Castle Rabid (OSR)
Castle Rabid (OSR)
Kormar Publishing
A 3rd Level OSR Adventure
The Cult of Wrendat the Hunter has only arrived within the past year.
Drawn to the castle by prophecy, the cultists were quickly enthralled by
the dero and now serve as their unwitting pawns. It is a tenuous
relationship with a constant tension between dero manipulation and the
cult’s religious zealotry.
Urthur’s Lodge
Gart Urthur knew that starting a family on the outskirts of the forest was
dangerous. Everyone told ghost
stories about the massacre in the
castle, how you could still hear the
inhuman cries from its walls. But he
could use a bow, and business was
steady, and he taught his children to
fend for themselves. He didn’t think
twice about the new missionaries who
had been stopping by over the past
few months other than how awful
they stunk.
Urthur’s Lodge is an inn on the outskirts of the forest. The common area
is littered with straw dolls, wooden swords, and other children’s toys.
The walls are decorated with �inger paintings of the family.
Factions
Name and Desire Relationships
Beastmen • Cult of Wrendat: Won’t eat
them, but uninterested in
• Feast, �ight, and make more following weak humans
beastmen
• Dero: Fears and worships them
as demonic creators
• Adventurers: Depends on
hunger, can be bribed with
fresh meat
Cult of Wrendat • Beastmen: Respects them as
Wrendat’s chosen, eager to
• Form a beastman crusading convert
army to burn towns and cities,
restoring wilderness • Dero: Sees as equal partners
but also civilized heathens
• Adventurers: Interesting
variable, powerful subjects
require more research
Referee Quick Hits
Dungeon Info
Everyone knows where Castle Rabid is. Gart Urthur gives directions
through the woods for an eight mile hike there. The castle is unlit unless
described otherwise. Doors are made of wood and unstuck. Walls are
made of stone and ceilings are 10’ high.
Room Descriptions
Room descriptions are formatted as follows:
• Room description
Or kill everything.
Abridged: What’s Going On?
• Twenty years ago, a barbarian king set up a castle in the woods.
• The barbarian king is now a ghost who wants out of this realm.
• A Chaos cult has recently arrived to the old castle and now have a
tenuous relationship with the beastmen and the dero.
• Gart’s daughter, Bert, joined up with the Chaos cult and is now an
initiate trying to show her might as a great hunter. She doesn’t want
to come home.
• Gart, father of the year, is too busy with his customers and other kids
to go retrieve her. He thinks she was kidnapped.
Random Encounter
Roll on this table once every half hour or if the party creates loud noises. If a
creature is killed, it will not reappear. If a creature is weakened, it may still
be weakened depending on when it is next encountered.
d6 Encounter Portent
1 1d4 beastmen going out to the forest to Hooves on stone and scent
hunt. of blood
2 The �ive bandits from room 7 returning Bickering in Common over
home with a captive (Dismas the Svelte, a whether to collect a bounty
level 2 thief wanted in the nearby barony or hand over for sacri�ice
for goat rustling).
3 1d4 cultists negotiate with 1d6 Back-and-forth howls and
beastmen distribution of captives for grunts shifting in tone
sacri�ice vs. feasting.
4 1d6 giant ants burst from the wall. Clacking and �lakes of dust
puf�ing off stone
5 Two shadows, spirits of barbarians Rapid muttered prayer and
warped by Chaos, corner a frightened smell of smoke
cultist.
6 A dero skulks behind the party, spying The feeling of being
and attempting to stay out of sight. watched
1. Ruined Trophy Hall
• An ogre on watch. Supposed to eat trespassers, but has a taste for pack
animals and would love a captive audience for his terrible jokes.
• Walls strewn with torn banners, crooked elk heads, and rusted polearms.
A skeleton is impaled on one of the elk horns. Rotten smelling furs piled
in the center of the room as a bed.
2. Ransacked Smithy
• Workbench cluttered with junk lines the western wall (�irst player to
search has a 30% chance of �inding a useful piece of equipment of their
choice). Time weathered anvils and moss strewn furnaces dot the
eastern wall.
3. Guard Bunk
• Four mildewy bunk beds, two on the western wall and two on the east.
Decaying wooden trunks at the feet of the beds, the empty insides
crawling with thumb-sized ants. The ceiling drips sticky moisture at a
glacial pace.
4. Mess Room
• Sounds of tent revival style preaching from the doors leading to this
room.
• Circular dining tables, some split in half and others covered with a
collage of raw meat and loot. Digging through the mess takes 10 minutes
for players to �ind a rune inscribed battleaxe, a foppish overcoat (worth
20 gp), and 500 sp that smells like death.
5. Forever Hallway
• Attempting to move down this hall results in the player encountering the
actual western wall, covered in jagged spikes made of rusty weapons,
cutlery, and tools (2d6 damage).
6. War Room
7. Wine Cellar
• The pot consists of an emerald necklace (500 gp), 230 sp, and a noxious
smelling pink potion in a thumb sized glass vial. (Potion of Poison, see
Appendix: Magic Items).
• Empty casks of wine line the western wall and the air smells pungently
sweet. Anything that touches the �loor comes away with a soft pop from
the stickiness.
8. Statue Hall
• Marble benches encircle the room and a 10’ tall statue of a barbarian
king wrestling a bear is erected in the center. The king’s head and the
bear’s head have been broken off and crudely switched. The walls are
graf�itied with the phrase, “King Venik is the greatest king since King
Venik is the greatest king since King Venik…” looping back on itself
forever.
• Seven cages hang on chains from the ceiling 15’ up, a few empty but
most full of human bones and scraps of clothing. An iron lever points up
out of the eastern wall nearest the door. Pushing it down causes the
cages to descend with a loud clank when they hit the ground, causing a
roll on the random encounter table. A creaky wooden staircase
surrounded by an iron guardrail descends into darkness.
• The stairs are trapped halfway down. If any weight is applied to the
middle step, the stairs �latten into a slide and a 10’ pit opens at the
bottom. Those caught by surprise fall into the pit and take 1d6 damage.
10. Portrait Spectre to Upper Floor
• The spirit is emaciated and stinks of spectral sweat under a heaping robe
of mangy furs. Its voice is raspy as it explains the downfall of the castle.
Melodramatic. Begs for release from this realm, can offer some of his
ectoplasmic juices to imbue in a weapon to anyone who successfully
frees him [turns mundane weapon into +1 that leaks ectoplasm when
within 50’ of ghosts].
• Slanted bookshelves sinking into themselves line every wall and the �loor
is covered with scraps of parchment that have been torn and trampled.
The ceiling has been graf�itied with etchings of robed �igures being eaten
by beastmen and roasted over �laming piles of books.
12. Pantry
• The pantry is a maze of barrels and sacks with hunks of meat and
vegetables hanging from chains overhead. Searching any random
container has a 50% chance of �inding a human foodstuff (bread, jerky,
dried fruit) and 50% chance of carrying a beastman foodstuff (human
feet, arms, torsos). Investigating the northeast corner, players �ind a
barrel of �ingers and toes covering a rope ladder leading down to room
26.
• Sounds of cracking skulls and snarling from the doors leading to this
room.
• Matted furs compose makeshift beds and gnawed bones hang from
the ceiling like perverse dream catchers. A spiked chandelier 5’
across hangs above the center of the room, barely hanging on a
rusted chain strung to the northern wall. A crumbling �ireplace sits
against the eastern wall and an elk head is mounted above it, a �lagon
stuck on one of its horns.
• Three holes in the ground drop 10’ into a 5’ by 5’ tunnel that used to
run south but has been bricked up. The whole room smells of rotten
eggs, but it grows stronger closer to the holes. If there is any light
near the holes, characters can see a shimmering dagger at the
bottom.
• Bringing any �ire inside the hole causes the pent up gas to combust.
Anyone inside the hole takes 3d6 �ire damage, anyone outside the
hole but in the room takes 1d6 �ire damage.
• The observation spike has been dormant for decades, but with some
ingenuity and magical assistance it could be hacked to serve as a
subterranean exploration vessel.
• A moth-eaten silk bed hugs the western wall and the rest of the room
is �illed with knee high bookshelves, dry stone basins resembling
bird baths, and mirrors placed at varying heights. The mirror
hanging over the bed, a 4’ wide circle, has been shattered. From
north-to-east-to-south, the words “THEY ARE WATCHING,” have been
panic scrawled on the blank wall space in a smeary dark brown.
Lower Floor
Random Encounter
Roll on this table once every half hour or if the party creates loud noises.
If a creature is killed, it will not reappear. If a creature is weakened, it
may still be weakened depending on when it is next encountered.
d6 Encounter Portent
1 1d4 rogue iron dwarves looking for Grinding of gears and
material to tinker with. stench of oil
2 A dero instructing 1d6 beastmen in High pitched
the �iner points of genetic modi�ication. incomprehensible
They aren’t following. lecturing and low growls
3 Two chain gangs brutalizing each Thrashing of chains and
other. cries of damned
4 A hulking mutant chasing 1d4 cultists Desperate panting and
to capture for experimentation. thumps on stone
5 The ooze from room 26 looking for Thick squelching and
food. smell of battery acid
6 A dead dero being inspected by 1d4 Hushed grunting and
curious beastmen scratching of fur
19. Dero Mind�ield
• Two dozen viscous brains �loat about aimlessly. The dero harvested
them indiscriminately from beastmen, cultists, and wild animals.
Communication can only be achieved by making a physical
connection with the brain stem that whistles as it passes by.
• The walls are speckled with broken manacles and chains. The air
chills with each step deeper into the dungeon.
• Three sets of manacles are bolted to the �loor stretching across the
middle of the room. The edges of the room are 5’ deep pits littered
with bones of mice and rats, most gnawed to oblivion. A wooden
lever sticks out of the northern wall pointing up.
• Pulling on the lever triggers three scythes to fall from the ceiling and
arc from west to east. Years of misuse have deteriorated the
machinery, and the blades collapse after two cycles with a crash. Roll
on the random encounter table.
22. Mushroom Farm
• Large cracks in the walls, �loor, and ceilings of this room burst with
mushrooms of various sizes, shapes, and colors. The air is wet and
earthy.
• Sounds of jangling chains and soft moaning are heard through the
doors.
• A chain gang stands guard of the treasure in this room. It has been
programmed to guard it with its life, even bringing down the rafters
to destroy the room if need be.
• Fine art pieces are shredded to bits, statues crushed to dust, and
gems smashed into crystallized nothingness. An armor stand has
been knocked over to the north-east and the rafters look ready to
collapse. A lockbox lies unharmed in the rubble to the east.
• Four iron chests sit against the southern wall, each under a painting.
A series of needle sized holes dot the wall opposite each chest.
Opening the chests in the incorrect order triggers the needle trap for
that chest (1d6 damage, 4 charges per trap).
• Sounds of scraping metal and stone carving can be heard through the
doors.
• Stone bunks are dug into the south wall while the rest are inscribed
with Dwarven runes and plans for imagined war machines. Older
carvings include a three-armed catapult, a �ire propelled wagon
covered in spikes, and a goblin strapped to an explosive bucket. More
recent carvings are nonsensical scribbles and swirling patterns.
26. Pickling Storage
• An ooze lives in one of the mason jars and will emerge if the shelves
are disturbed.
• Head Scientist Iz and three other dero scuttle about two operating
tables, a cultist restrained on one and a beastman restrained on the
other. They are fully occupied by their experiments. An electro-tablet
lies nearby with research notes.
• Casks and crates have been broken and pushed to the perimeter to
make room in the center of this room for dero equipment. Four Tesla
coils spark purple energy around two steel operating tables. Floating
steel tablets carry inhumane surgical equipment for gouging,
smashing, and revitalizing. A pulsing orb of pink �lesh hovers
between the two operating tables, a tendril jutting out from both
sides to connect with the subjects on the slabs.
Random Encounter
Roll on this table once every half hour or if the party creates loud noises.
If a creature is killed, it will not reappear. If a creature is weakened, it
may still be weakened depending on when it is next encountered.
d6 Encounter Portent
1 Three cultists debating exactly how Screaming match over
Wrendat hunts (bow, blade, or claws). inconsequential theology
2 Two hulking mutants in a meditative Low mechanical hum and
trance. soft whirring
3 1d6 cultists praying around a Measured chanting and
sacri�iced beastman. smell of blood
4 1d4+1 dero comparing notes on Excited chattering and
beastmen and cultist interaction. clicking of electro-tablets
5 Restless spirit of King Venik, offers 2d8 Dense humidity and
healing to anyone who needs it distant moaning
6 Bert, garbed in cult furs. Pretends to be Gentle humming and light
a captive but tries to lead to room 35. footsteps
Secret Doors
The secret doors leading to room 34 are statues of barbarian warriors
facing east into their respective hallways. They are on rotating platforms
and can be pushed aside if both statues are facing one another, granting
access from the dead end hallway to room 34.
28. Novice Cultist Outpost
• Four novice cultists guard these stairs from intruders. They are
open to new converts, but each wants to be the one to do the
converting.
• One canopy bed each is set up on the western, northern, and eastern
wall, their purple and red curtains torn to shreds. An empty armoire
stands to the left of each of the beds and a smudged mirror is framed
to the right. Bedding and once �ine garments litter the �loor. The
walls are decorated with sensual carvings of Dwarven women. At
least, they’re sensual to a Dwarf.
• A slipshod wooden loft separates this room into two levels. The
bottom level reaches eight feet up and only serves as a hallway. An
alcove is carved into the eastern wall holding a rusted bell on a rope
that jingles softly every few minutes. A retractable ladder, currently
pulled up, allows access to the loft in the south-west corner.
• The upper level only has two feet of head room. Three bedrolls are
laid out, one occupied by two spooning skeletons. The stone wall
next to them is scarred with tally marks that get shallower and
shallower as they tick on.
31. Pain Theatre
• Shrieks of pain and the sound of whipping can be heard through the
door.
• Cleaning the shrine (removing the trash from the torso and the
impaled spike) causes an avatar of the goddess to appear. An ethereal
smiling woman’s head grows out of the statue’s neck and she thanks
the party for their assistance. She is weak after years of no worship,
but offers each party member her blessing (+1 to attack and damage
rolls for 24 hours). Looking for new converts.
• A dozen beds are set in rows across the room. Skeletons are tucked
under the moth-eaten covers. All of their legs have been snapped off
at the knee. The walls are decorated with grimy war banners looted
over years of raiding.
• Sound of grunting and the smell of sweat comes through the door.
• The two electro-tablets are worth 30 gp each. The two troll heads are
worth 50 gp each.
• Placing the Furred Crown atop the skeleton head frees the spirit
from room 10, who offers his reward to any one member of the
party. Once complete, he evaporates into a puddle on the �loor and
the skeleton and the Furred Crown crumble to dust.
Appendix: Monsters
Bandit
Stats: as bandit
Appearance: slick, tan, unique facial hair to a man
Armor: as leather
Hit Dice: 1
Damage: short sword (d6) or dagger (d4, thrown)
Beastman
Stats: as bugbear
Appearance: goat/wolf/elk/fox head, matted fur, dried leather
loincloths
Armor: as leather
Hit Dice: 2
Damage: 2 x hand axe (d6) or claw (d4+Poison)
Poison: Beastmen don’t wash their hands. Save against Poison or
develop an infection, taking 1 damage per day until cleaned and
healed.
Beastman Priest
Stats: as bugbear
Appearance: half human face, half wolf face, sheep skull helm, robe
of tattooed leather
Armor: as leather
Hit Dice: 3
Damage: hand axe (d6) or wild magic (see below)
Wild Magic: The priest calls on Chaos. If a Target fails against the
spell, roll a d4 for the effect.
1. Target goes berserk for d4 rounds, unable to tell friend
from foe.
2. Target drops what they are holding as fur sprouts from
their palms.
3. Target collapses for d4 rounds, deafened cacophony of
animal screams
4. Target grows a ridge of antlers down their arm(d8
damage).
Chain Gang
Stats: as gargoyle
Appearance: pulsing mass of �lesh and teeth, tendrils wrapped
with rusted chains, moans of suffering prisoners
Armor: as chainmail
Hit Dice: 4
Damage: 2x chain whip (d6) and slam (d4)
Cultist
Stats: as bandit
Appearance: fur robes, bone piercings, wild and unkempt
Armor: as leather
Hit Dice: 1
Damage: jagged club (d6+2)
Dero
Stats: as gnome
Appearance: albino knee high freaks, black saucer goggles, totally
hairless
Armor: shimmering positron belt (as plate)
Hit Dice: 2
Damage: eradication ray blaster (2d8) or mind scrambling ray (see
below)
Mind Scrambling Ray: Wis save or be enthralled by the dero for d6
rounds. Referee takes control of character. Taking any damage
gives opportunity for another Wis save to break control early.
Giant Ant
Stats: as driver ant
Appearance: 6’ long, black ant, dripping mandible
Armor: as leather
Hit Dice: 4
Damage: bite (2d6)
Hulking Abomination
Stats: as ghoul
Appearance: 7’ tall, disgustingly muscular, patchwork man-thing
Armor: as chainmail
Hit Dice: 4
Damage: 2 x claw (d3+paralysis) and 1 x bite (d6)
Paralysis: For 2d4 rounds (Con save)
Iron Dwarves
Stats: as dwarf
Appearance: whirring and smoking, jutting metal bits, pockets of
rough skin and beard hair
Armor: as leather
Hit Dice: 2
Damage: shock punch (d4+shocking)
Shocking: Extra d4 damage to anyone in metal armor. Str save or
drop any metal item being held.
Ooze
Stats: as ooze
Appearance: amorphous, grayish green blob, stinks of vinegar
Armor: as leather
Hit Dice: 3
Damage: touch (2d8+Acid)
Acid: Sticks to victim, destroying armor immediately and in�licting
2d8 damage per turn until washed off.
Restless Spirit
Stats: as ghost
Appearance: emaciated geezer, heaping robe of mangy furs,
desperate eyes
Armor: as chainmail and immune to non-magical attacks
Hit Dice: 6
Damage: touch (d8+energy drain)
Energy Drain: A successfully hit target permanently loses the
number of health equal to damage taken from the attack.
Shadow
Stats: as shadow
Appearance: two-dimensional, black void, shifting like smoke
Armor: as leather
Hit Dice: 2
Damage: touch (d4+strength drain)
Strength Drain: A successfully hit target loses 1 Str per hit.
Recovers after 8 turns. If reduced to 0 Str, the victim becomes a
shadow.
Immune to Mundane Damage: Can only be harmed by magical
attacks.
Skeleton
Stats: as skeleton
Appearance: moss encrusted, shard legged, cracked skulls
Armor: as leather
Hit Dice: 1
Damage: leg shards (d6)
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