The Accursed Heart of the World Ender is one of my favorite funnels. It was initially released as a “convention module” in 2020, but has been out of print for a hot minute. Fortunately, it’s getting a reprint in the Book of Funnels! However, its only getting included in the “expanded edition” that is exclusive to backers. I’m sure there will be some number of extra “expanded edition” for sale later on, but that will be in a more limited capacity than the regular version of the book. Either way, you can always get just the PDF of this module online so you can print it up at home or a local print shop if you need to have a physical version for your collection. But let’s get onto the fun part and start discussing why I really love this module.
Good: It has an amazing d100 table of magical mutations. Every PC will come out of this feeling unique.
Good: Does a great job at “world building” and giving the PCs a reason to adventure.
Bad: It’s incredibly linear. That said, it does a good job at making players want to follow the path set before them.
The PCs are potential future kings or queens! The royal line was lost when the former rulers of this kingdom lost a war, so this is done is secret, as the current rulers would not like to see any contenders to the throne. The opening text has them at the end of a pilgrimage to a hidden and sacred temple which houses a relic that can determine their heritage. The PCs must attempt to pull a spear from a mound. But all those who fail are forever mutated by the attempt. And some mutations are more life-changing than others. The temple is, of course, staffed by mutant acolytes and templars. It’s small, but there’s plenty to explore before the PCs want to get on with things.
All the PCs form a line to try to pull the spear from the mound and every single one must attempt a Luck check. Whoever fails by the most is at the very end of the line. At this point, we take turns going around all the players. They each roll 1d100 and add their Luck mod x 10 (so a +1 Luck mod = +10%). One PC for player 1, then one for player 2, then one for player 3, then back around to player 1’s next PC, etc. Got to take turns so no one gets bored. At the worse, the PC may die, at the best they may increase their ability scores by quite a bit. But the more interesting ones are somewhere inbetween: PCs may turn into centaurs, grow whispering demon mouths on a hand, age alarmingly, grow a cluster of eyes, etc. Lots of super interesting options that you can steal for adventures beyond this one! Using this table as a resource is part of what makes this adventure worth having around. But then we get to the last PC in line…
They are the rightful ruler of this kingdom! They loosen the spear from the earth and are proclaimed king or queen! All the other PCs should bow to them! But it also turns out that the spear was keeping a gigantic demon, Gorflagratior (see the cover art), beneath the earth. As Gorflagratior rises from his slumber, the instantly kills the newly proclaimed royalty. Roll initiative! However, the players should quickly release that they have no hope against this giant demon. Gorflagratior rips out his own heart, which promptly grows bat wings, and it flies away. The module does a good job at spelling out that they have no chance, but doesn’t quite do a great job at telling them what to do about it. There’s a scroll on a nearby altar that can be read and which will summon a mighty spirit creature to fight the demon giant. However, the PCs can also just run away. Both are valid options. Gorflagratior either fights the spirit creature or rampages through the countryside. But players have a difficult time feeling “okay” about running away from a fight, even one like this. So a little poking and prodding from the GM, perhaps in the form of a mutant acolyte telling them what to do, can go a long way here. The module does have one of the acolytes at the temple send all the PCs a psychic message telling them to go find and destroy the heart, and to use that magic spear to do it!
So the PCs have a goal and a very easy trail to follow. That flying heart bled all over the place! So there’s a linear path to follow, though there’s a few options with how they actually handle the events that they need to interact with. I’ll also add that these events can be cut out if you have a super constricted time to game. I spoil the entirety of the adventure though, so you’ll have to get it yourself to find out more about the middle portion.
But the PCs eventually get to a cave in which the heart is hiding. But first, we have a bit of intrigue! A young lord Alfrad Featherstone, another possible royal descendant, is also after the giant demon heart. He’s willing to bargain and marginally collaborate with the PCs so long as it serves to benefit him. But you can play him as a regal and proud knight or some obviously deceitful fop. I’ve had fun doing it both ways and it certainly changed how willing the PCs were in having Lord Featherstone as an ally or killing him for his gear.
This final battle is a nice one! Just complicated enough. The heart flies around in a cave chamber, making it hard for PC to hit with melee weapons. And it can spray acid blood at them. This pushes the PCs to get creative with helping each other get a little higher up, but also to use that magical spear! Soon enough, the body of Gorflagratior catches up and starts grabbing at the PCs from the cave entrance! But once they slay the heart then the fight ends. There’s an optional ending that I love: with Gorlfagratior’s last breath, he spews out a cloud of evil that travels across the land, infecting many. That’s a great way to start a campaign and give the players a goal.
So, to summarize once more, we have a linear adventure but it does a good job at making the players follow the path set before them. The PCs come out super unique and with a goal that sets the tone for the campaign. Could it offer more paths? Yes, but it module with a short word count that intends to offer a tight experience. This one is easy to run in 3 hours, and could even be cut down to just a couple hours. If you want to expand it, take a look at the Dying Earth adventure: Pilgrims of the Black Obelisk. You could adapt some of the variable pathways in there and plug them into this module. Just make the winged heart fly in circles to make its blood trail more confusing, or make overland travel in a certain direction more difficult, and thus the need for alternate paths.
What’s your favorite funnel and what makes it special?
I've got 2 funnels in there!
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