Shadow Clink
Shadow Clink
Shadow Clink
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.