Merlin’s brain is in a jar. Excalibur is broken. Arthur dealt with dark powers.

Introduction

Welcome to the weird and wild one-shot for Shadowdark RPG characters of levels 1-2. This adventure twists aspects of the Arthurian Legend into a deadly, fantasy dungeon crawl.

Prep

Background

A king from a faraway land once came to Dredmor Ruins to deal with dark powers. It brought him great fortunes but ultimately doom. 

While his story is scattered, his artifacts remain. Rumors of great treasures and magic draw adventurers in. But dangers prove to be too much for most.

Goals

The likely goal of most parties of adventurers is to obtain treasure.

Obstacles

Dangerous monsters and the possible consequences of unfolding a dark mystery stand in their way.

Seeds

Seed one or more of these with players before the session begins.

d6RumorTrue?
1The king guards his swordFalse
2The king turned into a devilFalse
3The mage betrayed the kingFalse
4The sword is brokenTrue
5The altar is cursedTrue
6The mage is aliveTrue

Play

Procedures & Tracking

Unless otherwise noted:

  • All doors are locked
  • All areas are dark
  • Roll reaction for any monsters unless otherwise noted
  • Only demons, devils, and Dredmor will pursue the party if they retreat

Roll for Random Encounters every two rounds. If play stalls, roll for Chaos.

Random Encounters

d6Encounter
1A random NPC wanders in
21d4 skeletons ramble in
3An appears in smoke
4A giant bat emerges
5A mad cultist stalks the party
6A dretch (demon) is summoned nearby

Chaos

d8Chaos Event
1A priest appears and then dies
2Voices whisper about a grail
3See a vision of a lady in a lake
4Silver pieces become white hot
5A minor earthquake shakes you
6Violent laughter echoes nearby
7A swarm of bats overcomes you
8Your rations smell of brimstone

Tracking

Dredmor’s Current State

Use the checkbox below to track whether Dredmor is sealed or not.

  • Sealed
stateDiagram-v2
    direction LR

    [*] --> Sealed

    Sealed --> Free : jar removed (Room 6)
    Sealed --> Free : Chapel words spoken while sealed
    Free --> Stone : Chapel words spoken (Room 9)
    Stone --> Free : Chapel words spoken (Room 9)
    Free --> [*] : defeated in combat

The Adventure

Permissions through formatting: bold for freely visible, bullets for discoverable, [!secret]- for hidden.

Entrance

A single torch casts shadows across the walls and down the stone steps. The air smells of fire and brimstone.

  • Tiny footprints start here and go down the steps—they belong to the Imp in Room 7
  • The torch burns for 1 hour

Pact & Penance

Marble statues flank the entrance. The western one wields a sword called Pact and points it toward the eastern door. The eastern statue wields Penance and points it toward the western door.

  • Statues are too heavy to move

Exits: Entrance, Empty Room, Dark Armory

Empty Room

Exits: Pact & Penance, The Stone

The Stone

A stoic stone rests at the center of this room. It’s a few feet wide and three feet tall.

  • The stone has a small slit on top

Exits: Empty Room, (5) Empty Room

(5) Empty Room

Exits: The Stone, M, Excalibroken, Sacrifice

M

A walkway overlooks a 10-foot drop into dark, ominous waters—as still as glass. Three pedestals stand at one end, one with a curious-looking jar atop. The words “Of Spell” are carved into the jar.

  • Three feet deep; a shield, a dagger, and 1d12 gold pieces rest along the bottom
  • A wizard’s brain is stored in the jar—fleeting memories of quests with the king; no memory of how it got here

Exits: (5) Empty Room, The Altar

Excalibroken

The room bears a heavy silence. A pile of rubble rests at its center. The words “Of Steel” are carved into the floor nearby. A small, devilish being dances among the rubble.

  • Once Upon a Time—the broken pieces of the legendary blade are buried in the rubble
  • An imp is digging through the pile—make a Reaction Roll with a -2 penalty
IMP
AC 13, HP 9, ATK 1 stinger +3 (1d4 + poison)
MV near (fly), S -2, D +3, C +0, I +1, W +0, Ch +2, AL C, LV 2
Impervious: Fire immune.
Contract: Can grant mighty boons and patronage on behalf of an archdevil in exchange for a sworn soul. ADV on related Charisma checks.

Exits: (5) Empty Room, The Altar

The Altar

Black candles burn on a bloody altar behind iron bars. The words “Of Sacrifice” are carved into the altar. A skeleton lies on it next to a jeweled dagger and gold crown.

  • The locked door in the iron bars is hard to break open (DC 15)—roll for Random Encounters when attempted
  • Jeweled dagger—embedded emerald worth 120gp
  • Gold crown—weighs 5 pounds
  • The candles burn for 1 hour each if removed from the altar

Exits: Sacrifice, Chapel, Excalibroken, M

Chapel

Two rows of decrepit pews lead up to three small altars. Words above read, “Speak the Dark Contracts. Seal Your Doom.”

  • Speaking “Of Spell, of Steel, of Sacrifice” (in any order) produces one of two outcomes:
    1. If Dredmor is currently free, it will turn him to stone
    2. If Dredmor is currently stone, it will set him free—because magic is fickle.

Exits: Dark Armory, The Altar

Dark Armory

Two black chests rest against a wall behind iron bars. Two skeletons of charred black bone walk around. Blood writing on the wall reads, “What is a soul worth?”

  • The locked door in the iron bars is hard to break open (DC 15)—roll for Random Encounters when attempted
  • The chests are unlocked; contain Malice and Torment along with 2d6 gold pieces
  • The skeletons are hostile

Exits: Pact & Penance, Chapel, Sacrifice

Sacrifice

Three sets of stairs lead down into a vaulted chamber. A central dais rises ten feet from the chamber’s floor. A dark altar dominates the northern wall.

If the Dredmor statue is still here:

The stone statue of a warrior stands on the dais with a dragon-winged helm and sword raised in defiance toward the altar.

False Altar

Blood covers the obsidian altar. The words, “Of Damnation” are carved into it. A skeleton rests on it near a knife.

  • A note nearby reads: “G—my love, I’m so sorry.”

Exits: Dark Armory, (5) Empty Room, The Altar

Monster Stats

Cultist

CULTIST
AC 14 (chainmail + shield), HP 9, ATK 1 longsword +1 (1d8) or 1 spell +2
MV near, S +1, D -1, C +0, I -1, W +2, Ch +0, AL C, LV 2
Fearless: Immune to morale checks.

Dretch

DRETCH (DEMON)
AC 12, HP 11, ATK 1 claw +2 (1d6) or 1 gas
MV near, S +2, D +0, C +2, I -2, W -1, Ch -3, AL C, LV 2
Gas: All in near range DC 12 CON or blinded for 1d4 rounds.

Giant Bat

GIANT BAT
AC 12, HP 9, ATK 1 bite +2 (1d6)
MV near (fly), S -1, D +2, C +0, I -3, W +1, Ch -3, AL N, LV 2

Imp

IMP                                                    LV 2
AC 13  HP 9  ATK 1 stinger +3 (1d4 + poison)  MV near (fly)
S -2  D +3  C +0  I +1  W +0  Ch +2  AL C

Impervious. Immune to fire.
Contract. Can grant mighty boons and patronage on behalf of an archdevil
          in exchange for a sworn soul. ADV on related Charisma checks.

Reaction: -2 penalty

Skeleton

SKELETON
AC 13 (chainmail), HP 11, ATK 1 shortsword +1 (1d6) or 1 shortbow (far) +0 (1d4)
MV near, S +1, D +0, C +2, I -2, W +0, Ch -1, AL C, LV 2
Undead: Immune to morale checks.

Info

Head over to DriveThruRPG or Itch.io to get the PDF of this adventure, including the keyed map.


The Dark Contracts, © 2023 PhD20. Designed and written by Kirk Wiebe.

“Death is welcome when it comes; but to yield—never!”—King Arthur and His Knights of the Round Table by Roger Lancelyn Green.

The Dark Contracts is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.