's duration.
• Fear of something ordinary
29
DIMENSION DOOR DREAMWALK
Tier 4, witch Tier 5, witch
Duration: Instant Duration: Instant
Range: Self Range: 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
your same plane.
DIVINATION
Tier 4, witch You and anyone traveling with
Duration: Instant you can step out of the creature,
appearing next to it as if having
Range: Self
teleported there.
You throw the divining bones or
peer into the blackness between
ENFEEBLE
the stars, seeking a portent.
Tier 5, witch
You can ask the GM one yes or
Duration: Instant
no question. The GM truthfully
answers "yes" or "no." Range: 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.
30
EYEBITE FROG RAIN
Tier 1, witch Tier 2, witch
Duration: Instant Duration: Instant
Range: Near Range: 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.
FOG HOWL
Tier 1, witch Tier 3, witch
Duration: Focus Duration: Instant
Range: Close Range: 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
creatures in the cloud have immune to morale checks.
disadvantage.
31
HYPNOTIZE MISTLETOE
Tier 1, witch Tier 3, witch
INVISIBILITY
MOONBEAM
Tier 2, witch
Tier 4, witch
Duration: 10 rounds
Duration: Instant
Range: Close
Range: Far
A creature you touch becomes
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.
32
NIGHTMARE
Tier 4, witch
Duration: Focus
Range: On the same plane
You visit the dreams of one
sleeping creature, sending it
heart-stopping nightmares.
33
PIN DOLL
Tier 3, witch
Duration: Focus
Range: On the same plane
You pin a piece of hair or flesh
taken from one creature to
a small, burlap doll the spell
conjures.
POLYMORPH
On your turn while focusing on
Tier 4, witch
this spell, you can push a pin
into the doll. Each time you do Duration: 10 rounds
this, the creature who the hair Range: Touch
or flesh belonged to takes 2d6
You transform a creature you
damage. After this spell ends,
touch into another natural
the piece of hair or flesh burns
creature you choose of equal or
to ash.
smaller size. Any gear the target
carries melds into its new form.
POISON
The target gains the creature's
Tier 2, witch
hit points, armor class, and
Duration: 5 rounds attacks, but retains its intellect.
Range: Touch
If the target goes to 0 hit points,
One worn or carried object you
it reverts to its true form at half
touch becomes toxic for the
its prior hit points.
spell's duration. Any creature
in contact with the object at You can target any willing
the start of its turn takes 1d6 creature with this spell, or an
damage. unwilling creature whose level
is less than or equal to half your
level rounded down (minimum
1).
34
PUPPET SCRYING
Tier 1, witch Tier 5, witch
Duration: Focus Duration: Focus
Range: Touch Range: Self
One humanoid creature of LV You look into a crystal ball
2 or less you touch becomes or reflecting pool, calling up
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.
35
SHADOWDANCE
Tier 1, witch
Duration: 3 rounds
Range: Near
You spin shadowstuff into a
convincing visible and audible
illusion at a point within near.
36
SPEAK WITH DEAD SWARM
Tier 3, witch Tier 3, witch
Duration: Instant Duration: Focus
Range: Close Range: 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.
SPIDERSILK
Tier 2, witch
Duration: Focus TOADSTOOL
Range: Self Tier 2, witch
Sticky spidersilk covers your Duration: Instant
hands and feet.
Range: Self
38
The Gloaming
40
307. WARDENWOOD 702. BITTERMOLD KEEP
A woodland village of a few An abandoned castle keep
dozen sagging, thatched with tattered, crimson banners
huts surrounds a stone well. that flap atop its collapsing
80 woodcutters and trappers battlements. Droplets of foul
live here with their families. slime bead out of its slowly
Mathilde Bower is the dissolving masonry. In the caves
superstitious village elder who and catacombs beneath the
believes the "medicine woman" keep, servants of Mugdulblub
Drusilla (106) has been helping war for their patron's favor.
sick villagers. In reality, Drusilla
has been causing the rash of 710. UNCLE GRIGOR
illnesses by poisoning the well.
Crazy Uncle Grigor lives in a
Gede's Hearth. 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 Brak's
Cube of Perfection (Shadowdark
509. OUTLAW CAMP RPG). Grigor is a powerful
30 bandits camp here led by witch, and he might take on
Greaves Redthorne, an outcast an apprentice who proves their
Knight of St. Ydris. Greaves, a worth and/or taste for leeches.
cunning liar, serves the marrow
fiend Unduluk, who is only a few 807. STONE 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 Knights of St. Ydris Kytheros grants a random
(1406) for now, and human flesh patron boon to those who lay
after its apotheosis. The bandits the slain six-eyed wolf (1409)
do not realize they serve as both. inside the circle.
41
905. HALDRIN'S TOWER 1003. BONE CAVE
This ivory tower with a red roof A werewolf named Victoria
dominates a sandy island on resides in this cave. It stinks of
Finimere Lake. The elf sorcerer wet fur and rancid meat. Piles
Haldrin 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, Ixidian (1403). Drusilla (106)
leaving his volatile experiments coaxed the grieving Victoria
untended for far too long. into a plot to turn children from
Wardenwood village (307) into
910. BARROW MOUNDS her new pack of werewolf cubs.
“By the time you see one skrell, it's already too late."
-Marianne Higgins, fisher from Marin's Hold
BITTERMOLD GORDOCK BREEG
A staring, stooped human that A halfling with a distant gaze
scuttles along. Pale, wet skin. and black veins around his lips.
AC 12, HP 5, ATK shortsword +1 AC 15 (chainmail), HP 19, ATK
(1d6) or sling (far) +2 (1d4), MV bastard sword +3 (1d10) or sling
near, S +1, D +2, C +1, I +0, W +0, (far) +2 (1d4), MV near, S +3, D +2,
Ch +0, AL C, LV 1 C +1, I +1, W +2, Ch +2, AL N, LV 4
Rubbery. Half damage from Algae-Eater. Lose 1d4 HP to gain
stabbing weapons. advantage on next check/attack.
BOGTHORN HEXLING
A skittering nest of nettles and A whispering, writhing shadow
thorns with marshlights for eyes. that coils and snaps like a whip.
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), MV near, S
poison), MV 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, AL C, AL C, LV 2
LV 2 Energy Drain. 1d4 CON damage.
Poison. DC 12 CON or paralyzed If reduced to 0, become hexling.
for 1d4 rounds.
HOWLER
DRALECH
A lunging halfling with
As tall as two humans with a sharpened teeth wearing a
pair of curved horns, a shark's cloak of coyote pelts.
grin, and an axe of white bone.
AC 15 (leather + shield), HP 5,
AC 13, HP 29, ATK 3 bone axe +5 ATK club +2 (1d4) or sling (far) +2
(2d6), MV near, S +4, D +1, C +2, I (1d4), MV near, S +2, D +2, C +1, I
+0, W +0, Ch +1, AL C, LV 6 +0, W +0, Ch +0, AL N, LV 1
Shatter. Destroy one non-magic Mob. Deal +1 damage in melee
gear instead of dealing damage. when beside an ally.
46
ICHOR OOZE MUGDULBLUB
A trembling mass of filmy bile A roiling mass of stars floating in
that slurps toward warmth. a whirlpool of purple goo.
AC 12, HP 15, ATK 2 tendril +3 AC 16, HP 58, ATK 3 tendril (near)
(1d6), MV near (climb), S +3, D +2, +8 (2d8) and dissolve, MV near
C +2, I -3, W +1, Ch -3, AL N, LV 3 (climb, swim), S +5, D +3, C +4, I
Rubbery. Half damage from +2, W +3, Ch +4, AL C, LV 12
stabbing weapons. Rubbery. Half damage from
Corrosive. Metal or wood that stabbing weapons.
touches the ooze is destroyed on Mutagenic. Creatures within
a d6 roll of 1. near 1:6 chance on their turn of
a mutation. 1d4: 1. Extra eye, 2-3.
MARROW FIEND Lost bone, 4. Extra finger
Dissolve. One creature within
A wolfish hulk of razor bone and
far DC 15 CON or lose 1d4 CON. If
sinewy muscle. Black marrow
reduced to 0, become ichor ooze
tree sap drips from its jaws and
under Mugdulblub's control.
the gaps in its bony plating.
AC 15, HP 39, ATK 2 claws +7
(1d10) and sap gout (near line) +5 MUTANT CATFISH
(2d6 + sap), MV near (climb), S A slimy, enormous catfish with
+4, D +4, C +3, I +2, W +3, Ch +3, four limbs and webbed claws.
AL C, LV 8 Amphibious and dimly
Devour. Use turn to intelligent.
devour a humanoid AC 11, HP 11, ATK claw +2
body to regain (1d6) or barb (near)
3d8 HP. +2 (1d4 + poison), MV
Sap. DC 15 DEX near (swim), S +2, D
check or stuck +1, C +2, I -2, W +0, Ch
in place. Repeat -2, AL N, LV 2
check on turn to Poison. DC 12 CON or
escape. paralyzed 1d4 rounds.
47
SKRELL PLOGRINA B.
A gobbling, scabby raptor with Lank-haired and moon-eyed.
rolling eyes and hooked claws. Purple ichor dribbles from the
AC 13, HP 5, ATK claw +2 (1d6), corners of her trembling mouth.
MV double near, S +2, D +3, C +1, I AC 14, HP 25, ATK 2 tendril (near)
-3, W +1, Ch -3, AL C, LV 1 +4 (1d6), MV near, S +0, D +4, C
Clever. Advantage on checks +3, I +1, W +1, Ch +3, AL C, LV 5
to do the same action on a Rubbery. Half damage from
consecutive turn. stabbing weapons.
Slime Form. Turn into a puddle
TAR BAT of slime that can climb walls for
A pinwheeling bat that smells of 1d4 rounds (does not use action).
sulfur. Excretes a black, tarry oil.
AC 13, HP 4, ATK bite +3 (1d4), MV
near (fly), S -3, D +3, C +0, I -3, W
+1, Ch -3, AL N, LV 1
Pyro. Seeks open flames, ignites
on contact with them to deal
+1d4 damage. Immune to fire.
THE WILLOWMAN
A pale, faceless man with elongated limbs and curved talons that
rake the ground. Moves in quick stutters during each eyeblink.
AC 17, HP 61, ATK 3 finger needle +9 (2d10) and terrify, MV near
(teleport), S +5, D +7, C +3, I +4, W +4, Ch +5, AL C, LV 13
Fearless. Immune to morale checks.
Terrify. One target in near DC 15 CHA or paralyzed 1d4 rounds.
Waking Nightmare. In place of attacks, all creatures within near DC
15 CHA or flee in a random direction for 1d4 rounds.
48
The Hideous Halls
of Mugdulblub
A 1st-level adventure for Shadowdark RPG
BACKGROUND
Long ago, a fissure in the caverns below Bittermold Keep bubbled
and grew, spewing forth a pool of muttering madness. This
primordial ooze, Mugdulblub, 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.
FACTIONS
Bittermolds. The Bittermolds' warped descendants haunt the caves
beneath the keep, preferring its wet and slimy environs. Their leader,
Plogrina Bittermold, has begun a hit-and-run war against the
recent halfling "invaders" camping inside the keep's ruins.
50
RUMORS
The wealthy Bittermold family once lived in the keep, but
1
their line suddenly died out and the whole place fell into ruin.
A fisher caught a catfish with four legs in a stream behind the
2
keep. It took the hook out of its own mouth and dove back in!
3 The castle's stones are melting like wax from a horrible curse.
Woodsmen recently spotted several short, cloaked figures
4
scurrying into the keep. They never came back out again.
5 A hunter heard a ululating cry echoing inside the ruins.
The lord of Bittermold Keep had a magic ruby that let him
6
walk through fire unscathed. It was a gift from a demon!
BITTERMOLD KEEP
Dissolving. The ruined keep is slowly collapsing into mush from
Mugdulblub's liquefying presence. The stones feel spongy and have
a dripping, melted-wax appearance. The crenels fold and sag, and
loose rubble has stewed down into pools of globby mortar.
Entrances and Exits. The keep itself is a gaping shell upon a hill, but
a rusty trapdoor in its floor leads to Area 1. A cold river trickles out of
the hill's south face; its cramped, muddy tunnel leads up into Area
23 (3:6 chance of 1d4 mutant catfish in the river).
ORDER OF BATTLE
Bittermolds. If the Bittermolds fall into audible battle, any of their
allies in adjacent rooms arrive in 1d4 rounds. Fleeing Bittermolds
try to lead pursuers into acid quicksand traps or the skeletons in
Areas 10 and 11. They retreat toward Area 27.
51
Areas 1-33
Danger Level. Unsafe. Check for an encounter every 3 crawling
rounds or after the PCs make loud noises (1d6, 1 = encounter).
Light. Halflings have 1d4 lit torches. Otherwise, wet, inky darkness.
RANDOM ENCOUNTERS
d12 Details
1 Plogrina Bittermold (Area 29) with 1d6 Bittermolds looking
for something to feed to Mugdulblub that it's never tasted
2 1d6 Howlers wrestling a mutant catfish down the hall
3 An ichor ooze slurping toward the nearest source of heat
4 Gordock Breeg (Area 4) leading a band of 2d6 Howlers in
pursuit of 1d4 wounded Bittermolds
5 1d6 Bittermolds stealthily looking for Howlers to capture
6 A new pocket of acid quicksand gives way beneath 1d4
characters (DC 12 DEX to escape, 1d4 damage/round)
7 1d4 vengeful mutant catfish out for violence (can be
distracted with tasty food or sympathy)
8 1d6 bandits looking for treasure who are realizing coming
here was a bad idea; they refuse to leave empty-handed
9 2d4 Bittermolds dragging 1d4 tied Howlers to Mugdulblub
10 A lone cultist in an algae-induced fever dream looking for
Mugdulblub; mutters about how all must be Dissolved
11 2d6 roosting tar bats; open flame makes them frenzy
12 A fat glob of sticky slime drips onto a light source, ruining it
52
1. ENTRY HALL
Statue in Alcove: Misshapen, waxy lump. Floor: Streaked with mud.
Walls: Slushy water oozing from hairline cracks. Air: Humid, sour.
• Statue. Humanlike shape. Worn, copper plate says "Sir Reginald
Bittermold." Pushing the plate opens the secret door to Area 32.
• Floor. Child-sized, bare footprints in dry mud toward Area 2.
• Walls. "Water" is corrosive globs of acid. Sizzles when touches
flesh, DC 12 CON or 1d4 damage. Enough to collect 3 doses.
• Faint Sounds. Snarling voices from Area 4 if Howlers are there.
2. MEMORIAL CHAMBER
Stone Busts: Dozens carved inside deep wall niches. Melting,
distorted. Floor: Mud abruptly ends halfway across room.
• Loud Sounds. Barking voices from Area 4 if Howlers are there.
• Busts. Humans. A stone is jammed in the mouth of one. If
removed, he bellows the jaunty Bittermold family anthem (three
Howlers from Area 4 investigate in 1d4 rounds).
• Floor. Muddy prints lead into acid quicksand trap. Floor is very
smooth over the area. DC 12 DEX to escape, 1d4 damage/round.
• Secret Door. Faint, wobbly crack in north hall. Leads to Area 3.
53
4. HOWLER CAMP
People: Twelve, child-sized, bare feet. Scraggly coyote-pelt cloaks.
Jabbering and gnawing raw catfish around campfire. Pillars:
Chiseled with spiraling runes. Smell: Wet dog, faint brimstone.
• People. 12 unruly Howlers make squalid camp. Gordock Breeg,
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 alliances to that end.
• Pillars. Minuscule screed in Diabolic covering six pillars.
Examining causes brimstone smell to rise. Reading whole thing:
+1 CHA stat and summons 2d4 hostile hexlings through alcoves.
• West Door. Barricaded from Area 4 side. DC 18 STR to force open.
6. ASHES CHAMBER
Glass Bowl: Opaque white. On pedestal of lumpy stone. Walls:
Draped in shredded, crimson banners. Air: Frigid, can see breath.
• Bowl. 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 skeleton that serves the pearl-holder.
• Banners. Sewn into the hem of one is the fat iron key to Area 12.
54
7. BURROW HOLES
East Wall: Pockmarked with jagged holes. Smell: Faint bile stench.
• Holes. 20 at varying heights, as big around as a fist. Connected
warren of tunnels inside. Three ichor oozes nest within.
▶ Reaching Inside. Roll d20. On 1-16, pull out a hostile ichor ooze.
On 17-20, pull out a random diabolical treasure (see back cover).
Once all ichor oozes pulled out, nest is empty of treasure.
8. ANCIENT FOUNTAINS
Fountains in Alcoves: Wide, smooth, burbling water. One is glossy
black, one pearly white. North Wall: Bas relief carving covers wall.
• Obsidian Fountain. 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 Heart gem.
• Pearl Fountain. Dead mutant catfish floats inside. Pink water.
Drinking it heals 1d6 HP but causes a mutation. 1d4: 1. Extra eye,
2. Extra finger, 3. Split tongue, 4. Longer, sharper teeth.
• Bas Relief. Runny and distorted. In it, a many-fingered man atop
Bittermold Keep drops a heart-shaped stone into his mouth.
9. HOWLER GUARDS
People: Group of short, tan-cloaked figures pacing around.
Occasionally stop to listen at double doors. Ceiling: High, vaulted.
• People. Four jumpy Howlers 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).
▶ Howlers. 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. Gabby is blindly in
love with Gordock. The other two just want hot meals and ale.
• Loose Stone. Base of stairs. Inside, moldy Scroll of Charm Person.
55
10. NORTH SKELETON GUARDS
Skeletons: Crimson glow in eye sockets. Tattered red tabards.
• Arrow Slits. Cleverly hidden. Can't be seen from outside hall
unless specifically looking (shooting through it reveals location).
• Skeletons. Three. They shoot shortbows at non-Bittermolds.
Surprise if shooting through undetected arrow slits.
▶ Treasure. A ruby chip in each skeleton's right eye (5 gp each).
57
17. TIME FLUX CHAMBER
Floor: Carpet of tiny, glossy brown mushrooms. Northeastern Wall:
Stone churns and froths with bubbles. Sounds: Soft hissing and
popping, like a boiling cauldron.
• Mushrooms. Crunch softly if tread upon. Regrow swiftly. Filling,
nutritious, savory. DC 12 CON or neon hallucinations (1d4 rounds).
• Wall. Affected by a time flux. 3' deep. Stone roils between mud
and solid. Bubbles form, burst, and then reverse back inside.
▶ Time Flux. Objects/creatures in the mud suffer an effect each
round. 1d4: 1-2. Age 2d10 years, 3-4. Become 2d10 years younger.
• East Passage. A pale statue slowly glides across the floor in a
wide chamber beyond the passage.
• South Door. Locked. DC 18 DEX to pick or DC 15 STR to force. 2:6
chance/round Bittermolds in Area 21 notice attempts to open it.
58
20. JELLIFIED REMAINS
Rusty Cell: In alcove. Iron bars, door shut. Lumpy shape inside.
• Floor. Acid quicksand trap. 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. Inside: Goopy, rotted skeleton in scraps of purple
robes sags in the manacles. Bones have become rubbery.
▶ Bones. The willowy, blue spirit of a thin human in robes (Jakku
the Polyglot) 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 illusory wall in Area 24.
• Bittermolds. 2:6 chance Bittermolds in Area 21 hear noises.
59
22. MUGDULBLUB'S HALL
Starry Pool: Swirls and trembles on floor, purple and sparkling.
Room: Cavernous, airy. Damp wind wafts from the east. Walls:
Pockmarked, rough. Globs of mortar plop down into sticky puddles.
• Pool. Mugdulblub, 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.
▶ Hungry. Needs a steady diet of material to Dissolve. It bestows
favor upon those who bring it the most material of the highest
novelty. It's bored of catfish, humanoids, stone, and refuse.
▶ Boons. Grants a random boon to those it favors (see pg. 19).
Withdraws boons if displeased.
61
25. BITTERMOLD FAMILY TOMB
Alcoves: Six dusty coffins stand upright gripped by tarnished, brass
claws driven into stone.
• Coffins. Dust-covered, green-hued glass. Wiping reveals pale,
sunken corpses floating in preservative. Glass easily shattered.
▶ Bodies. Three men, three women. 1:6 chance each rises as a
wight if freed from glass. Two wear matching gold necklaces
with a ruby-and-gold eye pendant (40 gp each).
▶ Reginald Bittermold. Southeast coffin. Seven fingers on each
hand. Body is rubbery; cuts instantly slurp shut. Inside stomach
is Cloven Heart: heart-shaped, glittering ruby with crack down
center. Grants owner immunity to fire, +2 STR, +2 CHA, and the
enmity of the dralech, Tzakoru, who wants it back. Water from
obsidian fountain (Area 8) makes Reginald cough the ruby up.
62
28. SHRINE TO MUGDULBLUB
Carved Stalagmite: Spiraling mass of tentacles looming 10' high.
Runnels of dew. Cauldron: Battered iron, set before carving. Boiling.
• Stalagmite. Shrine to Mugdulblub. Sweats beads of acid (DC 12
CON or 1d4 damage). Faithful who touch it gain a luck token.
• Cauldron. Boiling teeth and bones inside (some humanoid). Salty
broth. Drinking restores 1d4 hit points.
63
31. CONTESTED CAVE
Cave: Smooth rock layered with maroon stripes. River: Cloudy with
brown sediment, rushing. Walls: 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.
▶ Catfish. 2:6 chance per round 1d4 mutant catfish from Area 32
investigate noises. Hostile toward Bittermolds (who often sneak
through toward Area 1). They demand a crossing toll (food/gold).
• Carvings. Childish, jagged. Depicts four-legged fish as big as
horses eating and rending humanoid stick figures.
64
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65
Ruins of Bittermold Keep
Tar Bats 15
Skeletons
S
16 10
13 S
Gold Catfish Howlers
14 S
11
12 Skeletons
17 18
S
Gelatinous Cube
L
L
19 Illusory Wall
21
Bittermolds
25 24
20
22
5', Slow
26
23
Mugdulblub
In/Out
9 2
S
5
8
B
Ichor Oozes 33
7 Mtt. Catfish
32
Mtt. Catfish
30
5', Fast
5', Slow
10', Fast
31
27
29
Bittermolds
28
Plogrina
DIABOLICAL TREASURE
d20 Item Feature
1 Carved bone Ignites in flames once/day for 1d4 rounds
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 finger 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 Once/day, fire immunity 1d4 rounds
16 Vial of blood Slowly rolls away on its own if released
17 Faded locket Once/day, briefly read one creature's mind
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