After reviewing Mark Kibbe's 1998 module, I set about expanding it in order to develop its dangling plot threads: what was the truth behind the deadly plague that brought down Thornburg Keep and resisted even the healing powers of the Vemora? what is Shirek the Ghantu doing in the Keep and what are his humanoid minions searching for? what happened to the Cavasha? how does all this fit into the Kibbes' mythology of banished gods? The expansion document is found on the SCENARIOS page.
Paul Butler's lovely cover illustration of the Cavasha: alas, the scale of the houses is all wrong
The Return of Galignen
The Forge rulebook introduces Galignen as the god of Disease, but also of nasty plants (fungus, molds, slimes, etc). He's the younger brother of Necros (Death) and Grom (War) and joined their Triumvirate that tried to take over the world during the God-Wars. He is "deceitful and unscrupulous" and "despises mankind" which he looks upon as "insects" and he "twisted man into sentient flora." During the God-Wars he "unleashed pestilence and plagues, the most severe of which was known as the Rotting Death."
Artist Mike Connelly's depiction of Galignen
The rules list Galignen among 'Those Taken from Juravia' as opposed to Necros (cast into the Void) and Grom and Berethenu (banished to Mulkra/Hell). Why did Galignen get off so lightly, since he seems just as malevolent as Necros and as destructive as Grom?
An idea for a Forge campaign could focus on Galignen: what if he escaped creator-god Enigwa's wrath and judgement by merging himself with Juravia's plantlife? For hundreds of years, Galignen has been present in Juravia, assumed to be banished but really just left behind. He has spent that time slowly recovering his sentience and a bare fraction of his divine power, perhaps inhabiting a giant fungus colony in a deep cavern, attended by a loyal cult.
The secret of the Vemora
There is more than one Vemora. The Vemoras are relics left behind by Enigwa in his wisdom to counteract the power of Galignen, should he have survived the God-Wars. The Vemoras' healing properties are side-effects of their true purpose: they are the spiritual locks that prevent Galignen returning in power. In order to regain his full divinity, Galignen needs to corrupt or destroy all of the Vemoras.
The attack on Thornburg Keep's Vemora is just one manoeuvre in Galignan's plan, which has battles on many fronts. Galignen sent his own worshipers to Thornburg Keep, infected with the Red Rot, to close the healing sanctuary down. His next move is to retrieve the Vemora for himself. Unfortunately, the Red Rot drew on far more of the god's power than he calculated (and he was perhaps badly defeated in his attempt to retrieve another Vemora elsewhere). Galignen has spent 80 years recovering his power - but what is a century to a god? He is ready now to reach out and seize the Vemora. He has sent his worshiper Shirek the Ghantu to do this. When the Vemora is brought back to him, it will become Galignen's Chalice of Plagues, restoring a large measure of his power to create diseases.
The Red Rot
Galignen developed this plague in collaboration with his brother Necros. It is a hemorrhagic fever (rather like Ebola) which covers the poor victim in blood-seeping sores. Worse, the corpse of a victim is reanimated as a Plague Zombie. Galignen intended the Plague Zombies to overrun Thornburg Keep and bring the Vemora to him themselves.
He was thwarted in this. The master Healer of Thornburg Keep was wise enough to burn the infected corpses and evacuate the Keep. Exhausted, Galignen allowed the plague to fall dormant. Now he's ready to try again, but this time he won't trust in zombies!
Shirek and the Plague Cult
Most of Galignen's cultists are sentient flora, but he has a few fleshy worshipers like Shirek and his Higmoni lieutenant Voork. The Higmoni's natural regenerative powers enable them to endure the Red Rot for far longer than other creatures: they believe that, if they are successful in their mission, Galignen will cure them, but they are surely mistaken in this.
Shirek is a true acolyte of the cult and bears countless infections and fungal growths on his flesh, but Galignen's power makes him immune to them: he is the example of the god's power that inspires the Higmoni to put up with the infection they endure. However, should he succeed in his quest and bring back the Vemora, even Shirek will be abandoned to die or, at best, be transformed into a shambling plant.
Shirek has set his minions to work ransacking the dungeon, looking for the three keys that unlock the Vemora, but has so far come up with nothing. Worse for him, the Cavasha has set up its lair in the Keep and (unwittingly) guards the only route through to the Throne Room where the Vemora is kept.
If only Shirek knew about that teleportation arch. Let's hope no one tells him!
Belisma Mort's ill-fated Company
The Keep is strewn with the corpses of an unlucky band of adventurers who entered the dungeon a few weeks ago. This was the party of Belisma Mort, a Dunnar enchanter. They spent some days exploring the dungeon but bit off more than they could chew when they descended to the second level. They found the silver key in Captain Voln's quarters, but lost it when their Dwarf was captured by the giant spiders. Belisma was blinded when they disturbed the Cavasha and they fled back to the infirmary where they discovered another companion, Sezzerin, had contracted the Red Rot. One by one the adventurers succumbed to the Rot and reanimated as Plague Zombies, leaving Belisma as the last survivor, starving, blind and mad with fever, holed up in a remote guard post.
This provides a bit of character for the anonymous corpses and the threat that, one by one, they will reanimate as Plague Zombies. If Belisma can be rescued, she will parley her map and information about the silver key for escort out of the dungeon - but this will put the party into conflict with Jacca Brone.
Jacca Brone, the Dingleman
Instead of being a pointless priest of Shalmar, Jacca Brone is beefed up to be the Dingleman overseeing Thornburg Keep. After all, this is a royal residence that holds a royal heirloom; moreover, it's a quarantine site that might still harbour a deadly infection. Jacca's job is to prevent greedy treasure-seekers (like Belisma Mort's hapless crew) breaking into the Keep.
I've redesigned Jacca as a competent Beast Mage whose spells make him very effective at detecting intruders and negotiating the perils of the dungeon. He now features on the Wandering Monster table for the first level of the dungeon, which he patrols (looking for Shirek, whom he observed entering the site).
Jacca's presence creates very different outcomes depending on whether the PCs are chartered adventurers in the service of the local King (unlikely) or trespassing treasure seekers doing an illicit favour for the local peasants (more likely). If the latter, then Jacca will turn the party away at the Keep's entrance: they need to sneak back later while Jacca is off patrolling and avoid him at all costs if they meet him in the dungeon. Yes, they could attack and kill him, but he's a royal officer so that's a crime that carries a capital punishment for all concerned.
If the party can find a way to parley with Jacca (especially as the threat of the Red Rot grows), he has lots of information about the dungeon layout, the three keys, Shirek's incursion and the Cavasha. Of course, he won't let infected people leave the site - but he ends up becoming infected himself, as you will see.
The Events that tell the tale
Every time a Wandering Monster is indicated (10% chance, every hour), then next Dungeon Event occurs from the sequence of ten. These include things like Belisma's last companion dying and reanimating, Belisma dying, Shirek moving around the site, Plague Zombies animating and all the Giant Rats in the site becoming infected too. Among these Events, Jacca Brone becomes infected, which might well alter his negotiating position.
This creates a linear narrative, as the plague spreads across the dungeon, infected corpses rise as zombies and the humanoids assemble to do battle with the Cavasha. There are now lots of opportunities for players to ally with or exploit the different factions - or just creep through the dungeon trying to avoid the mayhem.
There's another collect-the-set mission, since the Master Healer's ledger now contains a cure for the Red Rot, which (naturally) involves the Cavasha's eyeballs.
I'm very fond of The Vemora as a tutorial dungeon, but there isn't a great need for such a thing among my players. The Expanded Vemora upgrades the scenario into something more complex and dangerous that experienced players will enjoy. The Plague Zombies also replace quite a few of the tedious blood-drinking bats and acid-spitting crabs that pose pointless threats in the original.
I'm a big fan of dungeons with a timetable of events: things that will occur in a certain order, with NPCs and monsters moving around, dying, capturing treasures, etc. This makes for a dynamic dungeon where adversaries do not simply sit in their rooms, waiting for PC adventurers to turn up and fight them. It also means that, if the players go away then come back again, the dungeon will have changed in their absence.
The Red Rot makes a nasty adversary in its own right, creating drama as the players start showing symptoms. There is a chance that tough PCs on full Hit Points might survive the illness, but for most this introduces a terrible urgency to the exploration of the dungeon.
Galignen as the background villain links the events in the scenario to Forge's intriguing mythology. As last-god-standing, Galignen hopes to make the last and decisive move in the God-Wars and claim the entire world for himself. The need to locate and secure the other Vemoras and perhaps take the fight to Galignen's Cult and the demi-god himself is a worthy plot for an epic campaign.
30 Minute Dungeons
Essays on Forge
I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've adopted Forge Out of Chaos to pursue my nostalgia for old school RPGs.
The shoddy PDF rulebook available at drivethrurpg is missing pp 66-67, 82-83, 86-87, 126-127, 140-141 and 162-5. You can read or download these below: