Mörk Borg Rotblack Sludge
Mörk Borg Rotblack Sludge
Mörk Borg Rotblack Sludge
1 2 3
d4 Dusk gnoums d2 Mongrels d4 Guards with Nesting Death
They crawl from holes Massive black dogs sharpened teeth Hound-sized spider
and climb the walls. with shaggy, oily fur. Weak and gaunt. that built a nest of
Small, quick but frail. hP 8 Morale 9 Lick their lips. bones in the ceiling.
dr14 to hit them. No armor hP 6 Morale 7 Wins initiative on 1–4.
hP 4 Morale 7 Bite d4 +1: infection Leather −d2 hP 12 Morale –
No armor if Toughness dr12 Shortsword d4 Thick carapace −d2
Knife d4 is failed. Bite d4 Bite d4: test
Toughness dr12 to
avoid freezing (tests
are dr+2 for one hour).
1 2 3 4
Distraught spirit Bazaar from a A terrible silence A sarcophagus is in
Agitated by the distorted dimension torments the PCs. All the middle of this room.
depravities and Sagsobuth manifests. sounds are inexplicably If anyone opens its
cannibalism plaguing An interdimensional muted in this room. lid all PCs are sucked
the den, pleads with trader, she sells violet into the sarcophagus
PCs to end the horror. poison for 30s (dr14, and teleported to
Can tell the PCs about 2d10 damage, d4+1 the camp in room 11
the Gutworm. doses) and offers a (the greenhouse).
Beechwood Tube for
30s. The tube contains
a foul protean scroll: Sagsobuth
each dawn this scroll Shapeless and ethereal.
has a new unclean Her face a vortex of light.
Power. The Power can Cannot be harmed
be used once. It is but will not attack
misinterpreted on 1–3 unless provoked.
on a d20 instead of a 1. Explosion: 2d10
damage distributed
among the group.
III
The Accursed Den
1. Entrance
2. Dining hall
The bearded man
3. Library/bedroom
3 slumbering skeletons
4. Guard room
d4 crooked guards
5. Cells
10 mad prisoners
6. Corridor
7. Pump room
Random encounter
8. Chain room
Random encounter
9. Gem room
The Gutworm
10. Tunnel
11. Greenhouse
Lesdy and the hosts
12. Statue room
13. Son’s room
14. Debris room
Random encounter
15. Forge/slaughterhouse
Fletcher
IV
15 14
1. Entrance 11
7 12 13
Stale smell. 10
9 8
6
• Lit oil lantern hangs from the ceiling. 5
• Small stream of water crosses the room from 4
holes in the walls. Black-violet butterf lies 2
f lap haplessly over the water. 3
• N
1
• S
2. Dining hall
Warm and bright. Rotten smell. Faint, sad violin music
from the north.
1–2
15 14
11
7 12 13 3. Library/bedroom
10 Cool, slightly smoky air.
9 8
6
5 • A pair of torches are dimly glowing.
4 • 2 beds: three skeletons (likely human).
2 • Gigantic bookshelf: obscure literature, written
3 with a frenzied hand in an unknown language.
• Bedside table: withered f lowers in a clay vase.
1 • noRTH: heavy door to the guard room.
An ear pressed against it will hear voices.
• souTH: wooden door to the entrance.
3–4–5
15 14
4. Guard room 11
7 12 13
5. Cells
Repulsive stench of death and gore, bodies everywhere.
3–4–5
15 14
11
7 12 13 6. Corridor
10 Dark and cold, light at the end of the corridor. Violin music.
9 8
6
5 • Paintings on the walls: landscapes, bland.
4 • Large hidden pit trap: in front of the paintings.
2 Covers the entire width of the corridor.
3 • N
• easT: stuck door to the cells. Scratching noises.
1 • souTH: quiet door to the dining hall.
6–7
15 14
Gutworm
Unfathomably long, thick as an oak.
Hides in the Rotblack Sludge.
Can easily reach rooms 9, 12 and 15.
9. Gem room
Illuminated with spectacular colors. Stuffy air reeking
hP 50 Morale – Thick hide −d6
of sulfur.Rotblack Sludge and melancholy violin music.
Razor sharp teeth d10: Test agiliTy
dr6 or be devoured, dying instantly.
• N
8–9
15 14
11
7 12 13 10. Tunnel
10 Voices emanating from the ceiling sing in minor key.
9 8
6
5 • Passage tight west of the pit trap. You must
4 squeeze through. Large and awkward things
2 won’t fit (heavy armor included).
3 • Ceiling tunnel to the pit trap in the Corridor.
• wesT: opening to the Greenhouse.
1 • easT: opening to the Gem room.
11. Greenhouse
Hot, stuffy but pleasant. Smells sweet.
3 hosts
Young, dressed in rags. Zealous.
hP 7 Morale – No armor
Long knives d6
10 – 11 – 12 – 13
15 14
10 – 11 – 12 – 13
15 14
15. Forge/slaughterhouse
Sooty and very hot, sulfuric haze from Rotblack Sludge.
Fletcher, the cannibal warlock
• Fletcher, the cannibal warlock, dwells here. 7 feet tall, built like a grizzly. Sooty,
He has an oddly-shaped key to the door bald and covered in tattoos. Rules the
between the Debris room and the Statue room. Den. Hates Lesdy in the Greenhouse
• Lit by two large hearths. Used as smelters and but can’t fit through the Tunnel.
ovens for preparing meals. hP 20 Morale – Hardened skin −d4
• Chunks of meat hang on ceiling hooks. Red-hot flail d8 + severe burn
Largely human f lesh—adults and children. (agility tests −2 for a day).
• south: Rotblack Sludge: The southern wall Uses a Power every third round
collapsed into a large cavern, 60 feet deep. (automatically succeeds). d4:
Black, mushy gunk. Sulfuric haze obscures the 1–2. Nine Violet Signs Unknot the Storm:
view but one can almost see the Gem room and d2 bolts of lightning dealing d6
the Statue room through the fumes. damage each.
• east: wooden door to the Debris room. 3. Daemon of Capillaries: One
• west: stepladder to a hatch in the Pump room. creature chokes for d6 rounds,
d4 hP damage per round.
Fletcher’s story 4. Ich-bin-luft (unique Power):
As a child Fletcher was lead out into Sarkash Fletcher is invisible the next
and left to die. Desperate necromancers found two rounds. Can still attack.
the feral boy chewing on rabbit carcasses in a When Fletcher takes damage
gloomy glade. They took him in, but no force or big chunks of human flesh rain
threat could control him, and he slowly grew down, as if in sympathy. The Pc
more powerful. Eventually they too abandoned that hit him must test agility dr8
him to die, hurling him into the Accursed Den. or take d4 damage.
This became his domain, ruled purely by his will.
He wants to use the heir Aldon to pressure the
Shadowking into getting rid of Lesdy for good.
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