Blimey, Blemmyes!

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An adventure for 4-6 crawlers of LV2

PROLOGUE
Victory was hard won and you’re headed The carriage is comfortable and not
back to home in luxury! The carriage is quite decadent enough to get your
plush and your road is as smooth as hackles up and the ride back to your
your conversation ─ until ── hometown has been pleasant so far.

The sun set about two hours ago and


BLIMEY, BLEMMYES ! your driver ─ a man named Mandevil
who is cursed with a real lack of brows ─
BLIMEY, BLEMMYES! is an adventure lets you know you’ll soon pull into the
inspired by the old competition modules village of Kilt to spend the night.
like C1 Hidden Shrine of Tamoachan.
But the ride heaves and you hear
It works perfectly as a convention game Mandevil curse and you feel the horses
or early within an ongoing campaign. spook. ( Looking beyond the curtains
sees the silhouette of a headless
BLIMEY, BLEMMYES! is an horseman riding a headless horse! )
independent product published under
the Shadowdark RPG Third-Party Within moments, the carriage comes off
License and is not affiliated with The the road and tumbles into the valley.
Arcane Library, LLC. Shadowdark RPG ©
2023 The Arcane Library, LLC. If you’re running a con game, this is the
optimal moment to have your players
Writing and dtp. by Sean F. Smith introduce their crawlers.
Dungeon cartography by DungeonScrawl
Village cartography by Watabou Eventually the carriage comes to a stop,
All rights reserved © 2023 and then there’s another thunk as a root
gives way and the carriage plummets
through soft soil.

● DC 12 CON or 1d4 damage.

Mandevil was outside throughout the


tumble. He does not survive the crash.

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ACT ONE DOORS ─ rooms 1 to 3 are banded oak
doors, all locked ( DC 12 STR smashes ).
( Not pictured: the crash, off left edge ) Rooms 5 onwards are solid walnut, all
with keyholes but never locked.
Generations back, the site was used as
the gaol for several clans of itinerant ROOM DESCRIPTIONS
shepherds. The rooms off the tunnel are
the decades-old alchemists’ chambers. 1 ─ alchemical office: desks and chair of
high quality but in poor condition;
LIGHT ─ darkness throughout, except smears of ash where once were papers.
wan moonlight down stairs at X and
ozone-glow from the chair in 9. 2 ─ laboratory: balsa wood crates,
warped; glass vials, deformed like plastic
SURFACES ─ tiled floors, cinderblock left in sunshine; dusty hand of glory
walls, raw stone ceilings. candle ( normal treasure, 1XP, 30gp ).

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3 ─ intermittent sound of thudding 9 ─ strong ozone scent
Shelves and storage, all stripped. Secret Murder basement: galvanic chair in
door mechanism visible from this side. corner emits blue glow and sinus pain.
Touching the chair inflicts 3d10 damage
● desperate VARGGANALAN with ( DC 18 CON halves ).
golden molar ( poor treasure,
0XP, 1gp ) Upon a walnut-panelled pedestal, a fine
golden bugle ( fabulous treasure, 3XP,
4 ─ shrine to ancient sheep gods: 300gp ).
seaglass mirrors behind curtains
X ─ deep rumbles and swampy smell
5 ─ rustling noises within Gaol: oakwood pillars stained with chain
Bent iron bars impede access ─ it’s one rust. Mulch across floor. Wan moonlight
at a time to get through. Warped walnut down staircase ( leads to surface ).
shelves and rodent manure. Water
damage visible around secret door to 9. ● one territorial SURINAM HYDRA

● five VARGGANALANs MONSTER DESCRIPTIONS


attempt ambush
VARGGANALAN
6 ─ bare room: gouges in walls where A human head with shrivelled skin and
fixtures have been stripped; black chalk matted-hair wings. No thought, only bite.
graffiti reads “ do not kiss them ”. AC 14, HP 3, ATK 1 bite +1 (1d6), MV
near (fly), S -1, D +1, C +0, I -2, W +0,
7 ─ distant urine reek Ch +0, AL C, LV 1
Communal toilets: most terracotta and Kiss. After second bite on same target,
one porcelain ─ yellow glint within ( gold DC 15 CON or infection. Infected cannot
ingot ( normal treasure, 1XP, 50gp ). gain hp and will become vargganalan
upon death.
8 ─ store room: outdated manacles and
trodden oakum. SURINAM HYDRA
Pockmarked back hides several heads.
AC 10, HP 26, ATK 4 bites +2 (1d6),
MV near, S +2, D -2, C +2, I -2, W +0,
Ch +0, AL N, LV 4

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ACT TWO LONG GRASSES ─ the soil is solid but
the grass grows erratically and it’s a
The night air is cool but clammy. hassle to plot a simple path.
A storm is coming.
The grasses have rough undersides that
Having reached the surface, the crawlers scores ugly scrapes on brittle leather.
are able to see the distant lights of Kilt
barely three miles away. There are snakes in the grass ( spot
them with DC 09 WIS ).
LIGHT ─ weak moonlight makes it
possible to see ( with disadvantage ). ● two LERNEAN SERPENTs

SCENE ONE SCENE TWO

Crawlers have the option of taking the The grassland gives way to a sparse
open road or making their way through walnut woodland which cuts close to the
waist-high grassland. road. Another choice: land or tree?

OPEN ROAD ─ the gravel is loose OPEN ROAD ─ the gravel shifts
underfoot, having been disturbed by underfoot but remains stable and easy
broad hoofprints. to walk upon. Invariably, the shelter from
the trees has slowed erosion here.
Several flowering weeds poke through
the loose stone, but every single one of Despite being more obscured here,
them has been snapped high up the thieves and anyone with +2 WIS or
stem. ( Close inspection reveals blunt better get a funny feeling. Those
trauma at the break ─ these were no crawlers get advantage on initiative
bites or cuts, but manually pulling off the as the headless horseman attacks !
heads ).
● one HEADLESS HORSEMAN
DC 12 CON or take 1d4 damage from
fatigue. This is increased to 1d6 if a After two rounds, the horseman
crawler has more than half of their gear disengages and gallops away ─ away
slots filled. This fatigue damage will from Kilt.
never remove a crawlers’ final hit point.

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WALNUT WOODLAND ─ the trees are scree from the bluffs. ) Walking the road
tall and lush, though not implausibly so. this close to Kilt gives welcome respite
Walnut trees have few low-hanging from additional danger.
branches and their leaves are shaped
like teardrops. The crushed leaves THE BLUFFS ─ scaling the slope isn’t
underfoot have a subtle polish smell. especially difficult and under the anemic
moonlight the short grasses look sickly.
Looking for signs of intelligent life will At the very top of the hills, the crawlers
find some ( DC 15 INT otherwise ). There get an excellent view of Kilt ( you can
are carved and stained marks on some show them the map now ). Taking it all in
trees, each of which have signs of their grants advantage on tactics within Kilt
branches and twigs being harvested. that rely upon understanding its layout.
Following these signs brings the
crawlers to the tent of a dwarfen woman MONSTER DESCRIPTIONS
named BRIGG.
BRIGG
She wants to be left alone and has been Killing her makes you the monster.
doing perfectly fine out here on her own AC 8, HP 2, ATK 0, MV near, S -2, D -2,
thank you very much. Look if I give you C +1, I +2, W +5, Ch +0, AL N, LV 0
some information will you just go away?
LERNEAN SERPENT
She will answer any one question and A short fat poisonous snake.
knows literally everything the Game AC 12, HP 6, ATK 1 bodyslam +1 (1d4),
Master knows. If the crawlers don’t have MV near, S +0, D +1, C +2, I -3, W +0,
a question, she suggests you can beat Ch -2, AL N, LV 2
horsemen by un-horsing the man. Poisonous. If eaten, DC 09 CON or die.
Regenerate. Regenerates 2d6 hp on its
SCENE THREE turn as it regrows new tails ( always
more tails than before ). Fire cauterises.
Eventually the trees give way to steeper
land, where the road cuts through HEADLESS HORSEMAN
sidings or the bluff can be scaled. HEADLESS HORSE
( Full description overleaf. )
OPEN ROAD ─ the gravel here is firm
again. ( In fact, it is regularly repaired by
the townsfolk and supplemented by

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ACT THREE drive the headless horseman into the
fields, or to trap the bridge. These
The atmosphere in Kilt is one of distress instructions never require a check to
and barely suppressed panic. The enact but the horseman may get a check
HEADLESS HORSEMAN has been to avoid the effects.
attacking the village nightly for a good
week now. Barricades are at breaking The horseman will attack for 1d4+2
point and the arrival of some armed rounds, after which it will leave the area
outsiders might be the perfect moment for a year and a day.
for us to strike!
CONCLUDING THE ADVENTURE
● one VILLAGE MOB joins the fight!
There are three potential outcomes:
VILLAGE MOB
Wild-eyed and desperate. Barely armed. ● Failure ─ the horseman leaves,
AC 08, HP 110, ATK 1d4 tools +0 (1d4), but fewer than sixty villagers
MV near, S -1, D -2, C -3, I +0, W -2, Ch remain. The party gains 0XP and
-2, AL N, LV 0 each crawler loses any luck tokens
Mob. Yes, 110hp equals 110 population. ● Survival ─ the horseman leaves
and more than sixty villages
Crawlers can spend their actions to survive. The party gains 3XP and a
direct the mob ─ DC 12 CHA increases plaque is made in their honour.
either AC or ATK bonus to match the ● Victory ─ the horseman is killed!
directing crawler’s. If this check fails, the The party gains 10XP and a
increase lasts one round; festival is held in their
success and the increase honour. If more than
lasts this whole battle. ninety villagers survive,
the party is also awarded
The party can also an egg of the
instruct the mob once cockatrice.
each round. Instructions
remain until dismissed
and can stack. For
example, the crawlers
might ask the mob to
block certain routes, or to

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MONSTER DESCRIPTIONS HEADLESS HORSEMAN
A shirtless man the size of a weightlifter,
HEADLESS HORSE with no head and instead eyes and a
Peculiar mutant horse ( no head ). face right smack in his chest.
AC 11, HP 11, ATK 1 hooves +3 (1d6), AC 16*, HP 22, ATK 2 sword +3 (2d6)*,
MV double near, S +3, D +1, C +2, I -3, MV near, S +3, D +1, C -2, I +2, W +1,
W +1, Ch -2, AL N, LV 2 Ch +0, AL C, LV 4
Horsed. If unseated, AC becomes 10
and ATK becomes 1 sword +3 (1d6).
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