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The Carlsburg

Catacombs
A dungeon by Michael Drescher

Published by MythFoxGames for use with the Dungeon


World RPG under the Creative Commons Attribution
3.0 Unported License
Cover Art & Map by Michael Drescher

Eduardo Henrique (order #9591248)

The Carlsburg Catacombs


A dungeon by Michael Drescher

Introduction
This is a dungeon designed for use with the
Dungeon World system. It purposely leaves
blanks (such as the dukes name or why the
adventurers are here) for you to add your
own unique twists to it. I encourage you to
blend in your own ideas, to make this
adventure really shine. Consider answering
the following questions, and add them to the
game:
How and Why did the PCs come here?
What happened to Lord and Lady
Brunswick?
What nefarious plot are the Death Reavers
trying to accomplish?
Is there anyone else of note in the
catacombs that the PCs might care about?
With that out of the way, I hope you and your
fellow gamers weave a marvelous tale.
Happy Gaming! ~Michael Drescher

The Prologue
The village of Carlsburg stands as an end to
the Dragon Empires longest trade road, ripe
with grapes and wine. Most make their way in
life by farming, ranching, making wine in the
cellars, or working the inns and taverns. The
denizens of Carlsburg are an easygoing sort
so long as the soil is fertile. And the soil is
always fertile.
Deep underground, beneath the sewers,
another service is offered. A vast catacomb
accepts the departed (dearly or not) from as
far away as the capital. This would normally
poison the land above, destroying crop yields
and worse stillsouring the wine. However
thanks to a fungus affectionately called,
Gloom, the poison of rot is consumed and
in its wake is left an incredibly nutrient rich
compost.

Eduardo Henrique (order #9591248)

Lately though, new tunnels have been


appearing on their own. Old corridors seem
to move or disappear completely! What the
devils is going on down there!? Marcus! More
wine! ~the Duke of Carlsburg

The Adventure
1. The Entrance
Before you stands a set of massive iron
doors. A graying moss clings to the stone
walls theyre set into, still shimmering with the
mornings dew. Though the sun shines upon
your backs, you cant stifle the chill that runs
though you.

2. The Foyer
Past the iron doors, a musty smell of wet
stone and decay greets you. As you make
your way down the stairway the temperature
steadily descends and the natural light fades.
The chamber below is lined with ramshackle
shelves. Above a door opposite you, a rather
grotesque painting portrays the grim specter
of death holding a set of keys.

3. The Main Hall


You enter a massive hall. It is supported by
columns of stone that arch into the ceiling.
The walls are covered in the skeletons of
generations past. Though they dont move,
you get the strange feeling that they're
welcoming you. There are three doors apart
from the one you came through, each
seeming to signify something. One is golden,
depicting a crown resting upon a upright
sword. Another is silver, depicting a wreath of
grapevines. The last is blackened iron,
without adornment.

4. The Hall of Champions

8. The Lower Foyer

As you cross the threshold, a feeling of


courage washes over you. There are six
alcoves in the skeletal walls, each housing a
sarcophagus with a large portrait of valor
resting against them. At the far end of the
room there is a statue. The statue is of a
winged champion in plate mail with a large
shield, a horned helm, and a massive axe.
GMs Note: Disturbing any of the sarcophagi
activates the Guardian of Champions.

After descending the stairway, you come to


a small chamber with an iron hinged gate.
The smell of must is much stronger now as it
almost assaults your nostrils. You feel slightly
dizzy, but manage to keep your senses.

5. The Hall of Commoners


Beyond the silver door lies a hall similar to
the one prior. Unlike the former the only exits
are back the way you came, and down a set
of wide stairs at the opposite end. Also,
where there was some ambient noise before
now stills to a cold silence.

6. The Hall of the Forsaken


After struggling with the door, and the seal
broken, a rush of dread flows through you.
The skeletons in this chamber seem to have
been stacked with reckless abandon. There
are six alcoves in the skeletal walls, each
housing a sarcophagus. The sarcophagi are
marked with strange runes and symbols. At
the far end of the room there is a statue. The
statue is of a man with an iron cage around
his head, his body wrapped in chains with
jagged bear traps at each end of the chains.
GMs Note: Disturbing any of the sarcophagi
activates the Guardian of the Forsaken.

7. Piccolos Secret Vault


Within the sarcophagi of the Grand Thief
Piccolo, their is no body to be found. Merely
a empty tomb with a winking smirk etched
into the stone, and some fine powder
collected at the bottom.
GMs Note: Upon investigation, it is revealed
that there is a secret tunnel leading to
Piccolos secret vault. In here there is a small
fortune of treasures: a piccolo on a leather
braided necklace, the ebony cat, the purse of
empty promise, and a fine tapestry depicting
Piccolo twirling his mustache while maidens
fawn over him.

Eduardo Henrique (order #9591248)

9. The Ruined Hall


Past the iron gate you enter a hall of
crumbling stone and bones, both seeming
held together by some strange sinewy plant
growth. There is a humidity here that was not
present before. To the left there is a
passageway, to the right another. The
passageway to the left has a warmth to the
air. The passageway to the right has chill to
it, but smells more pleasant.
GMs Note: From this room on, Gloom
Skeletons can randomly appear or peel
themselves off the walls. Regardless, There
is a Gloom Abomination asleep here.

10. The Lake of Sorrows


Before you lies a shoreline, with an aged but
seemly functional wooden boat. It would
appear an expansive underground lake has
formed. The murky black waters slosh
against the shore, but is otherwise all but still.
Across the lake, stands what looks like two
stationary torches.

GMs Note: Within the waters of the lake,


waits the Hands of Dead. Feel free to
rock the boat.
11. Lord and Lady Brunswicks Tomb
Here lies Lord and Lady Brunswick. Former
leaders of Carlsburg, and well liked by all.
Apart from their two tombs, their is a statue of
a little peasant girl holding flowers. Her eyes
are closed and appears to have been
sculpted to look as though she is crying.

12. The Fungal Forest


The humidity sticks to your skin, and almost
stings your eyes with its heat. A hazy viridian
mist obscures your vision, and small fungi
grow from everywhere. You cannot move
without toppling a cap or three with each
step. The skeletons here are more plant than
person. Roots forming nervous systems, with
blooms of mushrooms sprouting from the
mouth and eyes. There is a faint sound
flickering through the air. Sounds like
Chanting.

13. The Ritual Circle


Upon reaching the other side of the fungal
forest, you see five figures standing around a
glowing circle. Gloom seems to grow from
their still living bodies, poking out of the
sleeves and hoods of their robes. They don't
seem to notice you yet.

14. A New Tunnel


Skeletal guides stuck in time, appear to climb
upward and point. A ladder! Reaching far
beyond the mushroom canopy. Water trickles
down and splashes cooly upon your face. A
way out, but a way out to where?

Magical Items
The Ebony Cat
weight 1
A small figurine of a black feline in a regal
pose. If you offer a beautiful and loquacious
speech about why the ebony cat is the most
superb and flawless feline, it will turn into a
black cat with indigo flames where its eyes
would be. It will grant you one favor, but for
that favor it will demand payment. Its desired
payments can be obscure, time consuming,
grotesque, and petty. If you dont meet the
cats demands, it will never respond to your
calls again.
The Purse of Empty Promise
weight 3
A coin purse that appears to be bursting with
wealth, but upon inspection is always empty.

Eduardo Henrique (order #9591248)

The Piccolo of Piccolo


weight 0
A magical musical instrument on a braided
leather necklace. When you play a song on
the piccolo, roll+wis. On a 10+, you may
choose 2 from below. On a 7-9, choose 1. On
a 6-, the piccolo ceases to work and only
plays flat and sharp notes.
Charm someone, until you show otherwise
Lock an unlocked item
Take a +1 forward to a cunning action
Unlock a locked item

Custom Moves
When they inhale spores from the Gloom,
roll+con. On a 10+, they regain half of their
current hit points (minimum 1). On a 7-9, they
regain half of their current hit points, but take
the sick debility. On a 6-, give the sick debility
and have a tiny gloom grow out of them
somewhere. Notes: Consider using your GM
moves to advance the growth. Maybe the
growths wont go away until treated by a
cleric? Maybe the Death Reavers are in
league with the clerics? Have fun ;)
When they disturb Lord or Lady
Brunswick, roll+cha. On a 10+, she will
deem them vitreous and worthy to share
court with the Lord and Lady. On a 7-9, she
will find them unworthy and require an oath of
allegiance first. On a 6-, they are found to be
villainous and transported to a different part
of the catacombs. Roll d10 and consult the
table below.
Result
Location
1
The Foyer
2
The Main Hall
3
The Hall of Champions
4
The Hall of Commoners
5
The Hall of the Forsaken
6
Piccolos Secret Vault
7
The Lower Foyer
8
The Ruined Hall
9
The Lake of Sorrows
10
The Fungal Forest

Creatures
Death Reaver Cultists
Group, Divine, Organized, Intelligent,
Terrifying
8 HP 0 Armor
Ritual Blade (d6 damage)
Close
Special Qualities: Fungal infection
Instinct: To worship death
Lay a curse
Send for reinforcements
Gloom Abomination
Solitary
10 HP 1 Armor
Club (d8+5 damage)
Close, Reach, Forceful
Instinct: To return the world to darker days
Destroy something
Fly into a rage
Gloom Skeletons
Horde
7 HP 1 Armor
Slam (d6 damage)
Close
Instinct: To take the semblance of life
Snuff out the warmth of life
Reconstruct with roots of gloom
Guardian of the Champions
Solitary, Cautious, Construct
16 HP 3 Armor
Axe (d10+2 damage)
Close, Forceful, Reach
Special Qualities: Wings, Stone
Instinct: To protect the tombs
Charge while in flight
Throw someone

Eduardo Henrique (order #9591248)

Guardian of the Forsaken


Solitary, Construct
16 HP 2 Armor
Kettenhund (d10+4 damage, +1 piercing)
Close, Reach
Special Qualities: Stone
Instinct: To keep evil locked away
Hurl someone across the room
Reel someone in with chains
Hands of the Dead
Horde, Tiny
3 HP 0 Armor
Drain Spirit (d4 damage)
Hand
Instinct: To claim the living
Paralyze with fear
Take on the semblance of lost loved ones

Special Thanks
To the Discern Realities podcast and folks
at Gauntlet for the amazing inspiration, and
the use of and ability to tweak: the Ebony
Cat, and the Purse of Empty Promise. Thank
you so much!
To the Gaming and BS podcast for the
support and advice on gaming. Brett and
Sean, you guys are awesome!
To my mother for her endless support and
encouragement to follow whatever crazy idea
pops into my head.
And to my players, Jace and Wolf, thank you
for sticking through the burnout and offering a
fantastic story for me to be apart of.

Eduardo Henrique (order #9591248)

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