You are on page 1of 2

Location:

 The  Schleswig  Countryside                                              Dungeon  DR:  10  


 
One  Shot  Setup:  Sir  Gilbert  Scire  and  his  assistant  Hobson  Mould  are  rumoured  to  have  taken  
up   residence   in   Misery   Lodge:   a   crumbling   banqueting   hall   deep   within   Park   Pale,   Sir  
Gilbert’s  private  hunting  ground.  By  underhanded  means  the  pair  have  come  into  possession  
of   the   ‘greatest   scrowle   of   magicke   that   ever   was’.   They   are   now   intent   on   summoning   a  
demonic  army  by  which  the  avaricious  Sir  Gilbert  will  dominate  the  last  days  of  the  Dying  Land  
with  an  iron  fist.    
 
You  are  foolhardy  enough  to  seek  out  Park  Pale  because:  
 
1.   2.   3.   4.  
You   want   the   Scrowle   The  Scrowle  was  stolen   You  suspect  that  magic   A   demonic   pact   made  
yourself.   If   anyone   is   from  the  library  of  your   is   nonsense,   but   the   in   your   youth   must   be  
going   to   be   a   own   employer.   The   Scrowle   could   fetch   a   honoured:   return   the  
necromantic   autocrat,   ultimatum   given   to   fortune   on   the   black   Scrowle   to   Hell.   The  
it   deserves   to   be   you!   you:   retrieve   it,   or   die.   market.   Start   with   a   demon   gave   you   a  
Start   with   d6   weapon   Start   with   a   random   grappling   hook   and   30’   boon   in   return   for   their  
or  tier  2  armour.   Sacred  Scroll.   rope.   service:   +1   to   any  
attribute.  
 
You   arrive   at   the   edge   of   the   heavily   wooded   estate   wherein   Park   Pale   lies.   Your   first   task   will  
be   to   find   the   gates   and   enter   somehow,   and   then   to   find   a   vantage   point   high   enough   to   spy  
the   location   of   Misery   Lodge.   The   woods   are   eerily   silent.   Three   paths   weave   through   the  
trees.  Choose  a  path  and  make  your  first  Dungeon  Crawling  Move.  
 
While   exploring   the   Park   Pale   and   surrounding   woodland,   use   this   alternative   Room   Type  
Oracle  (d12):  
 
1.  Folly  (d4  1:  Statue;  2:  Ruin;  3:  Temple;  4:  Tower)   7.  Pond    
2-­‐3.  Tree-­‐lined  Avenue   8-­‐9.  Woodland    
4.  Stream     10.  Hill    
5.  Herb  Garden   11.  Valley    
6.  Orchard   12.  Bridge    
 
During   encounters   with   a   Coruscating  Beast   and   the   final   confrontation   at   Misery   Lodge,   you  
will  be  asked  to  roll  on  the  following  table  of  Chaotic  Coruscations  (d6):  
 
1.  Gigantic  Avian  Claw   2.  Writhing  Tentacles   3.  Monstrous  Rat  Head  
d4  damage.   Makes  two  attacks.  d2  each.   d2  damage.  
4.  Fire-­‐Breathing  Skull   5.  Gigantic  Newt  Tail   6.  Stinging  Appendage  
d6   damage,   any   hit   reduces   d4  damage.   d4+1  damage.  DR12  Toughness  
armour  by  1  tier.   or  infected.  
 

Park Pale 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.
Common Encounters. Special Locations .
1.  Gamekeeper   2.  d2  Errant  Wings   3.  Brended  Beast   1.  Park  Gates     1  exit  beyond  the  gates  
Check   proximity   (d2):  1:  Melee;   HP  3  Morale  6  Leather  Hide  –d2   HP  5  Morale  8  Ruddy  Fangs  d6     30’   high   spiked   walls,   dotted   with   decaying   heads.   The   iron   gate   is   locked   with   a   heavy   chain.   Possible  
2:  Ranged  for  d2  rounds.   Sharpened  Wingtips  d4+1   A   large,   striped   beast   –   options  include:  climb  the  wall  (DR16  Toughness;  DR14  with  rope;  DR13  with  rope  &  grappling  hook.  d2  
HP   5   Morale   11   Tweeds   –d2   A   huge   pair   of   leathery,   bat-­‐like   somewhere   between   a   wolf   and   falling   damage   for   each   fail);   break   the   chain   (DR16   Strength;   DR14   with   crowbar;   -­‐1   DR   for   each  
Blunderbuss  d8  Knife  d4   wings.   Joined   together   with   no   hyena.   Murderously   quick   and   companion);  dig  under  (pass  2x  DR12  Strength  tests,  2x  DR10  with  a  shovel);  use  lock  picks  (DR14  Agility).  
Always   attacks.   Looted   body  in  between.  Corpse  can  be   fierce:   DR14   to   attack   and    
blunderbuss  has  d4  shots.   used  as  d4+1  weapon.   defend  against.   Each  time  you  fail  a  test,  a  small  shriveled  imp  emerges  from  the  mouths  of  one  of  the  heads:  
4.  Mantrap   5.  Ambivalent  Fountain   6.  d4  Rothaunch  Deer   Desiccated   Spyritte:  HP  2  Morale  7  Bite/scratch  d2.  Special:  1-­‐in-­‐4  chance  per  round  another  spyritte  
DR12   Presence   or   snares   you   or   DR12   Omens   vs   2d20   to   drink.   HP  3  Morale  3  Gnarled  Horns  d4   emerges  to  join  the  fray.  
a   random   companion   doing   d4   Strong   hit:   Heal   d6   HP;   Weak   Prized   for   their   hallucinogenic   2.  Eel  Tower     Roll  number  of  exits  
damage.   Pass   a   DR12   Strength   Hit:   Roll   d4-­‐2,   lose   HP   if   flesh.  Scire  keeps  them  for  sport.   A   50’   tall   gothic   monstrosity.   Inside   is   a   deep   pool   that   once   contained   the   manorial   eel   farm.   A   rough  
test   to   open   it:   lose   1   HP   each   negative,   gain   if   positive;   Fail:   One   Rothaunch   corpse   yields   1   staircase  climbs  around  the  inner  walls.  Climbing  to  the  top  will  give  you  a  view  across  Park  Pale,  allowing  
time  you  fail.   Arcane  Catastrophe.   dose  of  Red  Poison.   you  to  pinpoint  the  location  of  Misery  Lodge.  As  you  climb  10’  up  the  stairs,  a  monstrous,  slimy  eel  thrusts  
  its  body  out  of  the  water  to  attack  you.  Any  fumble  on  defence  rolls  means  you  slip,  falling  into  the  water:  
all  attack  and  defence  DRs  are  increased  by  +2.  The  dead  eel  can  be  carved  up  into  d4  days  of  rations.  
Rare Encounters.  
1.  Axaxel   2.  Bleude   3.  Saint  Mildew   Shadow  Eel:  HP  7  Morale  8  Jet  Black  Hide  –d4  Razor  Teeth  d4.  Special:  On  a  successful  hit,  the  eel  will  
HP  8  Morale  –  Etheric  Cloak  -­‐d4    HP   5   Morale   8   Scaly   Skin   -­‐d4   HP   5   Morale   –   Lucent  Robe  –d4   attempt  to  wrap  around  you  or  a  random  companion.  DR10  Agility  to  dodge  or  d2  crushing  damage.    
Damned  Dagger  d8   Twisted  Talons  d6   Dew-­‐bathed  Crozier  d6   3.  Dark  Temple   Roll  a  new  regular  area  after  micro-­‐crawl  
A  bloodthirsty  demon:  demands   A  lesser  spirit,  often  conjured  to   Conjured  to  assist  Scire’s  rituals,   Dense,   arm-­‐thick   brambles   bar   any   way   around   this   tunnel-­‐like   folly   constructed   of   black   obsidian.   Three  
you   sacrifice   a   companion   or   he   find   treasure.   If   Bleude   is   the  ghost  of  St.  Mildew  fled  him,   crooked   spires   emerge   from   the   roof,   around   which   dark   clouds   gather.   As   you   approach,   lightning  
will   attack.   A   sacrifice   will   grant   reduced   to   1   or   2   HP   and   fails   but  will  join  you.  Her  robes  glow   streaks  downward  from  the  clouds.  
a   random   Unclean   Scroll.   If   their   Morale   check,   they   will   brightly.  Has  two  Sacred  Scrolls,    
defeated,   Axaxel   vanishes   with   a   offer   to   retrieve   an   Occult   and   d4   Powers   –   always   Unless  another  solution  can  be  found,  two  DR12  Agility  tests  must  be  made  to  reach  the  tunnel.  Failing  
sinister  laugh.   Treasure  or  Tenebrous  Relic.   successful  at  using  scrolls.   either  means  d6  lightning  damage.  Within  the  tunnel  it  is  pitch-­‐black,  +2  to  any  DR  unless  you  have  a  light  
4.  Blazing  Vision  (d4)   5.  Coruscating  Beast   6.  Prince  Uriax   source.  Undertake  a  d4  Micro-­‐Crawl,  placing  a  Rare  Encounter  in  the  final  chamber.  
A   cloud   explodes   in   a   dazzling   HP   6   Morale   –   Hadean   Flux   –d4   HP   7   Morale   12   Spiked   Armour   4.  Misery  Lodge   No  additional  exits  
burst!   You:   1:   glimpse   beatific   Special:   roll   on   the   Chaotic   –d6  Burning  Gauntlets  d6+2   Eerie   flashes   of   light   emanate   from   the   broken   windows   of   Misery   Lodge.   Within,   Sir   Gilbert   Scire   and  
realms   (+1   Presence);   2:   witness   Coruscations   table   each   round   A  sorrowful  demon  conjured  and   Hobson  Mould  are  engrossed  in  their  conjurations  before  a  large  obsidian  mirror  set  into  the  wall.  Weird  
sobering   nightmares   (lose   all   to   see   how   it   attacks.   The   beast   abused   by   Scire.   DR12   Presence   lights  and  chaotic  forms  float  within  the  cursed  glass.  +2  to  any  initiative  rolled  at  the  start  of  combat.  
Power);  3:  learn  an  occult  secret   is   a   luminous   cloud   of   chaotic     vs   2d20   to   comfort   him:   Strong    
(gain   random   Scroll);   4:   are   appendages.   Hit:   he   joins   you;   Weak:   he   lets   Sir  Gilbert  Scire:  HP  8  Morale  11  Reinforced  Doublet  –d4  Special:  Roll  d4  each  round:  1-­‐2:  Attacks  with  
bathed  in  glory  (+1  Omen).   you  pass;  Fail:  begin  combat.   Ceremonial  Knife   d4+2;   3:   Conjures   a   spirit   that   steals   whatever   is   in   your   hand:   DR14  Presence   to   ward  
Note:   Rare   encounters   and   NPCs   (below)   can   only   be   encountered   once.   Move   to   the   next   number   in   it;  4:  Utters  an  infernal  incantation:  DR12  Toughness  to  avoid  being  transfixed  (miss  next  attack).  
sequence  if  you  roll  something  previously  encountered.    
Hobson  Mould:  HP  4  Morale  6  Acolyte’s  Robe  –d2  Blunt  Bodkin  d4.  
   
NPCs. Abyssal  Mirror:  Cannot  be  destroyed,  but  lashes  out  with  a  Chaotic  Coruscation  each  turn.    
 
1.  Sir  Lichwood   2.  Soror  Drön   3.  Lord  Burr  
If  Sir  Lichwood  is  a  companion,  he  will  turn  against  you  once  Scire  and  Mould  are  dead.  If  Lord  Burr  is  with  
A   privateer,   come   to   claim   the   A  student  of  occult  arts.  She  has   Backstabbing   courtier   come   to  
your  companion,  he  will  only  attack  Mould:  siding  with  Sir  Gilbert  once  Mould  is  dead.  
scroll   for   himself.   Carries   Blade   one  Sacred  Scroll  and  one  Occult   usurp   Hobson   Mould.   Carries  
 
of  Corruption  (d8).   Treasure.   Snake-­‐Skin  Gift  (Core:  53).  
Once   Scire   and   Mould   are   dead,   you   grab   the   Scrowle.   You   can   then   Flee   from   Combat   to   evade   the  
4.  Bartle  Crüst   5.  Damiana     6.  Other   Abyssal  Mirror,  and  abandon  Misery  Lodge  to  its  fate  as  a  centre  of  demonic  pestilence.    
A   poacher.   Terrified   of   being   Herb   thief.   She   has   a   portable   Roll   on   the   Sölitary   Defilement  
seen.  May  attack  or  surrender.   lab  (Core:  56)  and  2  potions.   NPCs  Oracle  for  inspiration.    
For  NPC  stats  roll:  d6  HP,  d12  Morale,  d2  armour  (1:  no  armour,  2:  -­‐d2  armour),  d4  damage  (1:  d2,  2-­‐3:   Backtracking.
d4,   4:   d6).   If   encountered   in   the   Park,   roll  d4:   1:   Ailing   in   a   mantrap:   reduce   to   1   HP;   2:   Wounded   by   a   When  backtracking  through  previously-­‐visited  and  now  empty  areas,  roll  d6:  
gamekeeper:   reduce   to   d6-­‐1   HP.   If   0   HP   they   are   shot   before   your   eyes:   face   a   Gamekeeper;   3-­‐4:   Free  
1  –  4.   5.   6.  
range  (for  now).  Remember  to  check  Reactions  (+2  if  they  are  ailing  or  wounded).  
No  encounter.   Common  encounter.   Encounter  NPC.  

You might also like