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The document details an adventure titled 'The Nightmare at Castle Goldgloom' created by Taylor Seely-Wright, set in a mysterious castle filled with dangers and treasures. Players take on the roles of villagers seeking to explore the castle and uncover its secrets, facing various encounters and challenges along the way. The adventure includes a map, room descriptions, random encounters, and character statistics, encouraging creativity and adaptation for gameplay.

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0% found this document useful (0 votes)
153 views29 pages

Nightmare at Castle Goldgloom v4 Printfriendly

The document details an adventure titled 'The Nightmare at Castle Goldgloom' created by Taylor Seely-Wright, set in a mysterious castle filled with dangers and treasures. Players take on the roles of villagers seeking to explore the castle and uncover its secrets, facing various encounters and challenges along the way. The adventure includes a map, room descriptions, random encounters, and character statistics, encouraging creativity and adaptation for gameplay.

Uploaded by

Dominik Czuba
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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The Nightmare at

Castle Goldgloom
Created by

CONTENTS
Taylor Seely-Wright

Art
Cover Based on photo of
Neuschwanstein Castle
used under creative Background.....................................5
commons/ Map drawn
by Taylor Seely-Wright /
Map & Reference..........................6
icons under CC BY 3.0 /
other art kitbashed from
Random Encounters..................8
pexels.com and pixabay. Room 1...............................................10
org
Room 2 & 3...................................... 13
Foreword Room 4 & 5...................................... 15
The year is 2021 and
I’m laying out Castle
Room 6.............................................. 16
Goldgloom. Room 7..............................................18
The year is 2023 and
I’m laying out Castle
Room 8.............................................20
Goldgloom. Room 9 & 10................................... 22
The year is 2024 and I’m
once again laying out
Room 11.............................................24
Castle Goldgloom. Room 12............................................ 26
I originally wrote this
adventure in 2021. Crazy
Ending..............................................28
how time flies! This time,
the re-works is to punch
up some encounters, and
improve layout.
Remember to reward
smart thinking, detailed
descriptions and fun
decisions. Players should Nightmare at Castle Goldgloom by Taylor Seely-
see their future class Wright. All rights reserved. Permission given to
foreshadowed in the copy for personal use.
misadventures they go
through.
Shadowdark License. This is an independent
Crawl on, product published under the Shadowdark RPG
Taylor Seely-Wright, 2024 Third-Party License and is not affiliated with The
Signals from Beyond Arcane Library, LLC. Shadowdark RPG © The Arcane
Publishing Library, LLC.
Lord Fairfax was a wealthy and successful
merchant. Having purchased and experienced
all the oddities the surface had to offer, Fairfax
became obsessed with the Shadowdark. Fairfax
Keep was the destination of many a crawler,
bringing loot for the lord’s review.

One day, dark clouds formed over his castle.


Crawlers who ventured close said that golden
mist spills from the keep. None who enter ever
leave again. Locals now call it Castle Goldgloom
and laugh when crawlers take the old road that
leads to its doors.

4
You’re no crawler.
You’re inhabitants of What’s Going On?
the local village, lives
spent toiling under the Crawlers brought
Fairfax the dream lotus,
baking sun. Lord Fairfax
a flower that blooms
was lenient with his in pure darkness of
taxes. The new duke the Shadowdark and
is not. Old debts have produces magic nectar.
come due, and many
villagers have been The lotus nectar grants
dream sight, seeing
dragged off to the chain
into a dream reality
gang when unable to layered over our world.
pay. Lord Fairfax learned to
manipulate the dream
One evening, you and and weave reality out of
your friends gather dream.
in a barn. After many
Fairfax created a door
pitchers of wheat ale, to the dream sea and
an accord is made. physically crossed over.
You’ll go to Castle He left the dream
Goldgloom and find door ajar. Nightmares
the treasure that Lord crossed back to the real
world. The fantasies that
Fairfax left behind,
occupy the court can
mist be damned. survive thanks to the
gold mist that pours
Soon the castle looms from the open door. If
in the darkness. You the door is closed, the
step forward into the nightmares will wither
and disappear.
bailey, into your doom
and glory.

5
Map

6 I put the whole map in front of players. Don’t sweat ‘metagaming’.


Quick Reference
1. Bailey. Overgrown with dream lotuses. Serafina. Coffin
with 25gp silver idol inside.
2. Grand Hall. Quicksand floor. Floating furniture. 8
Skeletons and 1 archer. 30gp ruby studded cup.
3. Kitchen. trap mist transforms things into gold. 25gp x4
gold objects, DC 12 CON or random limb transforms.
4. Clerk’s Office. Reviving Liquor. Holy symbol. 10gp,
secret door.
5. Cellar of Horror. 10gp of wine, passages contain
nightmare tentacles. main room contains fish face’s
treasure chest lure. hates holy symbols.
6. Depository. six curios - 25gp invis rock, thunderbolt
spell scroll orb, cursed assassin painting, demon idol
that grants +1 CON, snake skin, animated sarcophagus
7. Trap Hallway. three animated armors - face away to
avoid attacks.
8. Blasketball Court. five dogmen and rinald play a ball
game. rinald will bet up to 200gp on a friendly game.
9. Rollercoaster. rollercoaster heads into darkness,
controlled by lever. upside down sign flips locations of
10 and 11.
10. Ballroom. 5 endormorphs wait for prey.
11. Vault of Thoughts. Puzzle door leads to diorama of lord
fairfax’s past, and a +1 crossbow ‘dreamer’, 50gp ring.
12. Master Bedroom. Dream door. Shigurth the dream
demon shows up to threaten and cajol crawlers.
Closing the door causes castle and shigurth to
disappear. Cowed crawlers get black cellphone gems
to take Shigurth’s psychic phonecalls.

Remix, adapt, tear this adventure apart. Have fun with it!
7
Random Encounters
Risky. Check every 3 crawling rounds.

2 in 6 chance of random encounter.

d6 Random Encounter
1 A howling wind kicks up, DC12 or
extinguish your torch.
2 1d4+2 Endomorphis, on a promenade
looking for entertainment.
3 A blasketball rolls into the room and
bumps your foot. 1d6 Fairfax Dogmen
arrive looking for it.
4 1d4 Tentacles of the Nightmare Sea
burst from the walls, and Fish Face
appears!
5 A thick golden fog rolls in, emulating the
effects in the Kitchen (pg 10).
6 A single rainbow butterfly lands on your
person.

8 Roll reaction for random encounters. Also, 3-in-6 chance of treasure!


Endomorphis
AC 9, HP 2, ATK 1 bite +1 (1d4), MV near (fly),
S -1, D +1, C +0, I +1, W -1, Ch +1, AL C LV 1

Disguise. Can disguise as human. DC 12 WIS to notice.

Predate. Creatures reduced to 0 hp are consumed.

Fairfax Dogmen
AC 10, HP 4, ATK 1 bite +1 (1d4), MV near,
S -1, D +1, C +0, I +1, W -1, Ch +1, AL C LV 1

Teamwork. Have advantage when you gang up on a


target with other Dogmen.

Tentacle of the Nightmare Sea


AC 9, HP 4, ATK 1 slam +1 (1d4), MV n/a,
S +2, D +0, C +0, I -3, W -2, Ch -1, AL N LV 1

Grab. Creatures struck are grabbed. DC 12 STR to escape.

Fish Face
AC 13, HP 12, ATK 1 attack +3 (2d6), MV close,
S +3, D +0, C +2, I +0, W +0, Ch -2, AL C LV 3

Rubber. Can squeeze into spaces sized for small


creatures.

Holy Aversion. Cannot approach holy symbols.

Random encounters are a spice - use with restraint.


9
1. Castle Bailey
୤୤Bailey overgrown with alien fronds, twisted
mushrooms.
୤୤Twin fountains filled with fist-sized dream lotus. Buzz
like TV static, drip rainbow nectar.
໘໘Lotus poison: On contact
DC 12 CON or poison: dream lotus.
୤୤East is a collapsed stable. Unstable. Horse and
saddlebag peek out of the rubble.
̚̚ Saddlebag: Rope, Inlaid Dagger (5gp), Note from
Lord Fairfax with instructions to sharpen dagger
in town.
ҝҝA young girl plays in the bailey with a sack doll.

୤୤Castle doors hang ajar, spilling gold mist. Leads to


Hallway.

Hallway
୤୤Light your torch, crawler. It’s dark here.
୤୤Gold mist roils through the air.
୤୤Bloody writing on wall:
୤୤Bloody coffin hang from a ceiling beam.
̚̚ Inside coffin: silver idol of a screaming man
(25gp)

୤୤Doorway to 2: obscured by hanging curtain


୤୤Ricky staircase to 5: Sounds of water

10 Windows all lead to the grand hall.


Poison: Dream Lotus
Touch or ingest, DC 12 CON.
▶▶ On success, your eyes turn kaleidoscope. You
can change ANYTHING about the castle for 1d4
rounds. You lose this power afterward.
▶▶ On fail, 1d6 damage from a heart attack. Your
hair turns white, and a look of abject terror falls
over you.
Serafina has long dark hair, a dark complexion
and kaleidoscope eyes.

Knows.
ҝҝFairfax created her from dream.
ҝҝThe castle is filled with monsters.
ҝҝMonsters come from a shimmering
doorway. If the door is closed, the
nightmares will end.
ҝҝFriendly reaction: The great hall is
dangerous. Take the basement stairs.

Wants.
୤୤Serafina is lonely, wants a friend to join
her in the dream world. Encourages
crawlers to find the doorway.

After conversation, Serafina’s body


opens up into a lotus flower, and
collapses into gold mist. She’ll meet the crawlers
in Room 12.

If you roll reaction and roll hostile, Serafina’s touch is poison.


11
2. Grand Hall
୤୤Darkness laced in golden gloom.
୤୤Banquet table laid out with a feast.
ϊϊ8 skeletons sit at the table regaled in fine outfits,
୤୤ Silently miming conversation and eating; broken
only by the rustling of their clothes and the clink
of cutlery.
ϊϊSkeleton lord sits at head of table and strokes a
crossbow. Shoots (ATK +3, 1d8) anyone it spots.
̚̚ Lord has: ruby-studded goblet (30gp).
୤୤Carpets and furniture float on the floor, seemingly on
their own.
໘໘The stone floor is quicksand. Creatures who
unwittingly enter are stuck and begin drowning. CON
DC 12 or take 1d6.

3. Kitchen
୤୤Air is thick with golden mist that glitters in your
torchlight.
໘໘ The mist transforms 50gp worth of objects into
plated gold. Creatures exposed DC 15 CON or
partially transformed. See Midas Mist.
୤୤Well-stocked kitchen where everyday objects have
transformed into gold.
̚̚ (100gp of mundane gold objects) Golden rolling
pins lie next to a golden basket of golden loaves;
golden butcher knives hang from golden hooks
over a golden statue of a golden pig haunch.

12 Crawlers can try to paddle through the grand hall on furnishings


Midas Mist Table
d6 Result
1 Body part turns to gold and falls off:
(1) left arm (2) left leg (3) right arm
(4) right leg (5) chest (6) head.
Transformed limbs orth 15gp.
2 - 3 As 1 but remains attached.
Golden arms act as clubs,
golden legs halve speed,
golden chest’s grant permanent chainmail
armor (AC 13+Dex)
golden heads do nothing. Sorry!
4 A piece of gear on your person turns to
solid gold (doubles its worth).
5 A useless item turns to gold, adding
2d10gp worth of value to their inventory.
6 The gold mist thins. Golden objects still
unlooted return to normal.

Clever crawlers might toss gear in. After making 50gp, mist disperses.
13
4. Clerk’s Office
୤୤Well-appointed clerk’s office. writing desk, cabinet,
plush couch where tea is laid out.
୤୤ Inside desk: Records of crawlers bringing loot to
Fairfax. a magic crystal ball, cursed sarcophagus,
stone idol of a blood demon.
̚̚ Inside desk: well worn holy symbol of Ord, a
bottle of Last Breath brand whiskey, 10gp coins in
a small leather purse.
୤୤ Bottom of desk: a small red button. Pressing it
opens a secret door at the back of the chamber.
୤୤ Gilded birdcage containing a songbird. The bird
wears a top hat and monocle.
໘໘Begins squawking if disturbed. Check random
encounters (2-in-6 chance).

5. Cellar of Horror: Side Passages


୤୤Knee-deep black water covers the floor. It scintillates
with stars.
୤୤Side passages have a winch and iron portcullis that
can seal each passage.
୤୤Rotten wooden shelves with bottles of wine line these
passages.
̚̚ Racks: each have 1d4 bottles worth 1gp each.
୤୤ Around the bend: wet flopping noises
ϊϊ Moving past the bend: triggers 4 nightmare
tentacles from each direction.

14 If a tentacle kills a crawler, it drags them to the nightmare sea.


Nightmare Tentacle
Last Breath AC 9, HP 4, ATK 1 slam +1 (1d4),
Whiskey MV n/a, S +2, D +0, C +0, I -3, W
-2, Ch -1, AL N
Crystal decanter with a swig
of shimmering amber liquid. A Grab. Creatures struck are
painted label proclaims grabbed. DC 12 STR to escape.
‘Last Breath Whiskey. It’ll kick you Fish Face
back to life!’
AC 13, HP 12, ATK 1 attack +3
(2d6), MV close, S +3, D +0, C +2,
Benefit. A crawler who downs
I +0, W +0, Ch -2, AL C LV 3
the last of the bottle gains 1d6
temporary hp. Holy Aversion. Cannot approach
holy symbols.
If fed to a slain crawler within 1 Rubber. Can squeeze into spaces
round of death, they return to life. sized for small creatures.

5. Cellar of Horror: Main Room


୤୤Wooden flotsam bob in the water.
୤୤Center: stone podium bearing a chest.
୤୤ On close inspection, the chest and podium are
uneven and glistening.
ϊϊ If the chest is disturbed, Fish Face emerges from
the water to attack the disturber! The chest hangs
off its forehead like a mole or deep-sea lure to
attract prey.
ϊϊ Weakness. Recoils from holy symbols.
ϊϊ Combat Detail. Its rubbery face can squeeze into
hallways to pursue but won’t leave the basement.
When reduced to 0hp, it has enough and retreats
back into the brackish murk.
୤୤Dead-end: Dessicated body sits on an old wine rack,
empty bottles floating around it.
̚̚ On the body: is an iron mace hollowed out to
function as a censer, a holy symbol, and a leather
backpack next to it contains a torch.

Time for players to learn fear.


15
6. Depository
୤୤Six glass cases contain treasure.
̚̚ Empty Case. An invisible rock rests on the velvet
pillow inside (25gp).
̚̚ Glass Ball. Rashomon’s Sphere.
̚̚ Stone Idol. A grinning, four-armed devil with
dried blood on it. If a creature smears fresh blood
on the idol, they sprout black horns and gain +1
CON. Works once.
̚̚ A coil of giant snake skin. Intrepid crawlers
could have it fashioned into leather armor that
occupies no gear slots.
̚̚ Oil Painting. Assassin’s Tableau (80gp).
໘໘Hungry Sarcophagus. Animates and attempts to crush
someone nearby. ATK +3 (1d6).
୤୤Collection of pillows are piled in the corner around a
large hookah.
໘໘ Hookah: contains a dose of dream lotus poison.

Poison: Dream Lotus


Touch or ingest, DC 12 CON.
▶▶ On success, your eyes turn kaleidoscope. You
can change ANYTHING about the castle for 1d4
rounds. You lose this power afterward.
▶▶ On fail, 1d6 damage from a heart attack. Your
hair turns white, and a look of abject terror falls
over you.

16 After attacking, the hungry Sarcophagus becomes inert. Jumpscare!


Rashomon’s Orb Assassin’s Tableau
A cloudy crystal ball. A painting of a man
A pair of electric eyes recently murdered,
float in the center, with an assassin
peering balefully back sheathing his blade.
at you. “Do you seek
power from the lord Curse. After hung,
of thundering doom, 1d4 days later a
mortal?” 2-dimensional painted
assassin slips from
Pact. Rashomon will the picture to murder
contact the holder anyone in the room.
and allow them some
power, if they pledge Assassin
their soul to his service. AC 15 (leather), HP 38,
ATK 2 poisoned dagger
Benefit. Roll DC12 INT (close/ near) +6 (2d4),
to cast lightning bolt, MV near (climb), S +2,
rendering the orb inert. D +4, C +2, I +2, W +3,
On failure, and suffer a Ch +3, AL C, LV 8
tier 1 wizard mishap.
Execute. Deals x3
Curse. The pledged damage against
creature owes a favour surprised targets.
to Rashomon. During
the next thunderstorm,
he comes to collect.

Both these items are hooks for future complications. Use em!
17
7. Trap Hallway
୤୤The intersection of this hallway has a plaque on the
wall:
୤୤ Yellow bellied
intruders beware.
The Fairfax blues
defend this hallway.
We’ll paint the walls red with your blood.
Best turn around when you see us.

୤୤At the end of the hallway, three full suits of armor


stand in the corner with longswords at the ready.
୤୤ Each suit of armor is painted head to toe in a
different color: red, blue, yellow.
໘໘ When a creature comes in range, each of the suits
attacks with their sword (3 attacks total +3, 1d6).
The suits have 3 HP each if attacked.
໘໘ If a creature turns its back to the armor and
walks past, the armor does not react.
̚̚ Three longswords are usable, but the armor is for
display only and scrap.

18 cut this if you need to pick up pace


If the players come up with a good solution, go with it instead.
19
8. Blasketball Court
୤୤Torchlit sports game court. Wooden floors, two nets
fixed 5ft up. Four torches with 1d6x10 minutes lifetime.
୤୤Eight dogmen in athletic uniforms play a ball game.
The game involves bouncing a head-sized leather
ball, passing it back and forth and throwing it into
the nets.
ҝҝRinald the wolf-headed houndmaster, sits on a wood
trunk and applauds at the show. Fairfax Dogmen
Dressed in a silk bathrobe. AC 10, HP 4, ATK 1 bite +1 (1d4),
Brown-furred, sunken eyed MV near, S -1, D +1, C +0, I +1, W -1,
Ch +1, AL C LV 1
houndmaster of the castle.
Teamwork. Have advantage
when you gang up on a target
Rinald with other Dogmen.

Knows.
ҝҝHoundmaster for Lord Fairfax.
ҝҝFairfax was obsessed with the Shadowdark and paid
for oddities.
ҝҝOne day, gold mist filled the halls and everyone
disappeared. Rinald’s been here since.
ҝҝWent to steal gold from Fairfax’s but found the
hookah in the depository, and
learned to master the dream
lotus.
Wants.
ҝҝHis favorite game is Blasketball.
He wants the crawlers to play
against his squad.
̚̚ He proposes the crawlers
wager their cash, which
he’ll match. Up to 200gp
from his coffer.

20 Rinald has spent most of his power creating the squad.


To play Blasketball, do the following:
Step 1. Everyone rolls DC12 STR. Highest gets the
ball, and that team is on the offensive.

Step 2. Everyone rolls DC12 DEX. If offence gets


more net successes, highest roller on offense
can try to dunk or throw. If defender gets more
successes, return to Step 1.
▶▶ Dunk. DC12 STR. On success, one player is
pinned to the wall by unseen force, taking 1d4.
On failure, return to Step 2.
▶▶ Throw. DC14 DEX. On success, two players are
pinned to the wall by unseen force, taking 1d4.
On failure, the other team gains possession of
the ball and return to Step 2.

Step 3. Repeat Step 2 until one team has


eliminated all players from the other team.

Outcome. Rinald pays up on


any lost wager, demands
payment on a won wager.
Win or lose, he also awards
the strongest crawler a steel
shield as a participation
trophy. The kite shield bears a
golden hound on a black field.

STR for the scrum > DEX to make it to the net > STR/DEX to shoot.
21
9. Rollecoaster
୤୤Hallway ahead drops into a black abyss. A rickety
looking set of tracks extends out into the darkness.
୤୤An upside down placard is fixed to the wall that reads:

Take a ← for wicked party


Take a → for a pile of gold.
Take ↓ to the shadowdark.

୤୤Nearby is a minecart retrofitted with upholstered red-


leather couches.
୤୤A lever sits on the floor next to the minecart,

୤୤ Lever has four positions: neutral, straight ahead, to


the left or to the right.
୤୤ Choosing left sends the minecart to 11,
୤୤ Choosing right sends the minecart to 10.
୤୤ Straight ahead sends the minecart to 12.

22 The sign flipped upside down - follow instructions at your peril.


10. Ballroom
୤୤Wood floored ballroom. Lightless chandelier, mirrored
walls.
ҝҝladies and lords (1d4+1 endomorphis) in velvet coats
and silk dresses fete in darkness, drinking red wine
from goblets.
ҝҝ Friendly: Excited to see new guests and inquire
about their health or lineage.
ҝҝ Neutral: When crawlers become boring or
insulting, endomorphs transform and attack.
ҝҝ Hostile: They swarm immediately.
ϊϊTransformation: men’s noses grow to proboscis and
hands jagged claws to rend; ladies carriages extend
into thorax’s and mouths split into mandibles.
୤୤No control to send the cart back. Crawlers will need to
climb the tracks.

Endomorphis
AC 9, HP 2, ATK 1 bite +1 (1d4), MV near (fly),
S -1, D +1, C +0, I +1, W -1, Ch +1, AL C LV 1
Disguise. Can disguise as human. DC 12 WIS to notice.
Predate. Creatures reduced to 0 hp are consumed.

23
11. Vault of Thoughts
୤୤Vault door. Locked circular steel door.
୤୤4 dials on its surface that can spell a 4 letter word,
ruby pips (4gp each) indicate the chosen letter.
୤୤ LOVE opens the door. FOUR LETTER EXPLETIVES
causes a mysterious sad trombone noise to play.
୤୤ Golden Scrawl on the surface:

A fortress of stone and steel presents the prisoner


a challenge, one they can seek to overcome. The
perfect prison is one you build yourself. One you
don’t want to escape from.

24 Only way outta here is crawling along the tracks.


Inside the vault:
୤୤Meadow room painted blue walls and ceiling. Green
grass sod floor. Kaleidoscope butterflies flutter around.
୤୤A winding path allows visitor to view various
sculptures.
୤୤ Sculpture 1: young boy crying, two stern parents
look on. The plaque says ‘Stop daydreaming.’
୤୤ Sculpture 2: young man in exercise uniform
holding a blasketball and wearing a medal.
“Material accomplishment is what matters”.
୤୤ Sculpture 3: two caskets
“Inherited wealth is no accomplishment”
୤୤ Sculpture 4: bored looking man sitting on a
throne. “Accomplishment loses its luster.”
୤୤ Sculpture 5: man standing before a door.
“Imagination was the only thing that made me
happy.”
̚̚A pedestal at the end of the room bears a pearl ring
(50gp), a +1 crossbow (Dreamer) and 10 bolts.

Dreamer
Finely carved ashwood inlaid with rainbow-
colored butterflies. Sized for use with one hand.

Bonus. +1 crossbow
Benefit. 1 handed crossbow without loading
property. Rainbow butterflies emerge from the
crossbow when fired.

If low on time, skip everything but that sick loot.


25
12. Master Bedroom
୤୤Finely appointed bedroom. A canopy master bed,
clawed tub, writing desk, couches, plants set in small
pots.
୤୤Light pours from a floating doorway. Golden mist
spills forth in waves from the opening. An ornate iron
door hangs next to the glowing square, like it was
attached.
୤୤ Testing the doorway attracts the attention of the
dream demon Shigurth.
ҝҝSerafina is waiting here, sitting on a couch.
ҝҝ Encourages a crawler to enter the doorway.
໘໘ Crawlers who enter the doorway arrive in the
dream sea and must roll INT.
໘໘ On a failure, they are lost to dream and
destroyed.
̚̚ On a success, the crawler finds themselves
standing on a beach, looking out on a glowing
golden sea that stretches to the horizon. Black
skies above are filled with stars, planets and
nebulas. The sea churns and bubbles and a
gargantuan demoniac face emerges. Crawlers
return to reality, they permanently gain +2
Intelligence and -2 Wisdom.

If the door is closed, dreams takes 1d6 damage


each round until perishing. Soon the rest of the
castle fades from reality, and crawlers are left
standing on a windswept hill where the castle
once stood.

26 No treasure from here - crawlers proceed only for story or death.


Shigurth
ҝҝDoorway darkens. A nine-foot-tall humanoid. smooth and
naked, shoulder length-hair and a skull face. Its voice fills
your mind, laced with tv static: low-fi and unclear.
Knows.
ҝҝShigurth was once a man but has spent eons in the dream
sea and lost any trace of humanity.
ҝҝThe dream sea belongs to the sleeping god, and Shigurth
rankles at living under his power. The nightmare sea is his,
and it will consume all.
Wants.
ҝҝGrow delightful lotus and open doorways to the dream
sea. Eventually, the world will be bathed in dream
ҝҝThe door must stay open. He’ll try to coerce them into
serving him.
Monologue.
ҝҝFollow the chill down your spine, and you’ll find me. I am
the shadow looming over your bed. The abject terror of the
dream. Call me Shigurth. Perhaps in your language, demon.
ҝҝI see your dreams of gold and glory. You’ve gone too far.
There is no gold here, no glory. Only death. Turn back.
ҝҝThe lotuses are mine. Dream, condensed. Plant it elsewhere,
mortal. Serve my needs, and you’ll get to see the end.
୤୤Fleeing. If the crawlers flee, Castle Goldgloom casts an
impossibly long shadow over their hasty retreat back
to town.
୤୤Serve. Shigurth grants a Shigurth Gem and sends
crawlers on their way.
Shigurth, the Dream Demon
AC 12, HD 4 (18), ATK 1 attack +4 (1d6), MV close, S +3, D +1, C +1, I +2, W
+1, Ch +0, AL L

Dream-Creature. Can only exist in presence of dream-mist. If slain,


reforms in the dream sea (and can use an open dream doorways to
return).

Waking Dreams. When creatures try to attack you, roll DC12 WIS or
be dazled by nightmare visions.

Low, menacing, evil. The less he says, the better.


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Shigurth’s Gem
A small black gem that fits into your hand. You
see yourself reflected in its surface.

Benefit. When the dream demon wishes it, you


see Shigurth’s visage reflect instead. His voice
comes through, a rasp overlayed with radio
static.

Curse. When you roll a natural 1, Shigurth


contacts you. Make a DC 18 CHA roll. On
success, he is appeased. On failure, he demands
a task. Fail, and 1 endomorphis per your
character level during some inopportune time
to drag your soul to the nightmare sea.

Endings
The crawlers make their way back to town
and find dozens of the duke’s men are waiting
for them, rumor already spread of the crawlers
daring.
▶▶ Crawlers can pay out their debts, or get hauled
off to the stocks.
▶▶ Crawlers can flee, leaving their families to pay
the price.
Those that remain hunger for more adventure.
They’ve had a taste of what the Shadowdark
offers, and want more.

28 Survivors level up! Choose a class, hopefully one they emulated.


29

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