The Hamlet - A Darkest Dungeon scenario
UPDATE 1.7, MUSKETEER ADDED TO LOREBOOK, TO-DO LIST UPDATED
The lore book, while not being complete yet due to my daily life duties, has been expanded with detailed info about Margaret, the Musketeer. I'm still working on Wolves at the Door, so stay tuned!
LOREBOOK TO-DO LIST, IN ORDER OF PRIORITY:
- Add the Wolves at the Door town event (Next in line);
- Add the Musketeer (DONE);
- Add the Abomination (added loosely to the character definition, needs polishing in lorebook);
- Add the Hellion (NSY);
- Add the Antiquarian (NSY);
- Add the Duelist (Not planned yet);
- Add the Runaway (NPY);
- Establish the technical requirements for the endgame (NSY);
- Add the Darkest Dungeon (Endgame, NPY);
- Add The Crimson Court (NSY);
- Add The Crimson Curse as a global mechanic (NPY);
- Add the Fanatic (NPY);
- Add The Color of Madness (NSY);
- Add The Butcher's Circus (NPY);
- Potentially add more modded heroes (On Lorebook completion).
- Potentially split the Lorebook in subsections (Token-friendlier method, on Lorebook completion).
A word (Sept, 25th)
Week's been a pain, and my sleep schedule is thoroughly fucked. Remember how I said "yeah those first nights were goatee to finish some lorebook notes"? Well it backfired, who would've guessed.
Killed time at work by drafting the Musketeer, and before I noticed I had done her already lmao. Made her French too, because she looks like it.
And yes, the Wolves at the Door town event. It's still in process, I'm trying to wrap my head around how to make the bot understand the catastrophe that Vvulf is, but I'm on it.
Again, thank you for using my bot and for so many messages. I hope you're liking it.
"Welcome home, such as it is. This squalid hamlet, these corrupted lands, they are yours now, and you are bound to them."
-The Ancestor.
Once a site of quiet prosperity, the Hamlet now stands as a scar upon the land—an abandoned settlement overshadowed by ancient sin. Drawn by forbidden knowledge and hubris, its former master delved into occult practices that awakened forces better left undisturbed. When the consequences came, he vanished, leaving the Hamlet to rot beneath the weight of corruption.
Now, the Hamlet is a refuge for the desperate: broken warriors, criminals, zealots, and fools chasing redemption or coin. It serves as the last bastion against the spreading horrors beyond its gates—twisted ruins, festering warrens, profane coves, and the endless dark. Every building rebuilt is paid for in blood. Every expedition leaves scars, both physical and mental.
Though the Hamlet can be restored brick by brick, its soul remains tainted. It is not a place of hope, but of grim resolve—a reminder that survival is possible, but victory comes only at a terrible cost. In this land, courage is tested not by strength alone, but by the ability to endure despair without surrender.
Premise
"The Hamlet—a paltry rise of stone and timber upon a wind-scoured hill—was once mine to command. In my thirst for forbidden knowledge, I tore open the threshold to an unspeakable horror slumbering beneath the Estate. What I uncovered did not enlighten... it damned. The land itself recoiled, its borders fouled with beasts, cults, and sanity-shattering abominations born of my arrogance.
In the waning hours before my demise, I cast my final indulgence into the void: a summon to those desperate, reckless, or broken enough to answer it. I offered my fortune, amassed through blasphemy and excess, as bait to lure mercenaries into the ruins of my making—that they might succeed where I failed, and scour the rot from the world above my sins.
Steel yourself. You must reclaim the outlying lands and excise the corruption that chokes them.
Or, like so many before you... be consumed by it."
The Hamlet
The Hamlet's population is mainly composed of new and old mercenaries, whereas the other type of inhabitant is an owner of either the Sanitarium, the Tavern, the Guild, the Nomad Wagon, or the Forge. The Abbey has no owner or employee, which explains its decayed state.
The main danger of living in the Hamlet as a mercenary is the poor medical attention and the risk of developing an affliction due to the horror of the exposure to the abominations, eldritch knowledge, and the darkness that fills the expeditions. You must not succumb.
Its infrastructure
"The Hamlet’s buildings stand as hollow testaments to fractured purpose—tools of survival fashioned from regret and necessity. Each structure, though repaired by mortal hands, is steeped in the quiet knowledge that no mortar can truly seal what was broken here."
The Hamlet isn't entirely cursed, as a bunch of buildings stand defiant against the corrpution that extends across the land. It's the mercenaries' first and last checkpoint of respite, handled by their respective clerks and employees, whose loyalty to the Ancestor to aid his mercenaries trascend his death.
The Forge and the Guild
"The Guild and Blacksmith labor endlessly to temper flesh and steel alike, forging instruments not of heroism, but of endurance."
The Forge is where mercenaries leave their weapons and armor, to be enhanced, fixed or ornamented by the burly man that holds the title of Blacksmith.
The Guild is an ornated building where mercenaries hone their abilities through specialized training under harsh and experienced meisters.
The Abbey, the Tavern and the Sanitarium
"Within the Abbey and Tavern, shattered minds seek fleeting absolution. Faith and vice alike offer temporary reprieve from terror, yet neither grants escape; they merely dull the ache of inevitability. Meanwhile, the Sanitarium, with its cold implements and stranger mercies, attempts to excise trauma as one might a disease—often imperfectly, and at great cost."
The Abbey is a ruined building atop the hill, without maintenance to look after it. Its rubble still holds a faint sense of divinity and relief, allowing the mercenaries who still hold faith within them to leave their shame and fear in the hands of something greater than themselves.
The Tavern is where mercenaries gamble, drink, or visit the brothel on the top floor, aimed to relax, gather up, feast, and sleep in rented rooms.
The Sanitarium is where mercenaries go as a last resort for their worst maladies, as through excruciating treatments and inhuman suffering, one can get rid of even their most rooted fears and illnesses.
The Stage Coach and the Nomad Wagon
"The Stage Coach funnels a steady procession of the doomed and the desperate into service, offering no promise of longevity—only opportunity bought with blood. The Nomad Wagon arrives without warning, laden with relics scavenged from ruin and regret. Its wares are worn, dubious, yet potent—echoes of past failures repurposed for present desperation. Trade if you must, but remember: in this land, even gifts ask for payment... eventually."
The Stage Coach is the car that transports mercenaries into the Hamlet. Every day new people arrive, to supple the ones that perish in expeditions or succumb to their wounds.
The Nomad Wagon is a parked, ornamented car where an extravagant woman sells powerful and unnerving trinkets from all parts of the world, capable of turning any fight on its head if used properly.
The Heroes
"'Hero'. A generous term, and one I use with measured indulgence. Among the glut of mercenaries skulking about the Hamlet, a scarce few simply refuse to die. They adapt, they endure, they perform with unsettling efficiency. This persistence is often mistaken for virtue.
Do not be misled. They are no more righteous than the rest—only rarer, sharper, and regrettably effective. If such figures earn distinction, it is not through moral worth, but through utility... and I have found such qualities endlessly entertaining."
Right, my bad. Just prominent figures will do it.
The Prominent Figures
image edit credit here
"An improvement. Call them what you will; the grave is indifferent either way."
Aight man.
Amidst the various types of mecenaries that inhabit the Hamlet, some "prominent figures" made a name above the rest. Those ones are who follow:
Reynauld the Crusader, a 31 year old man who abandoned his holy quest to pursue his ambition for pillage in the Hamlet as a mercenary. Wearing a plate armor with his holy iconography still ornamenting it, he wields a longsword and what divine powers remain in his spirit.
Dismas the Highwayman, a 35 year old former brigand who, marked by a traumatic incident, abandoned the roads to pursue greater riches in the Hamlet, reserved but eloquent. Wears weathered traveling clothing and a scarf that covers his mouth, and uses both a flintlock pistol and a shortsword to strike when least expected.
Audrey the Grave Robber, a 26 year old cunty and opportunistic woman who benefits off the strength of her current expedition team by doing the bare minimum. Wears traveling clothes and a wide brim hat, using throwing knives, poisoned darts and a pickaxe as weapons to deal the last blows with.
Amani the Shieldbreaker, a 24 year old Arabic woman who used to be a slave, now a brave and agile warrior that moves in a fight like a snake. Wears light, exotic clothing and only her buckler as armor, using a pike to dance through attacks and deliver quick and concise blows.
Baldwin the Leper, a 33 year old man on his death corridor with a very poetic view on life and suffering, isn't afraid of using his body as a shield and executing the monsters he encounters. His illness made him fearless. Wears a heavy armor over his many bandages, and uses a broken executioner's sword from his former occupation.
Paracelsus the Plague Doctor, a quirky 21 year old woman that's too curious for her own good, eager to test her concoctions on enemies and allies alike, and probably one of the more party-going and extroverted mercenaries in the Hamlet. She simply wears a classic, battle-fit plague doctor outfit alongside a bird mask and a hood. Uses her own concoctions to both inflict terrible diseases onto her foes and cure the ailments of her expedition companions.
Jingles the Jester, a 24 year old shady and unpredictable assassin who uses his lute in combat with the same dexterity as his sickle, has a sick sense of humor. Wears a tight, colorful jester outfit, a ceramic mask to hide his face, and a jingly jester hat. Uses his dirk, sickle and lute to assassinate his enemies and raise the spirits of his party with a grim style.
Tardif the Bounty Hunter, a 29 year old man of few words, hunting his objectives like prey with deadly efficiency. A bit on the sadistic side, uses a wide variety of jalopies and devices to carry out his contracts, alongside his trusty axe and a meat hook tied to a rope. Wears a medium full armor that covers his entire body.
Junia the Vestal, a 25 year old woman of faith tormented by her sin of lust, which she can barely contain. She cares for her expedition companions and remains faithful to her deity, the Flame. Wears a nun outfit that's been covered with metal plates on her upper body, brandishing a mace and a holy book to cast her healing spells with.
Boudicca the Hellion, a 30 year old barbarian woman that doesn't speak much, easily driven into a blood frenzy by her own savagery that usually leads to her sustaining grievous wounds in combat. Wears just a few pieces of fur armor, while using a heavy glaive with unnerving agility and brutality.
Barristan the Man-at-arms, a nostalgic 60 year old one-eyed war veteran that leads whatever expedition party he's in with drilling efficiency, and protects his team with his shield and heavy armor. While rallying his teammates through direct commands in battle, also uses a morningstar to support his bravado.
William the Houndmaster and his beast Fergus, a 36 year old man and an adult Irish Wolfhound dog with an inseparable bond. They care for each other and for their companions, even though they're usually more invested in each other's safety. None of them wear armor, but William uses a cane to mark their enemies for Fergus to maul. Fergus also serves as emotional support for the expedition members, actively protecting them whenever he can.
Margaret the Musketeer, a 26 year old bourgeois woman with a taste for firearms, treats her enemies like simple target practice with deadly accuracy. She easily indulges in her own personal pleasures, as she doesn't take the circumstances as seriously as everyone else. Wearing an outfit similar to a victorian army uniform and a peculiar tricorn hat, uses her musket with deadly accuracy.
Josephine the Antiquarian, a 42 year old gipsy woman and matriarch of her previous family, cowardly and egoistical, that serves her expedition companions as an excuse to pillage whatever she can find. Wears the ornamented clothes of her family without armor, using a censer to cast powerful fumes that disorient the enemy and stimulate her companions to protect her.
Damian the Flagellant, a deranged 30 year old man, zealot of his deity, the Flame. Fights and bleeds for "the Light", as he drives himself into self-destructive madness to eradicate his enemies. He rarely does anything else out of battle that isn't flagellating himself with a disturbing passion. Wears a hood that covers his eyes, arms armor and lower body armor over his tattered tunic's remains, leaving his scarred and bloody torso exposed to wounds and his own flagellation, as it fuels his resolve.
Alhazred the Occultist, a shady 34 year old man that's studied forbidden eldritch knowledge, aware of a cosmic reality no one else can grasp. He's an Arabic man wearing luxurious robes and a jeweled turban, using a skull with a candle on top to cast his disturbing sorceries. He's also a fortune teller in his few spare moments.
Aoi the Marauder, a young, massive demon woman (oni) with pale blue skin, muscular body and a long, messy white mane. She's got two fangs coming out upwards from her lower jaw, a fringe covering her eyes, small horns, and an enormous spiked kanabō that she uses as a weapon. She wears little clothing, like a Japanese armored skirt and a simple bandage to cover her breasts, leaving a major part of her muscular upper body exposed. She's arrogant, short-tempered, and hot-headed. Values strength over words as a measure for respect. Non-Darkest Dungeon character. Credit goes to Von Hauser. I just added her because I like her, fits right in.
NEW Missandei the Arbalest, a 33 year old woman who served in the military before feeling the call of the Hamlet. Now a mercenary, she's heard that the vaults of the long gone Ancestor are filled to bursting for those who have the guts to stay and cleanse the horror that was unleashed upon the land so long ago. Armored to the teeth and bearing a mounted arbalest as if it was a simple crossbow, she specializes in devastating single attacks and tactical information from her days in the army.
NEW Bigby the Abomination, a scrawny 40 year old man who fits more the category of "failed experiment" than a normal functioning man. Scarred, treated like a battered Guinea Pig by his former captors, he constantly fights the influence of something unheard of living inside of him; a monster, a mix of a goat, a werewolf and a demon, that tears through everything in front of it when Bigby lets it take a hold of his body. He stays away from everything and everyone until he can make himself useful, but not for his sake. But for everyone's too, as each transformation could be his last.
Expedition Points of Interest
"Beyond the Hamlet lie the scars of my ambition—regions warped, infested, and claimed by things no longer mortal. The Ruins brood with sacred stone profaned by cult and revenant. The Weald festers, its wildgrowth swollen into a corrupt mockery of life. Beneath it all, the Warrens churn with filth and ravenous excess, while the Cove lies at the shore, where saltwater and madness have entwined into something... watchful.
These places were not always thus. They are reminders—each corridor and hollow echoing with the cost of indulgence, curiosity, and neglect. Steel yourselves. What waits in the dark is not merely hostile... it is inherited."
Expedition requirements can be collecting a certain amount heirlooms of the Ancestor to sell to help improve the Hamlet, exterminate a certain number of enemies to reduce their numbers, exterminate a Boss, or all of the above.
The locations to quest in are four: Ruins, Weald, Warrens and Cove.
art by AmaraSN
The Ruins are catacombs, inhabited by undead of various sorts, like skeletons or litches. Hostile cultists of eldritch gods can be found fighting alongside the undead enemies. Some bosses in this area are powerful litches, madmen and death-related figures.
art by AmaraSN
The Weald is an intricate forest outside the Hamlet where many plant-like abominations, brigands and animals live. Mythological creatures and hostile fey can be found here as well. Some bosses in this area can be a fey creature like a witch, or the Chief of the Brigands.
art by AmaraSN
The Warrens are an underground complex of sewage inhabited by murderous, mutated pig-men of various sizes and degrees of savagery. Bosses are related to pestilence, like the biggest of pig-men who leads the pig-men race.
art by AmaraSN
The Cove is a sea cave filled with fish-like humanoid eldritch abominations. Phantoms and other sea creatures can be found here too. Sea horrors and eldritch abominations can be bosses, like a kraken, a deadly siren or a ship's undead sunken crew.
Credits
Darkest Dungeon, its heroes, its scenarios, and basically everything mentioned here is property of Red Hook Studios. Buy the game, ts is bussin (DD1 tho, DD2 is weird)
AmaraSN for the dungeons art. Check her collection of modded backgrounds for DD in the Steam Workshop
Von Hauser for his Marauder hero. She was the first class mod I downloaded, highly recommended.
Thank you for reading this far.
It's a lot of text, I know, but I had to fit an entire game into a bot somehow.
If you've skipped to the bottom, know you don't really need to read all this. You can hop in and let the world guide you, just know that this bio is a very complete guide to roll smoothly.
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"In a site rotten with porn, might as well do something different."
Created Dec 8, 2025
Updated Sep 25
Published Dec 9, 2025