Goth Borg v1.1.1

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GOTH BORG is an independent production by Tomas Gimenez

Rioja 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.
Design, Layout, Writing
Tomas Gimenez Rioja

Editing
Lady Azulina

Character Art
Noelia Fuentes

Attributions
Brushes by Brusheezy.com
CLocktower Image by TravelScape on Freepik
Forest Image from boyarkinamarina on Freepik
The Lands of
Druekar
The Lands of Druekar are not what they used to be. Not
since the Good King Garrond perished after a drink of the wine
poisoned by one of his own spymasters. Her wife Ludmille
never got through her period of grief. She rode with her best
champion of the Dancing Rose Inquisition, only to come back two
tendays later alone, grasping a bloody skull with the tip of her new
lengthy nails. Neither Ludmille nor the lands of Druekar have
been the same ever since.
Blackrock Castle
Giving the appearance of a construction that suffered from countless
reforms due to the precarious layout of its many towers and
passageways that connect with each other or the main structure, the Blackrock
Castle looms over their reign located in its center over a hill made of rocks.
The Blackrock Castle is dressed with hundreds of gargoyles, once used to
prevent the dark energies from entering it, and surrounded by 12-foot high
black diamond bars on the ground level. Once a week, 6 villagers are chosen
from town to be carried chained to the castle, never to be seen again. Only
these and Dancing Rose Inquisitors are allowed passage.

Once a respected force of good and justice, the


Dancing Rose Inquisition is now considered Queen
Ludmille’s personal army. Her grace has total control
over the leading inquisitors, while the rest obey orders
without hesitation, fear constantly seen in their eyes.
They have seen and done too much wrong.
Heretics are to be burnt at the stakes, medics and
concocters to be impaled by six spears, and towns that
hide secrets burnt to the ground. Corpses are collected
and carried back to the castle.
It’s been 146 years since the death of Good King
Garrond. Ludmille looks just like the day her
husband died, not one extra wrinkle on her face.
Upon her return to Druekar to lead the kingdom,
her first mandate was to build six obelisks in
the land, with utmost swiftness. Communities
resisted at first, thinking of this new mandate
as useless and unnecessary, but the Dancing
Rose Inquisition made a demonstration of their
power to those who opposed the Queen.
The sun has remained still ever since,
darkened by an eclipsing body of equal size. It is
believed these obelisks have a connection with
this event that transpired 130 years back.

However, what remains a fact, is that


Queen Ludmille is a spawn of hell,
a vampyr.
SUNLESS
CHAPEL
The Sunless Chapel was built at the top of the hill that divides the kingdom
in half. It is located directly in front of the castle. Built with obsidian, forming
a gothic structure with gargoyles by its side and a great golden cross in its front,
now covered by thorny vines with black roses.
The Dancing Rose Inquisition guards this place, allowing passage to only
certain monks and priests. Some big secret from the Vampyr Queen and the
Inquisition is known to be guarded here, possibly having a connection with the
Silver Obelisks and the cultists.

The Clocktower
The Clocktower appears to have been a victim of a curse, or used
for a ritual. The dark wood tower lies filled with holes on its side,
displaying a group of stairs leading to the top. During nighttime,
green lights come out from its holes and a layer of mist surrounds
its base. However, the most wicked of its acts happens after the
clock rings its 12th bell, marking midnight: a pool of blood pours
from the borders of the clock displayed on the front, slicking its
way to the base.
The Decrepit Forest
Trees up to 15ft in height grow in this forest
of dead flora. The tree trunks are conformed of
the roots from the very trees, connecting through the
floor with each other to form a hive-like network with
each other. These brown, almost grayish plantations are
home to predatory avians, wolves that stand rotten from
the inside out, and roaming lost monstrosities. People
desperate for food use these places to hide traps to hunt
those unwary of their surroundings. No matter if you
are looking for one of the forgotten relics hidden inside,
hunting one of the mighty legendary monsters within
it, or just using it as a short path, the Decrepit
Forest is one dangerous place to stay for too long.

Pet Sematary
Whereas villagers burn the bodies of the
dead to make sure these can not be
puppeteered, animals and pets are still buried in
the cemetery. Rumors roam of the undertaker Jonah
(she/her) speaking to the tombs and working with the
Vampyr Queen, but her being a nigromant is something that
can not be confirmed as of yet. Books and tomes of ye old days
talk about a network of underground tunnels below it, home of
ancient experiments. Maps can still be encountered about these, but
no entrance is known by the villagers. Still, Jonah is nowhere to be
seen during most of the time.
Magnifiqus’ Enchanting Fair
The traveling Magnifiqus’ Enchanting Fair has stayed in the lands of Drue-
kar since before the earlier memories of the elders. Trapescists, clowns, knife
throwers, you name it! They have it all. All except the fun, that is. While
children still go and feel the charm behind the creepiness of this doomed land
the fair resides in, adults call it a cursed land. Illegal exchanges and activities
are held here, while maintaining the charm and wonder that these kinds of
places usually bring. Come and try your luck in one of the many games the fair
has for you! Wealth and prizes are here waiting for their rightful owner.

Sebastian’s Pintoresque Toy Shop


The colorful toy shop spills steam from its top while pennants dress every corner of
its multi-floored and windows-filled building. Sebastian (he/him) is the famous
owner of this place, famous for his acts of ventriloquism and puppeteering, on top of
being a charming person who always seems to know what can attract you to visit his
shop. He dresses in eye-catching colors with vertical stripes, always walking with his
golden cane.
While noisy, this picturesque toy shop is always filled with people trying to find
happiness in the gloomy world they live in, and magnificent artifacts created by the
toy-maker Sebastian can be found if you look well enough. Just be wary of the toys,
some say they have a life of their own.

This once-colorful town lies now bathed in black and


white paint. When the obelisk rose from the ground
in its center, all colors from the town and the people

Spiraling in it vanished, leaving only shades of grey behind.


Outsiders from the burgh also call it The Hunting
Grounds, as heartless roam among the streets and
a werewolf inhabits the place. The burgh’s structure

Burgh is labyrinthine in nature, and legends say of those


who enter not being able to leave. Townsfolk know
this, and send adventurers and people as sacrifices
to feed the werewolf and make sure it never tries to
come out.
Blood Moon Event

Once every other month, the moon rises covered in blood. It reaches
the top of the sky and remains in that position for 9 hours. That’s when
the scarlet star begins to pour all its color out, raining down in a single
stream over one of the towers of Blackrock Castle. The stream of blood
is fully absorbed by the castle and the moon is left with its original color.
Only after that does the star keep going with its original route.

Folk are reported missing every single time the blood moon event
transpires, and creatures get a viscerating bloodlust during the period of
time the moon remains on the climax. Even the weakest creatures grow
stronger and deadlier, and people are forced to barricate into their own
homes or group up to defend themselves.
UNCLEAN SCROLLS d6
Iron Obelisk’s d3 creatures become deaf and unable to act for a round
Clang unless they succeed a DR14 test.

Otto’s Plague Deal d4 damage to an enemy, and infect them with


plague that deals d4 damage per round for 1 minute.

Song of the Puppetmaster Alpha’s Howl


Control the movement of a Summon d4 rotten wolves.
creature for d6 rounds.

Arms of the Deceased Arms of the dead erupt from the ground
below a creature and immobilize them for
a minute unless they succeed a DR12 test.

Avatar of Blood
Summon a giant globule-like creature from a corpse, which launches
towards a target and explodes, dealing d8 to it and close targets.

VAMPIRIC SCROLLS d6
Thirst of the Blood Moon You restore hp equal to the damage a
creature took this round.

Shadow Step One creature you choose moves swift like


a vampire, getting +d6 on Agility tests for
2d10 minutes.

Eyes of the One creature not affected by the


Vampyr vampirism curse obeys you for 1 minute.

Scent of Blood Track the location of a creature you have


encountered before tracking the scent
they left up to 2 days back.

RISE, SPAWN
A creature, dead for no more than a week,
rises as a nosferatu at your command.

Ludmille’s Favor
A creature of your choice gets +d8 on
one roll (damage, test, etc.), and their
location is revealed to Ludmille.
Classes
OPTIONAL
Born with a
connection to the
Blood Moon,
bloodbenders are
Bloodbender
capable of using 1. YouConnection to the Blood Moon

HP: Toughness + d8
Begins with 2d6x10s and d4 Omens.
were born during a blood moon and part of that bloodlust from the
their own blood, 2. Even after
monsters stayed with you since birth.
getting hurt, you don’t bleed.
as well as that of 3. You were used as part of a ritual for the blood moon.
4. You managed to survive an entire blood moon chained to a silver obelisk.
the monsters they 5. You are the only survivor from your town after a Blood Moon took place.
6. You managed to escape from Zagan themself after being bit by them.
hunt, as a weapon.Now you feel the blood moon calling upon you.
Vampires without
the curse, blood-
thirsty masochist
maniacs.

Bloodthirsty since birth, roll 3d6 + 2 for Presence. Anemic and lacking energy, roll
3d6 - 2 for Strength. Roll d6 on the weapons table and d2 on the armor table. You
always carry a small butterfly knife. You also begin with two of the following:
1. Blood-Imbued Weapon. 2. Impaling Stream 3. The Sound of Pulses
When attacking, you can test You can cut yourself and Test Presence DR12 to know
Presence DR12 to boost your direct the blood like a piercing how many creatures are in
weapon attack. Take d2 flying spike toward a target. adjacent rooms.
damage and deal d4 extra Take d2 damage and deal d3
damage. Cannot be done damage to a target at a
when full HP. distance.

4. Restorating sickness 5. Hemoxplosion 6. Vampiric Lust


Choose ally melee to a Test Toughness DR12 as Bite your arm, dealing d4
damaged creature. Use the you send enough blood to an damage to yourself that is
creature’s blood to heal ally enemy to cause it to explo- reduced from max hp. You grow
d4. On following turns, ally de. Deal d6 damage and take claws and fangs. Attacking with
these deal d8 damage until end
takes 1 damage per round d8 damage (min the damage
of combat, regaining max hp.
until downed or healed. dealt).
Creatures
Um, suntur, simi, sequi ratestotatis aperoru

Animated
velis alignih iliquodipsam et odis iunt as
ad que ea comnia dicia samus.
Voluption nonet volorerum nestem.
mo ipsamet acit utassint ium, ut
t etum atium que volorrovid qu

Armor
dite simus mi, commodition
nimusam voluptas sequodi
et et electuribus rae vol
omnit, idis eictur?
Optat quibusam, er
fuga. Ut litati con
ta dus reptat arc
am, quatusam q
pid quam id et,
eperfera perib 16 HP
sum quunt vo
quas cus ius - Morale
acipiet occa
ut vide ma
-d6 Dancing Rose
Itati ut o Inquisition Armor
estiur a
blabo.
d6 Spiritual Spear
autes
sed Special
When the animated armor
is slain, the armor
pieces
fall to the
ground and the
shadow within launches
at the closest person,
forcing them to test
Toughness DR12 or take
1d8 damage.
They move slowly and are
easy to hit (DR10).
Clo
wn
of D
eath
HP 17
Morale -
Clown attire -d2
Giant Maul d10
Special Negative energies flow from
the sadness of the clown of death.
Anyone close to the clown tests DR12
Presence or starts crying while lau-
ghing out loud, the tears causing the
targets to
reduce by 2 their
attack rolls for the
duration of the
fight.

Emotions in Druekar have an essence manifested.


When too many negative feelings accumulate where
The Circus of Death pass, a Clown of Death rises
from the soil. An eternal frown on their face. A
thirst to extirp positive emotions out of the
cadavers it creates. An undead clown of this kind
mauls those around them leaving nothing but a pulp
behind.
A step towards darkness. No turning back. Once
you become a cultist you let your heart be
surrounded by darkness. If you don’t become a
heartless, then you will just be another one of
Ludmille’s loyal puppets.

Ceremon ia l Da
gger 20s
Captu red 30s
De a d 10s

Cul ist
HP 7
Morale 5
No Armor
Ceremonial Dagger D4
Special If three or more cultists chant at the same time, they can each
use two Powers per second round.
Uses a Power every second round (automatically succeeds). D4:
1. Guts implosion. Test Toughness DR12 or take 1d6 damage.
2. Dead’s Chill. Test Strength DR12 or have your body covered
in ice, preventing you from acting this round.
3. Absorb Life. Test Toughness DR12 or take 1d4 damage, healing
the cultist the same amount.
4. Spectral Chains. Test Agility DR12 or become chained in
place (repeat every round to break free).
Sunless
Chapel
HeartlesS
Ton g
ue
Beings extirped of their heart
6s
and purpose aimlessly
roaming the lands

HP 7
Morale -
Fractured Exterior -d4
Bite d4 + special Captured 15s
Spiked Tongue d2 + special (ranged)
Special Moves too slowly and
doesn’t evade attacks (DR10 to
hit them). Anyone attacked tests
Toughness DR8 or has their heart
explode within 2 days rising as a
heartless
Itc
Ghoul
Hy C aptured 30s
Dead 6s
Ghoul eye 7s

HP 8
Morale -
Hardened bones -d2
Claws/bite d4 Leaving a trail of blood in the form of footsteps, ghouls
Special The gaze of a ghoul is enough to run towards their paralyzed prey. Laying sight on a
fill a person’s mind with darkness. Test ghoul causes darkness to impregnate your mind, not
Toughness DR12 or become unable to allowing you to move a single step. That’s when it ha-
move and make actions for 10 minutes. ppens. Ghouls leave nothing but bright clean skeletons
behind, getting but the last bit of their target.

Shtrigga
Hags aren’t fighters. They
just find ecstasy in makin
people’s lives insufferable g
by making use of pact mag
when fully cornered is on ic. Only
e to meet its full wrath.
HAG
HP 7
Morale 6
No Armor
Poisoned Claws D6 + special
Special The poisoned claws causes test
Toughness DR14 or drain away 2
Strength from the target. Only a hag’s
magic can bring them back. If a
character’s Strength drops to 0 or
less, the character dies vomiting its
own organs.

Denture 30s
Eyes 15s
Captured 120s
Dead 50s
The Marionette

Marionettes crave human love and adoration, es-


HP 5 pecially from children. When those who use them
Morale - leave them piling dust for long, marionettes from
Wooden body -d4 cursed lands might come to life to seek revenge.
Marionettes confront all “flesh-wearers” who mi-
Woodcarving tools d4 ght be able to pull their strings. They don’t want to
Special When 3 or more feel tied to something or someone anymore. Never
marionettes surround one again.

single target, the next attack


a marionette makes causes
the target to be tied by all
their strings and fall prone.
While in this state, the
Capt
target automatically fails u red
40s
all their defense checks
until its next turn.

Broken Marionette 10s


Meat
Amalgamation
A literal walking amalgamation of meat,
arteries, tendons, and guts all sewn
together, mixed in with pieces of metal
and cables. Created with the sole
purpose of withstanding wounds and
obliterating their targets. Usually
easy to find due to the blood spots
they leave in their path.

HP 26
Morale -
Amalgamation of things -d6
Wields (d4)
1. Heavy flail d8
2. One handed zweihander d10
3. Unarmed d6 (makes two
attacks)
4. Huge femur d6

Special Easy to hit; attacks are


DR10. The cackling
electricity coming from the bare
wires deals 1d4 damage to
everyone standing next to it at
the start of every round.
Wires and plaques 6s

Meat per kilogram


(120kg) 1s

d 1 60s
tu r e
Cap
N os f eratu
Nosferatus are vampires that lean towards a more
savage spectrum. Their thirst is unquenchable, and
behave like predatory beasts at the sight or smell
of blood. Once the nosferatu catches a glimpse of its
prey, they patiently stalk while they wait for it to go
to sleep. That’s when they attack with their fangs and
hide until the following rest. Unless it gets turned to
dust by sunlight, killing a nosferatu has it reform in
its coffin.

HP 17
Morale 9
Hardened skin -d6
Claws D6
Fangs D4
Special Can make two fangs attacks
per round. Once the target is harmed,
the nosferatu must always attack that
target until it is e a ch
s
drained of blood. r s .3
a
Anyone who dies E
after being bitten
by a nosferatu rises
as a nosferatu.

Fan
g s. 5
s ea
ch

Captured 130s
Remains 50s
The Ripp er The Ripper is a vile mass murderer who takes their vic-
tims’ lives, leaving nothing but guts and blood where once
a corpse was. Silent and unpredictable, people consider
them to be the Grim Reaper itself, except The Ripper is
known for its maniacal laughter while doing its killing.
Sc
yt
he
of
le g
HP 11 en
ds
Morale 8 13
0s
Leather armor -d2
Scythe d8
Knife d4 (can be ranged
attack)
Special Swiftly erratic:
attacks and defense are
DR16. Attacks three times
per round when wielding
the knife. If the Ripper
kills its target,
they continue
attacking the
dead body whi-
le laughing
maniacally.

Captured 140s
Remains 80s
Pelt 80s
Captured 150s
Corpse 100s
Werewolf Werewolves are predatory and savage individuals with
a thirst for gruesome murder. Werewolves don’t move as
a pack, but they may lead wolf packs, potentiating their
bloodlust and strategical moves. During the day, they take
their regular human form and blend with the others.

18 HP
10 Morale
-d4 Hardened skin
d6 + special Pounce and destroy
Special
Lycanthropy-imbued skin, only
pierced by silvered weapons.
After its attack, test Strength
DR12 to avoid falling prone
and receiving another
attack. If attacking
someone prone, it attacks
twice without needing to
test. If both attacks land
on its target, test Toughness DR14
or fall victim to lycanthropy wi-
thin two days. Daily, it can howl
to call forth 1d4 rotten wolves.

Rotten Wolf
HP 6
Morale 8
No armor
Bite d6 Pelt. 15s
Special Vomit (Toughness DR12 every Captured. 40s
round to stop wasting turn throwing up) Dead. 20s
Boss

Monsters
Dham
Captured 180s
Corpse 120s
Dancing Sword 20s
mpir heir Zagan The Heir to the throne Zagan (they/them) evolved from one day
to the next one into this merciless bloodsucking bastard.As much
a swordmaster as they are a charmer. They will invite you for a
drink just to shove you into a dungeon and play cat and mouse for
a while for their delight. Three floating broadswords follow them
everywhere they go, floating vertically by their side, protecting
their back, and ever-ready to impale.

HP 27
Morale 9
Nobility Attire d4
Dancing Sword d6
Fangs d8 + special
Special Does three Dancing Sword attacks per round. Elusive (DR14 to
hit them). When the dhampir heir does a fangs attack, they recover an
amount of HP equal to the damage dealt and drains away 1 Strength
from the target.
Uses a Power every second round (automatically succeeds). D4:
1. Dancing Swords. Test DR14 or have swords spinning around
you at full speed dizzy you, causing the next attack to automatically
hit you.
2. Enchanting Eyes. Causes target to make an attack on
themself.
3. Shadow Bite. Moves at light speed behind a target and uses
their fangs on them. Then does this on a second target, to finally
return to their original position.
4. Wave of Bats. A wave of bats move in a straight line of the
dhampir heir’s choosing, Anyone on the way Tests Agility DR14 or
takes 2d6 damage.
Captured 150s
Corpse 40s

Corvus 30s
Horacius Undead Knight of the Dancing
Rose Inquisition

Horacius is the knight who accompanied Ludmille in her period of grief out of the lands
of Druekar. The reasons for their travel? Unknown. The relationship between the two?
Just as much of a mystery. What came back is an all-powerful vampyr queen and his
loyal servant undead knight, with Ferocious, his noble, now skeletal, steed.

Horacius leads the Dancing Rose Inquisition, sending troops to all villages to obtain
sacrifices or make examples of those who oppose him.

HP 33
Morale -
Heavy Knight Armor -d6
Corvus (lance) d8 + special
Bastard sword d6 + special
Special Trained in the art of battle (DR13 to hit him). When
Horacius attacks you with Corvus while you are close to a wall,
you get impaled and immobilized unless you Test Agility DR13.
Can make two sword attacks. When hit by the sword, you must
Test Toughness DR14 at the end of the turn or get infected.
Ludmille The Vampyr Queen
Upon the loss of her husband, Ludmille went looking for a way to bring back her lover. Queen
Ludmille left the kingdom of Druekar, but it was the Vampyr Queen who returned. With her
newfound powers, Ludmille rules over the lands through fear and shows of power. No one
dares confront Queen Ludmille. No one should confront The Vampyr Queen. Her obscure
powers, combined with her claws and fangs, will irrevocably mark your demise.

HP 40
Morale special
Nobility attire -d4
Claws D8
Fangs D6 + special
Special Can make a claws and a fangs attack per round. When Ludmille
does a fangs attack, she recovers an amount of HP equal to the damage
dealt and increases the marked counter on the target by 1, up to a
maximum of 4.
Uses a Power every second round (automatically succeeds). D6:
1. Carotid Burst. Test Toughness DR14 or take 2d6 damage. If the
target has 4 marks, they die.
2. You Come Here. Test Presence DR14 or be forced to walk towards
the caster. You get an amount of fangs attacks equal to the number of
marks you have.
3. Enchanting Gaze. Test Presence DR14 or be forced to make an
attack against a random ally in range. If you have a mark you make a
second attack.
4. Know Your Place. Test Presence DR14 or become paralyzed
(repeat every round to break free).
5. Scarlet Wave. A wave of blood is sent towards you. Test Agility
DR14 or fall prone and take a free Fangs attack.
6. Vampyr’s Carnaggaedon. Create shadows behind all enemies on
sight. All shadows make a Claw attack and disappear.
s e a ch
Fa n gs 20
e a ch
Ea r s 10s

Captured 200s Remains 100s


The Boneyard Basilica

Adventure Hooks
Players may each roll individually to have different reasons to arrive at the dungeon or
share an adventure hook. Roll d4:
1. Someone saw Druekar’s heir entering the Boneyard Basilica without their usual floating
swords accompanying them. It’s the perfect time to strike.
2. Gaston the lumberjack went to investigate the Boneyard Basilica on his own, and never
came back.
3. Maps indicate of a treasury located in the same place the Boneyard Basilica is.
4. Rumors say the Boneyard Basilica hides secrets of the silver obelisks.
Random Encounters
Room 6 is the only one with a random encounter. If you feel like the
dungeon is being too easy for the PCs, roll on a random encounter to
occur on top of the enemies in one room. If PCs have already delved
through sections from the Boneyard Basilica, roll d6 on each room
traversed. On a 1, a random encounter is triggered from the table:

1d6 Encounter
1 2d4 + 1 marionettes come running from another room carrying
together a human body part.
2 You find a dismembered mole head with a golden emblem of the
Dancing Rose Inquisition in their mouth, valued in 15s. Test
Agility DR12 or take 1 damage from the head attempting to bite
if you try to remove the emblem.
3 1d4 + 2 cultists enter the room in line, the first one carrying a
tome. They are heading towards Ludmille’s Altar.
4 A howl sounds all across the basilica. All Test Toughness DR12
or become deaf for 1 hour. The werewolf in prison cell revert to
human form, with no memory of who they are or what they are
doing there.
5 A 5-centimeter-wide stream of blood comes from one room and
leaves through another, meandering and taking the shortest path
towards the hag’s lair, who will pour it in her drink.
6 Zagan’s sigh is heard across the basilica, exclaiming “Why are
they taking so long?”. All PCs are teleported to the closest room
with enemies, who are waiting for the PCs to appear there.
El Cuco
Resting within the basilica HP 13 Morale 10
The Boogeyman
No Armor
While resting within any room in the basilica,
there is a 25% chance El Cuco appears and ► Sharp Teeth d8
► Claw d6
attacks. If El Cuco is killed, it will always ► Special If the target is asleep
reappear in future rests. the boogeyman can make three claw
attacks. On a kill, it removes the
target’s head and disappears in the
shadows.
1. Cemetery
Damp floor, putrid aroma, and chilly
temperature.
......................................
֍ Wooden Crosses with names of the deceased.
֍ 1 foot-high fog covers the unkept grounds.
֍ A big metal cross lays at the center of the
cemetery, with one lit oil lamp hanging from each
side. Its base reads “May the dead lay here once
round and round”.
֍ NORTH: Small chapel with closed vitro window
doors depicting a rose. No light comes from inside.
֍ EAST: Small shed with wooden door closed and
LOCKED. The shed looks old and unkept, and the
wood partly rotten. Test DR12 Strength to break
down door or wall.

RANSACK THE GRAVEYARD: 2d6s, a sword, and a


longbow hidden in the long grass.

ONCE EVERYONE IS IN THE CEMETERY: The


Heartless gates close and 1d4+1 heartless come out from
HP 7 Morale - Fractured random sections of the cemetery per round until
Exterior -d4 3 rounds pass or the metal cross in the middle is
► Bite d4 + special fully rotated.
► Spiked Tongue d2 + special
(ranged)
► Special DR10 to hit them.
Anyone attacked tests Toughness

2. Chapel
DR8 or has their heart explode
within 2 days rising as a heartless

Tied marbled floor, cold and dark.


......................................
֍ Pews lie piled by the side.
֍ A giant inverted cross nailed to the altar.
֍ Stairs coming from crumbled floor go down
a tunnel.
֍ STAIRS: irregularly distanced stairs leading
to the lobby.
֍ SOUTH: Vitro window door leading to the ce-
metery.
3. Lobby
Smell of rotten flesh, cold but bright.
......................................
֍ Cultists (d4) pass time here d4 Cultists
֍ A dead-looking pale old man is tied to a HP 7 Morale 5 No Armor
chair, his mouth fully opened, and eyes wide. He
has bite marks on his shoulder. ► Dagger d4
► Special If three or more
֍ An oil lantern clings from the ceiling.
cultists chant at the same time,
֍ NORTH: wooden door, worn by moisture. they can each use two Powers per
֍ EAST: wooden door, with metallic bars to second round.
reinforce it. The door is LOCKED. (Keys in cultist
► Uses a Power every second
from lab room). Sounds of canine round (automatically succeeds).
sniffing and chains are heard from the other side. D4:
֍ SECRET DOOR: the flickering low light makes 1. Guts implosion. Test
it difficult to see the part of the wall that can be Toughness DR12 or take 1d6
damage.
pushed like a door. 2. Dead’s Chill. Test Strength
DR12 or have your body
INSPECTING THE OLD MAN: If inspected once covered in ice, preventing you
from acting this round.
the cultists are gone, or dead. He will grasp some 3. Absorb Life. Test Toughness
air, and warn the PCs by saying “You should not DR12 or take 1d4 damage,
be here, they will be back soon!” before dying. If healing the cultist the same
revived he can inform of the secret door. amount.
4. Spectral Chains. Test
Agility DR12 or become
chained in place (repeat every
round to break free).

4. Undertaker shed
Cramped up, and damp, with no light.
......................................
֍ Clinging from the side a shovel, pickaxe, a
ring of keys (from sacrifice tunnel), and a cross-
bow.
֍ SPIRAL STAIRCASE: located at the end of the
shed, goes down to long passageway.
֍ WEST: the cold, ruined cemetery.
5. Long Passageway
Dark, blood-stained, putrid rust-like
smell.
......................................
֍ Wall writings in blood: “Beware the
vampyr. They are here in …”. Part of the blood
was cleaned. Next to it, another blood writing:
“Dhampir actually, and yes… Come find me.”
Bubbly Blood ֍ Bubbly blood on the floor.
Oozy blood that has come to ֍ NORTH: archway to study room.
life, incorporating other
sources of blood to grow in ֍ SOUTH: spiral staircase goes up to undertaker
size. shed.
HP 5 Morale - Oozy
exterior -d2
DRINK THE BLOOD: Heal d4 HP.

6. Prison Cell
Lighted by moonlight, creaking chains.
......................................
Werewolf ֍ A humanoid-looking muscular wolf half
HP 18 Morale 10 Hardened dressed up in lumberjack attire is chained to an
skin -d4
iron ball inside prison cell. Attacks anyone on
► Pounce and destroy d6 + sight when possible.
special
֍ The skylight beams the moonlight
► Special Only pierced by
silvered weapons. After its attack, directly over the prison cell.
test Strength DR12 to avoid fa- ֍ Corpse of a cultist lies smacked against
lling prone and receiving another the bars, drenched in blood and with a missing
attack. Attacks twice on those
prone. If both attacks land, test hand. Jail door key in pockets.
Toughness DR14 or fall victim to ֍ A ruby ring is in a dismembered hand insi-
lycanthropy within two days. de the jail cell.
֍ Two blood-filled syringes cling from east
wall. They include werewolf blood.
֍ NORTH: Wooden door with metallic bars to
reinforce it leading to study room.
֍ WEST: Wooden door with metallic bars to
reinforce it. The door is LOCKED. (Keys in
cultist from lab room.)

DONNING THE RUBY RING: When close to un-


dead beings, the ring shines, making undead (not
Boss Monsters) to be repelled by you, not wan-
ting to attack the user of the ring.
The cultists in room 2 hear any noise you make in here.
7. Study room
Candlelit, smells of dust, and old
books.
......................................
֍ Mahagony desk with papers all over it, as
well as a book with purple leather cover.
֍ Rats eating leftovers on the ground.
֍ NORTH: archway to dark cave area.
֍ SOUTH: archway to long passageway.
֍ WEST: wooden door to passageway to prison
cell.

RESEARCHING THE DESK: Test DR14 Presence to


find 1d2 Unclean Scrolls, as well as information
on Ludmille’s altar from the altar room. “Upon
glancing the altar, an offering is always made”.
Random encounter.
8. Cave area
Echoey, humid. Sounds of bats cry.
......................................
֍ Rocky ground, walls, and ceiling.
֍ Wooden hanging bridge connects both sides
of the cave.
֍ Swarms of bats flying close to the ceiling.
2d4 + 2 ghouls ֍ 2d4 + 2 ghouls rummage through northern
HP 8 Morale - Hardened side of the cave.
bones -d2
֍ Crevasse goes down dozens of meters, until
► Claws/bite d4 it gets lost in the dark.
► Special The gaze of a ghoul
֍ Half-naked man, Brogvol, curled up in nor-
is enough to fill a person’s mind
with darkness. Test Toughness theast corner, next to writings on the wall and a
DR12 or become unable to move red chest. The chest has a beating heart inside it,
and make actions for 10 minutes. and the walls say:
“Don’t sleep my baby,
Sleep, baby, don’t!
The bogeyman’s coming,
And he will eat you.”
֍ SOUTH: Two archways lead to the lobby and
study room.
֍ WEST: Archway leads to lab room.

CROSSING THE BRIDGE: Swarms of bats su-


rround those who attempt to cross the bridge.
Test DR12 Toughness or take 2d4 damage.

TALKING WITH BROGVOL: Brogvol (2 HP) is


gnawing on a small bone and mumbling to
himself. He keeps mumbling something
intelligible about obelisks, that Ludmille will
make him great, and “Don’t sleep, he’s coming for
me”. His eyes are bloodshot and fixated forward,
never moving his pupils. He finds himself unable
to communicate any other thing but can obey
simple orders if intimidated.

EATING THE HEART: There is enough for only


two people to recover to full health.
9. Lab room
Old paper aroma, mixed in with the
stench of blood and rotten food. 2 ghouls
HP 8 Morale - Hardened
...................................... bones -d2
֍ 2 ghouls are chained to the west wall.
► Claws/bite d4
֍ Columns of piled-up books divide the ► Special The gaze of a ghoul
room. is enough to fill a person’s mind
֍ d2 cultists studying blueprint of silver with darkness. Test Toughness
DR12 or become unable to move
obelisk on wall. and make actions for 10 minutes.
֍ Hole in the ground and wall leads to
tunnel, big enough to crawl through. d2 Cultists
HP 7 Morale 5 No Armor
֍ EAST: archway to dark cave area.
֍ SOUTH: stairs lead to plant-filled corridor.
► Dagger d4
֍ WEST: hole tunnel leading to sacrifice tunnel. ► Special If three or more
cultists chant at the same time,
DROPPING A BOOK PILE: If a book pile is they can each use two Powers per
second round.
pushed and falls to the ground, a shrieking shout
comes out from one book in the pile, creating a ► Uses a Power every second
sound wave that deals d4 to everyone in the room round (automatically succeeds).
and alerts those in adjacent ones. D4:
1. Guts implosion. Test
Toughness DR12 or take 1d6
RANSACK THE ROOM (D4, ROLL TWICE): damage.
1. Miniature replica of silver obelisk. Valued in 2. Dead’s Chill. Test Strength
DR12 or have your body
5d8 silver. covered in ice, preventing you
2. Remains of a duck with an oversized head. from acting this round.
Looks like the result of an experiment. (Has 3. Absorb Life. Test Toughness
enough meat to sustain 2 people for a day.) DR12 or take 1d4 damage,
healing the cultist the same
3. Sacrificial dagger (d4). If thrown, explodes amount.
dealing d6 damage and disappearing. 4. Spectral Chains. Test
4. A scroll (d2: 1- unclean scroll. 2- vampiric Agility DR12 or become
scroll). chained in place (repeat every
round to break free).
The woman in room 12 hears any noise you make in here
and pleads for help.
10. Plant-filled corridor
Pitch dark, humid, and soundless.
......................................
֍ Monstrously huge plant stems and vines
cover the floor and east side of the corridor.
֍ Empty torch holder on west side.
֍ DOWN: On the floor there is a trapdoor partly
covered by a stem, leading to vampiric corridor.
֍ NORTH: stairs lead down to lab room.
֍ SOUTH: wooden door, partly covered by roots that
can easily be removed.
Monstrous vines
Plants enchanted to come to
life by Dianthe, the hag.
CROSSING THE CORRIDOR: Vines and roots across
Looks to beat living things to the ground and walls attempt to imprison those who
death for the hag to eat. dare cross. Doesn’t target those who are carrying
HP 2 Morale - No armor fire.
► Whip d4 + special
► Special After its attack, test

11. Hag’s Lair


Agility DR12 or get immobilized
by the vines. While immobilized,
whip attacks automatically hit.

Aroma of jasmine, and warmth, illuminat-


ed by multiple fireflies.
Dianthe, the hag ......................................
Dianthe used to live in the
֍ A filthy hag, Dianthe, bathes in a pond of
decrepit forest. Her hag coven
wants to take over Druekar. green water, drinking yellow liquid from a human
They think of Zagan as Ludmi- skull.
lle’s weak spot, so they in-
tend to get rid of them. Dian- ֍ Pond of green water, contained within a
the lives as an insider of the circular huge stem.
dungeon, helping those willing
֍ Filth covers most of the ground. Dead leaves
to kill Zagan, while having
some fun in the process. She and decapitated cockroaches are found all over.
uses the bones received to ֍ NORTH: wooden door, leading to plant-filled
scry on those who gave them
and make them suffer as much corridor.
as she can for her amusement.
HP 7 Morale 6 No armor TALKING WITH DIANTHE: If approached, the hag
invites those who enter to sit by her side. Dian-
► Poisoned Claws d6 + special the can offer more power to those willing to give
► Special When using claws test
Toughness DR14 or drain away
some of their own bones. To those, she grants an
2 Strength from the target. Only extra d4 on Test rolls for a week.
hag’s magic can bring them back.
If a character’s Strength drops to
0 or less, the character dies vomi-
ting its own organs.
12. Vampiric Corridor
Lit only by the light from Ludmille’s
altar. Smell of rust.
......................................
֍ Portrait paintings of the royal family,
adorn the corridors. Ludmille and Zagan’s Ludmille’s
paintings have droplets of blood on their mouth.
Projection
֍ A red carpet leads from one point to the
other of the corridor. It is extremely well kept. HP 20 Morale Nobility
֍ ABOVE: A closed trapdoor on the 3-foot-high special attire -d4

ceiling leads to the plant-filled corridor upstairs. ► Claws d8


֍ EAST: secret entrance leading to lobby. ► Fangs d6 + special
► Special Can make a claws and
֍ WEST: leads to Ludmille’s altar. a fangs attack per round. When
Ludmille does a fangs attack, she
֍ PASSING THROUGH THE CORRIDOR: Those who recovers an amount of HP equal
traverse the corridor Test DR12 Toughness or to the damage dealt and increases
the marked counter on the target
take 1 damage as blood comes from their body to by 1, up to a maximum of 4.
be absorbed by Zagan’s and Ludmille’s painting.
► Uses a Power every second

13. Ludmille’s Altar round (automatically succeeds).


D6:
1. Carotid Burst. Test Toughness
Well-lit, pristine-looking room with a DR14 or take 2d6 damage. If
the target has 4 marks, they
red hue. Smells of roses. die.
...................................... 2. You Come Here. Test Presen-
֍ Stone-carved altar of multiple hands show- ce DR14 or be forced to walk
ing their palms stuck to each other in the form of towards the caster. You get an
amount of fangs attacks equal
a flower. It is located on a pillar in the center of to the number of marks you
the room. A golden collar, a gem dressed chalice, have.
2 roses, and 3 gems of different tones rest over it. 3. Enchanting Gaze. Test Presen-
ce DR14 or be forced to make
֍ Torch-like fires burn from the interior of
an attack against a random
chalices located at both sides of the corridor over ally in range. If you have a
small wooden tables. The fire shines red. mark you make a second at-
֍ EAST: leads to vampiric corridor. tack.
4. Know Your Place. Test Presen-
ce DR14 or become paralyzed
LEAVING AN OFFERING: Those who leave an (repeat every round to break
offering receive a blessing that gives them the free).
effects of the Shadow Step power and darkvision 5. Scarlet Wave. A wave of blood
is sent towards you. Test Agili-
until they leave the catacombs. ty DR14 or fall prone and take
a free Fangs attack.
LEAVING NO OFFERING: A projection of Lud- 6. Vampyr’s Carnaggaedon. Crea-
te shadows behind all enemies
mille appears next to the altar and attacks those
on sight. All shadows make a
who left no offering. Once everyone has left the Claw attack and disappear.
altar and corridor area, it vanishes.
14. Sacrifice Tunnel
Dirt scent mixed in with rust. Sound of
heavy breathing. Pitch dark.
......................................
֍ Sophie, a beaten half-naked woman, is trapped
Animated Armor within a pillory. She has bite marks in her neck and
HP 16 Morale - Dancing Rose is looking to escape. The corpse of a man in a
Inquisition similar state is located in a second pillory. The keys
Armor -d6 to open these pillories are in undertaker shed.
► Spiritual Spear d6 ֍ EAST: tunnel leading to lab room.
► Special When the animated
֍ SOUTH: ivory doors lead to zagan’s treasury.
armor is slain, the armor pieces
fall to the ground and the shadow
within launches at the closest ENTERING THE ROOM: There is a tripwire on the
person, forcing them to test Tou- eastern corridor. The first to cross tunnel tests
ghness DR12 or take 1d8 damage. Presence DR13 or a poisoned dart is shot at them,
They move slowly and are easy to taking 1d6 + 2 damage.
hit (DR10).

Zagan, Dhampir Heir


HP 27 Morale 9 Nobility
Attire -d4
15. Zagan’s Treasury
► Fangs d8 + special
► Special When the dhampir
Lavender scented, with shiny well-lit
heir does a fangs attack, they surfaces.
recover an amount of HP equal to ......................................
the damage dealt and drains away ֍ A huge iron candelabra with golden details
1 Strength from the target.
► Uses a Power every second
clings from a chain from the ceiling.
round (automatically ֍ Marbled tiles dress the floor and ceiling.
succeeds). D4: ֍ d4 knight armor statues rest on each side of
1. Dancing Swords. Test DR14 the room.
or have swords spinning ֍ Zagan, the dhampir heir sits horizontally on an
around you at full speed dizzy
iron throne, their legs clinging from over the armrest.
you, causing the next attack to
automatically hit you. They are reading a red leather cover book.
2. Enchanting Eyes. Causes ֍ NORTH: Ivory doors lead to sacrifice tunnel.
target to make an attack on
themself. ֍ ENTERING THE ROOM: When Zagan sees people
3. Shadow Bite. Moves at light entering their chamber, they ask for their purpose.
speed behind a target and
uses their fangs on them. Then
Zagan looks disinterested and is not willing to fight,
does this on a second target, to saying they didn’t carry their combat swords here.
finally return to their original If asked or demanded for treasures, Zagan says they
position. can gift one per team member the PCs kill. If
4. Wave of Bats. A wave of confronted to battle, Zagan animates the knight
bats move in a straight line of
armor statues. Zagan only attacks if they take
the dhampir heir’s choosing,
Anyone on the way Tests damage. Otherwise, the dhampir heir leaves the room
Agility DR14 or takes 2d6 and the dungeon while the intruders fight the knight
damage. armor statues, leaving the treasures behind.
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