INTRODUCTION
One criticism often leveled at solo roleplaying is that it requires a lot of effort
and is often dismissed as a ‘creative writing exercise’. ROTTENER
BLACKER SLUDGE was an attempt to balance the sense of freedom that a
finely-grained journaling experience gives, with the quick, fluid gameplay that
a more mechanical approach provides.
Although I obviously wrote a fair bit down for this playthrough, most of what
is contained in these pages would have gone on in my head if I was playing
alone, and is intended to illustrate my thought-processes over the course of
the session. At most I’d have drawn the map, written the occasional ‘weak
hit’ possibilities table, and kept notes on any unique creatures I rolled up.
This playthrough uses the SÖLITARY DEFILEMENT solo ruleset for MÖRK
BORG, available for free at [Link]. It also provides a complement to
the gameplay example in Sölitary Defiliement, which concentrates on fine-
grained journal-style documentation and overland travel.
THE ACCURSED-ER DEN
I’ve run Pelle Nilsson’s brilliant ROTBLACK SLUDGE adventure several
times with groups, but decided that I’d like to explore it in a solo context
using Sölitary Defilement’s Dungeon Crawling rules. This meant abstracting
the dungeon so that it could still be surprising, while adhering to the general
plot and mood set down by the author.
The first task was to assign a dungeon DR – I decided to give it the standard
DR12.
Next, tables for common encounters needed to be compiled. Rotblack
Sludge already had two random encounter tables, so these were adapted
and slightly extended into d6 tables. Since there would only be one PC in the
game, numbers of enemies were halved where possible:
d6 Common Encounters
1. d2 Dusk Gnoums 4. Nesting Death (6 HP)
2. Mongrel 5. d2 Crooked guards
3. d2 Guards with sharpened teeth 6. d4 Mad prisoners (chained)
d6 Rare Encounters
1. Distraught spirit 4. A sarcophagus
2. Bazar from a distorted dimension 5. d2 Slumbering skeletons
3. A terrible silence 6. d2 Violet butterflies (DR12 Agility
to catch each one, heal d6 HP)
Rare encounters occur only once - reroll if already encountered.
Finally, four special rooms were selected from the Rotblack Sludge map to
give the adventure some form:
Special Room 1: Lesdy’s Greenhouse (Lesdy has two followers)
Special Room 2: Gem Room (Gutworm has 25 HP)
Special Room 3: Fletcher’s Forge (Fletcher has 10 HP)
Special Room 4: Aldon’s Cell
After this fairly brief prep, I rolled up a character with Scvmbirther: Kvetin the
Occult Herbalist – see the inner cover for their stats. It was now time to play!
PLAYTHROUGH
[Link]
DUNGEON CRAWL: DR12 vs 4, 5: Fail
What a start… my character has been deposited by the Shadow King’s
guards on a quest to find the king’s errant son… but he can’t even find the
damn entrance to the Accursed Den! I’ll roll on the Geographical Features
oracle for some inspiration:
18 - Crater
Ok, and for a bit more flavour, how’s the Weather?
6 - Dead quiet
Right, I could do a Micro-Crawl around the crater to find the entrance, but
I’m not going to make a big deal about this, since I want to get stuck in. I
assume that Kvetin is going to find the entrance, but maybe I’ll throw in a
couple of simple yes-no questions, too:
Do I encounter an enemy? 2 - No
Do I find any object? 2 - No
Cool. Kvetin finds the entrance… the Materials oracle tells me that the
trapdoor is made of dirty metal (13, 4). It creaks as it opens…
[Link] OF NESTING DEATH
DUNGEON CRAWL: DR12 vs 2, 20: Weak hit
Regular room: Description: Deceptive Passage
Exits: 2
Contents: Common encounter: 4 - Nesting Death
Kvetin climbs down the rusty, dirty ladder into a carven passageway… ok,
why is this passageway deceptive? There’s obviously the Nesting Death to
factor in. Let’s say that, at first, Kvetin thinks the ceiling of the passageway is
covered in mist… but on closer inspection it’s actually a spider web, with the
Nesting Death waiting for some prey.
Kvetin doesn’t have his lantern lit and is relying on light from the trapdoor.
First I’ll make a Presence check to see if Kvetin spots the Nesting Death… if
he does, then there’s a chance he can use Agility to sneak past.
GENERAL ADVENTURING MOVE: DR12 Presence: 5-1, 18-1: Weak hit
Right, he can just about see the gauzy shadow of the Nesting Death within
the web. But this is a weak hit, so what could screw things up a little? I know:
as Kvetin stands, transfixed in horror, a freak gust of wind blows the trapdoor
shut, plunging the passage into darkness!
Right - Kvetin's choice is now whether to light a lantern and perhaps betray
his position, or whether to just try and navigate the passage at a
disadvantage (e.g. DR14).
I’m going for the latter…
GENERAL ADVENTURING MOVE: DR14 Agility: 10, 16: Weak hit
Kvetin begins stealthily crawling along the muddy floor of the tunnel. He
doesn’t realise it ends in a junction and hits his head on the wall. He lets out
an involuntary curse.
YES OR NO? ORACLE: Does Kvetin’s curse alert the Nesting Death?
3 - No, but...
No, but… his voice echoes down the corridors, potentially alerting the
denizens of the den to Kvetin’s presence.
[Link]’S GREENHOUSE
DUNGEON CRAWL: DR12 vs 19, 19: Strong hit
Special room 1: Lesdy’s Greenhouse
Exits: None
The passage leads steeply down. Groping in the darkness, Kvetin decides it’s
time to light his lamp. He trudges down a curving, sodden tunnel, and then
sees another light in the distance and hears voices. He enters a room of
glass, looking out across a dismal, benighted vale. Lesdy is here, with two
followers…
The two options presented in the Core Book are to stay (and heal d6 HP with
a penalty), or to try and leave which involves fighting her two followers.
Either of those options are going to be potentially disastrous. Since I can’t
carry on a conversation with Lesdy as one might do with a GM, I decide that
Kvetin is going to use his Presence to try and get out of drinking the potion
and make his apologies:
GENERAL ADVENTURING MOVE: DR12 Presence: 13-1, 14-1: Strong hit
Kvetin manages to somehow bluff his way out of the situation, feigning that
he is already well-rested and well-fed… while also conspicuously laying his
hand of the bottle of black poison hanging from his belt. Lesdy and her hosts
are uneasy, and let him retreat back up the passage…
[Link] OF THE CADAVER BIRD
DUNGEON CRAWL: DR12 vs 17+1, 4+1: Weak hit
Regular room: Description: Sickly catacomb
Exits: 1
Contents: Unique Dweller
Ok, I’m going to use Feretory’s The Monster Approaches to roll up the
‘unique dweller’ for this room. The result is:
Giant Cadaver Bird
6 HP 12 Morale d8 damage No armour
Special: Sprays acid every-other round. Normal damage plus 2-in-6
chance of reducing armour (+d4 damage w/o armour)
A vaguely bird-shaped mass of necrotic flesh and feathers. A giant
black beak protrudes. It croons disgustingly. Cadaver birds are usually
found in graveyards and catacombs, using their acid spit to break-
down corpses. They love shiny things, and steal bleached bones,
jewelry and other treasures to decorate their nests.
Ok: as Kvetin enters this catacomb, bones crunch underfoot… there is a
sickly, deathly stench. Sitting bang in the centre of the passage on top of a
pile of gleaming bones is what looks like a giant, decaying bird. Kvetin can
hardly do anything but brace for combat…
Initiative: 5 (to Kvetin)
Kvetin chucks the black poison at the cadaver bird, who makes a DR14 roll,
scoring 11. The poison hits for d6 damage… and by a crazy fluke, Kvetin rolls
6! The cadaver bird shrieks and hisses, flapping madly, sending black
feathers swirling around the room, and bleached bones bouncing off the
walls. Eventually it writhes its last and collapses.
Since the Cadaver Bird is a hoarder, I’m going to treat searching the bone
pile as a ‘strong hit’ on the Searching for an Object move. I roll 2, which
gives me a roll on the Items of Worth oracle. Kvetin finds an unclean scroll:
Daemon of Capillaries!
Time to move on…
DUNGEON CRAWL: DR12 vs 6+1, 4+1: Fail
Oh… Kvetin didn’t realise that the Cadaver Bird also had a chick, who has
watched everything from a shit-covered nest plastered near the ceiling. As he
moves to the exit, the creature squawks and flaps wildly…
Initiative: 5 (to Kvetin)
I’ll run the Cadaver Bird chick as having 3 HP.
Kvetin gets in a good mace hit, reducing it to 1 HP. He then defends
successfully, and rolls a 20 to attack, finishing it off.
4. PIT OF DESPAIR
Ok, having resolved the Dungeon Craw weak hit, I roll the next regular room:
Regular room: Description: Unclean Pit
Exits: None
Contents: Rare encounter: 3 - A terrible silence
So, no exits… a terrible silence makes everything seem muted, even the
drops of water falling from the cavernous ceiling and into the dark, muddy
waters of the pit. There are no exits. Kvetin is despairing. Might as well throw
himself in the pit and either drown (- a blessed release! -) or find some other
way ahead… I’ll use Toughness here...
GENERAL ADVENTURING MOVE: DR12 Toughness: 13-1, 9-1: Weak hit
Kvetin stashed his lamp in his backpack, takes a huge lungful or air and
jumps in…
Ok, this is a weak hit. I think it sometimes helps to have a few possibilities so
that the game feels more unpredictable and GM’d. I decide that on a d6:
1-2 Kvetin loses an object
3-4 Oxygen deprivation (-1 HP, -1 Agility)
5-6 The waters are cursed (an Arcane Catastrophy occurs!)
Uh oh, Kvetin gets 5 and rolls 18 on the Arcane Catastrophes table in the
Core Book… he is now gaunt and drained, restoring only half HP when he
rests.
[Link] OF AN UNKNOWN HERETIC
DUNGEON CRAWL: DR12 vs 2+1, 18+1: Weak hit
Regular room: Description: Uncanny Temple
Exits: 1
Contents: Rare Encounter: 4 – A Sarcophagus
Kvetin emerges into a weird temple. The light is weird. The carvings are
weird. The arch leading out of it is weird… the weird sarcophagus on a weird
dais is weird. Kvetin decides to have a look in the sarcophagus…
I decided that on a d4, 1-2 Teleports to a random new room, while 3-4 means
that you can use Search for an Object move. Kvetin gets 4.
SEARCH FOR AN OBJECT: DR12 Omens: 13+2, 13+2: Strong hit
Corpse Plunder: 34 - Flayed face.
The Sacrophagus is empty… except for a leathery, flayed face… Kvetin takes
it and continues...
[Link] GEM ROOM
DUNGEON CRAWL: DR12 vs 14+1, 12+1: Strong hit
Special room 2: Gem Room
Exits: 1
Kvetin enters the gem room… he can see the rotblack sludge bubbling and
smoking… the skeletal forms on the 50’ pillar playing violin… and the gems
on the wall glitter alluringly.
Ok… Kvetin isn’t going to hang around. He heads for the next exit…
[Link]’S GATE
DUNGEON CRAWL: DR12 vs 14+2, 4+2: Weak hit
Regular room: Description: Infernal Doorway
Exits: None (e.g. it is sealed)
Contents: Unique Dweller
Ok, another unique dweller. Rolling on the Feretory tables conjures this fellow
up:
Graniteface
1 HP 8 Morale d4 damage -d4 armour
A winged stone head… Conversational and attempts to persuade PC
to do something...
Seems obvious that Kvetin reaches some sort of arched door, which is
sealed. A one-eyed, winged skull sits over it. The obvious thing is that it
wants is a new eye… a jewelled eye. Trekking back to the gem room is a
risky proposition, given that the Gutworm attacks anyone who removes
gems. Kvetin is going to try and use Presence to persuade it:
GENERAL ADVENTURING MOVE: DR12 Presence: 2, 2: Fail
The head is utterly unconvinced. Kvetin trudges back to the gem room to rip
out some gems….
GENERAL ADVENTURING MOVE: DR12 Strength: 15-1, 11-1. Weak hit
On a weak hit here, I’d suggest that the gems aren’t quite loose enough to
pull away, but would take another round to extract (e.g. the Gutworm could
attack twice while Kvetin attempts to pry the jewel out).
I decide I’m not going to risk it an burn omen to replace the 11 I rolled. I re-
roll and get 19-1.
Yes! Kvetin manages to gouge out 3 jewels. The Gutworm rears from the
rotblack sludge…
Initiative: 2 (to Gutworm)
Defend vs Gutworm: DR12 Agility: 18
FLEE FROM COMBAT: DR12 Agility: 13, 10: Weak hit: Gutworm gets
opportunity attack.
Defend: DR 12 Agility: 19
Kvetin manages to flee and evade the Gutworm’s opportunity attack.
Graniteface lets him pass...
[Link]’S ABBATOIR
DUNGEON CRAWL: DR12 vs 12+2, 2+2: Weak hit
Regular room: Description: Neglected Abbatoir
Exits: 0 (none obvious)
Contents: Remains of something...
A room full of hooked chains hanging from the ceiling. They are dusty. The
dry husk of a mangled corpse dangles from one.
Kvetin is going to look around for some way out...
GENERAL ADVENTURING MOVE: DR12 Presence: 20-1, 1-1: Weak hit
Kvetin methodically pulls the chains… one of them opens a secret door… but
since this is a weak hit, it is right beneath him! He falls down the shaft. I
decide the following options on a d4: 1-2 take d2 damage in the fall; 3-4
Break a random item.
Kvetin ends up taking 1 HP damage as he crashes to the bottom.
[Link] PITFALL
DUNGEON CRAWL: DR12 vs 14+2, 1+2: Weak hit
Regular room: Description: Infested Passage
Exits: 0 (none obvious)
Contents: Rare encounter: 1 - Distraught Spirit
Kvetin finds himself in a narrow pit - it seems like there is no way out, until a
twisted face emerges from a wall. “Avenge us!” it pleads before vanishing…
Kvetin sees that the bricks are loose in the place where the spirit emerged…
it opens into a tall, but narrow passage, filled with decaying, hacked up
corpses hanging from chains… Kvetin decides to take a rest to recover his
missing HP.
CAMPING/RESTING: DR12 Presence: 19, 1: Weak hit:
Recover HP, 1 Omen, Lose 1 Ration
[Link]’S FORGE
DUNGEON CRAWL: DR12 vs 13+2, 19+2: Strong Hit
Special Room 3: Fletcher’s Forge
Exits: 1
After an awkward rest amongst the squeaking chains and corpses, Kvetin
continues. The passage gets smokier and a red haze shimmers in the
distance… Kvetin emerges into Fletcher’s Forge. I’m going to just use a
simple yes or no to see if Fletcher has his back turned (butchering or
blacksmithing…) or whether he is facing the entrance:
Does Fletcher see Kvetin? 1 - Yes
Initiative: 1 (To Fletcher… Gutworm will join in second round)
Defend: DR12: 9… Burn an omen: 15
Kvetin casts Daemon of the Capilaries… DR12 Presence: 5… fail…. burns an
omen: 4… another fail. Lose 2HP, cannot cast Powers.
Defend vs Fletcher: DR12 Agility: 18 Defend vs Gutworm: DR12 Agility: 14
Kvetin throws Black Poison at Fletcher. Fletcher fails his DR14 defence. 3 HP
damage, 1 absorbed by Fletcher’s skin.
Defend vs Fletcher: DR12 Agility: 17
Defend vs Gutworm: 9 - Gutworm does 1 HP damage.
Kvetin is broken… the Gutworm bites off his arm and he collapses to the
ground. He’s incapacitated for d4 rounds: more than long enough for the
Gutworm to finish devouring him.
THE END
ShadowClink
is
supposed
to
be
difficult:
most
characters
will
probably
die
two
or
three
rooms
in.
Therefore,
it’s
going
to
be
a
real
rush
when
you
survive
a
little
longer.
The
idea
is
that
you
can
play
it
like
a
computer
game
in
the
Rogue/Nethack
style,
or
a
casual
game
like
Pelle
Nilsson’s
Dark
Fort
or
Themeborne’s
Escape
the
Dark
Castle:
no
prep
required,
just
use
Scvmbirther
to
spit
out
a
character,
jump
right
in,
die,
repeat
several
times
in
a
session.
Keep
as
few
or
as
many
notes
as
you
want.
Tips for players
You
start
naked
and
unarmed.
Characters
who
do
not
need
equipment
to
use
a
special
skill
(e.g.
Gutterborn
Scum
with
gob
lobbing
powers,
Fanged
Deserter
etc)
will
probably
have
a
slight
advantage
here.
It’s
unwise
to
try
to
take
on
the
guard
in
the
Lockup
if
you
are
unarmed!
Maybe
back
out
of
the
door
and
come
back
when
you've
improvised
a
weapon!
Try
to
threaten,
cajole,
bribe,
or
otherwise
persuade
as
many
NPCs
as
possible
to
join
you:
you're
unlikely
to
make
it
out
alone.
The
materials,
sounds,
and
odours
&
tastes
Oracles
in
the
Sölitary
Defilement
rules
(p.11)
are
useful
for
prompting
ideas
when
you
are
stumped
by
a
‘something
blocks
your
way’
roll
or
similar.
Furthermore,
use
simple
yes/no
Oracles
(e.g.
1
–
Yes,
2
–
No)
for
anything
you’re
not
sure
about:
the
liquid
that
just
dropped
on
your
head…
is
it
acid?
Is
it
oil?
Does
it
harm
you?
Is
it
cursed?
A
weak
hit
doesn’t
necessarily
mean
a
mechanical
penalty
or
having
to
come
up
with
some
outrageous
plot-‐twist.
Managing
weak
hits
is
something
of
an
art
–
see
Sölitary
Defilement
p.24
for
more
of
a
discussion.
There
are
plenty
of
times
in
the
playthroughs
of
ShadowClink
(overleaf)
and
Rottener
Blacker
Sludge
where
you
will
find
examples
of
weak
hit
management.
Playthrough
My
first
couple
of
playthroughs
were
pretty
brief.
Rest
in
peace
Kvast,
Occult
Herbalist
(killed
by
the
Lockup
guard
after
fumbling
his
rolls)
and
Theras,
the
Wretched
Royal
(whose
face
is
now
a
new
patch
on
Splinterface’s
cloak).
Lucky
Vrakh,
the
Esoteric
Hermit,
managed
to
survive
up
to
the
Corpse
Disposal
Pit.
For
this
playthrough
I’m
going
to
present
the
tale
of
Jarbeth,
a
Heretical
Priest,
whose
masses
of
Presence
(and
by
extension
Powers)
gave
her
a
huge
advantage:
Jarbeth
Heretical Priest Strength -1
HP 5 Agility ±0
Omens 4 Presence +2
Powers 6
Toughness ±0
Equipment (- in the Lockup!)
Handaxe d6 damage
Leather armour -d2 damage, tier 1
Shield (-1 HP damage or break to ignore one attack)
Waterskin and 2 days' worth of food
6 torches
Stones taken from Thel-Emas' Lost Temple
159 silver
1. The Hall of Sorrows
Jarbeth
luckily
rolls
3
on
the
starting
table,
giving
her
the
Enochian
Syntax
power,
but
docking
her
one
Power
for
using
it
to
free
herself.
Dungeon
Crawl:
DR10
vs
1,
3:
Fail
I
decide
to
use
this
fail
to
a
roll
on
ShadowClink’s
Common
Encounter
table,
and
get
3:
d2
Guards
and
Prisoner.
So
-‐
just
as
she
is
making
her
escape
from
the
Hall
of
Sorrows,
Jarbeth
hears
footsteps
and
a
guard
emerges
into
the
hall
with
a
chained
prisoner.
Jarbeth
uses
Enochian
Syntax,
rolling
16
on
her
Presence
check.
She
tells
the
guard
to
walk
on.
Having
resolved
her
failed
Dungeon
Crawl
move,
she
then
enters
a
regular
room.
[Link] of Discord
Sickly
Passage
3
exits
Something
blocks
your
path…
I
decide
to
use
the
sounds
and
odours
&
tastes
oracles
to
try
and
prompt
something.
I
get
a
bitter
smell
and
music,
which
immediately
spark
an
idea:
As
Jarbeth
cautiously
creeps
along
the
corridor
she
hears
dissonant
voices.
A
wailing
mass
which
is
crudely
imitative
of
singing.
The
prison
choir
is
practicing
here…
one
warden
conducting
a
throng
of
chained
and
desperate
inmates,
who
are
singing
a
psalm
in
praise
of
Nechrubel.
They
are
right
in
the
middle
of
the
crossroads,
taking
advantage
of
the
acoustics
that
come
from
the
vaulted
ceiling
above.
Jarbeth
decides
to
come
back
later,
once
choir
practise
is
over.
I
roll
1
on
the
Backtracking
table,
as
Jarbeth
returns
to
the
Hall
of
Sorrows.
No
encounter.
Dungeon
Crawl:
DR12
s
8,
19:
Use
Omen
and
replace
8
with
13:
Strong
hit
3. The Lockup
The
other
door
opens
into
the
Lockup.
The
guard
is
slumbering
by
the
fire.
Jarbeth
decides
to
push
her
luck…
Agility
test
1:
DR12
vs
20
Agility
test
2:
DR12
vs
14
Jarbeth
manages
to
quietly
retrieve
her
equipment
and
retreat
to
the
door.
Since
Jarbeth
is
traversing
the
Hall
of
Sorrows
again,
I
roll
on
the
Backtracking
table
–
it
comes
up
3
(no
encounter),
leaving
her
to
return
to
the
Passage
of
Discord.
Returning
to
the
Passage
of
Discord,
I
want
to
know
whether
the
choir
has
finished
and
departed.
I
use
the
Yes/No
oracle
on
p.10
of
the
Sölitary
Defilement
rules:
Is
the
choir
still
there?
2
–
Yes,
but…
the
warder
is
taking
a
solo…
The
choir
is
still
amassed,
but
the
warder,
standing
on
a
small
stool
before
them
is
undertaking
a
long,
melismatic
solo,
the
words
“Nechrubel
in
infernis”
being
drawn
out
over
several
minutes.
Jarbeth
decides
to
sneak
past
while
he
is
distracted…
General
Adventuring
Move:
DR12
Agility
vs
8,
7:
Fail
The
move
fails.
The
warder
notices
Jarbeth.
Jarbeth
decides
that
it
is
time
to
use
another
Enochian
Syntax.
She
rolls
7
for
her
Presence
test.
A
failure.
She
burns
an
Omen
to
re-‐roll
and
gets
13.
She
tells
the
confused
warder
“leave
this
place
and
return
to
your
quarters,”
laughing
as
he
shuffles
off
down
one
of
the
passages.
Dungeon
Crawl:
DR10
vs
6+1,
8+1:
Fail
Something
prevents
Jarbeth
from
continuing
ahead.
I
decide
that
a
prisoner
grabs
her.
Rolling
on
the
Reactions
table
comes
up
with
‘Indifferent’.
Phew
–
it
was
a
false
alarm:
“Oh,
sorry…
thought
you
wuz
my
brother…”
says
the
inmate,
as
Jarbeth
bats
his
hands
away
and
ducks
down
one
of
the
tunnels.
Having
resolved
the
failed
Dungeon
Crawl
move,
Jarbeth
moves
into
another
regular
room.
4. Deathly Chamber
Deathly
Chamber
2
exits
Unstable
environment
As
with
the
blocked
path
in
the
Passage
of
Discord,
I
decide
to
use
the
sounds
and
odours
&
tastes
oracles
to
work
out
why
this
environment
is
unstable
or
hazardous.
The
oracle
comes
up
with
a
rotten
smell,
and
rhythmic
dripping.
This
chamber
smells
of
death…
the
ceiling
is
sagging
alarmingly,
and
some
sort
of
liquid
drips
regularly
through
cracks
above,
gathering
in
a
dark
pool
on
the
floor.
Jarbeth
is
going
to
use
her
Presence
to
navigate
the
safest
way
through:
General
Adventuring
Move:
DR12
Presence
vs
17+2,
8+2:
Weak
hit
Jarbeth
gets
across
the
room
but
a
droplet
hits
her…
Using
a
simple
yes/no
Oracle
I
(finally)
manage
to
come
to
a
decision
about
what
this
sinister
liquid
does:
Is
it
infectious?
No
Is
it
acidic?
No
Does
it
reduce
a
stat?
No
Does
it
make
an
item
decay?
No
Is
it
harmless?
No
(-‐
come
on…
give
me
a
clue!)
Does
it
drain
Powers?
No
Does
it
drain
Omens?
Yes
All
of
them?
No
One
of
them?
Yes
We
got
there
in
the
end!
So
-‐
the
water
is
cursed
with
ill-‐luck.
Jarbeth
loses
an
Omen.
Dungeon
Crawl:
11+1,
3+1:
Weak
hit
5. Ancient Stairwell
Ancient
stairwell
2
exits
A
gathering
or
ritual
Jarbeth
arrives
at
the
top
of
a
flight
of
stairs.
Torches
glimmer
and
chanting
can
be
heard
at
the
bottom.
There
is
a
wooden
door
to
the
right…
Jarbeth
is
going
to
use
Agility
to
quietly
open
the
door:
General
Adventuring
Move:
DR12
Agility
vs
1,
16:
Weak
hit
She
slides
through
the
door,
but
it
creaks
as
it
closes
–
alerting
whoever
is
at
the
bottom
of
the
stairs…
Dungeon
Crawl:
13+1,
9+1:
Strong
hit
6.
Torture
Chamber
No
exits
There
is
a
2-‐in-‐6
chance
that
Splinterface
would
be
distracted.
Unfortunately
it
seems
that
the
creaky
door
has
distracted
him
from
his
work.
He
is
ready
for
Jarbeth
as
she
enters.
I
decide
that
the
ritual
at
the
bottom
of
the
stairs
was
being
led
by
a
Lesser
Ritualist,
who
will
arrive
in
the
room
in
d6
combat
rounds.
I
roll
2.
I’m
taking
the
Macabre
Ritualist
stats
down
1
point
or
tier
to
reflect
their
lesser
status.
Splinterface
has
the
initiative
–
whacking
Jarbeth
with
the
branding
iron.
Her
armour
and
shield
takes
most
of
the
damage,
but
she
still
takes
-‐2
Agility
from
the
brand.
Fortunately
her
first
attack
is
a
critical
hit,
shredding
Splinterface’s
cloak.
After
avoiding
an
attack,
Jarbeth
literally
splinters
her
assailant’s
face
with
her
handaxe.
Splinterface
is
dead…
but
the
Lesser
Ritualist
barges
into
the
room!
Hierofex, Lesser Ritualist
HP
5/5
Morale
10
Light
Grimmrobe
–d2
Shadestaff
d6
Jarbeth
fortunately
gets
the
initiative
and
uses
it
to
cast
(yet
another)
Enochian
Syntax:
“Allow
me
to
strap
you
to
the
torture
table…”
she
tells
Hierofex.
Jarbeth
hacks
wildly
with
her
handaxe,
and
as
Hierofex’
decapitated
head
rolls
across
the
floor
she
notices
someone
else,
bound
to
a
rack
in
the
corner
of
the
room.
I
a
roll
on
the
NPC
table
comes
up
8,
telling
me
to
use
the
Solitary
Defilement
NPC
Oracle.
This
is
what
comes
up:
Noel, the Eccentric Tailor (arrested for crimes against fashion?)
HP
1/4
Morale
8
Hands
d2
Jarbeth
frees
him…
so
I
roll
on
the
Reaction
table:
8+3:
very
positive.
Noel
decides
to
team
up
and
escape
together.
Jarbeth
gives
Noel
her
Handaxe,
and
takes
the
Shadestaff
and
Branding
Iron
for
herself,
and
the
pair
return
to
the
stairwell…
A
roll
on
the
Backtracking
table
comes
up
as
1
-‐
No
encounter.
Last
time
we
were
here,
there
was
a
gathering
led
by
Hierofex
at
the
bottom
of
the
stairs.
Time
to
use
a
simple
yes/no
oracle:
Did
Hierofex
dismiss
his
assembly
before
entering
the
Torture
Chamber?
2
–
No
Ok.
I
assume
there
are
d4
other
ritualists
at
the
bottom
of
the
stairs…
Oh.
The
dice
comes
up
tells
me
there
are
four
of
them.
Have
they
noticed
us?
No
So,
Jarbeth
decides
that
they
should
sneak
back
to
the
Deathly
Chamber:
General
Adventuring
Move:
DR12
vs
Presence
:12+2,
6+2:
Weak
hit
Jarbeth
creeps
along
the
wall,
back
to
the
Deathly
Chamber,
but
Noel
lets
the
side
down
by
loudly
scuffing
his
cloak
against
the
wall.
Do
the
ritualists
hear?
2
-‐
No
Arriving
at
the
Deathly
Chamber,
a
roll
on
the
Backtracking
table
comes
up
5
–
a
common
encounter:
Jailer.
A
roll
on
the
Reactions
table
declares
him
to
be
indifferent
to
our
presence.
Jarbeth
decides
to
bribe
the
jailer
to
assist
their
escape
-‐
he
demands
60
silver.
She
pays
the
fee.
Dungeon
Crawl:
2+2,
7+2:
Fail
As
the
party
moves
toward
the
eastern
exit,
the
dripping
ceiling
finally
collapses
-‐
everyone
must
defend
(DR12)
or
take
d6
damage
and
lose
an
Omen.
Jarbeth:
17-‐2:
Pass
Noel:
7:
Fail
Glort:
19:
Pass
Glort
and
Jarbeth
leap
through
the
doorway,
but
Noel
is
caught
off
guard
-‐
a
huge
stone
block
falls,
and
splatters
him
over
the
dank
walls
of
the
chamber.
7. Defaced Passage
Defaced
passage
1
exit
Unique
dweller
Using
Feretory
I
rolled
up
the
‘unique
dweller’
stats,
and
riffed
a
bit
on
what
its
purpose
was
in
the
dungeon:
Scouring Abomination
HP
4
Morale
11
Feathered
Hide
–d4
Stinging
Ichor
d2
A
mass
of
tentacles
emerging
from
a
feathered
body,
the
Scouring
Abomination
drags
itself
along
leaving
a
bleach-‐like
trail.
They
are
bred
to
clean
up
the
dungeon,
and
mindlessly
suck
up
corpses,
bones
and
other
litter.
Combat
begins.
Jarbeth
and
Glort
have
the
initiative,
and
manage
to
scorch
it
with
the
branding
iron
and
whack
it
to
death
with
the
cudgel
in
the
first
round.
Dungeon
Crawl:
14+2,
5+2:
Weak
hit
8. Unnatural Abbatoir
Unnatural
Abbatoir
2
exits
An
object
-‐
empty
perfume
bottle
The
Room
Contents
Oracle
told
me
there
was
an
object
here,
which
ended
up
being
the
empty
perfume
bottle.
I
use
a
simple
Yes/No
Oracle
to
find
out
more:
Is
it
guarded?
Yes
By
another
Scouring
Abomination?
No
Ok,
I
roll
on
the
Common
Encounters
and
it
comes
up
d2
Guards
and
Prisoner.
I
decide
there
will
be
no
prisoner
in
this
instance,
and
the
d2
roll
comes
up
as
1.
The
walls
and
ceiling
are
stained
with
blood,
although
the
floor
is
unnaturally
clean
since
the
Scouring
Abomination
passed
through
recently.
A
guard
is
in
the
room,
and
we
find
him
sniffing
an
apparently
empty
perfume
bottle.
Perhaps
the
lingering
scent
tempers
the
bleach-‐like
secretions
that
linger
in
the
wake
of
the
Abomination.
Despite
being
momentarily
distracted,
the
Guard
takes
initiative
in
combat
and
charges
at
Glort,
who
deflects
his
blow.
A
scuffle
ensues,
ending
with
Jarbeth
plunging
the
blazing
branding
iron
into
the
guard’s
face.
Jarbeth
takes
the
bottle…
a
floral
smell
still
lingers.
Glort
picks
up
the
sword.
Dungeon
Crawl:
18+2,
10+2:
Strong
hit
9. Corpse Disposal Pit
2
exits
Entering
the
chamber
of
the
corpse
disposal
pit,
two
Fleshrats
poke
their
pointed-‐snouts
out
from
the
towering
pile
of
naked
dead.
The
Fleshrats
have
the
initiative:
Glort
and
Jarbeth
are
momentarily
rooted
to
the
spot
in
surprise
and
horror.
The
fight
is
gruelling.
The
Giant
Fleshrat
tears
Jarbeth’s
leather
armour
apart,
before
she
is
able
to
sink
the
burning
brand
into
its
pallid
flesh.
The
Giant
Fleshrat
writing
in
its
death-‐throes
results
in
a
Morale
check
for
the
remaining
Fleshrats.
One
of
them
flees,
while
the
other
remains,
to
be
swiftly
dispatched
by
Glort.
As
Glort
and
Jarbeth
stand
over
the
dead
Fleshrats,
panting,
and
gathering
their
bearings,
they
hear
a
voice
from
atop
the
pile
of
corpses:
“Er,
excuse
me?
Could
someone
get
me
down,
please?”
Climbing
up
the
pile
of
corpses,
Jarbeth
finds
the
decapitated
head
of
a
notable
heretic.
He’s
still
very
eloquent…
but
very
boring.
She
shoves
the
head
in
a
bag
to
shut
it
up.
Camping:
DR12
Presence
vs
16+2,
3+2:
Weak
hit
It’s
difficult
to
rest
amongst
the
flies,
the
stink,
and
the
muttering
of
the
head,
but
Jarbeth
does
her
best…
She
gains
4
HP,
and
1
Omen.
Since
Glort
is
resting,
too,
he
messily
eats
one
of
her
rations.
Dungeon
Crawl:
17+3,
8+1:
Strong
hit
10. Sewer Entrance
No
exits
It’s
time
for
the
final
showdown…
Jarbeth
and
Glort
enter
the
chamber
with
the
sewer
trapdoor,
but
Humphrey
Sharpaxe,
massive
and
enveloped
in
black
silk,
is
already
brandishing
his
axe
in
anticipation.
Jarbeth
hardly
has
a
chance.
The
huge
axe
swings
through
the
air,
smashing
her
to
the
ground.
She
burns
all
her
remaining
Omens
trying
to
avoid
this
fate,
but
to
no
avail!
She
lies
helpless,
while
Glort
vainly
swings
his
purloined
sword
in
Sharpaxe’s
general
direction.
Staggering
to
her
feet
Jarbeth
gets
a
decent
blow
in,
while
Glort’s
sword
shatters
against
the
iron
polearm
of
the
axe.
Jarbeth
rolls
out
of
the
way
of
Sharpaxe’s
next
blow,
and
attempts
to
utter
Enochian
Syntax.
Her
Presence
roll
fails,
burning
her
remaining
HP.
She
is
reduced
to
0
HP,
rolling
on
the
floor
helplessly,
choking
on
her
own
tongue.
A
roll
on
the
Broken
table
comes
up
4:
Dead.
Glort
follows
Jarbeth
quickly
to
the
grave.
After
making
a
few
more
spiteful
blows
against
their
corpses,
Sharpaxe
opens
the
trapdoor
and
pushes
their
bodies
into
the
sewers.
So…
Jarbeth
did
make
it
out.
Technically.
-Fin-
ShadowClink Companion 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.
WARNING, GENTLE READER!
This is a playthrough of ‘Chalice of Ruin’, an adventure that accompanies the
ALÖNE IN THE CROWD city-crawling supplement for SÖLITARY
DEFILEMENT. It contains spoilers, and also a lot of gore and head-
chopping. Proceed at your own risk!
PRELUDE
Von, a Wretched Royal, has been a faithful acolyte of the Order of Two-
Headed Basilisks for most of his life - and has always paid more than is
expected in donations to Galgenbeck Cathedral. The Order has so much
compromising material on him that he could hardly do otherwise. Just as he
could not refuse the task set out for him by the High Inquisitor, Askarac, to
assassinate Svamp: an upstart prophet whose seeming powers over life and death
have rendered him immune to all previous attempts on his life.
All that is needed is the Chalice of Ruin, said to be secreted in the Tomb of
Aversus, somewhere within a catacomb beneath Galgenbeck. Unfortunately the
key to the catacomb is in possession of custodian who is sympathetic to
Svamp’s prophecies.
PART THE FIRST:
THE CUSTODIAN
The sky is lifeless grey, as Von wanders through a deserted, boarded-up
undercroft beneath Galgenbeck Cathedral. He wanders to the filthier end of
the vaulted passage and finds a crossroads. The entrance to the Cathedral
Library is here, as is a bored looking guard, who approaches Von.
“’ERE! aren’t you that noble who we’re after for —”
LOP! Von's Ancestral Blade swooshes through the air, sending his head
rolling in mid-sentence.
“No.”
Dabbing the blood-spray from his doublet, Von pays the six silver entrance fee
for the library. Hmm, a book on divination, a scroll about conjuring foul
weather… nothing worth reading, let alone stealing.
The undercroft opens out onto a largely-abandoned plaza. Dogs fights beneath a
ruined market cross. There is rowdy chatter coming from behind the door of
one of the two buildings that are inhabited. A sign hangs outside: The Crooked
Key.
The other inhabited building is evidently the custodian’s lodge - carved above
the door is the coat of arms of the Upstanding Covenant of Catacomb
Custodians. Candle-light flickers weakly behind the cracked diamond-pane
windows.
Von figures it might be good to have a bit additional help to ‘persuade’ the
Custodian to part with the key. He enters the Crooked Key, swaggering
nonchalantly.
Casting his eye over the clientele, Von spies a charming, roguish sort. He’s
buying people drinks, and covertly picking their pockets. Von makes him an
offer: "I need someone to help me persuade someone and then to help me pick
up an item... I’ll make it worth your while.” Hunf - for t’is the knave’s name –
is intrigued.
“Maybe I need one more body,” thinks Von, surveying the motley assortment
before him. His eye falls on a butcher, hacking at a vast jellied eel with his
cleaver. He looks the miscreant type…
Von lets it be known to the butcher that he might need two able bodies to
restrain the Custodian while he breaks their fingers.
“BREAK THEIR FINGERS?!” the butcher shouts, “The Custodian is my
brother!”
Unsurprisingly, the butcher forcefully swings his cleaver. After taking a chunk
out of Von, the Ancestral Blade neatly bisects him. The tavern sinks into chaos
and confusion. Amidst the shrieks and fighting, Hunf manages to snatch up the
cleaver, and he Von barge through the door before it becomes barred by
wrestling bodies.
As if nothing had occurred, they rap on the Custodian’s door, gaining
admittance to his dark, candlelit chamber, where he seats himself behind a desk
piled with blueprints of the catacombs, and codices of deaths, burials, and
disinterments.
Von feels something – a new feeling, one that most people call ‘remorse’, He
throws a hundred silver on the table. “For the key,” he says, taking the huge
iron key from the desk.
Then, under his breath as he leaves - “And for your brother’s funeral.”
PART THE SECOND:
THE CATACOMB
Crossing the plaza, the pair come to another undercroft, running beneath a
tottering mill. It’s well decorated, with a certain classy, funereal feel imparted
by the carved skulls and withered reapers embossed on the walls. Von is so
taken with the stonework, that he almost slips on something… a bloody scalp,
with long black hair lies on the ground. Up ahead, he sees the huge iron gate of
the catacomb. There’s a corpse collector standing by it - and she’s looking
extremely sheepish.
She’s guarded, but friendly: it turns out that she’s lost her license to dump
corpses in the nearest plague pit, so has been butchering them and posting them
through the bars of the city’s catacombs. Von spies an opportunity: for a lucky
dip amongst the corpses, he’ll open the catacomb door and give her the key.
A deal is struck. Von is rewarded by a nasty, infected bite from a rat hiding
amongst the bodies. After catching his breath and regathering his composure,
the door to the catacombs screeches open on its rusty hinges. Von and Hunf
descend the roughly-hewn passage, into the darkness beneath the city.
The passage through the catacomb is remarkably smooth. The pair enter a
deserted shrine - smashed by vandals or graverobbers in earlier days.
Descending further, down a bleak stairwell, they find one of the idols from the
shrine smashed at the bottom. Von picks up a stone talon as a souvenir…
Finally they happen upon Aversus’ crypt… it is dark and eerily still. Until,
with a blood-curdling shriek, the decaying form of the demi-lich lunges out of
a sarcophagus. Hunf narrowly avoids its grasp, as Von sets upon it with the
Snake Skin Gift. The creature lets out a rasping moan as the dagger pierces the
shadow where it’s heart would have been.
Not wishing to loiter any longer in the sinister atmosphere, Von snatches up
the Chalice of Ruin from the dusty sarcophagus and they begin to look for a
way out…
PART THE THIRD:
THE TOWNHOUSE
The pair emerge form a manhole in the same seedy undercroft that Von started
in. Chalice in hand, they go in the opposite direction, reaching a frosty market-
square. Von surveys the market, noting a jeweller, taxidermist, and members of
a gymnasium demonstrating their physical prowess in the stale open air. The air
turns fetid as a rain of sewage hits Von from a window above.
Having frantically attempted to clean this feculence off his already
bloodstained doublet, Von decides a spot of training might be in order, only to
be rebuffed by the scarred, hulking proprietor. She looks at his soiled clothes
and the festering rat bite on Von’s hand: “Eff off. You oughta see a doctor!”
Not a bad idea. Von attempts to ask a passer by, collaring a dishevelled groom
holding a worn old riding crop. Von is roundly ignored by the groom. At least,
until he sets off on his way once more. Then the groom turns on his heel,
angrily berating Von: “How dare you even speak to me you, filthy aristo.”
The groom’s revolt lasts about half a second as Von and Hunf leap upon him.
LOP! The Ancestral Blade claims another victim. The taxidermist eyes the
head as it rolls amongst the stalls of the market. He imagines stitching it to an
exotic animal’s body.
Wandering vainly in search of either a doctor or Svamp’s townhouse, Von
finds the damaged remains of an effigy of a wyvern, made of leathery,
interlaced skin in a dark, forgotten arcade. After further being dealt a glancing
blow from four nobles on horseback chasing a pair of pigs through the street,
Von and Hunf finally stand before Svamp’s townhouse. Acolytes loiter
outside the front door, but sneaking down a nearby alley, they find themselves
at the back of the building. A drunken porter slumbers by an open door - and an
open window on the second floor taunts them.
The porter is silently dispatched with the Snake Skin Gift, and the duo step
over his body, following a damp, once-whitewashed hallway into the great hall.
A cloaked figure sits at the end of the long refectory table - suddenly leaping
up and throwing his glass of wine to the ground. The cloaked Svampist Adept
silently marches toward Von and Hunf, fixing them with obsidian eyes. Von
feels his life being leeched by the Adept’s stare, but manages to resist. Hunf
gets in a couple of prime cuts with the cleaver, before falling under the Adept’s
irresistible gaze. As Hunf falls to the ground, a drained and withered shell, the
Adept’s wounds begin to heal. Von makes a desperate swing with his Ancestral
Blade, separating the Adept’s legs from their torso, which lands with a thud on
the table.
Von searches the room - not much to see, but the Adept was studying
something: a map, which seems to describe other worlds and planes. A way out
of the Dying Lands? Or a dangerously heretical expression of Svampist
cosmology?
As he opens a panelled door into an adjacent hallway, Von stands face to face
with a Svampist Acolyte, who was just about to knock. The Acolyte swiftly
stabs Von with a long, thin needle, penetrating the armour that lies beneath his
silk doublet. Von takes a step back and...
LOP! The Ancestral Blade claims another head.
Catching his breath, and eating a decaying apple that he found under the
refectory table, Von patches himself up, before following the hall to a chapel.
The chapel was evidently once a place of private worship, dedicated to the
Two-Headed Basilisk. Those effigies of the old ways are now smashed to
pieces, consigned to dusty corners. Occult diagrams of Svamp’s theories adorn
the walls, and a portrait of Svamp is on the altar, before which two Acolytes
are praying.
They don’t stand a chance.
LOP! One head rolls.
The second Acolyte cowers and makes a feeble attempt to strike out at Von,
before…
LOP! The second head rolls.
On the altar, Von spies a chalice. The smoky vapours, crackling with muted
psychedelic colours, indicate that it is Ezumiel’s Vapour. A powerful
hallucinogenic: probably the sacrament that Svamp uses to convince his
followers of the truth of other dimensions.
Von notices a small door in the wall, and climbs a spiral staircase, entering into
another chapel. An Acolyte lies on the floor, dead: their last agonising
contortions preserved in their silently screaming visage. The cause of death is
apparent: a serf stands over the Acolyte’s body. She holds a flaming stang.
“What are you doing here, peasant?” Von asks incredulously.
“I’m upwardly mobile,” she replies, before sarcastically adding “My lord.”
It transpires that the serf, Gohst, shares the same aim: killing Svamp, although
her motive is revenge for indoctrinating her family into his cult. Yet there’s
something that tells Von she can’t be fully trusted
Von and Gohst rifle through the Acolyte’s robes, turning up a small book on
necromancy entitled Whispers Pass the Gate.
They proceed into a store-room. It smells acrid and mouldy. Everything
concerned with Two-Headed Basilisk worship has been unceremoniously
shoved into tottering shelves: crumbling bibles, classics like the Theologia
Inversum de Nechrubelis, chalices, ritual knives, the vast, two-headed spiked
candlesticks, et cetera, et cetera.
As the pair cross the room to the opposite door, the mass of ritual
paraphernalia shifts with an audible, metallic sound. They dash to the door,
slamming it behind them as some unknown and malevolent force throws the
religious bric-a-brac across the room. The spike of a candlestick penetrates
through to the other side of the thick, oak-panelled door.
All this noise has certainly alerted Svamp, in whose chamber the pair now
stand. He sits at a small writing table, piled high with arcane texts, flanked by
two Acolytes. In the corner of the room is a purple four-poster bed, its curtains
drawn.
Svamp immediately attempts to fix Von with his own life-leeching gaze, but
Von is having none of it, shielding his eyes and plunging the Snake Skin Gift
into the heart of one of the Acolytes. While Gohst struggles with the other
Acolyte, Von calmly stabs the blood-soaked Snake Skin Gift into Svamp’s
heart.
Upon seeing this, the Acolyte drops their needle and flees.
While Von attempts to restrain Svamp, who is once again regenerating his life-
force, Gohst pries open his jaws, placing the Chalice of Ruin to his lips. With
agonising slowness, a single drop of black blood forms in the bottom of the
Chalice, and threads its way to Svamp’s lips…
The first Arcane Catastrophe comes on strong: Svamp’s eyes burst, leaving two
bloody wells. Suddenly his corpse is lifted from the floor as five skeletal arms
burst from his back. Now restored to something resembling life, Svamp groans
as his skin tatters, then flows from his limbs like wax.
Then, the curtains of the four-poster bed part revealing a dark void within. A
vast, shadowy, claw-like hand - of Nechrubel, or one of his minions? - reaches
out. It snatches up both Svamp and the Chalice, pulling them into the abyss as
the curtains close once more.
The townhouse is quiet. Von coughs and seats himself at the desk. Yes, he
thinks, this will do nicely as a second home in the city.
Invoking his hierarchical authority, Von tells Gohst to scurry off back to her
root vegetable patch. Gohst has other plans, and holds the white-hot stang in
her hands defiantly.
“I told you, I am upwardly mobile.”
Von cannot stand this insolence, and rushes at her with the Snake Skin Gift,
which shatters as it meets the flaming head of the stang. The fight is extremely
brief and nasty.
As the smell of Von’s charred flesh fills the room, Gohst looks across
Galgenbeck, wondering what to do with her new-found assets.
FIN.