- Original adventure by Kelsey Dionne in Cursed Scroll #1
- Originally converted for Distant Lands by River Grimm
The Gloaming
Bestiary
Bittermold
4 HP, 11 STR, 8 DEX, 6 WIL, shortsword (d8) or sling (d6)
- Damage from stabbing weapons is impaired.
Bogthorn
5 HP, 8 STR, 12 DEX, 9 WIL, thorns (d6), thorn hail (d6, blast)
- Critical Damage: Poison paralyzes the victim for 1d4 rounds.
Dralech
9 HP, 14 STR, 10 DEX, 8 WIL, charge (d12), bone axe (d8)
- Critical Damage: A random piece of the target’s gear is shattered.
Gordock Breeg
7 HP, 2 Armor, 12 STR, 11 DEX, 12 WIL, bastard sword (d10) or sling (d6)
- Once per combat Gordock may eat psychedelic algae making his next attack enhanced.
Hexling
5 HP, 10 STR, 12 DEX, 10 WIL, draining touch (d6, ignores armor)
- Critical Damage: Target loses d4 STR. If reduced to 0 STR, they become a hexling as well.
Howler
4 HP, 1 Armor, 11 STR, 12 DEX, 10 WIL, club (d6) or sling (d4)
- Trained to fight together. Damage dealt is enhanced if an ally is also engaged with the same enemy.
Ichor Ooze
6 HP, 12 STR, 11 DEX, 6 WIL, tendrils (d4, blast)
- Damage from stabbing weapons is impaired.
- Any mundane metal or wood that touches the ooze is dissolved.
- Critical Damage: Metal armor is eaten by acid and rendered useless.
Marrow Fiend
11 HP, 1 Armor, 13 STR, 13 DEX, 12 WIL, claws (d8+d8)
- Sap Gout: Shoots sticky sap in a straight line to target. Anyone caught in sap must make STR save or become stuck in place. STR save each round to break free.
- Critical Damage: Target is devoured, restoring d6 STR loss suffered by the Marrow Fiend.
Mugdulblub
13 HP, 1 Armor, 15 STR, 12 DEX, 16 WIL, tendrils (d8, blast)
- Damage from stabbing weapons is impaired.
- Mutagenic: Creatures within melee range have a 1-in-6 chance on their turn of a mutation. 1d4: 1. Extra eye, 2-3. Lost bone, 4. Extra finger
- Dissolve: Target must save WIL or lose 1d4 WIL. If the target reaches 0 WIL this way it becomes an ichor ooze under Mugdulblub’s control.
- Critical Damage: A tentacle rips the target’s heart from their chest.
Mutant Catfish
4 HP, 10 STR, , 9 DEX, 7 WIL, claws (d6+d6)
- Critical Damage: Target suffers d4 STR damage and becomes paralyzed for d4 rounds.
Skeleton
5 HP, 1 Armor, 8 STR, 13 DEX, 0 WIL, rusty sword (d6) or bow (d6)
- Frequently found serving a master or necromancer, often in groups of 3 or more.
- Found wearing whatever was on them at the time of their death.
- If a skeleton is killed and its bones are not scattered, it reforms.
Skrell
4 HP, 12 STR, 15 DEX, 6 WIL, claws (d6+d6)
- Can move at twice the speed of PC’s.
Tar Bat
3 HP, 6 STR, 12 DEX, 7 WIL, bite (d4)
- Immune to fire
- Can ignite itself by flying into an open flame, causing it to deal 1d6 damage instead.
The Willowman
16 HP, 16 STR, 18 DEX, 14 WIL, finger needle (d10, blast)
- Immune to morale checks.
- Can teleport to a nearby location at will.
- Terrify: Target must save WIL or become paralyzed for 1d4 rounds.
- Waking Nightmare: All nearby creatures must save WIL each round or flee in a random direction for 1d4 rounds.
Plogrina B
8 HP, 1 Arm, 10 STR, 13 DEX, 12 WIL, tendrils (d6, blast) • Damage from stabbing weapons is impaired.
The Hideous Halls of Mugdulblub
Dungeon Events
| d6 | Signs |
|---|---|
| 1 | Strange, web-shaped footprints in the muck. |
| 2 | A moldy cloak made of coyote pelts. |
| 3 | A pile of rubbish: wooden bowls and utensils, empty ale bottles, catfish bones. |
| 4 | Fungi sprouting from spongy mortar in the wall. |
| 5 | Broken wood furniture, dissolving where an ichor ooze crawled over it. |
| 6 | A glob of black, tarry oil that smells of sulfur. Highly flammable. |
| d6 | Environment |
|---|---|
| 1 | A tar bat engulfed in flames goes screeching past overhead. |
| 2 | A new pocket of acid quicksand opens up in front of the PCs. |
| 3 | Mortar in the ceiling gives way, causing stone and rubble to fall. |
| 4 | A low rumble echoes throughout as Mugdulblub feasts on another sacrifice. |
| 5 | Cracks appear in the ceiling, dripping corrosive acid that deals 1d4 STR damage to any who touch it. |
| 6 | A door clatters to the ground as its hinges pull free of dissolving stone. |
| d4 | Loss |
|---|---|
| 1 | A large glob of slime falls from the ceiling onto a torch, extinguishing it. |
| 2 | A ration is discovered to have gotten damp and moldy, making it inedible. |
| 3 | A PC steps in a puddle of acid left behind by an ichor ooze. Roll a d6, on a 1-3 their shoe is ruined. |
| 4 | The next time a PC draws a steel blade they find it has begun to rust. |
Magic Items
- Potion of Extirpation: Pour on an object or creature. The target is erased fully from reality and cannot be brought back.
- Cloven Heart: Swallow whole to become immune to fire until you get a full night’s sleep. You are deprived the following day as the stone works through your system.
- Gold Hummingbird Charm: 1 use. The next time you would fail a DEX save you succeed instead and the charm disintegrates.
Dungeon Key
Note: Barricaded doors require time and the proper tools to either force open or destroy.
2. Memorial Chamber
- Acid quicksand trap: Anyone caught in quicksand takes 1d4 STR damage each round until freed.
3. Pipe Organ Vault
- Poison gas trap: Everyone in the room takes 1d4 STR damage each round.
4. Ancient Fountains
- Pearl Fountain: Drinking from it heals 1d6 STR but causes a mutation. 1d4: 1. Extra eye, 2-3. Lost bone, 4. Extra finger
5. Meteorite Room
- Door trap: Person closest to the door must save WIL. On a fail, they fly into a screaming rage and attack allies. Ends if knocked unconscious or demon exorcised.
6. Stalactite Cavern
- Acid quicksand trap: Anyone caught in quicksand takes 1d4 STR damage each round until freed.
7. The Gold Catfish
- Gold catfish: 7 HP, 13 STR, 10 DEX, 10 WIL, claws (d8+d8)
8. Steaming Stalagmites
- Each dungeon turn roll a d6. On a 1 a random player must save DEX or take 1d4 damage from a steam gout.
9. Time Flux Chamber
- Mushrooms: Eating causes neon hallucinations for 1d4 rounds.
10. Jellified Remains
- Acid quicksand trap: Anyone caught in quicksand takes 1d4 STR damage each round until freed.
11. Illusory Wall
- River: Anyone stepping into the river must save DEX or be swept toward Area 23.
12. Shrine to Mugdulblub
- Stalagmite: Sweats beads of acid that deal 1d4 STR damage.
13. Plogrina Bittermold’s Cave
- Rock Pillar: Metal in close proximity sticks to the pillar. STR save to remove.
14. Contested Cave
- River: Anyone stepping into the river must save DEX or be swept toward Area 30.
15. Magical Rock
- Rock: STR becomes 18 while standing on it.