Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
77 views16 pages

Inside Everflowing Curtain V1D1224

Inside the Everflowing Curtain is a Shadowdark and Mörk Borg adventure where players seek the second half of the mythical Staff of Rulership, hidden in a dungeon guarded by traps and monsters. The Goat Lord tasks the characters with a riddle to prove their worth before revealing the lair's location, which is concealed behind a waterfall. The adventure features various rooms with unique challenges, treasures, and encounters, designed for parties of 3rd to 4th level characters.

Uploaded by

tim.posynick
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
0% found this document useful (0 votes)
77 views16 pages

Inside Everflowing Curtain V1D1224

Inside the Everflowing Curtain is a Shadowdark and Mörk Borg adventure where players seek the second half of the mythical Staff of Rulership, hidden in a dungeon guarded by traps and monsters. The Goat Lord tasks the characters with a riddle to prove their worth before revealing the lair's location, which is concealed behind a waterfall. The adventure features various rooms with unique challenges, treasures, and encounters, designed for parties of 3rd to 4th level characters.

Uploaded by

tim.posynick
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
You are on page 1/ 16

INSIDE THE

EVERFLOWING
CURTAIN
INSIDE EVERFLOWING CURTAIN
THE

A Shadowdark & Mörk Borg adventure designed by Anthony J. Zinni,


published by Revivify Games in December 2024.

azing into the crystal ball, you see an endless field


of stars surrounded by a deep field of swirling black
and indigo. The calm scene is quickly interrupted by
the visage of a goat-like being with giant black eyes.
The being pauses momentarily as he stares at the
party, then beckons them to come closer and listen intently.
“Ah, it seems you have found the missing half of the Staff of
Rulership. My minion has been searching for it but that was so
long ago, and he has been silent as of late.” You begin to gather that
this being’s sense of time is far different than that of a mortal as he
continues. “Perhaps you all are a more fitting wielder of its power.
Prove yourselves worthy by filling the copper brazier with the wood
from a dryad’s tree and ignite it with the spark of a living fire. Then
I shall reveal the lair of my minion where you may obtain the second
half of the staff, and its immense power shall be yours.”
With those final words, a burst of swirling black, indigo and
stars washes over the crystal ball and disappears as it returns to its
original form. The staff piece rest in your hand tempting you with
the potential power it hides inside.

1
INSIDE THE EVERFLOWING CURTAIN

WHAT’S REALLY THE DUNGEON


HAPPENING? Hidden in a mountain, behind a waterfall, is the
While adventuring, the characters stumble upon a entrance to War Mage’s lair. Inside, he has secured
piece of the mythical Staff of Rulership, a powerful the second half of the staff. Clues within the dungeon
weapon enchanted by a chaotic goat lord (choose hint at a failed magical ritual that occurred a long
a name that fits your setting) eons ago. At some point, time ago. This ritual has left the dungeon uninhabited
it was separated into two parts and lost to time. A except for the traps and monsters that the War Mage
war mage, one of the Goat Lord’s servants, began commanded to defend his treasures.
searching for the parts but could only find the top half.
The servant has since gone missing, leaving the half to LIGHT.
rot inside his lair known as the Everflowing Curtain. Total darkness.
The Goat Lord has tasked the characters with a
riddle they must solve to prove their worth. Only then RANDOM ENCOUNTERS (d6)
will he reveal the lair’s location: the side of a mountain
The dungeon is unsafe. Check every three rounds
under a waterfall. He tells them to “arrive at dusk. As
(MB: check once per room, and when play has stalled.
the sun falls, all is revealed.” We pick up there.
Roll a d6; an encounter occurs on a 1).

FOR THE GM
This adventure is intended for Shadowdark parties
of 3rd – 4th level or Mörk Borg characters that have
gotten better a time or two.
1 A Swarm of Snakes from deeper
SETTING UP THE HOOK inside the lair.
The GM must place the crystal
ball, copper brazier, and lower 2 d3 Bat Swarms fly through the room.
piece of the staff where the 3 An Ankheg trying to burrow through
characters can find them. Once the stone floors.
a character touches the crystal
ball, the scene described on 4-6 A gust of eerily cold air. DC 12 DEX to
the previous page will occur. avoid subtracting d2 × 10 minutes from
the torch timer.
THE GOAT LORD’S TASK
The Goat Lord’s task requires the characters to
obtain a piece from a dryad’s tree and ignite it with DUNGEON KEY
“living fire,” such as from a fire elemental. If this Italic text is to be read aloud or interpreted.
doesn’t fit your campaign or setting, the Goat Lord Text in bold are things that can be interacted with.
can issue an alternative task or immediately reveal Bold & Underlined text references the core book.
the lair’s location. MB: are Mörk Borg adaptations.

2
REVIVIFY GAMES

THE ENTRANCE 02. WATERFALL

A narrow winding path hugs the side of the mountain, A huge cavernous room with a pillar of water pouring
leading to a ledge hidden behind the mist of a waterfall. through it onto a domed subfloor and off the sides into
You stand facing a massive onyx door. Small diamond- the darkness below. A narrow walkway wrapping around
like stones are embedded in its dark surface, occasionally the falling water leads to the east or west.
glimmering as they refract beams of the dimming light.
Darkness and mist fill the cool air. The floor is slick
Together, they appear like constellations in the night sky.
and damp.
» Right before sundown, eight stones illuminate,
» Running on the walkway. DC 12 DEX
creating a constellation resembling a goat’s face.
(MB: test Agility DR12) or slip and fall onto
» Pressing the stones causes a low grinding noise
the domed subfloor.
as the door slowly parts.
» Falling on the dome. DC 14 STR
(MB: test Strength DR12) or be pulled over
01. PLANETARIUM the edge by the current.

The door closes behind the last entrant, darkening the room.
In the center of the room, a small, faintly glowing orb floats Any character who falls off the side of the dome
atop a hexagonal pillar made of solid onyx. is pulled into the river below. The strong current
draws them through an underground river and
Dark and damp, the sound of running water from the outside into the waterfall’s basin.
neighboring room.
» Investigating the pillar reveals a small unlabeled
03. EASTERN SCULPTURE ROOM
button on the pillar’s surface.
» Pressing the button causes swirling black
Four stone sculptures of goat-faced beings holding massive
energy to coat the orb. Small pinholes remain
war hammers stand, facing inward toward their center.
uncovered, projecting a galaxy of stars on the
To the east, a stone relief on the wall depicts people praying
room’s dome ceiling. Faint lines connect some
to a humanoid goat atop a ziggurat.
of the stars, creating four constellations in the
shape of animals: Dark and damp, the sound of running water from the
neighboring room.
• TO THE WEST: A snake
• TO THE NORTHWEST: A whale » Thin metallic triplines run between the statues
• TO THE NORTHEAST: An owl on the north and south sides. Triggering a tripline
• TO THE EAST: A scarab with animate the four statues (Animated Armor),
causing them to attack the characters.
» Examining the statues. DC 12 WIS
(MB: test Presence DR12) to notice the triplines.

3
INSIDE THE EVERFLOWING CURTAIN

04. THE FROZEN DINNER 05. HIDDEN LIBRARY

A large table is in the center of the room. Stone humanoids Bookshelves line the walls, full of dusty old tomes and piles
sit in frozen positions in three seats. Four tall statues of of scrolls.
goat-like beings holding tomes stand along the walls. To
» An oversized book rests open on the table to
the north, a stone relief depicting a sky full of stars hangs.
the north. It details the abilities of the Staff of
Smells of fresh bread and hearty stew. Rulership. A pouch containing 25gp (MB: 20s)
sits atop the book, used as a paperweight.
» A massive feast sits atop the table, untouched.
» Searching the shelves will reveal a magic
• Consuming the food, DC 12 CON Scroll of Dispel Magic. The characters may
(MB: test Toughness DR12) to avoid spend additional time scouring the shelves,
petrification and fully heal the character. subtract d6 × 10 minutes from the torch timer,
and d2 more scrolls of your choice are found.
» The statue to the northwest has its tome closed
The characters must have an active light source
(the others are open).
to search.
• Pulling open the cover opens a secret door
on the west wall.
» Investigating the relief reveals a handful of
constellations amongst the stars. A Wisdom check
(MB: test Presence) can narrow the number of
relevant constellations the character recognizes 06. TREASURE STASH
depending on the level of success. The star
representing the owl’s eye is more pronounced A large, naturally formed cavern with a sharp cliff edge.
than most around it.
» d3 Bat Swarms hang from the ceiling. Any loud
» Pressing the owl’s eye causes a section of the
noise or bright light source will disturb them,
wall and relief to sink into the ground, opening
causing them to attack.
a secret door.
» The cliff edge overlooks the catwalk below and
a bottomless-looking chasm.
» An enormous treasure stash, roll on the
Treasure 0-3 table to determine (MB: 25s, an
SCROLL OF DISPEL MAGIC Oil Lamp, and one random Occult Treasure).
(MÖRK BORG)
End one spell that affects
one creature or item Any character who falls off the cliff may attempt
of your choice. to land on the catwalk 40' below, DC 15 DEX
(MB: Test Agility DR15), taking 4d6 fall damage.
Otherwise, they fall to the bottom of the chasm
another 200' lower, almost certain death.

4
REVIVIFY GAMES

THE STAFF OF
RULERSHIP
Bonus. +1 Staff. Can only be wielded by a bard, wizard, or witch. Benefit. Functions
as a wand of Charm Person and Command. Unlike a wand, the staff remains intact
if you roll a 1 on your spellcasting checks.

5
MAIN FLOOR

1. PLANETARIUM
2. WATERFALL

N 3. EASTERN SCULPTURE ROOM


4. THE FROZEN DINNER
5. HIDDEN LIBRARY
6. TREASURE STASH
7. WESTERN SCULPTURE ROOM
8. HALL OF GATHERING
9. TOMB
10. FOYER
11. SHRINE ROOM
5
6
12. OVERLOOK
13. HALL OF REFLECTION
14. GRAND HALL S
15. RITUAL ROOM
16. THE EVERFLOWING CURTAIN

S
4
2

7 3

8
L

9 1
 = 5'

S = Secret Door
L L = Locked Door
T = Trap
SUB FLOOR

12
13

T T

11
L

16
15
T T

14 10
INSIDE THE EVERFLOWING CURTAIN

07. WESTERN SCULPTURE ROOM 08. HALL OF GATHERING

Four stone sculptures of goat-faced beings holding massive A dusty room with a white marble floor covered in black
war hammers stand, facing inward toward their center. scuffs from foot traffic. To the south, a stone relief depicting
An ornate throne sits atop a dais. a sky full of stars hangs on the wall.
» Sitting on the throne, a character will feel » Four figures wearing heavy
a strange hard object instead of cushioning. red robes with hoods drawn
» A locked lockbox is hidden inside the seat. stand peering into the relief
It contains a pearl worth 40gp (MB: 20s) and hanging on the southern
some worthless personal trinkets. wall. They are silent and
will not respond when
talked to. Underneath the
robes are four Skeletons
(MB: Blood-drenched
Skeleton) that attack
when approached.
» Two doors flank the
stone relief. Both
appear to be solid stone,
and there is no visible
mechanism to open them.
• The door to the west is illusory and can be
effortlessly passed through. It hides a small
chest containing five heavy red robes.
• The door to the east is opened by solving
the stone relief puzzle.
» Investigating the relief reveals a handful of
constellations amongst the stars. A Wisdom check
(MB: test Presence) can narrow the number of
BRITTLE SHIELD relevant constellations the character recognizes
Shatters if a critical attack depending on the level of success. The star
hits the wielder. representing a snake’s fangs is more pronounced
than most around it.
» Pressing the snake’s fangs causes the door to
the east to slide to the side.

8
REVIVIFY GAMES

09. TOMB 11. SHRINE ROOM

The remains of two humanoids lying in front of the Two tall statues of goat-faced warriors holding battle axes
once-sealed door are at your feet. Three open sarcophagi stand facing one another. Between them is a shrine with
sit inside niches along the southern wall. an oil painting of a wizard above it. On the opposite wall
is a stone relief of the night sky.
The floor is covered in dust. A faint hissing noise comes
from inside. » Investigating the relief reveals a handful of
constellations amongst the stars, each of which
» Two unused Torches sit inside the center
is a unique stone color. A Wisdom check
sarcophagus.
(MB: test Presence) can narrow the number of
» A massive hole in the floor leads to the Grand
relevant constellations the character recognizes
Hall (#14) 40' below. It is total darkness below,
depending on the level of success. The stars
and any character who chooses to investigate
that form the scarab constellation are all deep
can clearly hear hissing inside.
red stones.
» Dropping a torch through the hole illuminates
» Three crystal orbs sit atop the shrine.
the floor below, revealing that it is covered in
poisonous snakes. The snakes disperse from the • To the left is an amber orb. When the
flames, creating a 5' (close) circle clearing. A amber orb is picked up, the two statues will
skeleton with a broken leg emerges from inside drop their heavy iron battle axes, dealing d8
the sea of snakes. See Grand Hall (#14) for damage to any characters standing close to
more detail. the shrine.
• In the center is a ruby orb. Nothing happens
10. FOYER when it is taken.
• To the right is a cerulean orb. When the orb
A long set of stairs leads to this narrow room, and the sound is picked up, a loud clanking noise will echo
of hissing gets louder and louder as the party descends. through the hallway, activating the spiked pit
traps surrounding the room. Once activated,
» Two long-dead bodies lay on the ground any character that steps on those squares
bordering the Grand Hall (#14) must DC 17 DEX (MB: test Agility DR15)
» A Brittle Shield with two Shortswords hangs to avoid falling 10' into the trap, which deals
on the southern wall. 2d6 damage.
» Two figures in heavy red robes stand toward the
south end of the room, staring at the wall. They
are silent and will not respond when talked to.
Underneath the robes are two Skeletons
(MB: Blood-drenched Skeleton) that attack
when approached. They carry two unlit Torches,
which they may use as blunt weapons.

9
INSIDE THE EVERFLOWING CURTAIN

13. HALL OF REFLECTION

A massive circular mosaic of the night sky is embedded


into the floor. It is made from dark black stones with bits
of reflective gem for the stars. Six hazy silver mirrors hang
on the walls.
» Looking in the mirrors results in a foggy, barely
visible reflection.
» Investigating the mosaic reveals a handful of
constellations amongst the stars. A Wisdom check
(MB: test Presence) can narrow the number of
relevant constellations the character recognizes
depending on the level of success. The stone
representing a snake’s whale’s blowhole is more
pronounced than most around it.
12. OVERLOOK » Pressing the blowhole will produce a faint blue
glow around each mirror as enchantment magic
You hear your voices echo and reverberate next to the empowers them. They now each call up an image
massive chasm. A heavy stone sarcophagus rests on the of a distant place.
north end of the room. » A diary sits atop a desk along the southeastern
wall. An early entry talks about securing half of
» Two figures in heavy red robes stand toward the
the Staff of Rulership in this cavern while he
east end of the room, staring at the open chasm in
searches for the remaining piece. Recent entries
front of them. They are silent and will not respond
discuss working to meet the Goat Lord’s whims
when talked to. Underneath the robes are two
by establishing surveillance points for his plans.
Skeletons (MB: Blood-drenched Skeleton) that
attack when approached.
» The bats above the Treasure Stash (#6) will Each mirror is connected to a scrying point
join in the fight if they have yet to be defeated. somewhere in your world. Consider prepping some
DC 12 WIS (MB: test Presence DR12) for the hazy clues to upcoming adventures or plot points to
closest character to notice the d3 Bat Swarms forecast forthcoming events. For example, the view
and the ledge they came from, or the bats get a of a town the characters have yet to visit. Or, if you
free attack. decide that you would like the Goat Lord to play an
» The sarcophagus is empty. even more significant role in your game, describe a
memorable location the characters have visited in
the past to imply that he has been watching them.
Any character who slips off the catwalk falls to the
bottom of the chasm 200' below.

10
REVIVIFY GAMES

14. GRAND HALL 16. THE EVERFLOWING CURTAIN

A massive hall, suitable for formal events and processions. A small covered bridge leads to a platform surrounded by
The dark floor squirms and undulates, hissing. a thick curtain of water created by the waterfall above. The
rushing water sounds very loud, echoing off the cave walls.
» The ground is completely covered in thousands
of poisonous snakes. They are too dense to walk The top half of the Staff of Rulership sits atop a
around, and stepping on one will cause them to podium at the center of the platform.
attack d4+poison.
When touching the staff piece, d3 Lizardfolk leap
• Poison. DC 12 CON or go to 0 HP in through the curtain of water accompanied by a
d4 rounds (MB: test Toughness DR12 or Giant Snake. DC 12 DEX (MB: test Agility DR12)
d10 damage). for characters holding a torch close to the curtain to
avoid it being extinguished.
» Holding fire near the snakes, such as from a torch,
will cause the snakes to pull back in a 5' diameter,
allowing the characters to pass by. Any character who falls into the water surrounding
the platform must check DC 15 STR (MB: test
15. RITUAL ROOM Strength DR15) to avoid the strong current pulling
them outside into the waterfall’s basin.
Twelve red robes line the sides of this room, piled on the floor.
At the room’s north end is a shrine with a book atop it.
» The red robes are empty. A pile of dust falls
from each robe that is picked up.
» The book is covered in a thick layer of dust.
The pages are empty as if magically erased, but
the cover still reads “planar transmutation.”
» A golden locked door sits at the northeast end
of the room. It is covered with the depiction of
a pyramid surrounded by farmers and peasants
under a night sky. A cup-like impression in the
image exits where a moon would be.
• DC 20 DEX (MB: test Agility DR20) to
pick the lock
• Placing the ruby orb in the impression
opens the door.
• Placing the amber or cerulean orb in the
impression will cause it to magically project
back toward the character’s chest, dealing
d8 damage.

11
INSIDE THE EVERFLOWING CURTAIN

ENEMIES (Mörk Borg)

ANIMATED ARMOR LIZARDFOLK


A rusty old suit of armor magically animated. It appears Crocodile-like humanoids with tails and razor-sharp claws,
just like any other suit of armor until it swings. known to dwell in swamps and rivers.
HP 7, Morale –, Rusty armor -d2 HP 8, Morale 8, Light armor -d2
Battle axe d8 Shortsword d4 or Shortbow d4

ANKHEG SNAKE SWARM


Burrowing insects the size of a horse, they sneak through A wriggling collection of poisonous serpents.
underground tunnels to ensnare their prey.
HP 10, Morale –, No armor
HP 14, Morale –, Exoskeleton -d2 Bite d3 + Poison (test Toughness DR8 or d3 damage
Bite d4 or Acid spray d4, up to d2 targets for d3 turns).

BAT SWARM
A flying cluster of bloodthirsty bats.
HP 8, Morale –, No armor
Bite d4
Small and swift: DR14 to hit.

GIANT SNAKE
A giant fanged beast capable of swallowing a person whole.
HP 18, Morale –, No armor
Bite d4 + Constrict (test Strength DR10 or be
grappled by the beast, +2DR to any attack or defense
test until you break free). © Dean Spencer

SPELLS CHARM PERSON (MÖRK BORG)


One creature regards you as a friend
COMMAND (MÖRK BORG)
One creature blindly obeys a single
for d3 hours. The effect ends if you non-harmful command.
hurt the creature in any way.

12
revivifygames.com

“Inside the Everflowing Curtain” 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.

“Inside the Everflowing Curtain” is an independent production by Revivify Games 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.

Some artwork © William McAusland, used with permission.


Some artwork © Dean Spencer, used with permission. All rights reserved.

© 2024 Anthony J. Zinni, all rights reserved.

You might also like