The Corruption of Pelursk PDF
The Corruption of Pelursk PDF
The Corruption of Pelursk PDF
is a Pocket Dungeon,
written and designed
by Shel Kahn,
published in 2018.
Index:
Pelursk is an island. pg 1
Approaching Black Lake. pg 2
Pelurskite Crystals. pg 3
Mac Asgrel's Manor-house. pg 4
Exploring the Town of Black Lake. pg 8
At the Shore of the Black Lake. pg 12
The Belinn. pg 13
The Next Day. pg 20
The Isle of Pelursk. pg 23
The Hex Crawl. pg 25
HEXES: pg 27
GHOSTS: pg 30
RUINS: pg 35
ISLAND ATTACKS: pg 39
The Centre of the Island. pg 43
The Pelurskite King. pg 47
Fighting the King. pg 51
Escaping the Island. pg 53
Pelursk is an Island.
For as long as anyone has known, it’s been
the source for a widely traded and highly
valuable kind of magical crystal. Usually
white, glowing, emitting a steady warmth,
mysteriously linked to each other through
unknowable resonance, and lasting for
months, sometimes even years, before finally
crumbling away, pelurskite crystals are the
kind of spell component you’ll never afford
but always dream of having. Legend has it
they have been used for all sorts of miracles:
to create complex magical tools to access
dangerous spells safely; to bridge or bond
separate schools of magic together into
grand workings; even to communicate with
the dead without risk. Wizards, sorcerers,
immolators, illusionists, clerics and honestly
any magic user worth their stuff knows that
pelurskite is the answer to all their problems
—and that some of the greatest magical
works of the civilized world exist only thanks
to it.
Pelurskite Crystals.
Legendarily, pelurskite crystals are pure
white, perfectly balanced between light and
heat in their output because they are
flawless, which is the state in which they will
work miracles. Flawless crystals are rare,
though, and much more readily available are
the flawed specimens. Flawed pelurskite can
lean towards light-production, glowing more
bluish than white and feeling cool to the
touch, or towards heat-production, tinted a
dimmer, warmer yellow and capable of
producing enough warmth to heat a home.
3
Mac Asgrel's Manor-house.
On a hill, a bit outside the town and
overlooking the trade road, stands a finely
built stone manor-house. The iron fence
around it is rusted and rotting, but the house
itself looks finely decorated, with a well-
maintained garden that stands in contrast to
the twisted trees in the wild land beyond it.
The architecture seems relatively old
—possibly several centuries old. Blue
pelurskite crystals, huge ones, sit in sconces
on either side of the twisted iron gate,
casting strange shadows, and a much dimmer
yellow one is half-immersed in a fountain in
the front yard, creating a gentle steam from
the water in the cool air of dusk.
4
or taking over the trade route aspect of the
business, and he answers the door himself,
telling you that his hired help has gone home
for the night.
6
Characters with skills to detect lies, or other
advanced social skills can roll on a mid-level
challenge to realize that he finds the idea of
you going to the island abhorrent—in a way
that makes you feel like he’s keeping a secret.
If you call him out on this, he cuts you off
immediately and tells you that you should
just get out of town, saying that there’s no
pelurskite here for you.
8
Exploring the town means rolling on mid-to-
high level CHA tests or related skills to reassure
people that you’re safe to talk to. Older folks
want to know you’re polite and respectful of
their small eccentric town, younger folk need
to be assured you mean no harm and aren’t
going to be too demanding. It’s possible to roll
badly and make a villager quite angry with you,
raising the difficulty on getting them or any
witnesses to your argument to talk. However,
with successful rolls and an aura of
trustworthy blue-collar-ness, you can get a
few townsfolk talking.
10
Only one person, Orig Mandergorn, is
actually allowed to go to the island, and only
he is even allowed to have a boat in the
waters of the Black Lake. And both he and his
boat are missing.
11
At the Shore of the Black Lake.
You discover the source of the smell. The
shoreline is ringed with crumbling crystals,
a dirty yellow colour streaked through with
deep red veining, all of them emitting a huge
amount of heat. The shoreline has ripples in
the air from the heat of the heaps of crystals
and the piles of cooked bugs and amphibians
tells you how lethal their temperature is.
12
The Belinn.
It’s fully dark now, and you need meals and
warm places to sleep regardless of what your
next move is. Back in town, there’s only one
place with spare room for all of you, the
home of Linn, Belo and Agi Belinn, known as
the Belinn. It’s an oversized house within the
town proper, possibly once a small manor
itself, converted into a pub and small inn. Lit
and heated by warm yellow pelurskite
crystals hanging from the ceiling in wooden
lanterns, the smell of roast sheep, stewed
vegetables, and pan-cooked flatbread fills the
air of the common dining room. This
comfortable establishment is run by a
marital trio of women who live there and
raise their kids together. Polygamy is typical
in this region - larger families can afford and
maintain larger properties or businesses,
and this certainly isn’t the only queer
romance in town.
13
Linn is quiet and helpful, pale and graying;
Belo is friendly and loud with a pink
complexion and a curly brown mop of hair,
and Agi is the most serious and suspicious of
the bunch, her short white hair somehow
making her face look a little more worn than
the rest, as if she mostly works outside.
19
The Next Day.
A few townsfolk are still sitting on porches,
gossiping and smoking and whittling
absently; others are packing up a convoy to
go try and make some money doing odd jobs
on farms or in bigger towns a few days’ travel
away.
20
If you head towards Orig’s house a small
gang of angry youths intercept you. They
threaten to run you out of town if you don’t
leave this all alone, and from this distance
you can see his house is empty and dark—in
fact the door isn’t even latched, and is
swinging in the wind. Someone’s already
been there.
21
No matter how sneakily you leave the inn, if
you’ve made enemies in town or with Mac
Asgrel, there will be folks waiting for you by
the lake. They will try to fight you, but
they’re just townsfolk with no military
training and easily overcome. You know
there will be social consequences for killing any
of them, and also if things get too noisy they’ll
wake up more of the townsfolk, forcing you
to rush getting your quickly-made boat into
the water.
24
The Hex Crawl.
When moving between hexes, roll 1d12 or
draw from a blind bag or envelope of hexes to
select which hex to place on the map from the
list. Place the paper or fabric hex on the map
of the island, and read the description and
follow the hex’s instructions, including
rolling on further encounter tables.
25
When characters move to a new hex, do a
quick count. Any hex that is two or more hexes
away from them is removed from the map and
becomes available on the hex list again. If
there are eight hexes on the table, remove the
two furthest or least recently visited hexes and
make those available on the hex list again. If
they have not reached their goal after four or
more hexes, or the first time they revisit a hex
they’ve already seen, whichever comes first,
characters can roll perception or related skills to
become certain that the Island is magically
working against them, changing and
transforming the landscape so they’re never
where they think they are.
26
HEXES:
Roll 1d12, round up to higher number if a hex
is already on the map—or alternately, pull
random hexes from a blind bag and use
number on back to reference this table:
27
7. A moss-covered pit potentially traps you
—high-level DEX challenge to avoid falling
in. If the entire party falls in, roll on the
ISLAND ATTACKS table for an encounter.
If only a few, or none, fall in, roll on the
GHOSTS table for an encounter.
28
29
GHOSTS:
34
RUINS:
36
4. This ruin is simply a pile of destroyed
stone masonry. It is clear that it was once a
small structure, but there’s no way to tell
any more from the crumbling rubble left
behind. It was clearly intentionally
destroyed; if the characters root around
they will turn up an iron sledgehammer
head with the smallest remains of a
rotted wooden handle.
37
6. This ruin is not nearly as old as the
stonework on the island. It’s a rotting
wooden shed, half buried in pine needles,
with a wooden table inside that is cut up all
over with knife blade hits, as if it was used
as a butcher’s cutting table. There’s sharp
shards and crumbs around, and a player
who rolls on INT or a related skill can tell
that they are bone shards. The knife that
hit the table must have been large, almost
a machete in size, but it’s missing. Nearby
there’s a broken wooden stool that no one
has fixed, and a hand-held whetstone, and
hanging from a wall within the shed is a
filthy rag, which stinks of decay. Behind
the shed is a half-buried midden of rotten
meat, cartilage, skin, fur and claws/nails/
hooves of game and farm animals. It
stinks of diseased rot and anyone who
tries to sort through it will have to make
a mid-level save against CON to not make
themselves vomit. If someone vomits and
yet continues digging, they’ll need to
make a high-level save against CON to
avoid losing 1d4 hp. In the end, there’s
nothing to be found—the farther down
you dig the more decayed and rotted and
unrecognizable the remains are. No bone,
though.
38
ISLAND ATTACKS:
41
6. A hissing, grinding noise alerts the party
as 32 sharp, furiously hot pillars of
pelurskite emerge from the ground,
encircling them. In the centre of the circle
the ground falls away, revealing deep
down more of the boiling water and
glowing pelurskite. High-level DEX rolls to
dodge burns, being pierced by the
pelurskite, falling in the sudden natural
well, depending on where you are
located. High-level STR rolls to climb out
of the well, or to knock down the
pelurskite crystals so they can escape.
CON rolls to save against 1d8 damage from
the unearthly howling that starts from the
well as soon as one of the pelurskite teeth
is broken. Flee the hex without looking to
figure out what direction to go—no time
for a WIS check.
42
The Centre of the Island.
When you’re progressed through the random
hexes to the glowing hex in the middle of the
map, you’ve reached the Centre of the Island.
Pick up all the hexes from the map and return
them to the GM.
43
Footprints—two different people, one
larger than the other, the larger pair
wearing what look like sturdier hard-
soled shoes, the smaller pair in a
more delicate pair probably not
intended for hiking. Both going
towards the centre, the smaller set also
returning from the centre.
Fallen chunks of bone, cut into what
might be called “bite-size” pieces.
Finally: a bloody machete, not quite big
enough to be a sword but heavy and
sharp and definitely covered in dried
blood. It’s lying on hot pelurskite, as if
thrown, and if someone wants to pick
it up they will have to be very careful
as it is absurdly hot—it can cause 1d8
heat damage until it cools off.
46
The Pelurskite King.
Dwarfed by the throne is a small humanoid
figure. He is craning his neck around, as if to
see or hear, which he must not be very good
at, as all the orifices on his face except his
mouth have been overgrown with steaming,
glowing yellow and red pelurskite. His arms
move freely, though plated in layers of
crystal, and he extends them, pleadingly.
They are covered in blood. Blood runs down
from his mouth and has splattered onto his
torso. You could call him naked, but he has no
skin, no muscle definition—only a creaking
shell of pelurskite. You can see what you think
is his heart, glowing deep red inside his chest.
His lower torso, his legs, his feet have all
seemed to grow into the pelurskite of the throne
—they are barely distinguishable. He is
steaming like the throne, and the blood on his
face, torso, arms, has cooked into a viscous
mucus. Dried strands of it dangle like morbid
drool. He cannot seem to see you, but he
knows you’re there, reaching wildly around
trying to grab you.
49
He doesn’t know who she was or where
exactly she is now, but he reluctantly
confirms there’s someone else alive on this
island. He doesn’t know why the pelurskite
crystals are hot now, he doesn’t care, but if
you give him the head or any other parts of
the dismembered body you see him grow
hotter and redder as he eats them. He does not
want you to leave the island, and his sole goal
now is to eat you all. He doesn’t seem able to
do much but wave his arms and head around,
though—his spine seems locked against the
back of the throne, and the person/stone
threshold becomes blurry and
indistinguishable. But you hear the distant
grinding of the stone eyes opening, and
realize that beyond the central swamp, the
island is ready to attack.
50
Fighting the King.
If you choose to try and kill or destroy the
Pelurskite King, no sword or knife can cut him
save by stabbing it down his throat, and
magic cannot change his substance or shape.
Shattering or crushing spells and bludgeoning
or blunt damage work the best. He has three
times the HP your highest HP character has and
he heals 1d10 hp every time he bites one of you. If
he can’t reach you to grab and bite, he will
cause the ground to shake, making everyone
roll a high-level DEX save not to fall, and the
person closest to him will burn themselves on
the throne or fall into his clutches if they don’t
succeed. He will howl and require mid-level
CON saves not to lose 1d6 from hearing damage.
When he is “bloodied” or close to defeat, his
own blood, thin and watery, will ooze between
cracks in the crystalline skin. Sometimes he
licks it for 1d4 healing.
51
When the Pelurskite King finally dies, the
shell containing him will creak and crumble and
flake, letting off a disgusting blast of steam.
There will be a hissing sound, as the throne
dramatically cools and loses a lot of its colour,
the dais starts to diminish in its light and turn
bluish, and all the pelurskite embedded within
the island starts to dull and cool. A cold breeze
will blow in, starting to move the fog around.
54
Worried by the audible mob, Margi tells you
desperately that she knew, she KNEW there
was something wrong with the island—while
she was at school she researched how it could
exist, this island that just makes incredible
magic crystals, and she was CERTAIN that
human sacrifice was involved. She came home
secretly to go find out for herself—she knew
the townsfolk wouldn’t let her go if she
brought it up. She made a raft from her
mother’s table and rowed out on a dark night
and somehow Orig found out and came after
her. She’d grabbed the machete to try and free
the person from the throne, but the
Pelurskite King was so horrifying to her
even BEFORE his corruption, that when Orig
tried to stop her she was so upset and
angered by what she had seen on the island
that she murdered him then and there, and
when she saw what she had done she fled and
threw the machete into the swamp. But by
then the Pelurskite King was enraged and
wouldn’t let her leave, and she’d been trapped
on the island for a month.
57
The Corruption of Pelursk is a system-
agnostic mini hex-crawl, with a
dark mystery lurking at its heart.