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Reclaim Your Corpse

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0% found this document useful (0 votes)
65 views24 pages

Reclaim Your Corpse

Uploaded by

yagida5110
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Reclaim Your

Corpse
Made by Andy Nemeth

Cover Ar t by Johan Nohr - Mons ter Ar t by Worshipper


e n d e d i n
l a s t b a ttl e
Your
m a l fail u re
dis
Your min d s tew s in
to tal darkness
a b u sy
ste n t o
Your e a r s li
n e s a w
bo
You w a k e
in a meat car t with
1.One arm and leg, but no eyes
- 4 Presence

2.One eye and arm, but


no legs
- 4 Agility

3. One leg and eye, but no arms


- 4 Strength

*Avoid repeating results


Zeik’s Slaughter-Crypt
4.

2.
3.

5.
1.

6.
Apprentic e
1. m ea t ca rt Cherub
HP 8, Morale 6
• PCs in cart, alongside corpses.
Small, pale,
• Their gear is missing. Cherub has left incompetent. A
each of them with one worthless item. third, giant arm is
• Giant bone saw (d6) against the wall. stitched to its
back.
• Sounds of butchering through the door.
• Demands PCs
• Bloody chute in ceiling above pile, return to the
leads outside. meat cart.
• North: Large stone door slightly ajar to • Bone saw (d6).
butcher room. Needs 2 good arms or • Has first key.
leverage to open.
• PCs can cut
If PCs make loud noises here, strings to third
Cherub in butcher room hears. arm.

2. butcher room Red ooze


• “Filled with
• Apprentice Cherub distracted, cutting scabby flecks
limbs off a PC’s animal (still alive). of skin”.
• Rickety wooden table used to butcher. • If poured on
• 2 vials of red ooze on table. Cherub the bloody
uses them to cauterize its victims. ground,
causes it to
• West: Intricate Brass door to Sunken congeal into
Theater. Has 2 keyholes - turn Cherub scabby skin.
and Ahil’s keys simultaneously.
• Cauterizing
• East: Open archway to supply pit. ghoul blood.
Heals 1d8 if
poured on
3. supply pit wound.

• Muddy floor, swamp scum drips from ceiling.


• d2 barrel-sized spools of durable Stitching Silk.
• d6 vials of red ooze.
• North: 8ft wall of stone. At the top, archway to
head’s alcove.
• 2 stone statues of human-faced spiders at the top
of the wall (they depict the Achretost).
• Ladder at the top of the wall has been pulled up.
4. he a d’s a lc ov e
• Old shelves and tables with
PCs’ gear, but 2 weapons Ahil the Heads
and 1 set of armor is missing HP 8, Morale 10
(used by Meat Puppet).
A many-faced ball of flesh
• Ahil the Heads sits immobile the size of a man.
on a regal pillow. • Can’t move, attack, or
• Second key on smaller pillow stop PCs, but will YELL.
next to him. • Boasts “Zeik is the only
• Barrels containing possessio one who can re-stitch
ns your limbs!”
of the butchered. Roll twice
on the corpse loot table and • Was born mute, given
once on occult treasures. faces by Zeik.
• North: Cave exit to the • Tracks Zeik’s inventory.
swamp (but PCs can only ge
their limbs back by t
confronting Zeik).
5. sun
k e n th
e ater
• South: Stone stage with
large door leading to
Stitching Lab.
• Balcony 15 feet above the Durar the Ha nds
stage, accessible from HP 8, Morale 7
Stitching Lab.
Giant fingers, gnarled
• Durar the Hands takes cover knuckles, and pale flesh. A
in the balcony. His attached bloodshot eye in the center.
meat puppet guards the • A failed jester given
stage below. purpose. Has no way to
• Stone seats, like stairs, face speak.
the stage. • His duty is to stop
• Carvings of skeletons with trespassers.
many arms dance along • 4 umbilical cords stretch
the walls. from his fingers into his meat
puppet. Durar uses it to
Durar’s me at pup pet attack in combat.
HP 15, Morale -
• Uses PCs' stolen weapons (2x attacks) and
armor.
• Made from PCs’ stolen eyes, arms, legs.
• Dies if the cords connecting it to Durar are
severed.
6. Zeik’s stitching lab
• Natural cavern.
• Moonlight and swamp scum fall
from holes in ceiling, filling the room.
• On a decrepit table, Zeik stitches
together his next creation.
• South: cramped tunnel, leads to
Urgar Caves.
Zeik
HP 7 Morale 4
Many fine, frail arms wield sewing needles and scalpels.
• Surprised that PCs could make it past his minions.
• Sympathizes with them (he too was on a meat cart).
• Enjoys their “fighting spirit” and “initiative”.
• Will reattach the PCs’ body parts if they fetch some Silk
for him later. (See Zeik’s Quest in Explore The Swamp).

Being Soul-Stitched by Zeik’s many hands:


1. Knocked out with red fungus. The darkness is familiar.
2. Reunited with missing body parts: remove -4 penalty.
3. Character Advancement.
4. Zeik cannot resist fixing the PC’s weakest ability by
adding a new part - regardless of the PC’s wishes. Roll a
d6 to advance the PC’s lowest ability.
Agility: new tail Presence: new eye
Strength: new arm Toughness: new spine
5. Awake in 1d4 hours.

The possibilities of Soul-Stitching are endless. Any


fleshy part from one creature may be stitched onto
another.
• The next adventure is full of monsters with strange
powers. Assume every power comes from a body part
that can be excised from the creature, brought to
Zeik, and stitched onto a PC.
• Zeik is excited to stitch on any monster parts the PCs
provide.
• Steal a dragon’s fire breath by stitching in its fire
glands. Steal a troll’s healing by stitching on its skin.
• Stolen monster parts usually provide the same power
to the PC as they did to the monster. Some parts may
require DR12 tests or expend a daily scroll power
usage at the GM’s discretion.
Zeik
Requires Silk
It is time to

Explore
The
Swamp

Missing arms,
serious than alegs, and eyes are much m
affect the PC -4 stat penalty. These dis ore
dungeon in u s’ struggle to escape the abilities
nexpected w
ays.
The Reclaim Y
most compelli our Corpse adventure will
not trivialize thng if both players and GM be
dungeon with e challenges of navigatin s do
missing body g the
parts.
Graven-Tosk
Swamp
Shadow King’s Fort
Sunk en Indul

Urg a r
Caves Ma ri
On-Hill

Güryn Pools
Forest of Noth
Z eik’s Quest
Zeik, the last NPC from the previous
adventure, offers the PCs this Quest.

“Here is a map of the surrounding


area. It is carved onto a pelvis (show players
a copy of the map. Zeik lives in the center).

• Fetch me Stitching Silk so I can perfect your


meatsack and increase your power.
• The Achretos spins Silk in Güryn Forest. It
loves dire leeches.
• Buy a leech from the town hall in Mari with
this chest of 300 silver.
• Bring the leech to the Achretos in Güryn
forest and trade it for a spool of Silk.
• Return here with that Silk and I will use it
to re-stitch (advance) you all.
• Do not run away with my silver. I have a
creature that will track you down and strip
the flesh from your bones (Manticore, HP 20,
Morale 10, 1d12 spine-ballista).
• Take these 6 preserving jars and bring them
back filled with body parts you want me to
stitch onto you.

Wha t if Z eik is R efu s ed?


en brutally
Zeik’s Quest, or ev
The PCs may refuse out of
er th at ca se, they may wander
murd hi m. In ll in the
and spot Mari-On-Hi
his Slaughter-Crypt g about
ce . Th e pe as an ts there are forthcomin
distan e mermen of
. They know that th
their monster issues s.
ha ve a st it ch er wh o can advance the PC
Indul
How T o
(hex) Crawl
• Use Zeik’s Quest to give players an initial goal.
• Encourage exploration. Zeik’s Quest can wait.
• It takes 1 day to travel from one hex to another.
Even horses are slow and risk breaking their legs.
If PCs start traveling at daybreak, they will
arrive at the next hex around dusk.
• To avoid getting lost each day, one PC tests
Presence DR12. If they get lost, they stay in the
same hex and suffer a dangerous encounter.
• Throw disgusting monsters at the PCs frequently.
Use local creatures or generate hunting encounters.
Pools of Noth
Frothy swamp water coalesces into a dark pool.
• Rafts can cross the lake in an hour.
• Groups of d4 Man-Limbed Boars (HP 3, Morale 5,
Spear d6) fish on rafts here. Their snouts can
track any scent, even in water. They speak a
language no one else understands.
• Corpse of the Shadow King’s 22nd Son on the
island in the lake’s center. Bloated and
decaying under his heavy golden armor (250s).
Boarmen exiled him there after he attacked and
would be angry if anyone moves his body.
Sna
k
sli ing t
the o
coa r f ngues
st or (H
HP lic
bac
l
k ( ookin miles P 2)
d
k u 6) be g for across
66 nde f
rwa ore r brains the
6 ter
.
etr
act to

Noth
ing
orM
al
e
12
M ari- O n-H ill
Tow n Center lt on terraced hills.
A grim ranching town bui ches.
h 10-foot long dire lee
• 15-foot pit, filled wit the pit .
e cows into
Three old ladies drag liv Mavens
Tow n hal l bui lt fro m a rotting ship hull. The
• e).
e. (Lord Mot lounges her
can sell you leeches her onl stone
y
Sma ll tav ern cal led The Ten Mile Maw - the

dozen rations for sale.
building in town. Has a more
town, Burly Gibil and d4
• After a few hours in ve
you and tell you to lea
armed ranchers approach ple ).
stitched peo
(they do not trust Zeik’s
Town Hall Mavens
Lilith and Laur - identical twins and shrewd locals.
• Sit in thrones made from driftwood in the town hall.
• Will sell you a leech, but for 350 silver - more silver
than Zeik provided.
• An unknown beast has been eating their leeches. Gibil
can take you to the tracks he found in Indul (the
Molegator tracks).
• If the PCs slay the beast, the Mavens will reward them
with a free leech and introduce them to Lord Mot.
• Consuming leech flesh fills your body with warmth. One
Maven idly eats leeches. The other suffers withdrawal
while running the town. They alternate roles.

Lord Mot
Dumb and lazy,
The Shadow
King’s 23rd son.

• Wants the corpse of the


Shadow King’s 22nd son.
“He died fighting Boars
around the Pools of
Noth”. Owning the corpse
lets Mot legally steal
his land.
• Offers 3d6x10s for the
corpse. Will also reveal
the secret entrance into
the Shadow King’s Fort
through Urgar Caves.
Hunting *Str a ng e* Bea s ts cks during travel. Killing
Randomly encounter beast tra
s and powerful body parts
a beast provides d10 ration
.
that Zeik can stitch to you
cks. The chase begins.
1. The hunters (PCs) find tra ).
encounters (roll on tables
2. Follow tracks through 1-3 ing enc oun ter s.
competition dur
3. Learn about the beast and
final encounter.
4. Confront the beast in a

Confronting the Bea st


s).
ance (use encounter detail
Describe beast’s appear

(use encounter details).
• The competition interferes
moves with the beast.
• Beasts often flee. The combat beast escape.
the
• Low attack rolls may help

Tr ac ks Encounter: Comp etitio n


tree. (Goblins also hunt the
1. Crude arrows stuck in a
beast).
st’s tracks are replaced
2. D4 human tracks. The bea
dits got it first).
with drag marks. (Local ban
is
with the beast tracks. (Th
3. Footprints side-by-side
n’s best friend).
creature is a local wildma
psite. The fire was just put
4. Tracks go through a cam
(d20s). (A hunter left
out - there is a sack by it
beast. His tracks from
his campsite to pursue the
spot).
this point out are hard to
the
dog, and human now pursue
5. The prints of a horse, g
is going on a huntin
same tracks. (A local noble
trip).
h the beast, but are
6. Human tracks converge wit
(An incompetent hunter is
replaced with drag marks.
beast).
being dragged away by the
Sunken Indul
Marble ruins of a sunken city. Swamp water and hubris.
• Molegator tracks lead to the courthouse
• Courthouse of marble columns, half-underwater.
Molegator lives here. Gilded statue (200s).
• Indul mermen native to this city. Humans with fish
heads stitched onto them by their elder. They hoard
food and relics in underwater air pockets.
• D6 mermen (HP5, D6) guard the Molegator. Its
excrement is their main source of food.
Molegator Tracks (HP 15 Morale 4)
A 10-legged gator with a second head - a catfish’s.
• Its tracks burrow through a small hill. (It digs
with 2 mole claws. 2x d6 attacks).
• Its tracks go through an estuary of half-eaten eel
eggs. (It stores electric eels in its catfish head
to light tunnels. d8 damage if touched).
• Its tracks approach a ruined marble building. D6
human tracks follow alongside. (The mermen guard
the creature).

Gü ry n F or es t
A home for eerie mushrooms and psychic spiders.
• Corpse Mushrooms cover everything - form the faces
of the corpses they feed off of. Eating mushrooms
grown from your own kind turns you into a mushroom.
• Fungus Goblins (HP 6, Morale 5, d4). Mushrooms
forming goblin faces grow from their ears. Its
spores will turn you into a fungus unless killed.
Achretos Tracks
• The tracks are formed from eight stab-like
wounds in the earth, spaced in a rough circle.
• Its tracks pass by 2 exsanguinated goblin
carcasses. (D4 Fungus goblins are tracking their
comrades' killer).
• The tracks enter a castle’s ruins, overtaken by
mushrooms. Headless marble statues flank the
door. (Wiping the mushrooms off the statues
reveals 2 sacred scrolls etched into stone
tablets. In the castle - the Achretos’s lair).
Achretos
A child who fears her father and misses her mother. She lurks at
the edge of your vision - coos inside your mind - demands the
respect her royal blood deserves.

HP 25 (giant) Morale 6 (offers Silk upon surrender)


• Synthetic mind scream (Presence DR14, d6 and
blinds).
• Cocoon a blinded victim (Agility DR16, cannot free
yourself, dead in 1 hour).
• Once anyone is cocooned, warns remaining enemies to
run away (she wants survivors to retell the tale).

Her Lair
An oddly human hall, fit for a petty noble.
• Long feasting table with 8 chairs, silver cutlery
(40s), and a throne. All covered in dust.
• Ancient painting (150s) of a forgotten queen.
• Stone fire pit, unlit and cold.
• 2 giant spools of Stitcher Silk in the corner.
• The Achretos waits in shadow to confront visitors.

If PCs Enter: The Achretos demands they indulge her


delusions of royalty (d4).
1. "Each of you, tell me your gravest secret. Don't
lie - I'll know."
2. "Do me the honor of accepting a kiss?" (Over the
course of 1d4 days, a hand-sized Achretos
hatchling chews its way out of your cheek, 1d10).
3. "Perform for me - make it fit for a queen."
4. "Donate your weapons to my collection."
If the PCs fail to meet the first demand, she
demands 1 living sacrifice. Otherwise she attacks.
If appeased: Gifts a giant spool of her fresh STITCHER
SILK, worth 500s to the Soul-Stitchers of Graven-Tosk.
The Shadow
King’s Fort
T he Fort
• Lord Nibi rules here - the Shadow King’s 18th son.
• Poorly defended, rotted to its core. The 2d10 hungry
soldiers and 2d6 stitchers here act busy, preparing
for an invasion that will never happen.
• No well-known way to enter or leave the cliff keep.
Its inhabitants spend their lives occupying it.
• MEAT-OCRACY. Only source of food is the rain of
half-used carcasses that fall from the Shadow King’s
Palace above. The staff's main pastime is putting
that meat to use.
• Lord Mot (from Mari) knows of 2 passageways in.
Secret entrance in cellar below, accessible from
Urgar Caves. Secret exit at the top of the fort,
leads up the mountain to the Shadow King’s Palace.

Its R ooms
• Cellar with a 10-mouthed soldier who swallows rats,
brings them to the cookery, then regurgitates them.
• Filthy cookery with d4 five-armed butchers (HP 4,
Morale 5, 2xd4 attacks). Filled with meat hooks.
• Locked cell with 3d4 failed stitching experiments.
Use the beast hunting tables for appearances.
• Tarp roof you can walk on. Sloped to collect the
rain of carcasses into a big meat pile. Dodge
raining carcasses (d8)
• Stitching hall with 2d6 frail stitchers who pass
time making strange abominations to appear busy.
They will charge at intruders, but die easily.
• Lord Nibi’s quarters, where he bathes his 8 arms
and legs in a cauldron of boiling blood. The
cauldron has chicken legs and defends whoever sits
in it. This room’s secret exit leads to the Shadow
King’s Palace.

monsters come fromne?


Where do those vile Ki
owng seized the thro
Ever since the Shad tures
army, vile new crea
with a many-limbed in g his
e swamps surround
have appeared in th e fate
ny sons, none know th
palace. Despite his ma
of his daughters.
Urgar Caves
Eons ago a red star crashed through this mountain.
• Dungeon door to Shadow King’s Fort hidden in the
upper caves.
• Pink pulsing tunnels gets fleshier as you descend.
• Rivers of red bile (d8 if submerged) flow downwards.
• D4 naked bloody cannibals (HP 4, Morale 10). Shards
of glowing crimson gemstones in their hearts. They
eat all flesh and vomit red bile into the rivers.
• Crimson gemstone (30s) in a slimy crevice. If freed
it will spend 6 seconds trying to burrow into the
heart of the one who retrieved it (d10). Killed
victims become cannibals.
THE HEART
• Soaks in a pool of bile at the bottom of the cave.
• Giant lump of pink metal. Glowing, warm, beating.
• 2d6 crimson gemstones (30s) dot the cave.
• Striking the heart causes d4 cannibals to crawl out
of fleshy stone crevices and attack.
• Normal weapons cannot chip the heart.
The Plot Hooks
MONSTERS, written in
MÖR K BORG HP Mo. Damage Notes
One way foolish PCs may be lured across the swamp
Apprentice Cherub 8 6 d6 Loose arm
1. The PCs follow Zeik’s quest to Mari-On-Hill, where
Ahil
theythesolve
Heads 8 monster
the local 10 - problem. Angry
2.Durar
They the
are Hands
introduced8 to 7Lord -Mot, who asks
Controls meat
them to
retrieve his brother’s corpse from Thepuppet
Pools of Noth.
3.Durar’s
The PCsMeat
complete Zeik’s
15 - quest, and bring Mot’s brother
Stolen
Puppet
back to him. Weaponx2
4.Zeik
Mot reveals the secret
7 4entrance
d4 to theFriendly
Shadow King’s
Keep via Urgar Caves. He also reveals the Keep’s
secret exit to the Shadow King’s Palace. They must
B la c k H a c k
storm the keep to HD Notes
reach the palace.
5.Apprentice 2
The PCs explore Urgar Loose
Caves,arm
fight their way through
Cherub
the Keep, and reach the exit that leads to the Shadow
King’s Palace.
Ahil the Heads 2 Angry, no attack
Those PCs have now visited every location on the map. The
Durar the Hands 2 Controls meat puppet, no
Shadow King’s Palace is too vast and vile to describe
here, but know this: onceattack
you trespass into his dark
palace,
Durar’sallMeat
misery dice
4 are rolleddice
2 damage twice,
frompicking
stolen the
worst
Puppetresult. weapons’ classes
Zeik 7 Friendly

Old School *All AC=7[12], THAC0=17[+2], Move=60’(20’)


Essentials HD Attacks Saves Mo. XP
Apprentice 2 1xd6 D13 W14 P13 6 20
Cherub (8hp) B16 S15 (T1)
Ahil the 2 - D8 W9 P10 B13 10 10
Heads (8hp) S12 (D1)
Durar the 2 - D11 W12 P14 7 20
Hands (8hp) B16 S15 (C1)
Durar’s 4 2xStolen D12 W13 P14 - 35
Meat (16hp) Weapon B15 S16 (2)
Puppet
Zeik 2 1xd4 D11 W12 P14 4 20
(8hp) B16 S15 (C1)

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