Shadow Clink

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

 
ShadowClink is an independent production by 1d10+5 and is not affiliated with
Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG
Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm
Kartell.

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