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Archetypes Living at the Edge
of Night
I Heard You
Like Monsters
Welcome!
G
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Editor:
Advanced 5 th Edition! This issue includes
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Tab l e o f Co n t e n t s
Avenging Arche t y p es by Mike Myler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..... 5
Well- Equip p e d : St eamp u n k G ad ge t s a n d Gea r by Peter N Martin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... 10
Liv ing at t h e Ed ge of Ni ght by Rachel Williamson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... 1 5
I Heard You Li k e M on st e rs by Ryan Nock .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 1 9
3
4
By Mike Myler
Avenging Archetypes
W hen fate has dealt the world a dire hand
and everything is on the table, only the
most capable warriors can be relied upon to
wielding a shield and no other weapons you
do not have to spend exertion to activate it.
5
equal your fighter level and an expertise die on its
next saving throw. Once a creature has benefited
Augmented Arrows
from this feature, it cannot benefit from Galvanizing Also at 3rd level, you learn how to craft
Charger again until it finishes a long rest. ammunition for the job at hand. At the
end of each short rest, you can craft a
Stalwart Aegis number of augmented arrows equal to
twice your proficiency bonus, each costing
Beginning at 15th level, you become as 1sp of materials and an equal amount of
hardened as the armament you champion. ammunition. When you craft each augmented
You gain advantage on saving throws to resist arrow, choose bludgeoning, piercing, or
becoming charmed, frightened, or any spell or slashing damage. On a successful hit, the
effect of the compulsion school.
ammunition deals the usual amount of
Additionally, your unarmed strikes and damage, but of the chosen type.
attacks made using a shield deal an extra 1d6
Additionally, you can use a bonus action
bludgeoning damage.
to affix an item of Tiny size that weighs
3 pounds or less and can be used as an
Epic Charge improvised weapon (such as an acid vial,
At 18th level, you can break the defensive lines alchemist’s fire, or unstable arcanum) to the
of the most hardened armies with nothing end of a piece of ammunition. This increases
more than your shield and skill. You can use the item’s range to that of your weapon’s
an action and move at least 20 feet to make an normal range and allows you to roll as though
epic charge. While making an epic charge, you it were a ranged attack with which you are
can move through the spaces of creatures and proficient, though it only deals the damage
objects of up to one size larger than you without and effects of the item, not the ammunition
provoking opportunity attacks. When you move utilized.
into a creature’s space it makes a Dexterity
saving throw against your maneuver DC (with
disadvantage if it is your size or smaller),
Simple Trick Arrows
taking 36 (8d8) bludgeoning damage and falling Beginning at 7th level, you figure out how to
prone on a failed save, or half as much damage shoot arrows that a common archer couldn’t
and remaining standing on a success. even pull back properly. At the end of each
Once you have used this feature, you cannot short rest, you can craft a number of trick
use it again until you finish a short or long rest. arrows equal to your proficiency bonus,
each costing 1 gold worth of raw materials,
6
Advanced Trick Arrows Taunter
Starting at 11th level, your understanding of Also at 3rd level, you gain proficiency in
the art of archery yields even more incredible Intimidation. If you are already proficient,
weaponry. When you craft a trick arrow, you you gain an expertise die. In addition, you
may choose from force, necrotic, or radiant may always choose to use Wisdom when
damage. In addition, on a critical hit the making an Intimidation check.
damage dice of extra damage from a trick
missile increases from d8 to d12.
Deft Steps
Beginning at 6th level, you gain proficiency
Impossible Shots with the Expert Tumble combat maneuver, do
At 15th level, you gain an additional number not need to spend exertion to activate it, and
of uses for your Accuracy Bonus equal to can benefit from its effects even if you only
your proficiency bonus. In addition, you can move half your speed. In addition, you gain
gain your Accuracy Bonus as a free action. proficiency in Acrobatics. If you are already
proficient, you gain an expertise die.
Quickstepper (Adept)
There’s something spectacular about dodging Entangling Throw
an enthusiastic blow, an amazing sense of At 11th level, you become a master of
exhilaration that only comes after a well- channeling your momentum to quickly
delivered taunt drives a foe to make a strike whip cords, vines, ropes, or whatever length
they are likely to miss. The mixture of of material is at hand to wrap around and
fast feet and quick wits is a unique talent, restrict an opponent.
however, and only those who train to develop
At the end of each short rest, you can
these peculiar skills can utilize them to
maximum effect. put together a number of bundles of such
materials equal to your proficiency bonus,
each costing 5 silver worth of raw materials.
Quips Alternatively, if the Narrator determines the
When you choose this archetype at 3rd environment is suitable, you can collect the
level, you learn how to get in the heads of maximum amount of such materials at no cost
your opponents. After you have observed a on a successful Survival check to Hunt and
creature in combat for at least 1 round, you Gather, while gaining half the usual amount
can make a quip at it. Make an Intimidation of supply (rounded down).
check opposed by the Wisdom saving throw Once each turn, you can spend 1 exertion to
of a creature within 30 feet that can hear make an entangling throw at a target within
and understand you. On a failed save the 20 feet with a ranged weapon attack you are
creature is compelled to attack you. On its considered proficient at, either expending a
turn, the creature moves towards you and bundle of material or using what is available
makes as many attacks against you as it in the environment (at Narrator discretion).
can. If the creature failed its saving throw You do not have disadvantage from making
by 5 or more, it has disadvantage on these an entangling throw at a creature you have
attack rolls. Additionally, you do not have to hit with a melee weapon attack since the
spend exertion to use Patient Defense while a start of your last turn from being within its
creature is under this effect. reach. On a hit, the target makes a Strength
The effects of this feature end after the check against your maneuver DC or becomes
creature hits you with an attack, when you grappled. At the start of each of its turns, the
attack a different creature, or if the creature target repeats the check, ending the effect
is unable to attack you. Once you have used on itself on a success. The material from the
this feature a number of times equal to your entangling throw can also be destroyed (AC
Wisdom modifier, you cannot do so again equal to your maneuver DC, hit points equal
until you finish a long rest. to your adept level).
7
Once you have used this feature a number For each subsequent hit after the first, you deal
of times equal to your Wisdom modifier, you an additional 1d6 damage. This still counts as
cannot do so again until you finish a long rest. a single Attack action for the purpose of Flurry
of Blows or similar abilities.
Sharpened Tongue
Also at 11th level, your capacity for dissecting Tireless
an opponent becomes easier to call upon. Also at 17th level, movement is not so much a
You regain the use of Quips at the end of a strain to you as an exhilaration. Choose one of
short or long rest. In addition, you gain an the following:
expertise die on Intimidation checks. • Your speed increases as though you had
taken the Adept Speed technique.
Deadly Momentum • You gain the Instant Step technique (as
At 17th level, you can seize upon your long as you meet the prerequisites).
experience with energetic combat to explode • You only need to spend 2 exertion to use
with a dizzying and rapid assault of incredible the Instant Step technique (if you have
swiftness. You can use an action and spend previously chosen it).
8 exertion to make a melee weapon attack
against a number of creatures equal to your Additionally, once per short rest when you
Wisdom modifier within 30 feet of you, would gain a level of fatigue, you can choose
making a separate attack roll for each target. not to gain that level of fatigue.
8
to absorb the mana points that would be gained
Mutant (Warlock) from the spell, it resolves normally.
Not every patron is a sentient thing—at least The maximum number of mana points you
as far as mortal minds are able to comprehend. can absorb equals your proficiency bonus.
Such warlocks are born seemingly without any This resets at the end of a long rest and any
agreement made by those who sired or birthed remaining mana points disappear.
them, yet inside these children is the capacity to
bond with magic itself and play with the probability
of the universe. Their supernatural nature remains
Infused Blasts
unknown until they reach maturity and choose to Starting at 6th level, you learn how to harness
explore this peculiar bond from within. the power you’ve stolen. Once each round
when you use eldritch blast, you can expend
1 mana point to alter its structure as a free
Mutant Expanded Spells action. Choose one of the following:
Spell Level • You can push more power into the ability,
1st shield, thunderwave increasing your eldritch blast’s damage by
2nd blur, force of will one die.
3rd blink, haste • You can alter the probability around the
target. In addition to taking damage from
4th freedom of movement, stoneskin
the eldritch blast, it has disadvantage on
5th storm kick, warrior’s instincts its next roll.
If the attack is unsuccessful, the mana is lost.
Specialized Spellcasting Expending mana does not allow you to absorb
As your power stems from your inherent aberrancy any additional mana points. These effects stack
and force of personality, you must choose Charisma with any Eldritch Invocations you can use
as your spellcasting ability for this class. In addition, (though the damage is added and not multiplied
when you choose your Pact Boon at 3rd level, you in the case of abilities like Eldritch Squall).
can only choose from Pact of the Blade or Pact of the
Tome, with the following alterations: Magical Manipulation
Pact of the Blade. When you summon Starting at 10th level, your ability to affect
your pact weapon it is infused into one magic and probability increases. When you or
of your hands and cannot be disarmed or any ally you can see within 30 feet must make
removed until you dismiss it. a saving throw as the result of a spell attack
Pact of the Tome. You do not have a or effect, you can use your reaction to grant
physical Book of Shadows but otherwise that creature advantage on the saving throw.
gain the benefits of this pact boon. One you have used this feature a number
of times equal to half your proficiency bonus,
Catch Magic you cannot use it again until you have
finished a short or long rest.
Starting at 1st level when you choose this
archetype, you gain the ability to touch magic
itself and change its structure. When you are hit Inflict Aberrance
by a spell attack, you can use your reaction to At 14th level you can, for just a moment, pull
absorb it, distilling it into a primal form of magic at the fabric of a creature’s very being. When
called mana, which you can eventually learn you hit a creature with an attack, you can let
to harness. Make a spellcasting ability check it experience a taste of your patron’s power—
opposed by the spellcaster. On a success, you with none of your experience. It takes 10d10
negate the spell and convert it into a number psychic or radiant damage (your choice)
of mana points equal to the level of the spell, as its mind or body is overloaded with the
regardless of the level of the spell slot it was sensation of pure magic. Once you have used
cast with. Cantrips count as first level spells for this feature, you cannot do so again until you
this purpose. On a failure, or if you are unable have finished a long rest.
9
by Peter N Martin
10
this can happen). Attacks against creatures, have the Cosmopolitan culture, you can
including opportunity attacks, are made increase the size of the expertise die granted
with disadvantage. by your Discreetly Armed ability by one
Once the autominer’s target is set, it step for checks related to retaining your
swings continuously until its hour runtime sword cane. The head of the cane forms the
is expended or the kill switch is activated. pommel of the sword when drawn, and is
This happens automatically if you use any often carved or otherwise decorated.
movement, on account of the autominer’s With the sword inside it, the cane counts as
safety feature. You can also trigger it a mace with the stealthy property. Once the
manually as a reaction, which can prevent rapier is drawn, the scabbard counts as a
the opportunity attack above. Retargeting club with the finesse property. Some users
requires another action. While the arm is wield the scabbard and sword as paired
swinging, you effectively only have the use weapons, others drop or cast it aside. (125
of one hand. (175 gp, 60 lbs.) gp, 6 lbs)
Folding Glider. This set of folding wings
is worn as a backpack. You can extend or
retract the wings as an action. While the
New Vehicle Mechanics
Medium Size: A Medium vehicle has
wings are extended, you can move 30 feet
Strength and Constitution scores of 12 (+1),
horizontally for every 15 feet you descend
can carry up to 2 passengers along with the
vertically and cannot gain altitude. They
driver, up to 15 supply, and up to 5 bulky
are typically used to glide safely down
items in addition to 500 lbs. of carrying
from cliffs, airships, or high structures, and
capacity. If a collision occurs, medium
occasionally for reconnaissance. (40 gp, 30
vehicles deal and take 2d6 points of damage.
lbs.)
However, a medium vehicle must be
Parasol. A cousin of the rain umbrella,
specifically created for occupants of at least
parasols are smaller, lightweight folding
a size smaller than the vehicle itself to hold
shelters primarily used to keep the sun off.
passengers. If it instead has the personal
You gain an expertise die on saving throws
property, a driver of the same size as the
due to extreme heat or sun exposure while
vehicle can operate it without penalty, while
using a parasol. You can open or close it as
those one size smaller or larger than the
an action. (8 sp, 1 lb.)
vehicle must use an action to take the Drive
Spring-Heeled Boots. These obviously- or Maneuver vehicle actions. Creatures
mechanical boots have a set of extremely beyond that size range cannot operate it at all
high-powered springs built into them.
Small Size: A Small vehicle has Strength and
While wearing them your jumping distance
Constitution scores of 10 (+0), can carry up to
increases 5 feet vertically and 10 feet
2 passengers along with the driver, up to 10
horizontally. Additionally, you gain an
supply, and up to 2 bulky items in addition
expertise die on checks to reduce falling
to 300 lbs. of carrying capacity. If a collision
damage. (50 gp, 10 lbs.)
occurs, small vehicles deal and take 1d6
Straight Razor. Popular with barbers and points of damage.
killers alike, a straight razor is a small
However, a small vehicle must be
folding shaving razor. If you use it as a
specifically created for occupants of at least
weapon, it deals 1d4 slashing damage and
a size smaller than the vehicle itself to hold
has the finesse property. It is considered a
passengers. If it instead has the personal
simple weapon. (2 gp, 1/2 lb.)
property, a driver of the same size as the
Sword Cane. The weapon of choice for vehicle can operate it without penalty, while
those of high status who wish to be armed those one size smaller or larger than the
but not cause a scene, a sword cane is a vehicle must use an action to take the Drive
stout wooden cane with a rapier concealed or Maneuver vehicle actions. Creatures
inside. The cane is clearly sturdy, but is beyond that size range cannot operate it at all
frequently overlooked by security checks as
Muscle-Powered. A muscle-powered vehicle
a status symbol or fashion accessory. If you
relies on the strength of its rider for propulsion,
11
Table: Land Vehicles
Vehicle Size AC HP Speed Crew Cost Supply Weight Special
Bicycle (medium) Medium 12 15 Muscle-Powered (x2) 1 50 gp 4 20 lbs. Personal
Bicycle (small) Small 13 10 Muscle-Powered(x2) 1 45 gp 2 10 lbs Personal
12
using its flying speed it frequently rings of
its own accord, giving you disadvantage on
Stealth checks.
Spirit-Trapping Camera
Wondrous item, very rare (cost 50,000 gp)
Crafting Components: Glass lens immersed
in holy water on a Celestial Plane for at least
a year and a day, then blessed by a celestial
associated with a god of life or protection.
Not to be mistaken for a simple spectral
camera, this plain-looking but obviously
Wondrous item, uncommon (cost 500 gp) finely-made piece gives off a subtle but
Crafting Components: A glass lens tempered reassuring feeling of peace. As an action, you
on the Ethereal Plane can use one charge to focus the camera’s lens
Favored by those who deal with hauntings, on a single creature within 30 feet and take its
a spectral camera can capture the image of picture. If the targeted creature is an undead
spirits on film. Any creature with incorporeal or a fiend, it must make a DC 17 Charisma
movement or on the Ethereal Plane (visible or saving throw or be instantly captured in a
not) that passes in front of the camera’s open glass photographic plate. If the target is not
aperture (up to 30 feet away) will trigger the an undead or fiendish creature the charge
is wasted. Any other creatures shown in the
13
photograph are unaffected, even if they are
undead or fiends. The spirit-trapping camera
can produce as many plates as it has charges,
though each must be removed as a bonus
action before you can use another charge.
A trapped creature can be released by
breaking the plate or it can be sent to its final
judgment (in the case of an undead creature)
or back to its native plane (in the case of a
fiend) by immersing the plate in holy water
for 1 hour, at which point it disappears.
Creatures banished in this way cannot return
to the plane they were sent away from for a
year and a day by any means short of divine
intervention. If neither of these actions are
performed within 24 hours of the photograph
being taken, the creature is banished as
above, though it has no limitations on
returning.
The spirit-trapping camera has 3 charges and
regains 1 each dawn. When the last charge
is expended, roll a d20. On a 1, it becomes
a mundane photochemical camera (see
Adventures in ZEITGEIST or a5e.tools).
14
by Rachel Williamson
I
n the evenings, as the sun retreats and transgressions might trigger the curse’s worst
shadows grow, tales are told of those who effects? What does the curse do?
live—and die—in the darkness. We write Ability Score Increase: +1 Charisma and one
poetry and stories, songs and movies about lives, other ability score.
trials, and sacrifices. The Kingdom of Night, a
cursed land controlled by a sinister immortal Skill Proficiencies: Perception, and either
ruler, is the backdrop of many such stories, but Arcana, Nature, or Religion based on the source
you can find these adventurers in settings of of your curse.
all kinds. Below are two backgrounds and one Languages: Two of your choice.
destiny specifically designed for those who walk
Suggested Equipment (Cost 4 gold): 4 days of
that twilit path, literally or figuratively.
rations, one person tent, traveler’s clothes
15
the Narrator’s discretion, you may keep the 4. A weapon or piece of ammunition set aside
expertise die to Intimidation until the end of for the entity that cursed you.
the scene. 5. A unique scar, discoloration, or other mark
Adventures and Advancement on your body which shows your curse.
The entity responsible for your curse may 6. Nightmares brought on by the curse which
press you to complete specific tasks, such as often wake you, screaming.
transporting a mysterious item, defeating a 7. A charm meant to keep your curse contained.
hated enemy, or stealing important documents. You haven’t noticed an effect.
Work with your Narrator to determine how
your curse is leveraged in these situations. 8. An artistic rendering of the entity that cursed
After you complete several such tasks, your you.
infamy grows. You are known by all people 9. A flask once given to you as well-meaning
within 100 miles of your Prestige Center, many consolation.
of whom hold you in fearful respect. You
10. A small knife you used as a child to protect
and your companions are given a moderate
yourself, because no one else would.
lifestyle in settlements within this area by those
who dare not risk your curse.
Connection and Memento. Roll 1d10, choose, Customizing Your Curse
or make up your own. Whether it’s bleeding from the eyes, ancient
runes appearing on your skin, or plants
Cursed Connections withering and dying in your presence,
1. Your parent who made the deal and left you work with your Narrator to pick out a
cursed for their own ends. visual effect that best fits your curse and
what causes it to manifest. Druidcraft,
2. A cultist devoted to the entity that cursed
prestidigitation, and thaumaturgy have some
you and who reveres you as well.
great examples of harmless, low-scale
3. Your childhood romantic interest, ultimately effects that can still be very unnerving
marked in some way by your curse. to the people around you. Potential
4. A childhood friend who pulled away from triggers include performing an evil act (as
you when they realized you were cursed. interpreted by the one who laid the curse),
being rude, trying to speak of your curse or
5. The entity that cursed you.
the entity, or trying to violate the deal the
6. A priest or sage who tried—and failed—to curse resulted from.
break your curse years ago.
During character creation, work with
7. The kindly family that took you in out of your Narrator to decide what entity was
pity. responsible for this curse and what they
8. The law enforcers who see you as a likely expect from you (or ask that they
dangerous troublemaker. decide on certain aspects privately if you
enjoy finding out organically). Possible
9. Another accursed individual with whom you
entities could range from a righteously
sometimes commiserate.
angry deity to a smooth-talking devil to the
10. A scholar or researcher obsessed with the local hag whose vegetables you stole.
entity that cursed you.
Regardless of the mortality of this entity,
Cursed Memento your curse is persistent and it should take at
1. A locket or ring once owned by someone least a series of harrowing adventures to lift.
who was killed when your curse first If you do manage this, choose a Background
manifested. that represents a different facet of your pre-
adventuring life and replace your Accursed
2. A childhood toy, well worn, which has feature with that of the new Background.
always been soothing. At your Narrator’s discretion you may still
3. A torn piece of parchment which may lead be affected by the reputation you’ve built
you to the person who can break your curse. around your curse, for good or ill.
16
After you have solved several such
Haunted (Background) problems, you’ve become known to those who
Spirits exist. It’s a simple fact of reality that most deal in certain kinds of esoteric knowledge and
people forget until the specter of some long- gain access to their private libraries. These vast
forgotten soul appears before them. But for you, personal collections contain esoteric mysteries,
it’s a constant reality. For some, the spirit that such as those answerable with a DC 25 Arcana,
follows them has been there since childhood, as History, or Religion check. While using such
an imaginary friend or a monster in the dark. For a library your host will provide you and
others, the dead come at a later date, often in the your companions a moderate or rich lifestyle,
wake of a terrible tragedy. depending on their means and how impressed
they are by your exploits.
How did you become haunted and who is it
that drifts in your wake? How has their presence Connection and Memento. Roll 1d10, choose,
affected your life? Do you adventure because or make up your own.
you are an outcast whose spirit occasionally Haunted Connections
manifests in the presence of others? Or perhaps
1. A descendant of your spirit who blames
worse, remains invisible, forcing you to argue
them for current misfortunes.
with thin air? Do you seek to merely break your
bond or to send them to their final reward? 2. Another haunted individual who came to
you seeking help with their spirit in a time of
Ability Score Increase: +1 Wisdom and one
crisis.
other ability score of your choice.
3. The murderer who killed your spirit.
Skill Proficiencies: Religion, and any one skill of
your choice that the spirit has imparted to you. 4. A ghost who has consulted your spirit
during a time of need.
Languages: Two of your choice, one of which is
the spirit’s native language. 5. The bereaved spouse your spirit left behind
who will do nearly anything to speak with
Suggested Equipment (Cost 16 gold): 2 days
their lost love.
worth of rations, bell, 5 candles, ink, ink pen,
10 sheets of paper, 5 pieces of chalk, traveler’s 6. Your spirit, a childhood friend or a romantic
clothes partner before tragedy struck.
Feature: Silent Aid 7. Your spirits, a gaggle of bickering ancestors
trying to use you to right a terrible wrong.
Being in tune with your spirit allows them to
point out something you might have missed, 8. A relative of your spirit who killed them in
if only for their own purposes. You gain a +2 order to inherit a fortune.
to your choice of your passive Perception, 9. Your spirit, a hateful enemy of your family
Investigation, or Insight score, depending on who is bound to you through a quirk of
your spirit’s skills. misfortune.
If you banish, free, or otherwise lose your 10. Your spirit, who haunts their own body after
spirit, consult with the Narrator to choose an you stole it and took up residence.
appropriate feature from another background.
Haunted Memento
Alternatively, the Narrator may rule that
you’ve become a beacon for the supernatural 1. A personal item (jewelry, tools, weapon, ect)
and another spirit has taken up haunting you. once owned by your spirit. You can’t seem to
get rid of it.
Adventures and Advancement
2. A locket containing the image of the one
Whether you seek to violently banish the
who haunts you.
restless dead or help them to peacefully pass
on, you will gain a reputation as a spirit- 3. The scent of your spirit’s favored cologne or
speaker. Common folk and nobility alike are perfume that clings to you.
likely to approach you for advice and aid with 4. A small pouch of soil taken from your
everything from hereditary curses to irritable spirit’s grave.
poltergeists to speaking with a dead relative
about a lost treasure. 5. A letter of introduction penned by your
spirit, giving you their blessing.
17
6. Journals of your spirit’s life. Source of Inspiration: War of Attrition
7. An innocuous nonmagical item that your You gain Inspiration whenever you strike a
spirit tells you is of dire importance. blow against an especially powerful creature
related to your destiny (but not necessarily
8. The manacles that shackled your spirit your specific destined foe).
before their death.
Force the powerful enemy’s retreat, obtain an
9. A cryptic note written by your spirit who has item important to their defeat, gain a significant
no memory of its existence. insight into their location or intentions, defeat one
10. The signet ring of your spirit, who you claim of their trusted lieutenants.
as your parent or ancestor. Inspiration Feature: Slayer’s Gift
Fighting the creatures of darkness hones both
Slayer (Destiny) your mental and physical prowess. After you roll
an ability check, attack roll, or saving throw but
There are many in the world who fight terrible
before you know the outcome, you may spend
evils to protect others. They battle back the
your inspiration to add a +5 bonus to that roll.
clutching hand of death for another day, then
enjoy a well-earned, peaceful retirement. For
the Slayer, however, these battles are their
calling—whether they like it or not. Such people Fulfilling Your Destiny
may be fated to battle a powerful being and You fulfill your destiny as a Slayer when
their minions, a specific kind of monster, like you defeat a specific and powerful creature
werewolves, or an entire category of creature, connected to your fate.
such as the undead. Consult with the Narrator Destroy Vashika, Queen of the Vampires, thwart
to come up with a foe suitable to the setting and the aboleth Birgamoz’s terrible plans of domination,
campaign. imprison the Dread Knight Maza Dunn.
Fulfillment Feature: Eyes of the Slayer
You have stared the darkness in the eye and
now few can meet your gaze. While you are
not incapacitated, you can use a bonus action
to fix any hostile creature within 20 feet of you
with an unsettling look, seeming to stare into
its very soul. The creature makes a Wisdom
saving throw with a DC equal to your passive
Intimidation score. On a failure, it is frightened
until the end of its next turn. On a success, it is
immune to this ability for 24 hours.
Table: Slayer Destiny
d6 Motivation
Live a Normal Life: You don’t wish to be a
1
Slayer, but are forced by circumstance.
Lost a Loved One: Someone you cared for
2
deeply was slain by your destined foe.
Former Ally: Someone you cared for has
3 turned against you, and it’s up to you to
stop them.
Guardian: You embrace your destiny to
4
protect as many people as possible.
Tragic Hero: You took the role of Slayer
5
because you do not value your life.
Accidental Champion: You keep finding these
6
enemies when you’re not looking for them.
18
by Ryan Nock
T
he wizard Fengbald advertised himself as
the Minister of Joy, for he always made his A Bad Knight
clients happy. His clients? Tyrants who
wanted their strongholds guarded by ghastly Level 1 Hard Encounter
beasts; death priests seeking peculiar constructs; Fengbald often devised his monsters with a
and mad liches who needed horrors to prowl their vulnerability in mind, not out of a sense of
laboratory-tombs that wouldn’t die from the scores fair play, but more because he relished the
of diabolical traps. frustration of would-be heroes realizing after
But the blasted adventurers kept killing all the fact that their own lack of ingenuity had
the monsters anyway. And then they killed his caused them grief. So it is with the bad knight,
clients. a suit of animated armor (page 23 in Monstrous
Menagerie) enchanted so that, when destroyed,
Finally, Fengbald decided to switch tactics: Fengbald would receive a mental alarm.
if he could not overpower the adventures, he
would delight in making them regret their The wizard would seed rumors in local towns
success. Since then, every creature he has sold of mild peril and modest riches at some remote
to new clients has had another, nastier, monster ruin to lure amateur treasure hunters. Whatever
inside it. What follows are only a few examples the location, the windows are shuttered and
of his deviousness, set in equally devious the doors secured with arcane lock. Inside, the
armor stands to one side of the entrance, a
encounters that can be added to any adventure.
mundane replica on the other. Within, the entry
19
area would invariably be filled with prominent A character who makes a DC 10 check
standing mirrors, enchanted with a custom translates this as ‘blow of fat.’ Beyond the
scrying spell so Fengbald could watch his warning, an oddly-wide sarcophagus stands
trickery play out. upright and alone, awaiting inspection by
Most novice adventurers can easily handle a curious archaeologists and childishly naïve
mere suit of animated armor, but few know to take dungeon delvers.
the time to inspect the armor before attacking. If
they did (Perception DC 10), they’d likely hear a
hollow moan coming from within or might even
(Perception DC 14) notice lightly glowing runes on
Trapped Sarcophagus Challenge 4
1st tier (constructed) (1,100 XP)
the armor’s plates, the purpose of which (Religion
DC 15) is to bind an incorporeal undead. DC 15/14
20
Once triggered, cloud of dust and sand fills While yes, he was as evil, he also was stuffed
a 10-foot radius around the sarcophagus. with idiosyncratic behaviors. He would reside
Immediately, the mummy within (page 338 at the edge of dungeons that were under
in Monstrous Menagerie) emerges and attacks, construction, and would ask to collect the skulls
coils of air swirling dust around the cursed of any workers who perished in accidents. He’d
creature. As the mummy shambles forward, try to calm down short-tempered overlords
its cloth wrappings bulge outward like they’re whenever they were on the verge of executing
holding in some great pressure. This gives a minion for a mistake, only to recommend far
the mummy a chubby, almost comical shape. more gruesome and slow punishments.
While its bandages remain intact, the mummy And one thing everyone remembers is how
has disadvantage on all checks to avoid or he’d always keep a supply of stuffed soft-shell
escape a grapple maneuver. crabs to munch while he was workshopping
Most heroes presented with a turgid corpse ideas or assembling monsters. It seems the
will gleefully set it on fire, slice it apart, Minister of Joy himself found great joy in coastal
or shove it onto the enticing wall spikes. cuisine, and he’d occasionally mention needing
However, when the undead foe is bloodied to return to ‘the shack’ for supplies. He’d chalk
(reduced to half its HP), the remaining up a teleportation circle, vanish for an hour, and
cloth wrappings are torn apart as the air return with a fresh case.
elemental trapped inside (191 in Monstrous Upon exploring any given site where
Menagerie) bursts free, leaving the dessicated Fengbald’s monsters are installed (including
corpse of the mummy still standing. After those above) adventurers can find the partial
this initial assault, Fengbald’s face appears remains of the sigils for the teleportation circle,
in one of the mirrors. Between guffaws he and a maker’s mark on the wooden case that
says, “You should have just put the fat man held the stuffed crabs says “Partasti Seafood
back in the box!” Shack, Pine Island. It’s all about presentation!”
The elemental looks like a tornado, and if the With a DC 15 Arcana (to infer a location) or
doors are open it attempts to flee. If the doors are Culture (to recognize the town) check, it’s not
still closed, it will use whirlwind to pick up PCs hard to track down Fengbald’s favorite foodie
and drag them into the spikes on the wall, then spot down a dark swampside road at the edge of
deposit them beside the mummy so it can punch Pine Island.
and curse them. The restaurant has a small staff who are
A DC 14 Perception check locates the actively rude to patrons, and shortly after the
mechanism to reopen the room’s doors inside party arrives, one old gnome cook slips away
the sarcophagus. (Perception DC 14) and takes a path out to a
decrepit warehouse at the edge of the water,
Clever Alternatives elevated on wooden pilings. Alternately,
Instead of fighting the mummy, the party can staff asked about Fengbald will mention he’s
try to grapple it and to shove it back into the frequented the aforementioned warehouse.
sarcophagus, then put the lid back in place. The warehouse is 30 foot wide and 70 feet
Replacing the lid requires a DC 14 Athletics long, and the interior is dark and smells of
check and activates the mechanism in the rim of rotting fish. Chains dangle from the 30-foot
the sarcophagus that lifts the doors., ceiling, meant to help haul seafood catches in for
processing. In the center two rows of 3 sluices:
The Stuffed Crab 5-foot patches of the floor are open to the swamp
below so fish guts can be swept into the water.
Level 6 Deadly Encounter In the far corner, stairs lead up to an elevated
office that overlooks the warehouse floor, and
Inevitably, Fengbald expects some adventurers
lantern light within casts the shadow of moving
who survive one of his tricks to want to get back
figures. Below it is a second office with darkened
at him, so he leaves well-seasoned breadcrumbs.
windows.
Former underlings, either his own or those of
villains the party has vanquished, have quite a Operated Trap. The gnome cook is standing
few tales about “that weird wizard.” by in the second floor office to drop a portcullis
21
over the door once the party enters. The
apparatus can be spotted before entry with a
Passive Perception of 15 or a Perception check Possible Solutions
and can be disabled with a DC 14 Engineering or An Acrobatics or Athletics check allows
theives’ tools check. an adventurer to safely drop to the
Whether the party finds and disables the trap, swamp below. On a failure they fall and
magical lights flare around the room and a take 7 (2d6) damage.
large mirror lowers from the ceiling. Fengbald’s Critical Failure: The adventurer falls and
face appears, grinning. “I hope you’re hungry, takes 7 (2d6) piercing damage from the
because I’ve got some stuffed crab for ya!” spikes and rolls the saving throw for
Smashing the mirror reveals it is a mimic (page noxious stench at disadvantage.
333 in Monstrous Menagerie).
Failure: The adventurer falls and takes 7
That’s when the stuffed crab (see below) bursts (2d6) piercing damage from the spikes.
out of the lower office and scuttles toward them.
Success: The adventurer successfully
True to Fengbald’s word, the crab is stuffed—
navigates the spikes.
with 7 ghouls (page 229 in Monstrous Menagerie).
Critical Success: The adventurer
Due to the huge crab’s state of decay, the
successfully navigates the spikes and
location struck matters. Creatures who attack it
rolls the saving throw for noxious
must choose one of the squares it occupies that
stench with advantage.
they can target. On a successful hit, a ghoul falls
prone into that space. If, by chance, that space
happens to be over one of the gaps in the floor,
the ghoul will fall through with a yelp, taking 7 However, even if an adventurer manages
(2d6) damage in the process. to drop down safely, the outer edge of this
basement level is ringed with rusted metal
wire. Clearing a space wide enough to
Fouled Sluice Challenge 4 squeeze through requires spending an action
1st tier (constructed) (1,100 XP) and a successful DC 10 Strength check. The
crab can and will reach through the holes in
the floor to pincer would-be escapees and pull
DC 15/14
them back up to the warehouse level.
Area Immediate
When the crab is reduced to 0 hit points,
Fengbald doesn’t want anyone to miss out on
any ghoul still inside takes crawls out on its
the “fun.”
turn. Should the party stand their ground and
survive, Fengbald tells them he can’t wait
Noxious Stench. Regardless of outcome, to do this again, and laughs until the party
all adventurers must make a DC 13 leaves or smashes the mirror.
Constitution saving throw or be poisoned
for 1 round by the awful smell of rotting
seafood.
Solo Challenge. Each adventurer decides for
themselves how to navigate the sluice.
Swampy. The area under the floor is
considered difficult terrain.
Trap. This trap can be detected by a passive
Perception of 15 or with a Perception
check to notice the plate. If the trap is not
detected, it automatically triggers a critical
failure.
22
ACTIONS
Stuffed Crab Challenge 6
Huge undead (2,300 XP) Multiattack. The huge skeletal crab makes
two pincer attacks.
Armor Class 14 (natural armor) Pincer. Melee Weapon Attack: +8 to hit; reach
HP 104 (16d12; bloodied 52) 10 ft., one target. Hit: 17 (3d8 + 5) slashing
damage. On a success, the target must
Speed 40 ft., swim 40 ft..
make a DC 16 Strength or Dexterity saving
STR DEX CON INT WIS CHA throw or become grabbed (escape DC 16).
The crab can grab up to two creatures..
20(+5) 4(-3) 10 (+0) 10 (+0) 1(-5) 8(-1)
BONUS ACTIONS
Proficiency +3; Maneuver DC 16
Damage Immunities poison
Stuffing. If the crab has a Medium or smaller
Damage Resistances necrotic creature grappled, it stuffs the creature into
Damage Vulnerabilities bludgeoning its shell, taking 5 points of damage itself
but trapping its target. The creature moves
Condition Immunities fatigued, poisoned
with the crab, but is considered restrained
Senses blindsight 30 ft., darkvision 60 ft., (escape DC 16). Every turn the creature
passive Perception 9 remains restrained, each ghoul that is still
inside the crab can make an attack against it
with disadvantage.
Combat The crab prioritizes grappling
creatures and stuffing them into its
exoskeleton, despite the damage it takes.
23
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