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

d20LocationDevelopment
1Huts at a crossroads*Area devoid of food and supplies
2Secluded hamlet*Filled with paranoid inhabitants
3Burgeoning village*Frequented by hunters and poachers
4Stone watchtowerRecent damage from an earthquake
5Ruined templeCharged with magical energy
6Barbarian gatheringMigratory herd of elk passes through
7Series of hilltopsStrong religious significance
8Jagged rocky spireWarmed by ancient magic
9Underground cavernsWater supply is diseased
10Deranged hermitDangerous monster hunting nearby
11Circle of columnsControlled by a powerful elemental
12Ancient runestonesNesting area for numerous owls
13Massive craterTriggers strange dreams at night
14Decent grazing areaMetallic taste catches in the mouth
15Bubbling calderaAdventuring gear scattered around
16Grove of giant treesRoll for Hazard. Severity is Minor.
17Huge blocks of iceRoll for Hazard. Severity is Minor.
18Seal breeding groundRoll for Hazard. Severity is Normal.
19Chaotic humanoidsRoll for Hazard. Severity is Normal.
20Shallow salty lakeRoll for Hazard. Severity is Major.

Points of Interest - Coast

d20LocationDevelopment
1Beachy crossroads*Suffering from a red algae bloom
2Fishing hamlet*Occupied by sizeable military force
3Thatched hut village*Home to a massive swarm of seagulls
4Beachside town*Sweet smelling coastal trees
5Town with a wharf*Presence of a dangerous sea monster
6Quiet, peaceful town*Occupied by a criminal gang
7Walled hilltop city*Extremely high coastal cliffs
8Major city*Presence of smugglers and pirates
9Seaside metropolis*Reef causes many shipwrecks
10Stone watchtowerA merfolk tribe has arrived recently
11Beautiful vistaAdjacent to a long rocky spit
12Seaside cottageEvidence of a recent military conflict
13Marble mausoleumOccupied by a chaotic humanoid army
14Rocky sea cavesHome to many species of blue crab
15Tall sea mountsRecent damage from an earthquake
16Ancient monumentAttracts hostile sea spirits at night
17Wizard’s towerRoll for Hazard. Severity is Minor.
18Barrier islandsRoll for Hazard. Severity is Minor.
19Fortified keepRoll for Hazard. Severity is Normal.
20Submerged blowholeRoll for Hazard. Severity is Major.

Points of Interest - Desert

d20LocationDevelopment
1Canyon crossroads*Boulders that have very strange shapes
2Hamlet of red tents*Dead buried here will rise as undead
3Village with a well*Swarms of vultures attracted
4Village at an oasis*Evidence of an army passing through
5Resilient desert town*Occupied by a chaotic humanoid army
6Ancient pyramidAccess to fresh drinking water
7Castle ruinAdjacent to a massive necropolis
8Wizard’s towerControlled by a powerful elemental
9Magnificent tombFrequented by desert caravans
10Deep canyonsPartially buried in a recent sandstorm
11Chaotic humanoidsArea devoid of food and supplies
12Wandering undeadDisplayed banners of a defeated army
13Rock formationProtected by powerful illusion magic
14Deep black pitsStrong religious significance
15Barbarian campArea churned up by sand worms
16Underground cavesRoll for Hazard. Severity is Minor.
17White stone towersRoll for Hazard. Severity is Minor.
18Cliffside mausoleumRoll for Hazard. Severity is Normal.
19Flourishing oasisRoll for Hazard. Severity is Normal.
20Bustling CaravansaryRoll for Hazard. Severity is Major.

Points of Interest - Forest

d20LocationDevelopment
1Crossroad at a glade*Charged with magical energy
2Inviting hamlet*Infested with burrowing vermin
3Rugged stone village*Infected by mysterious plague
4Shady wooded town*Extreme rates of plant growth
5Pleasant town*Frequented by hunters and poachers
6Walled town*Lycanthropes appear on a full moon
7Minor city*Damaged by alchemical accident
8Major city*Dotted with strange metallic ruins
9Isolated monasteryFilled with paranoid inhabitants
10Fortified keepStrange sounds in the distance at night
11Stone walled prisonRecently abandoned
12Goblin warrenSurrounded by useful herbs
13Elven ruinDangerous monster hunting nearby
14Wizard’s towerWater supply intentionally poisoned
15Chaotic humanoidsTemperature chilled by ancient magic
16Overgrown ruinRoll for Hazard. Severity is Minor.
17Peaceful oak groveRoll for Hazard. Severity is Minor.
18Barbarian campRoll for Hazard. Severity is Normal.
19Chaotic deity shrineRoll for Hazard. Severity is Normal.
20Fairy circleRoll for Hazard. Severity is Major.

Points of Interest - Grassland

d20LocationDevelopment
1Windy crossroads*Surrounded by useful herbs
2Farming hamlet*Evidence of a livestock plague
3Friendly village*Site of an impending noble wedding
4Charming town*In a period of prolonged drought
5Boisterous town*Infectious disease is running rampant
6Walled town*Evidence of a recent wildfire
7Minor city*Surrounded by shallow murky ponds
8Walled city*Diseased corpses left out to rot
9Halfling burrowsPillaged by nomadic barbarians
10Ruined aqueductBuzzing with swarms of honeybees
11Imposing castleSite of dissident political meetings
12Ancient monumentHosting a horse racing event
13Large sinkholesGround is exceptionally fertile
14Stone watchtowerAnimals unsettled by magical curse
15Burial moundsBurrowing area for prairie dogs
16Noble’s manor houseSurrounded by untended fields of crops
17Good grazing fieldsRoll for Hazard. Severity is Minor.
18Barbarian campRoll for Hazard. Severity is Minor.
19Fortified keepRoll for Hazard. Severity is Normal.
20Ancient city ruinRoll for Hazard. Severity is Major.

Points of Interest - Jungle

d20LocationDevelopment
1Leafy crossroads*Strong religious significance
2Rugged hamlet*Numerous lost children in the area
3Muddy village*Exudes an aura of fairy magic
4Chaotic humanoidsHome to brightly colored parrots
5Monster carcassInfested with burrowing vermin
6Impact craterOvergrown by blood red mushrooms
7Wandering undeadInhabited by deserters from the military
8Stone colossusMany blowdarts stuck in the trees
9Burial moundsWater sources are tinted black
10Chaotic deity shrineCharged with magical energy
11Eroded cenotesOccupied by friendly elves
12Overgrown templeHome to giant carnivorous plants
13Strange monumentSurrounded by valuable food spices
14Deep cavernsDangerous monster hunting nearby
15Elven treetop outpostInhabited by thieving monkeys
16Ancient pyramidRoll for Hazard. Severity is Minor.
17Towering obeliskRoll for Hazard. Severity is Minor.
18Giant stone headsRoll for Hazard. Severity is Normal.
19Elven ruinRoll for Hazard. Severity is Normal.
20Deep sinkholesRoll for Hazard. Severity is Major.

Points of Interest - Mountain

d20LocationDevelopment
1Crossroads in a vale*Damaged by aggressive mining
2Mining hamlet*Occupied by friendly dwarves
3Terraced village*Frequented by kobold trade caravans
4Quarry town*Bears signs on an ancient empire
5Highland town*Hundreds of bird corpses on the ground
6Exposed iron oreSurrounded by rare highland flowers
7Wizard’s towerRaided by an orc horde recently
8Castle ruinDead buried here will rise as undead
9Beautiful vistaUnusual number of gathered youths
10Ancient observatoryA legendary bard is passing through
11Dwarven vaultStrong religious significance
12Fortified keepEnchanted to smell like berries
13Frigid catacombsInhabitants are unusually large
14Dwarven ruinProtected by an invisibility barrier
15Abandoned mineSurrounded by ancient cairns
16Barbarian fortressRoll for Hazard. Severity is Minor.
17Chaotic humanoidsRoll for Hazard. Severity is Minor.
18Isolated monasteryRoll for Hazard. Severity is Normal.
19Cavernous holesRoll for Hazard. Severity is Normal.
20Dwarven mineRoll for Hazard. Severity is Major.

Points of Interest - River

d20LocationDevelopment
1Crossroads with ford*Ongoing religious festivals
2Fishing hamlet*Evidence of a livestock plague
3Quaint village*Inhabited by a fanatical cult
4Milling town*Water flow is being restricted somehow
5Town on rocky slope*Damaged by over-fishing
6Walled town*Controlled by a powerful elemental
7Minor city*Home to a vast herd of aggressive goats
8Walled city*River clogged with debris & branches
9Major city*Surrounded by magical runestones
10Metropolis*Infected by mysterious plague
11Capital*Elevation drops create high waterfalls
12Fortified keepBathing in river has religious meaning
13Ancient stone bridgeBuzzing with swarms of honeybees
14Halfling burrowsInhabitants are unusually friendly
15Isolated monasteryControlled by a shadowy political figure
16Burial moundsRecently damaged by heavy flooding
17Open cavernsRoll for Hazard. Severity is Minor.
18Ominous castleRoll for Hazard. Severity is Minor.
19Noble’s manor houseRoll for Hazard. Severity is Normal.
20Goblin warrenRoll for Hazard. Severity is Major.

Points of Interest - Swamp

d20LocationDevelopment
1Crossroads on a hill*Trees bearing rare, valuable fruit
2Struggling hamlet*Magical curse seems to elongate time
3Run-down village*Overgrown by bright white mushrooms
4Fishing town*Distant crackling sounds impair resting
5Town in the mire*Swarmed by bats at night (harmless)
6Goblin warrenExudes an aura of fairy magic
7Towering obeliskSurrounded by useful herbs
8Castle ruinDangerous monster hunting nearby
9Creepy cottageFrequented by foul-smelling giant snails
10Stone colossusSpirits of the dead wander at night
11Flooded cavernsMysteriously bubbling waters
12Barbarian campInhabited by swarms of curious ravens
13Vast city ruinCharged with magical energy
14Stone walled prisonOccupied by a chaotic humanoid army
15Fortified keepSurrounded by goblin / kobold tribes
16Submerged templeRoll for Hazard. Severity is Minor.
17Rocky spire rises upRoll for Hazard. Severity is Minor.
18Monster carcassRoll for Hazard. Severity is Normal.
19Chaotic deity shrineRoll for Hazard. Severity is Normal.
20Mushroom fieldRoll 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

2d61-2: Movement3-4: Damage5-6: Weaken
1Deep snowbanksConcealed crevasseBright sunlight
2Heavy driving windsPummeling hailMagical confusion
3Slippery ice on rocksToxic fungal bloomExhausting gases
4Spongy moss bedsThin ice over pondsNumbing cold
5Whiteout snowstormElk herd stampedeMagnetic anomaly
6Rocks under the snowWindblown ice shardsNo visual landmarks

Hazards - Coast

2d61-2: Movement3-4: Damage5-6: Weaken
1Very fine sandsWindblown limbsFoul sea breeze
2Endless sea fogPoisonous algaeCreaking noises
3Unnaturally high tidesBreaking tsunamiPanicked wildlife
4Driftwood debrisSharp cutting hailMagical laughter
5Unstable pebblesStinging sea windsPinching crabs
6Nesting pitsBiting sand fleasPowerful winds

Hazards - Desert

2d61-2: Movement3-4: Damage5-6: Weaken
1Pools of quicksandPoisonous cactusNo visual landmarks
2Maze of bouldersBurning hot rocksWindblown sand
3Distant oasis mirageWall of magical fireGhostly visions
4Radiant distortionsOverwhelming heatMagical silence
5Volatile black tar pitsAncient runestonesExhausting heat
6Thick grasping sandsIncendiary cloudDisorienting sounds

Hazards - Forest

2d61-2: Movement3-4: Damage5-6: Weaken
1Slick lichen & mossesBoiling geyser spoutSudden frosty wind
2Falling rotten treesSharp pine needlesTaunting pixies
3Tough undergrowthPools of acidic slimeWindblown leaves
4Heavily eroded slopesRolling logsStrength sapping fog
5Thick white mistBig thorny bushesMagical dead-zone
6Many gopher holesPecking birdsConfusing bark runes

Hazards - Grassland

2d61-2: Movement3-4: Damage5-6: Weaken
1Illusory magicFrost runesSudden cold snap
2Thick grassesBlinding smokeMagical exhaustion
3Hidden tar pitsBiting insectsRelentless downpour
4ThunderstormLightning strikeClouds of smoke
5Windblown grassesAcidic rainfallNo visual landmarks
6Heavy driving windsSweeping wildfireBright sunlight

Hazards - Jungle

2d61-2: Movement3-4: Damage5-6: Weaken
1Unstable slopesBiting army antsDarkened canopy
2Visual obstructionPoisonous frogsUnnatural silence
3Sandy groundToxic gassesAnti-magic zone
4Thick white fogBoiling steam ventsExtreme humidity
5Grasping vinesAncient pit trapsMagical confusion
6Hurricane windsSpiky undergrowthMuddy ground

Hazards - Mountain

2d61-2: Movement3-4: Damage5-6: Weaken
1Fast flowing streamsBoulder rockslideWindblown dirt
2Limited sight distanceFrozen spikesEndless blue mist
3Steep inclinesQuick lava flowPowerful echoes
4Sluggish lava flowCollapsing archMagical silence
5Gale force windsAvalancheWindblown snow
6Slippery pebblesThorny undergrowthMagical darkness

Hazards - River

2d61-2: Movement3-4: Damage5-6: Weaken
1Sandy groundWindblown pebblesConfusing odors
2Slick lichen & mossesBillowing gas cloudUnnatural sounds
3Flash floodBoulder rockslideCrumbling dirt
4Stagnant fogToxic mushroomsSapping spore clouds
5Winding switchbacksSharp river rocksSwelling river flow
6Slippery slopesPredatory fish swarmMuddy ground

Hazards - Swamp

2d61-2: Movement3-4: Damage5-6: Weaken
1Sandy groundShocking waterExhausting insects
2Thick white fogToxic spore cloudSickening smell
3Grasping vinesStinging insectsMuddy ground
4Soft boggy groundFalling rotten treesBlinding bog gasses
5ThunderstormAcidic rainfallDarkened skies
6Patches of quicksandSpiked undergrowthExtreme 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

d10TypeDice
1Crossroads1d4
2Hamlet2d4
3Village3d4
4Town4d6
5Walled Town3d6
6Minor City4d8
7Walled City4d10
8Major City6d8
9Metropolis6d10
10Capital8d10
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

ResultType
1Transient District
2Common District
3Craft District
4Mercantile District
5Affluent District
6Religious District
7Education District
8Military District
9Spectacle District
10Palace District

Transient District

d12Points of Interest
1Bunkhouse (1 sp / night)
2Stocks & Pillories
3Combat Arena
4Gambling Den
5Fortune Teller
6Criminal Hideout
7Faith Healer / Bloodletter
8-9Poor Tavern*
10-11Poor Shop*
12Black Market / Fence

Common District

d12Points of Interest
1Modest Inn (5 sp / night)
2Minor Temple / Shrine
3Graveyard / Burial Mound
4Stables & Farrier
5Porter / Teamster
6Dance Hall
7Poor Tavern*
8-9Poor Shop*
10-11Standard Shop*
12Standard Tavern*

Craft District

d12Points of Interest
1Modest Inn (5 sp / night)
2Chandler / Lampmaker
3Mason / Bricklayer
4Carpenter / Joiner
5Warehouses & Sheds
6Brewery / Winery
7Cartwright / Wheelwright
8-9Standard Shop*
10-11Standard Tavern*
12Wealthy Shop*

Mercantile District

d12Points of Interest
1Fine Inn (1 gp / night)
2Wishing Well
3Translator
4Debt Collector
5Public Plaza / Market
6Warehouses & Sheds
7Guild House
8-9Standard Shop*
10-11Standard Tavern*
12Wealthy Shop*
  • Charts to determine nature of each shop/ in the Shops & Taverns sections.

Affluent District

d12Points of Interest
1Arboreum / Park
2Courier / Messenger
3Opulent Townhouses
4Seer / Oracle / Prophet
5Noble Mansion
6Opulent Temple
7City Watch Outpost
8-9Wealthy Shop*
10-11Wealthy Tavern*
12Bathhouse

Religious District

d12Points of Interest
1Ruined Temple
2Exorcist / Inquisitor
3Mausoleum / Reliquary
4Pilgrimage Site
5Minor Temple
6Monastic Cloister
7Secret Cult Shrine
8-9Public Hospital
10-11Respectable Temple
12Holy Site / Sacred Marker

Education District

d12Points of Interest
1Archivist / Record Keeper
2Lecture / Meeting Hall
3Astrologer / Sage
4Reclusive Wizard’s Tower
5Enchanter / Transmuter
6Philosopher’s Plaza
7Academy of Magic
8-9Library
10-11Standard Tavern*
12Wealthy Shop*

Military District

d12Points of Interest
1Military Hospital
2Training Field
3Stables and Grazing Field
4Catapults / Mangonels
5Stone Keep
6Prison / Dungeon
7Archery Range
8-9Infantry Barracks
10-11City Watch Barracks
12Concentric Castle
  • Charts to determine nature of each shop/ in the Shops & Taverns sections.

Spectacle District

d12Points of Interest
1Magnificent Fountain
2Bloodsport / Coliseum
3Grandiose Public Plaza
4Botanical Garden
5Circus / Fairground
6Wrestling Gymnasium
7Famous Painter / Sculptor
8-9Amphitheater
10-11Wealthy Shop*
12Falconry / Aviary

Palace District

d12Points of Interest
1Walled Necropolis
2Auction House
3Magnificent Temple
4Noble Mansion
5Towering Spire
6Courthouse / Clocktower
7Hunting Kennel
8-9Opulent Palace
10-11City Watch Barracks
12Wealthy 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.

d20Type
1Smoker / Salter
2Bone Carver
3Vermin Catcher
4Seamstress
5Potter / Bottler
6Leatherworker
7Tanner / Dyer
8Livestock / Milk
9Tinkerer / Repairer
10Fishmonger
11Herbalist
12Charcoal Maker
13Cooper / Hooper
14Fruit and Vegetables
15House of Ill Repute
16Charlatan / Con Artist
17Weaver / Rope Maker
18Predatory Moneylender
19Laundry
20Woodcarver

Standard Shops

d20Type
1Butcher
2Cobbler
3Tailor
4Blacksmith
5Locksmith
6Trap Maker
7Poisoner
8Respectable Moneylender
9Copyist / Scribe
10Furniture Maker
11Trapper / Furrier
12Apothecary / Healer
13Bowyer / Fletcher
14Saddler / Farrier
15Brothel / Bordello
16Glassblower / Glazier
17Bounty Hunter
18Alchemist
19Bakery / Pastries
20Adventuring Outfitter

Wealthy Shops

d20Type
1Fine Tailor
2Master Locksmith
3Jeweler / Gem Cutter
4Chemist / Assayer
5Florist / Plumer
6Armorer / Shield Maker
7Hatter / Glovemaker
8Goldsmith / Silversmith
9Master Blacksmith
10Antiques & Curios
11Embroidery / Engraver
12Curse Remover
13Perfumery
14Weaponsmith
15Musical Instruments
16Detective / Investigator
17Exclusive Moneylender
18Toy Maker
19Cartographer
20Scrolls & Wands

Taverns

Tavern Generator

d20NameNameKnown For…
1The BronzeHawkMud wrestling contests
2The TepidBruteEye-watering spices
3Ye OldeMushroomQuiet pious patrons
4The SlipperyBraggartRaucous practical jokes
5Brick &WretchUncomfortable poetry readings
6The FrostySteedUndead serving staff (harmless)
7The Staff &GobblerSwirling dervish dances
8The SaucyToothFood served on dented bucklers
9The BurningFlailCreepy enchanted lighting
10The Pot &TwineUnusual tasting water source
11The NobleBrawlerDivisive political arguments
12Courier &TartSeating on carpets and pillows
13The SullenMelonMildly hallucinogenic incense
14The WickedMugA lingering magical fog
15Cross &FlagonAmorous meeting place
16The MoistSkullBoisterous young clientele
17The PiousStoneDistinctive painted clay goblets
18Gravel &TroutServing staff wears body paint
19The TiltedWagonSongbirds in dangling cages
20The SweetCowardFavored 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.
d20Poor (1d4 cp)Standard (1d6 sp)Wealthy (1d8 gp)
1Salted Fish StripsSpiced HoarfishImperial Duck
2Mushroom BarkBaked Chicken & RiceRoasted Bear Leg
3Boiled Pig LegsSalted Snail MuffinSteamed Mussels
4Fried Snake SkinsBraised Mint LambCandied Ham & Toast
5Chilled Radish HamHam & PotatoesVeal & Mushrooms
6Lamb Chuck StewStingbat WingsCuttlefish Bisque
7Cleaved Eel SandwichRoast Crocodile FeetBaked Panther Ribs
8Shepherd’s PieBlackened TroutHot Cheese Curds
9Roasted GrubsShaved VenisonMammoth Steak
10Iguana-on-a-stickFresh Cod StripsSeared Salamander
11Eggs and PeasSimmered BeefCrunchy Snow Berries
12Vegetable MashHearty Potato StewGiant Snake Stew
13Surprise PieGarlic Pork ChopSteamed Chuul Claws
14Garlic Rat WingsMushroom Jelly RollGiant Octopus Fritters
15Snails on ToastGrilled Boar LoinBroiled Turkey Breast
16Bitter Fruit SaladDirk Bread PuddingSpicy Moose Wings
17Pigeon Jelly TartRoast Emu LegButtered Lobster Tail
18Bone PuddingBaguette & CheeseRaw Shark Steak
19Roast Beaver TailWhite Cavern FishPork Loin & Rice
20Crisp Barley TwistsDuck RotisserieSpiced 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
1Wild Delight. 1 cp. CON check vs DC 9 or unconscious for 2d4 hours.
2Caliban’s Cream. 2 cp. Occasional hacking cough for 3d4 hours.
3Hairtooth Whiskey. 3 cp. Horrible breath, itchy ears, -1 CHA for 1 hour.
4Weald Grog. 5 cp. Painful muscles, impotence, -1 STR for 1 hour.
5Gasping Wine. 1 sp. Shortness of breath, fatigue, -1 CON for 1 hour.
6Bacon Broth Beer. 1 sp. Ravenously hungry, -1 DEX for 1 hour.
7Spiced Cider. 2 sp. Apple cinnamon flavored cider, causes sleepiness.
8Juggler’s Gold. 2 sp. Honey flavored beer, pleasant and crisp.
9Kobold Cobalt. 3 sp. Turns the hands, feet, and eyes blue for 2 hours.
10Red Eye Blood Brandy. 4 sp. Impaired hearing, +1 STR for 2 hours.
11Whiteout. 5 sp. Removes all negative status effects, sleep for 12 hours.
12Cavern Candy. 5 sp. Chattering teeth, +1 CON for 2 hours.
13Pudding Beer. 7 sp. Slurred speech, feelings of elation for 2d4 hours.
14Ripper Rum. 8 sp. Alertness and excited speech for 2d4 hours.
15Filbert’s Philter. 1 gp. Clarity of thought, +1 INT for 2 hours.
16The Purple Worm. 2 gp. Trouble swallowing, inner warmth for 3 hours.
17Barkskin Brandy. 5 gp. Extremely bitter taste, +2 AC for 2 hours.
18Dancing Dawn. 8 gp. Eyes glow like candles, +1 DEX for 2 hours.
19Manticore’s Mustache. 12 gp. Casts Restoration on the drinker.
20Aboleth 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.

CostEventBonus
30 gpA focused day of personal reflection and piety, centered around performing acts of faith.+0
100 gpA day shared by select devotees that strengthen their bond with group expressions of faith.+1
300 gpA 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 gpA 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 gpA 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 gpSame 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 gpSame 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

d8OutcomeBenefit
1You violate local laws in an act of piety and are arrested. Your allies must pay 10 gp to release you.Gain 2 XP
2You follow a vision quest for 1d4+1 days. You return with reinforced faith and a very empty stomach.Gain 2 XP
3You were tricked by a charlatan preying upon the faithful. Lose 15% of your remaining gold pieces.Gain 3 XP
4You 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
5The 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
6You 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
7You 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
8You channel the power of your deity and perform dazzling acts of faith in front of the crowd.Gain 4 XP and a luck token
9You 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
10You are struck by a wild prophetic vision from your deity. This greatly deepens your personal faith.Gain 5 XP and a luck token
11Your 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
12Your 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
13Your 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.

CostEventBonus
30 gpA relaxed day of informal mock combat with training weapons. The focus is on basic techniques.+0
100 gpAn intense day of training on specific combat maneuvers and advanced techniques.+1
300 gpA day of tournament melee and archery contests. Open to the public. Melee participants are organized into teams that fight in formation.+2
600 gpA 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 gpA 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 gpSame 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 gpSame 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

d8OutcomeBenefit
1You are charged with disturbing the peace and arrested. Your allies must pay 10 gp to release you.Gain 2 XP
2You are terrified by a vicious opponent and need 1d4+1 days to recover your will to adventure.Gain 2 XP
3You 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
4Your combat abilities impress a local tough guy. He offers to come with you on your adventures.Gain 3 XP and a thug ally
5A 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
6You excel in the training and impress onlookers. You experience a surge of excitement and vigor.Gain 4 XP and +1 max HP
7You 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
8You 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
9You 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
10You narrowly evade death in a dramatic moment. Many attribute your survival to divine providence.Gain 5 XP and a luck token
11Your 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
12Your 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
13You 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

CostEventBonus
30 gpA relaxed day of studying your own spellbook and scrolls. You smoke a lot of pipe weed and think.+0
100 gpA focused day of study in a local library or magical academy. You take breaks only to relieve yourself.+1
300 gpA day of research and experimental magic in a secluded area. Various herbs and mushrooms are consumed to give you deeper insight.+2
600 gpA 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 gpA 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 gpSame 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 gpSame 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

d8OutcomeBenefit
1A miscast spell hurts innocent people, and you are arrested. Your allies must pay 10 gp to release you.Gain 2 XP
2You 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
3You purchase a bag of pipe weed that was just oregano. Lose 20% of your remaining gold pieces.Gain 3 XP
4Your magical talents attract a like-minded soul that wishes to learn how to cast spells like you do.Gain 3 XP and an apprentice
5You 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
6You 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
7You 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
8You channel magical energy in an impressive way that mystifies your colleagues and awes laymen.Gain 4 XP and a luck token
9You 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
10You tap into another plane of existence and commune with an immortal elemental entity.Gain 5 XP and a luck token
11Your 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
12Your 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
13Your 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 + LVType
1-3Unsafe
4-5Risky
6+Deadly

Dungeon Entrance

d6Type
1Surface Structure
2Cavernous Hole
3Mine Tunnels
4Structural Collapse
5Waterfall / Erosion
6Magical Access

Site Size

d6TypeLVsDice/LV
1-2Small15d20
3Medium28d20
4Large1d4+110d20
5Huge1d4+212d20
6Massive1d4+320d20

Site Type

d6Type
1-2Caves
3Tomb
4Deep Tunnels
5-6Ruins

Room Type

d20Type
1-2Empty. Use Dungeon Dressing treasure table.
3-4Hazard. Severity is d6: 1-3 = Normal, 4-5 = Minor, 6 = Major.
5-6Trap. Severity is d6: 1-3 = Normal, 4-5 = Minor, 6 = Major.
7-8Treasure. Use table appropriate for average PC level.
9NPC. 1d4 individuals, build out full stats in the NPCs section.
10Rival Crawlers. 1d4+1 members, build out full stats in the Rival Crawlers section.
11Change Over Time. Alter state of room every time PCs leave/return.
12Magical Power. Powerful magical effects that can help/harm PCs.
13Combat Aftermath. Corpses of 1d4 monsters of average PC level.
14Dead Zone. Hinders or completely prevents a certain activity.
15Unique Object. An object with properties not immediately visible.
16Solo Monster. Use table for average PC level + 1.
17-18Monster Mob. Use table for average PC level.
19-20Boss Monster. Use table for average PC level + 2.

NPCs & Rival Crawlers

d10DetailDetail
1Good intentions, kind-heartedHiding, opportunistic
2Mischievous, clever, dubiousTrapped in the room by debris
3Arguing loudly, careless, brutishHolding a secret meeting
4Nefarious, plotting against PCsWaiting silently in ambush
5Curious, investigatory, relaxedSomeone is on a death timer
6Overconfident, snide, arrogantDesperate for assistance
7Aggressive, demanding, bullyingResting and recovering
8Lecherous, predatory, off-puttingHeld captive or restrained
9Greedy, charges a toll or taxHas a questionable allegiance
10Annoyed, distant, unemotionalCreated a fortified position

Change Over Time

d10Detail
1Magic forces PCs to sleep for 1d4 hours, then change room layout.
2Plants grow at an exceptional rate, attracting a variety of vermin.
3Filled with fragile objects that repair themselves when PCs leave.
4Magic object that changes other parts of the dungeon if removed.
5Ceiling has a 10% chance of collapse every round while PCs are gone.
6Thick fog + sounds d6: 1-2 = Crackling, 3-4 = Groaning, 5-6 = Crying.
7Slowly fills with water, slime, mud, sand, or similar material.
8Ceiling raises and lowers slowly over time, 10% chance it is impassible.
9Dusty floor bears signs of recent traffic, alter footprints each time
10Monsters/NPCs enter occasionally from other time periods via portal.

Magical Power

d10Detail
1Grants a Boon, d6: 1-2 = Oath, 3-5 = Secret, 6 = Blessing.
2Corpse/skeleton animated to speak but not-hostile, talkative.
3A statue casts a non-damaging wizard spell on a random PC.
4All living things become invisible and silent while in the room.
5Blackened burn damage all over the room, crispy corpses on floor.
6One-way teleport to a different, random room in the dungeon.
7Religious object, touching drains all spellcasting for the day.
8Arcane weather, d6: 1 = Frozen, 2-3 = Cold, 4-5 = Hot, 6 = Scorching.
9Magic spells cast within the area have 50% chance of failure.
10Extremely strange, weird, or alien artifact with wondrous powers.

Combat Aftermath

d10Detail
1Severely wounded solo monster, still alive and desperate.
2Cave creeper, consuming the bodies of the fallen, distracted.
3Solo monster result, willing to betray its allies for a treasure.
4Blood and body parts scattered everywhere, horrific odors.
5Scattered spoils, make 1d4 rolls on the Treasure 0-3 table.
6One rival crawler, picking over the corpses for loot.
7One severely wounded rival crawler is still alive and begs for help.
8One trap in the room still hasn’t been triggered.
9Valuable spoils, make one roll on the Treasure 4-6 table.
10Reinforcements for one side will arrive in 1d4+1 rounds.

Dead Zone

d10Detail
1Evil altar. Priest spells do not work. Attracts nearby undead.
2Filled with permanent magical darkness. Cannot be dispelled.
3Wooden objects rapidly decay to splinters over 1d6 rounds.
4No magic of any kind can function, including magic items.
5Lingering gas prevents breathing and limits visibility to close.
6Hit points cannot be recovered in this area (not even magically).
7Filled with magical light that instantly kills all undead.
8Magical effect prevents any running or flying through the room.
9Filled with permanent magical silence. Cannot be dispelled.
10Death is impossible within the room. One dying NPC is here as well.

Unique Object

d10Detail
1Appears to be one thing but is actually a different thing (ex. Mimic).
2Valuable object that is difficult to remove without damaging it.
3Numerous objects, 25% chance one is valuable (ex. swords).
4Fragile containers, 25% chance that one contains a treasure.
5Valuable object that is extremely fragile and easily damaged.
6Statue, 25% chance of hidden compartment or lever.
7Warning of a nearby danger (ex. written note or wall carving).
8Heap of debris or filth, 25% chance that one contains a treasure.
9A key to a lock somewhere else in the dungeon.
10Totally misleading message or warning (red herring).

Solo Monster

d10DetailDetail
1Lonely, seeking companionshipOccupied by laborious task
2Deranged, malicious, aggressiveSocially outcast by its allies
3Frustrated, angry, making noisesRecently mated with another
4Hiding, non-confrontationalExhausted, out of breath
5Roll 1 mutation using Core RulesGuarding ally on death timer
6Clever, cunning, deceitful, wickedCreated a fortified position
7Bored and playful, distractedJust found a normal treasure
8Roll 2 mutations using Core RulesHeld captive or restrained
9Sleeping underneath debrisTrapped in the room by debris
10Roll 3 mutations using Core RulesWaiting silently in ambush

Monster Mob

d10DetailDetail
1Interacting socially with each otherOne of them is on death timer
2Infighting, arguing, disagreementsWaiting silently in ambush
3Rutting, challenging, dominantHeld captive or restrained
4Roll 1 mutation using Core RulesEngaged in physical labor
5Cunning, deceitful, false kindnessOut of food, hungry
6Cowering, overwhelmed, defeatedCreated a fortified position
7Roll 2 mutations using Core RulesTrapped in the room by debris
8Defiant (+2 to morale checks)Half are asleep, half on guard
9Bored and playful, distractedDividing up recent spoils/food
10Roll 3 mutations using Core RulesReinforcements imminent

Boss Monster

d10DetailDetail
1Deranged, non-sensical, psychoticPhysically more powerful
2Overbearing, supremely confidentAbandoned by its minions
3Frustrated, angry, making noisesRecently mated with another
4Clever, cunning, deceitful, wickedLosing control of its minions
5Roll 1 mutation using Core RulesHolding innocent captive
6Bored and playful, distractedFortified, difficult to reach
7Roll 2 mutations using Core RulesDefending a shrine of it’s deity
8Access to evil, dark magical powerDouble normal treasure
9Sleeping on luxurious beddingWith allied solo monster
10Roll 3 mutations using Core RulesWith 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.

2d61-2: Movement3-4: Damage5-6: Weaken
1Slippery moist floorsExploding runesDeafening sound
2Deployed caltropsFalling rocksIncessant dripping
3Very low ceilingDripping acidStrange echoes
4Sloping inclinesPoisonous frogsSleep-inducing mold
5Tight passagesToxic sporesBlast of frigid wind
6Tripping vinesSharp protrusionsNauseating odors

Hazards - Deep Tunnels

2d61-2: Movement3-4: Damage5-6: Weaken
1Long sliding slopeSudden pitfallCreepy noises
2Uneven ceiling heightToxic cave lichenNo echoes
3Loose rock underfootFalling rock chunksExhausting runes
4Uneven floor heightSharp protrusionsStrange green fog
5Maze-like passagesUnstable gravityConfusing vibrations
6Tilting floor platesAcidic poolsMagical hunger

Hazards - Ruins

2d61-2: Movement3-4: Damage5-6: Weaken
1Ancient barricadeRusted metal spikesConfusing turns
2Fine dust in the airFalling rocksMagical weakness
3Sticky websToxic pools of waterCrackling sound
4Collapsed passageUnstable columnsChoking dust cloud
5Slick bloody floorAncient pit trapTripping wires
6Tilted stoneworkSudden chasmMagical darkness

Hazards - Tomb

2d61-2: Movement3-4: Damage5-6: Weaken
1Ancient debrisSliding stone blocksTaunting spirits
2Uneven floor heightElectrical magicGhostly barriers
3Greased floorWhipping vinesConfusing reflections
4Uneven ceiling heightCavernous holesTripping wires
5Winding passagesRusted metal gatesCreaking sounds
6Eroding stoneworkAncient pit trapMemory 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

d20TrapTriggerDamage + Effect
1Rolling logs on slopePressure plate1d6
2Sliding wall or doorAudible speech1d6 + immobile (1d4)
3Plumes of hot smokeCasting wizard spell1d6 + blackout (1d4)
4Noxious gas releaseRemoving an object1d6 + sleep (1d6)
5Collapsing soil & clayTilting disc in floor1d6 + panic (1d6)
6Swinging log(s)Tripwire or vine2d8
7Falling metal plateBurning webbing2d8 + immobile (1d6)
8Rapidly rising waterExposure to light2d8 + blackout (1d6)
9Falling stone blocksUnstable column2d8 + sleep (2d6)
10Walls pressing inwardDoor hinge2d8 + panic (2d6)
11Rushing water flowBreaking light beam3d10
12Choking acidic fogDisturbing plants3d10 + immobile (1d6)
13Rapidly rising floorFishhook on thread3d10 + blackout (1d6)
14Sharp, painful soundWeakened floor3d10 + sleep (2d6)
15Hot cloud of steamPressure on a wall3d10 + panic (2d6)
16Flammable vaporsManual switch / leverLoss of a hand
17Falling bouldersCasting priest spellLoss of an arm
18Sulfuric gasesDisruption of processLoss of a foot
19Boiling mud flowSaying a specific wordLoss of a leg
20Deafening boomSpecific alignmentKilled immediately

Magical Traps

d20ManifestationTriggerEffect (rounds)
1Burst of flamesPressure plateShrunk 1/4 size (1d6)
2Radiant bubblesAudible speechSilent & Deaf (2d4)
3Shower of bloodCasting wizard spell1d6 per round (1d4)
4Arcane runesRemoving an objectParalysis (2d6)
5Crackling lightningTilting disc in floorBlinding (2d6)
6Giant grasping handTripwire or vine1d6 ( near radius)
7Loud shoutingBurning webbingBerserk (2d6)
8Burst of webbingExposure to lightSleep (4d6)
9Creepy musical notesUnstable columnSheer terror (2d6)
10Swirl of violent windDoor hinge-4 Armor Class (2d6)
11Burst of green slimeBreaking light beam2d8 ( near radius)
12Magical flowerDisturbing plantsSnuff out all light
13Flying glowing orbsFishhook on thread2d8 per round (1d6)
14Cackling laughterWeakened floorOverwhelmed (2d6)
15Giant glowing eyePressure on a wallConfusion (2d6)
16Shimmering in the airManual switch / lever3d10 ( near radius)
17Burst of ice crystalsCasting priest spellPolymorph (2d6)
18Beams of lightDisruption of processPillar of salt
19Shower of dirt clodsSaying a specific wordMind control / charm
20Scaled dragon clawsSpecific alignmentPetrification

Wounding / Weapon-like Traps

d20TrapTriggerDamage + Effect
1Poison dartPressure plate1d6
2Spiked swinging logAudible speech1d6 + immobile (1d4)
3Crossbow boltCasting wizard spell1d6 + blackout (1d4)
4Tiny razor bladesRemoving an object1d6 + sleep (1d6)
5Flaming arrowTilting disc in floor1d6 + panic (1d6)
6Spiked needlesTripwire or vine2d8
7Burning oilBurning webbing2d8 + immobile (1d6)
8Whipping vineExposure to light2d8 + blackout (1d6)
9Pit of sharp stakesUnstable column2d8 + sleep (2d6)
10Stone projectileDoor hinge2d8 + panic (2d6)
11Barbed netBreaking light beam3d10
12Acid sprayDisturbing plants3d10 + immobile (1d6)
13Barbed spearFishhook on thread3d10 + blackout (1d6)
14Slicing bladeWeakened floor3d10 + sleep (2d6)
15Snapping metal jawsPressure on a wall3d10 + panic (2d6)
16Ballista or javelinManual switch / leverLoss of a hand
17Spikes from floorCasting priest spellLoss of an arm
18Boiling oilDisruption of processLoss of a foot
19Swinging axeSaying a specific wordLoss of a leg
20Twisting tridentSpecific alignmentKilled immediately

NPCs

Ancestry

d12Ancestry
1-7Human
8Elf
9Dwarf
10Halfling
11Half-Orc
12Goblin

Alignment

d6Alignment
1-3Lawful
4-5Neutral
6Chaotic

Wealth

d6WealthCarrying
1Destitute1d4 cp
2Poor1d6+1 sp
3-4Standard2d6+2 sp
5Successful1d6+2 gp
6Wealthy3d6+3 gp

Age

d12Age (Human Equivalent)
1Child (<10)
2-3Adolescent (11-16)
4-7Young Adult (17-24)
8-10Mature Adult (25-35)
11Middle-Aged (36-50)
12Elderly (50+)

NPC Qualities

d20PhysicalBehaviorSecret
1Missing a few teethSlurs their wordsLikes to hurt animals
2Unusual eye colorWhistles when boredIrreverent heretic
3Wears gaudy jewelryHacking coughGenerous charity
4Patchy shaved headExtremely selfishPanic attacks
5Unusually paleHard of hearingDissident politics
6Squints a lotDaydreamsSteals from friends
7Alcohol on breathEnunciates sharplyFeels like a failure
8Hunched overScratches tattoosIncredible coward
9Dirty and unkemptOptimisticJealous of a sibling
10Long flowing hairSpeaks softlyNervous liar
11Foul body odorRepeats same phraseSuicidal tendencies
12Wandering eyeLikes to flip a coinCommitted murder
13Visible red soresSneezes comicallyObsessed with insects
14Missing 1d4 fingersChews on objectsHates a close friend
15Clean and manicuredVery observantSeeks magical power
16Strange birthmarkShakes / shiversWild mood swings
17Unusual gaitQuiet and reservedReligious zealot
18Outlandish clothesSings to themselvesBursts of violent rage
19Weird facial hairRude commentaryWorking for a villain
20Scarred handsPessimisticHid a treasure

NPC Occupations

2d121-34-67-910-12
1GamekeeperChandlerSculptorPeddler
2BottlerShepherdPorterTrapper
3ActorJewelerJoinerCourier
4Town CrierCaregiverGrocerMinstrel
5ThatcherMinerWeaverGlazier
6SaddlerBarberProspectorBookkeeper
7BrewerHerbalistInnkeeperPilgrim
8FishmongerMusicianTranslatorStable Hand
9TutorBrawlerPotterBloodletter
10CartwrightMorticianGroomPainter
11EngraverBeekeeperCooperBrickmaker
12MasonLeatherworkerTailorClerk

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

d20Ancestry
1-4Human
5-6Elf
7-10Dwarf
11-12Halfling
13-14Half-Orc
15-16Goblin
17Kobold
18Hobgoblin
19Lizardfolk
20Orc

Class / Monster Type

d20Class / Monster Type
1-3Fighter
4-5Priest
6-8Thief
9-10Wizard
11Acolyte
12Apprentice
13Bandit
14Beastman
15Berserker
16Cultist
17Guard
18Knight
19Soldier
20Thug

Alignment

d6Alignment
1Lawful
2-3Neutral
4-6Chaotic

Carried Coin

d4CPSPGP
13d6+52d6+21d6+1
22d6+22d6+42d6+2
32d4+22d8+43d8+4
41d4+12d8+65d10+5

Party Name

d20NameNameKnown For…
1The SilverFlameBurning a dryad grove
2The ForsakenEaglesCollecting debts from deadbeats
3The CrimsonDeathDashing headgear and cloaks
4The MysticalTempestHunting down mutated monsters
5The DaringShieldsRescuing captured townsfolk
6The GoldenBeastsSummoning magic that went awry
7The UndauntedVanguardA brutal fight with town watch
8The BloodyWarriorsCrass commentary on rival’s attire
9The WickedBladesPatient and thoughtful reactions
10The CloakedChampionsEating their kills whenever possible
11The ShadowedBulwarkTrapped in a dungeon for weeks
12The MaskedStrikersExtensive use of poisoned weapons
13The CharmingCompanyBegan as common mercenaries
14The ImperialSunsPiety and respectful conversation
15The ValiantBannersJewel-encrusted weapons
16The DesolateHeroesStealing from innocent people
17The ForgedRaidersBribing officials to thwart their rivals
18The SilentSabresLed by its two original members
19The TwistedBandKills anyone who tries to retire
20The StalwartChainUsing charm magic to deceive rivals

Signature Tactics

d6LawfulNeutralChaotic
1Nobody left behindPrefers ranged attackScreaming charge
2Skirmishes & retreatsStalks rival partiesStealthy ambushes
3Stout shield wallEvery man for himselfDismembers corpses
4Will share informationRetreats with caltropsMutilates captives
5Offers good termsGood at lockpickingTells obvious lies
6Well provisionedTells believable liesBeheads everything

Party Secret

d12Party Secret
1Location of their hidden cache of treasures from prior delves.
2Secret identity of an NPC in a nearby settlement.
3Long-term plans of the boss monster in a nearby dungeon.
4Location of a hidden haven where you can rest safely.
5Description of a nearby hazard (in dungeon or overland hex).
6Location of a valuable, defended treasure (they retreated).
7They are blackmailing an NPC in a nearby settlement.
8Personality traits of the boss monster in a nearby dungeon.
9They kicked a member out of their group recently.
10Location of an untriggered trap that they avoided.
11They were able to bribe a local noble to get secret information.
12Existence 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

d10Monster Lvl 0Monster Lvl 1
1Bone Snake*Apprentice
2Drain Fly*Assassin Vine*
3Frost Maggots*Badger
4Jackal*Bandit
5KoboldBeastman
6RatBloodworm*
7Rot Grubs*Cobra snake
8Shock Snake*Darkmantle
9ScorpionFairy
10SpiderGiant Centipede
Giant Rat
Gibberling*
Goblin
Halfling*
Insect Swarm*
Mastiff
Mongrelmen*
Orc
Stingbat
Thug

Level 2 - Humanoid & Monstrous

d20HumanoidMonster
1Aarakocra*Animated Armor
2BerserkerApe
3Bullywug*Armitage*
4CultistDeath Beast*
5Deep OneDire Rat
6DrowDretch Demon
7DuergarGiant Bat
8Dwarf*Giant Dung Beetle
9ElfGiant Frog
10GhoulGiant Leech
11GnollGiant Wasp
12Gnome*Gray Ooze
13HobgoblinImp Devil
14LizardfolkMephit*
15MerfolkRot Flower
16SahuaginSpider Swarm
17SkeletonVelociraptor
18Troglodyte*Violet Fungus
19Vegepygmy*Will-o’-wisp
20ZombieWolf

Level 3 - Monstrous & Animals

d20MonsterAnimals
1AzerAnkheg
2Barbed DevilBoar
3BugbearLion
4CockatricePanther
5Deep GnomeSmilodon
6EttercapWorg
7Giant Ant*
8Giant Scorpion
9Giant Spider
10Harpy
11Kobold Sorcerer
12Mushroomfolk
13Scarab Swarm
14Scarecrow
15Shadow
16Strangler
17Thief
18Viperian
19Wererat
20Wight
d6Monster
1Ankheg
2Boar
3Lion
4Panther
5Smilodon
6Worg

Level 4 & 5

d20Monster Lvl 4Monster Lvl 5
1Bat SwarmArchon*
2Cave CreeperBanshee*
3Centipede SwarmBasilisk
4Dire WolfBrown Bear
5DoppelgangerChuul
6GargoyleDrake*
7GhastDread Knight*
8Gibbering MoutherGelatinous Cube
9Goblin BossGiant Crab
10Goblin ShamanGiant Lizard*
11GorillaGiant Octopus
12GrickGiant snake
13Hell HoundMimic
14Ochre JellySalamander
15Orc ChieftainSatyr*
16Rust MonsterTroll
17Shambling MoundVampire Spawn
18Snake swarmVoid Spider
19Snow ApeVrock Demon
20WerewolfWinter Wolf

Level 6 - 6 & Elementals

d20MonsterElementals
1Black puddingLesser Acid Elemental*
2Bone NagaLesser Air Elemental
3Cave BruteLesser Earth Elemental
4CloakerLesser Fire Elemental
5Cubi DevilLesser Frost Elemental*
6DriderLesser Plant Elemental*
7Drow PriestessLesser Shade Elemental*
8GhostLesser Shock Elemental*
9Giant Eagle*Lesser Water Elemental
10Invisible StalkerLesser Void Elemental*
11Mage
12Manticore
13Ogre
14Owlbear
15Primordial Slime
16Rat Swarm
17Reaver
18Roper
19Viperian Ophid
20Weald Hag

Level 7 & 8

d10MonsterMonster
1Dragonne*Brain Eater
2Flesh GolemBulette
3Frost TrollClay Golem
4GorgonGlabrezu Demon
5Horned DevilMedusa
6MinotaurNight Hag
7OniRakshasa
8OtyughStone Golem
9Polar BearViperian Wizard
10Void SpawnWraith

Level 9 - 9 and Elementals

d10MonsterElementals
1EfreetiGreater Acid Elemental*
2Erinyes DevilGreater Air Elemental
3Devourer*Greater Earth Elemental
4GrimlowGreater Fire Elemental
5Marilith DemonGreater Frost Elemental*
6NagaGreater Plant Elemental*
7Necromancer*Greater Shade Elemental*
8Rime WalkerGreater Shock Elemental*
9SphinxGreater Water Elemental
10Werebear*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

d100DetailsValue
1Copious amounts of dirty yellow-brown sandNone
2A pile of broken and shattered lyres3 sp
3A layer of discarded rags and strips of cloth4 cp
4Three sets of horrid stinking linen socks2 cp
5Thick upturned dirt full of earthwormsNone
6A pile of bent and warped barrel hoops4 sp
7A bent fishing hook stuck in a rotting fish1 cp
8A bit of deer horn scraps and chipped flint1 cp
9Numerous short leather straps cuttings1 cp
10A bit of meat fat sitting in a dark floor stainNone
11Shattered bits of plaster and chunks of dried glue1 cp
12Several large chunks of reddish clay2 sp
13Broken bits of rotting gourd and melon rind1 cp
14A pile of tree bark strippings, cleaned of bugsNone
15Ripped pieces of frilly white lace from fancy garments5 sp
16Strips pulled out of a woven reed basketNone
17A small chunk of pinched off wrought iron1 sp
18Scattered bits of dried fruit and acorn shells.None
19A bloody scrap of cloth with bits of brain matterNone
20The bony remains of an ogre-sized fish tail1 cp
21Numerous small chunks of melted candle wax2 cp
22A crossbow bolt snapped into three pieces2 cp
23Fluttering feather remains of a plucked chickenNone
24A broken helmet visor cracked by a powerful blow1 sp
25Two halves of a metal rod broken by sharp bending1 sp
26Shattered remains of a porcelain bathing tub2 cp
27A broken short sword and shattered wooden shield7 sp
28A heavily burnt stick and a circle of campfire stonesNone
29The stub of a burnt torch, still lightly smokingNone
30A chipped canine tooth and scraps of bloody furNone
31A foot-long lizard tail, ripped off at the base2 cp
32A chip of chalk, large enough to write one word1 cp
33Scattered slivers of glass from a broken bottleNone
34A forearm-sized chipmunk tail bearing tooth marks3 cp
35Three large cheese wheels, moldy and decayingNone
36Polished bones of a human finger, connected by twineNone
37A fist-sized clump of dark brown humanoid hairNone
38A sizeable clump of horse manure attracting fliesNone
39A lump of soft wax that has been rolled into a ball1 cp
40A chunk of lye soap covered in tiny body hairs3 cp
41A small pool of unidentifiable yellowish gooNone
42Six discarded cork stoppers, but no wine bottles1 cp
43A cracked shortbow, 2 arrows, and a severed hand2 sp
44Tough dried crusts of bread, covered in antsNone
45A gnarled 6-foot-long cutting of thick tree rootNone
46Dozens of dead honeybees lying on a water stainNone
47The cracked shell remnants of a dozen eggsNone
48A few bits of wood surrounded by sawdustNone
49Fifteen acorns lying on an oak leafNone
50Five inches of leather lacing from a corset1 cp
51A severed goblin toe and a bloody sandalNone
52The tip of a brass key, snapped off cleanlyNone
53Half of an intricate quilt depicting a kobold romance5 cp
54Left half of a white nightshirt bearing yellowed stains2 cp
55A handful of plant roots, cut cleanly by a gardenerNone
56A set of horse teeth, arranged in a circle on the floorNone
57A human ear with a wooden six-sided die inside1 cp
58An iron teapot handle with ornate curvature5 sp
59A massive leaf, six feet wide and nine feet longNone
60A bent metal ring, perhaps from a bridle1 cp
61A moist patch of moss with several rotting logsNone
62The beautiful nose of a marble statueNone
63A sharp obsidian flake, the kind used to cut leather5 sp
64A dried pig’s ear bearing canine bite marksNone
65Short scraps of stunning purple ribbon3 cp
66A rotten apple core covered in ravenous antsNone
67A hand-size scorpion claw, ripped off violentlyNone
68A scrap of brown canvas, the kind an artist might useNone
69A bit of vellum bearing “that’s the last straw” in ElvishNone
70Orange rind with a few tiny bits of pulp remainingNone
71A pile of white seashells, still stinking of the seaNone
72Six coffee beans arranged in a straight line1 sp
73A small bird egg, wrapped in leaves and straw1 cp
74A small metal crank handle, broken off at the base1 cp
75A set of soiled leather breeches and a broken belt1 cp
76A pile of gnawed chicken bones and a human toothNone
77Strips of animal hide still bearing clumps of fleshNone
78Two handfuls of finely cut gravel in a broken clay pot1 cp
79Three cut and dried horse tails to swat insects2 cp
80Hundreds of plucked insect legs left in a small pileNone
81”Turn Back!” carved into the wall with a stone toolNone
82A clump of pumpkin pulp with all the seeds picked outNone
83Short lengths of colored thread woven together1 cp
84Sprig of holly with the berries eaten and seeds spit outNone
85A stone arrowhead lying inside of a rat skeleton1 cp
86Short strips of cloth woven into a deformed doll2 cp
87A tassel of blue cloth ripped from a fancy gown3 cp
88A slightly moist tentacle suction cupNone
89Three brass comb teeth and a chunk of matted hairNone
90Broken links of iron chain, ripped apart by force1 cp
91Three succulent red berries, glimmering with dewNone
92A pile of worn river pebbles arranged in a squareNone
93Two ivory buttons from a set of nice clothes3 sp
94Two feet of linen rope, slightly burnt at both ends1 cp
95Two fronds of long savannah grasses and a blue flowerNone
96Two glass marbles with glitter inside of them2 cp
97Walking stick, inscribed “Boom Stick” in Dwarvish1 cp
98A wooden ladle that still smells like vegetable stewNone
99A clipped brass coin with a demon head imprint1 cp
100A single silver coin covered in stomach bile1 sp

Treasure 0-3

d100DetailsValue
1Lump of sparkling pyrite, easily mistaken for gold1 cp
2Crudely painted clay pitcher pot, the work of a child2 cp
3Leather belt of poor quality, tearing in several spots2 cp
4A strange flax linen doll with sparkling quartz eyes3 cp
5A ceramic jar that leaks along a seam at the base3 cp
6A wad of smoking tobacco, wrapped in cheesecloth8 cp
7Dyed yellow altar cloth covered in religious symbols1 sp
8A finely constructed woven basket of cedar bark6 sp
9A small sheepskin pouch containing a few grain seeds1 gp
10A long silver pin with clasp, used to fasten a cloak1 gp
11A burlap bag of salt, finely cut for culinary use1 gp
12An iron chisel with carved wooden handle1 gp
13A bolt of dyed light blue fabric, spun from thick wool1 gp
14A small silver bell with inscription “Retain the spirit”4 gp
15A dark green blindfold of smooth high-quality silk5 gp
16A branding iron featuring an unknown cult symbol6 gp
17A leather-bound pilgrim’s guidebook, written in Elvish7 gp
18Four bottles of fine wine with worn illegible labels8 gp
19A cloth bag with enough coffee beans for 12 cups9 gp
20A cleaned brown bear pelt, wrapped in thin ropes9 gp
21A carved wooden beer stein depicting Dwarvish lords10 gp
22A silver candelabra capable of holding seven candles10 gp
23Set of three well-polished fist-sized balls of pinewood10 gp
24Set of 20 small votive candles with a mild scent10 gp
25Six beaver pelts, stacked and wrapped in hemp twine10 gp
26Slightly cracked Dwarvish anvil, made from bog iron10 gp
27A set of three carved wooden stirring rods10 gp
28Blue painted ceramic serving platter featuring merfolk10 gp
29Three bobcat pelts knitted together as a blanket10 gp
30Decorative metalwork with a flowing floral pattern10 gp
31A hardwood drum wrapped in stretched giraffe hide11 gp
32A delicate carved wooden box for holding valuables11 gp
33Set of carved ivory cutlery covered in halfling runes12 gp
34Twelve thin brass wind chimes on a wooden frame12 gp
35Monster thigh bone carved to show a satyr dancing12 gp
36Decorative ceramic ladle with mosaic stone inlay13 gp
37Brooch of blue quartz, depicting a beautiful woman13 gp
38Fine leather gloves with intricate fringe work14 gp
39Inlaid bronze hairbrush with a few auburn hairs14 gp
40A 3’ long mixing rod made of hematite and steel15 gp
41Red dragon scale carved with astrological symbols15 gp
42Cleaned and boiled ogre skull, “Albert” is carved in it15 gp
43Bronze torc with circles of banded agate gemstones16 gp
44A fine calico bag containing 15 gold pieces18 gp
45Glass phial with a noble house crest inlaid in gold20 gp
46Small brass prayer lamp with thin papyrus sides20 gp
47A bottle of fine brandy, still sealed with wax20 gp
48Muslin cloth bag containing a bronze comb20 gp
49A five-gallon glass jar with lid, smells like ammonia20 gp
50Silver chalice bearing vampiric symbols & blood stains21 gp
51A copper plaque with inscription “Never Forget!“21 gp
52Silver bracelet with polished carnelian gemstones22 gp
53Leather pouch of flavorful herbs for culinary use22 gp
54Painted ceramic carafe depicting dancing wenches22 gp
55A decorative feathered masquerade mask23 gp
56Men’s tunic made of dark green crocodile hide23 gp
57A bag of cane sugar with a dead rat buried inside24 gp
58A bundle of arctic hare pelts, cleaned & dried recently24 gp
59Embroidered white lace tablecloth for a noble home24 gp
60Dyed red cloth cassock with thin hemp strings25 gp
61A sinister-looking bloodstone amulet on an iron chain25 gp
62Purple felt bag containing carved jade dice26 gp
63Steel coronet bearing inscription “Serve in his Glory!“27 gp
64Playing cards featuring drawings of Elvish maidens28 gp
65Bloodstained shroud of a saint serving one of the Lost29 gp
66White ceramic crucible with gnomish design inlays30 gp
67Illustrated manuscript containing ancient histories30 gp
68Calligraphic panel bearing the decree of a distant king30 gp
69Painted canvas icon depicting a hazy religious figure30 gp
70A beautiful mantle made from a massive lion’s mane30 gp
71Mithral brooch holding a portrait carved in jasper30 gp
72Citrine gemstone prepared in the eight-cut style34 gp
73Six small fobs of eye agate, presumably for a necklace35 gp
74An embroidered kneeling bench made of redwood40 gp
75The horn of a demon, polished and carved for drinking40 gp
76Oil painting of a goblin ambassador and his entourage40 gp
77Cloth headband fitted with a row of jasper gemstones50 gp
78Fine glass decanter, inlaid with floral patterns in silver50 gp
79Seven sandalwood blocks to burn in shamanic rituals50 gp
80Delicate white porcelain tea kettle with blue inlay60 gp
81Locked lead coffer containing a bloody obsidian knife60 gp
82Two-tier bronze birdbath with jade inlay60 gp
83Pouch of seven rare hallucinogenic mushrooms60 gp
84Marble font for ceremonies to prepare holy water60 gp
85Two marten pelts, rolled in burlap and bound in twine70 gp
86Carved coral dolphin pendant with silver chain75 gp
87Gold medallion that appears to double as a calendar80 gp
88Polished mammoth tusk with gold emboss80 gp
89Indecipherable text on Efreeti numerology80 gp
90Gold chain necklace with aquamarine charms80 gp
91Inlaid silver box containing chunks of rare incense80 gp
92Pewter idol of an ancient primate god-king100 gp
93Silver sword hilt with swirling jacinth inlay100 gp
94Gold embroidered vestments of deceased cult leader120 gp
95Magic Potion. Roll random benefit & curse120 gp
96Thirty copper trade bars bearing a mercantile stamp150 gp
97+1 Magic Armor. Roll random benefit & curse150 gp
98Magic Potion. Roll random benefit, no curse200 gp
99+1 Magic Weapon. Roll random benefit, no curse200 gp
100Magic Utility Item. Roll random benefit and curse250 gp

Treasure 4-6

d100DetailsValue
1Bottle of cheap liquor that might cause blindness3 cp
2Poorly cleaned bison hide, bound in twine, smells foul5 cp
3Simple carved wood smoking pipe, but no tobacco1 sp
4A pewter belt buckle with illegible inscription8 sp
5Cast-iron cauldron holding hundreds of dead beetles4 gp
6Three bolts of basic woolen fabric, undyed6 gp
7Two black bear pelts sewn together into a large rug7 gp
8A soft pink chiffon pouch holding a headless doll8 gp
9Fist-sized chunk of high-quality moss agate9 gp
10Bronze coffer with inscription “If he doesn’t return”10 gp
11Worn silver bangle with alexandrite gemstones12 gp
12Six eye agates, polished to serve as prosthetic eyes12 gp
13Intricately carved wooden flute, smells of body odor14 gp
14Fine leather tunic for a gentleman traveler15 gp
15Rippling green malachite gemstone15 gp
16Stacked set of fifteen blue glazed ceramic tiles15 gp
17Burlap sack containing preserved tea leaves20 gp
18Golden candlestick with Elvish forest motif20 gp
19Lute carved of spruce wood with a pleasant sound25 gp
20Large brass brazier suitable for lighting a throne room25 gp
21Striped red and orange jasper gemstone27 gp
22Gorgeous white hat made of ermine pelt30 gp
23Ocarina carved from a single piece of pink coral30 gp
24Radiantly cut prism of translucent quartz30 gp
25Silver circlet with feathered leaf patterns30 gp
26Stunning blue azurite gemstone, rose cut30 gp
27Carved redwood fiddle with matching bow30 gp
28Coffin made of bronze and black slate, corpse inside35 gp
29Fine leather riding boots with amber insets35 gp
30Rich oak cask containing spiced schnapps40 gp
31Illustrated book of naturalism, written in Goblin40 gp
32Figurine carved of a single piece of alluring cobalt40 gp
33Bolt of silk from a distant land. Smells strange40 gp
34Bronze lectern with a leather-bound hymnal book40 gp
35Lustrous pearl hidden inside of a knitted wool bag40 gp
36A set of silver earrings with sharpened wolf teeth45 gp
37Cyclops skull with tiger eye gemstone in eye socket45 gp
38Nine marbles made of glimmering star rose quartz45 gp
39Bolt of silvered brocade, wrapped in a protective quilt48 gp
40Leather armband with intricate archery carvings50 gp
41Full length silvered mirror with polished gold frame50 gp
4210 vials of pure mercury in a hardened leather case50 gp
43A wolverine pelt bag containing exotic cooking spices50 gp
44Merchant’s scale, biased to yield lowered weights50 gp
45Fist-sized skull of polished yellow-green jade50 gp
46Three zebra hides, wrapped in burlap for protection50 gp
47Rectangular-cut lapis lazuli, likely for a crown inlay50 gp
48Terrifying ivory burial mask with bronze inlay50 gp
49Gold box jewelry box with felt lining, currently empty50 gp
50Ten lush, dried otter pelts, bundled with sinew50 gp
51Magnificent brass chandelier with spots for 12 candles50 gp
52Porcelain washing bowl for a noblewoman, pink inlay50 gp
53Bundle of jet-black panther pelts, prepared with care50 gp
54Mithral prayer beads with Elvish writing & silver chain50 gp
55Glazed ceramic bowl with decorative animal scenes52 gp
56Wide-eyed grinning golden idol of foreign design55 gp
57Five golden reliquaries, their relics have been taken55 gp
58Shimmering orange and crimson garnet gemstone60 gp
59Mithral urn containing the ashes of a saintly figure60 gp
60Bundle of six spotted-grey lynx pelts in good condition60 gp
61Delicate mandolin with strings made of griffon sinew60 gp
62Extremely long silver necklace, intended for a giant?60 gp
63Twin white-and-black banded onyx gemstones62 gp
64Bronze diadem with illegible inscription in Orcish65 gp
65Scroll tube made of hollowed dragon bone65 gp
66Geological study on copper formation, in Dwarvish70 gp
67Gold scepter with a variety of jeweled insets70 gp
68Iron puzzle box holding a serpentine gemstone70 gp
69Two egg-sized balls of mysterious smoky quartz72 gp
70Marble sarcophagus carved to resemble an ugly man75 gp
71Religious texts on natural divinity, written in Elvish75 gp
72Silver necklace with a dozen small, polished pearls75 gp
73Seal of a dead king carved out of an orichalcum block75 gp
74Platinum snuffing bells for putting out votive candles80 gp
75Lucky charm carved out of stunning black pearl90 gp
76Satin pouch containing 10 platinum coins100 gp
77Ebony puzzle board of mysterious design105 gp
78Marble statuette of a urinating dwarf in a bizarre hat120 gp
79Thumb-sized translucent emerald gemstone120 gp
80Sacrificial altar carved out of red sandstone125 gp
81Military bugle made of mithral, with blue ribbons130 gp
82Gold plaque inscribed “Do not tempt my wrath!“140 gp
83Finely tuned lenses for a Dwarvish telescope140 gp
84Life-sized turquoise statue of a jumping dolphin150 gp
85Brilliant fire opal, wrapped in fine white fleece150 gp
86Xylophone made of polished hippogriff bones165 gp
87Crystalline orb with magical swirling cloud inside180 gp
88Four silver trade bars bearing a mercantile stamp200 gp
89Chocolate brown fur coat made of soft beaver pelt200 gp
90Magic Potion. Roll random benefit, no curse200 gp
91Rare set of arcane inks in hardwood case.220 gp
92Golden candelabra with strange green wax candles250 gp
93Magic Utility Item. Roll random benefit and curse250 gp
94Lyre carved of dryad heartwood, smells of brimstone250 gp
95Electrum trade bar stamped with unknown seal250 gp
96Philosophical treatise on nature of reality, in Draconic250 gp
97Deep blue sapphire, cut for placement in a crown280 gp
98+2 Magic Armor. Roll random benefit & curse300 gp
99Exquisite oil painting of three pieces of foreign fruit300 gp
100+2 Magic Weapon. Roll random benefit & curse500 gp

Treasure 7-9

d100DetailsValue
1Iron thimble with several small bloodstains2 cp
2Brittle and rusting pair of sheep shears, slightly bent4 sp
3Rounded metal jar for alchemical purpose, lid missing5 sp
4Crocheted belt pouch holding twelve copper coins8 sp
5Wooden travel trunk, marked “Gilbertson Property”12 sp
6Three fine-looking marble dice, biased to give extra 6s15 gp
7Copper box with sliding lid, smells lightly of tobacco15 gp
8Pair of well-made brass cymbals with leather grips20 gp
9Four caribou hides, cleaned and bound in twine20 gp
10Five beautiful obsidian stones, prepared for a necklace20 gp
11Bottle of excellent rum with two dirty glass cups20 gp
12Banded bronze anklet with wolf paw motif25 gp
13Luxurious tiger skin rug with polished incisors25 gp
14Light green and blue variscite gemstone, high polish28 gp
15Prized bronze greaves of a well-known ancient warrior30 gp
16Six clay jugs holding a delicious honey cider30 gp
17Decorative inkwell carved out of black slate30 gp
18Two arctic fox pelts, knitted together into a blanket35 gp
19Chiffon pouch with dark red spinel in rectangular cut35 gp
20Gold bracelet with inscription “For My Beloved Bride”35 gp
21Pile of unrefined chunks of copper ore (100 lbs.)35 gp
22Fine silver bird cage with tiny, sculpted brass perch40 gp
23Glazed ceramic bathing tub with eagle claw feet40 gp
24Silver locket with carved portrait of a young boy45 gp
25Beautiful, blue-tinted glass urn, filled with ashes45 gp
26Mercurial alexandrite that changes colors in light50 gp
27Bolts of dyed-brown cotton fabric, wrapped in burlap50 gp
28Bronze storage chest with hidden compartment55 gp
29Coin purse made of thin gold chain mesh55 gp
30Pewter goblet with polished mother of pearl interior60 gp
31Walking stick with charming amber gemstone in head60 gp
32Lead box containing bottles of rare luxury dyes65 gp
33Intricately carved chalice made of a wyvern thigh bone65 gp
34Silvery white statuette of a human bard, made from tin70 gp
35Distilling alembic carved of semi-transparent quartz70 gp
36Child’s carriage toy carved of wood, for play with dolls70 gp
37Large smoking pipe carved out of elephant ivory70 gp
38Bundle of red fox pelts, wrapped in thick bark strips75 gp
39Taxidermied polar bear with two claws missing75 gp
40Glazed porcelain bowl with nautical motif75 gp
41Slender silver vase with climbing vine inlay, 2’ tall75 gp
42Seven tiger eye gemstones in a bag of blue silk80 gp
43Shining mithral pendant on a thin gold necklace chain80 gp
44Blue glass chess board with alabaster and jet pieces80 gp
45Mithral shield inlaid with smiling demon in bloodstone80 gp
46Full length feminine robe, made of supple mink fur80 gp
47Bright jade statue of a bald monk kneeling in prayer80 gp
48Feminine child-sized tiara with small, jeweled tips80 gp
49Leather pouch with stunning amethyst in square cut80 gp
50Chunk of lustrous marble carved to look like an egg80 gp
51Signet ring bearing the crest of a great noble family80 gp
52Gold necklace with numerous small child-like charms80 gp
53Statuette of a dryad queen, carved in electrum80 gp
54Brass scarab with flecks of gemstone in its wings85 gp
55Five luxurious snow leopard pelts, bound in hemp rope85 gp
56Translucent crystal flute with silver ringed apertures85 gp
57Stone sarcophagus with brilliant silver plating85 gp
58Handful of nine blue and pink tourmaline gemstones90 gp
59Yellow silk robe with hundreds of tiny reflective studs90 gp
60Winter hat made of rich brown sable pelt90 gp
61Bejeweled bronze cuirass, decorative only90 gp
62Mithral wedding ring with fine feathered edges95 gp
63Iron chest with 380 cobalt coins, bearing kobold mark95 gp
64Chunk of meteorite sculpted into the shape of a horse100 gp
65Blue-and-orange topaz gemstone with mystical look100 gp
66Crystalline decanter with two matching goblets100 gp
67Two green peridots in teardrop cut, perhaps earrings?110 gp
68Stained glass window (3’ x 3’) of a mother and child120 gp
69Magic Potion. Roll random benefit & curse120 gp
70Silver sitting harp with fine wooden bench and pillow120 gp
71Black opal in eight-corner-cut, on a silver chain130 gp
72Ancient epic narrative poem, written on vellum150 gp
73Magnificent, gilded butterfly in a fine glass jar180 gp
74Red and white tapestry depicting a battle scene200 gp
75Eight bronze soldier statues with dark green patina200 gp
76Oval-cut ruby on a silver backing to increase luster200 gp
77Ceremonial plate mail with unknown noble crest200 gp
78Heart cut jacinth with translucent fiery interior250 gp
79Magic Utility Item. Roll random benefit and curse250 gp
80Intimidating throne of porphyry with gold accents260 gp
81Collected philosophical works of kobold sage Melphis260 gp
82Abandoned brass siege cannon, no gun carriage260 gp
83Steel chisel with a razor-sharp cut diamond tip260 gp
84Silver crown of the long-deceased lizardfolk king Iktar300 gp
85Life-sized jade statue of ancient hero wielding a sabre300 gp
86Softly glowing phoenix egg, encased in amber300 gp
87+1 Magic Weapon. Roll 2 random benefits, no curse300 gp
88Magic Utility Item. Roll random benefit, no curse300 gp
89+2 Magic Armor. Roll random benefit, no curse300 gp
90Platinum plaque depicting a Gnomish inventor320 gp
91Idol of a hobgoblin tribal spirit in orichalcum320 gp
92Speculative astronomical study, written in Primordial320 gp
93Mithral medallion of a Dwarvish lord with emerald eyes320 gp
94Bone Dreamcatcher. 1st touch gives random blessing350 gp
95Alchemical treatise on turning acorns into gold350 gp
96Brass astrolabe for navigating across the deep sea350 gp
97Brilliant teardrop-cut diamond in a gold fitting360 gp
98+2 Magic Weapon. Roll random benefit, no curse500 gp
99Gold trade bar bearing the stamp of a tribal federation500 gp
100+3 Magic Weapon. Roll random benefit, no curse900 gp

Treasure 10+

d100DetailsValue
1Sealed bottle of white wine, aged four years15 sp
2Fine leather belt pouch with a brass comb inside3 gp
3Ten bolts of common linen in an unattractive pattern3 gp
4Wooden bucket full of thick black tar, still warm5 gp
5Silver-plated pan pipes and a lute-bodied hurdy-gurdy25 gp
6Engraved ivory coffer filled with exotic cooking spices50 gp
7Oil painting of a hobgoblin whaler holding a harpoon50 gp
8Weathered oak barrel of Gnomish whiskey, matured60 gp
9Stunning translucent green garnet gemstone60 gp
10Six supple leopard hides, wrapped in leather bindings60 gp
11Seven rippling green-banded malachite gemstones60 gp
12Chainmail with blue and white striped tabard65 gp
13Tome of contemplative Dwarvish narrative poetry65 gp
14Taxidermied centaur with worn fur on the back70 gp
15Coral statuette of a naiad bathing in a waterfall70 gp
16Sparkling mithral ring with a desert nomad motif100 gp
17Manticore head carved from a chunk of meteorite100 gp
18Fashionable yellow-green tunic with matching cap110 gp
19Jeweled gold necklace inscribed “For the fair Marvis”110 gp
20Life-size jade statue of obese Dwarvish child, kneeling115 gp
21Unnaturally large pearl, wrapped in red seaweed115 gp
22Matching pair of amber gemstones, princess-cut120 gp
23Magic Potion. Roll random benefit & curse120 gp
24Sheepskin pouch containing twelve platinum coins120 gp
25Magic Potion. Roll random benefit & curse120 gp
26Clean set of plate mail with red cloak and steel helmet130 gp
27Mithral bellows for a forge, clearly Dwarven design130 gp
28Thirteen rolls of spun-gold thread for embroidery130 gp
29Rare multi-colored bird of paradise in a silver bird cage130 gp
30Adamantine chalice in brutalist Orcish design140 gp
31Golden tiara with dozens of small opal accents140 gp
32Redwood cabinet containing sheet music for a lyre140 gp
33Iridescent fire opal cut to resemble a fantastical egg150 gp
34+1 Magic Armor. Roll random benefit & curse150 gp
35+1 Magic Weapon. Roll random benefit, no curse200 gp
36Golden idol of a lusty fertility goddess with wide hips220 gp
37Silver censer used at the execution of a famous saint220 gp
38Steel greatsword with slices of jacinth in the guard230 gp
39Intricate mithral sundial the size of a small shield230 gp
40Full set of eight golden goblets with pearl edging230 gp
41Cracked diamond with a broken silver fitting230 gp
42Tome of demonic lore, smokes occasionally240 gp
43Brilliant gold sarcophagus lid depicting a rakshasa240 gp
44Skull-sized mass of uncut amethyst crystals240 gp
45Last surviving copy of game rules, etched on a tablet240 gp
46Ceramic jar of preserved bioluminescent pigment240 gp
47Bottle of rare, sweet liquor made from troll droppings240 gp
48Fossilized roc egg painted to appear life-like240 gp
49Beautiful carved wooden figurehead for a sailing ship240 gp
50Painting of nude Dwarvish woman, egg tempera style240 gp
51Illustrated manuscript detailing a lime mortar process240 gp
52Functional chariot with reinforced box and yoke240 gp
53Rare facial cream rumored to enhance natural beauty240 gp
54Mithral chain mail, red tabard, and red war cloak240 gp
55Ironbound coffer containing 245 gold coins245 gp
56Four silver trade bars bearing a mercantile stamp250 gp
57Jagged crown of silver and jet, barbarian styling250 gp
58Magic Utility Item. Roll random benefit and curse250 gp
59Tome containing stoic reflections on daily life250 gp
60Wooden pallet of 50 copper trade bars, bound in twine250 gp
61Magic Utility Item. Roll random benefit and curse250 gp
62Slightly chipped and damaged pink sapphire260 gp
63Duplicate sets of black plate mail with red trimming260 gp
64Magic Item. Demonic Contract280 gp
65Magic Item. Idol of the Moonsilver Lord280 gp
66+1 Magic Weapon. Roll 2 random benefits, no curse300 gp
67Magic Utility Item. Roll random benefit, no curse300 gp
68Magic Item. Oil of Delights300 gp
69+2 Magic Armor. Roll random benefit, no curse300 gp
70Magic Item. Mentalist’s Manacles300 gp
71Miniature clockwork golem, made of brass and gold325 gp
72Celestial Pool. 1st touch gives random blessing350 gp
73Demonic Totem. 1st touch gives random blessing350 gp
74Magic Potion. Roll 2 random benefits, no curse360 gp
75Magic Item. Potion of the Unicorn360 gp
76Magic Item. Arcane Bulwark360 gp
77Magic Item. Head of the Maharaja’s Mason360 gp
78Magic Item. Glitterbelly360 gp
79+2 Magic Weapon. Roll random benefit, no curse500 gp
80Gold trade bar bearing a Gnomish alchemical stamp500 gp
81Magic Item. Promise Bow720 gp
82Magic Item. Ring of the Visionary720 gp
83Magic Item. Puzzle Box of the Dread Pirate720 gp
84Magic Item. Owl of the Magus840 gp
85Magic Item. Shield of the Thicket840 gp
86Magic Item. Lyre of Extension840 gp
87Magic Item. Rod of the Mariner840 gp
88Magic Item. Blinking Eyes840 gp
89Coin of Bone. 3 Golden Palm blessings840 gp
90Magic Item. Rod of the Dead840 gp
91Shroud of the Assassin. 3 Faceless blessings840 gp
92Magic Item. Scintillating Wand900 gp
93+3 Magic Weapon. Roll random benefit, no curse900 gp
94Magic Item. Trickster’s Token900 gp
95+3 Magic Armor. Roll random benefit, no curse900 gp
96+3 Magic Weapon. Roll 2 random benefits, no curse1,200 gp
97Magic Item. Ring of Confiscation1,200 gp
98+3 Magic Armor. Roll 2 random benefits, no curse1,200 gp
99Magic Item. Magister’s Scepter1,200 gp
100Magic Item. Wings of Victory1,200 gp

Boons

Oaths

d20Details
1A beast becomes fond of you and serves as an ally (LV2 or less).
2A lawful monster grants you sanctuary in their territory.
3A shaman agrees to learn about your future from the spirits.
4A flying creature offers to transport you to a location it can reach.
5A powerful NPC forgives a transgression or owes you a favor.
6A lycanthrope will bring you to a secret moonlight gathering.
7You are offered a minor noble title over an untamed region.
8A mystical sage offers to answer up to three questions.
9An old crone will place a curse on a humanoid of your choice.
10A secret society offers you membership without a fee.
11A fey queen offers to guide you through a faerie forest.
12A notorious criminal offers their help solving a problem.
13A spy offers to follow one of your enemies and report back.
14A group of 2d6 commoners start a secret cult to worship you.
15An expert will train you for 3 weeks (+1 to a stat of your choice).
16An enchanter will remove the curse of a magical item for you.
17A porter or valet agrees to serve you (ATK 0, 1 HP, 7 gear slots).
18Religious fanatics (for your deity) will guide you on a pilgrimage.
19A balor demon offers to kill a humanoid of your choice.
20An NPC of your level will serve as a faithful companion.

Secrets

d20Details
1Location of an insular humanoid settlement in the wilderness.
2The secret inner workings of powerful guild organization.
3The upcoming plans and chosen target of a legendary thief.
4Undefended burial location of a wealthy ancient king.
5Information that can be used to blackmail a powerful enemy.
6Evidence of a widespread conspiracy to destabilize the realm.
7Where giant turtle eggs have been laid (will hatch soon).
8Secret passageway leading into a nearby lawful fortress.
9The planned path of a heavily laden merchant caravan.
10Location of buried treasure belonging to rival adventurers.
11Prophetic vision directly from the deity you worship.
12The imminent invasion plans of a nearby barbarian warlord.
13The long-term plans of a high-ranking noble family.
14The woodland hideout of a notorious criminal gang.
15Clandestine meeting location of a group of chaotic agitators.
16Identity of a polymorphed wizard hiding in plain sight.
17Last known location of a mythical ancient artifact.
18Lair of a 1d4: 1. Desert 2. Forest 3. Frost 4. Swamp Dragon
19Location of a religious relic desired by your deity’s church.
20Identity of a double agent that has gained a position of power.

Blessings

d20Details
1Justicar. Discern truth/lies of a speaker (Lose 1 HP each time).
2Hazy Form. +1 AC against thrown or ranged attacks.
3The Silent. Cannot speak. Immune to mind-affecting magic.
4Divine Radiance. Immune to cold, emit heat as if a campfire.
5Fisher of Men. Can feed 3 people with 1 ration during a rest.
6Golden Palm. Wake each morning with 1d4 gp in hand.
7Listener. Can hear near thoughts of those plotting against you.
8Half Blood. Gain benefits of a second ancestry (your choice).
9Emissary. +2 to reaction checks against humanoids.
10Night Fox. Open one mundane lock per day without a check.
11Leap of Faith. Can walk across open chasms up to 15’ wide.
12Faceless. Features always slightly change, DC 18 to recognize.
13Moonsoul. Can cure lycanthropy with a single touch.
14Sweet Dreams. Rest periods are ever interrupted.
15Tide Child. +2 to checks while at least half-submerged in water.
16Ollivander. A critical failure with a wand is just a normal failure.
17Tookish Blood. Can attempt to hide even while being watched.
18Demon Finger. Can ignite fires with a single touch.
19Jumper. Can teleport a near distance after taking damage.
20Torchbearer. Can carry 3 torches per gear slot.

Potions

Potion Features

d20AppearanceScentQuirks
1Black as deathDeep forestToenail clippings
2Opaque orangeExotic spicesAlways heated
3Cloudy creamVinegarTastes like chicken
4Disgusting brownCitrusSix blue toes
5Translucent blueBaconAlways churning
6Green like grassSpring flowersEmits flatulence
7Coral and pearlPeppermintTwinkles in light
8Autumn leavesOcean breezeChunks of fat
9Red like bloodAmmoniaFizzes and pops
10Magical purplePetrichorLittle plant seeds
11White as milkSulfurousAlways chilled
12Chocolate brownBrimstoneEmits foul fumes
13Blue like deep seaFragrant herbsRippling waves
14The night skyBurning fleshGrumbling noises
15Swirling pinkChurned soilGelatin texture
16Baby vomitIncenseVibrates softly
17Crushed marbleRot and decaySounds like rain
18Yellow like bileAnimal muskLiving insects inside
19Translucent greenBody odorThick as mud
20ClearNoneNone

Potion Benefit

d20Details
1Can change skin texture and coloration at will for 10 rounds.
2Eyes emits beams of light out to far distance for 2d4 rounds.
3Can carry 5 additional gear slots for 10 rounds.
4For 7 rounds, hostile spells cast on drinker target caster instead.
5Restores 1 HP per round for 2d4 rounds, even while dying.
6Can command near undead < LV5 for 2d4 rounds.
7Instantly restores HP by 1d4: 1. 1d4 2. 2d6 3. 3d8 4. 4d10
8For 3 rounds, hostile spells cast on drinker are absorbed (+1 HP).
9Body and possessions transform into liquid for 3 rounds.
10For 8 rounds, drinker gains bite attack for 2d6 poison damage.
11Can make an extra attack per round for 5 rounds, if not moving.
12Hands and feet stick to surfaces like a spider for 5 rounds.
13Cures all diseases or afflictions that affect the drinker.
14Automatically succeeds on navigation checks for 3 days.
15Cannot be hit by mundane ranged weapon attacks for 7 rounds.
16Skin hardens as if a tree, granting a +2 AC bonus for 5 rounds.
17For 10 rounds, know Celestial, Diabolic, Draconic, & Primordial.
18-2 damage taken from magical spells or creatures for 7 rounds.
19Drinker gains audience with their deity and can ask 1 question.
20For 5 rounds, enemies assume the drinker is a trusted friend.

Potion Curse

d20Details
1Drinker vomits blood for 1d4 rounds, taking 1 damage each time.
2For 2d4 rounds, any near hostile spells must target the drinker.
3Disadvantage on all checks for 2d4 rounds. Mind is unfocused.
4For 10 rounds, metallic objects deal 1d4 fire damage if touched.
5GM automatically gets a 1 on next random encounter check.
6Reduced to half movement for 7 rounds due to stiff limbs.
7Choke and wheeze for 2d4 rounds, cannot take actions.
81-in-6 chance of dropping a held item every round for 2 days.
9Drinker falls hopelessly in love with the next humanoid they see.
10Unable to speak or communicate for 2d8 rounds.
11Most fragile item carried by drinker is shattered into tiny pieces.
12Lose 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.
14All sensory organs stop functioning for 2d4 rounds.
15Allies within near distance are instantly drained of 1d4 HP.
16For 5 rounds, the drinker assumes everyone is a trusted friend.
17Drinker cannot stop singing and dancing for 2d4 rounds.
18For 7 days, drinker must submerge hourly as if amphibian.
19Drinker appears to be undead for 10 rounds (including by allies).
20Skin softens as if jelly, imposing a -2 AC penalty for 5 rounds.

Magic Armor

2d6Type
2-5Leather
6-7Chainmail
8-9Shield
10-11Plate Mail
12Mithral + reroll

Armor Type Armor Bonus

2d6Bonus
2-5+0
6-8+1
9-11+2
12+3

Magic Armor Features

d20AppearanceScentQuirks
1Translucent sapSulfurousShrouded in fog
2Animal etchingsPetrichorWooden texture
3Beautiful marbleSpring flowersSnapping sounds
4Golden threadingPeppermintCold to the touch
5Swirling cloudsDeep forestAttracts dust & dirt
6Deformed shapesAnimal muskPaper texture
7Lawful symbolsChurned soilCreaks like glass
8Beads and shellsVinegarGasps occasionally
9Demonic symbolsExotic spicesFeels like moss
10Tarnished or wornCitrusSoftly whispers
11ExoskeletalRot and decayAlways unclean
12Celestial symbolsIncenseShort prickly hairs
13Stained green slimeBurning fleshGroans occasionally
14Runic markingsFragrant herbsBubbling sound
15Highly reflectiveOcean breezeOozes brown mud
16Faint glowBrimstoneShark-skin texture
17Serpentine etchingsBody odorWarm to the touch
18Iridescent sheenAmmoniaBone crackles
19Chaotic symbolsBaconSponge texture
20MundaneNoneNone

Magic Armor Benefit

d20Details
1Deals 1d4 acidic damage to close creatures every round.
2Increase duration of non-hostile spells on wearer by 2 rounds.
3Can deal 1 damage to close creature and restore 1 HP per round.
4Stabilization checks to assist the wearer are easy (DC 9).
5Blocks teleportation within a near distance of wearer (In or Out).
6Alerts wearer when undead are within near distance.
7Wearer can recover HP during rest without rations.
8+4 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA.
9Immune to all non-magical diseases.
10Cannot be grabbed, grappled, or knocked down.
11+1 AC vs melee attacks, +4 AC vs ranged attacks.
12Armor is quiet and takes up one less gear slot than normal.
13Illusions 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.
15Unaffected by magical darkness or hindrance (ex. Web ).
16-1 damage taken from 1d4: 1. Melee 2. Ranged 3. Magic 4. Traps.
17Close enemies must make morale checks every round.
18Cannot be targeted by magical projectiles (e.g. Magic Missile ).
19Invisible to 1d4: 1. Dragons 2. Demons 3. Golems 4. Giants.
20Wearer is completely ignored by mundane animals.

Magic Armor Curse

d20Details
1Wearer feels compelled to speak unusually loud in all situations.
21-in-6 chance that using a luck token will have no effect.
3If hit for damage, roll 1d20. Natural 1 paralyzes wearer for 1 round.
4Wearer will vomit out any potion drunk before it can take effect.
5Wearer’s emotional thoughts are heard by near humanoids.
6+1 damage taken from 1d4: 1. Melee 2. Ranged 3. Magic 4. Traps.
7Undead within double near distance are drawn to the armor.
8DC 15 spellcasting check for non-hostile spells targeting wearer.
9The wearer ages twice as fast any day that the armor is worn.
10Cannot fly, levitate, climb, jump, float or swim. Sinks as if stone.
11If initiative < 8, wearer cannot move further than close distance.
12Enemies within double near distance are never surprised.
13Double damage from 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity.
14Armor is noisy. Disadvantage on stealth and thievery checks.
15-2 AC vs ranged attacks from a far distance.
16Wearer takes 2d6 damage if the armor is removed.
17Wearer is compelled to speak falsehoods if asked a question.
18Permanently reduces CON by 1 every day it is not fed 1d10 gp.
19DC 9 spellcasting check for any hostile spells targeting wearer.
20-2 penalty to any carousing or gambling rolls.

Magic Weapon

d20Type
1Arrows (2d6)
2-3Bastard sword
4Club
5Crossbow
6Crossbow bolts (2d6)
7-8Dagger
9Greataxe
10Greatsword
11Javelin
12Longbow
13-14Longsword
15Mace
16Shortbow
17-18Shortsword
19Staff
20Warhammer

Weapon Type Weapon Bonus

2d6Bonus
2-3+0
4-9+1
10-11+2
12+3

Magic Weapon Features

d20AppearanceScentQuirks
1Iridescent sheenIncenseCauses watery eyes
2BejeweledAmmoniaCold to the touch
3Lawful symbolsVinegarSkin-like texture
4Translucent glassChurned soilPulsates gently
5Decorative ribbonsSulfurousSeems to grip back
6Little magical eyesBaconWarm to the touch
7Faint glowBurning fleshHums softly
8Celestial symbolsSpring flowersShivers occasionally
9Dragon boneRot and decayCauses drooling
10Chipped / damagedBody odorExudes thin smoke
11Made of stoneBrimstonePulsates gently
12Chaotic symbolsCitrusCasts no shadow
13Runic markingsExotic spicesMinor static shocks
14Blackened woodDeep forestAlways chalky
15Decorative furAnimal muskOozes yellow bile
16Rusted and wornPeppermintExudes thin ash
17Highly reflectivePetrichorGrunting sounds
18Demonic symbolsOcean breezeWhistles in wind
19Wisps of shadowFragrant herbsCrusty texture
20MundaneNoneNone

Magic Weapon Benefit

d20Details
1Hit has a 50% chance of blinding opponent for 1d4 rounds.
2+2 damage from 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity.
3Bearer can speak with plants (treat them as if INT 3).
4Hit 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.
6Critical hit slays opponent. Critical failure kills the wielder.
7Hit has 50% chance of knocking enemy weapon away ( close ).
8Deals double damage to an already wounded opponent.
9Hit for max damage also causes 2 rounds of unconsciousness.
10Absorbs damage dealing magic but bearer loses next action.
11Hits deal +1d6 damage against lawful creatures.
12Senses the presence of valuable ore within near distance.
13Treat both natural 19s and 20s as critical hits.
14Hit causes 1d4 sonic damage and victim loses their next action.
15+3 damage to 1d4: 1. Spiders 2. Birds 3. Reptiles 4. Insects.
16Hits deal +1d6 damage against chaotic creatures.
17Bearer can create a near auditory illusion once per round.
18Hit for 2 or more damage restores 1 HP to the bearer.
19If initiative result is 12+, make an extra attack that round.
20After slaying opponent, bearer can teleport to near location.

Magic Weapon Curse

d20Details
1While held in the hand(s), the bearer cannot hear sounds.
2Cannot see 1d4: 1. Traps 2. Fey/Faeries 3. Spell Effects 4. Flames.
3Deals 1d4 damage per round to the hand of a chaotic wielder.
4Slays any allies on a death timer within near distance.
5Weapon is noisy and consumes an additional gear slot.
6If it injures an opponent, bearer suffers -2 to checks next round.
7Wind radiates from weapon, causes small objects to blow away.
8Deals constant minor damage to plants within near distance.
9If it slays an opponent, the next action must be to hit the corpse.
10Everyone within near distance must consume 2 rations to rest.
11Killing a creature deals 1 damage to the bearer.
12Bearer’s alignment becomes chaotic while weapon is held.
13Treat natural 1s and 2s as critical failures.
14Humanoids slain by weapon rise after 1d4 rounds as zombies.
15Armor cannot be worn while wielding this weapon.
16Deals normal damage on a critical hit.
17Bearer is compelled to speak the truth when asked a question.
18Bearer takes 2d6 damage if the weapon is dropped / discarded.
19Deals 1d4 damage per round to the hand of a lawful wielder.
20Weapon becomes invisible 3 rounds after being set down.

Magic Utility Item

Magic Utility Item Type

d100Type
1Amulet. Must be worn at the neck, on top of any armor.
2Apron. Must be worn at the waist, on top of any armor.
3Balm or Cream. Must be re-applied every six hours (2d4 uses).
4Bandana. Must be worn as the only headgear.
5Bell. Must be attached on top of any armor and jingle loudly.
6Belt. Must be worn at the waist, on top of any armor.
7Bone. Must be held in one hand and gently rubbed.
8Boots. Must move/attack every round, worn on the feet.
9Bowl. Must be used for all meals during the day (one person).
10Bracelet. Must be worn on both hands and jingle loudly.
11Bracer. Must be worn on the forearm (on top of armor).
12Brazier. Affects anyone in near distance when lit.
13Brooch. Must be worn at the neck, on top of any armor.
14Broom. Must be held in one hand and brandished boldly.
15Bugle. Affects anyone in near distance while played.
16Candle. Affects anyone in near distance when lit.
17Cane. Must be held in one hand and used for weight support.
18Cape. Must move/attack every round, worn on top of any armor.
19Cauldron. Affects those that eat food prepared in it, for a day.
20Censer. Affects anyone in near distance when lit.
21Chain. Must be wrapped around the torso (on top of armor).
22Chimes. Affects anyone in near distance while played.
23Chisel. Must be held in one hand and brandished boldly.
24Circlet. Must be worn as the only headgear.
25Clasp. Must be worn at the waist, on top of any armor.
26Cloak. Must be worn at the neck, on top of any armor.
27Cowl. Must be worn as the only headgear.
28Crowbar. Must be held in one hand and brandished boldly.
29Crown. Must be worn as the only headgear.
30Crystal Ball. Must be gazed into every 10 rounds (one person).
31Crystal Shard. Must be held in one hand tightly (minor cuts).
32Cube. Must be held in one hand and gently rotated.
33Cup. Must be used for all meals during the day (one person).
34Cutlery. Must be used for all meals during the day (one person).
35Cymbal. Affects anyone in near distance while played.
36Dice. Affects winner of a game of chance for 10 rounds.
37Drum. Affects anyone in near distance while played.
38Dust or Powder. Must be re-applied every six hours (2d4 uses).
39Earrings. Must be worn as the only headgear.
40Eye (Preserved). Must be strapped in place on the head.
41Fan. Must be held in one hand and waved constantly.
42Feather, Large. Must be attached to the head or upper arm.
43Figurine. Must be held in one hand and gently rubbed.
44Finger (Mummified). Must be held in one hand and massaged.
45Flute. Affects anyone in near distance while played.
46Foot (Mummified). Must be held in one hand and massaged.
47Gauntlets. Must be worn as the only hand protection.
48Gemstone. Must be held in one hand and gently rubbed.
49Gloves. Must be worn as the only hand protection.
50Goblet. Must be used for all meals during the day (one person).
51Greaves. Must move/attack every round, worn on the feet.
52Hand (Mummified). Must be held in one hand and massaged.
53Harp. Affects anyone in near distance while played.
54Hat. Must be worn as the only headgear.
55Head (Shrunken). Must be held in one hand by the hair.
56Helm. Must be worn as the only headgear.
57Holy Symbol. Must be held in one hand and brandished boldly.
58Horn or Tusk. Must be held in one hand and brandished boldly.
59Horseshoes. Must be held in one hand or worn by a mount.
60Lantern. Affects anyone in near distance when lit.
61Lute. Affects anyone in near distance while played.
62Manacles. Must be worn on one hand/ankle and jingle loudly.
63Mask. Must be worn as the only headgear.
64Necklace. Must be worn at the neck, on top of any armor.
65Needle. Must be used to draw painfully blood every 6 hours.
66Oil / Liquid. Must be re-applied every six hours (2d4 uses).
67Orb. Must be held in one hand and brandished boldly.
68Pan Pipes. Affects anyone in near distance while played.
69Peg Leg. Must replace a leg lost to injury.
70Pendant. Must be worn at the neck, on top of any armor.
71Perfume. Must be re-applied every six hours (2d4 uses).
72Pipe. Must be smoked every six hours (endless).
73Plate. Must be used for all meals during the day (one person).
74Playing Cards. Affects winner of a game of chance for 10 rounds.
75Pole. Must be held in one hand and used for weight support.
76Prism. Must be held in one hand and exposed to light.
77Puzzle Box. Must be held in one hand and gently rotated.
78Rattle. Must be held in one hand and shaken to rattle loudly.
79Ring. Must be worn on a finger with no other hand protection.
80Robe. Must be worn without any underlying armor.
81Saddle. Affects up to two people riding on the mount.
82Sandals. Must move/attack every round, worn on the feet.
83Scarab. Must be held in one hand, chitters softly at all times.
84Scarf. Must be worn at the neck, on top of any armor.
85Seeds. Must be eaten every six hours (2d4 uses).
86Shell. Must be held in one hand and gently rubbed.
87Skull. Must be held in one hand with fingers in each eye socket.
88Snowshoes. Must be worn on the feet (half move, unless snow).
89Spade. Must be held in one hand and brandished boldly.
90Spectacles. Must be worn as the only headgear.
91Surcoat. Must be worn on the torso (on top of armor).
92Tablet. Must be read intently every 10 rounds (one person).
93Teapot. Affects those that drink tea prepared in it, for 6 hours.
94Tiara. Must be worn as the only headgear.
95Tome. Must be read intently every 10 rounds (one person).
96Tooth or Fang. Must be worn at the neck, on top of any armor.
97Urn with Ashes. Must be re-applied every six hours (2d4 uses).
98Violin or Fiddle. Affects anyone in near distance while played.
99Whistle. Must be blown every 10 rounds (one person), very loud.
100Wood Carving. Must be held in one hand and gently rubbed.

Magic Utility Item Features

d20AppearanceScentQuirks
1Demonic symbolsCitrusExudes light mist
2Runic markingsBurning fleshSandy texture
3Lawful symbolsSpring flowersWarm to the touch
4Unnaturally darkOcean breezePulsates gently
5FeatheredBody odorSheds spider webs
6Mild deformityAmmoniaLeathery texture
7Faint glowChurned soilAlways moist
8Celestial symbolsVinegarSniffs occasionally
9Blood stainedBaconAlways chalky
10Strange ColorsSulfurousMinor static shocks
11Chitinous materialRot and decayAlways sticky
12Highly reflectiveIncenseCasts no shadow
13Rippling surfacePetrichorLaughs occasionally
14Iridescent sheenFragrant herbsCauses dry mouth
15Living tissuePeppermintAlways dusty
16Tarnished or wornBrimstoneRinging in ears
17Chaotic symbolsDeep forestCrackling sounds
18BejeweledAnimal muskRustles in wind
19Semi-transparentExotic spicesCold to the touch
20MundaneNoneNone

Magic Utility Item Benefit

d20Details
1Invisible to 1d4: 1. Humanoids 2. Beasts 3. Elementals 4. Undead.
2Imposes disadvantage to enemies making morale checks.
3Can slowly reshape stone and wood as if thick clay.
4Advantage when making stabilization checks on others.
5Greatly enhances 1d4: 1. Olfactory 2. Vision 3. Hearing 4. Taste.
6Can hear the thoughts of humanoids within near distance.
7Advantage on the first initiative check of the day.
8+2 on the re-rolled check when using a luck token.
9Gain 2d4 temporary hit points (can raise above max).
10Doubles rate of movement if no attacks are made that round.
11Can leap up to double near distance without a check.
12Regenerate 1 HP every round. +1 to death timer rolls.
13Can breathe normally underwater or when no oxygen present.
14+4 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA.
15Can see invisible and incorporeal creatures.
16Immunity to 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity.
1750% chance per day to comprehend an unknown language.
18Scrying and divination magic cannot reveal anything about you.
19Can sense secret doors if they are within close range.
20-2 to damage caused by traps, oozes, and falling.

Magic Utility Item Curse

d20Details
11-in-6 chance per day of destroying a carried potion or scroll.
2+1 damage taken from magical sources.
3Disadvantage on every other initiative check.
4Increases falling damage to 2d6 taken for every 10’ fallen.
51-in-6 chance per rest of being interrupted by bad dreams.
6Always surprised when a combat begins.
7-2 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA.
8Half movement. Cannot use two-handed weapons.
9Cannot be healed by magic or potions; only by resting.
10-2 to reaction checks made by anyone in your party.
11Reduce maximum HP by 1d4 (min 1). -1 to death timer rolls.
12Causes carried torches and lanterns to burn out immediately.
13Easy tasks are treated as if normal (DC 12 instead of DC 9).
14Reduce duration of all non-hostile spell effects by 2 rounds.
15Locks will re-lock 3 rounds after moving close distance away.
16Cannot see 1d4: 1. Humanoids 2. Beasts 3. Elementals 4. Undead.
171-in-6 chance of shattering fragile items within close distance.
18Domesticated animals within near distance panic and flee.
19Lose any luck tokens. Cannot gain new luck tokens.
20Double 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.