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Morzomotha

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Cursed Scroll 5: Dwellers in the Deep · p.25

Open source p.25 ↗
Run 0/23 visited· 15 fights left

T here are fools who say the darkness can be conquered. These poets, kings, and philosophers gaze out over a bright land washed clean each day by the sun. They see beauty. Hope. Honor. They have not walked in the Shadowdark. They have never been lost in a maze of gray tunnels, creeping along, pining for the warmth of a sun they might never see again. They have never held up a weak torch along the shores of a silent ocean, black and endless, hideous in its promise of death. They have never felt the press of living darkness worming its way into their minds and souls, choking off all sanity and hope. Introduction Know thy enemy, these poets and kings and philosophers preach. But those who walk only in light have never truly come to know the darkness. In this fifth issue of Cursed Scroll Zine, we delve into the abominable depths of a subterranean region in the Shadowdark called Morzomotha! This kingdom of lightless terror knows no ruler, no mercy, no hope. Morzomotha cannot be defeated. But it can be mastered. Will you dare it? Just remember the most important rule... Don't drop your torch! -Kelsey Dionne, Jan. 2025

Morzomotha “This is not the sunlit world. Everything here lives and dies in darkness. Remember that." -Sid Tariniel, elf delver

Travel in Morzomotha

OVERVIEW

Morzomotha is a lightless system of caves and tunnels far below the surface of the world. Vast cathedral caves are as common as cramped, claustrophobic tunnels. Lightless rivers surge through prehistoric caverns, and even a black and cursed ocean crashes within Morzomotha's belly. The beings who dwell here are utterly alien to the surface, and their ways of life are anathema to sunborn creatures.

CLIMATE

In the depths of the earth, there are neither seasons nor weather. Instead, these deep tunnels are humid and cool year round, never changing in a way that drives creatures of the sun mad. When the season changes on the surface, PCs in Morzomotha must pass DC 12 CHA checks or take CHA damage.

THE CHITTERING

Charisma damage does not heal as normal in Morzomotha. A character must be bathed in full sunlight for their CHA damage to begin healing. When a PC goes below 6 CHA, The Chittering sets in. Their teeth begin to chatter uncontrollably, and they emit a thin, high-pitched whine that draws the Shadowdark's worst denizens like sharks to blood. PCs can suppress the outward effects of The Chittering for rounds with a successful DC 12 CON check. Characters who reach 0 CHA in Morzomotha go irrevocably mad.

Maps (2)

Morzomotha Hex Map (Full Res)

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Morzomotha Hex Map (VTT)

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Rooms (23)

100 Wailing Tunnel · block p.27 ↗

100. WAILING TUNNEL

Cold wind rushes through this tunnel from its end point, creating a grating, high-pitched wailing (treat each rest here as if it has been interrupted once). A massive collapse blocks the end of the passage and creates a wind tunnel of air passing through its thin cracks. At the edge of the debris, a crushed body holds a shortbow called Nightjar that allows the wielder to turn invisible for up to 3 rounds per day (can break up).

Foes tap HP · attacks roll
  • block AC 19 HP 1 LV 1/2 N
    Absorb thoughts

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103 Drained Basin · skeleton p.27 ↗

103. DRAINED BASIN

This bowl-like cavern is covered in a carpet of fish skeletons, petrified seaweed, and spiraling seashells that pop underfoot. The humid air still smells of long- gone salt water. Giant crabs with strobing, neon eye stalks scavenge the seabed (3:6 chance encounters here are with giant crabs). A shattered galleon lies at the basin's center; here, a psychic giant crab (INT 18) called Krikmak rules as a greedy tyrant. Morzomotha Hex Key

Foes tap HP · attacks roll
  • skeleton AC 13 HP 11 LV 2 C
    1 shortsword +1 (1d6)
    1 shortbow (far) +0 (1d4)

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110 Morzo Moth Hive · dragon p.27 ↗

110. MORZO MOTH HIVE

Curtains of opaline silk cover the entire rear wall of the cavern, punctuated by black tunnels where dozens of morzo moths nest. Six dragon-sized queens (LV 15, 68 HP, 3 bite , + grab) rule over all others here, though their cannibalistic nature keeps them isolated from each other. Excess noise or light has a 2:6 chance of disturbing a queen, who erupts from a tunnel in unbridled rage. An hour of meticulous silk harvesting along the wall produces 1 pound of morzo moth silk worth 200 gp.

Foes tap HP · attacks roll
  • dragon

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207 The Spiral p.27 ↗

207. THE SPIRAL

This maddening spiral confuses all who enter it. A navigator must succeed on a DC 12 INT check when exiting the hex or the party gets stuck for a day. At the end of the spiral's path, a black statue of a faceless, crouching figure clutches The Malediction Infernal (SD pg. 317). Touching either teleports the party to hex 1403.

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301 Miasma p.28 ↗

301. MIASMA

A cloud of irritating, green vapor spins in a broad cyclone around a Well of Many Worlds (SD pg. 321) that lies open to a dimension of toxic air and howling, translucent spirits. The vapor corrodes uncovered metal (1:6 chance per exposure that a metal object is destroyed).

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305 The Pillar p.28 ↗

305. THE PILLAR

An hourglass-shaped pillar of rock as wide as a castle rises from floor to distant ceiling. 40 nuln lurk in the honeycomb of caves and tunnels inside it. Each seeks to slay the others in a desperate, unending game they call "The Trial." The nuln present severed heads to a being called Mordak that lives in the bowels of the pillar; it grants gifts to its most ruthless champions.

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407 Pearly Wendels · guard p.28 ↗

407. PEARLY WENDELS

docile pearly wendels (pg. 35) mow through a dense layer of pale cave moss on the ground. A disturbingly gleeful nuln named Wortim (possibly once a dwarf) guards them; he only gets upset if someone tries to take a wendel from the cave.

Foes tap HP · attacks roll
  • guard AC 15 HP 4 LV 1 L
    1 spear (close/near) +1 (1d6)
    1 longsword +1 (1d8)

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500 Escape Tunnel · stingbat p.28 ↗

500. ESCAPE TUNNEL

The passage angles upwards for miles, eventually opening to an area on the surface. A screaming cloud of stingbats rips through the tunnel at the same time each night.

Foes tap HP · attacks roll
  • stingbat AC 12 HP 4 LV 1 N
    1 beak +2 (1d4 + blood drain)

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606 Mouth of Yao · archmage,rime-walker p.28 ↗

606. MOUTH OF YAO

Glazed, red stalagmites grow from tiny spikes into tree-like colossi overhead. At the center of this forest lies a narrow pit of uttermost black. A dead humanoid body dropped into this pit has a 3:6 chance of crawling back out possessed by Yao the Endless (C archmage) for a week. Yao is irritable, and most tasks are beneath his mighty infinitude, but he is a grudging ally to his summoners. If Yao doesn't emerge, a hostile rime walker does instead.

Foes tap HP · attacks roll
  • archmage AC 12 HP 44 LV 10 L
    2 spell +7
  • rime-walker AC 16 HP 43 LV 9 C
    4 claw +8 (1d12)

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708 The Eyes p.28 ↗

708. THE EYES

Thousands and thousands of eyes are carved into the walls of this passage. While here, a being can choose to see through the eyes of another creature they name (regardless of location) in a brief vision. The viewer takes CHA damage each time.

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1004 River · deep-one p.29 ↗

1004. RIVER

A broad wash of translucent, green water surges through the cave. A floating island of rafts made of river weed, fish bone, and packed mud bobs on the tide, lashed together by precarious rope bridges. 50 deep ones who call themselves the Thurm live among the rafts; they allow passage in exchange for living captives or large quantities of food. Once a year, the Thurm descend the Abyss (1005) on treacherous rope ladders to leave live sacrifices at the threshold of the ziggurat.

Foes tap HP · attacks roll
  • deep-one AC 13 HP 10 LV 2 C
    2 spear (close/ near) +2 (1d6)

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1005 The Abyss · brain-eater p.29 ↗

1005. THE ABYSS

A thundering waterfall blasts out over the edge of a broad sinkhole filled with hazy mist. 500 feet below, the shallow water laps sluggishly around a three-tiered, basalt ziggurat crusted with trilobite fossils. Reclusive brain eaters dwell within and worship the Nautiloid Mother, an antediluvian goddess from time before time. They offer living humanoids to the goddess for "evolution." A rare few survive this grotesque ritual and transform into brain eaters.

Foes tap HP · attacks roll
  • brain-eater AC 14 HP 36 LV 8 C
    4 tentacle +5 (1d8 + latch)
    1 mind blast
    1 mind control

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802 Mad Slavers · duergar p.29 ↗

802. MAD SLAVERS

A party of 15 duergar slavers from Maugrinhold (1601) camp here, using makeshift mining equipment to excavate into the cave floor. They say they have been summoned to free a god entombed in the stone, and they work obsessively at their task. They became aware of this summons after capturing the 8 nuln prisoners who now toil in chains beside them. Perhaps it is all contagious madness, or perhaps a massive form really is taking shape within the rock...

Foes tap HP · attacks roll
  • duergar AC 15 HP 12 LV 2 C
    1 war pick +2 (1d6)

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810 Oracle Lair p.29 ↗

810. ORACLE LAIR

A mad nest of endless, smooth tunnels twists through the solid stone. Some are sheer climbs or drops navigable only by flight or the most daring climbers. The walls feature circles of blue light that look out upon other subterranean locations; some act as two-way portals. The Ten- Eyed Oracle drifts through this warren, gibbering prophecies or disgorging its latest "trinkets" into slimy piles (anything from junk to artifacts). The Oracle is the only being that can hear the direct thoughts of The Lost gods.

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1010 Offering Statues · gargoyle p.30 ↗

1010. OFFERING STATUES

Six leering, bat-faced statues (gargoyles) perch at the point where the tunnel splits into two major arteries. Clay bowls of dried blood, bound skeletal remains, and four rubies (200 gp each) lie at their feet. An offering of living flesh or 200 gp sates the gargoyles, allowing safe passage.

Foes tap HP · attacks roll
  • gargoyle AC 16 HP 20 LV 4 C
    2 claw +3 (1d6)

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1105 Grizzenghast · harpy p.30 ↗

1105. GRIZZENGHAST

A lightless city rises above the Abyss (1005), clinging to its precipice like a roosting harpy. Its stone towers snake drunkenly upward, twisted and precarious, lashed together by cords of morzo moth silk. Here, 3,000 gray-skinned fiends called the dremir make their home. The streets are wet and serpentine, and a grim quiet prevails, for the eyeless dremir are sensitive to noise and flame. They silently crowd visitors, grinning painfully, but always keeping at arm's length as required by their laws. They are a people wealthy in sorcerous knowledge, crafting, and culture. A visitor is safe for three days total in a month; the moment this expires, the ravenous dremir fall upon them.

Foes tap HP · attacks roll
  • harpy AC 13 HP 14 LV 3 C
    2 claw +3 (1d6)
    1 song

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1202 Ralk's Chimney · spider,thief p.30 ↗

1202. RALK'S CHIMNEY

A faint, gray glow at the top of this vast cavern hints at an exit to the sunlit surface. This miles-long, narrowing chimney is named after the legendary thief Ralk, the only person to ever survive its treacherous climb. Scaling the chimney takes four days and requires pinning oneself to the wall to sleep, often alongside the rope-bound corpses of other failed climbers. Giant spiders and morzo moths nest all along its perilous walls.

Foes tap HP · attacks roll
  • spider AC 11 HP 1 LV 0 N
    2 bite +1 (1 + poison)
  • thief AC 13 HP 13 LV 3 N
    1 dagger (close/near) +2 (1d4)
    1 shortsword +0 (1d6)

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1208 Nightbound Sea · aboleth,brain-eater p.30 ↗

1208. NIGHTBOUND SEA

Churning waves break against the black pebble beach of this underground sea. The reek of algae and decay boils off its surface. Monolithic basalt pillars thrust from the foul water like towers, each carved with spiraling glyphs. Deep below the surface, one of The Lost gods rests on the seafloor, bound in ever-burning chains forged by Madeera and Memnon together in their only act of unity. Wretched aboleths and aquatic brain eaters attend to this titanic god as it lies in silent repose, neither dead nor alive.

Foes tap HP · attacks roll
  • aboleth AC 16 HP 39 LV 8 C
    2 tentacle (near) +5 (1d8 + curse)
    1 tail +5 (3d6)
  • brain-eater AC 14 HP 36 LV 8 C
    4 tentacle +5 (1d8 + latch)
    1 mind blast
    1 mind control

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1403 Medusa Den · medusa p.31 ↗

1403. MEDUSA DEN

Odd clusters of stalagmites are actually petrified humanoids and beasts that have been artfully posed by Kalithia, a medusa. She specializes in depicting the moment of terror before a violent death. Kalithia is practical and lucid; she might part with her Staff of the Cobra (SD pg. 317) in exchange for rare creatures or bodies to petrify.

Foes tap HP · attacks roll
  • medusa AC 14 HP 38 LV 8 C
    1 snake bite +6 (1d6 + poison)

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1404 The Claws p.31 ↗

1404. THE CLAWS

In a forgotten corner of the tunnel, the statue of a black, crouching figure cradles a book to its chest. This is the legendary Tome Mordanticus (SD pg. 318); touching it or the statue teleports the group to hex 708.

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1506 Library of Leng p.31 ↗

1506. LIBRARY OF LENG

A spired castle of glistening, green-black stone rises high over a moat-like ravine. Deep carvings of titanic, winged horrors cover its walls. Here, the ghoulish Librarians of Leng greedily collect rare tomes and forbidden lore. The librarians study and document the fears of all living beings, and they value this knowledge highest of all.

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1509 Ancient Altar p.31 ↗

1509. ANCIENT ALTAR

A shallow, circular amphitheater plunges into the stone floor of this cave. At its center, a round altar of rune-carved malachite has been cracked in two. Anyone who approaches it hears a whispered voice in Primordial: "Return our names. Return our power." Placing the books from hex 207 and 1404 on the altar releases a subsonic pulse felt by all beings. The two Lost deities regain their True Names and a shred of their former strength; their return has begun, and the world starts to remember them.

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1601 Maugrinhold · archdevil,block,duergar p.31 ↗

1601. MAUGRINHOLD

A squat fortress of crude stone blocks. 30 duergar slavers lair here, but their leader has been mentally dominated by an imperious magical sword named Ivernicaste, Eternal Winter. The duergar are now the sword's fearful playthings. Ivernicaste is a chaotic greatsword that deals damage and seeks a worthy wielder. It has CHA and tries daily to dominate a wielder it deems weak. Once a month, it can turn into an ice- rimed archdevil for 10 rounds.

Foes tap HP · attacks roll
  • archdevil AC 19 HP 76 LV 16 C
    4 iron scepter +10 (3d10)
    1 soulbind
  • block AC 19 HP 1 LV 1/2 N
    Absorb thoughts
  • duergar AC 15 HP 12 LV 2 C
    1 war pick +2 (1d6)

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