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.