Professional Documents
Culture Documents
Your Character
Using this Module Character Sheet
Page 2 Page 12-13
Greenblight
Judgement Sample Maps
Page 19
The Throne
Page 6-11 Monsters and Other NPCs
Page 20
Made by @skullfungus
twitter.com/skullfungus / instagram.com/skullfungus / patreon.com/skullfungus
This was made as an entry for the “Starter Village Jam” on itch.io which explains why it’s a bit rushed.
But at least I got it done in time!
1
Dredgeburg? What’s this? Using this Module
You have died and woken up in the city of Dredgeburg, a dark oasis Start by looking through the parts you find the most interesting.
of sorts, wedged in between the many hells of the Underworld. To get a better idea about the city and setting, check out the city
Dredgeburg is a massive city, where it sits in the middle of a fetid overview (page 4) and the district section (page 6-11).
swamp. It’s populated by lost souls such as yourself, but also a myriad
of creatures such as imps, the undead, witches, warlocks and the If you want to throw the player characters into a pre written situation,
occasional demon. It’s a strange and often dangerous place where check “On board the Bone Barge“ on the following page.
anything can happen and where much adventure is to be had.
I tend to run my games like this: I roll on some of the tables in the
Who are we? What are we doing here? back of the book for ideas to help generate exciting situations I can
throw the PCs into. During the first session of the game, I ask the
Your Player Character (PC) has died and either retained their original
players questions about their PC’s fears, wants, needs, etc. After the
form as a lost soul, or has been reincarnated as an imp. There aren’t
first session, I look through my notes and expand on the players
any specific rules for being a human, imp or anything else, and only
answers, questions and any unresolved events. It’s usually enough for
cosmetic differences between them, so feel free to come up with your
me to just keep one step ahead of the players and to play to see what
own description and character concept.
happens.
Alternatively, the player characters may have ended up in Dredgeburg
by other means, but that’s up to you to come up with. A Note on the Entries of this Module
A lot of the entries in this text are based on two methods of preparing
What’s the game about? and running games, called the “7-3-1 method” and “Paint the Scene“,
respectively. Here’s how I interpret them:
Short answer: It’s about whatever you want it to be about.
Before you run a session, write down seven NPCs, Locations
While Dredgeburg is far from the worst place in the Underworld,
and Events in any combination. For each of them, write a short
it’s not exactly pleasant either. Poverty and desperation reigns in the
motivation. Something they want, need or hunger for.
lower districts of the city, and the upper class demons do terrible
things to increase their wealth and power. However, there are lots of
Then write three short, descriptive sentences that highlight what they
opportunities and riches to be had, as long as you’re willing to risk
look, smell, feel, sound like. Something that makes them come alive.
life and limb to get them. Just because you’ve ended up in hell doesn’t
mean you can’t have fun, right?
Then write one way to characterize them at the table. Perhaps a high
voice, a twitch or posture? Ham it up a little bit! Give them life.
The following pages provide you with tools, tables and ideas for
creating your own version of Dredgeburg. It has everything needed
I’ve also added a question for the players for each entry that they can
to make exciting and strange city based adventures such as heists,
answer. This paints the scene and opens up for more player buy-in.
investigations, and inhabitants to kill, befriend, or kidnap.
Most entries have been written in this way to quickly convey the
You’ll also be provided with a light rule-set, so that you can start
theme and general vibe of a particular area or district and should help
playing straight away.
with bringing the world to life. Use them for inspiration or as-is.
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Events
On board the Bone Barge Raided by Pirates!
An introductory starter situation for new players. HP: 3 Attack: Lowest of 2d6.
Read through the entries on this page before you start playing and Description: Gunshots ringing out in the distance, Small skiff pulled
think of ways to introduce the different NPCs and events. Start the by large catfish, a wild looking bunch leaning off the sides.
game by asking the players what their characters do and think. Then, Wants: To steal the smuggled goods themselves.
when they least expect it - introduce the pirate threat! Manner: Searching for valuables through narrow eyes.
Ask: “How can you tell that this is their first time pirating?“
Short Introduction
The PCs find themselves on an old steam boat (the Bone Barge) slowly Swamp beast. Attracted by blood in the water.
inching its way through a thick swamp towards a large city. Apart HP: 8 Armor: 1 Attack: Highest of 2d6
from the PCs, there are few other passengers on board. Most of them Description: Dark shape causing waves on the water, something
are human looking, but some have monstrous features. bumps into the boat hard, circular mouth with too many teeth.
Wants: To tear someone apart and go on a feeding frenzy.
In the distance, a huge city reaches up from the swamp. Dredgeburg. Manner: BURSTS up through the surface after a long silence.
Ask: “Something about how it moves unnerves you. What?“
The Bone Barge
The Bone Barge. Dropping off lost souls.
Arriving at the Gutter
The Bone Barge will eventually reach The Gutter, which is the slum
Description: Made from huge bones and driftwood, strangely of the city. Here the PCs can get off and start exploring the city of
beautiful view of an endless swamp, the sound of an engine slowly Dredgeburg. That is unless they joined the pirates, sank the ship or
chugging along and the smell of burnt coal. ended up doing something completely different. Just go with it!
Wants: To safely and slowly carry the passengers to the Gutter.
Manner: A rhythmic chug-chug-chug sound.
Ask: “What do you fear the most about the swamp’s inhabitants?“ The Gutter. Slums underneath the docks.
“What’s the last thing you remember before waking up on the boat?“ Description: Shanty houses and shacks built from driftwood, planks
“The other player characters. How do you know them?” and sheets of rusted metal, Rope-bridges and ladders connecting the
clusters of buildings, the mixed smells of food cooking, stale swamp
water and desperation.
Some Passengers Wants: To start the PCs off at the bottom.
Manner: Emphasize how the people live too close to each other.
Beldon. Seasick undercover agent. Ask: “What do you see in this place that shows you that you’re in the
Description: Burlap sack over his head with a bowler hat on top, bottom of the barrel?”
wears a nice but dirty suit, holding on to the railing of the ship for his
dear life.
Wants: To bust an undercover smuggling ring.
Manner: Glares suspiciously at the PCs while trying to not vomit.
Ask: “What’s something about him that makes you uneasy?“
Some NPCs
Grik. Small Imp, Big Ambitions
Description: Wears oversized jumpsuit, breath stinks of smoke,
stubby tail waggles when excited.
Wants: Help with expanding his drug-running operation. “Just have
to get rid of the competition...“
Manner: Just as easily excited as a small dog.
Ask: “What’s something truly terrifying about him?“
Impressions
🌔🌔Cracked marble slabs covered in dust.
🌔🌔A scroll hanging in the middle of a titanic spider web.
🌔🌔Echoing sound of skittering.
🌔🌔A skeleton with a book in front of it. Suddenly it turns a page.
🌔🌔An old man with a long, white beard, closely studying an ancient
sword through the lens of a magnifying glass.
🌔🌔A spectral visage, floating above the ground. It fades out of
existence with a faint giggle.
Some Locations
🌔🌔The sounds of claws scraping against stone in the distance. The Main Archive. Gigantic Library
🌔🌔A couple of ghoul-slaves carrying a necromancer in a hammock. Description: Undead assistants sorting documents, piles of papers,
🌔🌔A small chamber filled with scrolls in long-dead languages. A scrolls and books everywhere, large fireflies provide illumination.
lone mummy translates and collects the text into a giant tome. Wants: To provide the PCs with information at a snails pace.
🌔🌔A ravenous ghoul being held at bay by two skeletal knights. Manner: “I think I saw that book in section 163... Or was it 276?“.
🌔🌔A chattering skull sitting in a dark nook: “Wanna help me find Ask: “What’s so special about their archive system?“
my body? I’ll help you find what you’re looking for!“
🌔🌔A nervous imp “Just here to drop off a package”.
🌔🌔A grave that leads to a subterranean tavern. Necropolis. Sprawling undead apartment complex.
Description: Hive-like network of low tunnels and rooms dug into the
Some NPCs earth, cold enough to make breath visible, too quiet for comfort.
Wants: To contrast against the otherwise vibrant city.
Elder Graus. Forgetful Necromancer Manner: Low, whispering voices in the distance. Very quiet.
Description: Black, torn robes, fat bundles of scrolls under their Ask: “What do you think lies buried at the bottom of this giant tomb?“
arms, smells of embalming fluids and spiced oils.
Wants: To find someone to try out their “Invincibility“ elixir on. Some Events
Manner: Grins with an open mouth. Says “Yeeees, YEEEES!“ a lot.
Ask: “What about them shows you how ancient they are?” Burrowing Grave Worm
HP: 10, Damage: Higher of 2d6. Retreats back to hatching chamber
with snatched victim.
Skitters. Ravenous but intelligent ghoul Description: A faint tremble getting stronger, a crack in the wall
HP: 6, Damage: Higher of 2d6. Paralysing touch. growing larger and larger, a huge, pink worm spills out.
Description: Black eyes, yellow fangs and teeth, smells like a grave. Wants: Attracted by the living, wants to gnaw and nibble.
Wants: To eat the warm flesh of the newly dead. Manner: Wet smacking with toothless gums.
Manner: Hissing speech in a low, grumbling voice. Ask: “What evidence of riches does it bring with it?“
Ask: “What surprises you about their behaviour?“
Some NPCs
Grimleaf. Poison Merchant, half man/half tree
Description: Thick, black bark, legs turned into roots, reaches for
strange fruits from the branches above.
Wants: An extremely rare pollen to cross pollinate his coming flowers.
Manner: Talks with a very slow, monotonous voice.
Ask: “What sort of insects are crawling all around him?”
Impressions
🌔🌔Ragged looking men and women “on display” in the stocks.
🌔🌔Scalper selling tickets to an upcoming fight in the Prison-Arena.
🌔🌔Two City Watchmen carrying a badly beaten imp. Some Locations
🌔🌔City Watch parade being led by an Officer in pristine uniform.
🌔🌔Newsboy shouting about an upcoming trial-of-the-century. The High Court. Giant tower-like courthouse
🌔🌔Two City Watchmen eating pastries bought from a local bakery. Description: Filled with detained criminals, tired City Watchmen
🌔🌔Line of miserable looking people waiting to be processed. everywhere, like a police station in a 90’s buddy-cop movie.
🌔🌔Escaped criminal desperately looking for help. Wants: To show how strained the system is.
🌔🌔Bells ringing, followed by City Watchmen jogging towards the Manner: A sudden shout as someone tries to break free, only to be
area of reported crime. smashed into the ground by too many City Watchmen.
🌔🌔New recruits being trained by no-nonsense drill instructor. Ask: “Why is everything taking so long?“
🌔🌔Poster that reads “Join the City Watch, for a Safer Tomorrow”
The Prison-Arena. “Self sustained” prison
Some NPCs Description: A massive pulley-elevator leading down into a large
cistern-like area, a maze of corridors and cells, people howling for
Waester Gris. Undead City Watchman on patrol incoming fresh meat.
Description: Custodian helmet, spinning baton around finger, dusty Wants: To punish the weak and celebrate the strong.
wrinkled uniform. Manner: The shrieking of“Fresh Meat! Prepare to fight!“.
Wants: To prove to his peers that he’s still got it, despite his age. Ask: “What do they use as currency down here?“
Manner: Always panting.
Ask: “What about him shows you that he takes his job seriously?“ Some Events
Diggz. Private Detective Prison Riot
Description: Smoking a cigar, smells of booze and sweat, face of a Description: The gangs in temporary alliance, thick smoke in the air, a
bloodhound. distant rumble of screams and voices growing stronger.
Wants: To find clues helping him find a missing person. Wants: To cause as much chaos as possible.
Manner: Always squinting. Manner: The BANG of loud crashes and general violence.
Ask: “What about him defies the private detective stereotype?“ Ask: “How do you think the City Watch will deal with this?“
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The Throne Some Locations
The Purple Room. Decadent Nightclub
The Throne is the highest situated district in the whole city, where the Description: Dim lighting, everyone wears expensive masks, people
upper class can literally look down on the rest of the city. The district doing god-knows-what in secluded areas.
is relatively safe for the “finer“ folk, and strict measures are taken Wants: To push the limits of excess, flesh and spirit.
so that only those “deserving” are let in. Here the rich and powerful Manner: Smiling and whispering behind a mask.
scheme and mingle in their lavish residences, expensive ballrooms Ask: “What are the signs that this place is dangerous?“
and exotic gardens.
Papaver Gardens. Poisonous park
Questions for the Player Characters Description: Beautiful and well organized, rows upon rows of sweet
🌔🌔What have you heard about the Demon Barons that live here? smelling and deadly flowers, nobles out on strolls, laughing.
🌔🌔What measures do the City Watch take to make sure that Wants: To show off their power by exposing themselves to danger.
undesirables are prevented from entering? Manner: A mild breeze that brings an intoxicating scent.
🌔🌔What ridiculous fashion is the latest trend this week? Ask: “How do the gardeners protect themselves from the dangerous
🌔🌔Who is the richest person in The Throne? plants?“
🌔🌔What’s something that can only be bought here?
Some Events
Impressions Duel in the Streets. Duel-by-proxy
🌔🌔Nobles in a park, playing a game of croquet with golden balls. Description: Two young nobles in a heated argument, exaggerated
🌔🌔An imp couple out shopping with their many servants. offence, offering coin to anyone who’ll can fight in their place.
🌔🌔Someone is posing for an artist who is making a sketch for an Wants: To gain back lost honor by having their champion draw first
upcoming statue. blood in a street duel.
🌔🌔The sound of a steam-tram whistle in the distance. Manner: Arrogant tone implying that anyone can be bought.
🌔🌔Sunlight being reflected through beautifully colored glass panes. Ask: “How can you tell that neither of these two have been in a fight?“
🌔🌔A perfume merchant, offering two young women free samples.
🌔🌔Small imp walking their master’s many dogs. The imp is about to
lose control of the dogs and the situation in general. Attempted assassination
🌔🌔A large demon baron being carried by lavishly dressed, undead Description: A person of power is the target of an assassination, this
slaves. A large crew of bodyguards are keeping people away. takes place during a public spectacle, a random PC sees suspicious
🌔🌔A large brass bell rings out in the distance. It makes a clear, activity just before the assassin strikes.
wondrous sound. Wants: To show that people here plot against each other.
🌔🌔A group of nobles cheering while betting on a winged-snake Manner: Someone looks around nervously, about to strike.
fight. The beautiful animals sorrowfully fight to the death. Ask: “What clue or evidence do they leave behind?“
🌔🌔Drunk people outside a trendy nightclub.
🌔🌔Gold painted chariot being pulled by skeletal horses.
Some NPCs
Claara Cicks. Rich adventure seeker
Description: Long brown braided hair, toned down but still very
expensive clothing, a flowery smell.
Wants: To be smuggled out of The Throne to be able to experience
something truly exciting (and dangerous) in the Gutter.
Manner: Unable to hide her excitement if they’re in a dangerous
situation.
Ask: “What about her shows you that she’s completely unafraid?“
Hit Protection
few friends to play with. I’d recommend 3-4 people in total.
Rolling the Dice Hit Protection, or HP, is a measure of a characters ability to avoid
life threatening injury. When an NPC reaches 0 HP they are out of
When a PC tries to do something risky or wants to avoid something
action, either dead, critically wounded or unconscious.
dangerous, roll 2d6 and add the relevant attribute to the result to
On a 10+ you! You get what you want. 10+: Down, but not out!
Describe how! You are down for now, but after some rest, you’ll be back on your legs.
Ammo Dice
To keep track of ammunition for bows, guns, rifles, ammo dice are
used. Ammo Dice are an abstraction of the amount of ammunition
you currently have. After a combat where ammo has been used, roll
all your ammo dice. Each ammo die that shows a result of 1-2 is
considered spent, and is removed from play.
This method is used to illustrate the chaotic nature of combat, where
keeping track of every single arrow and bullet is hard to do, but is also
used to prevent bookkeeping.
For simplicity’s sake, different ranged weapons use the same ammo
dice, although some groups might prefer to have individual die pools
for arrows, bullets, cannon balls, etc.
Recovery
A few minutes of rest and some chow or something to drink recovers
d6 lost HP. Resting wastes time and might attract danger, depending
on the situation.
A full nights rest in a safe and location recovers all lost HP.
Drugs
Lotus Opium (Vivid Dreams), Hell-Cap (Strongly Hallucinogenic),
Bone Dust (Euphoria), Howling Witch (Laughing Fits), Spiderbite
(Sedative), Swamp Kush (Relaxation), Scarab (Adrenaline Rush)
Price: 5 times d6. It’s all about supply and demand.
Poisons
A poison has an effect and a speed. Multiply the cost of the effect with
the speed to see how much 1 dose costs. Describe the effect.
Effect: Minor (10 C), Moderate (20 C), Major (30 C), Fatal (100 C)
Speed: Slow (x1), Fast (x2), Instant (x5)
4. Greenblight
1. Chemist 4. Herbalist
2. Fruit Merchant 5. Man/Plant Hybrid
3. Sentient Plant 6. Fungal Colony
5. Judgement
Motivation
Motivations for Clients, targets or anyone else involved.
1. Corrupt Official 4. Judge
1-3 4-6
2. Torturer 5. Retired Pit Fighter
1 Wrath Jealousy
3. Guard Captain 6. Executioner
2 Feud Heritage
3 Desperation Hunger
6. Throne
4 Lust Greed
1. Diplomat 4. Imp Tourist
5 Sloth Wrath
2. Dishonoured Royalty 5. Demonic Politician
6 Envy Pride
3. Upper class Imp 6. Demon Baron
Complication
Things that can go wrong before, during, or after the mission.
1-3 4-6
1 Set-up/Framed Weather
2 Monster Disease
3 Witness Rival Agents
4 Environment Envy
5 Target/Client Missing Innocent Bystanders
6 Meddling Demon Baron The Guard has been tipped off
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Specific Locations Risk and Reward
Use the tables below for inspiration on rewards. The riskier a job is,
1. The Gutter the bigger the reward should be.
1. Shanty House 4. Small Island
2. Dingy Bar 5. Below the Docks 1. “I owe you one!“
3. Destroyed Building 6. Collection of Rafts
3. High Official’s Tower 6. Study for Ancient Rules 3. A powerful relic or spellbook
bottom) a black flame rises from the top, like a blade. 2d6 damage.
25. Animated Rope. Performs commands in an annoyed way.
3 Androniette Unblinking eyes
26. Monkey Paw Candle. Lighting one of the fingers will reveal the
4 Hughuster “That reminds me of when...“ deepest desire of everyone the light hits. 2 uses left.
31. Black Mirror. Anyone who looks into it will struggle to look away.
5 Vilk the 4th Easily distracted 32. Small bag of Sweetleaf. Causes Laughing Fits and mild paranoia.
6 Stanhild Hard of hearing 33. Handwritten directions to a secret book section in the Crypt.
34. Bottle of fermented Stinkslug. A true delicacy!
1 Hazel Always smoking something 35. Necklace of mini iron-maiden with finger inside. Worth 200 coin.
36. An urn containing a nest with spectral cockroaches.
2 Fern Calm in any situation
41. Bottle of Salamander Urine. Gives the drinker the ability to
4. Imps
3 Grix Grin reveals sharp teeth breathe fire for a minute. Damage like Fire Oil.
42. Small pug embroidered on a small rug. Worth 150 coin.
4 Broom “Wanna bet?“ 43. Assassin business card. Contact details and all.
5 Yug-yug Barks when excited 44. Small bell shaped like an crocodile. By ringing the bell, a loud,
crocodile like roar is heard.
6 Hariel Yellow, glowing eyes 45. Blood Apple Seed. Feeding it a drop of blood grows a large Blood
Apple tree overnight. It will wither and die if not regularly fed blood.
1 Bokkiraks Long black tongue hanging out
46. Small spirit in a bottle. Swears service in exchange for release.
5. Demons
2 Stygg Large eyes blink out of sync 51. Ring with Jewel that looks like an eye. Once per day you can have
one of your eyes float out of your skull and see what it sees.
3 Woe-is-Me Breath makes plants wither 52. Imp Whistle. Drives imps and gremlins absolutely nuts.
4 Verminux Makes you eyes tear up 53. Vamp-Straw. Sucking blood through this straw heals d6 damage,
but there’s a 1-in-6 chance of craving more blood after use.
5 Agg-Huth One big bulging eye, lidless 54. Incriminating love letter between slum dweller and rich noble.
55. Angler-fish Lure. User can make someone that sees the lure come
6 The Disease You start to itch like crazy to them. d6 charges left.
1 Gut-Drencher Slurps and hisses 56. Bolt-Gun. Shoots bolts of lightning. Damage: 3d6. d6 charges left.
61. Gravity Bong. Inhaling smoke from this bong gives the user the
6. Monsters
2 Soul-Spiller Screeches and tears ability to fly for 10 minutes. d6 doses left.
62. Small cage with messenger bat. It’s hungry but otherwise fine.
3 Death-Stinger Slops and squirms
63. Permanent Ink. It’s really permanent! 3 doses.
4 Shadow-Thirst Moans and laughs 64. Septum Ring. Wearer can burst through a wall without taking
damage, but will then go into an uncontrollable rage for 10 minutes.
5 Yellow-Fang Moves by phasing in and out 65. A small vial of extremely potent poison.
6 Lurks-Above Chitters endlessly 66. Scroll with instructions on how to summon a powerful spirit.
18
Sample Maps
Use the Mission Generator in combination with one of thee maps
to quickly come up with an adventure location, or use these maps
by themselves as inspiration for your own designs. Feel free to mix
and match, or even throw them together as larger and more complex
3. Infected
adventure location. Warehouse
3. Cult
Hideout
1. Docks
2. Flooded
Basement
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NPC Powers
Monsters and other NPCs By giving an NPCs special powers, you can make them more
challenging and memorable for the PCs. See below for inspiration.
Coming up with NPCs such as monsters, creatures, opponents and
allies is fairly easy. Often, the most important thing about an NPC is
Web-spinner. Catch them in a sticky web.
making them memorable. A name, short description and a drive will
Gaping Maw. Swallows someone whole.
make an NPC easier for everyone to remember and relate to.
Acid Blood. Splashes acid around when injured.
Voider. Phases in and out of existence.
There are already a few NPCs sprinkled throughout this text that you
Razor sharp claws/teeth. Successful attack cuts of limbs.
can use for whatever situation you see fit, but for inspiration on how
Horror-gaze. Causes someone to panic.
to make your own, use the guidelines below.
Swarmer. Swarms around and devours someone.
Camouflage. Blends into the environment.
Fire-breath. Spews forth flames.
NPC Templates Paralyse. Paralyses someone with a touch or bite.
Reality Breaker. Breaks the rules of reality.
Shopkeepers, Goons, Ordinary People, Vermin. Drown. Pulls someone down into the depths below.
HP: 1-3 Armor: 0 Damage: Lower of 2d6 Stone-Stare/Saliva. Turns someone to stone, limb by limb.
Mimic. Hides in plain sight, disguised as something else.
Hired Guards, Thugs, Wild Animals Parasite. Leeches off of someone’s life force.
HP: 3-6 Armor: 0 Damage: d6 Winged. Flying. Snatches someone up and drops them from above.
Magma Skin. Burns those who come too close.
Stalker. Skulks around without making a sound.
City Watchmen, Bouncers, Monstrous Creatures Ghost. Can’t be damaged by non-silver or non-magic weapons.
HP: 6-8 Armor: 1 Damage: d6+1 Infectious. Successful attack spreads disease.
Divider. Splits into two smaller versions when injured.
Elites Guards, Powerful Monstrosities Regeneration. Regenerates 1 or several lost HP after each minute.
HP: 8-15 Armor: 2 Damage: Higher of 2d6 (+2) Eldritch Powers. Can cast ancient, powerful spells.
Hive-Mind. Many creatures acts as one.
Weak Spot. Can only be injured when weak spot is revealed.
Huge Monsters, Demon Barons, Warp Spawn Explosive. Explodes upon death, causing damage to everyone close.
HP: 15-20 Armor: 3 Damage: 2d6-3d6 Mind-Control. Mental power forces someone to act against their will.
20