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The locals won't speak of it.  Animals shun it.  Adventurers share whispered rumors about it over the campfire's last embers.  It is Castle Farkinwald.  Built long ago by an intensely perverse wizard named Farkinwald the Fantastic, the castle that bears his name occupies a lonely mountain range in the middle of an uninhabited plain.  Farkinwald never stirs from his lair giving rise to the notion every ten years or so that he’s finally passed away, leaving his piles of incalculable wealth unattended.  Adventurers, braggarts and drunks, fired by visions of becoming as wealthy as sultans, invariably risk everything to explore the truth of these rumors, never to return.  The only question that matters however is: will *you* dare to brave the forlorn fastnesses of Castle Farkinwald?  

This dungeon is supposed to kill you.  Don't be discouraged by dying early, often and gruesomely.  It's not intended to be fair; sometimes you will be killed simply for taking the wrong skills and abilities.  That's the way Farkinwald rolls. 

Why even attempt a dungeon like this?  Well, it was designed as a one-shot so if you're just looking for something ridiculous to play with your gaming buddies for a night, this'll give you some laughs.  If you're of a more serious frame of mind, you can play this tournament style and see who amasses the most points by the end of the night.  If your campaign allows for easy resurrection magic, you could place this dungeon in your world as a sort of "sports dungeon" that adventurers go through while fans watch via crystal balls and other divination magic.

Castle Farkinwald was originally intended to be used with the Savage Worlds game system, but please feel free to work it into whatever swords-and-sorcery setting you'd like to run.  I originally wrote this in 2012.


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Castle Farkinwald.pdf 3 MB

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