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Shadowdark Gamemaster Companion - Digital

The GM Companion for ShadowDark is an independent role-playing game resource created by Greg Christopher, featuring various tables and guidelines for world-building, including terrain hazards, settlements, and points of interest across different environments. It includes detailed sections on dungeons, monsters, treasure, and NPCs, providing tools for gamemasters to enhance their gameplay experience. The book is published under the ShadowDark RPG Third-Party License and is not affiliated with The Arcane Library, LLC.

Uploaded by

Léo Martini
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (7 votes)
10K views140 pages

Shadowdark Gamemaster Companion - Digital

The GM Companion for ShadowDark is an independent role-playing game resource created by Greg Christopher, featuring various tables and guidelines for world-building, including terrain hazards, settlements, and points of interest across different environments. It includes detailed sections on dungeons, monsters, treasure, and NPCs, providing tools for gamemasters to enhance their gameplay experience. The book is published under the ShadowDark RPG Third-Party License and is not affiliated with The Arcane Library, LLC.

Uploaded by

Léo Martini
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 140

GM Companion

for ShadowDark

1
This book was written entirely by the Chubby Funster.
No AI or large language models were used in this product.

2
Gamemaster
Companion
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.

3
Table of Contents

The World Above


Hex Crawling 7 Settlements 22
Transient District 23
Points of Interest 8 Common District 23
Arctic 8 Craft District 23
Coast 9 Mercantile District 23
Desert 10 Affluent District 24
Forest 11 Religious District 24
Grassland 12 Education District 24
Jungle 13 Military District 24
Mountain 14 Spectacle District 25
River 15 Palace District 25
Swamp 16
Shops 26
Terrain Hazards 17
Arctic 18 Taverns 28
Coast 18
Desert 18 Farkle 31
Forest 19
Grassland 19 Acts of Devotion 32
Jungle 19
Mountain 20 Combat Training 34
River 20
Swamp 20 Magical Study 36

4
The World Below Monsters
Delving Deep 39 Monster Tables 59

Dungeons 40 Monster Descriptions 65


Room Type 41
NPCs & Rival Crawlers 42
Change Over Time 42
Magical Power 43
Combat Aftermath 43 Treasure
Dead Zone 44
Unique Object 44 Glittering Prizes 79

Solo Monster 45 Dungeon Dressing 80

Monster Mob 45 Treasure 0-3 84

Boss Monster 46 Treasure 4-6 88


Treasure 7-9 92
Dungeon Hazards 47 Treasure 10+ 96
Caves 47
Deep Tunnels 48 Boons 100

Ruins 48 Oaths 100

Tomb 48 Secrets 101


Blessings 102
Dungeon Traps 49
Potions 103

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.
7
Points of Interest
Points of Interest - Arctic
d20 Location Development

1 Huts at a crossroads* Area devoid of food and supplies

2 Secluded hamlet* Filled with paranoid inhabitants

3 Burgeoning village* Frequented by hunters and poachers

4 Stone watchtower Recent damage from an earthquake

5 Ruined temple Charged with magical energy

6 Barbarian gathering Migratory herd of elk passes through

7 Series of hilltops Strong religious significance

8 Jagged rocky spire Warmed by ancient magic

9 Underground caverns Water supply is diseased

10 Deranged hermit Dangerous monster hunting nearby

11 Circle of columns Controlled by a powerful elemental

12 Ancient runestones Nesting area for numerous owls

13 Massive crater Triggers strange dreams at night

14 Decent grazing area Metallic taste catches in the mouth

15 Bubbling caldera Adventuring gear scattered around

16 Grove of giant trees Roll for Hazard. Severity is Minor.

17 Huge blocks of ice Roll for Hazard. Severity is Minor.

18 Seal breeding ground Roll for Hazard. Severity is Normal.

19 Chaotic humanoids Roll for Hazard. Severity is Normal.

20 Shallow salty lake Roll for Hazard. Severity is Major.

* This is a settlement result. Roll to create the settlement on page 22.

8
Points of Interest - Coast
d20 Location Development

1 Beachy crossroads* Suffering from a red algae bloom

2 Fishing hamlet* Occupied by sizeable military force

3 Thatched hut village* Home to a massive swarm of seagulls

4 Beachside town* Sweet smelling coastal trees

5 Town with a wharf* Presence of a dangerous sea monster

6 Quiet, peaceful town* Occupied by a criminal gang

7 Walled hilltop city* Extremely high coastal cliffs

8 Major city* Presence of smugglers and pirates

9 Seaside metropolis* Reef causes many shipwrecks

10 Stone watchtower A merfolk tribe has arrived recently

11 Beautiful vista Adjacent to a long rocky spit

12 Seaside cottage Evidence of a recent military conflict

13 Marble mausoleum Occupied by a chaotic humanoid army

14 Rocky sea caves Home to many species of blue crab

15 Tall sea mounts Recent damage from an earthquake

16 Ancient monument Attracts hostile sea spirits at night

17 Wizard's tower Roll for Hazard. Severity is Minor.

18 Barrier islands Roll for Hazard. Severity is Minor.

19 Fortified keep Roll for Hazard. Severity is Normal.

20 Submerged blowhole Roll for Hazard. Severity is Major.

* This is a settlement result. Roll to create the settlement on page 22.

9
Points of Interest - Desert
d20 Location Development

1 Canyon crossroads* Boulders that have very strange shapes

2 Hamlet of red tents* Dead buried here will rise as undead

3 Village with a well* Swarms of vultures attracted

4 Village at an oasis* Evidence of an army passing through

5 Resilient desert town* Occupied by a chaotic humanoid army

6 Ancient pyramid Access to fresh drinking water

7 Castle ruin Adjacent to a massive necropolis

8 Wizard's tower Controlled by a powerful elemental

9 Magnificent tomb Frequented by desert caravans

10 Deep canyons Partially buried in a recent sandstorm

11 Chaotic humanoids Area devoid of food and supplies

12 Wandering undead Displayed banners of a defeated army

13 Rock formation Protected by powerful illusion magic

14 Deep black pits Strong religious significance

15 Barbarian camp Area churned up by sand worms

16 Underground caves Roll for Hazard. Severity is Minor.

17 White stone towers Roll for Hazard. Severity is Minor.

18 Cliffside mausoleum Roll for Hazard. Severity is Normal.

19 Flourishing oasis Roll for Hazard. Severity is Normal.

20 Bustling Caravansary Roll for Hazard. Severity is Major.

* This is a settlement result. Roll to create the settlement on page 22.

10
Points of Interest - Forest
d20 Location Development

1 Crossroad at a glade* Charged with magical energy

2 Inviting hamlet* Infested with burrowing vermin

3 Rugged stone village* Infected by mysterious plague

4 Shady wooded town* Extreme rates of plant growth

5 Pleasant town* Frequented by hunters and poachers

6 Walled town* Lycanthropes appear on a full moon

7 Minor city* Damaged by alchemical accident

8 Major city* Dotted with strange metallic ruins

9 Isolated monastery Filled with paranoid inhabitants

10 Fortified keep Strange sounds in the distance at night

11 Stone walled prison Recently abandoned

12 Goblin warren Surrounded by useful herbs

13 Elven ruin Dangerous monster hunting nearby

14 Wizard's tower Water supply intentionally poisoned

15 Chaotic humanoids Temperature chilled by ancient magic

16 Overgrown ruin Roll for Hazard. Severity is Minor.

17 Peaceful oak grove Roll for Hazard. Severity is Minor.

18 Barbarian camp Roll for Hazard. Severity is Normal.

19 Chaotic deity shrine Roll for Hazard. Severity is Normal.

20 Fairy circle Roll for Hazard. Severity is Major.

* This is a settlement result. Roll to create the settlement on page 22.

11
Points of Interest - Grassland
d20 Location Development

1 Windy crossroads* Surrounded by useful herbs

2 Farming hamlet* Evidence of a livestock plague

3 Friendly village* Site of an impending noble wedding

4 Charming town* In a period of prolonged drought

5 Boisterous town* Infectious disease is running rampant

6 Walled town* Evidence of a recent wildfire

7 Minor city* Surrounded by shallow murky ponds

8 Walled city* Diseased corpses left out to rot

9 Halfling burrows Pillaged by nomadic barbarians

10 Ruined aqueduct Buzzing with swarms of honeybees

11 Imposing castle Site of dissident political meetings

12 Ancient monument Hosting a horse racing event

13 Large sinkholes Ground is exceptionally fertile

14 Stone watchtower Animals unsettled by magical curse

15 Burial mounds Burrowing area for prairie dogs

16 Noble's manor house Surrounded by untended fields of crops

17 Good grazing fields Roll for Hazard. Severity is Minor.

18 Barbarian camp Roll for Hazard. Severity is Minor.

19 Fortified keep Roll for Hazard. Severity is Normal.

20 Ancient city ruin Roll for Hazard. Severity is Major.

* This is a settlement result. Roll to create the settlement on page 22.

12
Points of Interest - Jungle
d20 Location Development

1 Leafy crossroads* Strong religious significance

2 Rugged hamlet* Numerous lost children in the area

3 Muddy village* Exudes an aura of fairy magic

4 Chaotic humanoids Home to brightly colored parrots

5 Monster carcass Infested with burrowing vermin

6 Impact crater Overgrown by blood red mushrooms

7 Wandering undead Inhabited by deserters from the military

8 Stone colossus Many blowdarts stuck in the trees

9 Burial mounds Water sources are tinted black

10 Chaotic deity shrine Charged with magical energy

11 Eroded cenotes Occupied by friendly elves

12 Overgrown temple Home to giant carnivorous plants

13 Strange monument Surrounded by valuable food spices

14 Deep caverns Dangerous monster hunting nearby

15 Elven treetop outpost Inhabited by thieving monkeys

16 Ancient pyramid Roll for Hazard. Severity is Minor.

17 Towering obelisk Roll for Hazard. Severity is Minor.

18 Giant stone heads Roll for Hazard. Severity is Normal.

19 Elven ruin Roll for Hazard. Severity is Normal.

20 Deep sinkholes Roll for Hazard. Severity is Major.

* This is a settlement result. Roll to create the settlement on page 22.

13
Points of Interest - Mountain
d20 Location Development

1 Crossroads in a vale* Damaged by aggressive mining

2 Mining hamlet* Occupied by friendly dwarves

3 Terraced village* Frequented by kobold trade caravans

4 Quarry town* Bears signs on an ancient empire

5 Highland town* Hundreds of bird corpses on the ground

6 Exposed iron ore Surrounded by rare highland flowers

7 Wizard's tower Raided by an orc horde recently

8 Castle ruin Dead buried here will rise as undead

9 Beautiful vista Unusual number of gathered youths

10 Ancient observatory A legendary bard is passing through

11 Dwarven vault Strong religious significance

12 Fortified keep Enchanted to smell like berries

13 Frigid catacombs Inhabitants are unusually large

14 Dwarven ruin Protected by an invisibility barrier

15 Abandoned mine Surrounded by ancient cairns

16 Barbarian fortress Roll for Hazard. Severity is Minor.

17 Chaotic humanoids Roll for Hazard. Severity is Minor.

18 Isolated monastery Roll for Hazard. Severity is Normal.

19 Cavernous holes Roll for Hazard. Severity is Normal.

20 Dwarven mine Roll for Hazard. Severity is Major.

* This is a settlement result. Roll to create the settlement on page 22.

14
Points of Interest - River
d20 Location Development

1 Crossroads with ford* Ongoing religious festivals

2 Fishing hamlet* Evidence of a livestock plague

3 Quaint village* Inhabited by a fanatical cult

4 Milling town* Water flow is being restricted somehow

5 Town on rocky slope* Damaged by over-fishing

6 Walled town* Controlled by a powerful elemental

7 Minor city* Home to a vast herd of aggressive goats

8 Walled city* River clogged with debris & branches

9 Major city* Surrounded by magical runestones

10 Metropolis* Infected by mysterious plague

11 Capital* Elevation drops create high waterfalls

12 Fortified keep Bathing in river has religious meaning

13 Ancient stone bridge Buzzing with swarms of honeybees

14 Halfling burrows Inhabitants are unusually friendly

15 Isolated monastery Controlled by a shadowy political figure

16 Burial mounds Recently damaged by heavy flooding

17 Open caverns Roll for Hazard. Severity is Minor.

18 Ominous castle Roll for Hazard. Severity is Minor.

19 Noble's manor house Roll for Hazard. Severity is Normal.

20 Goblin warren Roll for Hazard. Severity is Major.

* This is a settlement result. Roll to create the settlement on page 22.

15
Points of Interest - Swamp
d20 Location Development

1 Crossroads on a hill* Trees bearing rare, valuable fruit

2 Struggling hamlet* Magical curse seems to elongate time

3 Run-down village* Overgrown by bright white mushrooms

4 Fishing town* Distant crackling sounds impair resting

5 Town in the mire* Swarmed by bats at night (harmless)

6 Goblin warren Exudes an aura of fairy magic

7 Towering obelisk Surrounded by useful herbs

8 Castle ruin Dangerous monster hunting nearby

9 Creepy cottage Frequented by foul-smelling giant snails

10 Stone colossus Spirits of the dead wander at night

11 Flooded caverns Mysteriously bubbling waters

12 Barbarian camp Inhabited by swarms of curious ravens

13 Vast city ruin Charged with magical energy

14 Stone walled prison Occupied by a chaotic humanoid army

15 Fortified keep Surrounded by goblin / kobold tribes

16 Submerged temple Roll for Hazard. Severity is Minor.

17 Rocky spire rises up Roll for Hazard. Severity is Minor.

18 Monster carcass Roll for Hazard. Severity is Normal.

19 Chaotic deity shrine Roll for Hazard. Severity is Normal.

20 Mushroom field Roll for Hazard. Severity is Major.

* This is a settlement result. Roll to create the settlement on page 22.

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.

17
Hazards - Arctic
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Deep snowbanks Concealed crevasse Bright sunlight

2 Heavy driving winds Pummeling hail Magical confusion

3 Slippery ice on rocks Toxic fungal bloom Exhausting gases

4 Spongy moss beds Thin ice over ponds Numbing cold

5 Whiteout snowstorm Elk herd stampede Magnetic anomaly

6 Rocks under the snow Windblown ice shards No visual landmarks

Hazards - Coast
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Very fine sands Windblown limbs Foul sea breeze

2 Endless sea fog Poisonous algae Creaking noises

3 Unnaturally high tides Breaking tsunami Panicked wildlife

4 Driftwood debris Sharp cutting hail Magical laughter

5 Unstable pebbles Stinging sea winds Pinching crabs

6 Nesting pits Biting sand fleas Powerful winds

Hazards - Desert
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Pools of quicksand Poisonous cactus No visual landmarks

2 Maze of boulders Burning hot rocks Windblown sand

3 Distant oasis mirage Wall of magical fire Ghostly visions

4 Radiant distortions Overwhelming heat Magical silence

5 Volatile black tar pits Ancient runestones Exhausting heat

6 Thick grasping sands Incendiary cloud Disorienting sounds

18
Hazards - Forest
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Slick lichen & mosses Boiling geyser spout Sudden frosty wind

2 Falling rotten trees Sharp pine needles Taunting pixies

3 Tough undergrowth Pools of acidic slime Windblown leaves

4 Heavily eroded slopes Rolling logs Strength sapping fog

5 Thick white mist Big thorny bushes Magical dead-zone

6 Many gopher holes Pecking birds Confusing bark runes

Hazards - Grassland
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Illusory magic Frost runes Sudden cold snap

2 Thick grasses Blinding smoke Magical exhaustion

3 Hidden tar pits Biting insects Relentless downpour

4 Thunderstorm Lightning strike Clouds of smoke

5 Windblown grasses Acidic rainfall No visual landmarks

6 Heavy driving winds Sweeping wildfire Bright sunlight

Hazards - Jungle
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Unstable slopes Biting army ants Darkened canopy

2 Visual obstruction Poisonous frogs Unnatural silence

3 Sandy ground Toxic gasses Anti-magic zone

4 Thick white fog Boiling steam vents Extreme humidity

5 Grasping vines Ancient pit traps Magical confusion

6 Hurricane winds Spiky undergrowth Muddy ground

19
Hazards - Mountain
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Fast flowing streams Boulder rockslide Windblown dirt

2 Limited sight distance Frozen spikes Endless blue mist

3 Steep inclines Quick lava flow Powerful echoes

4 Sluggish lava flow Collapsing arch Magical silence

5 Gale force winds Avalanche Windblown snow

6 Slippery pebbles Thorny undergrowth Magical darkness

Hazards - River
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Sandy ground Windblown pebbles Confusing odors

2 Slick lichen & mosses Billowing gas cloud Unnatural sounds

3 Flash flood Boulder rockslide Crumbling dirt

4 Stagnant fog Toxic mushrooms Sapping spore clouds

5 Winding switchbacks Sharp river rocks Swelling river flow

6 Slippery slopes Predatory fish swarm Muddy ground

Hazards - Swamp
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Sandy ground Shocking water Exhausting insects

2 Thick white fog Toxic spore cloud Sickening smell

3 Grasping vines Stinging insects Muddy ground

4 Soft boggy ground Falling rotten trees Blinding bog gasses

5 Thunderstorm Acidic rainfall Darkened skies

6 Patches of quicksand Spiked undergrowth Extreme humidity

20
21
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.

Settlement Type District Type


d10 Type Dice Result Type

1 Crossroads 1d4 1 Transient District

2 Hamlet 2d4 2 Common District

3 Village 3d4 3 Craft District

4 Town 4d6 4 Mercantile District

5 Walled Town 3d6 5 Affluent District

6 Minor City 4d8 6 Religious District

7 Walled City 4d10 7 Education District

8 Major City 6d8 8 Military District

9 Metropolis 6d10 9 Spectacle District

10 Capital 8d10 10 Palace District

22
Transient District Craft District
d12 Points of Interest d12 Points of Interest

1 Bunkhouse (1 sp / night) 1 Modest Inn (5 sp / night)

2 Stocks & Pillories 2 Chandler / Lampmaker

3 Combat Arena 3 Mason / Bricklayer

4 Gambling Den 4 Carpenter / Joiner

5 Fortune Teller 5 Warehouses & Sheds

6 Criminal Hideout 6 Brewery / Winery

7 Faith Healer / Bloodletter 7 Cartwright / Wheelwright

8-9 Poor Tavern* 8-9 Standard Shop*

10-11 Poor Shop* 10-11 Standard Tavern*

12 Black Market / Fence 12 Wealthy Shop*

Common District Mercantile District


d12 Points of Interest d12 Points of Interest

1 Modest Inn (5 sp / night) 1 Fine Inn (1 gp / night)

2 Minor Temple / Shrine 2 Wishing Well

3 Graveyard / Burial Mound 3 Translator

4 Stables & Farrier 4 Debt Collector

5 Porter / Teamster 5 Public Plaza / Market

6 Dance Hall 6 Warehouses & Sheds

7 Poor Tavern* 7 Guild House

8-9 Poor Shop* 8-9 Standard Shop*

10-11 Standard Shop* 10-11 Standard Tavern*

12 Standard Tavern* 12 Wealthy Shop*

* Charts to determine the nature of each shop


and tavern can be found on pages 26 and 28.
23
Affluent District Education District
d12 Points of Interest d12 Points of Interest

1 Arboreum / Park 1 Archivist / Record Keeper

2 Courier / Messenger 2 Lecture / Meeting Hall

3 Opulent Townhouses 3 Astrologer / Sage

4 Seer / Oracle / Prophet 4 Reclusive Wizard's Tower

5 Noble Mansion 5 Enchanter / Transmuter

6 Opulent Temple 6 Philosopher's Plaza

7 City Watch Outpost 7 Academy of Magic

8-9 Wealthy Shop* 8-9 Library

10-11 Wealthy Tavern* 10-11 Standard Tavern*

12 Bathhouse 12 Wealthy Shop*

Religious District Military District


d12 Points of Interest d12 Points of Interest

1 Ruined Temple 1 Military Hospital

2 Exorcist / Inquisitor 2 Training Field

3 Mausoleum / Reliquary 3 Stables and Grazing Field

4 Pilgrimage Site 4 Catapults / Mangonels

5 Minor Temple 5 Stone Keep

6 Monastic Cloister 6 Prison / Dungeon

7 Secret Cult Shrine 7 Archery Range

8-9 Public Hospital 8-9 Infantry Barracks

10-11 Respectable Temple 10-11 City Watch Barracks

12 Holy Site / Sacred Marker 12 Concentric Castle

* Charts to determine the nature of each shop


and tavern can be found on pages 26 and 28.
24
Spectacle District Palace District
d12 Points of Interest d12 Points of Interest

1 Magnificent Fountain 1 Walled Necropolis

2 Bloodsport / Coliseum 2 Auction House

3 Grandiose Public Plaza 3 Magnificent Temple

4 Botanical Garden 4 Noble Mansion

5 Circus / Fairground 5 Towering Spire

6 Wrestling Gymnasium 6 Courthouse / Clocktower

7 Famous Painter / Sculptor 7 Hunting Kennel

8-9 Amphitheater 8-9 Opulent Palace

10-11 Wealthy Shop* 10-11 City Watch Barracks

12 Falconry / Aviary 12 Wealthy Shop*

* Charts to determine the nature of each shop


and tavern can be found on pages 26 and 28.
25
Shops
If you rolled a shop as a point of
interest in a settlement district, Poor Shops
roll a d20 on these charts to
d20 Type
determine the type of shop.
1 Smoker / Salter
Interpret the presence of the
shop as an indication of strong 2 Bone Carver
demand for what is being sold.
For example, if the Hatter is a 3 Vermin Catcher
point of interest, that must mean 4 Seamstress
the residents are frequently
wearing hats in public. Use these 5 Potter / Bottler
cues to guide your descriptions
6 Leatherworker
of the settlement overall.
7 Tanner / Dyer
Each settlement should feel
unique. These are not mundane 8 Livestock / Milk
details. They help immerse the
9 Tinkerer / Repairer
players in the world.
10 Fishmonger

11 Herbalist

12 Charcoal Maker

13 Cooper / Hooper

14 Fruit and Vegetables

15 House of Ill Repute

16 Charlatan / Con Artist

17 Weaver / Rope Maker

18 Predatory Moneylender

19 Laundry

20 Woodcarver

26
Standard Shops Wealthy Shops
d20 Type d20 Type

1 Butcher 1 Fine Tailor

2 Cobbler 2 Master Locksmith

3 Tailor 3 Jeweler / Gem Cutter

4 Blacksmith 4 Chemist / Assayer

5 Locksmith 5 Florist / Plumer

6 Trap Maker 6 Armorer / Shield Maker

7 Poisoner 7 Hatter / Glovemaker

8 Respectable Moneylender 8 Goldsmith / Silversmith

9 Copyist / Scribe 9 Master Blacksmith

10 Furniture Maker 10 Antiques & Curios

11 Trapper / Furrier 11 Embroidery / Engraver

12 Apothecary / Healer 12 Curse Remover

13 Bowyer / Fletcher 13 Perfumery

14 Saddler / Farrier 14 Weaponsmith

15 Brothel / Bordello 15 Musical Instruments

16 Glassblower / Glazier 16 Detective / Investigator

17 Bounty Hunter 17 Exclusive Moneylender

18 Alchemist 18 Toy Maker

19 Bakery / Pastries 19 Cartographer

20 Adventuring Outfitter 20 Scrolls & Wands

27
Taverns
Tavern Generator
d20 Name Name Known For...

1 The Bronze Hawk Mud wrestling contests

2 The Tepid Brute Eye-watering spices

3 Ye Olde Mushroom Quiet pious patrons

4 The Slippery Braggart Raucous practical jokes

5 Brick & Wretch Uncomfortable poetry readings

6 The Frosty Steed Undead serving staff (harmless)

7 The Staff & Gobbler Swirling dervish dances

8 The Saucy Tooth Food served on dented bucklers

9 The Burning Flail Creepy enchanted lighting

10 The Pot & Twine Unusual tasting water source

11 The Noble Brawler Divisive political arguments

12 Courier & Tart Seating on carpets and pillows

13 The Sullen Melon Mildly hallucinogenic incense

14 The Wicked Mug A lingering magical fog

15 Cross & Flagon Amorous meeting place

16 The Moist Skull Boisterous young clientele

17 The Pious Stone Distinctive painted clay goblets

18 Gravel & Trout Serving staff wears body paint

19 The Tilted Wagon Songbirds in dangling cages

20 The Sweet Coward Favored by pipeweed smokers

28
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)

1 Salted Fish Strips Spiced Hoarfish Imperial Duck

2 Mushroom Bark Baked Chicken & Rice Roasted Bear Leg

3 Boiled Pig Legs Salted Snail Muffin Steamed Mussels

4 Fried Snake Skins Braised Mint Lamb Candied Ham & Toast

5 Chilled Radish Ham Ham & Potatoes Veal & Mushrooms

6 Lamb Chuck Stew Stingbat Wings Cuttlefish Bisque

7 Cleaved Eel Sandwich Roast Crocodile Feet Baked Panther Ribs

8 Shepherd's Pie Blackened Trout Hot Cheese Curds

9 Roasted Grubs Shaved Venison Mammoth Steak

10 Iguana-on-a-stick Fresh Cod Strips Seared Salamander

11 Eggs and Peas Simmered Beef Crunchy Snow Berries

12 Vegetable Mash Hearty Potato Stew Giant Snake Stew

13 Surprise Pie Garlic Pork Chop Steamed Chuul Claws

14 Garlic Rat Wings Mushroom Jelly Roll Giant Octopus Fritters

15 Snails on Toast Grilled Boar Loin Broiled Turkey Breast

16 Bitter Fruit Salad Dirk Bread Pudding Spicy Moose Wings

17 Pigeon Jelly Tart Roast Emu Leg Buttered Lobster Tail

18 Bone Pudding Baguette & Cheese Raw Shark Steak

19 Roast Beaver Tail White Cavern Fish Pork Loin & Rice

20 Crisp Barley Twists Duck Rotisserie Spiced Troll T-Bone

29
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

1 Wild Delight. 1 cp. CON check vs DC 9 or unconscious for 2d4 hours.

2 Caliban's Cream. 2 cp. Occasional hacking cough for 3d4 hours.

3 Hairtooth Whiskey. 3 cp. Horrible breath, itchy ears, -1 CHA for 1 hour.

4 Weald Grog. 5 cp. Painful muscles, impotence, -1 STR for 1 hour.

5 Gasping Wine. 1 sp. Shortness of breath, fatigue, -1 CON for 1 hour.

6 Bacon Broth Beer. 1 sp. Ravenously hungry, -1 DEX for 1 hour.

7 Spiced Cider. 2 sp. Apple cinnamon flavored cider, causes sleepiness.

8 Juggler's Gold. 2 sp. Honey flavored beer, pleasant and crisp.

9 Kobold Cobalt. 3 sp. Turns the hands, feet, and eyes blue for 2 hours.

10 Red Eye Blood Brandy. 4 sp. Impaired hearing, +1 STR for 2 hours.

11 Whiteout. 5 sp. Removes all negative status effects, sleep for 12 hours.

12 Cavern Candy. 5 sp. Chattering teeth, +1 CON for 2 hours.

13 Pudding Beer. 7 sp. Slurred speech, feelings of elation for 2d4 hours.

14 Ripper Rum. 8 sp. Alertness and excited speech for 2d4 hours.

15 Filbert's Philter. 1 gp. Clarity of thought, +1 INT for 2 hours.

16 The Purple Worm. 2 gp. Trouble swallowing, inner warmth for 3 hours.

17 Barkskin Brandy. 5 gp. Extremely bitter taste, +2 AC for 2 hours.

18 Dancing Dawn. 8 gp. Eyes glow like candles, +1 DEX for 2 hours.

19 Manticore's Mustache. 12 gp. Casts Restoration on the drinker.

20 Aboleth Eye Ale. 20 gp. +1 XP, 1-in-20 chance of permanent blindness.

30
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.

31
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).
32
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
33
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.
34
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
35
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).
36
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
37
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.

39
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

For each dungeon level, roll a 4 Structural Collapse


danger level and use the dice- 5 Waterfall / Erosion
drop method described on page
130 of the ShadowDark core 6 Magical Access
rules to create a map.
Using the number rolled on each
die, assign room types as shown
on the following page. Then
Site Size
consult the other tables in this d6 Type LVs Dice/LV
section for more detail on what
1-2 Small 1 5d20
is found in that room. Note: there
are tables for randomly assigning 3 Medium 2 8d20
monsters on page 59.
4 Large 1d4+1 10d20
The site's objective or boss
monster is located in the room 5 Huge 1d4+2 12d20
with the highest room type roll.
6 Massive 1d4+3 20d20

Danger Level Site Type


d6 + LV Type d6 Type

1-3 Unsafe 1-2 Caves

4-5 Risky 3 Tomb

6+ Deadly 4 Deep Tunnels

5-6 Ruins

40
Room Type
d20 Type

1-2 Empty. Use Dungeon Dressing treasure table.

3-4 Hazard. Severity is d6: 1-3 = Normal, 4-5 = Minor, 6 = Major.

5-6 Trap. Severity is d6: 1-3 = Normal, 4-5 = Minor, 6 = Major.

7-8 Treasure. Use table appropriate for average PC level.

9 NPC. 1d4 individuals, build out full stats on page 52.

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.

12 Magical Power. Powerful magical effects that can help/harm PCs.

13 Combat Aftermath. Corpses of 1d4 monsters of average PC level.

14 Dead Zone. Hinders or completely prevents a certain activity.

15 Unique Object. An object with properties not immediately visible.

16 Solo Monster. Use table for average PC level + 1.

17-18 Monster Mob. Use table for average PC level.

19-20 Boss Monster. Use table for average PC level + 2.

41
NPCs & Rival Crawlers
d10 Detail Detail

1 Good intentions, kind-hearted Hiding, opportunistic

2 Mischievous, clever, dubious Trapped in the room by debris

3 Arguing loudly, careless, brutish Holding a secret meeting

4 Nefarious, plotting against PCs Waiting silently in ambush

5 Curious, investigatory, relaxed Someone is on a death timer

6 Overconfident, snide, arrogant Desperate for assistance

7 Aggressive, demanding, bullying Resting and recovering

8 Lecherous, predatory, off-putting Held captive or restrained

9 Greedy, charges a toll or tax Has a questionable allegiance

10 Annoyed, distant, unemotional Created a fortified position

Change Over Time


d10 Detail

1 Magic forces PCs to sleep for 1d4 hours, then change room layout.

2 Plants grow at an exceptional rate, attracting a variety of vermin.

3 Filled with fragile objects that repair themselves when PCs leave.

4 Magic object that changes other parts of the dungeon if removed.

5 Ceiling has a 10% chance of collapse every round while PCs are gone.

6 Thick fog + sounds d6: 1-2 = Crackling, 3-4 = Groaning, 5-6 = Crying.

7 Slowly fills with water, slime, mud, sand, or similar material.

8 Ceiling raises and lowers slowly over time, 10% chance it is impassible.

9 Dusty floor bears signs of recent traffic, alter footprints each time

10 Monsters/NPCs enter occasionally from other time periods via portal.

42
Magical Power
d10 Detail

1 Grants a Boon, d6: 1-2 = Oath, 3-5 = Secret, 6 = Blessing.

2 Corpse/skeleton animated to speak but not-hostile, talkative.

3 A statue casts a non-damaging wizard spell on a random PC.

4 All living things become invisible and silent while in the room.

5 Blackened burn damage all over the room, crispy corpses on floor.

6 One-way teleport to a different, random room in the dungeon.

7 Religious object, touching drains all spellcasting for the day.

8 Arcane weather, d6: 1 = Frozen, 2-3 = Cold, 4-5 = Hot, 6 = Scorching.

9 Magic spells cast within the area have 50% chance of failure.

10 Extremely strange, weird, or alien artifact with wondrous powers.

Combat Aftermath
d10 Detail

1 Severely wounded solo monster, still alive and desperate.

2 Cave creeper, consuming the bodies of the fallen, distracted.

3 Solo monster result, willing to betray its allies for a treasure.

4 Blood and body parts scattered everywhere, horrific odors.

5 Scattered spoils, make 1d4 rolls on the Treasure 0-3 table.

6 One rival crawler, picking over the corpses for loot.

7 One severely wounded rival crawler is still alive and begs for help.

8 One trap in the room still hasn't been triggered.

9 Valuable spoils, make one roll on the Treasure 4-6 table.

10 Reinforcements for one side will arrive in 1d4+1 rounds.

43
Dead Zone
d10 Detail

1 Evil altar. Priest spells do not work. Attracts nearby undead.

2 Filled with permanent magical darkness. Cannot be dispelled.

3 Wooden objects rapidly decay to splinters over 1d6 rounds.

4 No magic of any kind can function, including magic items.

5 Lingering gas prevents breathing and limits visibility to close.

6 Hit points cannot be recovered in this area (not even magically).

7 Filled with magical light that instantly kills all undead.

8 Magical effect prevents any running or flying through the room.

9 Filled with permanent magical silence. Cannot be dispelled.

10 Death is impossible within the room. One dying NPC is here as well.

Unique Object
d10 Detail

1 Appears to be one thing but is actually a different thing (ex. Mimic).

2 Valuable object that is difficult to remove without damaging it.

3 Numerous objects, 25% chance one is valuable (ex. swords).

4 Fragile containers, 25% chance that one contains a treasure.

5 Valuable object that is extremely fragile and easily damaged.

6 Statue, 25% chance of hidden compartment or lever.

7 Warning of a nearby danger (ex. written note or wall carving).

8 Heap of debris or filth, 25% chance that one contains a treasure.

9 A key to a lock somewhere else in the dungeon.

10 Totally misleading message or warning (red herring).

44
Solo Monster
d10 Detail Detail

1 Lonely, seeking companionship Occupied by laborious task

2 Deranged, malicious, aggressive Socially outcast by its allies

3 Frustrated, angry, making noises Recently mated with another

4 Hiding, non-confrontational Exhausted, out of breath

5 Roll 1 mutation using Core Rules Guarding ally on death timer

6 Clever, cunning, deceitful, wicked Created a fortified position

7 Bored and playful, distracted Just found a normal treasure

8 Roll 2 mutations using Core Rules Held captive or restrained

9 Sleeping underneath debris Trapped in the room by debris

10 Roll 3 mutations using Core Rules Waiting silently in ambush

Monster Mob
d10 Detail Detail

1 Interacting socially with each other One of them is on death timer

2 Infighting, arguing, disagreements Waiting silently in ambush

3 Rutting, challenging, dominant Held captive or restrained

4 Roll 1 mutation using Core Rules Engaged in physical labor

5 Cunning, deceitful, false kindness Out of food, hungry

6 Cowering, overwhelmed, defeated Created a fortified position

7 Roll 2 mutations using Core Rules Trapped in the room by debris

8 Defiant (+2 to morale checks) Half are asleep, half on guard

9 Bored and playful, distracted Dividing up recent spoils/food

10 Roll 3 mutations using Core Rules Reinforcements imminent

45
Boss Monster
d10 Detail Detail

1 Deranged, non-sensical, psychotic Physically more powerful

2 Overbearing, supremely confident Abandoned by its minions

3 Frustrated, angry, making noises Recently mated with another

4 Clever, cunning, deceitful, wicked Losing control of its minions

5 Roll 1 mutation using Core Rules Holding innocent captive

6 Bored and playful, distracted Fortified, difficult to reach

7 Roll 2 mutations using Core Rules Defending a shrine of it's deity

8 Access to evil, dark magical power Double normal treasure

9 Sleeping on luxurious bedding With allied solo monster

10 Roll 3 mutations using Core Rules With allied monster mob

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

1 Slippery moist floors Exploding runes Deafening sound

2 Deployed caltrops Falling rocks Incessant dripping

3 Very low ceiling Dripping acid Strange echoes

4 Sloping inclines Poisonous frogs Sleep-inducing mold

5 Tight passages Toxic spores Blast of frigid wind

6 Tripping vines Sharp protrusions Nauseating odors

47
Hazards - Deep Tunnels
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Long sliding slope Sudden pitfall Creepy noises

2 Uneven ceiling height Toxic cave lichen No echoes

3 Loose rock underfoot Falling rock chunks Exhausting runes

4 Uneven floor height Sharp protrusions Strange green fog

5 Maze-like passages Unstable gravity Confusing vibrations

6 Tilting floor plates Acidic pools Magical hunger

Hazards - Ruins
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Ancient barricade Rusted metal spikes Confusing turns

2 Fine dust in the air Falling rocks Magical weakness

3 Sticky webs Toxic pools of water Crackling sound

4 Collapsed passage Unstable columns Choking dust cloud

5 Slick bloody floor Ancient pit trap Tripping wires

6 Tilted stonework Sudden chasm Magical darkness

Hazards - Tomb
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Ancient debris Sliding stone blocks Taunting spirits

2 Uneven floor height Electrical magic Ghostly barriers

3 Greased floor Whipping vines Confusing reflections

4 Uneven ceiling height Cavernous holes Tripping wires

5 Winding passages Rusted metal gates Creaking sounds

6 Eroding stonework Ancient pit trap Memory loss

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.

Crushing / Gaseous / Sonic Traps


d20 Trap Trigger Damage + Effect

1 Rolling logs on slope Pressure plate 1d6

2 Sliding wall or door Audible speech 1d6 + immobile (1d4)

3 Plumes of hot smoke Casting wizard spell 1d6 + blackout (1d4)

4 Noxious gas release Removing an object 1d6 + sleep (1d6)

5 Collapsing soil & clay Tilting disc in floor 1d6 + panic (1d6)

6 Swinging log(s) Tripwire or vine 2d8

7 Falling metal plate Burning webbing 2d8 + immobile (1d6)

8 Rapidly rising water Exposure to light 2d8 + blackout (1d6)

9 Falling stone blocks Unstable column 2d8 + sleep (2d6)

10 Walls pressing inward Door hinge 2d8 + panic (2d6)

11 Rushing water flow Breaking light beam 3d10

12 Choking acidic fog Disturbing plants 3d10 + immobile (1d6)

13 Rapidly rising floor Fishhook on thread 3d10 + blackout (1d6)

14 Sharp, painful sound Weakened floor 3d10 + sleep (2d6)

15 Hot cloud of steam Pressure on a wall 3d10 + panic (2d6)

16 Flammable vapors Manual switch / lever Loss of a hand

17 Falling boulders Casting priest spell Loss of an arm

18 Sulfuric gases Disruption of process Loss of a foot

19 Boiling mud flow Saying a specific word Loss of a leg

20 Deafening boom Specific alignment Killed immediately


49
Magical Traps
d20 Manifestation Trigger Effect (rounds)

1 Burst of flames Pressure plate Shrunk 1/4 size (1d6)

2 Radiant bubbles Audible speech Silent & Deaf (2d4)

3 Shower of blood Casting wizard spell 1d6 per round (1d4)

4 Arcane runes Removing an object Paralysis (2d6)

5 Crackling lightning Tilting disc in floor Blinding (2d6)

6 Giant grasping hand Tripwire or vine 1d6 (near radius)

7 Loud shouting Burning webbing Berserk (2d6)

8 Burst of webbing Exposure to light Sleep (4d6)

9 Creepy musical notes Unstable column Sheer terror (2d6)

10 Swirl of violent wind Door hinge -4 Armor Class (2d6)

11 Burst of green slime Breaking light beam 2d8 (near radius)

12 Magical flower Disturbing plants Snuff out all light

13 Flying glowing orbs Fishhook on thread 2d8 per round (1d6)

14 Cackling laughter Weakened floor Overwhelmed (2d6)

15 Giant glowing eye Pressure on a wall Confusion (2d6)

16 Shimmering in the air Manual switch / lever 3d10 (near radius)

17 Burst of ice crystals Casting priest spell Polymorph (2d6)

18 Beams of light Disruption of process Pillar of salt

19 Shower of dirt clods Saying a specific word Mind control / charm

20 Scaled dragon claws Specific alignment Petrification

50
Wounding / Weapon-like Traps
d20 Trap Trigger Damage + Effect

1 Poison dart Pressure plate 1d6

2 Spiked swinging log Audible speech 1d6 + immobile (1d4)

3 Crossbow bolt Casting wizard spell 1d6 + blackout (1d4)

4 Tiny razor blades Removing an object 1d6 + sleep (1d6)

5 Flaming arrow Tilting disc in floor 1d6 + panic (1d6)

6 Spiked needles Tripwire or vine 2d8

7 Burning oil Burning webbing 2d8 + immobile (1d6)

8 Whipping vine Exposure to light 2d8 + blackout (1d6)

9 Pit of sharp stakes Unstable column 2d8 + sleep (2d6)

10 Stone projectile Door hinge 2d8 + panic (2d6)

11 Barbed net Breaking light beam 3d10

12 Acid spray Disturbing plants 3d10 + immobile (1d6)

13 Barbed spear Fishhook on thread 3d10 + blackout (1d6)

14 Slicing blade Weakened floor 3d10 + sleep (2d6)

15 Snapping metal jaws Pressure on a wall 3d10 + panic (2d6)

16 Ballista or javelin Manual switch / lever Loss of a hand

17 Spikes from floor Casting priest spell Loss of an arm

18 Boiling oil Disruption of process Loss of a foot

19 Swinging axe Saying a specific word Loss of a leg

20 Twisting trident Specific alignment Killed immediately

51
NPCs
Ancestry Age
d12 Ancestry d12 Age (Human Equivalent)

1-7 Human 1 Child (<10)

8 Elf 2-3 Adolescent (11-16)

9 Dwarf 4-7 Young Adult (17-24)

10 Halfling 8-10 Mature Adult (25-35)

11 Half-Orc 11 Middle-Aged (36-50)

12 Goblin 12 Elderly (50+)

Alignment
d6 Alignment

1-3 Lawful

4-5 Neutral

6 Chaotic

Wealth
d6 Wealth Carrying

1 Destitute 1d4 cp

2 Poor 1d6+1 sp

3-4 Standard 2d6+2 sp

5 Successful 1d6+2 gp

6 Wealthy 3d6+3 gp

52
NPC Qualities
d20 Physical Behavior Secret

1 Missing a few teeth Slurs their words Likes to hurt animals

2 Unusual eye color Whistles when bored Irreverent heretic

3 Wears gaudy jewelry Hacking cough Generous charity

4 Patchy shaved head Extremely selfish Panic attacks

5 Unusually pale Hard of hearing Dissident politics

6 Squints a lot Daydreams Steals from friends

7 Alcohol on breath Enunciates sharply Feels like a failure

8 Hunched over Scratches tattoos Incredible coward

9 Dirty and unkempt Optimistic Jealous of a sibling

10 Long flowing hair Speaks softly Nervous liar

11 Foul body odor Repeats same phrase Suicidal tendencies

12 Wandering eye Likes to flip a coin Committed murder

13 Visible red sores Sneezes comically Obsessed with insects

14 Missing 1d4 fingers Chews on objects Hates a close friend

15 Clean and manicured Very observant Seeks magical power

16 Strange birthmark Shakes / shivers Wild mood swings

17 Unusual gait Quiet and reserved Religious zealot

18 Outlandish clothes Sings to themselves Bursts of violent rage

19 Weird facial hair Rude commentary Working for a villain

20 Scarred hands Pessimistic Hid a treasure

53
NPC Occupations
2d12 1-3 4-6 7-9 10-12

1 Gamekeeper Chandler Sculptor Peddler

2 Bottler Shepherd Porter Trapper

3 Actor Jeweler Joiner Courier

4 Town Crier Caregiver Grocer Minstrel

5 Thatcher Miner Weaver Glazier

6 Saddler Barber Prospector Bookkeeper

7 Brewer Herbalist Innkeeper Pilgrim

8 Fishmonger Musician Translator Stable Hand

9 Tutor Brawler Potter Bloodletter

10 Cartwright Mortician Groom Painter

11 Engraver Beekeeper Cooper Brickmaker

12 Mason Leatherworker Tailor Clerk

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

Ancestry 9-10 Wizard

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

1 3d6+5 2d6+2 1d6+1


d6 Alignment
2 2d6+2 2d6+4 2d6+2
1 Lawful
3 2d4+2 2d8+4 3d8+4
2-3 Neutral
4 1d4+1 2d8+6 5d10+5
4-6 Chaotic

55
Party Name
d20 Name Name Known For...

1 The Silver Flame Burning a dryad grove

2 The Forsaken Eagles Collecting debts from deadbeats

3 The Crimson Death Dashing headgear and cloaks

4 The Mystical Tempest Hunting down mutated monsters

5 The Daring Shields Rescuing captured townsfolk

6 The Golden Beasts Summoning magic that went awry

7 The Undaunted Vanguard A brutal fight with town watch

8 The Bloody Warriors Crass commentary on rival's attire

9 The Wicked Blades Patient and thoughtful reactions

10 The Cloaked Champions Eating their kills whenever possible

11 The Shadowed Bulwark Trapped in a dungeon for weeks

12 The Masked Strikers Extensive use of poisoned weapons

13 The Charming Company Began as common mercenaries

14 The Imperial Suns Piety and respectful conversation

15 The Valiant Banners Jewel-encrusted weapons

16 The Desolate Heroes Stealing from innocent people

17 The Forged Raiders Bribing officials to thwart their rivals

18 The Silent Sabres Led by its two original members

19 The Twisted Band Kills anyone who tries to retire

20 The Stalwart Chain Using charm magic to deceive rivals

56
Signature Tactics
d6 Lawful Neutral Chaotic

1 Nobody left behind Prefers ranged attack Screaming charge

2 Skirmishes & retreats Stalks rival parties Stealthy ambushes

3 Stout shield wall Every man for himself Dismembers corpses

4 Will share information Retreats with caltrops Mutilates captives

5 Offers good terms Good at lockpicking Tells obvious lies

6 Well provisioned Tells believable lies Beheads everything

Party Secret
d12 Party Secret

1 Location of their hidden cache of treasures from prior delves.

2 Secret identity of an NPC in a nearby settlement.

3 Long-term plans of the boss monster in a nearby dungeon.

4 Location of a hidden haven where you can rest safely.

5 Description of a nearby hazard (in dungeon or overland hex).

6 Location of a valuable, defended treasure (they retreated).

7 They are blackmailing an NPC in a nearby settlement.

8 Personality traits of the boss monster in a nearby dungeon.

9 They kicked a member out of their group recently.

10 Location of an untriggered trap that they avoided.

11 They were able to bribe a local noble to get secret information.

12 Existence of another rival crawler group within a few hexes.

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

d10 Monster 10 Giant Centipede

1 Bone Snake* 11 Giant Rat

2 Drain Fly* 12 Gibberling*

3 Frost Maggots* 13 Goblin

4 Jackal* 14 Halfling*

5 Kobold 15 Insect Swarm*

6 Rat 16 Mastiff

7 Rot Grubs* 17 Mongrelmen*

8 Shock Snake* 18 Orc

9 Scorpion 19 Stingbat

10 Spider 20 Thug

* The description of this monster can be found later in this chapter.

59
Level 2 - Humanoid Level 2 - Monstrous
d20 Monster d20 Monster

1 Aarakocra* 1 Animated Armor

2 Berserker 2 Ape

3 Bullywug* 3 Armitage*

4 Cultist 4 Death Beast*

5 Deep One 5 Dire Rat

6 Drow 6 Dretch Demon

7 Duergar 7 Giant Bat

8 Dwarf* 8 Giant Dung Beetle

9 Elf 9 Giant Frog

10 Ghoul 10 Giant Leech

11 Gnoll 11 Giant Wasp

12 Gnome* 12 Gray Ooze

13 Hobgoblin 13 Imp Devil

14 Lizardfolk 14 Mephit*

15 Merfolk 15 Rot Flower

16 Sahuagin 16 Spider Swarm

17 Skeleton 17 Velociraptor

18 Troglodyte* 18 Violet Fungus

19 Vegepygmy* 19 Will-o'-wisp

20 Zombie 20 Wolf

* The description of this monster can be found later in this chapter.

60
Level 3 - Monstrous Level 3 - Animals
d20 Monster d6 Monster

1 Azer 1 Ankheg

2 Barbed Devil 2 Boar

3 Bugbear 3 Lion

4 Cockatrice 4 Panther

5 Deep Gnome 5 Smilodon

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

* The description of this monster can be found later in this chapter.

61
Level 4 Level 5
d20 Monster d20 Monster

1 Bat Swarm 1 Archon*

2 Cave Creeper 2 Banshee*

3 Centipede Swarm 3 Basilisk

4 Dire Wolf 4 Brown Bear

5 Doppelganger 5 Chuul

6 Gargoyle 6 Drake*

7 Ghast 7 Dread Knight*

8 Gibbering Mouther 8 Gelatinous Cube

9 Goblin Boss 9 Giant Crab

10 Goblin Shaman 10 Giant Lizard*

11 Gorilla 11 Giant Octopus

12 Grick 12 Giant snake

13 Hell Hound 13 Mimic

14 Ochre Jelly 14 Salamander

15 Orc Chieftain 15 Satyr*

16 Rust Monster 16 Troll

17 Shambling Mound 17 Vampire Spawn

18 Snake swarm 18 Void Spider

19 Snow Ape 19 Vrock Demon

20 Werewolf 20 Winter Wolf

* The description of this monster can be found later in this chapter.

62
Level 6 Level 6 - Elementals
d20 Monster d10 Monster

1 Black pudding 1 Lesser Acid Elemental*

2 Bone Naga 2 Lesser Air Elemental

3 Cave Brute 3 Lesser Earth Elemental

4 Cloaker 4 Lesser Fire Elemental

5 Cubi Devil 5 Lesser Frost Elemental*

6 Drider 6 Lesser Plant Elemental*

7 Drow Priestess 7 Lesser Shade Elemental*

8 Ghost 8 Lesser Shock Elemental*

9 Giant Eagle* 9 Lesser Water Elemental

10 Invisible Stalker 10 Lesser Void Elemental*

11 Mage

12 Manticore

13 Ogre

14 Owlbear

15 Primordial Slime

16 Rat Swarm

17 Reaver

18 Roper

19 Viperian Ophid

20 Weald Hag

* The description of this monster can be found later in this chapter.

63
Level 7 Level 9
d10 Monster d10 Monster

1 Dragonne* 1 Efreeti

2 Flesh Golem 2 Erinyes Devil

3 Frost Troll 3 Devourer*

4 Gorgon 4 Grimlow

5 Horned Devil 5 Marilith Demon

6 Minotaur 6 Naga

7 Oni 7 Necromancer*

8 Otyugh 8 Rime Walker

9 Polar Bear 9 Sphinx

10 Void Spawn 10 Werebear*

Level 8 Level 9 - Elementals


d10 Monster d10 Monster

1 Brain Eater 1 Greater Acid Elemental*

2 Bulette 2 Greater Air Elemental

3 Clay Golem 3 Greater Earth Elemental

4 Glabrezu Demon 4 Greater Fire Elemental

5 Medusa 5 Greater Frost Elemental*

6 Night Hag 6 Greater Plant Elemental*

7 Rakshasa 7 Greater Shade Elemental*

8 Stone Golem 8 Greater Shock Elemental*

9 Viperian Wizard 9 Greater Water Elemental

10 Wraith 10 Greater Void Elemental*

* The description of this monster can be found later in this chapter.

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.

An ant on the move does


more than a dozing ox
65
Archon Armitage
Luminous humanoid covered A short ugly fae creature you
in brilliant white plate armor, mistook for a child at first. Its
carrying a shield and longsword. arms are unusually long and
holding a bottle of oil.
AC 17 (plate mail + shield),
HP 27, ATK 1: longsword +3 (1d8) AC 11, HP 9, ATK 1: punch +1 (1d4)
or 1 spell +4, MV near, S +3, D +3, or throw flaming oil +2 (1d4,
C +4, I +1, W +2, Ch +3, AL L, LV 5 near), MV near, S +1, D +1, C +0,
I +1, W +1, Ch -2, AL C, LV 2
Holy Flame (WIS Spell). DC 13.
Self. Weapons ignite in magic Misty Step. In a puff of smoke,
flames and deal an additional teleports a near distance.
1d6 damage for 5 rounds.
Stealthy. Advantage on checks
Holy Word (WIS Spell). DC 13. to sneak, hide, or stalk a target.
Near. A chaotic opponent takes
Sticky Fingers. Able
3d6 damage.
to use telekinesis
Ward Against Evil. Chaotic to snatch one
beings have disadvantage flask of lantern
on attack rolls and hostile oil from a near
spellcasting checks against an PCs every round
Archon. These beings also can’t (in addition
possess, compel, or beguile it. to normal
attacks).

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.

Dread Knight AC 12 (natural), HP 28, ATK 2: bite


+4 (2d6 + devour), talons +5 (2d6
+ grab), MV near (walk), triple
Large skeleton with black plate
near (fly), S +2, D +2, C +1, I +0,
mail and a shield, wielding a
W +1, Ch +0, AL N, LV 6
greatsword in one hand.
Devour. If victim is LV 5 or lower,
AC 17 (plate mail + shield), HP 23,
they must make DEX check vs
ATK 1: greatsword +2 (1d12), MV
DC 12 or be killed instantly.
near, S +2, D +0, C +0, I -2, W -2,
Ch +0, AL C, LV 5 Grab. Victim must make STR
check vs DC 15 or be held. DC 15
STR on turn to break free.

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.

Elemental, Acid Elemental, Frost


A churning mass of hissing, A crackling mass of cloudy water
green liquid. It seems to be and ice that constantly changes
corroding everything it touches. from liquid to solid.
AC 16, HP *, ATK 3 slam +6 (*d10) AC 15, HP *, ATK 3 slam +6 (*d10),
or 1 acid spray (near) +3 (2d6), MV near, S +4, D +3, C +3, I -2,
MV near, S +3, D +2, C +4, I -2, W +1, Ch -2, AL N, LV *
W +0, Ch -2, AL N, LV *
Engulf. If a target is hit by two
Corrosive. Nonmagical metal or more slams in same round, it
that touches the elemental is pulled into the elemental and
dissolves on a d6 roll of 1-3. suffocates in 2d4 rounds. DC 15
STR on turn to escape.
Impervious. Only damaged by
magical sources. Impervious. Only damaged by
magical sources. Cold immune.

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

1 Copious amounts of dirty yellow-brown sand None

2 A pile of broken and shattered lyres 3 sp

3 A layer of discarded rags and strips of cloth 4 cp

4 Three sets of horrid stinking linen socks 2 cp

5 Thick upturned dirt full of earthworms None

6 A pile of bent and warped barrel hoops 4 sp

7 A bent fishing hook stuck in a rotting fish 1 cp

8 A bit of deer horn scraps and chipped flint 1 cp

9 Numerous short leather straps cuttings 1 cp

10 A bit of meat fat sitting in a dark floor stain None

11 Shattered bits of plaster and chunks of dried glue 1 cp

12 Several large chunks of reddish clay 2 sp

13 Broken bits of rotting gourd and melon rind 1 cp

14 A pile of tree bark strippings, cleaned of bugs None

15 Ripped pieces of frilly white lace from fancy garments 5 sp

16 Strips pulled out of a woven reed basket None

17 A small chunk of pinched off wrought iron 1 sp

18 Scattered bits of dried fruit and acorn shells. None

19 A bloody scrap of cloth with bits of brain matter None

20 The bony remains of an ogre-sized fish tail 1 cp

21 Numerous small chunks of melted candle wax 2 cp

22 A crossbow bolt snapped into three pieces 2 cp

80
Dungeon Dressing
d100 Details Value

23 Fluttering feather remains of a plucked chicken None

24 A broken helmet visor cracked by a powerful blow 1 sp

25 Two halves of a metal rod broken by sharp bending 1 sp

26 Shattered remains of a porcelain bathing tub 2 cp

27 A broken short sword and shattered wooden shield 7 sp

28 A heavily burnt stick and a circle of campfire stones None

29 The stub of a burnt torch, still lightly smoking None

30 A chipped canine tooth and scraps of bloody fur None

31 A foot-long lizard tail, ripped off at the base 2 cp

32 A chip of chalk, large enough to write one word 1 cp

33 Scattered slivers of glass from a broken bottle None

34 A forearm-sized chipmunk tail bearing tooth marks 3 cp

35 Three large cheese wheels, moldy and decaying None

36 Polished bones of a human finger, connected by twine None

37 A fist-sized clump of dark brown humanoid hair None

38 A sizeable clump of horse manure attracting flies None

39 A lump of soft wax that has been rolled into a ball 1 cp

40 A chunk of lye soap covered in tiny body hairs 3 cp

41 A small pool of unidentifiable yellowish goo None

42 Six discarded cork stoppers, but no wine bottles 1 cp

43 A cracked shortbow, 2 arrows, and a severed hand 2 sp

44 Tough dried crusts of bread, covered in ants None

45 A gnarled 6-foot-long cutting of thick tree root None

46 Dozens of dead honeybees lying on a water stain None

47 The cracked shell remnants of a dozen eggs None

48 A few bits of wood surrounded by sawdust None

81
Dungeon Dressing
d100 Details Value

49 Fifteen acorns lying on an oak leaf None

50 Five inches of leather lacing from a corset 1 cp

51 A severed goblin toe and a bloody sandal None

52 The tip of a brass key, snapped off cleanly None

53 Half of an intricate quilt depicting a kobold romance 5 cp

54 Left half of a white nightshirt bearing yellowed stains 2 cp

55 A handful of plant roots, cut cleanly by a gardener None

56 A set of horse teeth, arranged in a circle on the floor None

57 A human ear with a wooden six-sided die inside 1 cp

58 An iron teapot handle with ornate curvature 5 sp

59 A massive leaf, six feet wide and nine feet long None

60 A bent metal ring, perhaps from a bridle 1 cp

61 A moist patch of moss with several rotting logs None

62 The beautiful nose of a marble statue None

63 A sharp obsidian flake, the kind used to cut leather 5 sp

64 A dried pig's ear bearing canine bite marks None

65 Short scraps of stunning purple ribbon 3 cp

66 A rotten apple core covered in ravenous ants None

67 A hand-size scorpion claw, ripped off violently None

68 A scrap of brown canvas, the kind an artist might use None

69 A bit of vellum bearing "that's the last straw" in Elvish None

70 Orange rind with a few tiny bits of pulp remaining None

71 A pile of white seashells, still stinking of the sea None

72 Six coffee beans arranged in a straight line 1 sp

73 A small bird egg, wrapped in leaves and straw 1 cp

74 A small metal crank handle, broken off at the base 1 cp

82
Dungeon Dressing
d100 Details Value

75 A set of soiled leather breeches and a broken belt 1 cp

76 A pile of gnawed chicken bones and a human tooth None

77 Strips of animal hide still bearing clumps of flesh None

78 Two handfuls of finely cut gravel in a broken clay pot 1 cp

79 Three cut and dried horse tails to swat insects 2 cp

80 Hundreds of plucked insect legs left in a small pile None

81 "Turn Back!" carved into the wall with a stone tool None

82 A clump of pumpkin pulp with all the seeds picked out None

83 Short lengths of colored thread woven together 1 cp

84 Sprig of holly with the berries eaten and seeds spit out None

85 A stone arrowhead lying inside of a rat skeleton 1 cp

86 Short strips of cloth woven into a deformed doll 2 cp

87 A tassel of blue cloth ripped from a fancy gown 3 cp

88 A slightly moist tentacle suction cup None

89 Three brass comb teeth and a chunk of matted hair None

90 Broken links of iron chain, ripped apart by force 1 cp

91 Three succulent red berries, glimmering with dew None

92 A pile of worn river pebbles arranged in a square None

93 Two ivory buttons from a set of nice clothes 3 sp

94 Two feet of linen rope, slightly burnt at both ends 1 cp

95 Two fronds of long savannah grasses and a blue flower None

96 Two glass marbles with glitter inside of them 2 cp

97 Walking stick, inscribed "Boom Stick" in Dwarvish 1 cp

98 A wooden ladle that still smells like vegetable stew None

99 A clipped brass coin with a demon head imprint 1 cp

100 A single silver coin covered in stomach bile 1 sp

83
Treasure 0-3
Treasure 0-3
d100 Details Value

1 Lump of sparkling pyrite, easily mistaken for gold 1 cp

2 Crudely painted clay pitcher pot, the work of a child 2 cp

3 Leather belt of poor quality, tearing in several spots 2 cp

4 A strange flax linen doll with sparkling quartz eyes 3 cp

5 A ceramic jar that leaks along a seam at the base 3 cp

6 A wad of smoking tobacco, wrapped in cheesecloth 8 cp

7 Dyed yellow altar cloth covered in religious symbols 1 sp

8 A finely constructed woven basket of cedar bark 6 sp

9 A small sheepskin pouch containing a few grain seeds 1 gp

10 A long silver pin with clasp, used to fasten a cloak 1 gp

11 A burlap bag of salt, finely cut for culinary use 1 gp

12 An iron chisel with carved wooden handle 1 gp

13 A bolt of dyed light blue fabric, spun from thick wool 1 gp

14 A small silver bell with inscription "Retain the spirit" 4 gp

15 A dark green blindfold of smooth high-quality silk 5 gp

16 A branding iron featuring an unknown cult symbol 6 gp

17 A leather-bound pilgrim's guidebook, written in Elvish 7 gp

18 Four bottles of fine wine with worn illegible labels 8 gp

19 A cloth bag with enough coffee beans for 12 cups 9 gp

20 A cleaned brown bear pelt, wrapped in thin ropes 9 gp

21 A carved wooden beer stein depicting Dwarvish lords 10 gp

22 A silver candelabra capable of holding seven candles 10 gp

84
Treasure 0-3
d100 Details Value

23 Set of three well-polished fist-sized balls of pinewood 10 gp

24 Set of 20 small votive candles with a mild scent 10 gp

25 Six beaver pelts, stacked and wrapped in hemp twine 10 gp

26 Slightly cracked Dwarvish anvil, made from bog iron 10 gp

27 A set of three carved wooden stirring rods 10 gp

28 Blue painted ceramic serving platter featuring merfolk 10 gp

29 Three bobcat pelts knitted together as a blanket 10 gp

30 Decorative metalwork with a flowing floral pattern 10 gp

31 A hardwood drum wrapped in stretched giraffe hide 11 gp

32 A delicate carved wooden box for holding valuables 11 gp

33 Set of carved ivory cutlery covered in halfling runes 12 gp

34 Twelve thin brass wind chimes on a wooden frame 12 gp

35 Monster thigh bone carved to show a satyr dancing 12 gp

36 Decorative ceramic ladle with mosaic stone inlay 13 gp

37 Brooch of blue quartz, depicting a beautiful woman 13 gp

38 Fine leather gloves with intricate fringe work 14 gp

39 Inlaid bronze hairbrush with a few auburn hairs 14 gp

40 A 3' long mixing rod made of hematite and steel 15 gp

41 Red dragon scale carved with astrological symbols 15 gp

42 Cleaned and boiled ogre skull, "Albert" is carved in it 15 gp

43 Bronze torc with circles of banded agate gemstones 16 gp

44 A fine calico bag containing 15 gold pieces 18 gp

45 Glass phial with a noble house crest inlaid in gold 20 gp

46 Small brass prayer lamp with thin papyrus sides 20 gp

47 A bottle of fine brandy, still sealed with wax 20 gp

48 Muslin cloth bag containing a bronze comb 20 gp

85
Treasure 0-3
d100 Details Value

49 A five-gallon glass jar with lid, smells like ammonia 20 gp

50 Silver chalice bearing vampiric symbols & blood stains 21 gp

51 A copper plaque with inscription "Never Forget!" 21 gp

52 Silver bracelet with polished carnelian gemstones 22 gp

53 Leather pouch of flavorful herbs for culinary use 22 gp

54 Painted ceramic carafe depicting dancing wenches 22 gp

55 A decorative feathered masquerade mask 23 gp

56 Men's tunic made of dark green crocodile hide 23 gp

57 A bag of cane sugar with a dead rat buried inside 24 gp

58 A bundle of arctic hare pelts, cleaned & dried recently 24 gp

59 Embroidered white lace tablecloth for a noble home 24 gp

60 Dyed red cloth cassock with thin hemp strings 25 gp

61 A sinister-looking bloodstone amulet on an iron chain 25 gp

62 Purple felt bag containing carved jade dice 26 gp

63 Steel coronet bearing inscription "Serve in his Glory!" 27 gp

64 Playing cards featuring drawings of Elvish maidens 28 gp

65 Bloodstained shroud of a saint serving one of the Lost 29 gp

66 White ceramic crucible with gnomish design inlays 30 gp

67 Illustrated manuscript containing ancient histories 30 gp

68 Calligraphic panel bearing the decree of a distant king 30 gp

69 Painted canvas icon depicting a hazy religious figure 30 gp

70 A beautiful mantle made from a massive lion's mane 30 gp

71 Mithral brooch holding a portrait carved in jasper 30 gp

72 Citrine gemstone prepared in the eight-cut style 34 gp

73 Six small fobs of eye agate, presumably for a necklace 35 gp

74 An embroidered kneeling bench made of redwood 40 gp

86
Treasure 0-3
d100 Details Value

75 The horn of a demon, polished and carved for drinking 40 gp

76 Oil painting of a goblin ambassador and his entourage 40 gp

77 Cloth headband fitted with a row of jasper gemstones 50 gp

78 Fine glass decanter, inlaid with floral patterns in silver 50 gp

79 Seven sandalwood blocks to burn in shamanic rituals 50 gp

80 Delicate white porcelain tea kettle with blue inlay 60 gp

81 Locked lead coffer containing a bloody obsidian knife 60 gp

82 Two-tier bronze birdbath with jade inlay 60 gp

83 Pouch of seven rare hallucinogenic mushrooms 60 gp

84 Marble font for ceremonies to prepare holy water 60 gp

85 Two marten pelts, rolled in burlap and bound in twine 70 gp

86 Carved coral dolphin pendant with silver chain 75 gp

87 Gold medallion that appears to double as a calendar 80 gp

88 Polished mammoth tusk with gold emboss 80 gp

89 Indecipherable text on Efreeti numerology 80 gp

90 Gold chain necklace with aquamarine charms 80 gp

91 Inlaid silver box containing chunks of rare incense 80 gp

92 Pewter idol of an ancient primate god-king 100 gp

93 Silver sword hilt with swirling jacinth inlay 100 gp

94 Gold embroidered vestments of deceased cult leader 120 gp

95 Magic Potion. Roll random benefit & curse 120 gp

96 Thirty copper trade bars bearing a mercantile stamp 150 gp

97 +1 Magic Armor. Roll random benefit & curse 150 gp

98 Magic Potion. Roll random benefit, no curse 200 gp

99 +1 Magic Weapon. Roll random benefit, no curse 200 gp

100 Magic Utility Item. Roll random benefit and curse 250 gp

87
Treasure 4-6
Treasure 4-6
d100 Details Value

1 Bottle of cheap liquor that might cause blindness 3 cp

2 Poorly cleaned bison hide, bound in twine, smells foul 5 cp

3 Simple carved wood smoking pipe, but no tobacco 1 sp

4 A pewter belt buckle with illegible inscription 8 sp

5 Cast-iron cauldron holding hundreds of dead beetles 4 gp

6 Three bolts of basic woolen fabric, undyed 6 gp

7 Two black bear pelts sewn together into a large rug 7 gp

8 A soft pink chiffon pouch holding a headless doll 8 gp

9 Fist-sized chunk of high-quality moss agate 9 gp

10 Bronze coffer with inscription "If he doesn't return" 10 gp

11 Worn silver bangle with alexandrite gemstones 12 gp

12 Six eye agates, polished to serve as prosthetic eyes 12 gp

13 Intricately carved wooden flute, smells of body odor 14 gp

14 Fine leather tunic for a gentleman traveler 15 gp

15 Rippling green malachite gemstone 15 gp

16 Stacked set of fifteen blue glazed ceramic tiles 15 gp

17 Burlap sack containing preserved tea leaves 20 gp

18 Golden candlestick with Elvish forest motif 20 gp

19 Lute carved of spruce wood with a pleasant sound 25 gp

20 Large brass brazier suitable for lighting a throne room 25 gp

21 Striped red and orange jasper gemstone 27 gp

22 Gorgeous white hat made of ermine pelt 30 gp

88
Treasure 4-6
d100 Details Value

23 Ocarina carved from a single piece of pink coral 30 gp

24 Radiantly cut prism of translucent quartz 30 gp

25 Silver circlet with feathered leaf patterns 30 gp

26 Stunning blue azurite gemstone, rose cut 30 gp

27 Carved redwood fiddle with matching bow 30 gp

28 Coffin made of bronze and black slate, corpse inside 35 gp

29 Fine leather riding boots with amber insets 35 gp

30 Rich oak cask containing spiced schnapps 40 gp

31 Illustrated book of naturalism, written in Goblin 40 gp

32 Figurine carved of a single piece of alluring cobalt 40 gp

33 Bolt of silk from a distant land. Smells strange 40 gp

34 Bronze lectern with a leather-bound hymnal book 40 gp

35 Lustrous pearl hidden inside of a knitted wool bag 40 gp

36 A set of silver earrings with sharpened wolf teeth 45 gp

37 Cyclops skull with tiger eye gemstone in eye socket 45 gp

38 Nine marbles made of glimmering star rose quartz 45 gp

39 Bolt of silvered brocade, wrapped in a protective quilt 48 gp

40 Leather armband with intricate archery carvings 50 gp

41 Full length silvered mirror with polished gold frame 50 gp

42 10 vials of pure mercury in a hardened leather case 50 gp

43 A wolverine pelt bag containing exotic cooking spices 50 gp

44 Merchant's scale, biased to yield lowered weights 50 gp

45 Fist-sized skull of polished yellow-green jade 50 gp

46 Three zebra hides, wrapped in burlap for protection 50 gp

47 Rectangular-cut lapis lazuli, likely for a crown inlay 50 gp

48 Terrifying ivory burial mask with bronze inlay 50 gp

89
Treasure 4-6
d100 Details Value

49 Gold box jewelry box with felt lining, currently empty 50 gp

50 Ten lush, dried otter pelts, bundled with sinew 50 gp

51 Magnificent brass chandelier with spots for 12 candles 50 gp

52 Porcelain washing bowl for a noblewoman, pink inlay 50 gp

53 Bundle of jet-black panther pelts, prepared with care 50 gp

54 Mithral prayer beads with Elvish writing & silver chain 50 gp

55 Glazed ceramic bowl with decorative animal scenes 52 gp

56 Wide-eyed grinning golden idol of foreign design 55 gp

57 Five golden reliquaries, their relics have been taken 55 gp

58 Shimmering orange and crimson garnet gemstone 60 gp

59 Mithral urn containing the ashes of a saintly figure 60 gp

60 Bundle of six spotted-grey lynx pelts in good condition 60 gp

61 Delicate mandolin with strings made of griffon sinew 60 gp

62 Extremely long silver necklace, intended for a giant? 60 gp

63 Twin white-and-black banded onyx gemstones 62 gp

64 Bronze diadem with illegible inscription in Orcish 65 gp

65 Scroll tube made of hollowed dragon bone 65 gp

66 Geological study on copper formation, in Dwarvish 70 gp

67 Gold scepter with a variety of jeweled insets 70 gp

68 Iron puzzle box holding a serpentine gemstone 70 gp

69 Two egg-sized balls of mysterious smoky quartz 72 gp

70 Marble sarcophagus carved to resemble an ugly man 75 gp

71 Religious texts on natural divinity, written in Elvish 75 gp

72 Silver necklace with a dozen small, polished pearls 75 gp

73 Seal of a dead king carved out of an orichalcum block 75 gp

74 Platinum snuffing bells for putting out votive candles 80 gp

90
Treasure 4-6
d100 Details Value

75 Lucky charm carved out of stunning black pearl 90 gp

76 Satin pouch containing 10 platinum coins 100 gp

77 Ebony puzzle board of mysterious design 105 gp

78 Marble statuette of a urinating dwarf in a bizarre hat 120 gp

79 Thumb-sized translucent emerald gemstone 120 gp

80 Sacrificial altar carved out of red sandstone 125 gp

81 Military bugle made of mithral, with blue ribbons 130 gp

82 Gold plaque inscribed "Do not tempt my wrath!" 140 gp

83 Finely tuned lenses for a Dwarvish telescope 140 gp

84 Life-sized turquoise statue of a jumping dolphin 150 gp

85 Brilliant fire opal, wrapped in fine white fleece 150 gp

86 Xylophone made of polished hippogriff bones 165 gp

87 Crystalline orb with magical swirling cloud inside 180 gp

88 Four silver trade bars bearing a mercantile stamp 200 gp

89 Chocolate brown fur coat made of soft beaver pelt 200 gp

90 Magic Potion. Roll random benefit, no curse 200 gp

91 Rare set of arcane inks in hardwood case. 220 gp

92 Golden candelabra with strange green wax candles 250 gp

93 Magic Utility Item. Roll random benefit and curse 250 gp

94 Lyre carved of dryad heartwood, smells of brimstone 250 gp

95 Electrum trade bar stamped with unknown seal 250 gp

96 Philosophical treatise on nature of reality, in Draconic 250 gp

97 Deep blue sapphire, cut for placement in a crown 280 gp

98 +2 Magic Armor. Roll random benefit & curse 300 gp

99 Exquisite oil painting of three pieces of foreign fruit 300 gp

100 +2 Magic Weapon. Roll random benefit & curse 500 gp

91
Treasure 7-9
Treasure 7-9
d100 Details Value

1 Iron thimble with several small bloodstains 2 cp

2 Brittle and rusting pair of sheep shears, slightly bent 4 sp

3 Rounded metal jar for alchemical purpose, lid missing 5 sp

4 Crocheted belt pouch holding twelve copper coins 8 sp

5 Wooden travel trunk, marked "Gilbertson Property" 12 sp

6 Three fine-looking marble dice, biased to give extra 6s 15 gp

7 Copper box with sliding lid, smells lightly of tobacco 15 gp

8 Pair of well-made brass cymbals with leather grips 20 gp

9 Four caribou hides, cleaned and bound in twine 20 gp

10 Five beautiful obsidian stones, prepared for a necklace 20 gp

11 Bottle of excellent rum with two dirty glass cups 20 gp

12 Banded bronze anklet with wolf paw motif 25 gp

13 Luxurious tiger skin rug with polished incisors 25 gp

14 Light green and blue variscite gemstone, high polish 28 gp

15 Prized bronze greaves of a well-known ancient warrior 30 gp

16 Six clay jugs holding a delicious honey cider 30 gp

17 Decorative inkwell carved out of black slate 30 gp

18 Two arctic fox pelts, knitted together into a blanket 35 gp

19 Chiffon pouch with dark red spinel in rectangular cut 35 gp

20 Gold bracelet with inscription "For My Beloved Bride" 35 gp

21 Pile of unrefined chunks of copper ore (100 lbs.) 35 gp

22 Fine silver bird cage with tiny, sculpted brass perch 40 gp

92
Treasure 7-9
d100 Details Value

23 Glazed ceramic bathing tub with eagle claw feet 40 gp

24 Silver locket with carved portrait of a young boy 45 gp

25 Beautiful, blue-tinted glass urn, filled with ashes 45 gp

26 Mercurial alexandrite that changes colors in light 50 gp

27 Bolts of dyed-brown cotton fabric, wrapped in burlap 50 gp

28 Bronze storage chest with hidden compartment 55 gp

29 Coin purse made of thin gold chain mesh 55 gp

30 Pewter goblet with polished mother of pearl interior 60 gp

31 Walking stick with charming amber gemstone in head 60 gp

32 Lead box containing bottles of rare luxury dyes 65 gp

33 Intricately carved chalice made of a wyvern thigh bone 65 gp

34 Silvery white statuette of a human bard, made from tin 70 gp

35 Distilling alembic carved of semi-transparent quartz 70 gp

36 Child's carriage toy carved of wood, for play with dolls 70 gp

37 Large smoking pipe carved out of elephant ivory 70 gp

38 Bundle of red fox pelts, wrapped in thick bark strips 75 gp

39 Taxidermied polar bear with two claws missing 75 gp

40 Glazed porcelain bowl with nautical motif 75 gp

41 Slender silver vase with climbing vine inlay, 2' tall 75 gp

42 Seven tiger eye gemstones in a bag of blue silk 80 gp

43 Shining mithral pendant on a thin gold necklace chain 80 gp

44 Blue glass chess board with alabaster and jet pieces 80 gp

45 Mithral shield inlaid with smiling demon in bloodstone 80 gp

46 Full length feminine robe, made of supple mink fur 80 gp

47 Bright jade statue of a bald monk kneeling in prayer 80 gp

48 Feminine child-sized tiara with small, jeweled tips 80 gp

93
Treasure 7-9
d100 Details Value

49 Leather pouch with stunning amethyst in square cut 80 gp

50 Chunk of lustrous marble carved to look like an egg 80 gp

51 Signet ring bearing the crest of a great noble family 80 gp

52 Gold necklace with numerous small child-like charms 80 gp

53 Statuette of a dryad queen, carved in electrum 80 gp

54 Brass scarab with flecks of gemstone in its wings 85 gp

55 Five luxurious snow leopard pelts, bound in hemp rope 85 gp

56 Translucent crystal flute with silver ringed apertures 85 gp

57 Stone sarcophagus with brilliant silver plating 85 gp

58 Handful of nine blue and pink tourmaline gemstones 90 gp

59 Yellow silk robe with hundreds of tiny reflective studs 90 gp

60 Winter hat made of rich brown sable pelt 90 gp

61 Bejeweled bronze cuirass, decorative only 90 gp

62 Mithral wedding ring with fine feathered edges 95 gp

63 Iron chest with 380 cobalt coins, bearing kobold mark 95 gp

64 Chunk of meteorite sculpted into the shape of a horse 100 gp

65 Blue-and-orange topaz gemstone with mystical look 100 gp

66 Crystalline decanter with two matching goblets 100 gp

67 Two green peridots in teardrop cut, perhaps earrings? 110 gp

68 Stained glass window (3' x 3') of a mother and child 120 gp

69 Magic Potion. Roll random benefit & curse 120 gp

70 Silver sitting harp with fine wooden bench and pillow 120 gp

71 Black opal in eight-corner-cut, on a silver chain 130 gp

72 Ancient epic narrative poem, written on vellum 150 gp

73 Magnificent, gilded butterfly in a fine glass jar 180 gp

74 Red and white tapestry depicting a battle scene 200 gp

94
Treasure 7-9
d100 Details Value

75 Eight bronze soldier statues with dark green patina 200 gp

76 Oval-cut ruby on a silver backing to increase luster 200 gp

77 Ceremonial plate mail with unknown noble crest 200 gp

78 Heart cut jacinth with translucent fiery interior 250 gp

79 Magic Utility Item. Roll random benefit and curse 250 gp

80 Intimidating throne of porphyry with gold accents 260 gp

81 Collected philosophical works of kobold sage Melphis 260 gp

82 Abandoned brass siege cannon, no gun carriage 260 gp

83 Steel chisel with a razor-sharp cut diamond tip 260 gp

84 Silver crown of the long-deceased lizardfolk king Iktar 300 gp

85 Life-sized jade statue of ancient hero wielding a sabre 300 gp

86 Softly glowing phoenix egg, encased in amber 300 gp

87 +1 Magic Weapon. Roll 2 random benefits, no curse 300 gp

88 Magic Utility Item. Roll random benefit, no curse 300 gp

89 +2 Magic Armor. Roll random benefit, no curse 300 gp

90 Platinum plaque depicting a Gnomish inventor 320 gp

91 Idol of a hobgoblin tribal spirit in orichalcum 320 gp

92 Speculative astronomical study, written in Primordial 320 gp

93 Mithral medallion of a Dwarvish lord with emerald eyes 320 gp

94 Bone Dreamcatcher. 1st touch gives random blessing 350 gp

95 Alchemical treatise on turning acorns into gold 350 gp

96 Brass astrolabe for navigating across the deep sea 350 gp

97 Brilliant teardrop-cut diamond in a gold fitting 360 gp

98 +2 Magic Weapon. Roll random benefit, no curse 500 gp

99 Gold trade bar bearing the stamp of a tribal federation 500 gp

100 +3 Magic Weapon. Roll random benefit, no curse 900 gp

95
Treasure 10+
Treasure 10+
d100 Details Value

1 Sealed bottle of white wine, aged four years 15 sp

2 Fine leather belt pouch with a brass comb inside 3 gp

3 Ten bolts of common linen in an unattractive pattern 3 gp

4 Wooden bucket full of thick black tar, still warm 5 gp

5 Silver-plated pan pipes and a lute-bodied hurdy-gurdy 25 gp

6 Engraved ivory coffer filled with exotic cooking spices 50 gp

7 Oil painting of a hobgoblin whaler holding a harpoon 50 gp

8 Weathered oak barrel of Gnomish whiskey, matured 60 gp

9 Stunning translucent green garnet gemstone 60 gp

10 Six supple leopard hides, wrapped in leather bindings 60 gp

11 Seven rippling green-banded malachite gemstones 60 gp

12 Chainmail with blue and white striped tabard 65 gp

13 Tome of contemplative Dwarvish narrative poetry 65 gp

14 Taxidermied centaur with worn fur on the back 70 gp

15 Coral statuette of a naiad bathing in a waterfall 70 gp

16 Sparkling mithral ring with a desert nomad motif 100 gp

17 Manticore head carved from a chunk of meteorite 100 gp

18 Fashionable yellow-green tunic with matching cap 110 gp

19 Jeweled gold necklace inscribed "For the fair Marvis" 110 gp

20 Life-size jade statue of obese Dwarvish child, kneeling 115 gp

21 Unnaturally large pearl, wrapped in red seaweed 115 gp

22 Matching pair of amber gemstones, princess-cut 120 gp

96
Treasure 10+
d100 Details Value

23 Magic Potion. Roll random benefit & curse 120 gp

24 Sheepskin pouch containing twelve platinum coins 120 gp

25 Magic Potion. Roll random benefit & curse 120 gp

26 Clean set of plate mail with red cloak and steel helmet 130 gp

27 Mithral bellows for a forge, clearly Dwarven design 130 gp

28 Thirteen rolls of spun-gold thread for embroidery 130 gp

29 Rare multi-colored bird of paradise in a silver bird cage 130 gp

30 Adamantine chalice in brutalist Orcish design 140 gp

31 Golden tiara with dozens of small opal accents 140 gp

32 Redwood cabinet containing sheet music for a lyre 140 gp

33 Iridescent fire opal cut to resemble a fantastical egg 150 gp

34 +1 Magic Armor. Roll random benefit & curse 150 gp

35 +1 Magic Weapon. Roll random benefit, no curse 200 gp

36 Golden idol of a lusty fertility goddess with wide hips 220 gp

37 Silver censer used at the execution of a famous saint 220 gp

38 Steel greatsword with slices of jacinth in the guard 230 gp

39 Intricate mithral sundial the size of a small shield 230 gp

40 Full set of eight golden goblets with pearl edging 230 gp

41 Cracked diamond with a broken silver fitting 230 gp

42 Tome of demonic lore, smokes occasionally 240 gp

43 Brilliant gold sarcophagus lid depicting a rakshasa 240 gp

44 Skull-sized mass of uncut amethyst crystals 240 gp

45 Last surviving copy of game rules, etched on a tablet 240 gp

46 Ceramic jar of preserved bioluminescent pigment 240 gp

47 Bottle of rare, sweet liquor made from troll droppings 240 gp

48 Fossilized roc egg painted to appear life-like 240 gp

97
Treasure 10+
d100 Details Value

49 Beautiful carved wooden figurehead for a sailing ship 240 gp

50 Painting of nude Dwarvish woman, egg tempera style 240 gp

51 Illustrated manuscript detailing a lime mortar process 240 gp

52 Functional chariot with reinforced box and yoke 240 gp

53 Rare facial cream rumored to enhance natural beauty 240 gp

54 Mithral chain mail, red tabard, and red war cloak 240 gp

55 Ironbound coffer containing 245 gold coins 245 gp

56 Four silver trade bars bearing a mercantile stamp 250 gp

57 Jagged crown of silver and jet, barbarian styling 250 gp

58 Magic Utility Item. Roll random benefit and curse 250 gp

59 Tome containing stoic reflections on daily life 250 gp

60 Wooden pallet of 50 copper trade bars, bound in twine 250 gp

61 Magic Utility Item. Roll random benefit and curse 250 gp

62 Slightly chipped and damaged pink sapphire 260 gp

63 Duplicate sets of black plate mail with red trimming 260 gp

64 Magic Item. Demonic Contract 280 gp

65 Magic Item. Idol of the Moonsilver Lord 280 gp

66 +1 Magic Weapon. Roll 2 random benefits, no curse 300 gp

67 Magic Utility Item. Roll random benefit, no curse 300 gp

68 Magic Item. Oil of Delights 300 gp

69 +2 Magic Armor. Roll random benefit, no curse 300 gp

70 Magic Item. Mentalist's Manacles 300 gp

71 Miniature clockwork golem, made of brass and gold 325 gp

72 Celestial Pool. 1st touch gives random blessing 350 gp

73 Demonic Totem. 1st touch gives random blessing 350 gp

74 Magic Potion. Roll 2 random benefits, no curse 360 gp

98
Treasure 10+
d100 Details Value

75 Magic Item. Potion of the Unicorn 360 gp

76 Magic Item. Arcane Bulwark 360 gp

77 Magic Item. Head of the Maharaja's Mason 360 gp

78 Magic Item. Glitterbelly 360 gp

79 +2 Magic Weapon. Roll random benefit, no curse 500 gp

80 Gold trade bar bearing a Gnomish alchemical stamp 500 gp

81 Magic Item. Promise Bow 720 gp

82 Magic Item. Ring of the Visionary 720 gp

83 Magic Item. Puzzle Box of the Dread Pirate 720 gp

84 Magic Item. Owl of the Magus 840 gp

85 Magic Item. Shield of the Thicket 840 gp

86 Magic Item. Lyre of Extension 840 gp

87 Magic Item. Rod of the Mariner 840 gp

88 Magic Item. Blinking Eyes 840 gp

89 Coin of Bone. 3 Golden Palm blessings 840 gp

90 Magic Item. Rod of the Dead 840 gp

91 Shroud of the Assassin. 3 Faceless blessings 840 gp

92 Magic Item. Scintillating Wand 900 gp

93 +3 Magic Weapon. Roll random benefit, no curse 900 gp

94 Magic Item. Trickster's Token 900 gp

95 +3 Magic Armor. Roll random benefit, no curse 900 gp

96 +3 Magic Weapon. Roll 2 random benefits, no curse 1,200 gp

97 Magic Item. Ring of Confiscation 1,200 gp

98 +3 Magic Armor. Roll 2 random benefits, no curse 1,200 gp

99 Magic Item. Magister's Scepter 1,200 gp

100 Magic Item. Wings of Victory 1,200 gp

99
Boons
Oaths
d20 Details

1 A beast becomes fond of you and serves as an ally (LV2 or less).

2 A lawful monster grants you sanctuary in their territory.

3 A shaman agrees to learn about your future from the spirits.

4 A flying creature offers to transport you to a location it can reach.

5 A powerful NPC forgives a transgression or owes you a favor.

6 A lycanthrope will bring you to a secret moonlight gathering.

7 You are offered a minor noble title over an untamed region.

8 A mystical sage offers to answer up to three questions.

9 An old crone will place a curse on a humanoid of your choice.

10 A secret society offers you membership without a fee.

11 A fey queen offers to guide you through a faerie forest.

12 A notorious criminal offers their help solving a problem.

13 A spy offers to follow one of your enemies and report back.

14 A group of 2d6 commoners start a secret cult to worship you.

15 An expert will train you for 3 weeks (+1 to a stat of your choice).

16 An enchanter will remove the curse of a magical item for you.

17 A porter or valet agrees to serve you (ATK 0, 1 HP, 7 gear slots).

18 Religious fanatics (for your deity) will guide you on a pilgrimage.

19 A balor demon offers to kill a humanoid of your choice.

20 An NPC of your level will serve as a faithful companion.

100
Secrets
d20 Details

1 Location of an insular humanoid settlement in the wilderness.

2 The secret inner workings of powerful guild organization.

3 The upcoming plans and chosen target of a legendary thief.

4 Undefended burial location of a wealthy ancient king.

5 Information that can be used to blackmail a powerful enemy.

6 Evidence of a widespread conspiracy to destabilize the realm.

7 Where giant turtle eggs have been laid (will hatch soon).

8 Secret passageway leading into a nearby lawful fortress.

9 The planned path of a heavily laden merchant caravan.

10 Location of buried treasure belonging to rival adventurers.

11 Prophetic vision directly from the deity you worship.

12 The imminent invasion plans of a nearby barbarian warlord.

13 The long-term plans of a high-ranking noble family.

14 The woodland hideout of a notorious criminal gang.

15 Clandestine meeting location of a group of chaotic agitators.

16 Identity of a polymorphed wizard hiding in plain sight.

17 Last known location of a mythical ancient artifact.

18 Lair of a 1d4: 1. Desert 2. Forest 3. Frost 4. Swamp Dragon

19 Location of a religious relic desired by your deity's church.

20 Identity of a double agent that has gained a position of power.

101
Blessings
d20 Details

1 Justicar. Discern truth/lies of a speaker (Lose 1 HP each time).

2 Hazy Form. +1 AC against thrown or ranged attacks.

3 The Silent. Cannot speak. Immune to mind-affecting magic.

4 Divine Radiance. Immune to cold, emit heat as if a campfire.

5 Fisher of Men. Can feed 3 people with 1 ration during a rest.

6 Golden Palm. Wake each morning with 1d4 gp in hand.

7 Listener. Can hear near thoughts of those plotting against you.

8 Half Blood. Gain benefits of a second ancestry (your choice).

9 Emissary. +2 to reaction checks against humanoids.

10 Night Fox. Open one mundane lock per day without a check.

11 Leap of Faith. Can walk across open chasms up to 15' wide.

12 Faceless. Features always slightly change, DC 18 to recognize.

13 Moonsoul. Can cure lycanthropy with a single touch.

14 Sweet Dreams. Rest periods are ever interrupted.

15 Tide Child. +2 to checks while at least half-submerged in water.

16 Ollivander. A critical failure with a wand is just a normal failure.

17 Tookish Blood. Can attempt to hide even while being watched.

18 Demon Finger. Can ignite fires with a single touch.

19 Jumper. Can teleport a near distance after taking damage.

20 Torchbearer. Can carry 3 torches per gear slot.

102
Potions
Potion Features
d20 Appearance Scent Quirks

1 Black as death Deep forest Toenail clippings

2 Opaque orange Exotic spices Always heated

3 Cloudy cream Vinegar Tastes like chicken

4 Disgusting brown Citrus Six blue toes

5 Translucent blue Bacon Always churning

6 Green like grass Spring flowers Emits flatulence

7 Coral and pearl Peppermint Twinkles in light

8 Autumn leaves Ocean breeze Chunks of fat

9 Red like blood Ammonia Fizzes and pops

10 Magical purple Petrichor Little plant seeds

11 White as milk Sulfurous Always chilled

12 Chocolate brown Brimstone Emits foul fumes

13 Blue like deep sea Fragrant herbs Rippling waves

14 The night sky Burning flesh Grumbling noises

15 Swirling pink Churned soil Gelatin texture

16 Baby vomit Incense Vibrates softly

17 Crushed marble Rot and decay Sounds like rain

18 Yellow like bile Animal musk Living insects inside

19 Translucent green Body odor Thick as mud

20 Clear None None

103
Potion Benefit
d20 Details

1 Can change skin texture and coloration at will for 10 rounds.

2 Eyes emits beams of light out to far distance for 2d4 rounds.

3 Can carry 5 additional gear slots for 10 rounds.

4 For 7 rounds, hostile spells cast on drinker target caster instead.

5 Restores 1 HP per round for 2d4 rounds, even while dying.

6 Can command near undead < LV5 for 2d4 rounds.

7 Instantly restores HP by 1d4: 1. 1d4 2. 2d6 3. 3d8 4. 4d10

8 For 3 rounds, hostile spells cast on drinker are absorbed (+1 HP).

9 Body and possessions transform into liquid for 3 rounds.

10 For 8 rounds, drinker gains bite attack for 2d6 poison damage.

11 Can make an extra attack per round for 5 rounds, if not moving.

12 Hands and feet stick to surfaces like a spider for 5 rounds.

13 Cures all diseases or afflictions that affect the drinker.

14 Automatically succeeds on navigation checks for 3 days.

15 Cannot be hit by mundane ranged weapon attacks for 7 rounds.

16 Skin hardens as if a tree, granting a +2 AC bonus for 5 rounds.

17 For 10 rounds, know Celestial, Diabolic, Draconic, & Primordial.

18 -2 damage taken from magical spells or creatures for 7 rounds.

19 Drinker gains audience with their deity and can ask 1 question.

20 For 5 rounds, enemies assume the drinker is a trusted friend.

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.

3 Disadvantage on all checks for 2d4 rounds. Mind is unfocused.

4 For 10 rounds, metallic objects deal 1d4 fire damage if touched.

5 GM automatically gets a 1 on next random encounter check.

6 Reduced to half movement for 7 rounds due to stiff limbs.

7 Choke and wheeze for 2d4 rounds, cannot take actions.

8 1-in-6 chance of dropping a held item every round for 2 days.

9 Drinker falls hopelessly in love with the next humanoid they see.

10 Unable to speak or communicate for 2d8 rounds.

11 Most fragile item carried by drinker is shattered into tiny pieces.

12 Lose benefit of all accumulated talents for 2d4 rounds.

13 -4 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA for 10 rounds.

14 All sensory organs stop functioning for 2d4 rounds.

15 Allies within near distance are instantly drained of 1d4 HP.

16 For 5 rounds, the drinker assumes everyone is a trusted friend.

17 Drinker cannot stop singing and dancing for 2d4 rounds.

18 For 7 days, drinker must submerge hourly as if amphibian.

19 Drinker appears to be undead for 10 rounds (including by allies).

20 Skin softens as if jelly, imposing a -2 AC penalty for 5 rounds.

105
Magic Armor
Armor Type Armor Bonus
2d6 Type 2d6 Bonus

2-5 Leather 2-5 +0

6-7 Chainmail 6-8 +1

8-9 Shield 9-11 +2

10-11 Plate Mail 12 +3

12 Mithral + reroll

106
Magic Armor Features
d20 Appearance Scent Quirks

1 Translucent sap Sulfurous Shrouded in fog

2 Animal etchings Petrichor Wooden texture

3 Beautiful marble Spring flowers Snapping sounds

4 Golden threading Peppermint Cold to the touch

5 Swirling clouds Deep forest Attracts dust & dirt

6 Deformed shapes Animal musk Paper texture

7 Lawful symbols Churned soil Creaks like glass

8 Beads and shells Vinegar Gasps occasionally

9 Demonic symbols Exotic spices Feels like moss

10 Tarnished or worn Citrus Softly whispers

11 Exoskeletal Rot and decay Always unclean

12 Celestial symbols Incense Short prickly hairs

13 Stained green slime Burning flesh Groans occasionally

14 Runic markings Fragrant herbs Bubbling sound

15 Highly reflective Ocean breeze Oozes brown mud

16 Faint glow Brimstone Shark-skin texture

17 Serpentine etchings Body odor Warm to the touch

18 Iridescent sheen Ammonia Bone crackles

19 Chaotic symbols Bacon Sponge texture

20 Mundane None None

107
Magic Armor Benefit
d20 Details

1 Deals 1d4 acidic damage to close creatures every round.

2 Increase duration of non-hostile spells on wearer by 2 rounds.

3 Can deal 1 damage to close creature and restore 1 HP per round.

4 Stabilization checks to assist the wearer are easy (DC 9).

5 Blocks teleportation within a near distance of wearer (In or Out).

6 Alerts wearer when undead are within near distance.

7 Wearer can recover HP during rest without rations.

8 +4 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA.

9 Immune to all non-magical diseases.

10 Cannot be grabbed, grappled, or knocked down.

11 +1 AC vs melee attacks, +4 AC vs ranged attacks.

12 Armor is quiet and takes up one less gear slot than normal.

13 Illusions grant 1-in-6 chance that an attack on wearer will miss.

14 +1 AC vs attacks by beasts, +4 AC vs attacks by lycanthropes.

15 Unaffected by magical darkness or hindrance (ex. Web).

16 -1 damage taken from 1d4: 1. Melee 2. Ranged 3. Magic 4. Traps.

17 Close enemies must make morale checks every round.

18 Cannot be targeted by magical projectiles (e.g. Magic Missile).

19 Invisible to 1d4: 1. Dragons 2. Demons 3. Golems 4. Giants.

20 Wearer is completely ignored by mundane animals.

108
Magic Armor Curse
d20 Details

1 Wearer feels compelled to speak unusually loud in all situations.

2 1-in-6 chance that using a luck token will have no effect.

3 If hit for damage, roll 1d20. Natural 1 paralyzes wearer for 1 round.

4 Wearer will vomit out any potion drunk before it can take effect.

5 Wearer's emotional thoughts are heard by near humanoids.

6 +1 damage taken from 1d4: 1. Melee 2. Ranged 3. Magic 4. Traps.

7 Undead within double near distance are drawn to the armor.

8 DC 15 spellcasting check for non-hostile spells targeting wearer.

9 The wearer ages twice as fast any day that the armor is worn.

10 Cannot fly, levitate, climb, jump, float or swim. Sinks as if stone.

11 If initiative < 8, wearer cannot move further than close distance.

12 Enemies within double near distance are never surprised.

13 Double damage from 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity.

14 Armor is noisy. Disadvantage on stealth and thievery checks.

15 -2 AC vs ranged attacks from a far distance.

16 Wearer takes 2d6 damage if the armor is removed.

17 Wearer is compelled to speak falsehoods if asked a question.

18 Permanently reduces CON by 1 every day it is not fed 1d10 gp.

19 DC 9 spellcasting check for any hostile spells targeting wearer.

20 -2 penalty to any carousing or gambling rolls.

109
Magic Weapon
Weapon Type Weapon Bonus
d20 Type 2d6 Bonus

1 Arrows (2d6) 2-3 +0

2-3 Bastard sword 4-9 +1

4 Club 10-11 +2

5 Crossbow 12 +3

6 Crossbow bolts (2d6)

7-8 Dagger

9 Greataxe

10 Greatsword

11 Javelin

12 Longbow

13-14 Longsword

15 Mace

16 Shortbow

17-18 Shortsword

19 Staff

20 Warhammer

The lion cannot protect himself from traps,


the fox cannot defend himself from wolves
110
Magic Weapon Features
d20 Appearance Scent Quirks

1 Iridescent sheen Incense Causes watery eyes

2 Bejeweled Ammonia Cold to the touch

3 Lawful symbols Vinegar Skin-like texture

4 Translucent glass Churned soil Pulsates gently

5 Decorative ribbons Sulfurous Seems to grip back

6 Little magical eyes Bacon Warm to the touch

7 Faint glow Burning flesh Hums softly

8 Celestial symbols Spring flowers Shivers occasionally

9 Dragon bone Rot and decay Causes drooling

10 Chipped / damaged Body odor Exudes thin smoke

11 Made of stone Brimstone Pulsates gently

12 Chaotic symbols Citrus Casts no shadow

13 Runic markings Exotic spices Minor static shocks

14 Blackened wood Deep forest Always chalky

15 Decorative fur Animal musk Oozes yellow bile

16 Rusted and worn Peppermint Exudes thin ash

17 Highly reflective Petrichor Grunting sounds

18 Demonic symbols Ocean breeze Whistles in wind

19 Wisps of shadow Fragrant herbs Crusty texture

20 Mundane None None

111
Magic Weapon Benefit
d20 Details

1 Hit has a 50% chance of blinding opponent for 1d4 rounds.

2 +2 damage from 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity.

3 Bearer can speak with plants (treat them as if INT 3).

4 Hit dissolves an enemy to dust if the bearer is 3+ LVs stronger.

5 +4 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA.

6 Critical hit slays opponent. Critical failure kills the wielder.

7 Hit has 50% chance of knocking enemy weapon away (close).

8 Deals double damage to an already wounded opponent.

9 Hit for max damage also causes 2 rounds of unconsciousness.

10 Absorbs damage dealing magic but bearer loses next action.

11 Hits deal +1d6 damage against lawful creatures.

12 Senses the presence of valuable ore within near distance.

13 Treat both natural 19s and 20s as critical hits.

14 Hit causes 1d4 sonic damage and victim loses their next action.

15 +3 damage to 1d4: 1. Spiders 2. Birds 3. Reptiles 4. Insects.

16 Hits deal +1d6 damage against chaotic creatures.

17 Bearer can create a near auditory illusion once per round.

18 Hit for 2 or more damage restores 1 HP to the bearer.

19 If initiative result is 12+, make an extra attack that round.

20 After slaying opponent, bearer can teleport to near location.

112
Magic Weapon Curse
d20 Details

1 While held in the hand(s), the bearer cannot hear sounds.

2 Cannot see 1d4: 1. Traps 2. Fey/Faeries 3. Spell Effects 4. Flames.

3 Deals 1d4 damage per round to the hand of a chaotic wielder.

4 Slays any allies on a death timer within near distance.

5 Weapon is noisy and consumes an additional gear slot.

6 If it injures an opponent, bearer suffers -2 to checks next round.

7 Wind radiates from weapon, causes small objects to blow away.

8 Deals constant minor damage to plants within near distance.

9 If it slays an opponent, the next action must be to hit the corpse.

10 Everyone within near distance must consume 2 rations to rest.

11 Killing a creature deals 1 damage to the bearer.

12 Bearer's alignment becomes chaotic while weapon is held.

13 Treat natural 1s and 2s as critical failures.

14 Humanoids slain by weapon rise after 1d4 rounds as zombies.

15 Armor cannot be worn while wielding this weapon.

16 Deals normal damage on a critical hit.

17 Bearer is compelled to speak the truth when asked a question.

18 Bearer takes 2d6 damage if the weapon is dropped / discarded.

19 Deals 1d4 damage per round to the hand of a lawful wielder.

20 Weapon becomes invisible 3 rounds after being set down.

113
Magic Utility Item
Magic Utility Item Type
d100 Type

1 Amulet. Must be worn at the neck, on top of any armor.

2 Apron. Must be worn at the waist, on top of any armor.

3 Balm or Cream. Must be re-applied every six hours (2d4 uses).

4 Bandana. Must be worn as the only headgear.

5 Bell. Must be attached on top of any armor and jingle loudly.

6 Belt. Must be worn at the waist, on top of any armor.

7 Bone. Must be held in one hand and gently rubbed.

8 Boots. Must move/attack every round, worn on the feet.

9 Bowl. Must be used for all meals during the day (one person).

10 Bracelet. Must be worn on both hands and jingle loudly.

11 Bracer. Must be worn on the forearm (on top of armor).

12 Brazier. Affects anyone in near distance when lit.

13 Brooch. Must be worn at the neck, on top of any armor.

14 Broom. Must be held in one hand and brandished boldly.

15 Bugle. Affects anyone in near distance while played.

16 Candle. Affects anyone in near distance when lit.

17 Cane. Must be held in one hand and used for weight support.

18 Cape. Must move/attack every round, worn on top of any armor.

19 Cauldron. Affects those that eat food prepared in it, for a day.

20 Censer. Affects anyone in near distance when lit.

21 Chain. Must be wrapped around the torso (on top of armor).

22 Chimes. Affects anyone in near distance while played.

114
Magic Utility Item Type
d100 Type

23 Chisel. Must be held in one hand and brandished boldly.

24 Circlet. Must be worn as the only headgear.

25 Clasp. Must be worn at the waist, on top of any armor.

26 Cloak. Must be worn at the neck, on top of any armor.

27 Cowl. Must be worn as the only headgear.

28 Crowbar. Must be held in one hand and brandished boldly.

29 Crown. Must be worn as the only headgear.

30 Crystal Ball. Must be gazed into every 10 rounds (one person).

31 Crystal Shard. Must be held in one hand tightly (minor cuts).

32 Cube. Must be held in one hand and gently rotated.

33 Cup. Must be used for all meals during the day (one person).

34 Cutlery. Must be used for all meals during the day (one person).

35 Cymbal. Affects anyone in near distance while played.

36 Dice. Affects winner of a game of chance for 10 rounds.

37 Drum. Affects anyone in near distance while played.

38 Dust or Powder. Must be re-applied every six hours (2d4 uses).

39 Earrings. Must be worn as the only headgear.

40 Eye (Preserved). Must be strapped in place on the head.

41 Fan. Must be held in one hand and waved constantly.

42 Feather, Large. Must be attached to the head or upper arm.

43 Figurine. Must be held in one hand and gently rubbed.

44 Finger (Mummified). Must be held in one hand and massaged.

45 Flute. Affects anyone in near distance while played.

46 Foot (Mummified). Must be held in one hand and massaged.

47 Gauntlets. Must be worn as the only hand protection.

48 Gemstone. Must be held in one hand and gently rubbed.

115
Magic Utility Item Type
d100 Type

49 Gloves. Must be worn as the only hand protection.

50 Goblet. Must be used for all meals during the day (one person).

51 Greaves. Must move/attack every round, worn on the feet.

52 Hand (Mummified). Must be held in one hand and massaged.

53 Harp. Affects anyone in near distance while played.

54 Hat. Must be worn as the only headgear.

55 Head (Shrunken). Must be held in one hand by the hair.

56 Helm. Must be worn as the only headgear.

57 Holy Symbol. Must be held in one hand and brandished boldly.

58 Horn or Tusk. Must be held in one hand and brandished boldly.

59 Horseshoes. Must be held in one hand or worn by a mount.

60 Lantern. Affects anyone in near distance when lit.

61 Lute. Affects anyone in near distance while played.

62 Manacles. Must be worn on one hand/ankle and jingle loudly.

63 Mask. Must be worn as the only headgear.

64 Necklace. Must be worn at the neck, on top of any armor.

65 Needle. Must be used to draw painfully blood every 6 hours.

66 Oil / Liquid. Must be re-applied every six hours (2d4 uses).

67 Orb. Must be held in one hand and brandished boldly.

68 Pan Pipes. Affects anyone in near distance while played.

69 Peg Leg. Must replace a leg lost to injury.

70 Pendant. Must be worn at the neck, on top of any armor.

71 Perfume. Must be re-applied every six hours (2d4 uses).

72 Pipe. Must be smoked every six hours (endless).

73 Plate. Must be used for all meals during the day (one person).

74 Playing Cards. Affects winner of a game of chance for 10 rounds.

116
Magic Utility Item Type
d100 Type

75 Pole. Must be held in one hand and used for weight support.

76 Prism. Must be held in one hand and exposed to light.

77 Puzzle Box. Must be held in one hand and gently rotated.

78 Rattle. Must be held in one hand and shaken to rattle loudly.

79 Ring. Must be worn on a finger with no other hand protection.

80 Robe. Must be worn without any underlying armor.

81 Saddle. Affects up to two people riding on the mount.

82 Sandals. Must move/attack every round, worn on the feet.

83 Scarab. Must be held in one hand, chitters softly at all times.

84 Scarf. Must be worn at the neck, on top of any armor.

85 Seeds. Must be eaten every six hours (2d4 uses).

86 Shell. Must be held in one hand and gently rubbed.

87 Skull. Must be held in one hand with fingers in each eye socket.

88 Snowshoes. Must be worn on the feet (half move, unless snow).

89 Spade. Must be held in one hand and brandished boldly.

90 Spectacles. Must be worn as the only headgear.

91 Surcoat. Must be worn on the torso (on top of armor).

92 Tablet. Must be read intently every 10 rounds (one person).

93 Teapot. Affects those that drink tea prepared in it, for 6 hours.

94 Tiara. Must be worn as the only headgear.

95 Tome. Must be read intently every 10 rounds (one person).

96 Tooth or Fang. Must be worn at the neck, on top of any armor.

97 Urn with Ashes. Must be re-applied every six hours (2d4 uses).

98 Violin or Fiddle. Affects anyone in near distance while played.

99 Whistle. Must be blown every 10 rounds (one person), very loud.

100 Wood Carving. Must be held in one hand and gently rubbed.

117
Magic Utility Item Features
d20 Appearance Scent Quirks

1 Demonic symbols Citrus Exudes light mist

2 Runic markings Burning flesh Sandy texture

3 Lawful symbols Spring flowers Warm to the touch

4 Unnaturally dark Ocean breeze Pulsates gently

5 Feathered Body odor Sheds spider webs

6 Mild deformity Ammonia Leathery texture

7 Faint glow Churned soil Always moist

8 Celestial symbols Vinegar Sniffs occasionally

9 Blood stained Bacon Always chalky

10 Strange Colors Sulfurous Minor static shocks

11 Chitinous material Rot and decay Always sticky

12 Highly reflective Incense Casts no shadow

13 Rippling surface Petrichor Laughs occasionally

14 Iridescent sheen Fragrant herbs Causes dry mouth

15 Living tissue Peppermint Always dusty

16 Tarnished or worn Brimstone Ringing in ears

17 Chaotic symbols Deep forest Crackling sounds

18 Bejeweled Animal musk Rustles in wind

19 Semi-transparent Exotic spices Cold to the touch

20 Mundane None None

118
Magic Utility Item Benefit
d20 Details

1 Invisible to 1d4: 1. Humanoids 2. Beasts 3. Elementals 4. Undead.

2 Imposes disadvantage to enemies making morale checks.

3 Can slowly reshape stone and wood as if thick clay.

4 Advantage when making stabilization checks on others.

5 Greatly enhances 1d4: 1. Olfactory 2. Vision 3. Hearing 4. Taste.

6 Can hear the thoughts of humanoids within near distance.

7 Advantage on the first initiative check of the day.

8 +2 on the re-rolled check when using a luck token.

9 Gain 2d4 temporary hit points (can raise above max).

10 Doubles rate of movement if no attacks are made that round.

11 Can leap up to double near distance without a check.

12 Regenerate 1 HP every round. +1 to death timer rolls.

13 Can breathe normally underwater or when no oxygen present.

14 +4 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA.

15 Can see invisible and incorporeal creatures.

16 Immunity to 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity.

17 50% chance per day to comprehend an unknown language.

18 Scrying and divination magic cannot reveal anything about you.

19 Can sense secret doors if they are within close range.

20 -2 to damage caused by traps, oozes, and falling.

119
Magic Utility Item Curse
d20 Details

1 1-in-6 chance per day of destroying a carried potion or scroll.

2 +1 damage taken from magical sources.

3 Disadvantage on every other initiative check.

4 Increases falling damage to 2d6 taken for every 10' fallen.

5 1-in-6 chance per rest of being interrupted by bad dreams.

6 Always surprised when a combat begins.

7 -2 to 1d6: 1. STR 2. DEX 3. CON 4. INT 5. WIS 6. CHA.

8 Half movement. Cannot use two-handed weapons.

9 Cannot be healed by magic or potions; only by resting.

10 -2 to reaction checks made by anyone in your party.

11 Reduce maximum HP by 1d4 (min 1). -1 to death timer rolls.

12 Causes carried torches and lanterns to burn out immediately.

13 Easy tasks are treated as if normal (DC 12 instead of DC 9).

14 Reduce duration of all non-hostile spell effects by 2 rounds.

15 Locks will re-lock 3 rounds after moving close distance away.

16 Cannot see 1d4: 1. Humanoids 2. Beasts 3. Elementals 4. Undead.

17 1-in-6 chance of shattering fragile items within close distance.

18 Domesticated animals within near distance panic and flee.

19 Lose any luck tokens. Cannot gain new luck tokens.

20 Double damage from 1d4: 1. Poison 2. Fire 3. Cold 4. Electricity.

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.

Benefit. 1/day, after the bearer


rolls a miss on an enemy of LV3
or less, they can scream in anger Bead of Terror
to disintegrate the target in a
cloud of bone dust. A pitch-black marble-size bead
that feels unnatural to the touch.
Benefit. When crushed, the
Barred Passage bead extends a well of magical
darkness out to a near radius.
An adamantine bar adorned Everyone within the darkness
with carvings of a white wizard must make an immediate
fighting a Balor Demon. morale check or panic and run
full speed in a random direction.
Benefit. If placed against a door,
it locks in place and cannot be If the character carrying the
removed except by Dispel Magic. bead is hit for more than 3 points
The door hardens and cannot of damage by a single physical
be opened in that direction by attack, it has a 50% chance of
physical force, lockpicking, or breaking from the impact.
other mundane methods.
121
Bead of the Sea Blindfold of the Past
A marble-size bead with swirling Ghostly semi-transparent strip of
watery interior of tiny seashells. cloth that is cool to the touch.
Benefit. When crushed, the bead Benefit. 1/day, when placed over
unleashes 500,000 gallons of salt the user's eyes, they experience
water (slightly smaller than an the most extreme emotional
Olympic swimming pool). The event that occurred within 30
water is not magical and reacts feet of their location.
to gravity as you would expect.
Anger, arguments, and violence
If the character carrying the are typical results. The user will
bead is hit for more than 3 points not be told when the event
of damage by a single physical occurred, but they may be able
attack, it has a 50% chance of to infer things based on who is
breaking from the impact. involved, their mode of dress,
and similar clues.
Curse. Always feel like there is
water stuck in your ear. Essentially permanent objects
like rocks and metal may trigger
largely useless memories from
centuries past. It is often better
Bead of the Vampire to choose an object with a
shorter lifetime or a specific use
A marble-size bead with swirling that is more likely to yield helpful
bloody interior and bits of flesh. information.
Benefit. When dropped into
a liquid, the bead will dissolve
quickly and imperceptibly. If the Blinking Eyes
liquid is drunk, the victim will
lose 1 permanent stat point per
Beautiful deep blue eyes of
day (roll randomly each time).
carved ivory and sapphire.
After seven days, the effect
will end and the person that Benefit. If placed near the user's
dropped the bead in the liquid eyes, they will burrow in place
can improve a stat of their choice and replace them permanently.
by 1 (permanently). 3/day, the user can blink their
eyes to teleport up to a near
If the character carrying the
distance away.
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.
122
Bone Snake
A black silk pouch containing a
small, coiled snake skeleton.
Benefit. If the snake skeleton is
thrown on the ground, it grows
Blight Stone to the size of a giant snake and
fights as an ally. After 1d4+4
rounds, there is a 50% chance
Foul conglomeration of flesh,
that it will dissolve to dust. If not,
teeth, and small stones.
it shrinks back down and can be
Curse. Causes land within a recovered for another use.
1-mile radius of the stone to
AC 12, HP 23, ATK 2 bite +4 (1d6)
become corrupt and diseased.
and 1 constrict (near), MV near
Crops within the area will slowly
(climb), S +3, D +2, C +1, I -2, W +0,
die off and be replaced by
Ch -2, AL N, LV 5
tough insistent weeds that grow
over everything. Ivy, vines, and Constrict. Contested STR to hold
other creeping plants will grow target immobile for one round.
exponentially. The frequency of
Undead. Immune to morale
rain will increase and cause the
checks.
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 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.

Cloak of the Traveler


Dagger of Betrayal
Worn green leather cloak with
swirling brown camouflage. A mundane looking dagger of
extraordinary sharpness.
Benefit. Wearer is immune
to cold and fire damage from Bonus. +2 Dagger
natural or environmental sources.
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.
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.

125
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.

Helpful Handle Idol of the


Moonsilver Lord
A shiny brass door handle with
mother of pearl inlay. A boar-sized idol with several
Benefit. Can be placed against holes in its face for inserting
a wall up to 5' thick. It will create objects and a grinning mouth.
a humanoid-sized door at that Benefit. On the night of a full
location that can be opened moon, up to 10 lbs. of scrap iron
using the handle. Once placed, objects can be inserted into the
it cannot be removed physically. idol and they will be transformed
Dispel Magic destroys it. into silver coins that fall out of its
grinning mouth. For every pound
of iron inserted, 6d6 silver coins
Heroic Drum will be created. The coins bear
the stamp of an ancient moon
god on both sides.
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.

127
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.

Owl of the Magus


Milk of Comfort
A beautiful owl carved of pure
transparent quartz crystal.
Glass vial of milky white liquid
that gives you a calming feeling Benefit. Once activated by a
as you gaze upon it. command word, the owl will be
connected telepathically to the
Benefit. Sprinkling the milk on a
owner. At will, the owner can
corpse will release the soul and
close their eyes and look through
block the use of any necromantic
the eyes of the owl, regardless of
magic. Enough for 3d4 uses.
any intervening distance.

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.

A short brass spyglass that Curse. Compulsion to search out


resembles a jeweler's optics. any magical portal that is ever
mentioned in their presence.
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 Potion of Deflection
uses, it dissolves to dust.
Glass bottle of mercurial liquid
Note: It does not create light on that bounces around inside.
the other side, so it may be too
dark to determine what is there. Benefit. For 2d4 rounds, all spells
and attacks made on the drinker
Personality. After 3 uses, will sow will target the closest alternative
doubt to delay depletion. target instead.
130
Potion of Dynasty Potion of the Unicorn
Glass vial of swirling pink liquid Beautiful shimmering white milk
with a soft vanilla scent. potion with flecks of gold.

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.

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.
131
Purifying Broom Quick Digger
A shining silver-shafted broom A mithral mining pick with runic
with long thin strands of mithral markings in Dwarvish.
for brushing.
Benefit. Can be used to dig
Benefit. The broom is animated through a 5' cube of earth and
and works tirelessly to cleanse a stone in a single round.
near area around the owner. In
addition to cleaning up filth and
refuse, it will quickly remove all
non-magical toxins from physical Rapier of Bleeding
objects in the area.
Thin mithral rapier with a large
Curse. Unless restrained by force, guard and blood red pommel.
the broom will swat and harass
anyone that it perceives to be Bonus. +2 shortsword
lazy or who is resting / sleeping. Benefit. 1/day, while scoring a hit,
bearer can choose to bleed the
target. They will lose an extra 1d4
Puzzle Box of the damage for round for 3 rounds.

Dread Pirate Personality. Becomes upset if a


day passes without bleeding.
A dazzling mithral puzzle box
with jade and sapphire accents.
Benefit. The first time opening Ring of Confiscation
the puzzle box requires an INT
check vs DC 12. Each attempt A golden ring covered in locking
takes a full round. This summons symbols and a manacle motif.
a magical storage chest 2' wide,
Benefit. 1/ day, if their ring hand
2' deep, and 4' long. It closes and
is empty, the wearer can choose
vanishes after 10 rounds.
a handheld item (torch, weapon,
Curse. When there are stored item, shield, etc.) within near
items in the chest, opening the distance. It is instantly teleported
puzzle box requires an INT check into their hand.
vs DC 18. However, when the
Curse. Taken items build up
chest does return, the contents
great heat and deal 1 point of fire
will be undisturbed.
damage to the wearer when they
Note: No oxygen will be pumped arrive in their palm.
into the chest while it is gone, so
Personality. Authoritarian and
any living creature will suffocate.
controlling. Encourages the
wearer to order others around.
132
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 the Tempest
Blue mithral ring with a portrait
of a hero wearing a helm.
Ring of Retaliation
Curse. Cannot be removed once
placed on a finger. Within a mile
A green ring of pure nephrite
radius of the wearer, the weather
with small inset silver spikes.
is always rain, snow, sleet, hail or
Benefit. If the wearer is struck by thunderstorms. If near the coast,
a spell that deals damage, half of hurricanes and cyclones will be
the amount taken is dealt back attracted to their location.
to the spellcaster that cast it.
Curse. Wearer must make a WIS
check vs DC 18 to withdraw or Ring of the Visionary
retreat from combat against an
enemy spellcaster. Gold ring with thirteen inset eyes
that appear to be alive.
Benefit. 1/day, allows user to
Ring of Sustenance form a mental connection with
a creature or humanoid within
A reddish-brown steel ring that double near distance. While
has a marbled beef texture. active, the user experiences
the world through the target's
Benefit. Wearer can recover HP
senses. The user cannot see or
without rations. However, this
hear anything with the sensory
does not change their body's
organs of their own body nor can
underlying need for nutrition.
they move their body in any way.
Curse. About once a week, a
The connection ends after 10
binge event will be triggered
rounds or if the target moves
where the wearer is compelled to
more than a far distance away.
consume massive quantities of
food until they become bloated Note: The target has no idea they
and sick for a 6-hour period. are being used in this way.
133
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.

Rod of Alarm Curse. Animals are very fond of


the user and will try to linger in
Dull rusty iron rod that does not their presence when possible.
easily attract attention. Personality. Impulsive. Violent.
Benefit. If laid flat on a horizontal Hates waiting. Hates leaving any
surface (such as a floor or table), amount of food uneaten.
the rod will alert the owner if any
creature that comes within near
distance of the rod.
Rod of the Dead
This ringing alert is strong
enough to awaken them from Black slate rod adorned with
sleep if necessary. Anyone that skulls and necromantic motifs.
touches the rod will become the
Benefit. Whenever the rod is
new owner.
pointed at an undead of a lower
Personality. Paranoid. Skittish. LV to the user, they can issue
Does not being left untended for commands telepathically and
long periods of time. the undead subject will do their
best to follow them.
Curse. Low level undead like
Rod of Cancellation skeletons and zombies are very
fond of the user and will attack
Rod of rich porphyry with gold anyone in their proximity.
tips and clerical carvings. Personality. Passive aggressive.
Benefit. Bearer can touch any Reluctant to take risks. Dislikes
magical effect to dispel it as if travel and fellowship.
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.
134
Rod of the Mariner Rumor Mill
Stunning cobalt and silver rod A small granite grindstone of the
with nautical motif. kind used to grind grain.
Benefit. With a command word, Benefit. If used to grind grain
the rod will become the mast while speaking aloud, all those
of a magical sailing ship. It can who are fed the resulting grain
carry up to 100 gear slots (count will develop a false belief based
each person as 10 gear slots) and on what was said. The belief
travels at 5 to 7 miles per hour. must be attached to a real event
If the rod owner falls asleep, the and draw a conclusion about the
ship fades away to nothingness. true meaning of what happened.
Personality. Dislikes being For example, people could be
indoors or underground. 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
Rod of the Overlord the conclusion sticks in the mind.

Black steel rod covered in tiny It is held with the conviction


spikes, leather tassels at the grip. of a memory and can only be
removed with Dispel Magic.
Bonus. Treat as +1 Mace
Once established, this delusion
Benefit. Always deals painful can spread to the minds of
but non-lethal damage. Any others that come into contact
subdued enemies are knocked with the believer (WIS vs DC 15
unconscious rather than killed. to resist). For each degree of
They will recover hit points after conversational separation from
8 hours, as if resting. 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.

He who wishes to be obeyed


must know how to command
135
Sands of Fire Scimitar of the
Charging Hetman
Sandstone-framed hourglass
filled with yellow desert sands. Long silvery scimitar with a black
Benefit. If the sands in this pommel and equine motif.
hourglass move completely to Bonus. +1 longsword.
one side, it will explode as if a
Fireball spell. Benefit. When wielded from
horseback, deals triple damage.
Personality. Possessor of the
hourglass always feels parched
and drinks twice as much water.
Scythe of the Slayer
A long-twisted grain scythe with
Scintillating Wand a bloodstained blade and eagle
feather decorations.
A curved rod of vibrant redwood
that glistens in the light. Bonus. Treat as a +2 spear.

Benefit. 1/day, bearer can point Benefit. If the bearer kills an


the wand at a location and enemy with the scythe, they can
create a captivating light effect immediately make a free attack
similar to a rainbow or prism. on all close enemies. If they
Enemies within near distance of choose to do this, all close allies
the effect will be drawn to it and also take 1 damage.
completely enraptured. After 2d4 Curse. Inspires a will to power
rounds, the light will fade away. in the bearer and they are never
Enraptured targets go into satisfied with their status.
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.

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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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