GM Companion for ShadowDark
Compact A6 reference edition - text and tables only.
This book was written entirely by the Chubby Funster. No AI or large language models were used in this product. WRITING, DESIGN, LAYOUT Greg Christopher ART © William McAusland, © The Forge Studios, © Dean Spencer, © Gary Lacey, © Earl Geier, © Jeff Ward, © Rick Hershey, © Mark Gedak & Purple Duck Games, © J.M. Woiak and Heather Shinn, © Octavirate Entertainment, © Jeremy Hart, © Amora Game; Jay Sloan. Some images are in the public domain. All protected artwork used with permission. LEGAL INFORMATION AND ATTRIBUTION STATEMENT Published under the ShadowDark RPG Third-Party License, version 1.0 Gamemaster Companion is an independent product published under the ShadowDark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. ShadowDark RPG © 2023 The Arcane Library, LLC.
The World Above
Hex Crawling
Create an overland hex map using the circular loop system described on page 132 of the ShadowDark core rules. However, we recommend that each hex has a point of interest (instead of a 1-in-6 chance) and a 1-in-20 chance of a dungeon.
- Points of Interest. d20 tables to generate points of interest by terrain type. Roll separately for location and development to provide maximum variation. Results can include hazards and settlements (see below).
- Terrain Hazards. 2d6 tables to create environmental dangers. Beyond the points of interest tables, you can also assign hazards to any terrain as desired to raise the threat to the PCs.
- Settlements. d10 and d12 tables to generate settlements. Roll size randomly if desired or use the suggested size in the points of interest tables. These tables support 10 settlement sizes and 10 district types. d12 district tables produce even greater variation than the core rulebook.
- Shops. If the district table gives a shop result, you can roll it on these expanded d20 tables to produce greater variation and exciting new results.
- Taverns. If the district table gives a tavern result, you can roll it on these expanded d20 tables to produce greater variation and exciting new results. All new names, menu items, and drinks.
- Farkle. Rules for a dice gambling game to use as an alternative to Wizards and Thieves.
- Acts of Devotion. A religious alternative to carousing with excess wealth. Spread your faith to the community around you.
- Combat Training. A warrior’s alternative to carousing with excess wealth. Learn new combat techniques in a tourney melee.
- Magical Study. An arcane alternative to carousing with excess wealth. Dive deep into arcane knowledge to expand your magical ability.
Points of Interest
Note: * = This is a settlement result. Roll to create settlement in the Settlements section.
Points of Interest - Arctic
| d20 | Location | Development |
|---|---|---|
| 1 | Huts at a crossroads* | Area devoid of food and supplies |
| 2 | Secluded hamlet* | Filled with paranoid inhabitants |
| 3 | Burgeoning village* | Frequented by hunters and poachers |
| 4 | Stone watchtower | Recent damage from an earthquake |
| 5 | Ruined temple | Charged with magical energy |
| 6 | Barbarian gathering | Migratory herd of elk passes through |
| 7 | Series of hilltops | Strong religious significance |
| 8 | Jagged rocky spire | Warmed by ancient magic |
| 9 | Underground caverns | Water supply is diseased |
| 10 | Deranged hermit | Dangerous monster hunting nearby |
| 11 | Circle of columns | Controlled by a powerful elemental |
| 12 | Ancient runestones | Nesting area for numerous owls |
| 13 | Massive crater | Triggers strange dreams at night |
| 14 | Decent grazing area | Metallic taste catches in the mouth |
| 15 | Bubbling caldera | Adventuring gear scattered around |
| 16 | Grove of giant trees | Roll for Hazard. Severity is Minor. |
| 17 | Huge blocks of ice | Roll for Hazard. Severity is Minor. |
| 18 | Seal breeding ground | Roll for Hazard. Severity is Normal. |
| 19 | Chaotic humanoids | Roll for Hazard. Severity is Normal. |
| 20 | Shallow salty lake | Roll for Hazard. Severity is Major. |
Points of Interest - Coast
| d20 | Location | Development |
|---|---|---|
| 1 | Beachy crossroads* | Suffering from a red algae bloom |
| 2 | Fishing hamlet* | Occupied by sizeable military force |
| 3 | Thatched hut village* | Home to a massive swarm of seagulls |
| 4 | Beachside town* | Sweet smelling coastal trees |
| 5 | Town with a wharf* | Presence of a dangerous sea monster |
| 6 | Quiet, peaceful town* | Occupied by a criminal gang |
| 7 | Walled hilltop city* | Extremely high coastal cliffs |
| 8 | Major city* | Presence of smugglers and pirates |
| 9 | Seaside metropolis* | Reef causes many shipwrecks |
| 10 | Stone watchtower | A merfolk tribe has arrived recently |
| 11 | Beautiful vista | Adjacent to a long rocky spit |
| 12 | Seaside cottage | Evidence of a recent military conflict |
| 13 | Marble mausoleum | Occupied by a chaotic humanoid army |
| 14 | Rocky sea caves | Home to many species of blue crab |
| 15 | Tall sea mounts | Recent damage from an earthquake |
| 16 | Ancient monument | Attracts hostile sea spirits at night |
| 17 | Wizard’s tower | Roll for Hazard. Severity is Minor. |
| 18 | Barrier islands | Roll for Hazard. Severity is Minor. |
| 19 | Fortified keep | Roll for Hazard. Severity is Normal. |
| 20 | Submerged blowhole | Roll for Hazard. Severity is Major. |
Points of Interest - Desert
| d20 | Location | Development |
|---|---|---|
| 1 | Canyon crossroads* | Boulders that have very strange shapes |
| 2 | Hamlet of red tents* | Dead buried here will rise as undead |
| 3 | Village with a well* | Swarms of vultures attracted |
| 4 | Village at an oasis* | Evidence of an army passing through |
| 5 | Resilient desert town* | Occupied by a chaotic humanoid army |
| 6 | Ancient pyramid | Access to fresh drinking water |
| 7 | Castle ruin | Adjacent to a massive necropolis |
| 8 | Wizard’s tower | Controlled by a powerful elemental |
| 9 | Magnificent tomb | Frequented by desert caravans |
| 10 | Deep canyons | Partially buried in a recent sandstorm |
| 11 | Chaotic humanoids | Area devoid of food and supplies |
| 12 | Wandering undead | Displayed banners of a defeated army |
| 13 | Rock formation | Protected by powerful illusion magic |
| 14 | Deep black pits | Strong religious significance |
| 15 | Barbarian camp | Area churned up by sand worms |
| 16 | Underground caves | Roll for Hazard. Severity is Minor. |
| 17 | White stone towers | Roll for Hazard. Severity is Minor. |
| 18 | Cliffside mausoleum | Roll for Hazard. Severity is Normal. |
| 19 | Flourishing oasis | Roll for Hazard. Severity is Normal. |
| 20 | Bustling Caravansary | Roll for Hazard. Severity is Major. |
Points of Interest - Forest
| d20 | Location | Development |
|---|---|---|
| 1 | Crossroad at a glade* | Charged with magical energy |
| 2 | Inviting hamlet* | Infested with burrowing vermin |
| 3 | Rugged stone village* | Infected by mysterious plague |
| 4 | Shady wooded town* | Extreme rates of plant growth |
| 5 | Pleasant town* | Frequented by hunters and poachers |
| 6 | Walled town* | Lycanthropes appear on a full moon |
| 7 | Minor city* | Damaged by alchemical accident |
| 8 | Major city* | Dotted with strange metallic ruins |
| 9 | Isolated monastery | Filled with paranoid inhabitants |
| 10 | Fortified keep | Strange sounds in the distance at night |
| 11 | Stone walled prison | Recently abandoned |
| 12 | Goblin warren | Surrounded by useful herbs |
| 13 | Elven ruin | Dangerous monster hunting nearby |
| 14 | Wizard’s tower | Water supply intentionally poisoned |
| 15 | Chaotic humanoids | Temperature chilled by ancient magic |
| 16 | Overgrown ruin | Roll for Hazard. Severity is Minor. |
| 17 | Peaceful oak grove | Roll for Hazard. Severity is Minor. |
| 18 | Barbarian camp | Roll for Hazard. Severity is Normal. |
| 19 | Chaotic deity shrine | Roll for Hazard. Severity is Normal. |
| 20 | Fairy circle | Roll for Hazard. Severity is Major. |
Points of Interest - Grassland
| d20 | Location | Development |
|---|---|---|
| 1 | Windy crossroads* | Surrounded by useful herbs |
| 2 | Farming hamlet* | Evidence of a livestock plague |
| 3 | Friendly village* | Site of an impending noble wedding |
| 4 | Charming town* | In a period of prolonged drought |
| 5 | Boisterous town* | Infectious disease is running rampant |
| 6 | Walled town* | Evidence of a recent wildfire |
| 7 | Minor city* | Surrounded by shallow murky ponds |
| 8 | Walled city* | Diseased corpses left out to rot |
| 9 | Halfling burrows | Pillaged by nomadic barbarians |
| 10 | Ruined aqueduct | Buzzing with swarms of honeybees |
| 11 | Imposing castle | Site of dissident political meetings |
| 12 | Ancient monument | Hosting a horse racing event |
| 13 | Large sinkholes | Ground is exceptionally fertile |
| 14 | Stone watchtower | Animals unsettled by magical curse |
| 15 | Burial mounds | Burrowing area for prairie dogs |
| 16 | Noble’s manor house | Surrounded by untended fields of crops |
| 17 | Good grazing fields | Roll for Hazard. Severity is Minor. |
| 18 | Barbarian camp | Roll for Hazard. Severity is Minor. |
| 19 | Fortified keep | Roll for Hazard. Severity is Normal. |
| 20 | Ancient city ruin | Roll for Hazard. Severity is Major. |
Points of Interest - Jungle
| d20 | Location | Development |
|---|---|---|
| 1 | Leafy crossroads* | Strong religious significance |
| 2 | Rugged hamlet* | Numerous lost children in the area |
| 3 | Muddy village* | Exudes an aura of fairy magic |
| 4 | Chaotic humanoids | Home to brightly colored parrots |
| 5 | Monster carcass | Infested with burrowing vermin |
| 6 | Impact crater | Overgrown by blood red mushrooms |
| 7 | Wandering undead | Inhabited by deserters from the military |
| 8 | Stone colossus | Many blowdarts stuck in the trees |
| 9 | Burial mounds | Water sources are tinted black |
| 10 | Chaotic deity shrine | Charged with magical energy |
| 11 | Eroded cenotes | Occupied by friendly elves |
| 12 | Overgrown temple | Home to giant carnivorous plants |
| 13 | Strange monument | Surrounded by valuable food spices |
| 14 | Deep caverns | Dangerous monster hunting nearby |
| 15 | Elven treetop outpost | Inhabited by thieving monkeys |
| 16 | Ancient pyramid | Roll for Hazard. Severity is Minor. |
| 17 | Towering obelisk | Roll for Hazard. Severity is Minor. |
| 18 | Giant stone heads | Roll for Hazard. Severity is Normal. |
| 19 | Elven ruin | Roll for Hazard. Severity is Normal. |
| 20 | Deep sinkholes | Roll for Hazard. Severity is Major. |
Points of Interest - Mountain
| d20 | Location | Development |
|---|---|---|
| 1 | Crossroads in a vale* | Damaged by aggressive mining |
| 2 | Mining hamlet* | Occupied by friendly dwarves |
| 3 | Terraced village* | Frequented by kobold trade caravans |
| 4 | Quarry town* | Bears signs on an ancient empire |
| 5 | Highland town* | Hundreds of bird corpses on the ground |
| 6 | Exposed iron ore | Surrounded by rare highland flowers |
| 7 | Wizard’s tower | Raided by an orc horde recently |
| 8 | Castle ruin | Dead buried here will rise as undead |
| 9 | Beautiful vista | Unusual number of gathered youths |
| 10 | Ancient observatory | A legendary bard is passing through |
| 11 | Dwarven vault | Strong religious significance |
| 12 | Fortified keep | Enchanted to smell like berries |
| 13 | Frigid catacombs | Inhabitants are unusually large |
| 14 | Dwarven ruin | Protected by an invisibility barrier |
| 15 | Abandoned mine | Surrounded by ancient cairns |
| 16 | Barbarian fortress | Roll for Hazard. Severity is Minor. |
| 17 | Chaotic humanoids | Roll for Hazard. Severity is Minor. |
| 18 | Isolated monastery | Roll for Hazard. Severity is Normal. |
| 19 | Cavernous holes | Roll for Hazard. Severity is Normal. |
| 20 | Dwarven mine | Roll for Hazard. Severity is Major. |
Points of Interest - River
| d20 | Location | Development |
|---|---|---|
| 1 | Crossroads with ford* | Ongoing religious festivals |
| 2 | Fishing hamlet* | Evidence of a livestock plague |
| 3 | Quaint village* | Inhabited by a fanatical cult |
| 4 | Milling town* | Water flow is being restricted somehow |
| 5 | Town on rocky slope* | Damaged by over-fishing |
| 6 | Walled town* | Controlled by a powerful elemental |
| 7 | Minor city* | Home to a vast herd of aggressive goats |
| 8 | Walled city* | River clogged with debris & branches |
| 9 | Major city* | Surrounded by magical runestones |
| 10 | Metropolis* | Infected by mysterious plague |
| 11 | Capital* | Elevation drops create high waterfalls |
| 12 | Fortified keep | Bathing in river has religious meaning |
| 13 | Ancient stone bridge | Buzzing with swarms of honeybees |
| 14 | Halfling burrows | Inhabitants are unusually friendly |
| 15 | Isolated monastery | Controlled by a shadowy political figure |
| 16 | Burial mounds | Recently damaged by heavy flooding |
| 17 | Open caverns | Roll for Hazard. Severity is Minor. |
| 18 | Ominous castle | Roll for Hazard. Severity is Minor. |
| 19 | Noble’s manor house | Roll for Hazard. Severity is Normal. |
| 20 | Goblin warren | Roll for Hazard. Severity is Major. |
Points of Interest - Swamp
| d20 | Location | Development |
|---|---|---|
| 1 | Crossroads on a hill* | Trees bearing rare, valuable fruit |
| 2 | Struggling hamlet* | Magical curse seems to elongate time |
| 3 | Run-down village* | Overgrown by bright white mushrooms |
| 4 | Fishing town* | Distant crackling sounds impair resting |
| 5 | Town in the mire* | Swarmed by bats at night (harmless) |
| 6 | Goblin warren | Exudes an aura of fairy magic |
| 7 | Towering obelisk | Surrounded by useful herbs |
| 8 | Castle ruin | Dangerous monster hunting nearby |
| 9 | Creepy cottage | Frequented by foul-smelling giant snails |
| 10 | Stone colossus | Spirits of the dead wander at night |
| 11 | Flooded caverns | Mysteriously bubbling waters |
| 12 | Barbarian camp | Inhabited by swarms of curious ravens |
| 13 | Vast city ruin | Charged with magical energy |
| 14 | Stone walled prison | Occupied by a chaotic humanoid army |
| 15 | Fortified keep | Surrounded by goblin / kobold tribes |
| 16 | Submerged temple | Roll for Hazard. Severity is Minor. |
| 17 | Rocky spire rises up | Roll for Hazard. Severity is Minor. |
| 18 | Monster carcass | Roll for Hazard. Severity is Normal. |
| 19 | Chaotic deity shrine | Roll for Hazard. Severity is Normal. |
| 20 | Mushroom field | Roll for Hazard. Severity is Major. |
Terrain Hazards
Hazards are a passive threat to adventurers. Unlike traps, you cannot avoid triggering them. They are often impossible to permanently destroy or disable. The fury of mother nature cannot be stopped by mere mortals. Choose the hazard’s severity and use it to guide you on the strength of the challenge.
- Minor. Challenging for parties of average level 0-2.
- Normal. Challenging for parties of average level 3-6.
- Major. Challenging for parties of average level 7+.
Movement. Some hazards restrict or prevent movement. These hazards consume time and resources (like torches). Some hazards can even fully entrap characters. Without help, they will die when they run out of food and/or water.
Damage. Some hazards deal damage, either in a single hit or continuously every round. If this reduces a PC to zero HP, roll a death timer.
Weakening. Some hazards weaken, confuse, or impair the characters. For example, it might limit their senses in some way.
Combining. If you roll doubles (such as two 6s), combine all hazards on that row into a single extremely dangerous hazard.
Hazards - Arctic
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Deep snowbanks | Concealed crevasse | Bright sunlight |
| 2 | Heavy driving winds | Pummeling hail | Magical confusion |
| 3 | Slippery ice on rocks | Toxic fungal bloom | Exhausting gases |
| 4 | Spongy moss beds | Thin ice over ponds | Numbing cold |
| 5 | Whiteout snowstorm | Elk herd stampede | Magnetic anomaly |
| 6 | Rocks under the snow | Windblown ice shards | No visual landmarks |
Hazards - Coast
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Very fine sands | Windblown limbs | Foul sea breeze |
| 2 | Endless sea fog | Poisonous algae | Creaking noises |
| 3 | Unnaturally high tides | Breaking tsunami | Panicked wildlife |
| 4 | Driftwood debris | Sharp cutting hail | Magical laughter |
| 5 | Unstable pebbles | Stinging sea winds | Pinching crabs |
| 6 | Nesting pits | Biting sand fleas | Powerful winds |
Hazards - Desert
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Pools of quicksand | Poisonous cactus | No visual landmarks |
| 2 | Maze of boulders | Burning hot rocks | Windblown sand |
| 3 | Distant oasis mirage | Wall of magical fire | Ghostly visions |
| 4 | Radiant distortions | Overwhelming heat | Magical silence |
| 5 | Volatile black tar pits | Ancient runestones | Exhausting heat |
| 6 | Thick grasping sands | Incendiary cloud | Disorienting sounds |
Hazards - Forest
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Slick lichen & mosses | Boiling geyser spout | Sudden frosty wind |
| 2 | Falling rotten trees | Sharp pine needles | Taunting pixies |
| 3 | Tough undergrowth | Pools of acidic slime | Windblown leaves |
| 4 | Heavily eroded slopes | Rolling logs | Strength sapping fog |
| 5 | Thick white mist | Big thorny bushes | Magical dead-zone |
| 6 | Many gopher holes | Pecking birds | Confusing bark runes |
Hazards - Grassland
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Illusory magic | Frost runes | Sudden cold snap |
| 2 | Thick grasses | Blinding smoke | Magical exhaustion |
| 3 | Hidden tar pits | Biting insects | Relentless downpour |
| 4 | Thunderstorm | Lightning strike | Clouds of smoke |
| 5 | Windblown grasses | Acidic rainfall | No visual landmarks |
| 6 | Heavy driving winds | Sweeping wildfire | Bright sunlight |
Hazards - Jungle
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Unstable slopes | Biting army ants | Darkened canopy |
| 2 | Visual obstruction | Poisonous frogs | Unnatural silence |
| 3 | Sandy ground | Toxic gasses | Anti-magic zone |
| 4 | Thick white fog | Boiling steam vents | Extreme humidity |
| 5 | Grasping vines | Ancient pit traps | Magical confusion |
| 6 | Hurricane winds | Spiky undergrowth | Muddy ground |
Hazards - Mountain
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Fast flowing streams | Boulder rockslide | Windblown dirt |
| 2 | Limited sight distance | Frozen spikes | Endless blue mist |
| 3 | Steep inclines | Quick lava flow | Powerful echoes |
| 4 | Sluggish lava flow | Collapsing arch | Magical silence |
| 5 | Gale force winds | Avalanche | Windblown snow |
| 6 | Slippery pebbles | Thorny undergrowth | Magical darkness |
Hazards - River
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Sandy ground | Windblown pebbles | Confusing odors |
| 2 | Slick lichen & mosses | Billowing gas cloud | Unnatural sounds |
| 3 | Flash flood | Boulder rockslide | Crumbling dirt |
| 4 | Stagnant fog | Toxic mushrooms | Sapping spore clouds |
| 5 | Winding switchbacks | Sharp river rocks | Swelling river flow |
| 6 | Slippery slopes | Predatory fish swarm | Muddy ground |
Hazards - Swamp
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Sandy ground | Shocking water | Exhausting insects |
| 2 | Thick white fog | Toxic spore cloud | Sickening smell |
| 3 | Grasping vines | Stinging insects | Muddy ground |
| 4 | Soft boggy ground | Falling rotten trees | Blinding bog gasses |
| 5 | Thunderstorm | Acidic rainfall | Darkened skies |
| 6 | Patches of quicksand | Spiked undergrowth | Extreme humidity |
Settlements
Roll for a random settlement type or choose one appropriate for the circumstances. Consult the settlement type chart and roll the number of dice listed on a blank sheet of standard paper. Draw a shape around each die on the paper. Compare the die result to the district type chart to determine what kind of district exists in the area. Then draw lines through these shapes to create a network of streets.
Settlement Type
| d10 | Type | Dice |
|---|---|---|
| 1 | Crossroads | 1d4 |
| 2 | Hamlet | 2d4 |
| 3 | Village | 3d4 |
| 4 | Town | 4d6 |
| 5 | Walled Town | 3d6 |
| 6 | Minor City | 4d8 |
| 7 | Walled City | 4d10 |
| 8 | Major City | 6d8 |
| 9 | Metropolis | 6d10 |
| 10 | Capital | 8d10 |
| Each district has 1d4 points of interest. Roll these on the district charts below. The leadership of the settlement is located in the district with the highest roll. Roll or assign an alignment to the overall settlement or for each district. Note: Chaotic settlements and districts are risky when checking for random encounters. |
District Type
| Result | Type |
|---|---|
| 1 | Transient District |
| 2 | Common District |
| 3 | Craft District |
| 4 | Mercantile District |
| 5 | Affluent District |
| 6 | Religious District |
| 7 | Education District |
| 8 | Military District |
| 9 | Spectacle District |
| 10 | Palace District |
Transient District
| d12 | Points of Interest |
|---|---|
| 1 | Bunkhouse (1 sp / night) |
| 2 | Stocks & Pillories |
| 3 | Combat Arena |
| 4 | Gambling Den |
| 5 | Fortune Teller |
| 6 | Criminal Hideout |
| 7 | Faith Healer / Bloodletter |
| 8-9 | Poor Tavern* |
| 10-11 | Poor Shop* |
| 12 | Black Market / Fence |
Common District
| d12 | Points of Interest |
|---|---|
| 1 | Modest Inn (5 sp / night) |
| 2 | Minor Temple / Shrine |
| 3 | Graveyard / Burial Mound |
| 4 | Stables & Farrier |
| 5 | Porter / Teamster |
| 6 | Dance Hall |
| 7 | Poor Tavern* |
| 8-9 | Poor Shop* |
| 10-11 | Standard Shop* |
| 12 | Standard Tavern* |
Craft District
| d12 | Points of Interest |
|---|---|
| 1 | Modest Inn (5 sp / night) |
| 2 | Chandler / Lampmaker |
| 3 | Mason / Bricklayer |
| 4 | Carpenter / Joiner |
| 5 | Warehouses & Sheds |
| 6 | Brewery / Winery |
| 7 | Cartwright / Wheelwright |
| 8-9 | Standard Shop* |
| 10-11 | Standard Tavern* |
| 12 | Wealthy Shop* |
Mercantile District
| d12 | Points of Interest |
|---|---|
| 1 | Fine Inn (1 gp / night) |
| 2 | Wishing Well |
| 3 | Translator |
| 4 | Debt Collector |
| 5 | Public Plaza / Market |
| 6 | Warehouses & Sheds |
| 7 | Guild House |
| 8-9 | Standard Shop* |
| 10-11 | Standard Tavern* |
| 12 | Wealthy Shop* |
- Charts to determine nature of each shop/ in the Shops & Taverns sections.
Affluent District
| d12 | Points of Interest |
|---|---|
| 1 | Arboreum / Park |
| 2 | Courier / Messenger |
| 3 | Opulent Townhouses |
| 4 | Seer / Oracle / Prophet |
| 5 | Noble Mansion |
| 6 | Opulent Temple |
| 7 | City Watch Outpost |
| 8-9 | Wealthy Shop* |
| 10-11 | Wealthy Tavern* |
| 12 | Bathhouse |
Religious District
| d12 | Points of Interest |
|---|---|
| 1 | Ruined Temple |
| 2 | Exorcist / Inquisitor |
| 3 | Mausoleum / Reliquary |
| 4 | Pilgrimage Site |
| 5 | Minor Temple |
| 6 | Monastic Cloister |
| 7 | Secret Cult Shrine |
| 8-9 | Public Hospital |
| 10-11 | Respectable Temple |
| 12 | Holy Site / Sacred Marker |
Education District
| d12 | Points of Interest |
|---|---|
| 1 | Archivist / Record Keeper |
| 2 | Lecture / Meeting Hall |
| 3 | Astrologer / Sage |
| 4 | Reclusive Wizard’s Tower |
| 5 | Enchanter / Transmuter |
| 6 | Philosopher’s Plaza |
| 7 | Academy of Magic |
| 8-9 | Library |
| 10-11 | Standard Tavern* |
| 12 | Wealthy Shop* |
Military District
| d12 | Points of Interest |
|---|---|
| 1 | Military Hospital |
| 2 | Training Field |
| 3 | Stables and Grazing Field |
| 4 | Catapults / Mangonels |
| 5 | Stone Keep |
| 6 | Prison / Dungeon |
| 7 | Archery Range |
| 8-9 | Infantry Barracks |
| 10-11 | City Watch Barracks |
| 12 | Concentric Castle |
- Charts to determine nature of each shop/ in the Shops & Taverns sections.
Spectacle District
| d12 | Points of Interest |
|---|---|
| 1 | Magnificent Fountain |
| 2 | Bloodsport / Coliseum |
| 3 | Grandiose Public Plaza |
| 4 | Botanical Garden |
| 5 | Circus / Fairground |
| 6 | Wrestling Gymnasium |
| 7 | Famous Painter / Sculptor |
| 8-9 | Amphitheater |
| 10-11 | Wealthy Shop* |
| 12 | Falconry / Aviary |
Palace District
| d12 | Points of Interest |
|---|---|
| 1 | Walled Necropolis |
| 2 | Auction House |
| 3 | Magnificent Temple |
| 4 | Noble Mansion |
| 5 | Towering Spire |
| 6 | Courthouse / Clocktower |
| 7 | Hunting Kennel |
| 8-9 | Opulent Palace |
| 10-11 | City Watch Barracks |
| 12 | Wealthy Shop* |
- Charts to determine nature of each shop/ in the Shops & Taverns sections.
Shops
Poor Shops If you rolled a shop as a point of interest in a settlement district, roll a d20 on these charts to determine the type of shop. Interpret the presence of the shop as an indication of strong demand for what is being sold. For example, if the Hatter is a point of interest, that must mean the residents are frequently wearing hats in public. Use these cues to guide your descriptions of the settlement overall. Each settlement should feel unique. These are not mundane details. They help immerse the players in the world.
| d20 | Type |
|---|---|
| 1 | Smoker / Salter |
| 2 | Bone Carver |
| 3 | Vermin Catcher |
| 4 | Seamstress |
| 5 | Potter / Bottler |
| 6 | Leatherworker |
| 7 | Tanner / Dyer |
| 8 | Livestock / Milk |
| 9 | Tinkerer / Repairer |
| 10 | Fishmonger |
| 11 | Herbalist |
| 12 | Charcoal Maker |
| 13 | Cooper / Hooper |
| 14 | Fruit and Vegetables |
| 15 | House of Ill Repute |
| 16 | Charlatan / Con Artist |
| 17 | Weaver / Rope Maker |
| 18 | Predatory Moneylender |
| 19 | Laundry |
| 20 | Woodcarver |
Standard Shops
| d20 | Type |
|---|---|
| 1 | Butcher |
| 2 | Cobbler |
| 3 | Tailor |
| 4 | Blacksmith |
| 5 | Locksmith |
| 6 | Trap Maker |
| 7 | Poisoner |
| 8 | Respectable Moneylender |
| 9 | Copyist / Scribe |
| 10 | Furniture Maker |
| 11 | Trapper / Furrier |
| 12 | Apothecary / Healer |
| 13 | Bowyer / Fletcher |
| 14 | Saddler / Farrier |
| 15 | Brothel / Bordello |
| 16 | Glassblower / Glazier |
| 17 | Bounty Hunter |
| 18 | Alchemist |
| 19 | Bakery / Pastries |
| 20 | Adventuring Outfitter |
Wealthy Shops
| d20 | Type |
|---|---|
| 1 | Fine Tailor |
| 2 | Master Locksmith |
| 3 | Jeweler / Gem Cutter |
| 4 | Chemist / Assayer |
| 5 | Florist / Plumer |
| 6 | Armorer / Shield Maker |
| 7 | Hatter / Glovemaker |
| 8 | Goldsmith / Silversmith |
| 9 | Master Blacksmith |
| 10 | Antiques & Curios |
| 11 | Embroidery / Engraver |
| 12 | Curse Remover |
| 13 | Perfumery |
| 14 | Weaponsmith |
| 15 | Musical Instruments |
| 16 | Detective / Investigator |
| 17 | Exclusive Moneylender |
| 18 | Toy Maker |
| 19 | Cartographer |
| 20 | Scrolls & Wands |
Taverns
Tavern Generator
| d20 | Name | Name | Known For… |
|---|---|---|---|
| 1 | The Bronze | Hawk | Mud wrestling contests |
| 2 | The Tepid | Brute | Eye-watering spices |
| 3 | Ye Olde | Mushroom | Quiet pious patrons |
| 4 | The Slippery | Braggart | Raucous practical jokes |
| 5 | Brick & | Wretch | Uncomfortable poetry readings |
| 6 | The Frosty | Steed | Undead serving staff (harmless) |
| 7 | The Staff & | Gobbler | Swirling dervish dances |
| 8 | The Saucy | Tooth | Food served on dented bucklers |
| 9 | The Burning | Flail | Creepy enchanted lighting |
| 10 | The Pot & | Twine | Unusual tasting water source |
| 11 | The Noble | Brawler | Divisive political arguments |
| 12 | Courier & | Tart | Seating on carpets and pillows |
| 13 | The Sullen | Melon | Mildly hallucinogenic incense |
| 14 | The Wicked | Mug | A lingering magical fog |
| 15 | Cross & | Flagon | Amorous meeting place |
| 16 | The Moist | Skull | Boisterous young clientele |
| 17 | The Pious | Stone | Distinctive painted clay goblets |
| 18 | Gravel & | Trout | Serving staff wears body paint |
| 19 | The Tilted | Wagon | Songbirds in dangling cages |
| 20 | The Sweet | Coward | Favored by pipeweed smokers |
- Poor. Serves three poor menu items.
- Standard. Serves one poor and two standard menu items.
- Wealthy. Serves one standard and two wealthy menu items.
Menu Items
| d20 | Poor (1d4 cp) | Standard (1d6 sp) | Wealthy (1d8 gp) |
|---|---|---|---|
| 1 | Salted Fish Strips | Spiced Hoarfish | Imperial Duck |
| 2 | Mushroom Bark | Baked Chicken & Rice | Roasted Bear Leg |
| 3 | Boiled Pig Legs | Salted Snail Muffin | Steamed Mussels |
| 4 | Fried Snake Skins | Braised Mint Lamb | Candied Ham & Toast |
| 5 | Chilled Radish Ham | Ham & Potatoes | Veal & Mushrooms |
| 6 | Lamb Chuck Stew | Stingbat Wings | Cuttlefish Bisque |
| 7 | Cleaved Eel Sandwich | Roast Crocodile Feet | Baked Panther Ribs |
| 8 | Shepherd’s Pie | Blackened Trout | Hot Cheese Curds |
| 9 | Roasted Grubs | Shaved Venison | Mammoth Steak |
| 10 | Iguana-on-a-stick | Fresh Cod Strips | Seared Salamander |
| 11 | Eggs and Peas | Simmered Beef | Crunchy Snow Berries |
| 12 | Vegetable Mash | Hearty Potato Stew | Giant Snake Stew |
| 13 | Surprise Pie | Garlic Pork Chop | Steamed Chuul Claws |
| 14 | Garlic Rat Wings | Mushroom Jelly Roll | Giant Octopus Fritters |
| 15 | Snails on Toast | Grilled Boar Loin | Broiled Turkey Breast |
| 16 | Bitter Fruit Salad | Dirk Bread Pudding | Spicy Moose Wings |
| 17 | Pigeon Jelly Tart | Roast Emu Leg | Buttered Lobster Tail |
| 18 | Bone Pudding | Baguette & Cheese | Raw Shark Steak |
| 19 | Roast Beaver Tail | White Cavern Fish | Pork Loin & Rice |
| 20 | Crisp Barley Twists | Duck Rotisserie | Spiced Troll T-Bone |
- Poor. Serves two drinks. Roll 1d8 for each.
- Standard. Serves three drinks. Roll 2d8 for each.
- Wealthy. Serves four drinks. Roll 2d10 for each.
Drinks
| * | Details |
|---|---|
| 1 | Wild Delight. 1 cp. CON check vs DC 9 or unconscious for 2d4 hours. |
| 2 | Caliban’s Cream. 2 cp. Occasional hacking cough for 3d4 hours. |
| 3 | Hairtooth Whiskey. 3 cp. Horrible breath, itchy ears, -1 CHA for 1 hour. |
| 4 | Weald Grog. 5 cp. Painful muscles, impotence, -1 STR for 1 hour. |
| 5 | Gasping Wine. 1 sp. Shortness of breath, fatigue, -1 CON for 1 hour. |
| 6 | Bacon Broth Beer. 1 sp. Ravenously hungry, -1 DEX for 1 hour. |
| 7 | Spiced Cider. 2 sp. Apple cinnamon flavored cider, causes sleepiness. |
| 8 | Juggler’s Gold. 2 sp. Honey flavored beer, pleasant and crisp. |
| 9 | Kobold Cobalt. 3 sp. Turns the hands, feet, and eyes blue for 2 hours. |
| 10 | Red Eye Blood Brandy. 4 sp. Impaired hearing, +1 STR for 2 hours. |
| 11 | Whiteout. 5 sp. Removes all negative status effects, sleep for 12 hours. |
| 12 | Cavern Candy. 5 sp. Chattering teeth, +1 CON for 2 hours. |
| 13 | Pudding Beer. 7 sp. Slurred speech, feelings of elation for 2d4 hours. |
| 14 | Ripper Rum. 8 sp. Alertness and excited speech for 2d4 hours. |
| 15 | Filbert’s Philter. 1 gp. Clarity of thought, +1 INT for 2 hours. |
| 16 | The Purple Worm. 2 gp. Trouble swallowing, inner warmth for 3 hours. |
| 17 | Barkskin Brandy. 5 gp. Extremely bitter taste, +2 AC for 2 hours. |
| 18 | Dancing Dawn. 8 gp. Eyes glow like candles, +1 DEX for 2 hours. |
| 19 | Manticore’s Mustache. 12 gp. Casts Restoration on the drinker. |
| 20 | Aboleth Eye Ale. 20 gp. +1 XP, 1-in-20 chance of permanent blindness. |
Farkle
Farkle is a two-player dice game that can be enjoyed in most taverns. The standard wager is 3 gp, but experienced gamblers may want to put more at stake. Be aware that the dice are fickle, and you can easily lose great sums in a moment of bad luck. Each player rolls six dice and whoever has the highest total goes first. From that point on, players then alternate turns. The active player rolls all six dice. They must then choose to score one or more dice (based on the criteria below).
Scoring:
- 1 is worth 10 points.
- 5 is worth 5 points.
- Three of a kind is worth 10 x the number shown. Three 3s would be worth 30 points.
- Four of a kind is worth double that value. Making four 3s worth 60 points (30 x 2).
- Five of a kind is worth double again. Making five 3s worth 120 points (60 x 2).
- If a player cannot score using any of the dice rolled (a bust), their turn ends. Play passes to the other player and no points are saved that round.
Decision Point:
- After scoring, the player must choose to either stay or press their luck.
- If they stay, the points scored on this turn are recorded and saved. If this gives them 250+ points, they win the game. If not, play passes to the other player.
- If they press their luck, they can collect the unscored dice and re-roll them. If all dice were just scored, they can make this re-roll with a full set of six dice.
- However, if the player busts while pressing their luck, all points rolled previously on that turn will be lost. The player must evaluate whether pressing their luck is a worthwhile strategy. The game can be won by slowly building up saved points or blitzing forward with a few high-scoring rolls.
Acts of Devotion
Instead of carousing, devout PCs can choose to use their treasure to demonstrate their faith and reinforce the greatness of their deity to onlookers. Multiple PCs can contribute towards the investment in a devotional event (see below) if they worship the same deity.
Devotional Event
Each PC will roll their own Devotional Outcome below. Roll 1d8 and add the devotional event bonus. The die results will determine the exact consequences for each PC. The gods are known to be quite fickle and sometimes your zealotry can get you into trouble.
| Cost | Event | Bonus |
|---|---|---|
| 30 gp | A focused day of personal reflection and piety, centered around performing acts of faith. | +0 |
| 100 gp | A day shared by select devotees that strengthen their bond with group expressions of faith. | +1 |
| 300 gp | A festival day appropriate to your deity. It is open to the public and devotees make personal offerings. Attendants share the tenets of your faith. | +2 |
| 600 gp | A three-day festival for your deity and other deities of the same alignment. It is open to the public and devotees participate in an elaborate ceremony. | +3 |
| 900 gp | A week-long festival celebrating your deity and their role in the divine order. It is open to the public and attracts large numbers of celebrants. Artisans create a commemorative marker. | +4 |
| 1,200 gp | Same as above, but a grandiose stone temple is created in honor of your deity. 2d6 acolytes and a priest are attracted to protect the site and attend to the spiritual needs of the congregation. | +5 |
| 1,800 gp | Same as above, but a permanent festival plaza is created around the temple. Major NPCs of the same alignment are in attendance, including nobles, generals, knights, religious leaders, merchants, artisans, demi-human representatives, and even villains (if chaotic). | +6 |
Devotional Outcome
| d8 | Outcome | Benefit |
|---|---|---|
| 1 | You violate local laws in an act of piety and are arrested. Your allies must pay 10 gp to release you. | Gain 2 XP |
| 2 | You follow a vision quest for 1d4+1 days. You return with reinforced faith and a very empty stomach. | Gain 2 XP |
| 3 | You were tricked by a charlatan preying upon the faithful. Lose 15% of your remaining gold pieces. | Gain 3 XP |
| 4 | You meet a passionate, but misguided soul. They convert to your faith with vigor and excitement. You worry their fanaticism will get them in trouble. | Gain 3 XP and an erratic, fanatical ally |
| 5 | The spiritual force of the celebration grows out of control. Laws are broken and property is damaged. The local authorities fine you 10% of your wealth. | Gain 3 XP, the local area is damaged |
| 6 | You get carried away and make lavish promises to please the celebrants. You have second thoughts when the furor dies down and escape from the crowd, but they remember what you promised. | Gain 4 XP and a debt equal to half of your remaining gp |
| 7 | You fill a crowd of commoners with great religious vigor. They find their daily existence unsatisfactory and decide to pursue spiritual aims instead. Their lord is not pleased with this change. | Gain 4 XP, 2d8 peasant allies, and a noble enemy |
| 8 | You channel the power of your deity and perform dazzling acts of faith in front of the crowd. | Gain 4 XP and a luck token |
| 9 | You convince several agents of a powerful villain to abandon their former master and choose a new path forward in their life. Of course, the villain is very upset when they learn of these defections. | Gain 5 XP and a villain becomes your rival |
| 10 | You are struck by a wild prophetic vision from your deity. This greatly deepens your personal faith. | Gain 5 XP and a luck token |
| 11 | Your devotion aligns with that of a local noble. They invite you to join them for a day of hunting. Out in the wilds, you form a close personal bond. | Gain 5 XP and an ally among the nobility |
| 12 | Your faith attracts a beautiful/handsome congregant that finds your devotion intoxicating. You can enter into marriage, if desired. | Gain 5 XP and a marriage partner |
| 13 | Your celebration is attended by devotees from far away temples. They become convinced that you are the next great religious leader of your sect. | Gain 6 XP and 4d8 devoted acolytes |
| 14+ | Your celebration attracts the attention of a wealthy priest. They offer gifts to aid you in the completion of your spiritual mission. | Gain 6 XP and 2x rolls on Treasure 4-6 |
Combat Training
Instead of carousing, combat focused PCs can choose to use their treasure to train and improve their skills. Combat is fluid and mistake can be made. Blood may be spilled. Multiple PCs can contribute towards the investment in a training event (see below).
Training Event
Each PC will roll their own Training Outcome below. Roll 1d8 and add the training event bonus. The die results will determine the exact consequences for each PC.
| Cost | Event | Bonus |
|---|---|---|
| 30 gp | A relaxed day of informal mock combat with training weapons. The focus is on basic techniques. | +0 |
| 100 gp | An intense day of training on specific combat maneuvers and advanced techniques. | +1 |
| 300 gp | A day of tournament melee and archery contests. Open to the public. Melee participants are organized into teams that fight in formation. | +2 |
| 600 gp | A three-day tournament melee with an archery contest. Open to the public. Melee participants are trained by practiced knights on small unit tactics. | +3 |
| 900 gp | A week-long tournament melee with an archery contest and a jousting competition. Knights are attracted from surrounding realms to compete for glory and honor on the battlefield. | +4 |
| 1,200 gp | Same as above, but a permanent tournament field and combat arena is commemorated. 5d6 guards and a knight commit to protect the site and train commoners for military service. | +5 |
| 1,800 gp | Same as above, but a stone keep is raised at a nearby strategic location. The PC with the highest training outcome is chosen to serve as the castellan for the keep and gains a baronial title for the surrounding lands. 5d6 peasant families are attracted to work the lands of the new barony. | +6 |
Training Outcome
| d8 | Outcome | Benefit |
|---|---|---|
| 1 | You are charged with disturbing the peace and arrested. Your allies must pay 10 gp to release you. | Gain 2 XP |
| 2 | You are terrified by a vicious opponent and need 1d4+1 days to recover your will to adventure. | Gain 2 XP |
| 3 | You were tricked into purchasing what appeared to be a magical weapon, but it was only an illusion. Lose 25% of your remaining gold pieces. | Gain 3 XP |
| 4 | Your combat abilities impress a local tough guy. He offers to come with you on your adventures. | Gain 3 XP and a thug ally |
| 5 | A post-combat drink is unable to overcome the bitterness of participants. The tavern is damaged and local authorities fine you 20% of your wealth. | Gain 3 XP, the local tavern is damaged |
| 6 | You excel in the training and impress onlookers. You experience a surge of excitement and vigor. | Gain 4 XP and +1 max HP |
| 7 | You form a bond with a particular combatant. After a night of celebratory drinking, they pledge to serve you if you ever acquire a noble title. Until then, they will remain a devoted friend. | Gain 4 XP and a knight ally |
| 8 | You engage and defeat three opponents at the same time, greatly impressing the crowd and improving your reputation in the area. | Gain 4 XP and a luck token |
| 9 | You deliver a humiliating defeat to a local tournament champion with a sterling reputation. You later hear that he has begun recruiting thugs and bandits to exact his revenge on you. | Gain 5 XP and a knight becomes your rival |
| 10 | You narrowly evade death in a dramatic moment. Many attribute your survival to divine providence. | Gain 5 XP and a luck token |
| 11 | Your combat skills impress a local noble. They invite you to join them for a day of hunting. Out in the wilds, you form a close personal bond. | Gain 5 XP and an ally among the nobility |
| 12 | Your prowess attracts a beautiful/handsome suitor that finds your combat skills incredibly alluring. You can enter into marriage, if desired. | Gain 5 XP and a marriage partner |
| 13 | You are by far the greatest tournament participant by points. You are awarded incredible prizes for your victory and your reputation greatly increases. | Gain 6 XP and 2x rolls on Treasure 4-6 |
| 14+ | You are challenged to a duel to the death by a randomly created character of your class and level. They place a magnificent prize in escrow with their second, which you can claim if you survive. | Gain 6 XP and a 90-100 item from your treasure table |
Magical Study
Instead of carousing, arcane PCs can choose to use their treasure to study and experiment with powerful wizard magic. This is a solitary activity and must be funded entirely by one PC. For the Research Outcome below, roll 1d8 and add the research event bonus.
Research Event
| Cost | Event | Bonus |
|---|---|---|
| 30 gp | A relaxed day of studying your own spellbook and scrolls. You smoke a lot of pipe weed and think. | +0 |
| 100 gp | A focused day of study in a local library or magical academy. You take breaks only to relieve yourself. | +1 |
| 300 gp | A day of research and experimental magic in a secluded area. Various herbs and mushrooms are consumed to give you deeper insight. | +2 |
| 600 gp | A three-day research expedition into the materials of a first-rate magical library. Includes a period of experimentation in a cloistered laboratory. Can only be performed in a minor city (or larger). | +3 |
| 900 gp | A week-long experience at a prestigious magical laboratory. Learn from skilled masters of your craft. Can only be performed in a major city (or larger). | +4 |
| 1,200 gp | Same as above, but you fund a new library to contain the materials gathered. 2d6 apprentices and a mage volunteer to manage the collection. Must be performed in a metropolis (or larger). | +5 |
| 1,800 gp | Same as above, but a university campus is created so that young aspirants can study what you have accumulated. Wizards from across the continent visit to learn more about the craft at the center of learning that you created. Must be performed in a metropolis (or larger). | +6 |
Research Outcome
| d8 | Outcome | Benefit |
|---|---|---|
| 1 | A miscast spell hurts innocent people, and you are arrested. Your allies must pay 10 gp to release you. | Gain 2 XP |
| 2 | You trap yourself in a pocket dimension for 1d4+1 days. You break a bargain with an imp to escape. | Gain 2 XP and an imp rival |
| 3 | You purchase a bag of pipe weed that was just oregano. Lose 20% of your remaining gold pieces. | Gain 3 XP |
| 4 | Your magical talents attract a like-minded soul that wishes to learn how to cast spells like you do. | Gain 3 XP and an apprentice |
| 5 | You break a magical portal that was best left sealed. A horde of tiny demons is released, and they raze a few buildings. Authorities banish you and you can never show your face here again. | Gain 3 XP, banished, the local area is damaged |
| 6 | You borrow some study materials from a local mage guild and then accidentally destroy them with your experiments. They insist that you repay them for the full cost of what you borrowed. | Gain 4 XP and a debt equal to half of your remaining gp |
| 7 | You channel magic in a new and exciting way that opens your mind to a new way of altering reality. You record your experiments in your spellbook. | Gain 4 XP and a new 1st level spell |
| 8 | You channel magical energy in an impressive way that mystifies your colleagues and awes laymen. | Gain 4 XP and a luck token |
| 9 | You find two magical scrolls hidden within an otherwise mundane account of an ancient feud between two wizards. You are able to copy both of them into your spellbook before anyone notices. | Gain 5 XP and two new 1st level spells |
| 10 | You tap into another plane of existence and commune with an immortal elemental entity. | Gain 5 XP and a luck token |
| 11 | Your talent for magical research attracts the attention of a local wizard of some repute. He offers you a safe place to rest and study in town. | Gain 5 XP and a mage ally |
| 12 | Your talent awes a beautiful/handsome librarian. They are drawn to your magical power. You can enter into marriage, if desired. | Gain 5 XP and a marriage partner |
| 13 | Your studies open up your eyes to new ways of bending reality and place you on the cutting edge. You record your experiments in your spellbook. | Gain 6 XP and a new spell (best level) |
| 14+ | Your magical experiments push the boundaries of the known canon and lead you into innovative new techniques. Create a new spell and work with the GM to determine its level and exact function. | Gain 6 XP and create your own unique spell |
The World Below
Delving Deep
- Dungeons. Expanded tables to generate dungeons using the dice-drop method described on page 130 of the ShadowDark core rules. These feed into the expanded tables for populating your new dungeon with NPCs, rival crawlers, traps, monsters, hazards, and treasure.
- Dungeon Hazards. 2d6 tables to create environmental dangers, organized by the four dungeon types; caves, tombs, deep tunnels, and ruins.
- Dungeon Traps. Three d20 tables to create different types of traps that go far beyond what is presented in the ShadowDark core rules.
- NPCs. Expanded tables to generate unique and interesting NPCs to be encountered.
- Rival Crawlers. Expanded tables to generate unique and interesting rival adventurers to help or antagonize the PCs as they explore the world below.
Dungeons
Roll/choose a dungeon entrance. This is what the PCs encounter when they find the dungeon within a hex. Roll/choose a site size and type. Site size also determines the number of dungeon levels that descend into the darkness. For each dungeon level, roll a danger level and use the dice-drop method described on page 130 of the ShadowDark core rules to create a map.
Using the number rolled on each die, assign room types using the Room Type table below. Then consult the other tables in this section for more detail on what is found in that room. Note: there are tables for randomly assigning monsters in the Monster Tables section.
The site’s objective or boss monster is located in the room with the highest room type roll.
Danger Level
| d6 + LV | Type |
|---|---|
| 1-3 | Unsafe |
| 4-5 | Risky |
| 6+ | Deadly |
Dungeon Entrance
| d6 | Type |
|---|---|
| 1 | Surface Structure |
| 2 | Cavernous Hole |
| 3 | Mine Tunnels |
| 4 | Structural Collapse |
| 5 | Waterfall / Erosion |
| 6 | Magical Access |
Site Size
| d6 | Type | LVs | Dice/LV |
|---|---|---|---|
| 1-2 | Small | 1 | 5d20 |
| 3 | Medium | 2 | 8d20 |
| 4 | Large | 1d4+1 | 10d20 |
| 5 | Huge | 1d4+2 | 12d20 |
| 6 | Massive | 1d4+3 | 20d20 |
Site Type
| d6 | Type |
|---|---|
| 1-2 | Caves |
| 3 | Tomb |
| 4 | Deep Tunnels |
| 5-6 | Ruins |
Room Type
| d20 | Type |
|---|---|
| 1-2 | Empty. Use Dungeon Dressing treasure table. |
| 3-4 | Hazard. Severity is d6: 1-3 = Normal, 4-5 = Minor, 6 = Major. |
| 5-6 | Trap. Severity is d6: 1-3 = Normal, 4-5 = Minor, 6 = Major. |
| 7-8 | Treasure. Use table appropriate for average PC level. |
| 9 | NPC. 1d4 individuals, build out full stats in the NPCs section. |
| 10 | Rival Crawlers. 1d4+1 members, build out full stats in the Rival Crawlers section. |
| 11 | Change Over Time. Alter state of room every time PCs leave/return. |
| 12 | Magical Power. Powerful magical effects that can help/harm PCs. |
| 13 | Combat Aftermath. Corpses of 1d4 monsters of average PC level. |
| 14 | Dead Zone. Hinders or completely prevents a certain activity. |
| 15 | Unique Object. An object with properties not immediately visible. |
| 16 | Solo Monster. Use table for average PC level + 1. |
| 17-18 | Monster Mob. Use table for average PC level. |
| 19-20 | Boss Monster. Use table for average PC level + 2. |
NPCs & Rival Crawlers
| d10 | Detail | Detail |
|---|---|---|
| 1 | Good intentions, kind-hearted | Hiding, opportunistic |
| 2 | Mischievous, clever, dubious | Trapped in the room by debris |
| 3 | Arguing loudly, careless, brutish | Holding a secret meeting |
| 4 | Nefarious, plotting against PCs | Waiting silently in ambush |
| 5 | Curious, investigatory, relaxed | Someone is on a death timer |
| 6 | Overconfident, snide, arrogant | Desperate for assistance |
| 7 | Aggressive, demanding, bullying | Resting and recovering |
| 8 | Lecherous, predatory, off-putting | Held captive or restrained |
| 9 | Greedy, charges a toll or tax | Has a questionable allegiance |
| 10 | Annoyed, distant, unemotional | Created a fortified position |
Change Over Time
| d10 | Detail |
|---|---|
| 1 | Magic forces PCs to sleep for 1d4 hours, then change room layout. |
| 2 | Plants grow at an exceptional rate, attracting a variety of vermin. |
| 3 | Filled with fragile objects that repair themselves when PCs leave. |
| 4 | Magic object that changes other parts of the dungeon if removed. |
| 5 | Ceiling has a 10% chance of collapse every round while PCs are gone. |
| 6 | Thick fog + sounds d6: 1-2 = Crackling, 3-4 = Groaning, 5-6 = Crying. |
| 7 | Slowly fills with water, slime, mud, sand, or similar material. |
| 8 | Ceiling raises and lowers slowly over time, 10% chance it is impassible. |
| 9 | Dusty floor bears signs of recent traffic, alter footprints each time |
| 10 | Monsters/NPCs enter occasionally from other time periods via portal. |
Magical Power
| d10 | Detail |
|---|---|
| 1 | Grants a Boon, d6: 1-2 = Oath, 3-5 = Secret, 6 = Blessing. |
| 2 | Corpse/skeleton animated to speak but not-hostile, talkative. |
| 3 | A statue casts a non-damaging wizard spell on a random PC. |
| 4 | All living things become invisible and silent while in the room. |
| 5 | Blackened burn damage all over the room, crispy corpses on floor. |
| 6 | One-way teleport to a different, random room in the dungeon. |
| 7 | Religious object, touching drains all spellcasting for the day. |
| 8 | Arcane weather, d6: 1 = Frozen, 2-3 = Cold, 4-5 = Hot, 6 = Scorching. |
| 9 | Magic spells cast within the area have 50% chance of failure. |
| 10 | Extremely strange, weird, or alien artifact with wondrous powers. |
Combat Aftermath
| d10 | Detail |
|---|---|
| 1 | Severely wounded solo monster, still alive and desperate. |
| 2 | Cave creeper, consuming the bodies of the fallen, distracted. |
| 3 | Solo monster result, willing to betray its allies for a treasure. |
| 4 | Blood and body parts scattered everywhere, horrific odors. |
| 5 | Scattered spoils, make 1d4 rolls on the Treasure 0-3 table. |
| 6 | One rival crawler, picking over the corpses for loot. |
| 7 | One severely wounded rival crawler is still alive and begs for help. |
| 8 | One trap in the room still hasn’t been triggered. |
| 9 | Valuable spoils, make one roll on the Treasure 4-6 table. |
| 10 | Reinforcements for one side will arrive in 1d4+1 rounds. |
Dead Zone
| d10 | Detail |
|---|---|
| 1 | Evil altar. Priest spells do not work. Attracts nearby undead. |
| 2 | Filled with permanent magical darkness. Cannot be dispelled. |
| 3 | Wooden objects rapidly decay to splinters over 1d6 rounds. |
| 4 | No magic of any kind can function, including magic items. |
| 5 | Lingering gas prevents breathing and limits visibility to close. |
| 6 | Hit points cannot be recovered in this area (not even magically). |
| 7 | Filled with magical light that instantly kills all undead. |
| 8 | Magical effect prevents any running or flying through the room. |
| 9 | Filled with permanent magical silence. Cannot be dispelled. |
| 10 | Death is impossible within the room. One dying NPC is here as well. |
Unique Object
| d10 | Detail |
|---|---|
| 1 | Appears to be one thing but is actually a different thing (ex. Mimic). |
| 2 | Valuable object that is difficult to remove without damaging it. |
| 3 | Numerous objects, 25% chance one is valuable (ex. swords). |
| 4 | Fragile containers, 25% chance that one contains a treasure. |
| 5 | Valuable object that is extremely fragile and easily damaged. |
| 6 | Statue, 25% chance of hidden compartment or lever. |
| 7 | Warning of a nearby danger (ex. written note or wall carving). |
| 8 | Heap of debris or filth, 25% chance that one contains a treasure. |
| 9 | A key to a lock somewhere else in the dungeon. |
| 10 | Totally misleading message or warning (red herring). |
Solo Monster
| d10 | Detail | Detail |
|---|---|---|
| 1 | Lonely, seeking companionship | Occupied by laborious task |
| 2 | Deranged, malicious, aggressive | Socially outcast by its allies |
| 3 | Frustrated, angry, making noises | Recently mated with another |
| 4 | Hiding, non-confrontational | Exhausted, out of breath |
| 5 | Roll 1 mutation using Core Rules | Guarding ally on death timer |
| 6 | Clever, cunning, deceitful, wicked | Created a fortified position |
| 7 | Bored and playful, distracted | Just found a normal treasure |
| 8 | Roll 2 mutations using Core Rules | Held captive or restrained |
| 9 | Sleeping underneath debris | Trapped in the room by debris |
| 10 | Roll 3 mutations using Core Rules | Waiting silently in ambush |
Monster Mob
| d10 | Detail | Detail |
|---|---|---|
| 1 | Interacting socially with each other | One of them is on death timer |
| 2 | Infighting, arguing, disagreements | Waiting silently in ambush |
| 3 | Rutting, challenging, dominant | Held captive or restrained |
| 4 | Roll 1 mutation using Core Rules | Engaged in physical labor |
| 5 | Cunning, deceitful, false kindness | Out of food, hungry |
| 6 | Cowering, overwhelmed, defeated | Created a fortified position |
| 7 | Roll 2 mutations using Core Rules | Trapped in the room by debris |
| 8 | Defiant (+2 to morale checks) | Half are asleep, half on guard |
| 9 | Bored and playful, distracted | Dividing up recent spoils/food |
| 10 | Roll 3 mutations using Core Rules | Reinforcements imminent |
Boss Monster
| d10 | Detail | Detail |
|---|---|---|
| 1 | Deranged, non-sensical, psychotic | Physically more powerful |
| 2 | Overbearing, supremely confident | Abandoned by its minions |
| 3 | Frustrated, angry, making noises | Recently mated with another |
| 4 | Clever, cunning, deceitful, wicked | Losing control of its minions |
| 5 | Roll 1 mutation using Core Rules | Holding innocent captive |
| 6 | Bored and playful, distracted | Fortified, difficult to reach |
| 7 | Roll 2 mutations using Core Rules | Defending a shrine of it’s deity |
| 8 | Access to evil, dark magical power | Double normal treasure |
| 9 | Sleeping on luxurious bedding | With allied solo monster |
| 10 | Roll 3 mutations using Core Rules | With allied monster mob |
Dungeon Hazards
Hazards are a passive threat to adventurers. Unlike traps, you cannot avoid triggering them. They are often impossible to permanently destroy or disable. The fury of mother nature cannot be stopped by mere mortals. Choose the hazard’s severity and use it to guide you on the strength of the challenge.
- Minor. Challenging for parties of average level 0-2.
- Normal. Challenging for parties of average level 3-6.
- Major. Challenging for parties of average level 7+.
Hazards - Caves
Movement. Some hazards restrict or prevent movement. These hazards consume time and resources (like torches). Some hazards can even fully entrap characters. Without help, they will die when they run out of food and/or water.
Damage. Some hazards deal damage, either in a single hit or continuously every round. If this reduces a PC to zero HP, roll a death timer.
Weakening. Some hazards weaken, confuse, or impair the characters. For example, it might limit their senses in some way.
Combining. If you roll doubles (such as two 6s), combine all hazards on that row into a single extremely dangerous hazard.
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Slippery moist floors | Exploding runes | Deafening sound |
| 2 | Deployed caltrops | Falling rocks | Incessant dripping |
| 3 | Very low ceiling | Dripping acid | Strange echoes |
| 4 | Sloping inclines | Poisonous frogs | Sleep-inducing mold |
| 5 | Tight passages | Toxic spores | Blast of frigid wind |
| 6 | Tripping vines | Sharp protrusions | Nauseating odors |
Hazards - Deep Tunnels
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Long sliding slope | Sudden pitfall | Creepy noises |
| 2 | Uneven ceiling height | Toxic cave lichen | No echoes |
| 3 | Loose rock underfoot | Falling rock chunks | Exhausting runes |
| 4 | Uneven floor height | Sharp protrusions | Strange green fog |
| 5 | Maze-like passages | Unstable gravity | Confusing vibrations |
| 6 | Tilting floor plates | Acidic pools | Magical hunger |
Hazards - Ruins
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Ancient barricade | Rusted metal spikes | Confusing turns |
| 2 | Fine dust in the air | Falling rocks | Magical weakness |
| 3 | Sticky webs | Toxic pools of water | Crackling sound |
| 4 | Collapsed passage | Unstable columns | Choking dust cloud |
| 5 | Slick bloody floor | Ancient pit trap | Tripping wires |
| 6 | Tilted stonework | Sudden chasm | Magical darkness |
Hazards - Tomb
| 2d6 | 1-2: Movement | 3-4: Damage | 5-6: Weaken |
|---|---|---|---|
| 1 | Ancient debris | Sliding stone blocks | Taunting spirits |
| 2 | Uneven floor height | Electrical magic | Ghostly barriers |
| 3 | Greased floor | Whipping vines | Confusing reflections |
| 4 | Uneven ceiling height | Cavernous holes | Tripping wires |
| 5 | Winding passages | Rusted metal gates | Creaking sounds |
| 6 | Eroding stonework | Ancient pit trap | Memory loss |
Dungeon Traps
As described in the ShadowDark core rules, a trap should have a tell, be found by anyone searching for it, and it must be possible to disable it.
Crushing / Gaseous / Sonic Traps
| d20 | Trap | Trigger | Damage + Effect |
|---|---|---|---|
| 1 | Rolling logs on slope | Pressure plate | 1d6 |
| 2 | Sliding wall or door | Audible speech | 1d6 + immobile (1d4) |
| 3 | Plumes of hot smoke | Casting wizard spell | 1d6 + blackout (1d4) |
| 4 | Noxious gas release | Removing an object | 1d6 + sleep (1d6) |
| 5 | Collapsing soil & clay | Tilting disc in floor | 1d6 + panic (1d6) |
| 6 | Swinging log(s) | Tripwire or vine | 2d8 |
| 7 | Falling metal plate | Burning webbing | 2d8 + immobile (1d6) |
| 8 | Rapidly rising water | Exposure to light | 2d8 + blackout (1d6) |
| 9 | Falling stone blocks | Unstable column | 2d8 + sleep (2d6) |
| 10 | Walls pressing inward | Door hinge | 2d8 + panic (2d6) |
| 11 | Rushing water flow | Breaking light beam | 3d10 |
| 12 | Choking acidic fog | Disturbing plants | 3d10 + immobile (1d6) |
| 13 | Rapidly rising floor | Fishhook on thread | 3d10 + blackout (1d6) |
| 14 | Sharp, painful sound | Weakened floor | 3d10 + sleep (2d6) |
| 15 | Hot cloud of steam | Pressure on a wall | 3d10 + panic (2d6) |
| 16 | Flammable vapors | Manual switch / lever | Loss of a hand |
| 17 | Falling boulders | Casting priest spell | Loss of an arm |
| 18 | Sulfuric gases | Disruption of process | Loss of a foot |
| 19 | Boiling mud flow | Saying a specific word | Loss of a leg |
| 20 | Deafening boom | Specific alignment | Killed immediately |
Magical Traps
| d20 | Manifestation | Trigger | Effect (rounds) |
|---|---|---|---|
| 1 | Burst of flames | Pressure plate | Shrunk 1/4 size (1d6) |
| 2 | Radiant bubbles | Audible speech | Silent & Deaf (2d4) |
| 3 | Shower of blood | Casting wizard spell | 1d6 per round (1d4) |
| 4 | Arcane runes | Removing an object | Paralysis (2d6) |
| 5 | Crackling lightning | Tilting disc in floor | Blinding (2d6) |
| 6 | Giant grasping hand | Tripwire or vine | 1d6 ( near radius) |
| 7 | Loud shouting | Burning webbing | Berserk (2d6) |
| 8 | Burst of webbing | Exposure to light | Sleep (4d6) |
| 9 | Creepy musical notes | Unstable column | Sheer terror (2d6) |
| 10 | Swirl of violent wind | Door hinge | -4 Armor Class (2d6) |
| 11 | Burst of green slime | Breaking light beam | 2d8 ( near radius) |
| 12 | Magical flower | Disturbing plants | Snuff out all light |
| 13 | Flying glowing orbs | Fishhook on thread | 2d8 per round (1d6) |
| 14 | Cackling laughter | Weakened floor | Overwhelmed (2d6) |
| 15 | Giant glowing eye | Pressure on a wall | Confusion (2d6) |
| 16 | Shimmering in the air | Manual switch / lever | 3d10 ( near radius) |
| 17 | Burst of ice crystals | Casting priest spell | Polymorph (2d6) |
| 18 | Beams of light | Disruption of process | Pillar of salt |
| 19 | Shower of dirt clods | Saying a specific word | Mind control / charm |
| 20 | Scaled dragon claws | Specific alignment | Petrification |
Wounding / Weapon-like Traps
| d20 | Trap | Trigger | Damage + Effect |
|---|---|---|---|
| 1 | Poison dart | Pressure plate | 1d6 |
| 2 | Spiked swinging log | Audible speech | 1d6 + immobile (1d4) |
| 3 | Crossbow bolt | Casting wizard spell | 1d6 + blackout (1d4) |
| 4 | Tiny razor blades | Removing an object | 1d6 + sleep (1d6) |
| 5 | Flaming arrow | Tilting disc in floor | 1d6 + panic (1d6) |
| 6 | Spiked needles | Tripwire or vine | 2d8 |
| 7 | Burning oil | Burning webbing | 2d8 + immobile (1d6) |
| 8 | Whipping vine | Exposure to light | 2d8 + blackout (1d6) |
| 9 | Pit of sharp stakes | Unstable column | 2d8 + sleep (2d6) |
| 10 | Stone projectile | Door hinge | 2d8 + panic (2d6) |
| 11 | Barbed net | Breaking light beam | 3d10 |
| 12 | Acid spray | Disturbing plants | 3d10 + immobile (1d6) |
| 13 | Barbed spear | Fishhook on thread | 3d10 + blackout (1d6) |
| 14 | Slicing blade | Weakened floor | 3d10 + sleep (2d6) |
| 15 | Snapping metal jaws | Pressure on a wall | 3d10 + panic (2d6) |
| 16 | Ballista or javelin | Manual switch / lever | Loss of a hand |
| 17 | Spikes from floor | Casting priest spell | Loss of an arm |
| 18 | Boiling oil | Disruption of process | Loss of a foot |
| 19 | Swinging axe | Saying a specific word | Loss of a leg |
| 20 | Twisting trident | Specific alignment | Killed immediately |
NPCs
Ancestry
| d12 | Ancestry |
|---|---|
| 1-7 | Human |
| 8 | Elf |
| 9 | Dwarf |
| 10 | Halfling |
| 11 | Half-Orc |
| 12 | Goblin |
Alignment
| d6 | Alignment |
|---|---|
| 1-3 | Lawful |
| 4-5 | Neutral |
| 6 | Chaotic |
Wealth
| d6 | Wealth | Carrying |
|---|---|---|
| 1 | Destitute | 1d4 cp |
| 2 | Poor | 1d6+1 sp |
| 3-4 | Standard | 2d6+2 sp |
| 5 | Successful | 1d6+2 gp |
| 6 | Wealthy | 3d6+3 gp |
Age
| d12 | Age (Human Equivalent) |
|---|---|
| 1 | Child (<10) |
| 2-3 | Adolescent (11-16) |
| 4-7 | Young Adult (17-24) |
| 8-10 | Mature Adult (25-35) |
| 11 | Middle-Aged (36-50) |
| 12 | Elderly (50+) |
NPC Qualities
| d20 | Physical | Behavior | Secret |
|---|---|---|---|
| 1 | Missing a few teeth | Slurs their words | Likes to hurt animals |
| 2 | Unusual eye color | Whistles when bored | Irreverent heretic |
| 3 | Wears gaudy jewelry | Hacking cough | Generous charity |
| 4 | Patchy shaved head | Extremely selfish | Panic attacks |
| 5 | Unusually pale | Hard of hearing | Dissident politics |
| 6 | Squints a lot | Daydreams | Steals from friends |
| 7 | Alcohol on breath | Enunciates sharply | Feels like a failure |
| 8 | Hunched over | Scratches tattoos | Incredible coward |
| 9 | Dirty and unkempt | Optimistic | Jealous of a sibling |
| 10 | Long flowing hair | Speaks softly | Nervous liar |
| 11 | Foul body odor | Repeats same phrase | Suicidal tendencies |
| 12 | Wandering eye | Likes to flip a coin | Committed murder |
| 13 | Visible red sores | Sneezes comically | Obsessed with insects |
| 14 | Missing 1d4 fingers | Chews on objects | Hates a close friend |
| 15 | Clean and manicured | Very observant | Seeks magical power |
| 16 | Strange birthmark | Shakes / shivers | Wild mood swings |
| 17 | Unusual gait | Quiet and reserved | Religious zealot |
| 18 | Outlandish clothes | Sings to themselves | Bursts of violent rage |
| 19 | Weird facial hair | Rude commentary | Working for a villain |
| 20 | Scarred hands | Pessimistic | Hid a treasure |
NPC Occupations
| 2d12 | 1-3 | 4-6 | 7-9 | 10-12 |
|---|---|---|---|---|
| 1 | Gamekeeper | Chandler | Sculptor | Peddler |
| 2 | Bottler | Shepherd | Porter | Trapper |
| 3 | Actor | Jeweler | Joiner | Courier |
| 4 | Town Crier | Caregiver | Grocer | Minstrel |
| 5 | Thatcher | Miner | Weaver | Glazier |
| 6 | Saddler | Barber | Prospector | Bookkeeper |
| 7 | Brewer | Herbalist | Innkeeper | Pilgrim |
| 8 | Fishmonger | Musician | Translator | Stable Hand |
| 9 | Tutor | Brawler | Potter | Bloodletter |
| 10 | Cartwright | Mortician | Groom | Painter |
| 11 | Engraver | Beekeeper | Cooper | Brickmaker |
| 12 | Mason | Leatherworker | Tailor | Clerk |
Rival Crawlers
A rival party of 1d4+1 adventurers. Roll 1d6 to determine the starting level of each crawler. They have the same alignment. Carried coin is divided roughly evenly between them.
Ancestry
| d20 | Ancestry |
|---|---|
| 1-4 | Human |
| 5-6 | Elf |
| 7-10 | Dwarf |
| 11-12 | Halfling |
| 13-14 | Half-Orc |
| 15-16 | Goblin |
| 17 | Kobold |
| 18 | Hobgoblin |
| 19 | Lizardfolk |
| 20 | Orc |
Class / Monster Type
| d20 | Class / Monster Type |
|---|---|
| 1-3 | Fighter |
| 4-5 | Priest |
| 6-8 | Thief |
| 9-10 | Wizard |
| 11 | Acolyte |
| 12 | Apprentice |
| 13 | Bandit |
| 14 | Beastman |
| 15 | Berserker |
| 16 | Cultist |
| 17 | Guard |
| 18 | Knight |
| 19 | Soldier |
| 20 | Thug |
Alignment
| d6 | Alignment |
|---|---|
| 1 | Lawful |
| 2-3 | Neutral |
| 4-6 | Chaotic |
Carried Coin
| d4 | CP | SP | GP |
|---|---|---|---|
| 1 | 3d6+5 | 2d6+2 | 1d6+1 |
| 2 | 2d6+2 | 2d6+4 | 2d6+2 |
| 3 | 2d4+2 | 2d8+4 | 3d8+4 |
| 4 | 1d4+1 | 2d8+6 | 5d10+5 |
Party Name
| d20 | Name | Name | Known For… |
|---|---|---|---|
| 1 | The Silver | Flame | Burning a dryad grove |
| 2 | The Forsaken | Eagles | Collecting debts from deadbeats |
| 3 | The Crimson | Death | Dashing headgear and cloaks |
| 4 | The Mystical | Tempest | Hunting down mutated monsters |
| 5 | The Daring | Shields | Rescuing captured townsfolk |
| 6 | The Golden | Beasts | Summoning magic that went awry |
| 7 | The Undaunted | Vanguard | A brutal fight with town watch |
| 8 | The Bloody | Warriors | Crass commentary on rival’s attire |
| 9 | The Wicked | Blades | Patient and thoughtful reactions |
| 10 | The Cloaked | Champions | Eating their kills whenever possible |
| 11 | The Shadowed | Bulwark | Trapped in a dungeon for weeks |
| 12 | The Masked | Strikers | Extensive use of poisoned weapons |
| 13 | The Charming | Company | Began as common mercenaries |
| 14 | The Imperial | Suns | Piety and respectful conversation |
| 15 | The Valiant | Banners | Jewel-encrusted weapons |
| 16 | The Desolate | Heroes | Stealing from innocent people |
| 17 | The Forged | Raiders | Bribing officials to thwart their rivals |
| 18 | The Silent | Sabres | Led by its two original members |
| 19 | The Twisted | Band | Kills anyone who tries to retire |
| 20 | The Stalwart | Chain | Using charm magic to deceive rivals |
Signature Tactics
| d6 | Lawful | Neutral | Chaotic |
|---|---|---|---|
| 1 | Nobody left behind | Prefers ranged attack | Screaming charge |
| 2 | Skirmishes & retreats | Stalks rival parties | Stealthy ambushes |
| 3 | Stout shield wall | Every man for himself | Dismembers corpses |
| 4 | Will share information | Retreats with caltrops | Mutilates captives |
| 5 | Offers good terms | Good at lockpicking | Tells obvious lies |
| 6 | Well provisioned | Tells believable lies | Beheads everything |
Party Secret
| d12 | Party Secret |
|---|---|
| 1 | Location of their hidden cache of treasures from prior delves. |
| 2 | Secret identity of an NPC in a nearby settlement. |
| 3 | Long-term plans of the boss monster in a nearby dungeon. |
| 4 | Location of a hidden haven where you can rest safely. |
| 5 | Description of a nearby hazard (in dungeon or overland hex). |
| 6 | Location of a valuable, defended treasure (they retreated). |
| 7 | They are blackmailing an NPC in a nearby settlement. |
| 8 | Personality traits of the boss monster in a nearby dungeon. |
| 9 | They kicked a member out of their group recently. |
| 10 | Location of an untriggered trap that they avoided. |
| 11 | They were able to bribe a local noble to get secret information. |
| 12 | Existence of another rival crawler group within a few hexes. |
Monsters
Monster Tables
These tables can be used to randomly choose a monster of a particular level. Most of these entries are in the ShadowDark core rules. The remainder can be found in the next section. * (asterisk) Indicates description of the monster found later in this chapter
Level 0 & 1
| d10 | Monster Lvl 0 | Monster Lvl 1 |
|---|---|---|
| 1 | Bone Snake* | Apprentice |
| 2 | Drain Fly* | Assassin Vine* |
| 3 | Frost Maggots* | Badger |
| 4 | Jackal* | Bandit |
| 5 | Kobold | Beastman |
| 6 | Rat | Bloodworm* |
| 7 | Rot Grubs* | Cobra snake |
| 8 | Shock Snake* | Darkmantle |
| 9 | Scorpion | Fairy |
| 10 | Spider | Giant Centipede |
| Giant Rat | ||
| Gibberling* | ||
| Goblin | ||
| Halfling* | ||
| Insect Swarm* | ||
| Mastiff | ||
| Mongrelmen* | ||
| Orc | ||
| Stingbat | ||
| Thug |
Level 2 - Humanoid & Monstrous
| d20 | Humanoid | Monster |
|---|---|---|
| 1 | Aarakocra* | Animated Armor |
| 2 | Berserker | Ape |
| 3 | Bullywug* | Armitage* |
| 4 | Cultist | Death Beast* |
| 5 | Deep One | Dire Rat |
| 6 | Drow | Dretch Demon |
| 7 | Duergar | Giant Bat |
| 8 | Dwarf* | Giant Dung Beetle |
| 9 | Elf | Giant Frog |
| 10 | Ghoul | Giant Leech |
| 11 | Gnoll | Giant Wasp |
| 12 | Gnome* | Gray Ooze |
| 13 | Hobgoblin | Imp Devil |
| 14 | Lizardfolk | Mephit* |
| 15 | Merfolk | Rot Flower |
| 16 | Sahuagin | Spider Swarm |
| 17 | Skeleton | Velociraptor |
| 18 | Troglodyte* | Violet Fungus |
| 19 | Vegepygmy* | Will-o’-wisp |
| 20 | Zombie | Wolf |
Level 3 - Monstrous & Animals
| d20 | Monster | Animals |
|---|---|---|
| 1 | Azer | Ankheg |
| 2 | Barbed Devil | Boar |
| 3 | Bugbear | Lion |
| 4 | Cockatrice | Panther |
| 5 | Deep Gnome | Smilodon |
| 6 | Ettercap | Worg |
| 7 | Giant Ant* | |
| 8 | Giant Scorpion | |
| 9 | Giant Spider | |
| 10 | Harpy | |
| 11 | Kobold Sorcerer | |
| 12 | Mushroomfolk | |
| 13 | Scarab Swarm | |
| 14 | Scarecrow | |
| 15 | Shadow | |
| 16 | Strangler | |
| 17 | Thief | |
| 18 | Viperian | |
| 19 | Wererat | |
| 20 | Wight | |
| d6 | Monster | |
| 1 | Ankheg | |
| 2 | Boar | |
| 3 | Lion | |
| 4 | Panther | |
| 5 | Smilodon | |
| 6 | Worg |
Level 4 & 5
| d20 | Monster Lvl 4 | Monster Lvl 5 |
|---|---|---|
| 1 | Bat Swarm | Archon* |
| 2 | Cave Creeper | Banshee* |
| 3 | Centipede Swarm | Basilisk |
| 4 | Dire Wolf | Brown Bear |
| 5 | Doppelganger | Chuul |
| 6 | Gargoyle | Drake* |
| 7 | Ghast | Dread Knight* |
| 8 | Gibbering Mouther | Gelatinous Cube |
| 9 | Goblin Boss | Giant Crab |
| 10 | Goblin Shaman | Giant Lizard* |
| 11 | Gorilla | Giant Octopus |
| 12 | Grick | Giant snake |
| 13 | Hell Hound | Mimic |
| 14 | Ochre Jelly | Salamander |
| 15 | Orc Chieftain | Satyr* |
| 16 | Rust Monster | Troll |
| 17 | Shambling Mound | Vampire Spawn |
| 18 | Snake swarm | Void Spider |
| 19 | Snow Ape | Vrock Demon |
| 20 | Werewolf | Winter Wolf |
Level 6 - 6 & Elementals
| d20 | Monster | Elementals |
|---|---|---|
| 1 | Black pudding | Lesser Acid Elemental* |
| 2 | Bone Naga | Lesser Air Elemental |
| 3 | Cave Brute | Lesser Earth Elemental |
| 4 | Cloaker | Lesser Fire Elemental |
| 5 | Cubi Devil | Lesser Frost Elemental* |
| 6 | Drider | Lesser Plant Elemental* |
| 7 | Drow Priestess | Lesser Shade Elemental* |
| 8 | Ghost | Lesser Shock Elemental* |
| 9 | Giant Eagle* | Lesser Water Elemental |
| 10 | Invisible Stalker | Lesser Void Elemental* |
| 11 | Mage | |
| 12 | Manticore | |
| 13 | Ogre | |
| 14 | Owlbear | |
| 15 | Primordial Slime | |
| 16 | Rat Swarm | |
| 17 | Reaver | |
| 18 | Roper | |
| 19 | Viperian Ophid | |
| 20 | Weald Hag |
Level 7 & 8
| d10 | Monster | Monster |
|---|---|---|
| 1 | Dragonne* | Brain Eater |
| 2 | Flesh Golem | Bulette |
| 3 | Frost Troll | Clay Golem |
| 4 | Gorgon | Glabrezu Demon |
| 5 | Horned Devil | Medusa |
| 6 | Minotaur | Night Hag |
| 7 | Oni | Rakshasa |
| 8 | Otyugh | Stone Golem |
| 9 | Polar Bear | Viperian Wizard |
| 10 | Void Spawn | Wraith |
Level 9 - 9 and Elementals
| d10 | Monster | Elementals |
|---|---|---|
| 1 | Efreeti | Greater Acid Elemental* |
| 2 | Erinyes Devil | Greater Air Elemental |
| 3 | Devourer* | Greater Earth Elemental |
| 4 | Grimlow | Greater Fire Elemental |
| 5 | Marilith Demon | Greater Frost Elemental* |
| 6 | Naga | Greater Plant Elemental* |
| 7 | Necromancer* | Greater Shade Elemental* |
| 8 | Rime Walker | Greater Shock Elemental* |
| 9 | Sphinx | Greater Water Elemental |
| 10 | Werebear* | Greater Void Elemental* |
Monster Descriptions
Aarakocra
Gaunt, lightly feathered, winged humanoid with vulture-like beak and face. Long black talons on both hands and feet.
- AC 13 (natural), HP 9, ATK 2: bite / talon +2 (1d6), spear +3 (1d6), MV near (fly), S +2, D +2, C +0, I +0, W +0, Ch +0, AL C, LV 2
- Carrion Feeder. Consume a fifth of a helpless, unconscious, or dead humanoid within close distance. Regain 1d6 HP.
- Carrion Tracker. Can track dead flesh unerringly within a mile.
- Dive. Descend up to double near distance downward in straight line and make a talon attack. If hit, deals 3x damage.
Ant, Giant
Cattle-sized giant ant with ferocious snapping mandibles and long thin legs.
- AC 13 (dense chitin), HP 13, ATK 1: bite +4 (1d6 + grab), MV near, S +3, D +0, C +0, I +0, W +1, Ch +0, AL N, LV 3
- Chitinous. Half damage from bludgeoning.
- Grab. Victim must make STR check vs DC 12 or be held. DC 12 STR on turn to break free.
- Dismember. If an ally has grabbed a humanoid, can attack it with advantage. If successful, deals additional 2d6 damage.
Archon
Luminous humanoid covered in brilliant white plate armor, carrying a shield and longsword.
- AC 17 (plate mail + shield), HP 27, ATK 1: longsword +3 (1d8) or 1 spell +4, MV near, S +3, D +3, C +4, I +1, W +2, Ch +3, AL L, LV 5
- Holy Flame (WIS Spell). DC 13. Self. Weapons ignite in magic flames and deal an additional 1d6 damage for 5 rounds.
- Holy Word (WIS Spell). DC 13. Near. A chaotic opponent takes 3d6 damage.
- Ward Against Evil. Chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against an Archon. These beings also can’t possess, compel, or beguile it.
Armitage
Short ugly fae creature mistook at first for child. Its arms are unusually long and holding a bottle of oil.
- AC 11, HP 9, ATK 1: punch +1 (1d4) or throw flaming oil +2 (1d4, near), MV near, S +1, D +1, C +0, I +1, W +1, Ch -2, AL C, LV 2
- Misty Step. In a puff of smoke, teleports a near distance.
- Stealthy. Advantage on checks to sneak, hide, or stalk a target.
- Sticky Fingers. Able to use telekinesis to snatch one flask of lantern oil from a near PCs every round (in addition to normal attacks).
Assassin Vine
10’-long fibrous vine with large, thick leaves that resemble human hands.
- AC 12, HP 4, ATK 1: strangle +2 (1d4 + constrict), MV close, S +2, D +2, C +0, I -2, W -2, Ch -3, AL N, LV 1
- Constrict. Contested STR to hold target immobile for one round.
- Strangle. Deals double damage against surprised creatures.
Banshee
Ghostly semi-nude woman with a face of vicious hatred. Her relentless, piercing screams seem to echo inside your mind.
- AC 12, HP 22, ATK 2: draining touch +1 (1d6), 1 drink pain, or 1 screech, MV near (fly), S +0, D +2, C +0, I +1, W +1, Ch -2, AL C, LV 5
- Drink Pain. CHA vs DC 12. Near. Deals 2d4 damage to a creature; regain that many HP.
- Screech. All enemies in double near DC 12 WIS or disadvantage on checks and attacks for 1d4 rounds.
- Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.
Bloodworm
Wiggling, arm-length worm with tough outer chitin and a toothy circular maw.
- AC 12 (chitin), HP 5, ATK 1: bite +1 (1d4 + attach), MV near, S +1, D +1, C +1, I +0, W +1, Ch +0, AL N, LV 1
- Attach. Attach to target; bite automatically hits next round. DC 12 STR on turn to tear off.
Bullywug
Wiry amphibious humanoids with bulging yellow eyes and glimmering moist skin.
- AC 15 (leather + shield), HP 10, ATK 1: spear (close/near) +1 (1d6 + poison), shortbow (far) +2 (1d6 + poison), MV near (walk), double near (swim), S +0, D +2, C +1, I +0, W +1, Ch -1, AL C, LV 2
- Poison. DC 15 CON or sleep for 1d6 rounds.
- Half-Amphibious. Must be submerged in water every 4 hours or suffocates.
Death Beast
Hideously deformed dog-like creature with glowing red eyes and dripping jowls.
- AC 12 (natural), HP 9, ATK 1: bite +1 (1d6 + disease), MV near, S +1, D +2, C +0, I -2, W +1, Ch -3, AL C, LV 2
- Disease. DC 12 CON or 1d4 CON damage (can’t heal while ill). Repeat check once per day; ends on success. Die at 0 CON.
- Pounce. Jump up to double near distance, then make a bite attack with advantage.
Devourer
Sickly 8-foot-tall humanoid with pale skin. A grotesque deformed baby is embedded in their stomach. Its eyes glow red.
- AC 15 (natural), HP 42, ATK 2: claw +1 (2d8), or 1 spell, MV near, S +1, D +1, C +2, I +1, W +3, Ch +1, AL C, LV 9
- Cancel (WIS Spell). DC 13. End one spell affecting a target within near distance.
- Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.
- Revenant (WIS Spell). DC 9. Causes a humanoid corpse within near distance to rise up and fight as a zombie.
Dragonne
Great cat with a lustrous coat that is broken up by patches of leathery scales. Arcing draconic wings jut upward from the back, twitching with tension as it stalks forward.
- AC 17 (natural), HP 34, ATK 2: bite +6 (1d8), claw +8 (1d6 + grab), terrifying roar, MV double near (walk), near (fly), S +3, D +2, C +2, I +3, W +2, Ch +1, AL C, LV 7
- Grab. Victim must make STR check vs DC 15 or be held. DC 15 STR on turn to break free.
- Savage. Advantage on attacks against creatures below half their HP.
- Stealthy. Advantage on checks to sneak, hide, or stalk a target.
- Terrifying Roar. DC 12. Deals 1d4 sonic damage to anyone within near distance. Anyone affected must make a morale check to resist fleeing in fear for 1d4+1 rounds.
Drain Fly
Tiny buzzing insect that darts around wildly. It has four pincers that snap and click as it moves closer.
- AC 13, HP 1, ATK 1: bite +0 (1 + drain magic), MV near, S -1, D +3, C +0, I -3, W -2, Ch -3, AL C, LV 0
- Drain Magic. Takes away the ability to cast a random magic spell from the target (recovered by rest). Can immediately cast that spell (without a check) on any nearby target if it would be beneficial to the drain fly.
Drake
Wingless four-legged dragon. Blood and bits of flesh drip from its open jaws.
- AC 14 (natural), HP 24, ATK 2: bite +5 (2d6 + devour), claws +6 (2d4), MV near, S +4, D +1, C +2, I +2, W +2, Ch +0, AL C, LV 5
- Devour. If victim is LV 5 or lower, they must make DEX check vs DC 12 or be killed instantly.
- Leap. Jump up to near in height and double near in distance, then make 2 bite attacks.
Dread Knight
Large skeleton with black plate mail and a shield, wielding a greatsword in one hand.
- AC 17 (plate mail + shield), HP 23, ATK 1: greatsword +2 (1d12), MV near, S +2, D +0, C +0, I -2, W -2, Ch +0, AL C, LV 5
Dwarf
Stocky humanoid with elaborate braided facial hair and beards, wearing chainmail armor.
- AC 16 (chainmail + shield), HP 13, ATK 1: greataxe +3 (1d8), MV near, S +1, D +1, C +2, I +0, W +0, Ch -1, AL N, LV 2
Eagle, Giant
Graceful, elephant-sized eagle with talons longer than greatswords and a beak large enough to swallow a humanoid.
- AC 12 (natural), HP 28, ATK 2: bite +4 (2d6 + devour), talons +5 (2d6 + grab), MV near (walk), triple near (fly), S +2, D +2, C +1, I +0, W +1, Ch +0, AL N, LV 6
- Devour. If victim is LV 5 or lower, they must make DEX check vs DC 12 or be killed instantly.
- Grab. Victim must make STR check vs DC 15 or be held. DC 15 STR on turn to break free.
- Lesser elementals are LV 6 and their slam deals 2 dice of damage. Greater elementals are LV 9 and their slam deals 3 dice of damage.
Elementals
Elemental, Acid
Churning mass of hissing, green liquid. It seems to be corroding everything it touches.
- AC 16, HP
*, ATK 3 slam +6 (*d10) or 1 acid spray (near) +3 (2d6), MV near, S +3, D +2, C +4, I -2, W +0, Ch -2, AL N, LV* - Corrosive. Nonmagical metal that touches the elemental dissolves on a d6 roll of 1-3.
- Impervious. Only damaged by magical sources.
Elemental, Frost
Crackling mass of cloudy water and ice that constantly changes from liquid to solid.
- AC 15, HP
*, ATK 3 slam +6 (*d10), MV near, S +4, D +3, C +3, I -2, W +1, Ch -2, AL N, LV* - Engulf. If a target is hit by two or more slams in same round, it is pulled into the elemental and suffocates in 2d4 rounds. DC 15 STR on turn to escape.
- Impervious. Only damaged by magical sources. Cold immune.
Elemental, Plant
Swirling mass of tendrils, leaves, and thorns.
- AC 14, HP
*, ATK 3 tendril (double near) +5 (*d10 + grab), MV near, S +5, D +2, C +2, I -2, W +0, Ch -2, AL N, LV* - Impervious. Only damaged by magical sources.
- Grab. DC 15 STR or target is trapped up in tendril. Tendril autohits target next round. DC 15 STR on turn to break free.
- Pull. In place of a tendril attack, pull a grabbed target a near distance.
- Tendrils. 8 total. AC 12 each. 4+ damage to one severs it.
Elemental, Shade
A swirling mass of living shadow
AC 15, HP *, ATK 3 slam +6 (*d10) or 1 darkness, MV near (fly), S +2, D +3, C +0, I -2, W +2, Ch -3, AL N, LV *
Impervious. Only damaged by magical sources.
Darkness. Extinguish all light sources in near.
Stealthy. Advantage on checks to sneak, hide, or stalk a target.
Elemental, Shock
Roaring column of crackling electrical energy and sparks.
- AC 16, HP
*, ATK 3 slam +6 (*d10) or 1 thunderclap, MV near (fly), S +2, D +4, C +1, I -3, W +0, Ch -2, AL N, LV* - Impervious. Only damaged by magical sources. Electricity immune.
- Lightning Bolt. Straight line (5’ wide) extending far. DC 15 DEX or 6d6 damage.
- Thunderclap. Creatures within a near radius are thrown 2d20 feet away from the elemental.
Elemental, Void
Dark cloudy mass that seems to slowly churn inward inside of itself in a mesmerizing display.
- AC 15, HP
*, ATK 3 slam +6 (*d10) or 1 inferno, MV near (fly), S +0, D +5, C +0, I +0, W +0, Ch -4, AL N, LV* - Bewilder. Creatures within near must make a DC 12 CHA check at start of their turn or be dazed and no action.
- Impervious. Only damaged by magical sources. Cold immune.
- Incorporeal. In place of attacks, become corporeal or incorporeal.
Frost Maggots
Plump flying insects roughly the size of a cat or lobster.
- AC 11, HP 1, ATK 1: bite +1 (1 + frostbite), MV near, S +1, D +1, C +0, I -2, W -2, Ch -2, AL N, LV 0
- Frostbite. Roll 1d6. On a 1-4, the victim develops frostbite around the affected area. The skin turns black and can only be saved by magical healing.
- Fire Vulnerability. Double damage from fire.
Gibberling
Hideously deformed humanoid covered in scars and warts. It jabbers constantly in a mix of different languages using words and phrases that seem correct but don’t actually make sense.
- AC 10, HP 3, ATK 1: mace +0 (1d6), MV near, S +0, D +1, C -1, I -2, W -2, Ch -1, AL C, LV 1
- Gibbering. Creatures within near of a gibberling must make a WIS check vs DC 12 on their turn or take a random action (d8): 1-2. do nothing, 3-4. drop what is in your hands, 5-6. move in random direction, 7. attack nearest creature (even allies), 8. flee.
Gnome
Short humanoid with a well- manicured beard and finely craft leather clothing. Its rosy cheeks are already breaking out into a smirk.
- AC 13 (leather + shield), HP 9, ATK 1: shortsword +1 (1d6), shortbow (far) +1 (1d4), MV near, S +0, D +1, C +0, I +2, W +1, Ch +1, AL C, LV 2
- Glamour (INT Spell). DC 9. Creates a small motionless visual illusion (no larger than their own body) that remains active for 5 rounds.
- Keen Senses. Can’t be surprised.
Halfling
Short humanoid with curly hair and large bare feet, wearing simple clothing and moving with natural grace.
- AC 12 (leather), HP 6, ATK 1: shortsword +1 (1d6) or shortbow +2 (1d4, far), MV near, S +0, D +1, C +1, I +0, W +1, Ch +0, AL N, LV 1
- Vanishing. Once per day, becomes invisible for 3 rounds.
Insect Swarm
Resilient swarm of biting insects that crawls and bursts forward in short flights on tiny wings.
- AC 9, HP 1, ATK 1: bite +0 (1 + itching), MV near, S -1, D -1, C +0, I -2, W -2, Ch -2, AL N, LV 0
- Fearless. Immune to morale checks.
- Itching. DC 9 CON or be frantic and take no action on next turn.
Jackal
Small yellowish-brown canine that bounces around with each step and yips like a fox.
- AC 11, HP 2, ATK 1: bite +1 (1 + disease), MV near, S +0, D +1, C +1, I -3, W +2, Ch -3, AL N, LV 0
- Disease. DC 12 CON or 1d4 CON damage (can’t heal while ill). Repeat check once per day; ends on success. Die at 0 CON.
Lizard, Giant
A giant four-legged green lizard with a long spiky tail.
- AC 14 (natural), HP 25, ATK 2: claws (1d6), bite (1d8 + shake), MV double near, S +3, D +1, C +2, I -3, W -3, Ch -1, AL N, LV 5
- Shake. Violently shake the victim for 1d6 additional damage, then throw them up to near distance.
Mephit
Devilish humanoid with leathery wings and a swishing tail.
- AC 11, HP 8, ATK 1: claws +0 (1d4) or 1 elemental breath MV near (fly), S +0, D +1, C -1, I +1, W +1, Ch +1, AL C, LV 2
- Elemental Breath. Deal 2d6 damage (of any elemental type; fire, lightning, frost, etc.) to a target at close range. CON vs DC 12 reduces the damage by half.
Mongrelmen
Short, hideous humanoid in tattered clothing. Holding a club. It looks like they have body parts from a variety of creatures.
- AC 9, HP 4, ATK 1: club +0 (1d4), MV near, S +0, D -1, C -1, I -2, W +0, Ch -1, AL N, LV 1
- Terrify. DC 12 CHA for close creatures or disadvantage on attacks 1d4 rounds.
Necromancer
A human in black robes with red tattoos carved into their face.
- AC 12, HP 40, ATK 2: staff +0 (1d6) or 1 spell, MV near, S +0, D +2, C +0, I +4, W +2, Ch +1, AL C, LV 9
- Revenant (INT spell). Animates a recently deceased humanoid of LV 3 or less within close range. They serve as a faithful ally in combat until destroyed.
- Summon Undead (INT spell). 2d4 skeletons emerge from the nearest soft ground (soil, sand, pebbles, etc.) They will serve as faithful allies for 5 rounds or until destroyed.
- Vampiric Grip (INT spell). Make this check with advantage. If successful, the target is grabbed firmly by the necromancer and wracked with pain (treat as incapacitated) for a round. They take 2d6 damage and the necromancer gains the same amount of HP.
Rot Grub
Swollen maggot-like creature the size of a cat. As it inches its way forward, you can hear the clicking sound of its tiny snapping jaws.
- AC 8, HP 1, ATK 1: bite +0 (1 + necrosis), MV close (burrowing), S -2, D -2, C +0, I -3, W -3, Ch -3, AL N, LV 0
- Necrosis. DC 15 CON or drop to 0 HP. Healing spells are DC 15 to cast on target while affected by necrosis.
- Curse of Undeath. Any humanoid that dies of a rot grub’s necrosis will rise in 1d4 days as a zombie (or skeleton, if the corpse is sufficiently damaged).
Satyr
Curious creature with a human upper torso and the lower torso of a goat. It also has small goat- like horns atop its head.
- AC 12, HP 22, ATK 1: club +3 (1d4), pipe music, MV near, S +0, D +2, C +0, I +1, W +1, Ch +2, AL C, LV 5
- Pipe Music. Humanoids within near distance that can hear the music must make a CHA check vs DC 12 or be dazed (cannot take actions) for 1d4 rounds.
Snake, Bone
An animated snake skeleton that whips around violently.
- AC 15 (natural), HP 1, ATK 1: bite +1 (1d4 + constrict), MV near, S +2, D +2, C +0, I -2, W -2, Ch -2, AL C, LV 0
- Constrict. Attaches to victim and constricts for 1d4 crushing damage per round. DC 15 STR on turn to break free.
- Undead. Immune to morale checks.
Snake, Shock
A thin white and red snake with bat-like wings soaring through the air with its fangs out.
- AC 12, HP 1, ATK 1: bite +1 (1d4 + system shock), MV near (fly), S +0, D +2, C +0, I -2, W -2, Ch -2, AL C, LV 0
- System Shock. CON vs DC 15 or electricity burst triggers 1d4 rounds of paralysis.
Troglodyte
Foul-smelling humanoid with a lizard-like appearance, wearing bits of haphazard armor.
- AC 14 (bits of armor), HP 10, ATK 1: Mace +2 (1d6), MV near, S +2, D +2, C +1, I -1, W +2, Ch -1, AL C, LV 2
- Stench. Close. CON vs DC 12 or be incapacitated that round.
Vegepygmy
Squat humanoid that appears to be made of fungus and plant tissue. Its eyes are glazed over murky pools of liquid resin. All of its equipment appears to be made of wood, vines, and reeds.
- AC 12 (natural), HP 7, ATK 1: spear +1 (1d8), blowgun (far) +2 (1d4), spore cloud, MV near, S +0, D +1, C +0, I +0, W +1, Ch +1, AL C, LV 2
- Spore Cloud. Exudes a cloud of spores from the mouth. Humanoids within near distance that were not already holding their breath must make a CON check vs DC 12 or become infected. In 1d4 days, they will wake up as a vegepygmy.
- Stealthy. Advantage on checks to sneak, hide, or stalk a target.
Werebear
Hulking, bipedal, bear-faced humanoid covered in brown fur.
- AC 18 (natural), HP 44, ATK 2: claws +4 (1d8+2), bite +6 (2d8), MV double near, S +4, D +2, C +3, I +0, W +0, Ch +0, AL C, LV 9
- Crush. Deals an extra die of damage if it hits the same target with both claws.
- Impervious. Only damaged by silver or magic sources.
- Lycanthropy. If 12 or more damage from the same werebear, contract lycanthropy.
- Thick Fur. Cold immune.
Treasure
Glittering Prizes
These treasure tables are designed in the same style as the Treasure chapter of the ShadowDark core rulebook. They provide an alternative, not a replacement for the core options.
- Dungeon Dressing. d100 yields a wide array of poor treasure, but also helpful in adding flavor to empty rooms in your dungeon.
- Treasure 0-3. d100 yields a mix of poor (45%), normal, (50%), and fabulous (5%) treasures for parties LV 0-3.
- Treasure 4-6. d100 yields a mix of poor (35%), normal, (50%), and fabulous (15%) treasures for parties LV 4-6.
- Treasure 7-9. d100 yields a mix of poor (35%), normal, (40%), fabulous (20%), and legendary treasures (5%) for parties LV 7-9.
- Treasure 10+. d100 yields a mix mixture of poor (15%), normal, (40%), fabulous (25%), and legendary treasures (20%) for parties LV 10+.
- Boons. d20s yield all new Oaths, Secrets, or Blessings to give out as non-physical treasure rewards.
- Potions. d20s to determine potion appearance, scent, and quirks + d20 to get a potion benefit and/or a d20 curse.
- Magic Armor. Standard tables to determine type and bonus for a random armor, supplemented with d20s to determine armor appearance, scent, and quirks + d20 to get a unique magic benefit and/or a d20 curse.
- Magic Weapon. Standard tables to determine type and bonus for a random weapon, supplemented with d20s to determine weapon appearance, scent, and quirks + d20 to get a unique weapon benefit and/or a d20 curse.
- Magic Utility Item. d100 yields a unique item type with d20s to determine item appearance, scent, and quirks + d20 to get a unique weapon benefit and/or a d20 curse.
- Known Magic Items. 85 new fully described magic items, including benefits, curses, and item personalities.
Dungeon Dressing
| d100 | Details | Value |
|---|---|---|
| 1 | Copious amounts of dirty yellow-brown sand | None |
| 2 | A pile of broken and shattered lyres | 3 sp |
| 3 | A layer of discarded rags and strips of cloth | 4 cp |
| 4 | Three sets of horrid stinking linen socks | 2 cp |
| 5 | Thick upturned dirt full of earthworms | None |
| 6 | A pile of bent and warped barrel hoops | 4 sp |
| 7 | A bent fishing hook stuck in a rotting fish | 1 cp |
| 8 | A bit of deer horn scraps and chipped flint | 1 cp |
| 9 | Numerous short leather straps cuttings | 1 cp |
| 10 | A bit of meat fat sitting in a dark floor stain | None |
| 11 | Shattered bits of plaster and chunks of dried glue | 1 cp |
| 12 | Several large chunks of reddish clay | 2 sp |
| 13 | Broken bits of rotting gourd and melon rind | 1 cp |
| 14 | A pile of tree bark strippings, cleaned of bugs | None |
| 15 | Ripped pieces of frilly white lace from fancy garments | 5 sp |
| 16 | Strips pulled out of a woven reed basket | None |
| 17 | A small chunk of pinched off wrought iron | 1 sp |
| 18 | Scattered bits of dried fruit and acorn shells. | None |
| 19 | A bloody scrap of cloth with bits of brain matter | None |
| 20 | The bony remains of an ogre-sized fish tail | 1 cp |
| 21 | Numerous small chunks of melted candle wax | 2 cp |
| 22 | A crossbow bolt snapped into three pieces | 2 cp |
| 23 | Fluttering feather remains of a plucked chicken | None |
| 24 | A broken helmet visor cracked by a powerful blow | 1 sp |
| 25 | Two halves of a metal rod broken by sharp bending | 1 sp |
| 26 | Shattered remains of a porcelain bathing tub | 2 cp |
| 27 | A broken short sword and shattered wooden shield | 7 sp |
| 28 | A heavily burnt stick and a circle of campfire stones | None |
| 29 | The stub of a burnt torch, still lightly smoking | None |
| 30 | A chipped canine tooth and scraps of bloody fur | None |
| 31 | A foot-long lizard tail, ripped off at the base | 2 cp |
| 32 | A chip of chalk, large enough to write one word | 1 cp |
| 33 | Scattered slivers of glass from a broken bottle | None |
| 34 | A forearm-sized chipmunk tail bearing tooth marks | 3 cp |
| 35 | Three large cheese wheels, moldy and decaying | None |
| 36 | Polished bones of a human finger, connected by twine | None |
| 37 | A fist-sized clump of dark brown humanoid hair | None |
| 38 | A sizeable clump of horse manure attracting flies | None |
| 39 | A lump of soft wax that has been rolled into a ball | 1 cp |
| 40 | A chunk of lye soap covered in tiny body hairs | 3 cp |
| 41 | A small pool of unidentifiable yellowish goo | None |
| 42 | Six discarded cork stoppers, but no wine bottles | 1 cp |
| 43 | A cracked shortbow, 2 arrows, and a severed hand | 2 sp |
| 44 | Tough dried crusts of bread, covered in ants | None |
| 45 | A gnarled 6-foot-long cutting of thick tree root | None |
| 46 | Dozens of dead honeybees lying on a water stain | None |
| 47 | The cracked shell remnants of a dozen eggs | None |
| 48 | A few bits of wood surrounded by sawdust | None |
| 49 | Fifteen acorns lying on an oak leaf | None |
| 50 | Five inches of leather lacing from a corset | 1 cp |
| 51 | A severed goblin toe and a bloody sandal | None |
| 52 | The tip of a brass key, snapped off cleanly | None |
| 53 | Half of an intricate quilt depicting a kobold romance | 5 cp |
| 54 | Left half of a white nightshirt bearing yellowed stains | 2 cp |
| 55 | A handful of plant roots, cut cleanly by a gardener | None |
| 56 | A set of horse teeth, arranged in a circle on the floor | None |
| 57 | A human ear with a wooden six-sided die inside | 1 cp |
| 58 | An iron teapot handle with ornate curvature | 5 sp |
| 59 | A massive leaf, six feet wide and nine feet long | None |
| 60 | A bent metal ring, perhaps from a bridle | 1 cp |
| 61 | A moist patch of moss with several rotting logs | None |
| 62 | The beautiful nose of a marble statue | None |
| 63 | A sharp obsidian flake, the kind used to cut leather | 5 sp |
| 64 | A dried pig’s ear bearing canine bite marks | None |
| 65 | Short scraps of stunning purple ribbon | 3 cp |
| 66 | A rotten apple core covered in ravenous ants | None |
| 67 | A hand-size scorpion claw, ripped off violently | None |
| 68 | A scrap of brown canvas, the kind an artist might use | None |
| 69 | A bit of vellum bearing “that’s the last straw” in Elvish | None |
| 70 | Orange rind with a few tiny bits of pulp remaining | None |
| 71 | A pile of white seashells, still stinking of the sea | None |
| 72 | Six coffee beans arranged in a straight line | 1 sp |
| 73 | A small bird egg, wrapped in leaves and straw | 1 cp |
| 74 | A small metal crank handle, broken off at the base | 1 cp |
| 75 | A set of soiled leather breeches and a broken belt | 1 cp |
| 76 | A pile of gnawed chicken bones and a human tooth | None |
| 77 | Strips of animal hide still bearing clumps of flesh | None |
| 78 | Two handfuls of finely cut gravel in a broken clay pot | 1 cp |
| 79 | Three cut and dried horse tails to swat insects | 2 cp |
| 80 | Hundreds of plucked insect legs left in a small pile | None |
| 81 | ”Turn Back!” carved into the wall with a stone tool | None |
| 82 | A clump of pumpkin pulp with all the seeds picked out | None |
| 83 | Short lengths of colored thread woven together | 1 cp |
| 84 | Sprig of holly with the berries eaten and seeds spit out | None |
| 85 | A stone arrowhead lying inside of a rat skeleton | 1 cp |
| 86 | Short strips of cloth woven into a deformed doll | 2 cp |
| 87 | A tassel of blue cloth ripped from a fancy gown | 3 cp |
| 88 | A slightly moist tentacle suction cup | None |
| 89 | Three brass comb teeth and a chunk of matted hair | None |
| 90 | Broken links of iron chain, ripped apart by force | 1 cp |
| 91 | Three succulent red berries, glimmering with dew | None |
| 92 | A pile of worn river pebbles arranged in a square | None |
| 93 | Two ivory buttons from a set of nice clothes | 3 sp |
| 94 | Two feet of linen rope, slightly burnt at both ends | 1 cp |
| 95 | Two fronds of long savannah grasses and a blue flower | None |
| 96 | Two glass marbles with glitter inside of them | 2 cp |
| 97 | Walking stick, inscribed “Boom Stick” in Dwarvish | 1 cp |
| 98 | A wooden ladle that still smells like vegetable stew | None |
| 99 | A clipped brass coin with a demon head imprint | 1 cp |
| 100 | A single silver coin covered in stomach bile | 1 sp |
Treasure 0-3
| d100 | Details | Value |
|---|---|---|
| 1 | Lump of sparkling pyrite, easily mistaken for gold | 1 cp |
| 2 | Crudely painted clay pitcher pot, the work of a child | 2 cp |
| 3 | Leather belt of poor quality, tearing in several spots | 2 cp |
| 4 | A strange flax linen doll with sparkling quartz eyes | 3 cp |
| 5 | A ceramic jar that leaks along a seam at the base | 3 cp |
| 6 | A wad of smoking tobacco, wrapped in cheesecloth | 8 cp |
| 7 | Dyed yellow altar cloth covered in religious symbols | 1 sp |
| 8 | A finely constructed woven basket of cedar bark | 6 sp |
| 9 | A small sheepskin pouch containing a few grain seeds | 1 gp |
| 10 | A long silver pin with clasp, used to fasten a cloak | 1 gp |
| 11 | A burlap bag of salt, finely cut for culinary use | 1 gp |
| 12 | An iron chisel with carved wooden handle | 1 gp |
| 13 | A bolt of dyed light blue fabric, spun from thick wool | 1 gp |
| 14 | A small silver bell with inscription “Retain the spirit” | 4 gp |
| 15 | A dark green blindfold of smooth high-quality silk | 5 gp |
| 16 | A branding iron featuring an unknown cult symbol | 6 gp |
| 17 | A leather-bound pilgrim’s guidebook, written in Elvish | 7 gp |
| 18 | Four bottles of fine wine with worn illegible labels | 8 gp |
| 19 | A cloth bag with enough coffee beans for 12 cups | 9 gp |
| 20 | A cleaned brown bear pelt, wrapped in thin ropes | 9 gp |
| 21 | A carved wooden beer stein depicting Dwarvish lords | 10 gp |
| 22 | A silver candelabra capable of holding seven candles | 10 gp |
| 23 | Set of three well-polished fist-sized balls of pinewood | 10 gp |
| 24 | Set of 20 small votive candles with a mild scent | 10 gp |
| 25 | Six beaver pelts, stacked and wrapped in hemp twine | 10 gp |
| 26 | Slightly cracked Dwarvish anvil, made from bog iron | 10 gp |
| 27 | A set of three carved wooden stirring rods | 10 gp |
| 28 | Blue painted ceramic serving platter featuring merfolk | 10 gp |
| 29 | Three bobcat pelts knitted together as a blanket | 10 gp |
| 30 | Decorative metalwork with a flowing floral pattern | 10 gp |
| 31 | A hardwood drum wrapped in stretched giraffe hide | 11 gp |
| 32 | A delicate carved wooden box for holding valuables | 11 gp |
| 33 | Set of carved ivory cutlery covered in halfling runes | 12 gp |
| 34 | Twelve thin brass wind chimes on a wooden frame | 12 gp |
| 35 | Monster thigh bone carved to show a satyr dancing | 12 gp |
| 36 | Decorative ceramic ladle with mosaic stone inlay | 13 gp |
| 37 | Brooch of blue quartz, depicting a beautiful woman | 13 gp |
| 38 | Fine leather gloves with intricate fringe work | 14 gp |
| 39 | Inlaid bronze hairbrush with a few auburn hairs | 14 gp |
| 40 | A 3’ long mixing rod made of hematite and steel | 15 gp |
| 41 | Red dragon scale carved with astrological symbols | 15 gp |
| 42 | Cleaned and boiled ogre skull, “Albert” is carved in it | 15 gp |
| 43 | Bronze torc with circles of banded agate gemstones | 16 gp |
| 44 | A fine calico bag containing 15 gold pieces | 18 gp |
| 45 | Glass phial with a noble house crest inlaid in gold | 20 gp |
| 46 | Small brass prayer lamp with thin papyrus sides | 20 gp |
| 47 | A bottle of fine brandy, still sealed with wax | 20 gp |
| 48 | Muslin cloth bag containing a bronze comb | 20 gp |
| 49 | A five-gallon glass jar with lid, smells like ammonia | 20 gp |
| 50 | Silver chalice bearing vampiric symbols & blood stains | 21 gp |
| 51 | A copper plaque with inscription “Never Forget!“ | 21 gp |
| 52 | Silver bracelet with polished carnelian gemstones | 22 gp |
| 53 | Leather pouch of flavorful herbs for culinary use | 22 gp |
| 54 | Painted ceramic carafe depicting dancing wenches | 22 gp |
| 55 | A decorative feathered masquerade mask | 23 gp |
| 56 | Men’s tunic made of dark green crocodile hide | 23 gp |
| 57 | A bag of cane sugar with a dead rat buried inside | 24 gp |
| 58 | A bundle of arctic hare pelts, cleaned & dried recently | 24 gp |
| 59 | Embroidered white lace tablecloth for a noble home | 24 gp |
| 60 | Dyed red cloth cassock with thin hemp strings | 25 gp |
| 61 | A sinister-looking bloodstone amulet on an iron chain | 25 gp |
| 62 | Purple felt bag containing carved jade dice | 26 gp |
| 63 | Steel coronet bearing inscription “Serve in his Glory!“ | 27 gp |
| 64 | Playing cards featuring drawings of Elvish maidens | 28 gp |
| 65 | Bloodstained shroud of a saint serving one of the Lost | 29 gp |
| 66 | White ceramic crucible with gnomish design inlays | 30 gp |
| 67 | Illustrated manuscript containing ancient histories | 30 gp |
| 68 | Calligraphic panel bearing the decree of a distant king | 30 gp |
| 69 | Painted canvas icon depicting a hazy religious figure | 30 gp |
| 70 | A beautiful mantle made from a massive lion’s mane | 30 gp |
| 71 | Mithral brooch holding a portrait carved in jasper | 30 gp |
| 72 | Citrine gemstone prepared in the eight-cut style | 34 gp |
| 73 | Six small fobs of eye agate, presumably for a necklace | 35 gp |
| 74 | An embroidered kneeling bench made of redwood | 40 gp |
| 75 | The horn of a demon, polished and carved for drinking | 40 gp |
| 76 | Oil painting of a goblin ambassador and his entourage | 40 gp |
| 77 | Cloth headband fitted with a row of jasper gemstones | 50 gp |
| 78 | Fine glass decanter, inlaid with floral patterns in silver | 50 gp |
| 79 | Seven sandalwood blocks to burn in shamanic rituals | 50 gp |
| 80 | Delicate white porcelain tea kettle with blue inlay | 60 gp |
| 81 | Locked lead coffer containing a bloody obsidian knife | 60 gp |
| 82 | Two-tier bronze birdbath with jade inlay | 60 gp |
| 83 | Pouch of seven rare hallucinogenic mushrooms | 60 gp |
| 84 | Marble font for ceremonies to prepare holy water | 60 gp |
| 85 | Two marten pelts, rolled in burlap and bound in twine | 70 gp |
| 86 | Carved coral dolphin pendant with silver chain | 75 gp |
| 87 | Gold medallion that appears to double as a calendar | 80 gp |
| 88 | Polished mammoth tusk with gold emboss | 80 gp |
| 89 | Indecipherable text on Efreeti numerology | 80 gp |
| 90 | Gold chain necklace with aquamarine charms | 80 gp |
| 91 | Inlaid silver box containing chunks of rare incense | 80 gp |
| 92 | Pewter idol of an ancient primate god-king | 100 gp |
| 93 | Silver sword hilt with swirling jacinth inlay | 100 gp |
| 94 | Gold embroidered vestments of deceased cult leader | 120 gp |
| 95 | Magic Potion. Roll random benefit & curse | 120 gp |
| 96 | Thirty copper trade bars bearing a mercantile stamp | 150 gp |
| 97 | +1 Magic Armor. Roll random benefit & curse | 150 gp |
| 98 | Magic Potion. Roll random benefit, no curse | 200 gp |
| 99 | +1 Magic Weapon. Roll random benefit, no curse | 200 gp |
| 100 | Magic Utility Item. Roll random benefit and curse | 250 gp |
Treasure 4-6
| d100 | Details | Value |
|---|---|---|
| 1 | Bottle of cheap liquor that might cause blindness | 3 cp |
| 2 | Poorly cleaned bison hide, bound in twine, smells foul | 5 cp |
| 3 | Simple carved wood smoking pipe, but no tobacco | 1 sp |
| 4 | A pewter belt buckle with illegible inscription | 8 sp |
| 5 | Cast-iron cauldron holding hundreds of dead beetles | 4 gp |
| 6 | Three bolts of basic woolen fabric, undyed | 6 gp |
| 7 | Two black bear pelts sewn together into a large rug | 7 gp |
| 8 | A soft pink chiffon pouch holding a headless doll | 8 gp |
| 9 | Fist-sized chunk of high-quality moss agate | 9 gp |
| 10 | Bronze coffer with inscription “If he doesn’t return” | 10 gp |
| 11 | Worn silver bangle with alexandrite gemstones | 12 gp |
| 12 | Six eye agates, polished to serve as prosthetic eyes | 12 gp |
| 13 | Intricately carved wooden flute, smells of body odor | 14 gp |
| 14 | Fine leather tunic for a gentleman traveler | 15 gp |
| 15 | Rippling green malachite gemstone | 15 gp |
| 16 | Stacked set of fifteen blue glazed ceramic tiles | 15 gp |
| 17 | Burlap sack containing preserved tea leaves | 20 gp |
| 18 | Golden candlestick with Elvish forest motif | 20 gp |
| 19 | Lute carved of spruce wood with a pleasant sound | 25 gp |
| 20 | Large brass brazier suitable for lighting a throne room | 25 gp |
| 21 | Striped red and orange jasper gemstone | 27 gp |
| 22 | Gorgeous white hat made of ermine pelt | 30 gp |
| 23 | Ocarina carved from a single piece of pink coral | 30 gp |
| 24 | Radiantly cut prism of translucent quartz | 30 gp |
| 25 | Silver circlet with feathered leaf patterns | 30 gp |
| 26 | Stunning blue azurite gemstone, rose cut | 30 gp |
| 27 | Carved redwood fiddle with matching bow | 30 gp |
| 28 | Coffin made of bronze and black slate, corpse inside | 35 gp |
| 29 | Fine leather riding boots with amber insets | 35 gp |
| 30 | Rich oak cask containing spiced schnapps | 40 gp |
| 31 | Illustrated book of naturalism, written in Goblin | 40 gp |
| 32 | Figurine carved of a single piece of alluring cobalt | 40 gp |
| 33 | Bolt of silk from a distant land. Smells strange | 40 gp |
| 34 | Bronze lectern with a leather-bound hymnal book | 40 gp |
| 35 | Lustrous pearl hidden inside of a knitted wool bag | 40 gp |
| 36 | A set of silver earrings with sharpened wolf teeth | 45 gp |
| 37 | Cyclops skull with tiger eye gemstone in eye socket | 45 gp |
| 38 | Nine marbles made of glimmering star rose quartz | 45 gp |
| 39 | Bolt of silvered brocade, wrapped in a protective quilt | 48 gp |
| 40 | Leather armband with intricate archery carvings | 50 gp |
| 41 | Full length silvered mirror with polished gold frame | 50 gp |
| 42 | 10 vials of pure mercury in a hardened leather case | 50 gp |
| 43 | A wolverine pelt bag containing exotic cooking spices | 50 gp |
| 44 | Merchant’s scale, biased to yield lowered weights | 50 gp |
| 45 | Fist-sized skull of polished yellow-green jade | 50 gp |
| 46 | Three zebra hides, wrapped in burlap for protection | 50 gp |
| 47 | Rectangular-cut lapis lazuli, likely for a crown inlay | 50 gp |
| 48 | Terrifying ivory burial mask with bronze inlay | 50 gp |
| 49 | Gold box jewelry box with felt lining, currently empty | 50 gp |
| 50 | Ten lush, dried otter pelts, bundled with sinew | 50 gp |
| 51 | Magnificent brass chandelier with spots for 12 candles | 50 gp |
| 52 | Porcelain washing bowl for a noblewoman, pink inlay | 50 gp |
| 53 | Bundle of jet-black panther pelts, prepared with care | 50 gp |
| 54 | Mithral prayer beads with Elvish writing & silver chain | 50 gp |
| 55 | Glazed ceramic bowl with decorative animal scenes | 52 gp |
| 56 | Wide-eyed grinning golden idol of foreign design | 55 gp |
| 57 | Five golden reliquaries, their relics have been taken | 55 gp |
| 58 | Shimmering orange and crimson garnet gemstone | 60 gp |
| 59 | Mithral urn containing the ashes of a saintly figure | 60 gp |
| 60 | Bundle of six spotted-grey lynx pelts in good condition | 60 gp |
| 61 | Delicate mandolin with strings made of griffon sinew | 60 gp |
| 62 | Extremely long silver necklace, intended for a giant? | 60 gp |
| 63 | Twin white-and-black banded onyx gemstones | 62 gp |
| 64 | Bronze diadem with illegible inscription in Orcish | 65 gp |
| 65 | Scroll tube made of hollowed dragon bone | 65 gp |
| 66 | Geological study on copper formation, in Dwarvish | 70 gp |
| 67 | Gold scepter with a variety of jeweled insets | 70 gp |
| 68 | Iron puzzle box holding a serpentine gemstone | 70 gp |
| 69 | Two egg-sized balls of mysterious smoky quartz | 72 gp |
| 70 | Marble sarcophagus carved to resemble an ugly man | 75 gp |
| 71 | Religious texts on natural divinity, written in Elvish | 75 gp |
| 72 | Silver necklace with a dozen small, polished pearls | 75 gp |
| 73 | Seal of a dead king carved out of an orichalcum block | 75 gp |
| 74 | Platinum snuffing bells for putting out votive candles | 80 gp |
| 75 | Lucky charm carved out of stunning black pearl | 90 gp |
| 76 | Satin pouch containing 10 platinum coins | 100 gp |
| 77 | Ebony puzzle board of mysterious design | 105 gp |
| 78 | Marble statuette of a urinating dwarf in a bizarre hat | 120 gp |
| 79 | Thumb-sized translucent emerald gemstone | 120 gp |
| 80 | Sacrificial altar carved out of red sandstone | 125 gp |
| 81 | Military bugle made of mithral, with blue ribbons | 130 gp |
| 82 | Gold plaque inscribed “Do not tempt my wrath!“ | 140 gp |
| 83 | Finely tuned lenses for a Dwarvish telescope | 140 gp |
| 84 | Life-sized turquoise statue of a jumping dolphin | 150 gp |
| 85 | Brilliant fire opal, wrapped in fine white fleece | 150 gp |
| 86 | Xylophone made of polished hippogriff bones | 165 gp |
| 87 | Crystalline orb with magical swirling cloud inside | 180 gp |
| 88 | Four silver trade bars bearing a mercantile stamp | 200 gp |
| 89 | Chocolate brown fur coat made of soft beaver pelt | 200 gp |
| 90 | Magic Potion. Roll random benefit, no curse | 200 gp |
| 91 | Rare set of arcane inks in hardwood case. | 220 gp |
| 92 | Golden candelabra with strange green wax candles | 250 gp |
| 93 | Magic Utility Item. Roll random benefit and curse | 250 gp |
| 94 | Lyre carved of dryad heartwood, smells of brimstone | 250 gp |
| 95 | Electrum trade bar stamped with unknown seal | 250 gp |
| 96 | Philosophical treatise on nature of reality, in Draconic | 250 gp |
| 97 | Deep blue sapphire, cut for placement in a crown | 280 gp |
| 98 | +2 Magic Armor. Roll random benefit & curse | 300 gp |
| 99 | Exquisite oil painting of three pieces of foreign fruit | 300 gp |
| 100 | +2 Magic Weapon. Roll random benefit & curse | 500 gp |
Treasure 7-9
| d100 | Details | Value |
|---|---|---|
| 1 | Iron thimble with several small bloodstains | 2 cp |
| 2 | Brittle and rusting pair of sheep shears, slightly bent | 4 sp |
| 3 | Rounded metal jar for alchemical purpose, lid missing | 5 sp |
| 4 | Crocheted belt pouch holding twelve copper coins | 8 sp |
| 5 | Wooden travel trunk, marked “Gilbertson Property” | 12 sp |
| 6 | Three fine-looking marble dice, biased to give extra 6s | 15 gp |
| 7 | Copper box with sliding lid, smells lightly of tobacco | 15 gp |
| 8 | Pair of well-made brass cymbals with leather grips | 20 gp |
| 9 | Four caribou hides, cleaned and bound in twine | 20 gp |
| 10 | Five beautiful obsidian stones, prepared for a necklace | 20 gp |
| 11 | Bottle of excellent rum with two dirty glass cups | 20 gp |
| 12 | Banded bronze anklet with wolf paw motif | 25 gp |
| 13 | Luxurious tiger skin rug with polished incisors | 25 gp |
| 14 | Light green and blue variscite gemstone, high polish | 28 gp |
| 15 | Prized bronze greaves of a well-known ancient warrior | 30 gp |
| 16 | Six clay jugs holding a delicious honey cider | 30 gp |
| 17 | Decorative inkwell carved out of black slate | 30 gp |
| 18 | Two arctic fox pelts, knitted together into a blanket | 35 gp |
| 19 | Chiffon pouch with dark red spinel in rectangular cut | 35 gp |
| 20 | Gold bracelet with inscription “For My Beloved Bride” | 35 gp |
| 21 | Pile of unrefined chunks of copper ore (100 lbs.) | 35 gp |
| 22 | Fine silver bird cage with tiny, sculpted brass perch | 40 gp |
| 23 | Glazed ceramic bathing tub with eagle claw feet | 40 gp |
| 24 | Silver locket with carved portrait of a young boy | 45 gp |
| 25 | Beautiful, blue-tinted glass urn, filled with ashes | 45 gp |
| 26 | Mercurial alexandrite that changes colors in light | 50 gp |
| 27 | Bolts of dyed-brown cotton fabric, wrapped in burlap | 50 gp |
| 28 | Bronze storage chest with hidden compartment | 55 gp |
| 29 | Coin purse made of thin gold chain mesh | 55 gp |
| 30 | Pewter goblet with polished mother of pearl interior | 60 gp |
| 31 | Walking stick with charming amber gemstone in head | 60 gp |
| 32 | Lead box containing bottles of rare luxury dyes | 65 gp |
| 33 | Intricately carved chalice made of a wyvern thigh bone | 65 gp |
| 34 | Silvery white statuette of a human bard, made from tin | 70 gp |
| 35 | Distilling alembic carved of semi-transparent quartz | 70 gp |
| 36 | Child’s carriage toy carved of wood, for play with dolls | 70 gp |
| 37 | Large smoking pipe carved out of elephant ivory | 70 gp |
| 38 | Bundle of red fox pelts, wrapped in thick bark strips | 75 gp |
| 39 | Taxidermied polar bear with two claws missing | 75 gp |
| 40 | Glazed porcelain bowl with nautical motif | 75 gp |
| 41 | Slender silver vase with climbing vine inlay, 2’ tall | 75 gp |
| 42 | Seven tiger eye gemstones in a bag of blue silk | 80 gp |
| 43 | Shining mithral pendant on a thin gold necklace chain | 80 gp |
| 44 | Blue glass chess board with alabaster and jet pieces | 80 gp |
| 45 | Mithral shield inlaid with smiling demon in bloodstone | 80 gp |
| 46 | Full length feminine robe, made of supple mink fur | 80 gp |
| 47 | Bright jade statue of a bald monk kneeling in prayer | 80 gp |
| 48 | Feminine child-sized tiara with small, jeweled tips | 80 gp |
| 49 | Leather pouch with stunning amethyst in square cut | 80 gp |
| 50 | Chunk of lustrous marble carved to look like an egg | 80 gp |
| 51 | Signet ring bearing the crest of a great noble family | 80 gp |
| 52 | Gold necklace with numerous small child-like charms | 80 gp |
| 53 | Statuette of a dryad queen, carved in electrum | 80 gp |
| 54 | Brass scarab with flecks of gemstone in its wings | 85 gp |
| 55 | Five luxurious snow leopard pelts, bound in hemp rope | 85 gp |
| 56 | Translucent crystal flute with silver ringed apertures | 85 gp |
| 57 | Stone sarcophagus with brilliant silver plating | 85 gp |
| 58 | Handful of nine blue and pink tourmaline gemstones | 90 gp |
| 59 | Yellow silk robe with hundreds of tiny reflective studs | 90 gp |
| 60 | Winter hat made of rich brown sable pelt | 90 gp |
| 61 | Bejeweled bronze cuirass, decorative only | 90 gp |
| 62 | Mithral wedding ring with fine feathered edges | 95 gp |
| 63 | Iron chest with 380 cobalt coins, bearing kobold mark | 95 gp |
| 64 | Chunk of meteorite sculpted into the shape of a horse | 100 gp |
| 65 | Blue-and-orange topaz gemstone with mystical look | 100 gp |
| 66 | Crystalline decanter with two matching goblets | 100 gp |
| 67 | Two green peridots in teardrop cut, perhaps earrings? | 110 gp |
| 68 | Stained glass window (3’ x 3’) of a mother and child | 120 gp |
| 69 | Magic Potion. Roll random benefit & curse | 120 gp |
| 70 | Silver sitting harp with fine wooden bench and pillow | 120 gp |
| 71 | Black opal in eight-corner-cut, on a silver chain | 130 gp |
| 72 | Ancient epic narrative poem, written on vellum | 150 gp |
| 73 | Magnificent, gilded butterfly in a fine glass jar | 180 gp |
| 74 | Red and white tapestry depicting a battle scene | 200 gp |
| 75 | Eight bronze soldier statues with dark green patina | 200 gp |
| 76 | Oval-cut ruby on a silver backing to increase luster | 200 gp |
| 77 | Ceremonial plate mail with unknown noble crest | 200 gp |
| 78 | Heart cut jacinth with translucent fiery interior | 250 gp |
| 79 | Magic Utility Item. Roll random benefit and curse | 250 gp |
| 80 | Intimidating throne of porphyry with gold accents | 260 gp |
| 81 | Collected philosophical works of kobold sage Melphis | 260 gp |
| 82 | Abandoned brass siege cannon, no gun carriage | 260 gp |
| 83 | Steel chisel with a razor-sharp cut diamond tip | 260 gp |
| 84 | Silver crown of the long-deceased lizardfolk king Iktar | 300 gp |
| 85 | Life-sized jade statue of ancient hero wielding a sabre | 300 gp |
| 86 | Softly glowing phoenix egg, encased in amber | 300 gp |
| 87 | +1 Magic Weapon. Roll 2 random benefits, no curse | 300 gp |
| 88 | Magic Utility Item. Roll random benefit, no curse | 300 gp |
| 89 | +2 Magic Armor. Roll random benefit, no curse | 300 gp |
| 90 | Platinum plaque depicting a Gnomish inventor | 320 gp |
| 91 | Idol of a hobgoblin tribal spirit in orichalcum | 320 gp |
| 92 | Speculative astronomical study, written in Primordial | 320 gp |
| 93 | Mithral medallion of a Dwarvish lord with emerald eyes | 320 gp |
| 94 | Bone Dreamcatcher. 1st touch gives random blessing | 350 gp |
| 95 | Alchemical treatise on turning acorns into gold | 350 gp |
| 96 | Brass astrolabe for navigating across the deep sea | 350 gp |
| 97 | Brilliant teardrop-cut diamond in a gold fitting | 360 gp |
| 98 | +2 Magic Weapon. Roll random benefit, no curse | 500 gp |
| 99 | Gold trade bar bearing the stamp of a tribal federation | 500 gp |
| 100 | +3 Magic Weapon. Roll random benefit, no curse | 900 gp |
Treasure 10+
| d100 | Details | Value |
|---|---|---|
| 1 | Sealed bottle of white wine, aged four years | 15 sp |
| 2 | Fine leather belt pouch with a brass comb inside | 3 gp |
| 3 | Ten bolts of common linen in an unattractive pattern | 3 gp |
| 4 | Wooden bucket full of thick black tar, still warm | 5 gp |
| 5 | Silver-plated pan pipes and a lute-bodied hurdy-gurdy | 25 gp |
| 6 | Engraved ivory coffer filled with exotic cooking spices | 50 gp |
| 7 | Oil painting of a hobgoblin whaler holding a harpoon | 50 gp |
| 8 | Weathered oak barrel of Gnomish whiskey, matured | 60 gp |
| 9 | Stunning translucent green garnet gemstone | 60 gp |
| 10 | Six supple leopard hides, wrapped in leather bindings | 60 gp |
| 11 | Seven rippling green-banded malachite gemstones | 60 gp |
| 12 | Chainmail with blue and white striped tabard | 65 gp |
| 13 | Tome of contemplative Dwarvish narrative poetry | 65 gp |
| 14 | Taxidermied centaur with worn fur on the back | 70 gp |
| 15 | Coral statuette of a naiad bathing in a waterfall | 70 gp |
| 16 | Sparkling mithral ring with a desert nomad motif | 100 gp |
| 17 | Manticore head carved from a chunk of meteorite | 100 gp |
| 18 | Fashionable yellow-green tunic with matching cap | 110 gp |
| 19 | Jeweled gold necklace inscribed “For the fair Marvis” | 110 gp |
| 20 | Life-size jade statue of obese Dwarvish child, kneeling | 115 gp |
| 21 | Unnaturally large pearl, wrapped in red seaweed | 115 gp |
| 22 | Matching pair of amber gemstones, princess-cut | 120 gp |
| 23 | Magic Potion. Roll random benefit & curse | 120 gp |
| 24 | Sheepskin pouch containing twelve platinum coins | 120 gp |
| 25 | Magic Potion. Roll random benefit & curse | 120 gp |
| 26 | Clean set of plate mail with red cloak and steel helmet | 130 gp |
| 27 | Mithral bellows for a forge, clearly Dwarven design | 130 gp |
| 28 | Thirteen rolls of spun-gold thread for embroidery | 130 gp |
| 29 | Rare multi-colored bird of paradise in a silver bird cage | 130 gp |
| 30 | Adamantine chalice in brutalist Orcish design | 140 gp |
| 31 | Golden tiara with dozens of small opal accents | 140 gp |
| 32 | Redwood cabinet containing sheet music for a lyre | 140 gp |
| 33 | Iridescent fire opal cut to resemble a fantastical egg | 150 gp |
| 34 | +1 Magic Armor. Roll random benefit & curse | 150 gp |
| 35 | +1 Magic Weapon. Roll random benefit, no curse | 200 gp |
| 36 | Golden idol of a lusty fertility goddess with wide hips | 220 gp |
| 37 | Silver censer used at the execution of a famous saint | 220 gp |
| 38 | Steel greatsword with slices of jacinth in the guard | 230 gp |
| 39 | Intricate mithral sundial the size of a small shield | 230 gp |
| 40 | Full set of eight golden goblets with pearl edging | 230 gp |
| 41 | Cracked diamond with a broken silver fitting | 230 gp |
| 42 | Tome of demonic lore, smokes occasionally | 240 gp |
| 43 | Brilliant gold sarcophagus lid depicting a rakshasa | 240 gp |
| 44 | Skull-sized mass of uncut amethyst crystals | 240 gp |
| 45 | Last surviving copy of game rules, etched on a tablet | 240 gp |
| 46 | Ceramic jar of preserved bioluminescent pigment | 240 gp |
| 47 | Bottle of rare, sweet liquor made from troll droppings | 240 gp |
| 48 | Fossilized roc egg painted to appear life-like | 240 gp |
| 49 | Beautiful carved wooden figurehead for a sailing ship | 240 gp |
| 50 | Painting of nude Dwarvish woman, egg tempera style | 240 gp |
| 51 | Illustrated manuscript detailing a lime mortar process | 240 gp |
| 52 | Functional chariot with reinforced box and yoke | 240 gp |
| 53 | Rare facial cream rumored to enhance natural beauty | 240 gp |
| 54 | Mithral chain mail, red tabard, and red war cloak | 240 gp |
| 55 | Ironbound coffer containing 245 gold coins | 245 gp |
| 56 | Four silver trade bars bearing a mercantile stamp | 250 gp |
| 57 | Jagged crown of silver and jet, barbarian styling | 250 gp |
| 58 | Magic Utility Item. Roll random benefit and curse | 250 gp |
| 59 | Tome containing stoic reflections on daily life | 250 gp |
| 60 | Wooden pallet of 50 copper trade bars, bound in twine | 250 gp |
| 61 | Magic Utility Item. Roll random benefit and curse | 250 gp |
| 62 | Slightly chipped and damaged pink sapphire | 260 gp |
| 63 | Duplicate sets of black plate mail with red trimming | 260 gp |
| 64 | Magic Item. Demonic Contract | 280 gp |
| 65 | Magic Item. Idol of the Moonsilver Lord | 280 gp |
| 66 | +1 Magic Weapon. Roll 2 random benefits, no curse | 300 gp |
| 67 | Magic Utility Item. Roll random benefit, no curse | 300 gp |
| 68 | Magic Item. Oil of Delights | 300 gp |
| 69 | +2 Magic Armor. Roll random benefit, no curse | 300 gp |
| 70 | Magic Item. Mentalist’s Manacles | 300 gp |
| 71 | Miniature clockwork golem, made of brass and gold | 325 gp |
| 72 | Celestial Pool. 1st touch gives random blessing | 350 gp |
| 73 | Demonic Totem. 1st touch gives random blessing | 350 gp |
| 74 | Magic Potion. Roll 2 random benefits, no curse | 360 gp |
| 75 | Magic Item. Potion of the Unicorn | 360 gp |
| 76 | Magic Item. Arcane Bulwark | 360 gp |
| 77 | Magic Item. Head of the Maharaja’s Mason | 360 gp |
| 78 | Magic Item. Glitterbelly | 360 gp |
| 79 | +2 Magic Weapon. Roll random benefit, no curse | 500 gp |
| 80 | Gold trade bar bearing a Gnomish alchemical stamp | 500 gp |
| 81 | Magic Item. Promise Bow | 720 gp |
| 82 | Magic Item. Ring of the Visionary | 720 gp |
| 83 | Magic Item. Puzzle Box of the Dread Pirate | 720 gp |
| 84 | Magic Item. Owl of the Magus | 840 gp |
| 85 | Magic Item. Shield of the Thicket | 840 gp |
| 86 | Magic Item. Lyre of Extension | 840 gp |
| 87 | Magic Item. Rod of the Mariner | 840 gp |
| 88 | Magic Item. Blinking Eyes | 840 gp |
| 89 | Coin of Bone. 3 Golden Palm blessings | 840 gp |
| 90 | Magic Item. Rod of the Dead | 840 gp |
| 91 | Shroud of the Assassin. 3 Faceless blessings | 840 gp |
| 92 | Magic Item. Scintillating Wand | 900 gp |
| 93 | +3 Magic Weapon. Roll random benefit, no curse | 900 gp |
| 94 | Magic Item. Trickster’s Token | 900 gp |
| 95 | +3 Magic Armor. Roll random benefit, no curse | 900 gp |
| 96 | +3 Magic Weapon. Roll 2 random benefits, no curse | 1,200 gp |
| 97 | Magic Item. Ring of Confiscation | 1,200 gp |
| 98 | +3 Magic Armor. Roll 2 random benefits, no curse | 1,200 gp |
| 99 | Magic Item. Magister’s Scepter | 1,200 gp |
| 100 | Magic Item. Wings of Victory | 1,200 gp |
Boons
Oaths
| d20 | Details |
|---|---|
| 1 | A beast becomes fond of you and serves as an ally (LV2 or less). |
| 2 | A lawful monster grants you sanctuary in their territory. |
| 3 | A shaman agrees to learn about your future from the spirits. |
| 4 | A flying creature offers to transport you to a location it can reach. |
| 5 | A powerful NPC forgives a transgression or owes you a favor. |
| 6 | A lycanthrope will bring you to a secret moonlight gathering. |
| 7 | You are offered a minor noble title over an untamed region. |
| 8 | A mystical sage offers to answer up to three questions. |
| 9 | An old crone will place a curse on a humanoid of your choice. |
| 10 | A secret society offers you membership without a fee. |
| 11 | A fey queen offers to guide you through a faerie forest. |
| 12 | A notorious criminal offers their help solving a problem. |
| 13 | A spy offers to follow one of your enemies and report back. |
| 14 | A group of 2d6 commoners start a secret cult to worship you. |
| 15 | An expert will train you for 3 weeks (+1 to a stat of your choice). |
| 16 | An enchanter will remove the curse of a magical item for you. |
| 17 | A porter or valet agrees to serve you (ATK 0, 1 HP, 7 gear slots). |
| 18 | Religious fanatics (for your deity) will guide you on a pilgrimage. |
| 19 | A balor demon offers to kill a humanoid of your choice. |
| 20 | An NPC of your level will serve as a faithful companion. |
Secrets
| d20 | Details |
|---|---|
| 1 | Location of an insular humanoid settlement in the wilderness. |
| 2 | The secret inner workings of powerful guild organization. |
| 3 | The upcoming plans and chosen target of a legendary thief. |
| 4 | Undefended burial location of a wealthy ancient king. |
| 5 | Information that can be used to blackmail a powerful enemy. |
| 6 | Evidence of a widespread conspiracy to destabilize the realm. |
| 7 | Where giant turtle eggs have been laid (will hatch soon). |
| 8 | Secret passageway leading into a nearby lawful fortress. |
| 9 | The planned path of a heavily laden merchant caravan. |
| 10 | Location of buried treasure belonging to rival adventurers. |
| 11 | Prophetic vision directly from the deity you worship. |
| 12 | The imminent invasion plans of a nearby barbarian warlord. |
| 13 | The long-term plans of a high-ranking noble family. |
| 14 | The woodland hideout of a notorious criminal gang. |
| 15 | Clandestine meeting location of a group of chaotic agitators. |
| 16 | Identity of a polymorphed wizard hiding in plain sight. |
| 17 | Last known location of a mythical ancient artifact. |
| 18 | Lair of a 1d4: 1. Desert 2. Forest 3. Frost 4. Swamp Dragon |
| 19 | Location of a religious relic desired by your deity’s church. |
| 20 | Identity of a double agent that has gained a position of power. |
Blessings
| d20 | Details |
|---|---|
| 1 | Justicar. Discern truth/lies of a speaker (Lose 1 HP each time). |
| 2 | Hazy Form. +1 AC against thrown or ranged attacks. |
| 3 | The Silent. Cannot speak. Immune to mind-affecting magic. |
| 4 | Divine Radiance. Immune to cold, emit heat as if a campfire. |
| 5 | Fisher of Men. Can feed 3 people with 1 ration during a rest. |
| 6 | Golden Palm. Wake each morning with 1d4 gp in hand. |
| 7 | Listener. Can hear near thoughts of those plotting against you. |
| 8 | Half Blood. Gain benefits of a second ancestry (your choice). |
| 9 | Emissary. +2 to reaction checks against humanoids. |
| 10 | Night Fox. Open one mundane lock per day without a check. |
| 11 | Leap of Faith. Can walk across open chasms up to 15’ wide. |
| 12 | Faceless. Features always slightly change, DC 18 to recognize. |
| 13 | Moonsoul. Can cure lycanthropy with a single touch. |
| 14 | Sweet Dreams. Rest periods are ever interrupted. |
| 15 | Tide Child. +2 to checks while at least half-submerged in water. |
| 16 | Ollivander. A critical failure with a wand is just a normal failure. |
| 17 | Tookish Blood. Can attempt to hide even while being watched. |
| 18 | Demon Finger. Can ignite fires with a single touch. |
| 19 | Jumper. Can teleport a near distance after taking damage. |
| 20 | Torchbearer. Can carry 3 torches per gear slot. |
Potions
Potion Features
| d20 | Appearance | Scent | Quirks |
|---|---|---|---|
| 1 | Black as death | Deep forest | Toenail clippings |
| 2 | Opaque orange | Exotic spices | Always heated |
| 3 | Cloudy cream | Vinegar | Tastes like chicken |
| 4 | Disgusting brown | Citrus | Six blue toes |
| 5 | Translucent blue | Bacon | Always churning |
| 6 | Green like grass | Spring flowers | Emits flatulence |
| 7 | Coral and pearl | Peppermint | Twinkles in light |
| 8 | Autumn leaves | Ocean breeze | Chunks of fat |
| 9 | Red like blood | Ammonia | Fizzes and pops |
| 10 | Magical purple | Petrichor | Little plant seeds |
| 11 | White as milk | Sulfurous | Always chilled |
| 12 | Chocolate brown | Brimstone | Emits foul fumes |
| 13 | Blue like deep sea | Fragrant herbs | Rippling waves |
| 14 | The night sky | Burning flesh | Grumbling noises |
| 15 | Swirling pink | Churned soil | Gelatin texture |
| 16 | Baby vomit | Incense | Vibrates softly |
| 17 | Crushed marble | Rot and decay | Sounds like rain |
| 18 | Yellow like bile | Animal musk | Living insects inside |
| 19 | Translucent green | Body odor | Thick as mud |
| 20 | Clear | None | None |
Potion Benefit
| d20 | Details |
|---|---|
| 1 | Can change skin texture and coloration at will for 10 rounds. |
| 2 | Eyes emits beams of light out to far distance for 2d4 rounds. |
| 3 | Can carry 5 additional gear slots for 10 rounds. |
| 4 | For 7 rounds, hostile spells cast on drinker target caster instead. |
| 5 | Restores 1 HP per round for 2d4 rounds, even while dying. |
| 6 | Can command near undead < LV5 for 2d4 rounds. |
| 7 | Instantly restores HP by 1d4: 1. 1d4 2. 2d6 3. 3d8 4. 4d10 |
| 8 | For 3 rounds, hostile spells cast on drinker are absorbed (+1 HP). |
| 9 | Body and possessions transform into liquid for 3 rounds. |
| 10 | For 8 rounds, drinker gains bite attack for 2d6 poison damage. |
| 11 | Can make an extra attack per round for 5 rounds, if not moving. |
| 12 | Hands and feet stick to surfaces like a spider for 5 rounds. |
| 13 | Cures all diseases or afflictions that affect the drinker. |
| 14 | Automatically succeeds on navigation checks for 3 days. |
| 15 | Cannot be hit by mundane ranged weapon attacks for 7 rounds. |
| 16 | Skin hardens as if a tree, granting a +2 AC bonus for 5 rounds. |
| 17 | For 10 rounds, know Celestial, Diabolic, Draconic, & Primordial. |
| 18 | -2 damage taken from magical spells or creatures for 7 rounds. |
| 19 | Drinker gains audience with their deity and can ask 1 question. |
| 20 | For 5 rounds, enemies assume the drinker is a trusted friend. |
Potion Curse
| d20 | Details |
|---|---|
| 1 | Drinker vomits blood for 1d4 rounds, taking 1 damage each time. |
| 2 | For 2d4 rounds, any near hostile spells must target the drinker. |
| 3 | Disadvantage on all checks for 2d4 rounds. Mind is unfocused. |
| 4 | For 10 rounds, metallic objects deal 1d4 fire damage if touched. |
| 5 | GM automatically gets a 1 on next random encounter check. |
| 6 | Reduced to half movement for 7 rounds due to stiff limbs. |
| 7 | Choke and wheeze for 2d4 rounds, cannot take actions. |
| 8 | 1-in-6 chance of dropping a held item every round for 2 days. |
| 9 | Drinker falls hopelessly in love with the next humanoid they see. |
| 10 | Unable to speak or communicate for 2d8 rounds. |
| 11 | Most fragile item carried by drinker is shattered into tiny pieces. |
| 12 | Lose benefit of all accumulated talents for 2d4 rounds. |
| 13 | -4 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA for 10 rounds. |
| 14 | All sensory organs stop functioning for 2d4 rounds. |
| 15 | Allies within near distance are instantly drained of 1d4 HP. |
| 16 | For 5 rounds, the drinker assumes everyone is a trusted friend. |
| 17 | Drinker cannot stop singing and dancing for 2d4 rounds. |
| 18 | For 7 days, drinker must submerge hourly as if amphibian. |
| 19 | Drinker appears to be undead for 10 rounds (including by allies). |
| 20 | Skin softens as if jelly, imposing a -2 AC penalty for 5 rounds. |
Magic Armor
| 2d6 | Type |
|---|---|
| 2-5 | Leather |
| 6-7 | Chainmail |
| 8-9 | Shield |
| 10-11 | Plate Mail |
| 12 | Mithral + reroll |
Armor Type Armor Bonus
| 2d6 | Bonus |
|---|---|
| 2-5 | +0 |
| 6-8 | +1 |
| 9-11 | +2 |
| 12 | +3 |
Magic Armor Features
| d20 | Appearance | Scent | Quirks |
|---|---|---|---|
| 1 | Translucent sap | Sulfurous | Shrouded in fog |
| 2 | Animal etchings | Petrichor | Wooden texture |
| 3 | Beautiful marble | Spring flowers | Snapping sounds |
| 4 | Golden threading | Peppermint | Cold to the touch |
| 5 | Swirling clouds | Deep forest | Attracts dust & dirt |
| 6 | Deformed shapes | Animal musk | Paper texture |
| 7 | Lawful symbols | Churned soil | Creaks like glass |
| 8 | Beads and shells | Vinegar | Gasps occasionally |
| 9 | Demonic symbols | Exotic spices | Feels like moss |
| 10 | Tarnished or worn | Citrus | Softly whispers |
| 11 | Exoskeletal | Rot and decay | Always unclean |
| 12 | Celestial symbols | Incense | Short prickly hairs |
| 13 | Stained green slime | Burning flesh | Groans occasionally |
| 14 | Runic markings | Fragrant herbs | Bubbling sound |
| 15 | Highly reflective | Ocean breeze | Oozes brown mud |
| 16 | Faint glow | Brimstone | Shark-skin texture |
| 17 | Serpentine etchings | Body odor | Warm to the touch |
| 18 | Iridescent sheen | Ammonia | Bone crackles |
| 19 | Chaotic symbols | Bacon | Sponge texture |
| 20 | Mundane | None | None |
Magic Armor Benefit
| d20 | Details |
|---|---|
| 1 | Deals 1d4 acidic damage to close creatures every round. |
| 2 | Increase duration of non-hostile spells on wearer by 2 rounds. |
| 3 | Can deal 1 damage to close creature and restore 1 HP per round. |
| 4 | Stabilization checks to assist the wearer are easy (DC 9). |
| 5 | Blocks teleportation within a near distance of wearer (In or Out). |
| 6 | Alerts wearer when undead are within near distance. |
| 7 | Wearer can recover HP during rest without rations. |
| 8 | +4 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA. |
| 9 | Immune to all non-magical diseases. |
| 10 | Cannot be grabbed, grappled, or knocked down. |
| 11 | +1 AC vs melee attacks, +4 AC vs ranged attacks. |
| 12 | Armor is quiet and takes up one less gear slot than normal. |
| 13 | Illusions grant 1-in-6 chance that an attack on wearer will miss. |
| 14 | +1 AC vs attacks by beasts, +4 AC vs attacks by lycanthropes. |
| 15 | Unaffected by magical darkness or hindrance (ex. Web ). |
| 16 | -1 damage taken from 1d4: 1. Melee 2. Ranged 3. Magic 4. Traps. |
| 17 | Close enemies must make morale checks every round. |
| 18 | Cannot be targeted by magical projectiles (e.g. Magic Missile ). |
| 19 | Invisible to 1d4: 1. Dragons 2. Demons 3. Golems 4. Giants. |
| 20 | Wearer is completely ignored by mundane animals. |
Magic Armor Curse
| d20 | Details |
|---|---|
| 1 | Wearer feels compelled to speak unusually loud in all situations. |
| 2 | 1-in-6 chance that using a luck token will have no effect. |
| 3 | If hit for damage, roll 1d20. Natural 1 paralyzes wearer for 1 round. |
| 4 | Wearer will vomit out any potion drunk before it can take effect. |
| 5 | Wearer’s emotional thoughts are heard by near humanoids. |
| 6 | +1 damage taken from 1d4: 1. Melee 2. Ranged 3. Magic 4. Traps. |
| 7 | Undead within double near distance are drawn to the armor. |
| 8 | DC 15 spellcasting check for non-hostile spells targeting wearer. |
| 9 | The wearer ages twice as fast any day that the armor is worn. |
| 10 | Cannot fly, levitate, climb, jump, float or swim. Sinks as if stone. |
| 11 | If initiative < 8, wearer cannot move further than close distance. |
| 12 | Enemies within double near distance are never surprised. |
| 13 | Double damage from 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity. |
| 14 | Armor is noisy. Disadvantage on stealth and thievery checks. |
| 15 | -2 AC vs ranged attacks from a far distance. |
| 16 | Wearer takes 2d6 damage if the armor is removed. |
| 17 | Wearer is compelled to speak falsehoods if asked a question. |
| 18 | Permanently reduces CON by 1 every day it is not fed 1d10 gp. |
| 19 | DC 9 spellcasting check for any hostile spells targeting wearer. |
| 20 | -2 penalty to any carousing or gambling rolls. |
Magic Weapon
| d20 | Type |
|---|---|
| 1 | Arrows (2d6) |
| 2-3 | Bastard sword |
| 4 | Club |
| 5 | Crossbow |
| 6 | Crossbow bolts (2d6) |
| 7-8 | Dagger |
| 9 | Greataxe |
| 10 | Greatsword |
| 11 | Javelin |
| 12 | Longbow |
| 13-14 | Longsword |
| 15 | Mace |
| 16 | Shortbow |
| 17-18 | Shortsword |
| 19 | Staff |
| 20 | Warhammer |
Weapon Type Weapon Bonus
| 2d6 | Bonus |
|---|---|
| 2-3 | +0 |
| 4-9 | +1 |
| 10-11 | +2 |
| 12 | +3 |
Magic Weapon Features
| d20 | Appearance | Scent | Quirks |
|---|---|---|---|
| 1 | Iridescent sheen | Incense | Causes watery eyes |
| 2 | Bejeweled | Ammonia | Cold to the touch |
| 3 | Lawful symbols | Vinegar | Skin-like texture |
| 4 | Translucent glass | Churned soil | Pulsates gently |
| 5 | Decorative ribbons | Sulfurous | Seems to grip back |
| 6 | Little magical eyes | Bacon | Warm to the touch |
| 7 | Faint glow | Burning flesh | Hums softly |
| 8 | Celestial symbols | Spring flowers | Shivers occasionally |
| 9 | Dragon bone | Rot and decay | Causes drooling |
| 10 | Chipped / damaged | Body odor | Exudes thin smoke |
| 11 | Made of stone | Brimstone | Pulsates gently |
| 12 | Chaotic symbols | Citrus | Casts no shadow |
| 13 | Runic markings | Exotic spices | Minor static shocks |
| 14 | Blackened wood | Deep forest | Always chalky |
| 15 | Decorative fur | Animal musk | Oozes yellow bile |
| 16 | Rusted and worn | Peppermint | Exudes thin ash |
| 17 | Highly reflective | Petrichor | Grunting sounds |
| 18 | Demonic symbols | Ocean breeze | Whistles in wind |
| 19 | Wisps of shadow | Fragrant herbs | Crusty texture |
| 20 | Mundane | None | None |
Magic Weapon Benefit
| d20 | Details |
|---|---|
| 1 | Hit has a 50% chance of blinding opponent for 1d4 rounds. |
| 2 | +2 damage from 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity. |
| 3 | Bearer can speak with plants (treat them as if INT 3). |
| 4 | Hit dissolves an enemy to dust if the bearer is 3+ LVs stronger. |
| 5 | +4 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA. |
| 6 | Critical hit slays opponent. Critical failure kills the wielder. |
| 7 | Hit has 50% chance of knocking enemy weapon away ( close ). |
| 8 | Deals double damage to an already wounded opponent. |
| 9 | Hit for max damage also causes 2 rounds of unconsciousness. |
| 10 | Absorbs damage dealing magic but bearer loses next action. |
| 11 | Hits deal +1d6 damage against lawful creatures. |
| 12 | Senses the presence of valuable ore within near distance. |
| 13 | Treat both natural 19s and 20s as critical hits. |
| 14 | Hit causes 1d4 sonic damage and victim loses their next action. |
| 15 | +3 damage to 1d4: 1. Spiders 2. Birds 3. Reptiles 4. Insects. |
| 16 | Hits deal +1d6 damage against chaotic creatures. |
| 17 | Bearer can create a near auditory illusion once per round. |
| 18 | Hit for 2 or more damage restores 1 HP to the bearer. |
| 19 | If initiative result is 12+, make an extra attack that round. |
| 20 | After slaying opponent, bearer can teleport to near location. |
Magic Weapon Curse
| d20 | Details |
|---|---|
| 1 | While held in the hand(s), the bearer cannot hear sounds. |
| 2 | Cannot see 1d4: 1. Traps 2. Fey/Faeries 3. Spell Effects 4. Flames. |
| 3 | Deals 1d4 damage per round to the hand of a chaotic wielder. |
| 4 | Slays any allies on a death timer within near distance. |
| 5 | Weapon is noisy and consumes an additional gear slot. |
| 6 | If it injures an opponent, bearer suffers -2 to checks next round. |
| 7 | Wind radiates from weapon, causes small objects to blow away. |
| 8 | Deals constant minor damage to plants within near distance. |
| 9 | If it slays an opponent, the next action must be to hit the corpse. |
| 10 | Everyone within near distance must consume 2 rations to rest. |
| 11 | Killing a creature deals 1 damage to the bearer. |
| 12 | Bearer’s alignment becomes chaotic while weapon is held. |
| 13 | Treat natural 1s and 2s as critical failures. |
| 14 | Humanoids slain by weapon rise after 1d4 rounds as zombies. |
| 15 | Armor cannot be worn while wielding this weapon. |
| 16 | Deals normal damage on a critical hit. |
| 17 | Bearer is compelled to speak the truth when asked a question. |
| 18 | Bearer takes 2d6 damage if the weapon is dropped / discarded. |
| 19 | Deals 1d4 damage per round to the hand of a lawful wielder. |
| 20 | Weapon becomes invisible 3 rounds after being set down. |
Magic Utility Item
Magic Utility Item Type
| d100 | Type |
|---|---|
| 1 | Amulet. Must be worn at the neck, on top of any armor. |
| 2 | Apron. Must be worn at the waist, on top of any armor. |
| 3 | Balm or Cream. Must be re-applied every six hours (2d4 uses). |
| 4 | Bandana. Must be worn as the only headgear. |
| 5 | Bell. Must be attached on top of any armor and jingle loudly. |
| 6 | Belt. Must be worn at the waist, on top of any armor. |
| 7 | Bone. Must be held in one hand and gently rubbed. |
| 8 | Boots. Must move/attack every round, worn on the feet. |
| 9 | Bowl. Must be used for all meals during the day (one person). |
| 10 | Bracelet. Must be worn on both hands and jingle loudly. |
| 11 | Bracer. Must be worn on the forearm (on top of armor). |
| 12 | Brazier. Affects anyone in near distance when lit. |
| 13 | Brooch. Must be worn at the neck, on top of any armor. |
| 14 | Broom. Must be held in one hand and brandished boldly. |
| 15 | Bugle. Affects anyone in near distance while played. |
| 16 | Candle. Affects anyone in near distance when lit. |
| 17 | Cane. Must be held in one hand and used for weight support. |
| 18 | Cape. Must move/attack every round, worn on top of any armor. |
| 19 | Cauldron. Affects those that eat food prepared in it, for a day. |
| 20 | Censer. Affects anyone in near distance when lit. |
| 21 | Chain. Must be wrapped around the torso (on top of armor). |
| 22 | Chimes. Affects anyone in near distance while played. |
| 23 | Chisel. Must be held in one hand and brandished boldly. |
| 24 | Circlet. Must be worn as the only headgear. |
| 25 | Clasp. Must be worn at the waist, on top of any armor. |
| 26 | Cloak. Must be worn at the neck, on top of any armor. |
| 27 | Cowl. Must be worn as the only headgear. |
| 28 | Crowbar. Must be held in one hand and brandished boldly. |
| 29 | Crown. Must be worn as the only headgear. |
| 30 | Crystal Ball. Must be gazed into every 10 rounds (one person). |
| 31 | Crystal Shard. Must be held in one hand tightly (minor cuts). |
| 32 | Cube. Must be held in one hand and gently rotated. |
| 33 | Cup. Must be used for all meals during the day (one person). |
| 34 | Cutlery. Must be used for all meals during the day (one person). |
| 35 | Cymbal. Affects anyone in near distance while played. |
| 36 | Dice. Affects winner of a game of chance for 10 rounds. |
| 37 | Drum. Affects anyone in near distance while played. |
| 38 | Dust or Powder. Must be re-applied every six hours (2d4 uses). |
| 39 | Earrings. Must be worn as the only headgear. |
| 40 | Eye (Preserved). Must be strapped in place on the head. |
| 41 | Fan. Must be held in one hand and waved constantly. |
| 42 | Feather, Large. Must be attached to the head or upper arm. |
| 43 | Figurine. Must be held in one hand and gently rubbed. |
| 44 | Finger (Mummified). Must be held in one hand and massaged. |
| 45 | Flute. Affects anyone in near distance while played. |
| 46 | Foot (Mummified). Must be held in one hand and massaged. |
| 47 | Gauntlets. Must be worn as the only hand protection. |
| 48 | Gemstone. Must be held in one hand and gently rubbed. |
| 49 | Gloves. Must be worn as the only hand protection. |
| 50 | Goblet. Must be used for all meals during the day (one person). |
| 51 | Greaves. Must move/attack every round, worn on the feet. |
| 52 | Hand (Mummified). Must be held in one hand and massaged. |
| 53 | Harp. Affects anyone in near distance while played. |
| 54 | Hat. Must be worn as the only headgear. |
| 55 | Head (Shrunken). Must be held in one hand by the hair. |
| 56 | Helm. Must be worn as the only headgear. |
| 57 | Holy Symbol. Must be held in one hand and brandished boldly. |
| 58 | Horn or Tusk. Must be held in one hand and brandished boldly. |
| 59 | Horseshoes. Must be held in one hand or worn by a mount. |
| 60 | Lantern. Affects anyone in near distance when lit. |
| 61 | Lute. Affects anyone in near distance while played. |
| 62 | Manacles. Must be worn on one hand/ankle and jingle loudly. |
| 63 | Mask. Must be worn as the only headgear. |
| 64 | Necklace. Must be worn at the neck, on top of any armor. |
| 65 | Needle. Must be used to draw painfully blood every 6 hours. |
| 66 | Oil / Liquid. Must be re-applied every six hours (2d4 uses). |
| 67 | Orb. Must be held in one hand and brandished boldly. |
| 68 | Pan Pipes. Affects anyone in near distance while played. |
| 69 | Peg Leg. Must replace a leg lost to injury. |
| 70 | Pendant. Must be worn at the neck, on top of any armor. |
| 71 | Perfume. Must be re-applied every six hours (2d4 uses). |
| 72 | Pipe. Must be smoked every six hours (endless). |
| 73 | Plate. Must be used for all meals during the day (one person). |
| 74 | Playing Cards. Affects winner of a game of chance for 10 rounds. |
| 75 | Pole. Must be held in one hand and used for weight support. |
| 76 | Prism. Must be held in one hand and exposed to light. |
| 77 | Puzzle Box. Must be held in one hand and gently rotated. |
| 78 | Rattle. Must be held in one hand and shaken to rattle loudly. |
| 79 | Ring. Must be worn on a finger with no other hand protection. |
| 80 | Robe. Must be worn without any underlying armor. |
| 81 | Saddle. Affects up to two people riding on the mount. |
| 82 | Sandals. Must move/attack every round, worn on the feet. |
| 83 | Scarab. Must be held in one hand, chitters softly at all times. |
| 84 | Scarf. Must be worn at the neck, on top of any armor. |
| 85 | Seeds. Must be eaten every six hours (2d4 uses). |
| 86 | Shell. Must be held in one hand and gently rubbed. |
| 87 | Skull. Must be held in one hand with fingers in each eye socket. |
| 88 | Snowshoes. Must be worn on the feet (half move, unless snow). |
| 89 | Spade. Must be held in one hand and brandished boldly. |
| 90 | Spectacles. Must be worn as the only headgear. |
| 91 | Surcoat. Must be worn on the torso (on top of armor). |
| 92 | Tablet. Must be read intently every 10 rounds (one person). |
| 93 | Teapot. Affects those that drink tea prepared in it, for 6 hours. |
| 94 | Tiara. Must be worn as the only headgear. |
| 95 | Tome. Must be read intently every 10 rounds (one person). |
| 96 | Tooth or Fang. Must be worn at the neck, on top of any armor. |
| 97 | Urn with Ashes. Must be re-applied every six hours (2d4 uses). |
| 98 | Violin or Fiddle. Affects anyone in near distance while played. |
| 99 | Whistle. Must be blown every 10 rounds (one person), very loud. |
| 100 | Wood Carving. Must be held in one hand and gently rubbed. |
Magic Utility Item Features
| d20 | Appearance | Scent | Quirks |
|---|---|---|---|
| 1 | Demonic symbols | Citrus | Exudes light mist |
| 2 | Runic markings | Burning flesh | Sandy texture |
| 3 | Lawful symbols | Spring flowers | Warm to the touch |
| 4 | Unnaturally dark | Ocean breeze | Pulsates gently |
| 5 | Feathered | Body odor | Sheds spider webs |
| 6 | Mild deformity | Ammonia | Leathery texture |
| 7 | Faint glow | Churned soil | Always moist |
| 8 | Celestial symbols | Vinegar | Sniffs occasionally |
| 9 | Blood stained | Bacon | Always chalky |
| 10 | Strange Colors | Sulfurous | Minor static shocks |
| 11 | Chitinous material | Rot and decay | Always sticky |
| 12 | Highly reflective | Incense | Casts no shadow |
| 13 | Rippling surface | Petrichor | Laughs occasionally |
| 14 | Iridescent sheen | Fragrant herbs | Causes dry mouth |
| 15 | Living tissue | Peppermint | Always dusty |
| 16 | Tarnished or worn | Brimstone | Ringing in ears |
| 17 | Chaotic symbols | Deep forest | Crackling sounds |
| 18 | Bejeweled | Animal musk | Rustles in wind |
| 19 | Semi-transparent | Exotic spices | Cold to the touch |
| 20 | Mundane | None | None |
Magic Utility Item Benefit
| d20 | Details |
|---|---|
| 1 | Invisible to 1d4: 1. Humanoids 2. Beasts 3. Elementals 4. Undead. |
| 2 | Imposes disadvantage to enemies making morale checks. |
| 3 | Can slowly reshape stone and wood as if thick clay. |
| 4 | Advantage when making stabilization checks on others. |
| 5 | Greatly enhances 1d4: 1. Olfactory 2. Vision 3. Hearing 4. Taste. |
| 6 | Can hear the thoughts of humanoids within near distance. |
| 7 | Advantage on the first initiative check of the day. |
| 8 | +2 on the re-rolled check when using a luck token. |
| 9 | Gain 2d4 temporary hit points (can raise above max). |
| 10 | Doubles rate of movement if no attacks are made that round. |
| 11 | Can leap up to double near distance without a check. |
| 12 | Regenerate 1 HP every round. +1 to death timer rolls. |
| 13 | Can breathe normally underwater or when no oxygen present. |
| 14 | +4 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA. |
| 15 | Can see invisible and incorporeal creatures. |
| 16 | Immunity to 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity. |
| 17 | 50% chance per day to comprehend an unknown language. |
| 18 | Scrying and divination magic cannot reveal anything about you. |
| 19 | Can sense secret doors if they are within close range. |
| 20 | -2 to damage caused by traps, oozes, and falling. |
Magic Utility Item Curse
| d20 | Details |
|---|---|
| 1 | 1-in-6 chance per day of destroying a carried potion or scroll. |
| 2 | +1 damage taken from magical sources. |
| 3 | Disadvantage on every other initiative check. |
| 4 | Increases falling damage to 2d6 taken for every 10’ fallen. |
| 5 | 1-in-6 chance per rest of being interrupted by bad dreams. |
| 6 | Always surprised when a combat begins. |
| 7 | -2 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA. |
| 8 | Half movement. Cannot use two-handed weapons. |
| 9 | Cannot be healed by magic or potions; only by resting. |
| 10 | -2 to reaction checks made by anyone in your party. |
| 11 | Reduce maximum HP by 1d4 (min 1). -1 to death timer rolls. |
| 12 | Causes carried torches and lanterns to burn out immediately. |
| 13 | Easy tasks are treated as if normal (DC 12 instead of DC 9). |
| 14 | Reduce duration of all non-hostile spell effects by 2 rounds. |
| 15 | Locks will re-lock 3 rounds after moving close distance away. |
| 16 | Cannot see 1d4: 1. Humanoids 2. Beasts 3. Elementals 4. Undead. |
| 17 | 1-in-6 chance of shattering fragile items within close distance. |
| 18 | Domesticated animals within near distance panic and flee. |
| 19 | Lose any luck tokens. Cannot gain new luck tokens. |
| 20 | Double damage from 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity. |
Known Magic Items
Arcane Bulwark
Mithral shield bearing a pentacle and crossed wizard staves.
- Bonus. +1 Shield
- Benefit. 1st level magic spells cast on the bearer always fail.
Bane of the Meek
A spiked black mace with a handle of carved ebony wood.
- Bonus. +1 mace. Cannot be wielded by a lawful being.
- Benefit. 1/day, after the bearer rolls a miss on an enemy of LV3 or less, they can scream in anger to disintegrate the target in a cloud of bone dust.
Barred Passage
An adamantine bar adorned with carvings of a white wizard fighting a Balor Demon.
- Benefit. If placed against a door, it locks in place and cannot be removed except by Dispel Magic. The door hardens and cannot be opened in that direction by physical force, lockpicking, or other mundane methods.
Bead of the Glacier
Hard opaque white marble-size bead that always accumulates a layer of frost on the surface.
- Benefit. When crushed, the bead causes thick white fog to stream forth and expand outward to fill a volume of 10,000 cubic feet (Ten 10’ dungeon squares, assuming a normal ceiling height). The fog will fade after 10 rounds, but it can move or disperse if affected by strong wind. Anyone within the cloud area takes 2d6 cold damage per round.
Bead of Terror
A pitch-black marble-size bead that feels unnatural to the touch.
- Benefit. When crushed, the bead extends a well of magical darkness out to a near radius. Everyone within the darkness must make an immediate morale check or panic and run full speed in a random direction. If the character carrying the bead is hit for more than 3 points of damage by a single physical attack, it has a 50% chance of breaking from the impact.
Bead of the Sea
A marble-size bead with swirling watery interior of tiny seashells.
- Benefit. When crushed, the bead unleashes 500,000 gallons of salt water (slightly smaller than an Olympic swimming pool). The water is not magical and reacts to gravity as you would expect. If the character carrying the bead is hit for more than 3 points of damage by a single physical attack, it has a 50% chance of breaking from the impact.
- Curse. Always feel like there is water stuck in your ear.
Bead of the Vampire
A marble-size bead with swirling bloody interior and bits of flesh.
- Benefit. When dropped into a liquid, the bead will dissolve quickly and imperceptibly. If the liquid is drunk, the victim will lose 1 permanent stat point per day (roll randomly each time). After seven days, the effect will end and the person that dropped the bead in the liquid can improve a stat of their choice by 1 (permanently). If the character carrying the bead is hit for more than 3 points of damage by a single physical attack, it has a 50% chance of breaking from the impact. This will instantly deal 1d6 damage to the character holding it.
Blindfold of the Past
Ghostly semi-transparent strip of cloth that is cool to the touch.
- Benefit. 1/day, when placed over the user’s eyes, they experience the most extreme emotional event that occurred within 30 feet of their location. Anger, arguments, and violence are typical results. The user will not be told when the event occurred, but they may be able to infer things based on who is involved, their mode of dress, and similar clues. Essentially permanent objects like rocks and metal may trigger largely useless memories from centuries past. It is often better to choose an object with a shorter lifetime or a specific use that is more likely to yield helpful information.
Blinking Eyes
Beautiful deep blue eyes of carved ivory and sapphire.
- Benefit. If placed near the user’s eyes, they will burrow in place and replace them permanently. 3/day, the user can blink their eyes to teleport up to a near distance away.
Blight Stone
Foul conglomeration of flesh, teeth, and small stones.
- Curse. Causes land within a 1-mile radius of the stone to become corrupt and diseased. Crops within the area will slowly die off and be replaced by tough insistent weeds that grow over everything. Ivy, vines, and other creeping plants will grow exponentially. The frequency of rain will increase and cause the formation of small ponds that spawn biting insects and vermin.
Blood of Chronos
Bottle of thick blood with flecks of gold and silver in it.
- Benefit. Drinking this potion will stop time for the user. They can cast spells on themself, drink additional potions, manage their inventory, change armor, and similar tasks that don’t affect other people. After what seems like 10 minutes to them, time resumes. To onlookers, all actions taken appear to occur instantly.
- Curse. Anyone with this potion on their person will easily lose track of time and is often late.
Bone Snake
A black silk pouch containing a small, coiled snake skeleton.
- Benefit. If the snake skeleton is thrown on the ground, it grows to the size of a giant snake and fights as an ally. After 1d4+4 rounds, there is a 50% chance that it will dissolve to dust. If not, it shrinks back down and can be recovered for another use. AC 12, HP 23, ATK 2 bite +4 (1d6) and 1 constrict (near), MV near (climb), S +3, D +2, C +1, I -2, W +0, Ch -2, AL N, LV 5 Constrict. Contested STR to hold target immobile for one round. Undead. Immune to morale checks.
Bracers of Surging
Fine leather bracers covered in arcane runes and symbols.
- Benefit. Wearer has advantage when casting spells with wands or scrolls.
- Personality. Chaotic. Aggressive. Pushes to investigate any sign of magic or enchantment.
Cap of Excitement
Brilliant red, yellow, and orange cap with starburst designs.
- Benefit. Wearer is immune to sleep, slow, and paralysis magic. They gain a +3 initiative bonus and talk annoyingly fast.
- Curse. Cannot sleep. Cannot recover HP by resting. This remains an issue for a day after removing the cap.
Cloak of the Traveler
Worn green leather cloak with swirling brown camouflage.
- Benefit. Wearer is immune to cold and fire damage from natural or environmental sources.
Counter of Fate
An ironwood abacus with shiny white and black beads.
- Benefit. The abacus can be “set” to any number between 1 and 20. Every time that number is rolled on a d20 by the owner’s player, they recover 1 HP and find 1d6 gp has appeared in their palm.
Dagger of Betrayal
A mundane looking dagger of extraordinary sharpness.
- Bonus. +2 Dagger
- Benefit. Attacking a non-hostile humanoid by surprise forces a CON check vs DC 18 or they are instantly slain.
Demonic Contract
A piece of vellum made from humanoid skin in a hefty scroll tube cut out of black marble.
- Benefit. If a contract between two parties is freely agreed upon and written down on the vellum in very specific language, it can be signed in blood to anchor the magical effect. If either party breaks the terms of the contract, every stat will be reduced to 3 and max HP set to 1.
Digestive Powder
Small glass vial of brown salt.
- Benefit. When a pinch of this salt is placed on rock or soil, it acquires a pleasing taste and can be eaten as a ration. The user suffers no ill health effects. 4d6 pinches remain in the vial.
Dowsing Dagger
A twisting wavy dagger that looks like a flowing stream.
- Bonus. +1 dagger
- Benefit. 1/day, the bearer can close their eyes for 1 round and visualize any creature or object that they have seen before. When they open their eyes, the dagger will be pointing in the direction of what was visualized.
- Curse. Bearer becomes obsessed with memory and writes journal.
Dragon’s Tongue
Large warm and fleshy tongue, the length of a forearm.
- Benefit. If placed in a humanoid mouth, it will burrow in place and replace their natural tongue. 1/day, the user can breathe fire, filling a near sized cube. DEX vs DC 15 to avoid 3d6 fire damage.
- Curse. Always sound like they are talking with their mouth full.
Dust of Putrefaction
Round iron box containing thin black powder stinking of death.
- Benefit. When cast over a fresh corpse, it will decay rapidly and release a cloud of noxious gas. Everyone in a near radius must make a CON check vs DC 18 or be overcome with nausea and vomiting for 1d8 rounds (cannot take any actions). 1d6 uses.
Eyeglass of Clarity
A stunningly clear magnifying lens with a gilded edge.
- Benefit. Any writing degraded by time or damaged to the point of illegibility can be read through this lens.
Glitterbelly
Enchanted monster stomach with a magical gold dust that dances and swirls around inside.
- Benefit. 1/day, the stomach can be compressed to blast glittery dust over a near sized cube. Invisible or incorporeal creatures within the area can be seen clearly by everyone. Anyone hit must make a WIS check vs DC 12 or be blinded for 1d4 rounds.
- Personality. Gregarious. Excited. Convinced that there are invisible creatures sneaking nearby.
Globe of Serenity
A serene blue crystalline globe filled with peaceful clouds.
- Benefit. Anyone within near distance casts mind-affecting magic at a disadvantage.
- Curse. Bearer compelled to often preach that a peaceful outlook could improve mental health.
- Personality. Mellow. Relaxed. Dislikes running and excitement.
Gloves of Liberation
Soft leather nobleman’s gloves with small decorative pearls.
- Benefit. If the wearer shakes hands with anyone subject to hostile mind-affecting magic, they are immediately freed from its effects.
- Personality. Assumes charms are behind all unusual behavior.
Grick Grease
Bottle of slippery liquified fats with a sickening yellow hue.
- Benefit. Can be poured out and spread over a near radius area. Anyone entering the area must make a DEX check vs DC 18 or fall and slide until they collide with an object. If they slide over 20 feet, they suffer half of the falling damage for a similar distance.
Hat of the Dreamer
A purple top hat with peacock feather adornment.
- Benefit. 1/day, wearer can invoke illusion magic to change the look, touch, smell, and sound within a double near radius area. They can actively change the illusions at will if desired. WIS vs DC 18 to disbelieve. Effect fades after 2d6 rounds.
- Curse. Compelled to comment on ways to improve aesthetics.
Head of the Maharaja’s Mason
A shrunken mummified head with thick black hair.
- Benefit. On command, restores a single constructed object built by an intelligent creature to its original configuration. This includes doors, mechanical devices, or even entire buildings (up to 5,000 lbs.). All of the object’s components will levitate and then reassemble themselves. It can only use the remains of the object and cannot change chemical states or create missing parts. Once reconstruction is complete, the head will dissolve into dust.
- Personality. Ridicules poorly thought-out decisions. Upset whenever objects are broken.
Helm of Honesty
A regal white helm with symbols of faith and purity.
- Benefit. 1/day, compels anyone who hears your next question to answer it truthfully. To target a single person, you can specify that you are speaking to them in how you phrase the question.
- Curse. The wearer must make a WIS check vs DC 18 to lie while wearing the helmet.
Helpful Handle
A shiny brass door handle with mother of pearl inlay.
- Benefit. Can be placed against a wall up to 5’ thick. It will create a humanoid-sized door at that location that can be opened using the handle. Once placed, it cannot be removed physically. Dispel Magic destroys it.
Heroic Drum
A blood red military-style drum with feathered adornment.
- Benefit. While played, the drum grants a +2 bonus to all melee and ranged attacks made by near lawful characters.
- Personality. Hates parley and negotiation. Urges for immediate attacks and forward surges.
Imposter’s Wand
A simple crooked wand with little adornment.
- Benefit. 1/day, can be pointed at a spellcaster to steal a random 1st level spell that they know (counts as a combat action). Until the next sunrise, the wand can be used to cast that spell at DC 10 (normal failure rules apply). This wand can only be used by non-spellcasting characters.
Idol of the Moonsilver Lord
A boar-sized idol with several holes in its face for inserting objects and a grinning mouth.
- Benefit. On the night of a full moon, up to 10 lbs. of scrap iron objects can be inserted into the idol and they will be transformed into silver coins that fall out of its grinning mouth. For every pound of iron inserted, 6d6 silver coins will be created. The coins bear the stamp of an ancient moon god on both sides.
Jar of Eternity
Clear glass jar and a golden lid engraved with a whirlpool motif.
- Benefit. Anything placed in this jar is preserved in time. It will not wilt, decay, age, or die. It requires no resources, food, or water. It can hold up to 1 cubic foot.
Liar’s Target
A mundane looking archery target with a bright red bullseye.
- Curse. Any ranged weapons fired within far distance of the target will change flight paths and be drawn directly to the bullseye.
Lyre of Extension
A beautiful redwood lyre with an unusually long tapered neck.
- Benefit. While playing this lyre, all 1st and 2nd level spells have their duration extended by 50% (rounded down). 3rd and 4th level spells are extended by 25%.
Mace of Terror
Black mace with spiked flanges.
- Bonus. +2 mace.
- Benefit. Can forgo attacking to brandish wildly and trigger morale checks for near enemies.
Magister’s Scepter
A jeweled golden scepter with markings of civil authority.
- Bonus. Treat as a +2 mace.
- Benefit. 1/day, suggest a course of action to a humanoid and they will be compelled to follow it. They must understand your language and it must not sound harmful. If they can’t follow the suggestion within 10 rounds, they will forget it.
Mask of Deceit
A bizarre mask of a mustached man with tribal tattoos and a screaming mouth.
- Benefit. While wearing the mask, the bearer must project their voice from objects in the environment, out to a double near distance. They can change the location where their voice projects at-will, but no sounds can originate from their body.
- Curse. For a day after removing the mask, the bearer can speak no louder than a whisper.
- Personality. Dislikes telling the truth. Enjoys tricking humanoids. Enamored by anyone that makes clever quips, jokes, or lies.
Mentalist’s Manacles
Seemingly mundane pair of wrought iron manacles.
- Benefit. Can be placed on the user without binding them. If they pretend to be restrained and ask someone for help removing them, the manacles will quickly swing around and bind the hapless helper. They cannot be removed except by Dispel Magic or a command word from the user. Note: They can also be applied forcefully like normal manacles.
Milk of Comfort
Glass vial of milky white liquid that gives you a calming feeling as you gaze upon it.
- Benefit. Sprinkling the milk on a corpse will release the soul and block the use of any necromantic magic. Enough for 3d4 uses.
Oil of Delights
Glass bottle containing a purple lavender scented oil.
- Benefit. Creatures within close distance of the wearer of this oil gently fall asleep for ld4+1 rounds, barring combat or similar excitement. An application of the oil evaporates completely in 3d4 rounds. There are six applications still in the bottle.
Orb of Sadness
Polished orb of sky-blue crystal that fills you with regrets as you gaze upon it.
- Benefit. 1/day, gazing into the orb and thinking deeply about mistakes made in your life will cause all humanoids of LV 3 or less within double near distance to abandon their activities. They will ignore anyone not attacking them and return to their sleeping quarters in a state of malaise. This effect wears off in 6 hours.
Owl of the Magus
A beautiful owl carved of pure transparent quartz crystal.
- Benefit. Once activated by a command word, the owl will be connected telepathically to the owner. At will, the owner can close their eyes and look through the eyes of the owl, regardless of any intervening distance.
Pavise of Disguise
A beautiful white pavise with a victorious eagle on the front.
- Benefit. When deployed on its legs (takes an action), the pavise changes its appearance to perfectly match the environment behind it. Anyone hiding behind it is effectively invisible.
- When the legs are folded back, it reverts back to its original form.
- Curse. Cannot make ranged attacks without first deploying the pavise for protection.
Peeping Glass
A short brass spyglass that resembles a jeweler’s optics.
- Benefit. When placed against solid material up to 5 feet thick, users can look through to see what is on the other side. After 5 uses, it dissolves to dust.
- Note: It does not create light on the other side, so it may be too dark to determine what is there.
- Personality. After 3 uses, will sow doubt to delay depletion.
Plague Scarab
A jet-black scarab that fits perfectly in the palm.
- Benefit. 1/day, the scarab can be thrown up to double near distance. It will multiply into hundreds of scarab beetles that devour everything with a near radius of the impact. Anyone in the swarm takes 3d6 damage per round. After 5 rounds, the beetles will converge back into the scarab and solidify.
- Curse. Picking up the scarab causes 1d6 damage.
Portal Thimble
Golden thimble covered in tiny arcane runes and starbursts.
- Benefit. With the thimble on their finger, the bearer can touch a magic portal and see where it will take them before stepping through it.
- Curse. Compulsion to search out any magical portal that is ever mentioned in their presence.
Potion of Deflection
Glass bottle of mercurial liquid that bounces around inside.
- Benefit. For 2d4 rounds, all spells and attacks made on the drinker will target the closest alternative target instead.
Potion of Dynasty
Glass vial of swirling pink liquid with a soft vanilla scent.
- Benefit. For seven days, the drinker has a 50% chance (per act) of impregnating (if male) or becoming impregnated (if female) by a compatible partner. If the partner is normally infertile due to old age or physical injury, reduce this chance to 1-in-6. The resulting child will have the normal characteristics for their ancestry but will receive a +2 bonus to three random stats.
Potion of Legendary Acts
A golden elixir that resonates with a faint, angelic chord. Benefit. Appears to be a Potion of Legendary Deeds. However, it has no apparent effect when consumed. Curse. The next time the drinker hears about a daring challenge that they could plausibly achieve; they will be filled with pride and purpose to do so. If they have a moment of clarity and try to resist the compulsion, they will suffer 1d4 damage per day until they get back on track (unless restrained, imprisoned, etc.) The challenge must involve risk, but it cannot be hopeless or leading to certain death.
Potion of the Unicorn
Beautiful shimmering white milk potion with flecks of gold.
- Benefit. For 2d4 rounds, drinker’s skin becomes hardened like a rhinoceros (+2 AC) and they grow a horn from their head that can be used to make melee attacks as if a +3 dagger.
Promise Bow
Intricate ironwood longbow with Elvish runes and silver accents.
- Bonus. +2 Longbow
- Benefit. If the bearer loudly declares their intention to kill a particular enemy, the bow can attack with advantage. Until the promised enemy is slain, all other attacks are made with disadvantage.
- Personality. Convinced there is a pattern to the bearer’s choice of targets and will speculate on it.
Purifying Broom
A shining silver-shafted broom with long thin strands of mithral for brushing.
- Benefit. The broom is animated and works tirelessly to cleanse a near area around the owner. In addition to cleaning up filth and refuse, it will quickly remove all non-magical toxins from physical objects in the area.
- Curse. Unless restrained by force, the broom will swat and harass anyone that it perceives to be lazy or who is resting / sleeping.
Puzzle Box of the Dread Pirate
A dazzling mithral puzzle box with jade and sapphire accents.
- Benefit. The first time opening the puzzle box requires an INT check vs DC 12. Each attempt takes a full round. This summons a magical storage chest 2’ wide, 2’ deep, and 4’ long. It closes and vanishes after 10 rounds.
- Curse. When there are stored items in the chest, opening the puzzle box requires an INT check vs DC 18. However, when the chest does return, the contents will be undisturbed. Note: No oxygen will be pumped into the chest while it is gone, so any living creature will suffocate.
Quick Digger
A mithral mining pick with runic markings in Dwarvish.
- Benefit. Can be used to dig through a 5’ cube of earth and stone in a single round.
Rapier of Bleeding
Thin mithral rapier with a large guard and blood red pommel.
- Bonus. +2 shortsword
- Benefit. 1/day, while scoring a hit, bearer can choose to bleed the target. They will lose an extra 1d4 damage for round for 3 rounds.
- Personality. Becomes upset if a day passes without bleeding.
Ring of Confiscation
A golden ring covered in locking symbols and a manacle motif.
- Benefit. 1/ day, if their ring hand is empty, the wearer can choose a handheld item (torch, weapon, item, shield, etc.) within near distance. It is instantly teleported into their hand.
- Curse. Taken items build up great heat and deal 1 point of fire damage to the wearer when they arrive in their palm.
- Personality. Authoritarian and controlling. Encourages the wearer to order others around.
Ring of Repetition
Braided ring of intertwined jade and silver threads.
- Benefit. If the wearer casts a spell successfully, they can cast it again the next round with an automatic success (no roll).
- Curse. Wearer often repeats the same phrase multiple times.
Ring of Retaliation
A green ring of pure nephrite with small inset silver spikes.
- Benefit. If the wearer is struck by a spell that deals damage, half of the amount taken is dealt back to the spellcaster that cast it.
- Curse. Wearer must make a WIS check vs DC 18 to withdraw or retreat from combat against an enemy spellcaster.
Ring of Sustenance
A reddish-brown steel ring that has a marbled beef texture.
- Benefit. Wearer can recover HP without rations. However, this does not change their body’s underlying need for nutrition.
- Curse. About once a week, a binge event will be triggered where the wearer is compelled to consume massive quantities of food until they become bloated and sick for a 6-hour period.
Ring of the Tempest
Blue mithral ring with a portrait of a hero wearing a helm.
- Curse. Cannot be removed once placed on a finger. Within a mile radius of the wearer, the weather is always rain, snow, sleet, hail or thunderstorms. If near the coast, hurricanes and cyclones will be attracted to their location.
Ring of the Visionary
Gold ring with thirteen inset eyes that appear to be alive.
- Benefit. 1/day, allows user to form a mental connection with a creature or humanoid within double near distance. While active, the user experiences the world through the target’s senses. The user cannot see or hear anything with the sensory organs of their own body nor can they move their body in any way. The connection ends after 10 rounds or if the target moves more than a far distance away. Note: The target has no idea they are being used in this way.
Rod of Alarm
Dull rusty iron rod that does not easily attract attention.
- Benefit. If laid flat on a horizontal surface (such as a floor or table), the rod will alert the owner if any creature that comes within near distance of the rod. This ringing alert is strong enough to awaken them from sleep if necessary. Anyone that touches the rod will become the new owner.
- Personality. Paranoid. Skittish. Does not being left untended for long periods of time.
Rod of Cancellation
Rod of rich porphyry with gold tips and clerical carvings.
- Benefit. Bearer can touch any magical effect to dispel it as if casting Dispel Magic. Each time it is used, there is a 1-in-6 chance that the rod will shatter.
- Curse. Bearer cannot cast magic spells while the rod is in their possession.
Rod of the Beast
Silver rod wrapped in bands of thick bear and wolf fur.
- Benefit. Whenever the rod is pointed at a non-magical animal, the user can issue commands telepathically and the animal will do their best to follow them.
- Curse. Animals are very fond of the user and will try to linger in their presence when possible.
- Personality. Impulsive. Violent. Hates waiting. Hates leaving any amount of food uneaten.
Rod of the Dead
Black slate rod adorned with skulls and necromantic motifs.
- Benefit. Whenever the rod is pointed at an undead of a lower LV to the user, they can issue commands telepathically and the undead subject will do their best to follow them.
- Curse. Low level undead like skeletons and zombies are very fond of the user and will attack anyone in their proximity.
- Personality. Passive aggressive. Reluctant to take risks. Dislikes travel and fellowship.
Rod of the Mariner
Stunning cobalt and silver rod with nautical motif.
- Benefit. With a command word, the rod will become the mast of a magical sailing ship. It can carry up to 100 gear slots (count each person as 10 gear slots) and travels at 5 to 7 miles per hour. If the rod owner falls asleep, the ship fades away to nothingness.
- Personality. Dislikes being indoors or underground.
Rod of the Overlord
Black steel rod covered in tiny spikes, leather tassels at the grip.
- Bonus. Treat as +1 Mace
- Benefit. Always deals painful but non-lethal damage. Any subdued enemies are knocked unconscious rather than killed. They will recover hit points after 8 hours, as if resting.
Rumor Mill
A small granite grindstone of the kind used to grind grain.
- Benefit. If used to grind grain while speaking aloud, all those who are fed the resulting grain will develop a false belief based on what was said. The belief must be attached to a real event and draw a conclusion about the true meaning of what happened. For example, people could be made to think that the King’s recent tax increase is a sign of demonic control. Since the tax increase is real, the poor logic of the conclusion sticks in the mind. It is held with the conviction of a memory and can only be removed with Dispel Magic. Once established, this delusion can spread to the minds of others that come into contact with the believer (WIS vs DC 15 to resist). For each degree of conversational separation from the original believers, apply a cumulative +2 bonus to checks. The creator is immune to the delusion. However, every time the millstone is used, the user loses 1 point of charisma.
Sands of Fire
Sandstone-framed hourglass filled with yellow desert sands.
- Benefit. If the sands in this hourglass move completely to one side, it will explode as if a Fireball spell.
- Personality. Possessor of the hourglass always feels parched and drinks twice as much water.
Scintillating Wand
A curved rod of vibrant redwood that glistens in the light.
- Benefit. 1/day, bearer can point the wand at a location and create a captivating light effect similar to a rainbow or prism. Enemies within near distance of the effect will be drawn to it and completely enraptured. After 2d4 rounds, the light will fade away. Enraptured targets go into a daze and perceive almost nothing around them. If asked later, they will remember this time as simple daydreaming. They will snap out of it if exposed to very obvious things such as loud metal clanging, shouting, combat, or physical touch.
- Curse. Small mammals are drawn to the bearer. They will often wake up in the morning surrounded by them.
Scimitar of the Charging Hetman
Long silvery scimitar with a black pommel and equine motif.
- Bonus. +1 longsword.
- Benefit. When wielded from horseback, deals triple damage.
Scythe of the Slayer
A long-twisted grain scythe with a bloodstained blade and eagle feather decorations.
- Bonus. Treat as a +2 spear.
- Benefit. If the bearer kills an enemy with the scythe, they can immediately make a free attack on all close enemies. If they choose to do this, all close allies also take 1 damage.
- Curse. Inspires a will to power in the bearer and they are never satisfied with their status.
Shield of the Thicket
An ironwood shield wrapped in thick pulsing green vines.
- Bonus. +1 shield.
- Benefit. Any enemy directly in front of the character at close distance must make a STR check vs DC 12 every round or be entangled and unable to act.
- Curse. Outside of combat, the vines grip and pull on any loose items carried by the bearer.
Spirit Figurine
Carved stone figurine of a small animal that almost feels alive.
- Benefit. When a command word is spoken, the figurine dissolves to dust and creates a small magical animal (squirrel, cat, dog, beaver, fish, etc.) that can travel to another location and deliver a verbal message. The animal can speak in one language known to the user. It can be given a destination and a verbal message up to 2 minutes in length to deliver to anyone at that location. It can only rely upon directions given by the user for navigation. If they cannot reach the target within three days, the message will not be delivered.
- Curse. The bearer exhibits minor mannerisms of the animal the figurine represents.
Shadowed Teapot
Black teapot with floral motif in inlaid pearl and opal.
- Benefit. Can prepare tea for up to six humanoids. Three rounds after consuming it, their bodies and carried possessions will meld into incorporeal shadow. Their shadow form cannot pass through solid matter but can slip through tiny cracks and holes. They also make no noise.
- After 10 rounds, the teapot will shatter into tiny pieces and the effect will cease.
- Note: They are not truly invisible and will be illuminated by a direct light source.
Stirring Rod of the Drow Queen
Thin black 4” stirring rod with white ceramic spiderweb inlay.
- Benefit. 1/day, the rod can be used to stir a potion before drinking it. It takes 1 round and grants a 4-in-6 chance that the drinker will not be affected by any curse inflicted by the potion.
Tablet of the Deep Lord
Cracked sandstone tablet with ancient unknowable runes and the mark of the Deep Lord.
- Benefit. Anyone holding the tablet can sense the presence of sea predators out to far distance.
- Curse. The bearer of the tablet cannot leave sight of the sea.
Thought Bottle
Opaque and cloudy glass bottle with a thick cork stopper.
- Benefit. Speaking a command word and placing the stopper on the bottle will trap a single memory or thought of the user.
- If someone later speaks the command word and removes the stopper, the stored memory or thought will flood into the mind.
Tome of the Perfected Dogma
Thick tome written in small text containing endless aphorisms.
- Benefit. 1/day, reading for 1 round provides advantage on an expected roll within 10 rounds.
- Curse. After just one use, owner becomes obsessive and spends their free time studying it. They will never voluntarily surrender it.
Trickster’s Token
A shiny brass coin with illegible markings on the sides.
- Benefit. While held in the hand, the bearer can levitate any object that weighs less than 5 lbs. and move it in any direction up to a near distance per round.
- They can simultaneously move a number of objects equal to their wisdom score in this way but cannot cause damage to a living being by hitting them with an object unless it is dropped from a significant height.
Urn of Darkness
Glimmering white porcelain urn with beautiful sunshine imagery.
- Curse. Opening the urn will snuff out all light sources (including magical ones) within double near distance. The character that opened the urn cannot bring themselves to close it again.
Unstable Phylactery
Shimmering translucent gem in an ornate mithral jewelry box.
- Curse. The soul of anyone that touches the gem is instantly trapped inside of it. Their former body is taken over by a chaotic soul that has been trapped in the phylactery for several centuries.
- The companions of the unlucky soul receive no warning about what has occurred.
- Benefit. Their soul will endure forever in the gemstone and can escape into a new body in the same manner it got stuck there.
Whip of Hatred
Black leather bullwhip, that feels like a snake in your hands. When uncoiled it, there are three biting snake heads on the end.
- Bonus. Treat as a near ranged weapon. Cannot be wielded by a lawful being.
- Benefit. Does 1 damage on hit and hideously mangles a limb in the attack. The limb is treated as if totally crippled and can only be restored by magic that heals at least 10 HP at once or Dispel Magic. Upon seeing their injury, the target must make a morale check or flee in terror.
- Personality. Hateful. Enjoys inflicting pain on others. Annoyed by any weakness.
Wings of Victory
Soft, white-feathered angelic wings on a leather harness.
- Benefit. 1/day, wearer can hover and move without touching the ground for 5 rounds. While hovering, they gain +3 AC and attack with advantage against chaotic enemies. Can only be worn by a lawful being.
- Curse. The wearer is convinced they are an agent of the divine and will not tolerate dishonorable moral behavior by their allies.
- Personality. Angelic sweetness. Judgmental commentary. There is always more that could be done, if you were a better soul.