Shadowdark Gamemaster Companion - Digital
Shadowdark Gamemaster Companion - Digital
for ShadowDark
1
This book was written entirely by the Chubby Funster.
No AI or large language models were used in this product.
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Gamemaster
Companion
WRITING, DESIGN, LAYOUT
Greg Christopher
ART
3
Table of Contents
4
The World Below Monsters
Delving Deep 39 Monster Tables 59
NPCs 52
NPC Qualities 53 Magic Armor 107
NPC Occupations 54
Magic Weapon 110
Rival Crawlers 55
Party Name 56 Magic Utility Item 114
Signature Tactics 57
Party Secret 57 Known Magic Items 121
5
The World Above
6
Hex Crawling
Create an overland hex map Settlements. d10 and d12 tables
using the circular loop system to generate settlements. Roll
described on page 132 of size randomly if desired or use
the ShadowDark core rules. the suggested size in the points
However, we recommend that of interest tables. These tables
each hex has a point of interest support 10 settlement sizes
(instead of a 1-in-6 chance) and a and 10 district types. d12 district
1-in-20 chance of a dungeon. tables produce even greater
variation than the core rulebook.
Points of Interest. d20 tables
to generate points of interest Shops. If the district table gives
by terrain type. Roll separately a shop result, you can roll it on
for location and development these expanded d20 tables to
to provide maximum variation. produce greater variation and
Results can include hazards and exciting new results.
settlements (see below).
Taverns. If the district table gives
Terrain Hazards. 2d6 tables to a tavern result, you can roll it on
create environmental dangers. these expanded d20 tables to
Beyond the points of interest produce greater variation and
tables, you can also assign exciting new results. All new
hazards to any terrain as desired names, menu items, and drinks.
to raise the threat to the PCs.
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.
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Points of Interest
Points of Interest - Arctic
d20 Location Development
8
Points of Interest - Coast
d20 Location Development
9
Points of Interest - Desert
d20 Location Development
10
Points of Interest - Forest
d20 Location Development
11
Points of Interest - Grassland
d20 Location Development
12
Points of Interest - Jungle
d20 Location Development
13
Points of Interest - Mountain
d20 Location Development
14
Points of Interest - River
d20 Location Development
15
Points of Interest - Swamp
d20 Location Development
16
Terrain Hazards
Hazards are a passive threat to Movement. Some hazards
adventurers. Unlike traps, you restrict or prevent movement.
cannot avoid triggering them. These hazards consume time
They are often impossible to and resources (like torches).
permanently destroy or disable. Some hazards can even fully
The fury of mother nature cannot entrap characters. Without help,
be stopped by mere mortals. they will die when they run out
of food and/or water.
Choose the hazard's severity
and use it to guide you on the Damage. Some hazards deal
strength of the challenge. damage, either in a single hit or
continuously every round. If this
Minor. Challenging for parties of
reduces a PC to zero HP, roll a
average level 0-2.
death timer.
Normal. Challenging for parties
Weakening. Some hazards
of average level 3-6.
weaken, confuse, or impair the
Major. Challenging for parties of characters. For example, it might
average level 7+. 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.
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Hazards - Arctic
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
Hazards - Coast
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
Hazards - Desert
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
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Hazards - Forest
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
1 Slick lichen & mosses Boiling geyser spout Sudden frosty wind
Hazards - Grassland
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
Hazards - Jungle
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
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Hazards - Mountain
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
Hazards - River
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
Hazards - Swamp
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
20
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Settlements
Roll for a random settlement Each district has 1d4 points of
type or choose one appropriate interest. Roll these on the charts
for the circumstances. Consult provided in the following pages.
the settlement type chart and
The leadership of the settlement
roll the number of dice listed on
is located in the district with the
a blank sheet of standard paper.
highest roll.
Draw a shape around each die
Roll or assign an alignment to
on the paper. Compare the
the overall settlement or for each
die result to the district type
district.
chart to determine what kind of
district exists in the area. Then Note: Chaotic settlements and
draw lines through these shapes districts are risky when checking
to create a network of streets. for random encounters.
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Transient District Craft District
d12 Points of Interest d12 Points of Interest
11 Herbalist
12 Charcoal Maker
13 Cooper / Hooper
18 Predatory Moneylender
19 Laundry
20 Woodcarver
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Standard Shops Wealthy Shops
d20 Type d20 Type
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Taverns
Tavern Generator
d20 Name Name Known For...
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Poor Tavern. Serves three poor menu items.
Standard Tavern. Serves one poor and two standard menu items.
Wealthy Tavern. Serves one standard and two wealthy menu items.
Menu Items
d20 Poor (1d4 cp) Standard (1d6 sp) Wealthy (1d8 gp)
4 Fried Snake Skins Braised Mint Lamb Candied Ham & Toast
19 Roast Beaver Tail White Cavern Fish Pork Loin & Rice
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Poor Tavern. Serves two drinks. Roll 1d8 for each.
Standard Tavern. Serves three drinks. Roll 2d8 for each.
Wealthy Tavern. Serves four drinks. Roll 2d10 for each.
Drinks
* Details
3 Hairtooth Whiskey. 3 cp. Horrible breath, itchy ears, -1 CHA for 1 hour.
9 Kobold Cobalt. 3 sp. Turns the hands, feet, and eyes blue for 2 hours.
10 Red Eye Blood Brandy. 4 sp. Impaired hearing, +1 STR for 2 hours.
11 Whiteout. 5 sp. Removes all negative status effects, sleep for 12 hours.
13 Pudding Beer. 7 sp. Slurred speech, feelings of elation for 2d4 hours.
14 Ripper Rum. 8 sp. Alertness and excited speech for 2d4 hours.
16 The Purple Worm. 2 gp. Trouble swallowing, inner warmth for 3 hours.
18 Dancing Dawn. 8 gp. Eyes glow like candles, +1 DEX for 2 hours.
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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.
Decision Point:
The active player rolls all six dice.
They must then choose to score After scoring, the player must
one or more dice (based on the choose to either stay or press
criteria below). their luck.
Scoring: If they stay, the points scored on
this turn are recorded and saved.
is worth 10 points.
If this gives them 250+ points,
is worth 5 points. they win the game. If not, play
passes to the other player.
Three of a kind is worth
10 x the number shown. Three 3s If they press their luck, they can
would be worth 30 points. collect the unscored dice and
re-roll them. If all dice were just
Four of a kind is worth
scored, they can make this re-roll
double that value. Making four 3s
with a full set of six dice.
worth 60 points (30 x 2).
However, if the player busts while
Five of a kind is
pressing their luck, all points
worth double again. Making five
rolled previously on that turn will
3s worth 120 points (60 x 2).
be lost. The player must evaluate
If a player cannot score using any whether pressing their luck is a
of the dice rolled (a bust), their worthwhile strategy. The game
turn ends. Play passes to the can be won by slowly building up
other player and no points are saved points or blitzing forward
saved that round. with a few high-scoring rolls.
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Acts of Devotion
Instead of carousing, devout PCs Each PC will roll their own
can choose to use their treasure devotional outcome (next
to demonstrate their faith and page). Roll 1d8 and add the
reinforce the greatness of their devotional event bonus. The die
deity to onlookers. results will determine the exact
consequences for each PC. The
Multiple PCs can contribute
gods are known to be quite fickle
towards the investment in a
and sometimes your zealotry can
devotional event (see below) if
get you into trouble.
they worship the same deity.
Devotional Event
Cost Event Bonus
A focused day of personal reflection and piety,
30 gp +0
centered around performing acts of faith.
A day shared by select devotees that strengthen
100 gp +1
their bond with group expressions of faith.
A festival day appropriate to your deity. It is open to
300 gp the public and devotees make personal offerings. +2
Attendants share the tenets of your faith.
A three-day festival for your deity and other deities
600 gp of the same alignment. It is open to the public and +3
devotees participate in an elaborate ceremony.
A week-long festival celebrating your deity and
their role in the divine order. It is open to the
900 gp +4
public and attracts large numbers of celebrants.
Artisans create a commemorative marker.
Same as above, but a grandiose stone temple is
created in honor of your deity. 2d6 acolytes and a
1,200 gp +5
priest are attracted to protect the site and attend
to the spiritual needs of the congregation.
Same as above, but a permanent festival plaza
is created around the temple. Major NPCs of the
same alignment are in attendance, including
1,800 gp +6
nobles, generals, knights, religious leaders,
merchants, artisans, demi-human representatives,
and even villains (if chaotic).
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Devotional Outcome
d8 Outcome Benefit
You violate local laws in an act of piety and are
1 Gain 2 XP
arrested. Your allies must pay 10 gp to release you.
You follow a vision quest for 1d4+1 days. You return
2 Gain 2 XP
with reinforced faith and a very empty stomach.
You were tricked by a charlatan preying upon the
3 Gain 3 XP
faithful. Lose 15% of your remaining gold pieces.
You meet a passionate, but misguided soul. They Gain 3 XP and
4 convert to your faith with vigor and excitement. an erratic,
You worry their fanaticism will get them in trouble. fanatical ally
The spiritual force of the celebration grows out of Gain 3 XP, the
5 control. Laws are broken and property is damaged. local area is
The local authorities fine you 10% of your wealth. damaged
You get carried away and make lavish promises to Gain 4 XP and
please the celebrants. You have second thoughts a debt equal
6
when the furor dies down and escape from the to half of your
crowd, but they remember what you promised. remaining gp
You fill a crowd of commoners with great religious Gain 4 XP,
vigor. They find their daily existence unsatisfactory 2d8 peasant
7
and decide to pursue spiritual aims instead. Their allies, and a
lord is not pleased with this change. noble enemy
You channel the power of your deity and perform Gain 4 XP and
8
dazzling acts of faith in front of the crowd. a luck token
You convince several agents of a powerful villain Gain 5 XP
to abandon their former master and choose a new and a villain
9
path forward in their life. Of course, the villain is becomes
very upset when they learn of these defections. your rival
You are struck by a wild prophetic vision from your Gain 5 XP and
10
deity. This greatly deepens your personal faith. a luck token
Your devotion aligns with that of a local noble. Gain 5 XP and
11 They invite you to join them for a day of hunting. an ally among
Out in the wilds, you form a close personal bond. the nobility
Your faith attracts a beautiful/handsome Gain 5 XP and
12 congregant that finds your devotion intoxicating. a marriage
You can enter into marriage, if desired. partner
Your celebration is attended by devotees from far Gain 6 XP and
13 away temples. They become convinced that you 4d8 devoted
are the next great religious leader of your sect. acolytes
Your celebration attracts the attention of a wealthy Gain 6 XP and
14+ priest. They offer gifts to aid you in the completion 2x rolls on
of your spiritual mission. Treasure 4-6
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Combat Training
Instead of carousing, combat Each PC will roll their own
focused PCs can choose to training outcome (next page).
use their treasure to train and Roll 1d8 and add the training
improve their skills. Combat is event bonus. The die results
fluid and mistake can be made. will determine the exact
Blood may be spilled. consequences for each PC.
Multiple PCs can contribute
towards the investment in a
training event (see below).
Training Event
Cost Event Bonus
A relaxed day of informal mock combat with
30 gp +0
training weapons. The focus is on basic techniques.
An intense day of training on specific combat
100 gp +1
maneuvers and advanced techniques.
A day of tournament melee and archery contests.
300 gp Open to the public. Melee participants are +2
organized into teams that fight in formation.
A three-day tournament melee with an archery
600 gp contest. Open to the public. Melee participants are +3
trained by practiced knights on small unit tactics.
A week-long tournament melee with an archery
contest and a jousting competition. Knights are
900 gp +4
attracted from surrounding realms to compete for
glory and honor on the battlefield.
Same as above, but a permanent tournament field
and combat arena is commemorated. 5d6 guards
1,200 gp +5
and a knight commit to protect the site and train
commoners for military service.
Same as above, but a stone keep is raised at a
nearby strategic location. The PC with the highest
training outcome is chosen to serve as the
1,800 gp +6
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.
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Training Outcome
d8 Outcome Benefit
You are charged with disturbing the peace and
1 Gain 2 XP
arrested. Your allies must pay 10 gp to release you.
You are terrified by a vicious opponent and need
2 Gain 2 XP
1d4+1 days to recover your will to adventure.
You were tricked into purchasing what appeared
3 to be a magical weapon, but it was only an illusion. Gain 3 XP
Lose 25% of your remaining gold pieces.
Your combat abilities impress a local tough guy. Gain 3 XP and
4
He offers to come with you on your adventures. a thug ally
A post-combat drink is unable to overcome the Gain 3 XP, the
5 bitterness of participants. The tavern is damaged local tavern is
and local authorities fine you 20% of your wealth. damaged
You excel in the training and impress onlookers. Gain 4 XP and
6
You experience a surge of excitement and vigor. +1 max HP
You form a bond with a particular combatant.
After a night of celebratory drinking, they pledge Gain 4 XP and
7
to serve you if you ever acquire a noble title. Until a knight ally
then, they will remain a devoted friend.
You engage and defeat three opponents at the
Gain 4 XP and
8 same time, greatly impressing the crowd and
a luck token
improving your reputation in the area.
You deliver a humiliating defeat to a local Gain 5 XP
tournament champion with a sterling reputation. and a knight
9
You later hear that he has begun recruiting thugs becomes
and bandits to exact his revenge on you. your rival
You narrowly evade death in a dramatic moment. Gain 5 XP and
10
Many attribute your survival to divine providence. a luck token
Your combat skills impress a local noble. They Gain 5 XP and
11 invite you to join them for a day of hunting. Out in an ally among
the wilds, you form a close personal bond. the nobility
Your prowess attracts a beautiful/handsome suitor Gain 5 XP and
12 that finds your combat skills incredibly alluring. a marriage
You can enter into marriage, if desired. partner
You are by far the greatest tournament participant Gain 6 XP and
13 by points. You are awarded incredible prizes for 2x rolls on
your victory and your reputation greatly increases. Treasure 4-6
You are challenged to a duel to the death by a Gain 6 XP and
randomly created character of your class and level. a 90-100 item
14+
They place a magnificent prize in escrow with their from your
second, which you can claim if you survive. treasure table
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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
their research outcome (next
page), roll 1d8 and add the
research event bonus.
Research Event
Cost Event Bonus
A relaxed day of studying your own spellbook and
30 gp +0
scrolls. You smoke a lot of pipe weed and think.
A focused day of study in a local library or magical
100 gp +1
academy. You take breaks only to relieve yourself.
A day of research and experimental magic in a
300 gp secluded area. Various herbs and mushrooms are +2
consumed to give you deeper insight.
A three-day research expedition into the materials
of a first-rate magical library. Includes a period of
600 gp +3
experimentation in a cloistered laboratory. Can
only be performed in a minor city (or larger).
A week-long experience at a prestigious magical
900 gp laboratory. Learn from skilled masters of your craft. +4
Can only be performed in a major city (or larger).
Same as above, but you fund a new library to
contain the materials gathered. 2d6 apprentices
1,200 gp +5
and a mage volunteer to manage the collection.
Must be performed in a metropolis (or larger).
Same as above, but a university campus is created
so that young aspirants can study what you have
accumulated. Wizards from across the continent
1,800 gp +6
visit to learn more about the craft at the center of
learning that you created. Must be performed in a
metropolis (or larger).
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Research Outcome
d8 Outcome Benefit
A miscast spell hurts innocent people, and you are
1 Gain 2 XP
arrested. Your allies must pay 10 gp to release you.
You trap yourself in a pocket dimension for 1d4+1 Gain 2 XP and
2
days. You break a bargain with an imp to escape. an imp rival
You purchase a bag of pipe weed that was just
3 Gain 3 XP
oregano. Lose 20% of your remaining gold pieces.
Your magical talents attract a like-minded soul Gain 3 XP and
4
that wishes to learn how to cast spells like you do. an apprentice
You break a magical portal that was best left Gain 3 XP,
sealed. A horde of tiny demons is released, and banished, the
5
they raze a few buildings. Authorities banish you local area is
and you can never show your face here again. damaged
You borrow some study materials from a local Gain 4 XP and
mage guild and then accidentally destroy them a debt equal
6
with your experiments. They insist that you repay to half of your
them for the full cost of what you borrowed. remaining gp
You channel magic in a new and exciting way that Gain 4 XP and
7 opens your mind to a new way of altering reality. a new 1st level
You record your experiments in your spellbook. spell
You channel magical energy in an impressive way Gain 4 XP and
8
that mystifies your colleagues and awes laymen. a luck token
You find two magical scrolls hidden within an
Gain 5 XP and
otherwise mundane account of an ancient feud
9 two new 1st
between two wizards. You are able to copy both of
level spells
them into your spellbook before anyone notices.
You tap into another plane of existence and Gain 5 XP and
10
commune with an immortal elemental entity. a luck token
Your talent for magical research attracts the
Gain 5 XP and
11 attention of a local wizard of some repute. He
a mage ally
offers you a safe place to rest and study in town.
Your talent awes a beautiful/handsome librarian. Gain 5 XP and
12 They are drawn to your magical power. You can a marriage
enter into marriage, if desired. partner
Your studies open up your eyes to new ways of Gain 6 XP and
13 bending reality and place you on the cutting edge. a new spell
You record your experiments in your spellbook. (best level)
Your magical experiments push the boundaries Gain 6 XP and
of the known canon and lead you into innovative create your
14+
new techniques. Create a new spell and work with own unique
the GM to determine its level and exact function. spell
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The World Below
38
Delving Deep
Dungeons. Expanded tables to Dungeon Traps. Three d20
generate dungeons using the tables to create different types
dice-drop method described on of traps that go far beyond what
page 130 of the ShadowDark is presented in the ShadowDark
core rules. These feed into the core rules.
expanded tables for populating
NPCs. Expanded tables to
your new dungeon with NPCs,
generate unique and interesting
rival crawlers, traps, monsters,
NPCs to be encountered.
hazards, and treasure.
Rival Crawlers. Expanded
Dungeon Hazards. 2d6 tables to
tables to generate unique and
create environmental dangers,
interesting rival adventurers to
organized by the four dungeon
help or antagonize the PCs as
types; caves, tombs, deep
they explore the world below.
tunnels, and ruins.
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Dungeons
Roll/choose a dungeon entrance.
This is what the PCs encounter Dungeon Entrance
when they find the dungeon
d6 Type
within a hex.
1 Surface Structure
Roll/choose a site size and type.
Site size also determines the 2 Cavernous Hole
number of dungeon levels that
descend into the darkness. 3 Mine Tunnels
5-6 Ruins
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Room Type
d20 Type
10 Rival Crawlers. 1d4+1 members, build out full stats on page 55.
11 Change Over Time. Alter state of room every time PCs leave/return.
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NPCs & Rival Crawlers
d10 Detail Detail
1 Magic forces PCs to sleep for 1d4 hours, then change room layout.
3 Filled with fragile objects that repair themselves when PCs leave.
5 Ceiling has a 10% chance of collapse every round while PCs are gone.
6 Thick fog + sounds d6: 1-2 = Crackling, 3-4 = Groaning, 5-6 = Crying.
8 Ceiling raises and lowers slowly over time, 10% chance it is impassible.
9 Dusty floor bears signs of recent traffic, alter footprints each time
42
Magical Power
d10 Detail
4 All living things become invisible and silent while in the room.
5 Blackened burn damage all over the room, crispy corpses on floor.
9 Magic spells cast within the area have 50% chance of failure.
Combat Aftermath
d10 Detail
7 One severely wounded rival crawler is still alive and begs for help.
43
Dead Zone
d10 Detail
10 Death is impossible within the room. One dying NPC is here as well.
Unique Object
d10 Detail
44
Solo Monster
d10 Detail Detail
Monster Mob
d10 Detail Detail
45
Boss Monster
d10 Detail Detail
46
Dungeon Hazards
Hazards are a passive threat to Movement. Some hazards
adventurers. Unlike traps, you restrict or prevent movement.
cannot avoid triggering them. These hazards consume time
They are often impossible to and resources (like torches).
permanently destroy or disable. Some hazards can even fully
The fury of mother nature cannot entrap characters. Without help,
be stopped by mere mortals. they will die when they run out
of food and/or water.
Choose the hazard's severity
and use it to guide you on the Damage. Some hazards deal
strength of the challenge. damage, either in a single hit or
continuously every round. If this
Minor. Challenging for parties of
reduces a PC to zero HP, roll a
average level 0-2.
death timer.
Normal. Challenging for parties
Weakening. Some hazards
of average level 3-6.
weaken, confuse, or impair the
Major. Challenging for parties of characters. For example, it might
average level 7+. 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 - Caves
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
47
Hazards - Deep Tunnels
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
Hazards - Ruins
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
Hazards - Tomb
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken
48
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.
5 Collapsing soil & clay Tilting disc in floor 1d6 + panic (1d6)
50
Wounding / Weapon-like Traps
d20 Trap Trigger Damage + Effect
51
NPCs
Ancestry Age
d12 Ancestry d12 Age (Human Equivalent)
Alignment
d6 Alignment
1-3 Lawful
4-5 Neutral
6 Chaotic
Wealth
d6 Wealth Carrying
1 Destitute 1d4 cp
2 Poor 1d6+1 sp
5 Successful 1d6+2 gp
6 Wealthy 3d6+3 gp
52
NPC Qualities
d20 Physical Behavior Secret
53
NPC Occupations
2d12 1-3 4-6 7-9 10-12
54
Rival Crawlers
A rival party of 1d4+1 adventurers.
Roll 1d6 to determine the starting Class / Monster Type
level of each crawler.
d20 Class / Monster Type
They have the same alignment.
1-3 Fighter
Carried coin is divided roughly
evenly between them. 4-5 Priest
6-8 Thief
11 Acolyte
d20 Ancestry
12 Apprentice
1-4 Human
13 Bandit
5-6 Elf
14 Beastman
7-10 Dwarf
15 Berserker
11-12 Halfling
16 Cultist
13-14 Half-Orc
17 Guard
15-16 Goblin
18 Knight
17 Kobold
19 Soldier
18 Hobgoblin
20 Thug
19 Lizardfolk
20 Orc
Carried Coin
Alignment d4 CP SP GP
55
Party Name
d20 Name Name Known For...
56
Signature Tactics
d6 Lawful Neutral Chaotic
Party Secret
d12 Party Secret
57
Monsters
58
Monster Tables
These tables can be used to
randomly choose a monster of Level 1
a particular level. Most of these
d20 Monster
entries are in the ShadowDark
core rules. The remainder can be 1 Apprentice
found in the next section.
2 Assassin Vine*
3 Badger
4 Bandit
5 Beastman
6 Bloodworm*
7 Cobra snake
8 Darkmantle
Level 0 9 Fairy
4 Jackal* 14 Halfling*
6 Rat 16 Mastiff
9 Scorpion 19 Stingbat
10 Spider 20 Thug
59
Level 2 - Humanoid Level 2 - Monstrous
d20 Monster d20 Monster
2 Berserker 2 Ape
3 Bullywug* 3 Armitage*
14 Lizardfolk 14 Mephit*
17 Skeleton 17 Velociraptor
19 Vegepygmy* 19 Will-o'-wisp
20 Zombie 20 Wolf
60
Level 3 - Monstrous Level 3 - Animals
d20 Monster d6 Monster
1 Azer 1 Ankheg
3 Bugbear 3 Lion
4 Cockatrice 4 Panther
6 Ettercap 6 Worg
7 Giant Ant*
8 Giant Scorpion
9 Giant Spider
10 Harpy
11 Kobold Sorcerer
12 Mushroomfolk
13 Scarab Swarm
14 Scarecrow
15 Shadow
16 Strangler
17 Thief
18 Viperian
19 Wererat
20 Wight
61
Level 4 Level 5
d20 Monster d20 Monster
5 Doppelganger 5 Chuul
6 Gargoyle 6 Drake*
62
Level 6 Level 6 - Elementals
d20 Monster d10 Monster
11 Mage
12 Manticore
13 Ogre
14 Owlbear
15 Primordial Slime
16 Rat Swarm
17 Reaver
18 Roper
19 Viperian Ophid
20 Weald Hag
63
Level 7 Level 9
d10 Monster d10 Monster
1 Dragonne* 1 Efreeti
4 Gorgon 4 Grimlow
6 Minotaur 6 Naga
7 Oni 7 Necromancer*
64
Monster Descriptions
Aarakocra Ant, Giant
Gaunt, lightly feathered, winged Cattle-sized giant ant with
humanoid with vulture-like beak ferocious snapping mandibles
and face. Long black talons on and long thin legs.
both hands and feet.
AC 13 (dense chitin), HP 13,
AC 13 (natural), HP 9, ATK 2: bite ATK 1: bite +4 (1d6 + grab),
/ talon +2 (1d6), spear +3 (1d6), MV near, S +3, D +0, C +0, I +0,
MV near (fly), S +2, D +2, C +0, W +1, Ch +0, AL N, LV 3
I +0, W +0, Ch +0, AL C, LV 2
Chitinous. Half damage from
Carrion Feeder. Consume a bludgeoning.
fifth of a helpless, unconscious,
Grab. Victim must make STR
or dead humanoid within close
check vs DC 12 or be held. DC 12
distance. Regain 1d6 HP.
STR on turn to break free.
Carrion Tracker. Can track dead
Dismember. If an ally has
flesh unerringly within a mile.
grabbed a humanoid, can attack
Dive. Descend up to double near it with advantage. If successful,
distance downward in straight deals additional 2d6 damage.
line and make a talon attack. If
hit, deals 3x damage.
Assassin Vine
A ten-foot-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.
66
Banshee Bullywug
A ghostly semi-nude woman Wiry amphibious humanoids
with a face of vicious hatred. with bulging yellow eyes and
Her relentless, piercing screams glimmering moist skin.
seem to echo inside your mind.
AC 15 (leather + shield), HP 10,
AC 12, HP 22, ATK 2: draining ATK 1: spear (close/near) +1 (1d6 +
touch +1 (1d6), 1 drink pain, or 1 poison), shortbow (far) +2 (1d6 +
screech, MV near (fly), S +0, D +2, poison), MV near (walk), double
C +0, I +1, W +1, Ch -2, AL C, LV 5 near (swim), S +0, D +2, C +1, I +0,
W +1, Ch -1, AL C, LV 2
Drink Pain. CHA vs DC 12. Near.
Deals 2d4 damage to a creature; Poison. DC 15 CON or sleep for
regain that many HP. 1d6 rounds.
Screech. All enemies in double Half-Amphibious. Must be
near DC 12 WIS or disadvantage submerged in water every 4
on checks and attacks for 1d4 hours or suffocates.
rounds.
Greater Undead. Immune to
morale checks. Only damaged by
silver or magical sources.
Bloodworm
A 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.
67
Death Beast Devourer
A hideously deformed dog-like A sickly 8-foot-tall humanoid
creature with glowing red eyes with pale skin. A grotesque
and dripping jowls. deformed baby is embedded in
their stomach. Its eyes glow red.
AC 12 (natural), HP 9, ATK 1: bite
+1 (1d6 + disease), MV near, S +1, AC 15 (natural), HP 42, ATK 2:
D +2, C +0, I -2, W +1, Ch -3, AL C, claw +1 (2d8), or 1 spell, MV near,
LV 2 S +1, D +1, C +2, I +1, W +3, Ch +1,
AL C, LV 9
Disease. DC 12 CON or 1d4 CON
damage (can't heal while ill). Cancel (WIS Spell). DC 13. End
Repeat check once per day; ends one spell affecting a target
on success. Die at 0 CON. within near distance.
Pounce. Jump up to double Greater Undead. Immune to
near distance, then make a bite morale checks. Only damaged by
attack with advantage. silver or magical sources.
Revenant (WIS Spell). DC 9.
Causes a humanoid corpse
within near distance to rise up
and fight as a zombie.
68
Dragonne Drain Fly
Great cat with a lustrous coat Tiny buzzing insect that
that is broken up by patches of darts around wildly. It
leathery scales. Arcing draconic has four pincers that
wings jut upward from the back, snap and click as it
twitching with tension as it moves closer.
stalks forward.
AC 13, HP 1, ATK 1: bite +0 (1 +
AC 17 (natural), HP 34, ATK 2: drain magic), MV near, S -1, D +3,
bite +6 (1d8), claw +8 (1d6 + grab), C +0, I -3, W -2, Ch -3, AL C, LV 0
terrifying roar, MV double near
Drain Magic. Takes away the
(walk), near (fly), S +3, D +2, C +2,
ability to cast a random magic
I +3, W +2, Ch +1, AL C, LV 7
spell from the target (recovered
Grab. Victim must make STR by rest). Can immediately cast
check vs DC 15 or be held. DC 15 that spell (without a check) on
STR on turn to break free. any nearby target if it would be
beneficial to the drain fly.
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.
69
Drake Dwarf
A wingless four-legged dragon. Stocky humanoid with elaborate
Blood and bits of flesh drip from braided facial hair and beards,
its open jaws. wearing chainmail armor.
AC 14 (natural), HP 24, ATK 2: bite AC 16 (chainmail + shield), HP 13,
+5 (2d6 + devour), claws +6 (2d4), ATK 1: greataxe +3 (1d8), MV near,
MV near, S +4, D +1, C +2, I +2, S +1, D +1, C +2, I +0, W +0, Ch -1,
W +2, Ch +0, AL C, LV 5 AL N, LV 2
Devour. If victim is LV 5 or lower,
they must make DEX check vs
DC 12 or be killed instantly. Eagle, Giant
Leap. Jump up to near in height
and double near in distance, Graceful, elephant-sized
then make 2 bite attacks. eagle with talons longer than
greatswords and a beak large
enough to swallow a humanoid.
70
Elementals
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.
71
Elemental, Plant Elemental, Shock
A swirling mass of tendrils, A roaring column of crackling
leaves, and thorns. electrical energy and sparks.
AC 14, HP *, ATK 3 tendril (double AC 16, HP *, ATK 3 slam +6 (*d10)
near) +5 (*d10 + grab), MV near, or 1 thunderclap, MV near (fly),
S +5, D +2, C +2, I -2, W +0, Ch -2, S +2, D +4, C +1, I -3, W +0, Ch -2,
AL N, LV * AL N, LV *
Impervious. Only damaged by Impervious. Only damaged
magical sources. by magical sources. Electricity
immune.
Grab. DC 15 STR or target is
trapped up in tendril. Tendril Lightning Bolt. Straight line (5'
autohits target next round. wide) extending far. DC 15 DEX
DC 15 STR on turn to break free. or 6d6 damage.
Pull. In place of a tendril attack, Thunderclap. Creatures within a
pull a grabbed target a near near radius are thrown 2d20 feet
distance. away from the elemental.
Tendrils. * total. AC 12 each. 4+
damage to one severs it.
Elemental, Void
A dark cloudy mass that seems
Elemental, Shade
to slowly churn inward inside of
itself in a mesmerizing display.
A swirling mass of living shadow.
AC 15, HP *, ATK 3 slam +6 (*d10)
AC 15, HP *, ATK 3 slam +6 (*d10)
or 1 inferno, MV near (fly), S +0, D
or 1 darkness, MV near (fly), S +2,
+5, C +0, I +0, W +0, Ch -4, AL N,
D +3, C +0, I -2, W +2, Ch -3, AL N,
LV *
LV *
Bewilder. Creatures within near
Impervious. Only damaged by
must make a DC 12 CHA check
magical sources.
at start of their turn or be dazed
Darkness. Extinguish all light and no action.
sources in near.
Impervious. Only damaged by
Stealthy. Advantage on checks magical sources. Cold immune.
to sneak, hide, or stalk a target.
Incorporeal. In place of attacks,
become corporeal or incorporeal.
72
Frost Maggots Gnome
Plump flying insects roughly the Short humanoid with a well-
size of a cat or lobster. manicured beard and finely
craft leather clothing. Its rosy
AC 11, HP 1, ATK 1: bite +1 (1 +
cheeks are already breaking out
frostbite), MV near, S +1, D +1,
into a smirk.
C +0, I -2, W -2, Ch -2, AL N, LV 0
AC 13 (leather + shield), HP 9, ATK
Frostbite. Roll 1d6. On a 1-4, the
1: shortsword +1 (1d6), shortbow
victim develops frostbite around
(far) +1 (1d4), MV near, S +0, D +1,
the affected area. The skin turns
C +0, I +2, W +1, Ch +1, AL C, LV 2
black and can only be saved by
magical healing. Glamour (INT Spell). DC 9.
Creates a small motionless visual
Fire Vulnerability. Double
illusion (no larger than their own
damage from fire.
body) that remains active for 5
rounds.
Keen Senses. Can't be surprised.
Gibberling
Hideously deformed humanoid
covered in scars and warts. It Halfling
jabbers constantly in a mix of
different languages using words Short humanoid with curly hair
and phrases that seem correct and large bare feet, wearing
but don't actually make sense. simple clothing and moving with
natural grace.
AC 10, HP 3, ATK 1: mace +0 (1d6),
MV near, S +0, D +1, C -1, I -2, W -2, AC 12 (leather), HP 6, ATK 1:
Ch -1, AL C, LV 1 shortsword +1 (1d6) or shortbow
+2 (1d4, far), MV near, S +0, D +1,
Gibbering. Creatures within near
C +1, I +0, W +1, Ch +0, AL N, LV 1
of a gibberling must make a WIS
check vs DC 12 on their turn or Vanishing. Once per day,
take a random action (d8): 1-2. becomes invisible for 3 rounds.
do nothing, 3-4. drop what is in
your hands, 5-6. move in random
direction, 7. attack nearest
creature (even allies), 8. flee.
73
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.
Lizard, Giant
Jackal
A giant four-legged green lizard
Small yellowish-brown canine with a long spiky tail.
that bounces around with each AC 14 (natural), HP 25, ATK 2:
step and yips like a fox. claws (1d6), bite (1d8 + shake),
AC 11, HP 2, ATK 1: bite +1 (1 + MV double near, S +3, D +1, C +2,
disease), MV near, S +0, D +1, C +1, I -3, W -3, Ch -1, AL N, LV 5
I -3, W +2, Ch -3, AL N, LV 0 Shake. Violently shake the victim
Disease. DC 12 CON or 1d4 CON for 1d6 additional damage, then
damage (can't heal while ill). throw them up to near distance.
Repeat check once per day; ends
on success. Die at 0 CON.
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.
74
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.
Rot Grub
Necromancer Swollen maggot-like creature
the size of a cat. As it inches
A human in black robes with red its way forward, you can hear
tattoos carved into their face. the clicking sound of its tiny
snapping jaws.
AC 12, HP 40, ATK 2: staff +0 (1d6)
or 1 spell, MV near, S +0, D +2, AC 8, HP 1, ATK 1: bite +0 (1 +
C +0, I +4, W +2, Ch +1, AL C, LV 9 necrosis), MV close (burrowing),
S -2, D -2, C +0, I -3, W -3, Ch -3,
Revenant (INT spell). Animates
AL N, LV 0
a recently deceased humanoid
of LV 3 or less within close range. Necrosis. DC 15 CON or drop to
They serve as a faithful ally in 0 HP. Healing spells are DC 15 to
combat until destroyed. cast on target while affected by
necrosis.
Summon Undead (INT spell).
2d4 skeletons emerge from the Curse of Undeath. Any
nearest soft ground (soil, sand, humanoid that dies of a rot
pebbles, etc.) They will serve as grub's necrosis will rise in 1d4
faithful allies for 5 rounds or until days as a zombie (or skeleton,
destroyed. if the corpse is sufficiently
damaged).
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.
75
Satyr Snake, Shock
Curious creature with a human A thin white and red snake with
upper torso and the lower torso bat-like wings soaring through
of a goat. It also has small goat- the air with its fangs out.
like horns atop its head.
AC 12, HP 1, ATK 1: bite +1 (1d4
AC 12, HP 22, ATK 1: club +3 (1d4), + system shock), MV near (fly),
pipe music, MV near, S +0, D +2, S +0, D +2, C +0, I -2, W -2, Ch -2,
C +0, I +1, W +1, Ch +2, AL C, LV 5 AL C, LV 0
Pipe Music. Humanoids within System Shock. CON vs DC 15
near distance that can hear the or electricity burst triggers 1d4
music must make a CHA check rounds of paralysis.
vs DC 12 or be dazed (cannot
take actions) for 1d4 rounds.
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.
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.
76
Vegepygmy Werebear
Squat humanoid that appears Hulking, bipedal, bear-faced
to be made of fungus and plant humanoid covered in brown fur.
tissue. Its eyes are glazed over
AC 18 (natural), HP 44, ATK 2:
murky pools of liquid resin. All
claws +4 (1d8+2), bite +6 (2d8),
of its equipment appears to be
MV double near, S +4, D +2, C +3,
made of wood, vines, and reeds.
I +0, W +0, Ch +0, AL C, LV 9
AC 12 (natural), HP 7, ATK 1: spear
Crush. Deals an extra die of
+1 (1d8), blowgun (far) +2 (1d4),
damage if it hits the same target
spore cloud, MV near, S +0, D +1,
with both claws.
C +0, I +0, W +1, Ch +1, AL C, LV 2
Impervious. Only damaged by
Spore Cloud. Exudes a cloud
silver or magic sources.
of spores from the mouth.
Humanoids within near distance Lycanthropy. If 12 or more
that were not already holding damage from the same
their breath must make a CON werebear, contract lycanthropy.
check vs DC 12 or become
Thick Fur. Cold immune.
infected. In 1d4 days, they will
wake up as a vegepygmy.
Stealthy. Advantage on checks
to sneak, hide, or stalk a target.
77
Treasure
78
Glittering Prizes
These treasure tables are Magic Armor. Standard tables
designed in the same style as to determine type and bonus for
the Treasure chapter of the a random armor, supplemented
ShadowDark core rulebook. with d20s to determine armor
appearance, scent, and quirks
They provide an alternative, not a
+ d20 to get a unique magic
replacement for the core options.
benefit and/or a d20 curse.
Dungeon Dressing. d100 yields
Magic Weapon. Standard
a wide array of poor treasure, but
tables to determine type and
also helpful in adding flavor to
bonus for a random weapon,
empty rooms in your dungeon.
supplemented with d20s to
Treasure 0-3. d100 yields a mix determine weapon appearance,
of poor (45%), normal, (50%), scent, and quirks + d20 to get a
and fabulous (5%) treasures for unique weapon benefit and/or a
parties LV 0-3. d20 curse.
Treasure 4-6. d100 yields a mix Magic Utility Item. d100 yields
of poor (35%), normal, (50%), a unique item type with d20s
and fabulous (15%) treasures for to determine item appearance,
parties LV 4-6. scent, and quirks + d20 to get a
unique weapon benefit and/or a
Treasure 7-9. d100 yields a mix
d20 curse.
of poor (35%), normal, (40%),
fabulous (20%), and legendary Known Magic Items. 85 new
treasures (5%) for parties LV 7-9. fully described magic items,
including benefits, curses, and
Treasure 10+. d100 yields a mix
item personalities.
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.
79
Dungeon Dressing
Dungeon Dressing
d100 Details Value
80
Dungeon Dressing
d100 Details Value
81
Dungeon Dressing
d100 Details Value
59 A massive leaf, six feet wide and nine feet long None
82
Dungeon Dressing
d100 Details Value
81 "Turn Back!" carved into the wall with a stone tool None
82 A clump of pumpkin pulp with all the seeds picked out None
84 Sprig of holly with the berries eaten and seeds spit out None
83
Treasure 0-3
Treasure 0-3
d100 Details Value
84
Treasure 0-3
d100 Details Value
85
Treasure 0-3
d100 Details Value
86
Treasure 0-3
d100 Details Value
100 Magic Utility Item. Roll random benefit and curse 250 gp
87
Treasure 4-6
Treasure 4-6
d100 Details Value
88
Treasure 4-6
d100 Details Value
89
Treasure 4-6
d100 Details Value
90
Treasure 4-6
d100 Details Value
91
Treasure 7-9
Treasure 7-9
d100 Details Value
92
Treasure 7-9
d100 Details Value
93
Treasure 7-9
d100 Details Value
70 Silver sitting harp with fine wooden bench and pillow 120 gp
94
Treasure 7-9
d100 Details Value
95
Treasure 10+
Treasure 10+
d100 Details Value
96
Treasure 10+
d100 Details Value
26 Clean set of plate mail with red cloak and steel helmet 130 gp
97
Treasure 10+
d100 Details Value
54 Mithral chain mail, red tabard, and red war cloak 240 gp
98
Treasure 10+
d100 Details Value
99
Boons
Oaths
d20 Details
15 An expert will train you for 3 weeks (+1 to a stat of your choice).
100
Secrets
d20 Details
7 Where giant turtle eggs have been laid (will hatch soon).
101
Blessings
d20 Details
10 Night Fox. Open one mundane lock per day without a check.
102
Potions
Potion Features
d20 Appearance Scent Quirks
103
Potion Benefit
d20 Details
2 Eyes emits beams of light out to far distance for 2d4 rounds.
8 For 3 rounds, hostile spells cast on drinker are absorbed (+1 HP).
10 For 8 rounds, drinker gains bite attack for 2d6 poison damage.
11 Can make an extra attack per round for 5 rounds, if not moving.
19 Drinker gains audience with their deity and can ask 1 question.
104
Potion Curse
d20 Details
1 Drinker vomits blood for 1d4 rounds, taking 1 damage each time.
2 For 2d4 rounds, any near hostile spells must target the drinker.
9 Drinker falls hopelessly in love with the next humanoid they see.
105
Magic Armor
Armor Type Armor Bonus
2d6 Type 2d6 Bonus
12 Mithral + reroll
106
Magic Armor Features
d20 Appearance Scent Quirks
107
Magic Armor Benefit
d20 Details
12 Armor is quiet and takes up one less gear slot than normal.
108
Magic Armor Curse
d20 Details
3 If hit for damage, roll 1d20. Natural 1 paralyzes wearer for 1 round.
4 Wearer will vomit out any potion drunk before it can take effect.
9 The wearer ages twice as fast any day that the armor is worn.
109
Magic Weapon
Weapon Type Weapon Bonus
d20 Type 2d6 Bonus
4 Club 10-11 +2
5 Crossbow 12 +3
7-8 Dagger
9 Greataxe
10 Greatsword
11 Javelin
12 Longbow
13-14 Longsword
15 Mace
16 Shortbow
17-18 Shortsword
19 Staff
20 Warhammer
111
Magic Weapon Benefit
d20 Details
14 Hit causes 1d4 sonic damage and victim loses their next action.
112
Magic Weapon Curse
d20 Details
113
Magic Utility Item
Magic Utility Item Type
d100 Type
9 Bowl. Must be used for all meals during the day (one person).
17 Cane. Must be held in one hand and used for weight support.
19 Cauldron. Affects those that eat food prepared in it, for a day.
114
Magic Utility Item Type
d100 Type
33 Cup. Must be used for all meals during the day (one person).
34 Cutlery. Must be used for all meals during the day (one person).
115
Magic Utility Item Type
d100 Type
50 Goblet. Must be used for all meals during the day (one person).
73 Plate. Must be used for all meals during the day (one person).
116
Magic Utility Item Type
d100 Type
75 Pole. Must be held in one hand and used for weight support.
87 Skull. Must be held in one hand with fingers in each eye socket.
93 Teapot. Affects those that drink tea prepared in it, for 6 hours.
97 Urn with Ashes. Must be re-applied every six hours (2d4 uses).
100 Wood Carving. Must be held in one hand and gently rubbed.
117
Magic Utility Item Features
d20 Appearance Scent Quirks
118
Magic Utility Item Benefit
d20 Details
119
Magic Utility Item Curse
d20 Details
120
Known Magic Items
Arcane Bulwark Bead of the Glacier
Mithral shield bearing a pentacle Hard opaque white marble-size
and crossed wizard staves. bead that always accumulates a
layer of frost on the surface.
Bonus. +1 Shield
Benefit. When crushed, the bead
Benefit. 1st level magic spells
causes thick white fog to stream
cast on the bearer always fail.
forth and expand outward to fill a
volume of 10,000 cubic feet (Ten
10' dungeon squares, assuming a
Bane of the Meek normal ceiling height).
The fog will fade after 10 rounds,
A spiked black mace with a but it can move or disperse if
handle of carved ebony wood. affected by strong wind. Anyone
Bonus. +1 mace. Cannot be within the cloud area takes 2d6
wielded by a lawful being. cold damage per round.
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 Bracers of Surging
additional potions, manage their
inventory, change armor, and
Fine leather bracers covered in
similar tasks that don't affect
arcane runes and symbols.
other people. After what seems
like 10 minutes to them, time Benefit. Wearer has advantage
resumes. To onlookers, all actions when casting spells with wands
taken appear to occur instantly. or scrolls.
Curse. Anyone with this potion Personality. Chaotic. Aggressive.
on their person will easily lose Pushes to investigate any sign of
track of time and is often late. magic or enchantment.
123
Cap of Excitement Counter of Fate
Brilliant red, yellow, and orange An ironwood abacus with shiny
cap with starburst designs. white and black beads.
Benefit. Wearer is immune to Benefit. The abacus can be "set"
sleep, slow, and paralysis magic. to any number between 1 and 20.
They gain a +3 initiative bonus Every time that number is rolled
and talk annoyingly fast. on a d20 by the owner's player,
they recover 1 HP and find 1d6 gp
Curse. Cannot sleep. Cannot
has appeared in their palm.
recover HP by resting. This
remains an issue for a day after
removing the cap.
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.
124
Digestive Powder Dust of Putrefaction
Small glass vial of brown salt. Round iron box containing thin
black powder stinking of death.
Benefit. When a pinch of this
salt is placed on rock or soil, it Benefit. When cast over a fresh
acquires a pleasing taste and corpse, it will decay rapidly and
can be eaten as a ration. The user release a cloud of noxious gas.
suffers no ill health effects. 4d6 Everyone in a near radius must
pinches remain in the vial. make a CON check vs DC 18 or
be overcome with nausea and
vomiting for 1d8 rounds (cannot
take any actions). 1d6 uses.
Dowsing Dagger
A twisting wavy dagger that
looks like a flowing stream. Eyeglass of Clarity
Bonus. +1 dagger
A stunningly clear magnifying
Benefit. 1/day, the bearer can lens with a gilded edge.
close their eyes for 1 round and
Benefit. Any writing degraded
visualize any creature or object
by time or damaged to the point
that they have seen before.
of illegibility can be read through
When they open their eyes, the
this lens.
dagger will be pointing in the
direction of what was visualized.
Curse. Bearer becomes obsessed
with memory and writes journal.
Glitterbelly
Enchanted monster stomach
with a magical gold dust that
Dragon's Tongue dances and swirls around inside.
Benefit. 1/day, the stomach can
Large warm and fleshy tongue,
be compressed to blast glittery
the length of a forearm.
dust over a near sized cube.
Benefit. If placed in a humanoid Invisible or incorporeal creatures
mouth, it will burrow in place within the area can be seen
and replace their natural tongue. clearly by everyone. Anyone hit
1/day, the user can breathe fire, must make a WIS check vs DC 12
filling a near sized cube. DEX vs or be blinded for 1d4 rounds.
DC 15 to avoid 3d6 fire damage.
Personality. Gregarious. Excited.
Curse. Always sound like they are Convinced that there are invisible
talking with their mouth full. creatures sneaking nearby.
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Globe of Serenity Hat of the Dreamer
A serene blue crystalline globe A purple top hat with peacock
filled with peaceful clouds. feather adornment.
Benefit. Anyone within near Benefit. 1/day, wearer can invoke
distance casts mind-affecting illusion magic to change the
magic at a disadvantage. look, touch, smell, and sound
within a double near radius area.
Curse. Bearer compelled to often
They can actively change the
preach that a peaceful outlook
illusions at will if desired. WIS vs
could improve mental health.
DC 18 to disbelieve. Effect fades
Personality. Mellow. Relaxed. after 2d6 rounds.
Dislikes running and excitement.
Curse. Compelled to comment
on ways to improve aesthetics.
Gloves of Liberation
Head of the
Soft leather nobleman's gloves
with small decorative pearls. Maharaja's Mason
Benefit. If the wearer shakes
A shrunken mummified head
hands with anyone subject to
with thick black hair.
hostile mind-affecting magic,
they are immediately freed from Benefit. On command, restores
its effects. a single constructed object
built by an intelligent creature
Personality. Assumes charms
to its original configuration.
are behind all unusual behavior.
This includes doors, mechanical
devices, or even entire buildings
(up to 5,000 lbs.).
Grick Grease All of the object’s components
will levitate and then reassemble
Bottle of slippery liquified fats themselves. It can only use the
with a sickening yellow hue. remains of the object and cannot
change chemical states or create
Benefit. Can be poured out and
missing parts.
spread over a near radius area.
Anyone entering the area must Once reconstruction is complete,
make a DEX check vs DC 18 or fall the head will dissolve into dust.
and slide until they collide with
Personality. Ridicules poorly
an object. If they slide over 20
thought-out decisions. Upset
feet, they suffer half of the falling
whenever objects are broken.
damage for a similar distance.
126
Helm of Honesty Imposter's Wand
A regal white helm with symbols A simple crooked wand with
of faith and purity. little adornment.
Benefit. 1/day, compels anyone Benefit. 1/day, can be pointed at
who hears your next question a spellcaster to steal a random 1st
to answer it truthfully. To target level spell that they know (counts
a single person, you can specify as a combat action). Until the
that you are speaking to them in next sunrise, the wand can be
how you phrase the question. used to cast that spell at DC 10
(normal failure rules apply).
Curse. The wearer must make a
WIS check vs DC 18 to lie while This wand can only be used by
wearing the helmet. non-spellcasting characters.
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Jar of Eternity Magister's Scepter
Clear glass jar and a golden lid A jeweled golden scepter with
engraved with a whirlpool motif. markings of civil authority.
Benefit. Anything placed in this Bonus. Treat as a +2 mace.
jar is preserved in time. It will not
Benefit. 1/day, suggest a course
wilt, decay, age, or die. It requires
of action to a humanoid and
no resources, food, or water. It
they will be compelled to follow
can hold up to 1 cubic foot.
it. They must understand your
language and it must not sound
harmful. If they can't follow the
Liar's Target suggestion within 10 rounds,
they will forget it.
A mundane looking archery
target with a bright red bullseye.
Curse. Any ranged weapons fired Mask of Deceit
within far distance of the target
will change flight paths and be A bizarre mask of a mustached
drawn directly to the bullseye. man with tribal tattoos and a
screaming mouth.
Benefit. While wearing the
Lyre of Extension mask, the bearer must project
their voice from objects in the
A beautiful redwood lyre with an environment, out to a double
unusually long tapered neck. near distance. They can change
the location where their voice
Benefit. While playing this lyre, projects at-will, but no sounds
all 1st and 2nd level spells have can originate from their body.
their duration extended by 50%
(rounded down). 3rd and 4th Curse. For a day
level spells are extended by 25%. after removing
the mask, the
bearer can
speak no louder
Mace of Terror than a whisper.
Personality.
Black mace with spiked flanges.
Dislikes telling
Bonus. +2 mace. the truth. Enjoys
tricking humanoids. Enamored
Benefit. Can forgo attacking
by anyone that makes clever
to brandish wildly and trigger
quips, jokes, or lies.
morale checks for near enemies.
128
Mentalist's Manacles Orb of Sadness
Seemingly mundane pair of Polished orb of sky-blue crystal
wrought iron manacles. that fills you with regrets as you
gaze upon it.
Benefit. Can be placed on the
user without binding them. If Benefit. 1/day, gazing into the
they pretend to be restrained orb and thinking deeply about
and ask someone for help mistakes made in your life will
removing them, the manacles cause all humanoids of LV 3 or
will quickly swing around and less within double near distance
bind the hapless helper. They to abandon their activities. They
cannot be removed except by will ignore anyone not attacking
Dispel Magic or a command them and return to their sleeping
word from the user. quarters in a state of malaise.
This effect wears off in 6 hours.
Note: They can also be applied
forcefully like normal manacles.
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.
129
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
Pavise of Disguise devour everything with a near
radius of the impact. Anyone in
the swarm takes 3d6 damage
A beautiful white pavise with a
per round. After 5 rounds, the
victorious eagle on the front.
beetles will converge back into
Benefit. When deployed on the scarab and solidify.
its legs (takes an action), the
Curse. Picking up the scarab
pavise changes its appearance to
causes 1d6 damage.
perfectly match the environment
behind it. Anyone hiding behind
it is effectively invisible.
When the legs are folded back, it Portal Thimble
reverts back to its original form.
Golden thimble covered in tiny
Curse. Cannot make ranged
arcane runes and starbursts.
attacks without first deploying
the pavise for protection. Benefit. With the thimble on
their finger, the bearer can touch
a magic portal and see where it
will take them before stepping
Peeping Glass through it.
Benefit. For seven days, the Benefit. For 2d4 rounds, drinker's
drinker has a 50% chance (per skin becomes hardened like a
act) of impregnating (if male) rhinoceros (+2 AC) and they grow
or becoming impregnated (if a horn from their head that can
female) by a compatible partner. be used to make melee attacks
If the partner is normally infertile as if a +3 dagger.
due to old age or physical injury,
reduce this chance to 1-in-6.
The resulting child will have the Promise Bow
normal characteristics for their
ancestry but will receive a +2 Intricate ironwood longbow with
bonus to three random stats. Elvish runes and silver accents.
Bonus. +2 Longbow
Benefit. If the bearer loudly
Potion of declares their intention to kill a
Legendary Acts particular enemy, the bow can
attack with advantage. Until
A golden elixir that resonates the promised enemy is slain,
with a faint, angelic chord. all other attacks are made with
disadvantage.
Benefit. Appears to be a Potion
of Legendary Deeds. However, Personality. Convinced there is a
it has no apparent effect when pattern to the bearer's choice of
consumed. targets and will speculate on it.
136
Shield of the Thicket Shadowed Teapot
An ironwood shield wrapped in Black teapot with floral motif in
thick pulsing green vines. inlaid pearl and opal.
Bonus. +1 shield. Benefit. Can prepare tea for up
to six humanoids. Three rounds
Benefit. Any enemy directly in
after consuming it, their bodies
front of the character at close
and carried possessions will
distance must make a STR
meld into incorporeal shadow.
check vs DC 12 every round or be
Their shadow form cannot pass
entangled and unable to act.
through solid matter but can slip
Curse. Outside of combat, the through tiny cracks and holes.
vines grip and pull on any loose They also make no noise.
items carried by the bearer.
After 10 rounds, the teapot will
shatter into tiny pieces and the
effect will cease.
Spirit Figurine Note: They are not truly invisible
and will be illuminated by a
Carved stone figurine of a small direct light source.
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 Stirring Rod of the
in length to deliver to anyone at
that location.
Drow Queen
It can only rely upon directions Thin black 4" stirring rod with
given by the user for navigation. white ceramic spiderweb inlay.
If they cannot reach the target
within three days, the message Benefit. 1/day, the rod can be
will not be delivered. used to stir a potion before
drinking it. It takes 1 round and
Curse. The bearer exhibits minor grants a 4-in-6 chance that the
mannerisms of the animal the drinker will not be affected by
figurine represents. any curse inflicted by the potion.
137
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.
Trickster's Token
Thought Bottle
A shiny brass coin with illegible
Opaque and cloudy glass bottle markings on the sides.
with a thick cork stopper.
Benefit. While held in the hand,
Benefit. Speaking a command the bearer can levitate any object
word and placing the stopper that weighs less than 5 lbs. and
on the bottle will trap a single move it in any direction up to a
memory or thought of the user. near distance per round.
If someone later speaks the They can simultaneously move a
command word and removes the number of objects equal to their
stopper, the stored memory or wisdom score in this way but
thought will flood into the mind. cannot cause damage to a living
being by hitting them with an
object unless it is dropped from a
significant height.
Tome of the
Perfected Dogma
Urn of Darkness
Thick tome written in small text
containing endless aphorisms.
Glimmering white porcelain urn
Benefit. 1/day, reading for 1 with beautiful sunshine imagery.
round provides advantage on an
Curse. Opening the urn will snuff
expected roll within 10 rounds.
out all light sources (including
Curse. After just one use, owner magical ones) within double
becomes obsessive and spends near distance. The character that
their free time studying it. They opened the urn cannot bring
will never voluntarily surrender it. themselves to close it again.
138
Unstable Phylactery Wings of Victory
A shimmering translucent gem Soft, white-feathered angelic
in an ornate mithral jewelry box. wings on a leather harness.
Curse. The soul of anyone that Benefit. 1/day, wearer can hover
touches the gem is instantly and move without touching
trapped inside of it. Their former the ground for 5 rounds. While
body is taken over by a chaotic hovering, they gain +3 AC and
soul that has been trapped in the attack with advantage against
phylactery for several centuries. chaotic enemies. Can only be
worn by a lawful being.
The companions of the unlucky
soul receive no warning about Curse. The wearer is convinced
what has occurred. they are an agent of the divine
and will not tolerate dishonorable
Benefit. Their soul will endure
moral behavior by their allies.
forever in the gemstone and can
escape into a new body in the Personality. Angelic sweetness.
same manner it got stuck there. Judgmental commentary. There
is always more that could be
done, if you were a better soul.
Whip of Hatred
A 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.
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