Credits
Lead Designers: J. A. Valeur, Robert Attribution Statement. This work is
Mason “Bob World Builder,” S. K. an independent product published
Valeur under the Shadowdark RPG Third
Design Contributors: Antonio Party License and is not affiliated
Demico “Pointy Hat,” Asta with The Arcane Library, LLC.
Valeur, Baron de Ropp “Dungeon Shadowdark RPG © 2023 The
Masterpiece,” Brad Litzenberger, Arcane Library, LLC.
Brandish Gilhelm “Runehammer,” A Special Thanks to: All the
Eden, Ginny Di, Grace World amazing Kickstarter backers and
Destroyer, Josiah Ambrose the contributors who helped
“Dungeon Dad,” Lee Marshall, bring this book to life – and to
Luke Knecht, Mike Shea “Sly everyone who provided invaluable
Flourish,” Nick deJager, Professor playtesting and feedback. Thanks!
DM “Dungeon Craft”, Will Earl
Disclaimer: Attempting to build, enter,
“DnD Shorts”
or otherwise interact with any dungeon
Editors: Kathleen Harrington, Nick featured is undertaken entirely at your
Kingham own risk. The authors and publishers
Layout & Graphic Design: Asta of DELVE accept no responsibility for
Valeur, J. A. Valeur any resulting injuries, petrification,
Cover Illustration: Joe Wilson encounters with accursed dragons,
teleportations to other dimensions, or
Cover Illustration (Alternate): Daniel general existential dread. You have been
Caballero warned. Proceed with extreme caution
Principal Illustrators: Daniel and a stock of healing potions, even if you
Caballero, Eugenio Frosali, Klaher have a reliable party of adventurers!
Baklaher
Illustrators: Dean Spencer, Dominick,
Mariana Livraes, Gordon Johnson,
Luka, MKInayem, Nana Landholt
Petersen, Quico Vicens, Rhealea
Cartography: J. A. Valeur using
assets by Mike Schley
The Bob World Builder logo, Eventyr logo, Click or scan the QR code to access
and DELVE logo are trademarks of Bob World
Builder and Eventyr Games. DELVE’s soundtrack, cheat sheets,
© 2025 Bob World Builder and Eventyr Games errata, and other helpful digital files.
CREDITS 1
Con t e n t s
Credits��������������������������������������������� 1 Dungeons60
Foreword����������������������������������������3 Introduction��������������������������������� 61
Introduction���������������������������������� 4 Donjon of Doom�������������������������� 63
Using this Book������������������������������5 Lair of the Frog King������������������� 79
Master the Dungeon 6 Shrine of the Sunken Star����������� 88
Student of the Dungeon����������������7 The Festering Hive���������������������� 98
Building Dungeons����������������������� 17 The Bloody Sepulcher����������������108
Dungeon Generator�������������������� 26 Crypt of the Oozing Dragon�������116
Everwatch Prison����������������������� 130
Dungeon Delvers 38
Ancestries������������������������������������ 39 Temple of the Jade Lantern������ 145
Golemancer Class�������������������������42 Warren of the Fetid Hag������������ 158
Keeper Class�������������������������������� 44 Vault of the Magi������������������������ 170
Nightcaller Class�������������������������� 46 Manor of the Maestro��������������� 183
Relic Hunter Class������������������������ 48 Tomb of the Timeless One���������199
Shadesworn Class����������������������� 50 Challenges & Discoveries210
Shadowdancer Class��������������������52 Magic Items���������������������������������211
Slimebender Class����������������������� 54 Creatures������������������������������������ 231
Spells�������������������������������������������� 56 Traps & Hazards�������������������������282
Dark Mishaps��������������������������������57 Effects & Events������������������������ 300
Class Titles����������������������������������� 58 Rival Adventurers����������������������302
Shops & Establishments����������� 304
Riddles��������������������������������������� 309
Dungeon Contest Rules������������� 310
The 10 Tenets of Delving�������������311
Using these suggestions, and whatever else you dream up, there is no reason why participants
in the campaign should not continue to find mystification, enjoyment, excitement, and
amusement in the challenge of the myriad passages of the DUNGEONS.
– Ga r y G y gax & D a ve A r n e s o n ‘74
2 CONTENTS
F or e wor d
D
ungeons are where the heart Our most feared and despised foes
of our game truly lies. dwell in dungeons. Rust monsters,
It all started in a dungeon, gelatinous cubes, mimics. We
after all! More than 50 years ago, love to hate them. We mostly
the first intrepid crawlers lifted hate them. They are the stuff of
their torches and plunged into the nightmares.
gloom beneath Castle Blackmoor. There’s no thrill quite like leaping
Did they know they were taking aside to avoid a spiked pit trap,
the first steps that millions of picking a tricky lock on a rune-
crawlers would repeat in the inscribed stone door, or finding
coming decades? the secret entrance to the lich’s
treasure hoard!
Dungeons are the most iconic part
of our game. Forget dragons! How So we delve into places that are
many of those have you come dark, dank, dangerous. Sites
across? Surely not as many as the of otherworldly mystery and
number of dark stone corridors unknowable magic. Proving
you’ve walked, holding your grounds where a sharp wit often
breath in case the floor falls out serves better than a sharp sword.
beneath you, praying you’ll finally Yes, our hearts lie in the dungeon.
come across that big cache of gold Welcome to DELVE! Do you dare to
or a cool magical sword. light a torch, come down, and join
us?
– Kelsey Dionne,
Creator of Shadowdark RPG
FOREWORD 3
I n t roduc t ion
A
bout half a century ago Gary For some, it is the tension of
Gygax, Dave Arneson, David sneaking past a guard patrol or
Wesely, and their colleagues a sleeping dragon. For others, it
gave the world something is the thrill of battling a never-
incredible. They blended the before-seen monster, narrowly
instinctual, but often ephemeral, avoiding (or falling victim to) a
style of play called “make believe” devious trap, the satisfaction
with historical wargaming, perhaps of a riddle solved, the elation of
the most studious branch of play discovering a magical artifact,
there is. the drive to claim those damned
Eventually, these ideas were experience points, the sheer
packaged – with polyhedral dice wonder of sorcery and quasi-
– in a medieval fantasy adventure medieval worlds, or simply the
game called Dungeons & Dragons, escape from a busy life into the
and as its title suggests, the joy of an evening with like-minded
DUNGEON is an integral part players. For fun’s sake, we cannot
of this now world-famous play help but go back! Like many
experience. before us and many who will come
after, we carry the torch into the
We imagine and explore these
dungeon.
series of dark corridors and stony
halls, ostensibly seeking gold, – Robert Mason,
glory, or greater experience points
Bob World Builder
for our adventurous characters.
But as the players who return to
the dungeon again and again, we
return because each of us finds
our own fun therein.
Sources of Inspiration
The following tabletop roleplaying game resources provided significant
inspiration in the creation of DELVE: Sly Flourish’s Return of the Lazy
Dungeon Master, Dungeons & Dragons Player’s Handbook (5e), Shadowdark
RPG, Dungeon Crawl Classics RPG, Index Card RPG, Cairn 1e, Advanced
Dungeons & Dragons: Dungeon Master’s Guide.
4 INTRODUCTION
U si ng t h is B ook
What’s in the Book? Who Is this Book For?
DELVE contains 312 pages of The monsters, magic items, traps,
dungeon-building advice, tools, character options, and other
content, and more for both mechanical elements of DELVE
students and masters of the were designed to work seamlessly
dungeon. with Shadowdark RPG.
Chapter 1: Master the Dungeon Beyond mechanics, this book
delves into the lore of The distills decades of lasting
Dungeon before unpacking advice advice, combined with new
and guidelines for creating your ideas, creatures, and dangers
own, including a step-by-step into thoughtful and applicable
process for randomly generating guidelines for building and
dungeons. running fun dungeons. Therefore,
Chapter 2: Dungeon Delvers anyone with an interest in
contains new player options for fantasy tabletop roleplaying
Shadowdark RPG characters, games like D&D, Dungeon Crawl
including 4 new spells, 5 new Classics, Pathfinder, Knave, DC20,
ancestries, and 7 new classes. Daggerheart, and their library of
cousins will find inspiration and
Chapter 3: Dungeons has a
useful tools within these pages.
smorgasbord of 12 ready-to-
play dungeons for level 1–10 Reading this Book
adventuring parties, each with its
own unique quests, challenges, DELVE makes use of abbreviations
and discoveries – and all adjustable and special terms found in
to multiple levels. Shadowdark RPG, and uses special
formatting for the following:
Chapter 4: Challenges &
Discoveries holds everything • Monsters, traps, and hazards are
one might encounter in or near bolded when the GM may need
dungeons, including magic items, to look up their statistics in this
monsters, traps, hazards, riddles, book or Shadowdark RPG.
rival adventurers, and shops and • Magic items and spells are
establishments, as well as rules for italicized when they have
running friendly dungeon-delving descriptions in this book or
contests. Shadowdark RPG.
USING THIS BOOK 5
Chapter 1:
Ma s t e r t h e
D ung e o n
6 Chapter 1: MASTER THE DUNGEON | USING THIS BOOK
S t u de n t of t h e Du nge on
T
he Dungeon has been many Gygax’s definition is generous, and
things, and in your games, it fits the word’s etymology (as
it will be many more. This Tolkien would surely appreciate).
chapter details the origins and “Donjon” was an Old French word
evolution of dungeons in history, referring to the stronghold or
literature, and roleplaying games keep of a castle, possibly from
to give game masters (and curious the Latin “dominus” for lord or
players) a firm grasp of what master. Then as early as the 14th
makes dungeon delving fun. century, “dungeon” was used
in English to refer to the inner
Defining the Dungeon confines of a castle.
“Far over the Misty Mountains cold, While the dungeons of fantasy
To dungeons deep and caverns old, games are often dank, dark
We must away, ere break of day, confines of stone construction
To seek our pale enchanted gold.” designed to keep things out or
keep things in – or both – they
– J. R. R. Tolkien, The Hobbit are certainly not limited to
castles, ruins, and underground
The dungeon is an ancient adventures.
idea. Gygax, Arneson, and their
contemporaries were inspired to
include dungeons in their game
worlds by the myths and fiction
they grew up reading.
Many of these tales are credited
in Gary Gygax’s “Appendix N:
Inspirational and Educational
Reading” of the 1979 AD&D:
Dungeon Master’s Guide, where he
also provides a definition for the
term dungeon:
“Dungeon – A generic term for any
castle, location, or ruin that serves
as the site of an underground
adventure.”
Chapter 1: MASTER THE DUNGEON | STUDENT OF THE DUNGEON 7
A Bounded Setting For example, a more recent
A few decades later, the dungeon’s publication Into The Wyrd &
definition in RPGs became both Wild (Charles Ferguson-Avery,
more broad and more focused. 2021) details how even outdoor
From Bruce R. Cordell’s 1998 wilderness environments can
Advanced Dungeons & Dragons: be modeled like dungeons with
Dungeon Builder’s Guidebook: a little creativity. It’s likely that
Tolkien would approve this too,
“...‘dungeon’ means any bounded remembering the road through
setting within which PCs interact Mirkwood as a black, winding
with each other, non player corridor with a sleep-inducing
characters (NPCs), traps, puzzles, river, haunted by giant spiders and
monsters, and/or other challenging secluded elves.
situations. Thus, this term applies to
Therefore, while it is tempting
everything from subterranean mines
to focus on theme or contents,
and burial chambers to castles,
it is BOUNDARIES that define
cities, and extraplanar abodes.”
a dungeon both literally and
Based on this quote, the most theoretically. Sure, our donjon can
defining aspect of a dungeon be the stronghold of a medieval
might be the “bounded setting.” French castle, an extraplanar body,
Boundaries both simplify the a forest, or many things, but to be
game master’s duties and provide The Dungeon, a place must feel
direction to the players, but that confining to all those who enter.
feeling of limitation is paramount.
8 Chapter 1: MASTER THE DUNGEON | STUDENT OF THE DUNGEON
• Deep pits and sloping passages
The Reality of Dungeons to nowhere were likely designed
“We took our copper tools and to keep rainwater, rather than
forced a way into the pyramid of thieves, away from the burial
this king through its innermost chambers.
part. We located the underground • Rooms found filled with sand
chambers and, taking lighted likely filled over centuries, or if
candles in our hands, went down.” suddenly, due to their ruin rather
than as a triggered trap.
– Amenpanufer, tomb-robber, 1110 BCE There were certainly great
(Jon E. Lewis, The Mammoth Book treasures and dire warnings, but
of Eyewitness Ancient Egypt) there is little to no evidence of
ancient ruins designed to injure
More than castles, caves, mines, or trap would-be thieves, despite
and temples, the idea of an the abundance of misinformation
ancient tomb full of traps, hidden still circulating today. In fact, hired
passages, and cursed treasure has guards were a tomb’s primary
been the most dominant dungeon defense, and it was typical for
concept in mainstream media for family members to retrieve buried
over a century. In particular, the treasures from their ancestors’
excavation of Egyptian tombs tombs, or for the tomb-builders
around the late 19th and early themselves to rob them.
20th century, combined with Acknowledging this reality of
widespread interest in the occult ancient tomb “dungeons” does
at the time, fueled these fantasies. not mean exploring such a place
Sadly, the trap-laden tomb is would be anything less than an
almost entirely a fantasy. Many adventure. In your own life, you
tomb features once thought to be might have stepped onto a burial
traps were likely more practical ground or into a mausoleum, an
security measures or the result old temple or church, a castle,
of the structure’s centuries of cave, mine, or merely a dark
abandonment: basement, and there you felt the
• Modern archeology asserts reality of the dungeon. Again,
that huge granite blocks were what matters is that the dungeon
likely lowered into place to seal feels confining to all those who
a completed tomb, rather than enter, especially in a roleplaying
to crush robbers at the very game.
moment of their entry.
Chapter 1: MASTER THE DUNGEON | STUDENT OF THE DUNGEON 9
Old Masters’ Inspiration Popular Culture
There’s no doubt that Tolkien’s
While prototypes like Dave works, The Hobbit and The Lord
Arneson’s Castle Blackmoor Of The Rings, played a significant
or Gary Gygax’s Old Greyhawk part in shaping fantasy TTRPGs.
Castle are often considered the Infamously, several terms like
foundations of dungeon design, ents, balrogs, nazgul, and hobbits
we can more fully understand the appeared in Original D&D in 1974,
evolution of fantasy dungeons by and were altered only after legal
reviewing their inspirations. pressure from the Tolkien estate.
Pre–Genre Fantasy Perhaps most significantly, the
Any student of the dungeon very concept of elves, dwarves,
would benefit from absorbing the humans, and halflings adventuring
works listed in Gygax’s “Appendix as a group came exclusively from
N: Inspirational And Educational Tolkien’s creations.
Reading” from the 1E AD&D And you probably knew that, so
Dungeon Master’s Guide. Gygax the reason it’s worth mentioning
highlights authors like L. Sprague is that it forms the bridge to
de Camp and Fletcher Pratt, WHY some of the Old Masters’
Robert E. Howard, Fritz Leiber, inspirations held and still hold
Jack Vance, H.P. Lovecraft, and A. more influence than others: they
Merritt as “the most immediate were simply part of the zeitgeist
influences of AD&D.” when dungeon-based adventure
These authors and their works gaming was born.
represent “pre-genre fantasy.” Tolkien’s works sold well in the
Coined by Joseph Goodman as 1950s, but their embrace by
inspiration for Dungeon Crawl countercultural movements in
Classics RPG, pre-genre fantasy the 1960s turned them into a
describes the diversity of stories mainstream phenomenon by the
under the fantasy label, often 70s, cited in songs by Led Zeppelin
mixing with science fiction and and etched as “Frodo Lives” in
other genres, before fantasy graffiti around the world.
became homogenized by popular Meanwhile, the aforementioned
touchstones like the works of myths of trap-filled Egyptian
Tolkien, and later, Dungeons & tombs were being “resurrected”
Dragons. due to global museum exhibitions
of King Tutankhamun’s treasures
F R O D O L IV E S through the 1960s and 1970s.
10 Chapter 1: MASTER THE DUNGEON | STUDENT OF THE DUNGEON
During the same period, the genre centipedes, and scorpions;
of “spooky mansions” and gothic tripwire-set grenades and bamboo
horror were seeing a revival. The spike-whips; pressure plate-like
popular Dark Shadows soap opera cartridge traps; poison gas traps;
aired weekdays from 1966 to and the specially trained US
1971, featuring vampires, ghosts, soldiers known as “Tunnel Rats”
werewolves, zombies, man-made who devised their own tactics
monsters, witches, warlocks, time and were extremely particular
travel, and a parallel universe. about what gear they would carry
Scooby Doo, Where Are You!, into those dark, deadly, confining
with plenty of secret doors and tunnels.
monstrous figures, aired every Like Gygax’s understatements
Saturday morning from 1969 to about Tolkien’s influence, the
1978. In 1972, TV commercials in largely unstated influence of these
the US promoted a new edition popular shows, games, and events
of the crime-solving board game become difficult to ignore after
Clue, known for its gridded board reviewing the parallels.
of rooms and halls. All these
And one more piece of the
concepts would be brought
foundation must be mentioned.
together in the first adventure
In the late 1960s, David Wesely
game dungeons written at this
combined the concept of a neutral
time.
Referee player from classical
War & Games wargames with a new style of play
Interestingly, a few of these where, rather than controlling
concepts – diverse heroes banding bands of troops, each player took
together and questing into foreign on the role of a single character.
lands to face foes and survive Wesely and his friends called
deadly traps in endless tunnels this playstyle “Braunstein” after
– came together in another highly- his first campaign setting, and
televised event of the 1960s and soon after, Dave Arneson pitched
70s: the Vietnam War. The first his own “medieval Braunstein”
fantasy dungeon crawlers were campaign, Blackmoor.
military age men with a keen Thus, inspired by pre-genre
interest in military history who fantasy literature, popular gothic
must have heard reports about the horror media, Wesely’s invention,
war of their time: bamboo spike plus Gygax’s and Perren’s
pits; vipers released in narrow Chainmail game, Arneson devised
tunnels; tunnels infested with the first fantasy roleplaying game
wild snakes, rats, bats, spiders, with a dungeon.
Chapter 1: MASTER THE DUNGEON | STUDENT OF THE DUNGEON 11
Evolution of Dungeons Tomb of Horrors
by Gary Gygax (1975)
As students of the dungeon, we
each learn our own lessons in The first dungeon written for the
different ways, at different times, wider public, Tomb of Horrors
and from different sources. Even immediately earned its lasting
so, some dungeons stand out as reputation as a devious dungeon
examples of how The Dungeon crawl. While the Temple of the
has evolved over time. Below Frog (1975) by David Arneson
is a list of dungeons that have would become the first dungeon
pushed conventions of design and officially published for D&D later
gameplay through their novelty, that year (three years before
popularity, and time-tested Tomb’s formal publication for
relevance. AD&D in 1978), the incredible
scope and impact of Tomb of
Castle Blackmoor Horrors speaks for itself, being
by David Arneson (1971) republished or expanded and
As the first dungeon ever created endlessly debated through every
for a roleplaying game, Castle edition of Dungeons & Dragons.
Blackmoor introduced the concept The Keep on the
of dungeon crawling. With
multiple levels of increasingly
Borderlands
by Gary Gygax (1979)
dangerous monsters and tempting
treasure, Blackmoor laid the Included in the D&D Basic Set,
foundation for an entire genre of the Keep on the Borderlands
gaming. module provided a sandbox
adventure milieu with a town,
a surrounding wilderness, and
a nearby dungeon: the Caves of
Chaos. This beloved dungeon is
known for its monstrous factions
which can be encountered in
almost any order, and which have
established alliances and rivalries
that the adventurers are welcome
to leverage. Like Tomb of Horrors,
several versions of the Caves
of Chaos have been published
through the editions of D&D.
12 Chapter 1: MASTER THE DUNGEON | STUDENT OF THE DUNGEON
Caverns of Thracia Lost Mine of Phandelver
by Jennell Jaquays (1979) by Richard Baker and Chris Perkins
Caverns of Thracia is widely (2014)
recognized for its intricate, At this point in the evolution
interconnected dungeon levels. of the hobby, the influence of
This nonlinear design encourages dungeons comes more from their
players to tackle challenges at reach than their innovations. Like
their own pace. These techniques, its boxed set ancestor Keep on
also found in Dark Tower (1980) the Borderlands, Lost Mine of
by Jaquays, have since become Phandelver introduced millions
known as “Jaquaysing.” of people to fantasy roleplaying.
Adventurers who survived its
Ravenloft initial goblin ambush would face
by Tracy and Laura Hickman (1983) several memorable dungeons full
Castle Ravenloft revolutionized of goblinoids, bandits, and other
the popular approach to module classic foes. This modern classic
design, inspiring a dramatic shift has already been republished in 5E,
from survival-based dungeon and is expected to return.
crawls to story-based narrative
adventures. The Hickmans
capitalized on nonlinearity and Honorable mentions
replayability not only in the •Old Greyhawk Castle (1972) by
dungeon layout, but also by Gary Gygax
randomizing elements of the •The “lost dungeons” of
adventure through a thematic Tonisborg (1973) by Greg Svenson
card-reading. Ravenloft’s return
•The “Zenopus” sample dungeon
to gothic horror also spawned
(1977) by John Eric Holmes
an entire setting in the D&D
•In Search of the Unknown (1978)
canon, and introduced the now
by Mike Carr
iconic vampire antagonist, Count
Strahd von Zarovich. A version of •White Plume Mountain (1979) by
Ravenloft has appeared in every Lawrence Shick
edition of D&D since its original •The Village of Hommlet (1979) by
publication. Gary Gygax
•The Temple of Elemental Evil
(1985) by Gary Gygax
•The Queen of the Spiders (1986)
by Gary Gygax
Chapter 1: MASTER THE DUNGEON | STUDENT OF THE DUNGEON 13
This checklist approach can be
Types of Dungeons applied not only to dungeons, but
Like a list of influential dungeons, to any RPG adventure. The five
there is no perfect list of “rooms” can be zones of any size,
dungeon design styles, but the room elements can be repeated or
following popular techniques skipped, and though room one is
should be known by those who fairly prescriptive, the order is not
seek to design or explore them. very important.
In truth, most dungeons draw The main lesson of the five room
from multiple styles, and these dungeon for game masters is to
categories are only as worthwhile include a variety of encounters
as their ability to help us create that challenge different character
and navigate dungeons in fun skill sets and appeal to different
ways that keep us coming back. player interests. This is an
excellent style for beginner
Linear Dungeons
dungeons, but it can become
The true linear dungeon has one
repetitive and predictable when
entrance and one path, regardless
used literally or linearly.
of its actual shape. Plainly
speaking, use this style sparingly Symmetrical Dungeons
or as a palate cleanser between A symmetrical dungeon’s pattern
more complex sites, as it leaves can take many forms (such as
little room for players to make reflectional, rotational, within one
meaningful decisions. level or among multiple levels),
and any form can lead to fun
5 Room Dungeons
payoffs. As a game master you can
Coined by the Roleplaying Tips
place rooms and corridors “where
blog in the early 2000s, the
they belong” according to the
5 Room Dungeon is a design
pattern, or subvert the players’
approach that revolves around
expectations with “missing” or
having five distinct areas:
unexpected dungeon areas.
1. Entrance and Guardian
2. Puzzle or Roleplaying Challenge
Dyson
3. Trick, Trap, or Setback
Logos
4. Climax or Big Battle
5. Reward, Revelation, or Twist
14 Chapter 1: MASTER THE DUNGEON | STUDENT OF THE DUNGEON
Jaquays Dungeons Lock And Key Dungeons
Named for Jennell Jaquays, who This technique is common in video
designed such classics as the games like The Legend of Zelda
Caverns of Thracia (1979) and Dark series. Essentially, the character(s)
Tower (1980), the Jaquays-style find a locked door in one area, but
dungeon is anything but linear and its key lies farther in the dungeon,
includes some of the following: or vice-versa. The “hub and spoke”
model connects multiple corridors
• Multiple entrances, possibly
to a central area, each with a
including an entrance to the
task to complete (retrieving keys,
midpoint or “end” of the
pulling levers, pushing buttons,
dungeon
etc.) before a door is unlocked in
• Branching paths between the center.
areas that facilitate nonlinear
Due to the inherent differences in
exploration
gameplay between solo RPG video
• Loops connecting areas games and multiplayer tabletop
that allow other areas to be RPGs, this style works better as
circumvented a metaphor for more complex
• Multiple levels with multiple devices or magical portals, or in
connections situations where the “lock” or
• Discontinuous level connections door does not appear until the
(e.g. path from level 1 to 2 to 5) characters have its “key.” In either
• Sublevels between main levels medium, these dungeons can be
any shape or size, but spreading
• Divided levels where some areas
locks too far from their keys or
can only be accessed by moving
forcing the characters to go back
through a higher or lower level
and forth through the same areas
• Hidden entrances, paths, and too many times can frustrate
passages players.
Other Jaquays dungeon tools
include nested dungeons,
minor shifts in elevation,
extradimensional spaces, and even
non-Euclidian geometry. Using any
of these ideas when designing a
dungeon makes it more interesting
for player characters to explore.
Chapter 1: MASTER THE DUNGEON | STUDENT OF THE DUNGEON 15
Balkanized Dungeons Megadungeons
Unlike the previous dungeon The megadungeon is not as simple
designs, a balkanized dungeon has as it seems. Yes, it’s really big,
less to do with its layout and more but remember the dungeon’s
to do with its contents. Coined by definition. A megadungeon’s
The Alexandrian blog, a balkanized scale and apparent
dungeon is any complex that has “boundlessness” must not instill
been divided up by territorial a sense of freedom. The ultimate
factions. As usual, the game megadungeon should feel like a
master should determine faction prison planet, allowing delvers to
relationships and activities based go anywhere they wish, except
on their available resources and home. Paradoxically, the practical
obstacles. way to keep a megadungeon fun
For example, gem-eating earth is with many delves, meaning the
elementals are angry with party can exit and reenter without
deep-delving dwarves. Now the too much difficulty, and it is up
party can work with whichever to the dungeon’s deepest, most
faction(s) suit their needs, legendary riches to keep them
brokering peace, sowing chaos, coming back.
or vying to claim the dungeon
Prototypical Dungeons
complex for themselves.
In the April 1975 issue of the
Funhouse Dungeons Europa wargaming fanzine,
You know those design styles Gygax summarizes each of Old
we just discussed? Funhouse Greyhawk Castle’s thirteen levels,
dungeons throw it all to the with the last one including a slide
wind. They are distinguished “clear through to China” among
by unpredictability, each room other bizarre features. Maps of
offering bizarre encounters of Blackmoor and Tonisborg, too,
unknown difficulty. Funhouses with diagonal corridors sloping
are easy to build with random in all directions, show how these
tables, and do not ask much of eldest dungeons were truly the
the players: there are no dots primordial soup from which all
to connect here. Like linear styles evolved. They remind us
dungeons, these are often that categorization is not the
preferred in small doses. point. If a dungeon is confining
(and a little strange), it is a
dungeon.
16 Chapter 1: MASTER THE DUNGEON | STUDENT OF THE DUNGEON
Bu i l di ng Du nge on s
T
his section contains guidelines Current Purpose
and advice for building Ancient dungeons are likely to
dungeons. have changed hands over time,
and may have evolved from a
Dungeon Purpose
prison or a keep to a monster’s
Both the GM and the characters lair or a cult’s secret base of
benefit from understanding the operations. Sometimes, several
dungeon’s purpose within the factions may have moved in, each
game world, as it provides clues modifying sections of the dungeon
about its layout, aesthetics, and to suit their particular needs.
more. To complicate matters, Often, this includes doing one or
most dungeons have at least two more of the following:
distinct in-game purposes: the
• Adding or sealing doors
original purpose and the current
purpose. • Excavating new chambers and
passages, and collapsing or
Original Purpose sealing off unwanted spaces
The dungeon’s original purpose • Installing new traps or
forever informs its construction deactivating original traps
and layout through large-
• Rerouting waterways or building
scale or not-easily altered
wells
security measures, as well as its
architectural style. • Replacing or adding altars,
murals, and cultural iconography
For example, a dungeon meant
to keep things out may have a
single, heavily fortified egress and I heard these catacombs were built by a
perhaps a hidden escape route,
while a dungeon meant to keep necromancer, but a demon turned her
things in may have a maze-like thralls into vampires. Then they ran out
interior or a secured central area.
Even small-scale features carved of food, and the demon’s cult moved in.
in stone, such as the direction But anyway, how come we never talk
of arrow slits, choke points, and
swinging stone doors, stay true to
about YOUR backstory?
their original purpose. - L ast wo rds o f
R edda l the B et ra yed
Chapter 1: MASTER THE DUNGEON | BUILDING DUNGEONS 17
Dungeon Theme Mapping the Dungeon
A dungeon’s theme and flavor If you want your dungeon to have
often goes hand-in-hand with its a map, but don’t want to spend
purpose, adding color to form. hours drawing the perfect map or
Clear and consistent themes searching for it online, consider
or flavors both deepen player using one of the following tried-
immersion and expedite dungeon and-true mapping methods.
design. For the GM, a well-defined Point Maps. On a point map,
theme sets the tone and creates all dungeon areas are dots and
a palette for cohesive traps, all passages are lines, typically
monsters, puzzles, dungeon without a defined scale. This
dressing, and more. Meanwhile, method is ideal for quickly
players who keep track of recording the dungeon’s general
these connections between the layout. Start by drawing in the
encounters and architecture center of a blank page, or at an
can make predictions about edge if you know which direction
the dungeon’s layout and the you want it to go. Then number
challenges ahead. the areas, listing their features on
the same page or a separate page.
Dungeon Layout Balloon Map. Balloon maps are like
The dungeon’s layout is the point maps with more detail. Areas
architectural blueprint that are drawn as their actual shape,
determines how large it is and and doors and passage width may
the arrangement of its areas and be indicated, but scale is still not
entrances. the goal. This method works well
with dice-drop dungeon tools (see
Size Shadowdark RPG, pg. 130). Note: To
The table below lists guidelines for easily create a dice-drop dungeon
a dungeon’s layout based on its with multiple levels, draw a few
size. lines to divide your page before
Size Areas Entrances you drop the dice.
Tiny 2–5 1–2 Mapless Dungeons. Remember,
Small 5–8 1–3 The Dungeon is a feeling more
Medium 8–12 2–3 than a map. With a few trusty
random tables for encounters
Large 12–20 2–4
and types of locations, mapless
Huge 20–30 2–5 dungeons let the GM share in
discovery with the players.
18 Chapter 1: MASTER THE DUNGEON | BUILDING DUNGEONS
Areas Entrances & Connections
At its core, a dungeon area is Multiple entrances only make a
just a space made distinct from dungeon more exciting if they
other locations in the dungeon each provide a different path with
by some kind of barrier or by a unique challenges and discoveries.
unique property, challenge, or As in, if an entrance circumvents
discovery therein. While empty a significant challenge, it should
rooms can provide respite, most probably be difficult to find or
dungeon areas should provide have a challenge of its own.
opportunities for interaction. The same philosophy applies to
When building a dungeon, area-by- connections between areas. How
area, it helps to start with its main linear or interconnected you want
entrance and climax. The entrance your dungeon to be is up to you,
is typically a foyer or antechamber but if there are multiple paths
with a straightforward trap or through the dungeon, be mindful
guardian. The climax is a special that no one path is so easy that it
area containing the most valuable isn’t fun.
treasure, most dangerous Finally, when creating connections
encounter, and often a time- between areas, keep in mind
sensitive challenge or shocking where creatures are in relation to
revelation: the laboratory, the each other, how noise may alert
vault, or the inner sanctum. them, and how fast they’d be able
Based on the dungeon’s size, to investigate. A dungeon feels
it may have multiple entrances more real and dangerous if its
and even multiple climactic inhabitants behave realistically
areas for different territories of and come to each other’s aid.
the dungeon. These spaces and Conversely, things can escalate
everything in between (except quickly if any small skirmish can
the odd side room) should be become a battle with all the
informed by the dungeon’s dungeon’s inhabitants, all at once.
purpose and theme.
In its size I had been greatly mistaken. The whole circuit of its walls did not exceed
twenty-five yards. For some minutes this fact occasioned me a world of vain trouble;
vain indeed! For what could be of less importance, under the terrible circumstances
which environed me, than the mere dimensions of my dungeon?
– E dga r A ll a n P o e , Th e Pit A n d Th e P en d u l u m , 1850
Chapter 1: MASTER THE DUNGEON | BUILDING DUNGEONS 19
Dungeon Pace The Point of No Return
In the simplest terms, the In the classic hero’s journey,
dungeon’s pace is its balance crossing the point of no return,
between time, challenges, and also known as “the threshold,”
rests. How long does it take for is the moment a character leaves
the party to explore it (both behind their ordinary life and
in-game and out-of-game), how commits to facing whatever
many challenges are there, and dangers lie ahead. When a fantasy
how often can the party rest? adventuring party first enters a
dungeon or an important area
Setting the Pace within a dungeon, this threshold
Though party composition and can be illustrated by a shift in their
style of play have a big influence surroundings and the general
on pacing, most groups prefer a mood.
pace that varies over the course of As a game master, focus your
a session. Rather than facing only description of this shift on only
simple challenges with no time one or two features that will
pressure, or only deadly challenges be easy to recall, usually one
where every second counts, this obvious shift and one curious:
rule of thumb works for most “The morning light is swallowed
sessions, assuming 3-6 hours of by the black corridor ahead, and
gameplay: you notice a faint, but constant
• 2–3 easy challenges high-pitched whine.” Below is a list
of immersive threshold shifts for
• 2–3 normal challenges
inspiration:
• 1–2 hard/extreme challenges
•Door slams shut
•Magic barrier appears
•Temperature drops or spikes
•Humidity increases or decreases
•Sound of a roaring or calling
creature
•Sound of rushing water or
crackling fire
•Faint whispers or moans
•A subtle rhythm or music
•An intense or colorful light
•An intense or noteworthy smell
20 Chapter 1: MASTER THE DUNGEON | BUILDING DUNGEONS
Controlling the Pace Sealed. If the party is in the habit
The party’s access to resting has a of leaving the dungeon to rest,
big impact on the dungeon’s pace. seal the exit with magic or by
other means (see The Point of No
In Shadowdark, each dungeon
Return, pg. 20).
has a Danger Level dictating the
probability of random encounters Time Pressure. In addition to torch
which may interrupt the party’s timers, if the heroes know they
rest (Shadowdark RPG, pg. 86). only have a few hours to save the
hostages or destroy the artifact,
In addition, use these tools to limit
they won’t have enough time to
the party’s ability to rest.
rest. Remember, it’s not enough
Effects. Introduce an effect that is that you know the clock is ticking –
harmful the longer the party stays the party must know it too!
in the dungeon (see Dungeon
Effects, pg. 300). Adjusting the Pace
Events. Introduce timed events, As you build your dungeon, you
such as falling debris or cursed can keep a few simple challenges
whispers to create urgency (see ready, such as a pit trap or a band
Dungeon Events, pg. 301). of goblins, that you can place
anywhere in the dungeon if it feels
Reset. Make it clear that the
too fast or easy. Likewise, also
dungeon’s inhabitants, traps, and
consider which of the dungeon’s
other dangers reset and regroup
challenges can be removed if
when the party rests.
things are too slow or too difficult.
Chapter 1: MASTER THE DUNGEON | BUILDING DUNGEONS 21
Dungeon Challenges Monsters & The Unknown
A challenge is anything that You can create a dungeon without
hinders or harms the party, monsters, but there’s a reason
costing them time or resources. it’s called dungeons and dragons.
Challenges can be divided into The only thing worse than being
four categories: encounters, traps, trapped in a dungeon is being
hazards, and obstacles. trapped in a dungeon with
something that wants to kill you.
Using Encounters And, worse yet, when you don’t
To ensure that combat encounters know what this murderous thing is.
stay fresh and exciting, consider To maintain a monster’s mystery,
the following guidelines. there are a few principles you may
Difficulty. Use a mix of easy, want to consider.
normal, and hard encounters, Monsters Are Unknown. While
so you have encounters where they may have heard tales and
the party feels powerful and legends, most people in a fantasy
encounters that feel deadly. world have never seen a monster
Quality. It’s better to have fewer up close and would be unable
well-designed, exciting encounters to recognize specific kinds of
than twice as many boring monsters.
slog-fests. Names Are Powerful. Don’t
Variation. Use different enemies, introduce your campaign’s first
terrain, and scenarios to ensure troll as “a troll.” Instead, describe
that your encounters don’t feel it: “an oversized humanoid,
too similar or boring. hunched and reeking, with gangly
limbs, beady eyes, and yellow-
green flesh sloughing off its
Challenge Difficulty body.” Leave it to the players to
Easy. Can harm one character or ask questions, sketch it, discover
slightly harm all characters. Has its strengths and weaknesses if
little risk of being lethal. Examples: they dare, and give it a name (if
a pair of sentries or a spiked pit. you’re worried about silly names,
Normal. Can kill one character or remember that Tolkien’s trolls
harm all characters. Examples: were Bert, William, and Tom).
a band of monsters or a fire- Make Unique Monsters. Adding or
breathing statue. adjusting one or two features lets
Hard. Badly harms all characters. veteran players relive the mystery
Is often lethal. Examples: a boss of fantasy monster encounters
monster or a ceiling collapse. again and again.
22 Chapter 1: MASTER THE DUNGEON | BUILDING DUNGEONS
Using Traps Using Hazards
Traps are typically concealed, Typically obvious and without
triggered, and intentional. intention, hazards range from
Whether you’re stocking your patches of toxic fungi to pits
dungeon with swinging blades of lava. Hazards can bring your
or arcane glyphs, consider the dungeon to life and make it feel
following guidelines. more dangerous and exciting.
Location. Traps are typically meant When using hazards, consider the
to keep someone out or in, and following guidelines.
are thus often found in passages, Challenge. While a hazard may not
on doors, or near treasure. A trap have been intentionally devised by
located in an area with a lot of the dungeon’s inhabitants, they
traffic is often easier to avoid or still must present a challenge.
disarm. A fun hazard requires cunning,
Purpose. Thinking about who resources, or skills to overcome.
built the trap, and why, helps Combine. Because they are usually
decide what it is and how it works. obvious, hazards may be easily
Kobolds likely build mechanical avoided. Many hazards work
traps, while wizards often use best when combined with other
glyphs that create magical effects. challenges, such as a puddle of
Traps that feel out-of-place or acid on the floor in an area where
nonsensical can make the dungeon there’s also monsters, or sticky
as a whole feel less real. webs that block the only escape
Telegraphing. The party should route in a hallway where a rolling
have a chance to find traps boulder is released.
without checking everything.
Hint at the trap’s presence when Using Triggers
the party enters an area, such as
While anything from a tripwire to
“the tiles are rough and uneven”
a magic glyph can trigger a trap,
or “there’s blood smeared on the
you may want to keep in mind that
door” to give them something to
a trigger that is easy to disarm or
follow up on, so they don’t feel
avoid, such as a tripwire, should be
blindsided by a trap they didn’t
less obvious, so only the observant
know to search for.
overcome it unscathed.
Conversely, a trigger that is easily
found, such as a glowing glyph,
may be hard to avoid or disarm, so
that skill is required to bypass it.
Chapter 1: MASTER THE DUNGEON | BUILDING DUNGEONS 23
Using Obstacles Puzzles & Secret Doors
Typically obvious and harmless, There are few things as satisfying
obstacles are simple in nature: a as finding a secret door or solving
locked door, a blocked passage, a difficult puzzle – and few things
or a chest that requires a riddle as frustrating as being unable to
to open. When using obstacles, progress because you can’t figure
consider the following guidelines. out what you’re supposed to do.
Auto-Succeed. If the party isn’t in So, when using puzzles, secret
a rush and can just repeat a check doors, or similar obstacles that
until they succeed, it’s often best challenge the players (more so
to just tell them how long it takes than the characters), you may
to clear the obstacle, rather than want to keep the following points
ask them to roll. in mind, so your fun designs do not
Combine. Introduce other go to waste.
challenges to give the obstacle Hints. Make sure that the party
purpose, such as a trap that has multiple hints, such as a poem
triggers when someone fails to that indicates how the puzzle must
pick the door’s lock, or a group of be answered or an eye-catching
creatures that are alerted if the mural where the secret passage’s
party fails to silently remove the entrance is.
debris blocking the passage. Failsafe. To avoid having to step
Consequences. Make your in and clumsily nudge the players
obstacle into a hazard by adding or even give them the answer,
a consequence to failure, such as consider a failsafe in advance, such
the party taking damage with each as a patrol opening the puzzle
failed attempt to climb up the wall door from the inside or an extra
or STR damage with each attempt hint that can be dropped in where
to lift the heavy portcullis. needed.
Trial and Error. Consider making
puzzles solvable by trial and error
but with consequences for each
failure. If the party must arrange
symbols in the correct order to
open a door, and every failure
burns the party, they’ll always be
able to solve it – but the more tries
it takes, the more it’ll cost them.
24 Chapter 1: MASTER THE DUNGEON | BUILDING DUNGEONS
Dungeon Discoveries Using Information
Information is anything that
A discovery is something that meaningfully enlightens the party
aids the party by granting them about the dungeon’s story and
knowledge or resources, or saving purpose, their quest, or other
them time. Discoveries can be challenges or treasures ahead,
divided into two broad categories: such as an imprisoned NPC who
treasure and information. tells the party about the villain’s
Using Treasure evil plans, a journal that provides a
Fairly self-explanatory, treasure hint to a puzzle ahead, or a mural
is anything with monetary or that depicts how and why the
practical value for the party. dungeon was built – and by whom.
Earned. While your players are Don’t Be Stingy. If you find that
unlikely to fault you for giving your players often get stuck
them too much treasure, such debating their next move for
rewards tend to work best if they an hour of gameplay, it might
feel earned and significant. The be because you’re not giving
party will be more excited about them enough information to act
a magic item they had to bypass a on (or they’re just an indecisive
trap or defeat a monster to get. or contentious bunch, which
wouldn’t be unheard of).
Restraint. Be cognizant that you
don’t upset your game’s balance, High-Impact. Some information
rapidly leveling up the party, by directly impacts the dungeon’s
giving them too much treasure. difficulty and pace, such as a note
The exact number of gold pieces that details exactly how to solve
or magic items depends on your a puzzle or an NPC that tells the
game and world, but always keep party where all the traps are. That
in mind: it is much easier and high-impact information should
much more fun to give treasure, be guarded by its own challenges,
than it is to take it away again. It is or its impact should be reduced
typically better to err on the side by making it less reliable, such as
of caution. a note that is barely legible or an
NPC with a spotty memory.
It’s dangerous to go alone! Take This.
- H elp f u l O ld M a n in a C a ve
Chapter 1: MASTER THE DUNGEON | BUILDING DUNGEONS 25
Du nge on Ge n e r at or
T
his section contains a 3-step Purpose
process to quickly generate an Roll a d6 on the Dungeon Purpose
exciting, detailed dungeon. table to randomly determine why
1. Basics. Choose or roll the your dungeon was built and what
dungeon’s purpose and theme. function it serves today, and which
2. Layout. Choose or roll the types of areas the dungeon is likely
dungeon’s size, areas, entrances, to have based on that purpose.
and connections. Roll twice (or more) if your
3. Challenges & Discoveries. dungeon has multiple purposes,
Choose or roll the dungeon’s such as if the dungeon’s original
information, treasure, traps, and current purposes differ.
hazards, effects, and events.
Theme
You can use these steps to Roll a d20 on the Dungeon
generate a complete dungeon Theme table on the next page
(see Step-by-Step Example, pg. for a comprehensive motif and a
36) or just use it for inspiration, category (used in later sections).
diverting from the process as you
see fit. Roll a d8 on the Dungeon Flavor
table on the next page for rich
1. Basics descriptors of the dungeon’s
areas.
Use the guidelines and tables to
determine the dungeon’s purpose,
theme, and flavor.
DUNGEON PURPOSE
d6 Purpose Examples Typical Areas
1 Industry Laboratory, Mine Forge, Workshop
2 Knowledge Archive, College Library, Study
3 Monument Memorial, Tomb Crypt, Shrine
4 Protection Bastion, Jail Prison, Vault
5 Residence Den, Keep, Lair Bedroom, Kitchen
6 Worship Church, Temple Chapel, Shrine
26 Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR
DUNGEON THEME
d20 Theme Category Example
1 Alien Arcane Crashed space vessel
2 Astral Arcane Inside a nightmare
3 Bestial Primordial Jungle ruins
4 Clockwork Arcane Engineer’s workshop
5 Desert Primordial Buried monument
6 Draconic Arcane A dragon’s lair
7 Eldritch Occult Cultists’ sanctum
8 Fey Primordial Archfey’s domain
9 Fiendish Occult Extraplanar hell
10 Frozen Primordial Glacier stronghold
11 Fungal Primordial Swamp shrine
12 Holy Occult Ancient temple
13 Horror Occult Haunted manor
14 Necrotic Occult Necromancer’s lair
15 Secrets Arcane Wizard’s vault
16 Sunken Primordial Aboleth’s temple
17 Temporal Arcane Timewarped den
18 Toxic Occult Infected laboratory
19 Volcanic Primordial Fire giant’s lair
20 Weird Arcane Child’s imagination
DUNGEON FLAVOR
d8 Flavor Descriptors
1 Ancient Archaic, desiccated, dusty, moldy, stale, stuffy
2 Haunted Bloody, cold, echoing, dark, eerie, silent, whispers
3 Luxurious Antique, brilliant, gilded, decadent, ornate, plush, rich
4 Profane Corrupted, desecrated, ruined, sinister, unsettling, vile
5 Ruined Cracked, dilapidated, eroded, overgrown, soaked, torn
6 Sacred Bright, divine, glowing, radiant, rosy, serene, tranquil
7 Strange Alien, bizarre, inhuman, unearthly, unnatural, warped
8 Wild Lush, fertile, overgrown, verdant, tangled, untamed
Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR 27
2. Layout DUNGEON SIZE
Use the following guidelines to d6 Size Areas Entrances
determine your dungeon’s size, 1 Tiny 1d4 + 1 1d2
areas, entrances, and connections. 2 Small 2d4 + 2 1d3
Size 3–4 Medium 2d4 + 5 1d4
Roll a d6 on the Dungeon Size 5 Large 2d6 + 8 1d4 + 1
table to determine your dungeon’s 6 Huge 3d6 + 15 1d4 + 2
size, areas, and entrances.
Entrances & Connections
Areas
Entrances. Make a numbered
Must-Have. Start by determining
list of all areas. Then, for each
any areas your dungeon should
entrance, roll on the list to
have based on its theme or
determine its location. Use a
purpose.
die with as many or more sides
Random. For the rest of the areas, as there are areas (rerolling
roll a d20 on the Dungeon Areas duplicates or higher rolls).
table (next page) for each area.
Connections. Roll a d4 for each
Roll a d12 for a “standard” area or
area to determine how many other
roll a d12 + 8 for a “special” area.
areas it connects to. For simplicity,
Reroll duplicates as you see fit.
it connects to the next areas on
Details. For each area, roll the the list. For more fun, determine
dice listed in the Challenge an area’s connections randomly,
and Discovery columns on the like the locations of entrances.
Challenges & Discoveries table
Details. Roll d6s on the Entrances
(next page) to determine what is
& Connections tables to determine
found in the area. If two rolls are
the entrance’s type and which
listed, roll each separately.
challenges it contains, if any.
ENTRANCES & CONNECTIONS
d6 Type d6 Challenge
1–2 Passage 1–2 —
3–4 Door 3–4 Locked/Hazard
5 Passage & Door 5 Trap
6 Passage & 2 Doors 6 Concealed
28 Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR
DUNGEON AREAS
Roll Area Typical Features Challenge Discovery
1 Foyer Statues, carpet, chandeliers 1d4 & 1d6 1d6
2 Hall Murals, paintings, pillars 1d4 & 1d8 1d6
3 Bedroom Bed, chest, nightstand 1d4 & 1d6 1d4 & 1d8
4 Dining Room Table, chairs, cutlery 1d4 & 1d8 1d4 & 1d6
5 Storage Shelves, crates, barrels 1d4 1d6 & 1d8
6 Armory Shelves, racks, crates 1d4 1d4 & 2d4
7 Kitchen Stove, shelves, supplies 1d6 1d6
8 Study Desk, chair, bookshelves 1d4 & 1d6 1d4 & 1d8
9 Barracks Beds, lockers 2d4 1d8
10 Lounge Hearth, tables, chairs 2d4 1d8
11 Parlor Table, chairs, documents 1d6 1d8
12 Forge Fire pit, anvils, equipment 1d4 & 1d8 1d8 & 1d8
13 Shrine Altar, murals, symbols 1d4 & 1d6 1d8
14 Workshop Tables, equipment, supplies 1d4 & 1d8 1d8 & 1d8
15 Chapel Pew, benches, murals 1d4 & 1d8 1d8 & 1d8
16 Garden Vines, fountain, plants 1d4 & 1d8 1d8
17 Crypt Sarcophagi, murals, urns 1d4 & 1d8 1d8
18 Library Bookshelves, desks, chairs 1d4 & 1d8 1d4 & 1d8
19 Prison Cells, beds, doors 1d4 & 1d6 1d4 & 1d8
20 Vault Treasure, traps, murals 1d4 & 1d8 2d4 & 2d4
CHALLENGES & DISCOVERIES
Roll Challenge Discovery
1–2 — —
3–4 Trap or Hazard (pg. 33) Information (pg. 30)
5–6 Encounter (pg. 35) Treasure (pg. 31)
7–8 Big Encounter (pg. 35) Big Treasure (pg. 31)
Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR 29
3. Challenges & Discoveries
Discoveries are information and INFORMATION SOURCE
treasure. Challenges are the
dungeon’s traps, hazards, and d20 Source
other obstacles. 1 Ancient Guardian
2 Carved Message
Information
The party may find information 3 Conjured Creature
about the dungeon’s history, 4 Etched Prayer
treasures, or challenges. 5 Friendly Denizen
Roll a d20 on the Information 6 Journal
Source table to get inspiration for 7 Lingering Spirit
how, or from who or what, the
8 Prisoner
party obtains the information.
9 Old Letter
Then, roll a d6 on the Information
Type table to determine what the 10 Magical Illusion
information concerns. 11 Mysterious Echo
12 Mural
INFORMATION TYPE 13 Recalled Rumor
d6 Information 14 Riddle
1 The dungeon’s purpose 15 Ruined Book
2 The dungeon’s denizens 16 Statue
3 The dungeon’s big challenge 17 Sudden Visions
4 The dungeon’s big discovery 18 Talking Critter
5 Nearby threats or treasure 19 Tapestry
6 Roll twice, rerolling duplicates 20 Weird Dreams
30 Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR
Treasure Mundane. Roll a d6 on the
Type. First, decide if the treasure Mundane Treasure table to
is mundane or magical, depending determine what type of valuables
on what makes sense for where the party finds. Then choose an
it’s found, the dungeon’s theme, item to match your dungeon’s
or a coin flip. theme and flavor, the area it is
found in, and the treasure’s total
Rarity/Value. Use the Treasure by
value.
Party Level table to determine a
mundane treasure’s value or which Magical. Roll the die listed in the
die to roll on the Magic Item table Magical column of the Treasure
for a magical treasure. by Party Level table on one of the
Magic Item tables (next page).
For a Big Treasure, roll twice to get
two treasures or, if the treasure is There are tables for four types of
magical, add 1d4 to the result on magical treasure: Arcana (eldritch
the Magic Item table to get a more or esoteric), Armament (useful
powerful magic item. in battle), Implement (focuses
on utility), and Relic (religious or
spiritual).
TREASURE BY PARTY LEVEL
Roll a d4 to choose which type of
Level Mundane Magical magic item to roll, or choose the
0–2 1d4 × 10 gp 1d2 type based on your dungeon’s
3–4 1d8 × 10 gp 1d4 purpose and theme, as well as the
area where it’s found.
5–8 1d12 × 10 gp 1d6
9+ 1d20 × 10 gp 1d8
MUNDANE TREASURES
d6 Type Examples
1 Armament Arrows, Breastplate, Longsword, Shield, Spear
2 Art Chalice, Figurine, Jewelry, Painting, Statuette, Vase
3 Coins Copper, Electrum, Gold, Platinum, Silver
4 Equipment Instruments, Oil, Rations, Rope, Tools, Torches
5 Gems Amethyst, Diamond, Emerald, Pearl, Ruby, Sapphire
6 Goods Ale, Food, Fur, Glass, Ink, Parchment, Salt, Silk, Wine
Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR 31
MAGIC ARCANA MAGIC ARMAMENTS
Roll Arcana Roll Armament
1 Spell Scroll (Level 1) 1 Trollsteel Blade
2 Potion of Resonance 2 Skullmonger Bola
3 Potion of Mirrors 3 Honeycrust Armor
4 Ring of Trickery 4 Flamespewer
5 Pendant of Blessings 5 Trollsteel Armor
6 Potion of Temporal Power 6 Bandoleer of Preparation
7 Wand of the Dryad 7 Wood’s Edge
8 Diadem of the Magi 8 Solemn Shortsword
9 Shard of the Magi 9 Malicious Mallet
10 Staff of Slimebending 10 Dwarfmaid’s Delight
11 Hag’s Cauldron 11 Sun Shield
12 Staff of the Rimebinder 12 Wizard’s Foot
MAGIC RELICS MAGIC IMPLEMENTS
Roll Relic Roll Implement
1 Potion of Healing 1 Lentic Star Ichor
2 Necrotic Honeypot 2 Warpwart Juice
3 Lentic Star Ichor 3 Nightwhisper Flute
4 Pendant of Blessings 4 Widowbloom Toxin
5 Dellingr’s Spirit Bowl 5 Crown of Buoyancy
6 Jade Lantern 6 Bracers of Utility
7 War Demon Battle Mask 7 Wickfisher Torch
8 Wand of the Dryad 8 Boots of Timejumping
9 Xylophone of Bones 9 Wand of the Watcher
10 Solemn Shortsword 10 Diplomat’s Denture
11 Death Rot Staff 11 Freezing Ring
12 Tome of the Shadow Pact 12 Timekeeper’s Cloak
32 Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR
Traps & Hazards Triggers
For each area, entrance, or Roll a d4 on the table below for
connection which has been each trap to randomly determine
determined to have a trap or its trigger (reroll as you see fit).
hazard (or wherever you want to
add one), roll a d10 on the Traps & TRAP TRIGGER
Hazards by Theme table below.
d4 Trigger
For details about each trap and
1 Door or Lid
hazard, or if you want to roll either
a trap or hazard regardless of 2 Glyph
theme, see Traps & Hazards, pg. 3 Pressure Plate
282. 4 Tripwire
TRAPS & HAZARDS BY THEME
d10 General Arcane Occult Primordial
1 Barbed Net Acid Puddle Baleful Symbol Acid Splash
2 Collapsing Ceiling Aeon Surge Blood Barrier Flashfrost Sludge
3 Crushing Ceiling Deadzone Fungi Echoshards Fire Pit
4 Pendulum Blade Fire Splash Dark Dirge Heat Vent
5 Poisoned Darts Hallucination Gas Grave Gas Languorbloom
6 Rolling Boulder Gravity Surge Lich’s Lichen Loudstone
7 Spiked Floor Magnet Surge Poison Gas Lumenite
8 Spiked Pit Nemesis Clone Putrid Water Phoenix Fungi
9 Spiked Walls Shocking Handle Shadow Webs Quicksand Pit
10 Spring Floor Wind Torrent Vampiric Vines Snare
Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR 33
Effects Events
If you want your dungeon to If you want your dungeon to have
have constant effects that harm, timed events, roll four d6s on the
hinder, or bolster the party as they Events by Theme table to create
explore the dungeon, you can roll your own random events table,
one or more d4s on the Effect by which you can then roll a d4 on
Theme table below. when an event is triggered.
For details about these effects, or For more about events, or if you
if you want to roll effects without want to roll events without regard
regard to your dungeon’s theme, to your dungeon’s theme, see
see Dungeon Effects, pg. 300. Dungeon Events, pg. 301.
EFFECTS BY THEME
d4 General Arcane Occult Primordial
1 Disoriented Befuddled Bloodied Damned
2 Restless Warded Jinxed Echoing
3 Weighted Wild Magic Weakened Veiled
4 Roll twice, rerolling 4s and duplicates
EVENTS BY THEME
d6 General Arcane Occult Primordial
1 Catnap Arcane Surge Bless Rejuvenate
2 Lethargy Dispel Curse Berserk
3 — Debris —
4–5 — Monsters —
6 Roll 1 Harmless Dungeon Event (pg. 301)
I can’t count the interval, but every so often, a... chime? Like a bell sounding somewhere
deep. It shows me things! It may be elsewhere in the lake, but I think it’s here. Please,
get me out before it chimes again!
– S o ra k the Fis h e r , H a l f -O r c
34 Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR
Encounters For example, a Boss Encounter
For a normal encounter at your with an Occult theme for a LV 9
party’s level, roll for monsters on party might be a Sewn Legion (LV
the Monsters by Party Level & 12) + 1d4 Ragtime Skeletons.
Theme table. For greater difficulty,
create a big encounter by adding Random Encounters
monsters from 1–2 rows above. Shadowdark RPG uses random
For example, a Big Encounter with encounters to maintain tension.
an Arcane theme for a LV 6 party Instead of checking for random
might be 1d4 Living Spellbooks monsters, DELVE encourages you
(LV 6–7) + 1d4 Magic Mephits (LV to have existing monsters move
2–3). At LV 0–1, just roll 1d4 extra to investigate noise, in addition
monsters for a Big Encounter. to using timed events (pg. 301)
For a level-appropriate Boss and the torch timer. However,
Encounter, use the monster listed the dungeons in DELVE include
according to the Boss by Party suggested Danger Levels and
Level & Theme table. To increase Events tables that can serve as
the difficulty, add a group of Random Encounter tables with
minions: weaker monsters suitable the addition of monsters from the
for a lower level party. tables below.
MONSTERS BY PARTY LEVEL & THEME
LV Monsters Arcane Occult Primordial
0–1 1d4 LV 1 Slimeling Skull, Swarm Croaker
2–3 1d4 LV 2 Magic Mephit Fossilized Skeleton Lentic Star, Swarm
4–5 1d4 LV 3 Wickfisher Gnoll Putrifier Nymph
6–7 1d4 LV 4 Living Spellbook Ragtime Skeleton Dire Eye
8+ 1d4 LV 5 Spell Elemental Skullmonger Ooze Nightweaver
BOSS BY PARTY LEVEL & THEME
LV Arcane Occult Primordial
0–1 Wickfisher Sewn Legion (LV 3) Oozing Kobold Magus
2–3 Spell Elemental Ragtime Skeleton Nightweaver
4–5 Glyphwarden Skullmonger Ooze (BA) Death Rot Hag
6–7 Watcher (BA) Sewn Legion (LV 9) Oozing Dragon (BA)
8+ Time-Eater (BA) Sewn Legion (LV 12) Gadai (BA)
Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR 35
Step-by-Step Example 2. Layout
Next, we roll to determine the
Below is an example of how the dungeon’s layout (pg. 28).
dungeon generator can be used
to create a dungeon from start to ► SIZE. First, we roll a d6 for the
finish. size, and roll a 2 (Small). Then
we roll 2d4 + 2 to determine the
1. Basics number of areas (7), and 1d3
We start by rolling the dungeon’s to determine the number of
purposes, themes, and flavors (pg. entrances (2).
26).
► AREAS. Next, we set aside two
► PURPOSE. We roll two d6s areas we want our dungeon
to get an original and current to have based on its theme
purpose. With a roll of 4, the and purposes: a Vault and a
original purpose is Protection Workshop. Then we roll five d12s
and with a roll of 1, the current on the Dungeon Areas table to
purpose is Industry. get “standard” areas. Rerolling
► THEME & FLAVOR. With a roll duplicates, we get 2, 3, 9, 6, 7
of 7 for the theme, we get the (Hall, Bedroom, Study, Armory,
Eldritch (Occult) theme. For and Kitchen). We then roll the
flavor, we roll two d8s, and get a dice listed in the Challenge and
4 (Profane) and a 5 (Ruined). Discovery columns to decide
which challenges and discoveries
In summary, our dungeon has an
can be found in each area. The
Eldritch (Occult) theme, was built
table below shows the results of
for Protection and is now used for
the these rolls.
Industry. It is Profane and Ruined.
SAMPLE DUNGEON AREAS
Area Challenges Discoveries
1. Hall Trap Information
2. Bedroom Trap Treasure
3. Study — Information, Treasure
4. Armory — Big Treasure
5. Kitchen Encounter Treasure
6. Workshop Big Encounter Treasure, Big Treasure
7. Vault Hazard, Boss Encounter Treasure, Big Treasure
36 Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR
► ENTRANCES. Next, we decide ► TREASURE. Rolling for
where our entrances are. The treasures, we choose that all
first, we’ll put in the hall (our our big treasures are magical
main entrance) but for the and get 2 Widowbloom Toxins,
second entrance, we’ll roll a a Skullmonger Bola, and a
d4 (we’re not rolling a d6, even Xylophone of Bones. We also roll
though we have 6 more areas, mundane treasures, choosing
because we don’t want the party objects that make sense for the
to be able to enter the Vault or areas they’re found in.
Workshop directly). A roll of 4 ► TRAPS & HAZARDS. Rolling on
means we’ll have a concealed the Traps & Hazards by Theme
entrance in the armory. table and choosing from the
► CONNECTIONS. Then we roll Occult column, we get a Baleful
a d4 for each area to see how Symbol in the Hall, a Dark Dirge
many other areas it connects to. in the Bedroom, and Vampiric
Our rolls are 3, 1, 1, 2, 2, and 3 (we Vines in the Vault.
don’t roll for the vault, our final ► CREATURES. We’ll make the
area). The third connection in dungeon for a level 4 party, and
area 6, we’ll make a secret door roll on the Monsters by Party
to the study (area 3), which also Level & Theme to get 3 Gnoll
makes the dungeon feel less Putrifiers in the Kitchen and
linear. 2 Gnoll Putrifiers and 4 Skull
3. Challenges & Discoveries Swarms in the Workshop. Finally,
Finally, we roll to determine which we use the Boss by Party Level
challenges and discoveries are & Theme to determine that our
in each area (pg. 30). Where boss monster is Skullmonger
applicable, we choose from the Ooze (3 Boss Actions), who we’ll
Occult columns. place in the Vault.
Finally, we add some flavorful area
► INFORMATION. We have
descriptions and other details. You
information in areas 1 and 3. can see The Bloody Sepulcher, pg.
Rolling source and type of 108, for the final result!
information for each, we get a
Mural that provides information
about the dungeon’s main
treasure, and a Lingering Spirit
that provides information about
the dungeon’s main challenge
and purpose.
Chapter 1: MASTER THE DUNGEON | DUNGEON GENERATOR 37
Chapter 2:
D ung e o n D e lv e r s
38 Chapter 2: DUNGEON DELVERS | DUNGEON GENERATOR
A nce s t r i e s
Deep Spawn Graveborn
Deep spawn are shapeshifting, Through fell forces or merciful
fish-like creatures. They look magic, a dead adventurer’s corpse
like a regular person until they can be imbued with new life and
transform when submerged in shamble on as an undead.
water. Most deep spawn serve evil You know the Common language
entities of the deep ocean though and another common language.
some are free to take up a life of
adventure. Graveborn Type
You know the Common and Choose if your type is Ghost,
Merran languages. Skeleton, or Zombie.
► GHOST. Once per day, you
Aquatic Shapeshifter can become incorporeal for
In water, you can transform
3 rounds. Damage you take is
into an aquatic humanoid that
halved except if from silver or
can swim at full speed, breathe
magical sources.
underwater, and have claws that
deal 1d4 damage. ► SKELETON. Once per day, you
can regain 1d4 + your level HP.
► ZOMBIE. Once per day, if you’re
reduced to 0 HP by a non-magical
source, you can go to 1 HP instead.
Chapter 2: DUNGEON DELVERS | ANCESTRIES 39
Medusae Mycelian
Whether descended from a cursed The mysterious mycelian are
bloodline or transformed by fungal humanoids born out of
powerful magic, most medusae the soil or transformed by magic.
are just people like anyone else – Mycelians come in many different
except they have writhing snakes shapes and sizes, ranging from
for hair and a gaze that can turn thin, tall, and wiry to small, broad,
others to stone, of course. and squat. They communicate
You know the Common and telepathically with each other but
Reptilian languages. can also speak in a gravelly voice.
You know the Common and
Petrifying Gaze Mycelian languages.
Once per day, you can turn your
gaze on one creature within near Telepathic Spores
that can see you. If its level is less Once per day, you can eject spores
than half your level, it is petrified. in near that allow you and any
Otherwise, its speed is halved. creature who has inhaled them to
Lasts 1d4 rounds. speak mentally with each other for
1 hour.
40 Chapter 2: DUNGEON DELVERS | ANCESTRIES
Stoneborn Petrified Stoneborn
Stoneborn are statues or petrified •You and all your gear turns to
beings that have been animated inanimate stone.
by magic. Whether originally flesh- •You are conscious but can’t
and-blood or created as a guardian move or speak.
statue, the stoneborn’s form is •You automatically fail STR and
supple and mobile unless it wills DEX checks.
itself to become fully petrified. •Attacks against you have
You know the Common language advantage.
and another common language. •All damage you take is halved.
•You are immune to poison.
Stone Form
On your turn, you can choose to
become petrified (no action) until
you fall unconscious. You can also Stoneborn Origin
end your petrification on the start d6 Origin
of your turn; if you do, you can’t
become petrified again that turn. 1 Castle Statue
2 Cockatrice Victim
3 Cursed
4 Gorgon Victim
5 Magic Mishap
6 Medusa Victim
Chapter 2: DUNGEON DELVERS | ANCESTRIES 41
Gol e m a nce r Cl a ss
Golemancers employ their arcane You can spend 1 hour and make a
knowledge in the pursuit of DC 12 spellcasting check to restore
constructing perfection. With 1d8 HP to your golem. If the golem
their trusted golem at their side, a dies, you must spend a rest to
golemancer is never alone. restore HP to it. On a fail, you can’t
try again until you complete a rest.
Weapons: Dagger, staff
Golem Infusions. Your golem
Armor: None starts with a random infusion
Hit Points: 1d4 per level from the Golem Infusions table.
Languages: You know two extra Whenever you gain a new talent
common or rare languages. roll, you may choose that the
golem gains an additional infusion
Crafter. You are a skilled crafter by rolling on the Golem Infusions
and have the necessary tools with table rather than the Golemancer
you (they take up no gear slots). Talents table.
Golemancy. You have a loyal golem Spellcasting. You can cast wizard
companion that can be up to twice spells you know.
your size.
You know one tier 1 spell from the
It has extra levels and a bonus to wizard spell list (see Shadowdark
its AC and attacks equal to half RPG, pg. 52).
your level (round down) and extra
Each time you gain a level, you
HP equal to twice your level.
choose new wizard spells to learn
The golem shares your turn and according to the Wizard Spells
can move freely, but only attacks Known table.
or takes an action if you use your
For casting wizard spells, see
action to command it. It can’t use
Shadowdark RPG, pg. 44.
weapons or armor.
GOLEMANCER TALENTS
2d6 Effect (2 or 10-11 duplicates = reroll)
2 When you successfully cast a spell, your golem can make 1 attack
3–6 +2 to Intelligence stat or +1 to wizard spellcasting checks
7–9 Gain advantage on casting one spell you know
10–11 Beneficial spells targeting you or the golem also target the other
12 Choose a talent or +2 points to distribute to stats
42 Chapter 2: DUNGEON DELVERS | GOLEMANCER CLASS
WIZARD SPELLS KNOWN Golem LV 1 + your lv/2
Spells Known by Spell Tier
A magic-infused construct.
Level 1 2 3 AC 12 + your LV/2 HP 6 + your LV × 2
1 1 — —
MV near AL N
2 1 — —
3 2 — — S +2 D +0 C +2 I –2 W +0 Ch –2
4 2 1 — ATK 1 slam +1 + your LV/2 (1d6)
5 2 1 —
6 3 2 — Defend. In place of attacks, the
7 3 2 1 golem defends a close target for
8 3 2 1 1 round. If an attack would hit the
9 3 3 1 target, it hits golem instead.
10 3 3 2
GOLEM INFUSIONS
1d6 Infusion (reroll duplicates)
1 The golem’s speed is double near
2 The golem is immune to cold, fire, and electricity
3 The golem’s slam attack deals an extra die of damage
4 1/day, the golem can use CON to cast a spell you know
5 Hostile spells targeting the golem are DC 18 to cast
6 Choose any infusion
Chapter 2: DUNGEON DELVERS | GOLEMANCER CLASS 43
K e e p e r Cl a ss
Keepers are dedicated to Spellcasting. You can cast keeper
protecting secrets. Some guard spells you know.
lost relics, while others seek out You know one tier 1 spell of your
forbidden lore to ensure it doesn’t choice from the keeper spell list
fall into the wrong hands. Many (pg. 45).
keepers serve the god Ord.
Each time you gain a level, you
Weapons: All weapons choose new keeper spells to learn
according to the Keeper Spells
Armor: All armor and shields
Known table (pg. 45).
Hit Points: 1d6 per level You use your Wisdom stat to cast
Languages: One rare language. keeper spells. The DC is 10 + the
spell’s tier.
Censure. You know the Censure
spell (see Spells, pg. 56). If you fail a spellcasting check, you
It doesn’t count toward your can’t cast that spell again until you
number of known spells. complete a rest.
Secretive. You are adept at If you roll a natural 1 on a
concealment and deception; you spellcasting check, you can’t cast
have advantage on checks you that spell again until you complete
make to lie, sneak, conceal the ritualistic penance determined by
truth, and disguise yourself. the GM.
Hidden Truth. Choose a secret The penance is based on your
known only to you and the gods. deity and alignment, typically
You have a mark on your body or requiring a quest or sacrifice of
token object that represents that sufficient value for the spell’s tier
secret (it takes up no gear slot). (see Shadowdark RPG, pg. 45).
KEEPER TALENTS
2d6 Effect (10-11 duplicate = reroll)
2 Gain advantage on casting one spell you know
3–6 +1 to melee and ranged attacks
7–9 +2 to Strength, Dexterity, Constitution, or Wisdom stat
10–11 When you cast a Keeper spell, you can become invisible 1 round
12 Choose a talent or +2 points to distribute to stats
44 Chapter 2: DUNGEON DELVERS | KEEPER CLASS
Keeper Spell List
Tier 1
• Alarm
• Censure
• Hold Portal
• Holy Weapon
• Sleep
Tier 2
• Blind/Deafen
• Invisibility
• Silence
• Smite
• Zone of Truth
Tier 3
• Dispel Magic
• Command
• Illusion
• Magic Circle
• Sending
KEEPER SPELLS KNOWN
Spells Known by Spell Tier
Level 1 2 3
1 1 — —
2 1 — —
3 2 — —
4 2 1 —
5 2 1 —
6 3 2 —
7 3 2 1
8 3 2 1
9 3 3 1
10 3 3 2
Chapter 2: DUNGEON DELVERS | KEEPER CLASS 45
N igh t ca l l e r Cl a ss
Nightcallers are devout clerics Spellcasting. You can cast
who see darkness as a source of Shadesworn spells you know.
strength, overflowing with power You know two tier 1 spells of your
ready to be wielded by those who choice from the shadesworn spell
are brave enough to seek it. list (pg. 51).
Weapons: Club, crossbow, mace, Each time you gain a level, you
staff, warhammer choose new shadesworn spells to
learn according to the Shadesworn
Armor: All armor and shields
Spells Known table (pg. 51).
Hit Points: 1d6 per level You use your Wisdom stat to cast
Languages: You know Primordial. shadesworn spells. The DC is 10 +
the spell’s tier.
Darkmire. You know the Darkmire
spell (see Spells, pg. 56). If you fail a spellcasting check, you
It doesn’t count toward your can’t cast that spell again until you
number of known spells. complete a rest.
Umbral Casting. You don’t have If you roll a natural 1 on a
disadvantage on spellcasting spellcasting check, you must also
checks while in total darkness. roll on the corresponding Dark
Mishaps table for the spell’s tier
Deity. Choose a god to serve who
(see Dark Mishaps, pg. 57).
matches your alignment (see
Shadowdark RPG, pg. 28). You have
a holy symbol for your god (it
takes up no gear slots).
NIGHTCALLER TALENTS
2d6 Effect (2 duplicate = +1 use per day)
2 1/day, you can see in total darkness for 3 rounds
3–6 +1 to melee and ranged attacks
7–9 +2 to Wisdom stat or +1 to shadesworn spellcasting checks
10–11 +2 to Strength or Constitution stat
12 Choose a talent or +2 points to distribute to stats
46 Chapter 2: DUNGEON DELVERS | NIGHTCALLER CLASS
Chapter 2: DUNGEON DELVERS | NIGHTCALLER CLASS 47
R e l ic H u n t e r Cl a ss
Relic hunters are intrepid Relic Hunter. You have advantage
adventurers who adapt quickly to on checks to disable, find, identify,
any challenge. They collect magic and use traps, valuable objects,
charms to aid them as they delve and magic items, including your
into new, dangerous dungeons. magic charms.
Weapons: All weapons Fail Forward. When you miss an
attack, you have advantage on
Armor: All armor and shields your next attack against that
Hit Points: 1d8 per level target for 1 round.
Magic Charms. You gain a random
charm from the Magic Charms MAGIC CHARMS
table that you can use to cast 1d6 Spells (duplicate = reroll)
spells using your Intelligence.
1 Feather Fall, Levitate
If you fail a spellcasting check to
2 Hold Portal, Knock
cast a spell using the charm, you
can’t use that charm again until 3 Detect Magic, Detect
you complete a rest. On a natural Thoughts
1, you also have disadvantage on 4 Augury, Light
all checks for 10 rounds. 5 Alarm, Invisibility
Whenever you gain a new talent 6 Choose any charm
roll, you may choose to gain an
additional magic charm by rolling
on the Magic Charms table instead
of the Relic Hunter Talents table.
RELIC HUNTER TALENTS
2d6 Effect (2 and 10-11 duplicate = reroll)
2 Attacks you make with advantage deal an extra die of damage
3–7 +1 to melee and ranged attacks
8–9 +2 to Strength, Dexterity, Intelligence, or Constitution stat
10–11 Any magic weapon you use is +1 weapon or bonus increases by +1
12 Choose a talent or +2 points to distribute to stats
48 Chapter 2: DUNGEON DELVERS | RELIC HUNTER CLASS
Chapter 2: DUNGEON DELVERS | RELIC HUNTER CLASS 49
Sh a de swor n Cl a ss
The shadesworn are priests who Shadow Token. You have a token
draw power from the border of solid shadow that can be a
realm between light and darkness. trinket, a weapon, or a shield. You
They can shape shadows into can change its form or replace it
physical objects and cast shadowy whenever you complete a rest.
versions of spells they’ve seen. Spellcasting. You can cast
Weapons: Club, crossbow, dagger, shadesworn spells you know.
sling, shortsword, staff You know two tier 1 spells of your
choice from the shadesworn spell
Armor: Leather armor, chainmail,
list (pg. 51).
and shields
Each time you gain a level, you
Hit Points: 1d6 per level choose new shadesworn spells to
Languages: You know Druidic, learn according to the Shadesworn
Primordial, and Sylvan Spells Known table (pg. 51).
Shadow Caster. 1/day, you can cast You use your Wisdom stat to cast
a spell you have seen a creature your spells. The DC is 10 + the
cast within the last minute. spell’s tier.
The spell doesn’t have to be a If you fail a spellcasting check, you
shadesworn spell, but it must be can’t cast that spell again until you
of a tier you can cast (a monster complete a rest.
spell’s tier is equal to the spell’s DC If you roll a natural 1 on a
to cast – 10). spellcasting check, you must also
You make your spellcasting check roll on the corresponding Dark
to cast the spell as if it were a Mishaps table for the spell’s tier
shadesworn spell. (see Dark Mishaps, pg. 57).
SHADESWORN TALENTS
2d6 Effect (10-11 duplicate = reroll)
2 Gain an additional use of your Shadow Caster talent each day
3–7 +1 to melee or ranged attacks
8–9 +2 to Strength, Dexterity, or Wisdom stat
10–11 Your Shadow Token gives you a +1 bonus to AC (shield), attacks
and damage (weapon), or spellcasting checks (trinket)
12 Choose a talent or +2 points to distribute to stats
50 Chapter 2: DUNGEON DELVERS | SHADESWORN CLASS
Shadesworn Spell List
TIER 1
• Charm Person
• Darkmire
• Detect Magic
• Shadow Bolt
• Sleep
TIER 2
• Blind/Deafen
• Dominate Shadow
• Invisibility
• Mirror Image
• Misty Step
TIER 3
• Dispel Magic
• Command
• Illusion
• Sending
• Speak With Dead
SHADESWORN SPELLS KNOWN
TIER 4
• Commune Spells Known by Spell Tier
• Dimension Door Level 1 2 3 4 5
• Divination 1 2 — — — —
• Polymorph 2 3 — — — —
• Regenerate 3 3 1 — — —
TIER 5 4 3 2 — — —
• Hold Monster 5 3 2 1 — —
• Judgement 6 3 2 2 — —
• Power Word Kill 7 3 3 2 1 —
• Prophecy 8 3 3 2 2 —
• Shapechange 9 3 3 2 2 1
10 3 3 3 2 2
Chapter 2: DUNGEON DELVERS | SHADESWORN CLASS 51
Sh a dow da nce r Cl a ss
Shadowdancers are masters of Shadow Double. 1/day, you can
infiltration and subterfuge. These create a convincing shadow
rogues can jump from shadow double of yourself (AC 10, HP 1, MV
to shadow, and can even unleash near, your stats, LV 0) within near.
their own shadow to scout ahead The double shares your turn and
or act as a decoy. moves freely, but only takes an
Weapons: Crossbow, dagger, action if you use your action to
shortsword command it. It can talk and use
tools, but can’t attack or cast
Armor: Leather armor, mithral spells. You sense what it senses.
chainmail
If you can see your double, you
Hit Points: 1d6 per level can teleport to swap places with it
Blade Dance. 3/day, when you hit once per round. This does not use
an enemy with a melee attack, the your action.
target and each other foe within The double remains until you
close take an extra die of damage. dismiss it on your turn, you are
Dark Infiltrator. You have unconscious, or it drops to 0 HP.
advantage on checks to hide,
sneak, and disguise yourself.
SHADOWDANCER TALENTS
2d6 Effect (10-11 duplicate = reroll)
2 Gain an additional use of your Blade Dance talent
3–6 +1 to melee or ranged attacks
7–9 +2 to Strength, Dexterity, or Charisma stat
10–11 Your double can change appearance to look like any humanoid
12 Choose a talent or +2 points to distribute to stats
52 Chapter 2: DUNGEON DELVERS | SHADOWDANCER CLASS
Chapter 2: DUNGEON DELVERS | SHADOWDANCER CLASS 53
Sl i m e b e n de r Cl a ss
Slimebenders are summoners of Excretion. 1/day, you can create
primordial pseudopods, cultists of a Slimeling when you are cut or
the Elder Ooze cloaked in pungent chopped. It remains until you rest
slime, or shifting mystics who or until it drops to 0 HP. It shares
wield amoebic magic to dissolve your turn and can move freely, but
and transform the physical. it only attacks or takes an action if
you use your action to control it.
Weapons: Club, dagger, mace,
shortsword, sling, staff
Armor: Leather armor, shields Slimeling LV 1
Hit Points: 1d6 per level A small, gooey mockery of the
Languages: You know Primordial. human form, with no true shape.
AC 10 HP 5
Dissolution. 1/day, you can become
a puddle of ooze for 1 hour. You MV near (climb) AL N
drop all gear but retain your stats
and HP. In this form, you can climb S +0 D +0 C +1 I –3 W –2 Ch –4
on walls and ceilings, and have ATK 1 tentacle +2 (1d6) or 1 fling
advantage on checks to sneak,
hide, and avoid or escape being Ooze. Immune to acid, can
held. squeeze to 1 inch size.
Slimeslinger. You have advantage Fling. Creature within near DC 9
on checks to craft Slime Sling DEX or 1d4 damage and slimeling
Bullets from slimeling remains (1 attaches to it; tentacle auto-hits
hour; DC 9 DEX; 3 bullets). next round. DC 9 STR on turn to
Sling: 5 sp, Ranged, Far, 1d4 tear off.
Damage, Finesse.
SLIMEBENDER TALENTS
2d6 Effect
2 Gain one daily use of Excretion or Dissolution (your choice)
3–6 +1 to melee and ranged attacks
7–9 +2 to Strength, Dexterity, or Constitution stat
10–11 Become immune to 1: acid, cold, fire, poison (reroll if no options)
12 Choose a talent or +2 points to distribute to stats
54 Chapter 2: DUNGEON DELVERS | SLIMEBENDER CLASS
Chapter 2: DUNGEON DELVERS | SLIMEBENDER CLASS 55
Sp e l l s
Censure Dominate Shadow
Tier 1, Keeper Tier 2, Shadesworn
Duration: Instant Duration: Focus
Range: Near Range: Near
You rebuke your enemies, forcing One creature within range is
them to silence. You must present impeded by its own shadow.
the mark or token of your hidden Its speed is halved and it has
truth to cast this spell. disadvantage on attacks.
All foes within near of you If the target dies while under the
must pass a WIS check vs. your effects of this spell, a Shadow
spellcasting check or take 1d6 (Shadowdark RPG, pg. 250) with
damage from psychic whispers. HP equal to the creature’s level
If the creature’s level is equal to appears next to its remains.
or less than your level, it is also The shadow is under your control
muted for 5 rounds. While muted, and acts on your turn, but can
its spells are DC 18 to cast. make only one attack on its turn. It
disappears when the spell ends.
Darkmire
Tier 1, Shadesworn
Shadow Bolt
Tier 1, Shadesworn
Duration: 1 round
Duration: 1 round
Range: Near
Range: Far
You conjure darkness to grasp
your enemies. You must present You shoot a bolt of shadow that
your shadow token or holy symbol hits one foe. The target takes 1d6
to cast this spell. damage and has disadvantage on
Strength checks for 1 round.
The area within near of you
becomes total darkness for 1
round. Foes in the darkness
must pass a STR check vs. your
spellcasting check or take 1d6
damage and be held for 1 round.
56 Chapter 2: DUNGEON DELVERS | SPELLS
Da r k M ish a p s
DARK MISHAPS TIER 1–3
1d10 Effect
1 Doom! Roll twice and combine both effects (reroll any further 1s)
2 Pain! You take 1d6 damage per spell tier
3 Blindness! You are blinded until you complete a rest
4 Ruin! You lose up to 50 gp worth of valuables
5 Hopeless! You have disadvantage on all checks for 10 rounds
6 Darkness! You suppress all light within a near distance from you,
including sunlight and magical light, for 10 rounds
7 Sadness! You fall to the ground crying helplessly for 3 rounds
8 Weakness! Attacks against you have advantage and spells cast
against you are DC 9 to cast for 10 rounds
9 Memory Fog! You lose the ability to cast spells of the spell’s tier
until you complete a rest
10 Mutiny! Your own shadow restrains you for 1d4 rounds. You take
1d4 damage per round. DC 12 STR on turn to free yourself
DARK MISHAPS TIER 4–5
1d10 Effect
1 Woe! Roll twice and combine both effects (reroll any further 1s)
2 Agony! You take 1d8 damage per spell tier
3 Nemesis! All creatures within near vehemently hate you and do
their best to destroy you for 1d4 rounds
4 Foe! You hate all other creatures you can see and do your best to
destroy them for 1d4 rounds
5 Despair! You are immobilized and helpless for the next hour
6 Entropy! You drop to 1 HP and can’t heal for 1 hour
7 Atrophy! You permanently lose 1 STR, DEX, and CON stat
8 Amnesia! You permanently forget this spell
9 Revolution! Your shadow comes alive as a hostile Shadow
10 Dark Urge! You have disadvantage on all attacks and checks until
you have killed another creature of CR 1 or greater
Chapter 2: DUNGEON DELVERS | DARK MISHAPS 57
Cl a ss T i t l e s
GOLEMANCER TITLES
Level Lawful Chaotic Neutral
1–2 Apprentice Scrapwright Tinkerer
3–4 Artificer Ironbrand Crafter
5–6 Engraver Warforger Sculptor
7–8 Forgemaster Chaos Engineer Grand Sculptor
9–10 Master Artificer Golem Tyrant Archshaper
KEEPER TITLES
Level Lawful Chaotic Neutral
1–2 Novice Seeker Watcher
3–4 Warden Heretic Guardian
5–6 Sentinel Cipher Overseer
7–8 Secretkeeper Iconoclast Lorekeeper
9–10 High Keeper Truthbreaker Grand Archivist
NIGHTCALLER TITLES
Level Lawful Chaotic Neutral
1–2 Whisperer Lurker Dreamer
3–4 Soother Haunter Wanderer
5–6 Phantom Harbinger Veilwalker
7–8 Darkseer Dreadcaller Umbral Sage
9–10 Voice of the Night Dusk Lord Eclipse Seer
My detractors love to call me “lucky” – like that’s an insult! Of course, there’s some luck
involved, I won’t deny that. But to do what I do, you need just as much cunning, charm,
and imperturbable daring. Oh, and lots of gold. Never can have too much gold!
– R a q u el “S il ve r eye ” I z z il ia n , H u ma n Va u l t b r ea k e r
58 Chapter 2: DUNGEON DELVERS | CLASS TITLES
RELIC HUNTER
Level Lawful Chaotic Neutral
1–2 Explorer Plunderer Delver
3–4 Pathfinder Marauder Wayfinder
5–6 Seeker Tomb Raider Treasure Hunter
7–8 Treasure Knight Relic Ravager Grand Delver
9–10 Vaultkeeper Vaultbreaker Fortune’s Hand
SHADOWDANCER TITLES
Level Lawful Chaotic Neutral
1–2 Shadowfoot Phantom Initiate Duskling
3–4 Duskwalker Nightblade Shadestepper
5–6 Umbralist Umbral Stalker Voidveil Hunter
7–8 Dark Duelist Phantom Reaper Gloomdancer
9–10 Unseen Blade Wraithweaver Grand Shadow
SHADESWORN TITLES
Level Lawful Chaotic Neutral
1–2 Twilight Initiate Veilwalker Shade-touched
3–4 Shadowbinder Shadeweaver Umbral Binder
5–6 Midnight Paragon Gloomstalker Dark Savant
7–8 Eclipse Warden Voidbringer Duskbringer
9–10 Twilight Paragon Dark Lord Night Sage
SLIMEBENDER TITLES
Level Lawful Chaotic Neutral
1–2 Neophyte Mucktouched Puddle Shaper
3–4 Morphling Plaguehand Slimeslinger
5–6 Plasmancer Sludge Savant Biomancer
7–8 Amorphous Flesh Devourer Gel Weaver
9–10 Ooze Lord Primordial One Elderslime
Chapter 2: DUNGEON DELVERS | CLASS TITLES 59
Chapter 3:
D ung e o n s
60 Chapter 3: DUNGEONS | CLASS TITLES
I n t roduc t ion
T
his chapter contains 12 ready-
to-play dungeons for
Running the Dungeons
Shadowdark RPG, presented in In addition to the formatting
order of their difficulty. used in the rest of the book (see
Using this Book, pg. 5), the
dungeons also use the following
Events & Encounters special formatting:
The dungeons include special
• Checks are colored and semi-
Events to help keep up time
bold to make them easier to spot
pressure. Each dungeon also lists
in the text.
a suggested Danger Level, which
you can use to determine when to • Some actions are followed
roll on the Events table or to roll by parentheses detailing the
for random encounters (see pg. time or required check and
35). consequences for failure, such
as: (1 minute, DC 9 DEX or trigger
trap). A group check passes if
half or more of the party pass.
DUNGEON OVERVIEW
Name Themes Level Page
Donjon of Doom Escape Room, Horror 1–10 63
Lair of the Frog King Fey, Frogs, Pollution 1–4 79
Shrine of the Sunken Star Aquatic, Horror, Undead 2–5 88
The Festering Hive Alchemy, Nature, Undead 3–6 98
The Bloody Sepulcher Cursed, Gnolls, Oozes 4–7 108
Crypt of the Oozing Dragon Dragon, Ooze, Undead 4–7 116
Everwatch Prison Heist, Prison Break 4–7 130
Temple of the Jade Lantern Aquatic, Love, Winter 5–8 145
Warren of the Fetid Hag Cursed, Decay, Hag 5–8 158
Vault of the Magi Wild Magic, Wizards 6–9 170
Manor of the Maestro Fey, Horror, Souls 7–10 183
Tomb of the Timeless One Demon, Magic, Time 7–10 199
Chapter 3: DUNGEONS | INTRODUCTION 61
Special Sections QR Codes & Digital Files
Each dungeon has a scannable and
Each dungeon has a Dungeon clickable QR code that links to files
Overview, a Difficulty section, and useful for running the dungeon,
a QR Code that provides access to including Quick Reference Sheets,
helpful digital files. Cheat Sheets, and errata.
Dungeon Overview Dungeon Areas
Each dungeon has an overview
with at-a-glance information Each area has a description, notes
about it, including its themes and for the GM, and sections for its
creatures, and an estimation of main features, as detailed below.
how long it takes to play through
it. The overview also shows an O1. Area Name
estimate of how many Combat and
Social encounters it has, and how A description of the location the
many Dangers (traps and hazards) GM can paraphrase. Underlined
and Puzzles it contains. features are detailed below.
Creatures are described last, so
Difficulty the GM can alter or exclude them.
At the end of each dungeon there
is advice for increasing its difficulty Notes for the GM with information
to make it challenging for higher they should be aware of.
level parties.
Total Party Level. The section uses Underlined Feature
Total Party Level (TPL), which is Description of a feature in the
the sum of the party’s levels. For area, such as a bookcase or a
example, a party of four 5th-level monster, is detailed here.
characters has a TPL of 20. ► EXAMINE. The U symbol
Cumulative. Difficulty adjustments signifies that a character must
are cumulative unless one replaces get close and spend a few
another. For example, if increasing minutes to learn more about it.
to level 3 adds “2 Goblins in area
► DIPLOMACY. Describes
1” and increasing to level 4 adds “2
creatures’ demeanor if
Goblins in area 2,” both changes
diplomacy is likely.
apply at level 4. However, if level 5
instead lists “4 Goblins in area 1,” ► COMBAT. Details combatants’
this replaces the previous goblin behavior if combat is likely.
count rather than adding to it – ► TREASURE. Any valuables that
there would be 4 Goblins total. can be found here.
62 Chapter 3: DUNGEONS | INTRODUCTION
Donjon of Doom
L E V E L 1–10
T
he party is lured into a deadly
dungeon where evil entities
DUNGEON OVERVIEW
amuse themselves by placing Themes Escape Room, Horror
bets on how long they can survive.
To win their freedom, the heroes Time 3–6 hours
must bypass deadly traps, defeat Combat Dangers Puzzles Social
deceitful foes, and face off with a
frightful undead monstrosity!
Donjon of Doom
Click or scan the QR code to access
cheat sheets, errata, and other helpful
tools for running the dungeon.
Chapter 3: DUNGEONS | DONJON OF DOOM 63
B ackgrou n d
The Dungeon The Participants
Centuries ago, a cabal of powerful The dungeon’s creators employ
and deeply bored creatures came devious tricks to keep a steady
together to build the Donjon of stream of fresh-faced adventures
Doom: an extraplanar dungeon flowing into the donjon. Whenever
filled with traps and guardians they move the entrance to a
meant to challenge and, quite new location, they spread false
often, kill foolhardy adventurers rumors of glory or treasure to lure
for the creators’ amusement. new adventurers into becoming
participants in their deadly event.
The Spectators
Once participants have entered
While the adventurers fight to
the Donjon of Doom, they must
survive the donjon, an audience
overcome challenges to gather
of mysterious entities scries upon
magical orbs that will open the
their efforts. These spectators bet
portal to their freedom.
gold, artifacts, and even souls on if
and how the participants perish. Most fail, their bodies remaining
as warnings to new participants or
By paying a fee to the
becoming part of a frightful Sewn
creators, spectators can speak
Legion, that serves as the donjon’s
telepathically to the participants,
final test.
offering helpful (or misleading)
advice, or have useful items placed The lucky few who escape receive
for the adventurers to find. a champion’s reward – and an
invitation to participate again in
the future...
Hooks
A Father’s Plea A Promise of Wealth
Liana Aldruan, a sorcerer and Enticing rumors (seeded by the
adventurer, entered the dungeon dungeon’s creators) of a powerful
a week ago and hasn’t returned. artifact, a hoard of treasure, or
Her wealthy father, Varkash, offers a trove of important knowledge
100 gp to anyone who travels to run rampant in the region. All
the dungeon and brings her back - tales point to the same place: a
dead or alive. mysterious door in the face of a
cliff a few miles outside town.
64 Chapter 3: DUNGEONS | DONJON OF DOOM
T h e donjon
The donjon lies within an Events
extradimensional space. Its
entrance can be anywhere; usually The party may experience one of
a bronze door set in a remote cliff. the following events whenever
they enter area D1.
General Features d4 Event
The donjon has these features 1 The next time the pedestal’s
unless otherwise noted. dial is turned, a telepathic
voice gives the plaque’s hint
► CEILINGS. 20 feet high.
(see area D1).
► DANGER LEVEL. None. 2 As above, except the voice
► DOORS. Stone and impervious gives the hint from another
to damage. Unlocked but heavy plaque instead.
and difficult to open in a hurry 3 Helpful items have appeared
(DC 12 STR). on the shelves. Roll a d4:
► ILLUMINATION. Areas D1, D3, 1. 1d4 Potions of Healing
D5, D7, D9, D10, D11, and D12 are 2. Potion of Flying
lit by heatless, magical torches 3. Potion of Polymorph
or candles, or other sources. 4. Scroll of Restoration
Other areas are dark. 4 A Languorbloom (Base) fills
► PORTALS. One-way gates used half of area D1, tempting the
to navigate the dungeon. A party to take a deadly rest.
creature that touches the portal
in area D1 teleports to an area Outside the Dungeon
determined by the pedestal’s
setting (see area D1). All other The party may find the door to the
portals lead back to area D1. dungeon a few miles from town:
► RESTLESS. Rest is impossible. The path ends by a cliff, naked
► WARDED. It is impossible to except for a large, bronze door.
teleport into or out of the
dungeon. Door
No handle. When the door is
touched, all creatures within near
are teleported into the dungeon’s
central chamber (area D1).
Chapter 3: DUNGEONS | DONJON OF DOOM 65
Donjon Boxsnail
D1
of Doom D6
D2 T T T T T
D3
T T
T T D5 T
D4 Ragtime SKeleton
D7
D10 T T D11
D8 Wickfisher
T
D12
Sewn Legion
D9
66 Chapter 3: DUNGEONS | DONJON OF DOOM
D1. Central Chamber
This round, torchlit chamber Door-shaped Niche
is lined with racks and shelves. Empty when the party arrives.
Across the room is a door-shaped Turning the pedestal’s dial to a
niche. A central pedestal is set new plaque conjures a portal
with a dial and a series of plaques to the corresponding area (see
around its perimeter. Plaques & Portals). Anyone
A voice sounds inside your heads: touching the portal teleports to
“To ever leave this place behind, that area.
Orbs of Passage ye must find.”
Racks & Shelves
Turning the pedestal’s dial creates Hold rusty and ruined equipment
a portal in the empty doorway; left behind by other adventurers.
each destination holds an Orb of ► TREASURE. U 25 gp and 25 cp
Passage needed to escape. among the useless junk.
Pedestal
Its dial rotates among six bronze Orbs of Passage
plaques (see Plaques & Portals). To escape, the party must open
Turning the dial to a plaque opens a portal to area D12 by placing an
a portal in the door-shaped niche Orb of Passage in each indentation
to the corresponding area. When on the sixth plaque. The orbs can
the party first arrives, it points to be found by going through portals
a plaque with round indentations to other areas. The GM decides
(plaque 6). This plaque’s portal how many orbs the party must
only appears if the indentations gather (1: Very Easy; 2: Easy; 3:
are filled (see Orbs of Passage). Moderate; 4: Hard; 5: Very Hard).
PLAQUES & PORTALS
# Inscription Hint To
1 Dragon’s Trial Step with care, bring coin to spare D2
2 Trust Issues Stay two steps ahead, play nice with the dead D4
3 Speed & Greed The obvious is for the slow, be quick to look below D6
4 Face Your Fate Wear the face you see, and let the faceless be D8
5 Leap of Faith Be fast and strong or you won’t last long D10
6 Free at Last The mighty wins freedom, the weak joins the legion D12
Chapter 3: DUNGEONS | DONJON OF DOOM 67
D2. Path of Sand
Sand covers the floor of this From west to east the traps are:
hallway and the walls are dotted
• Spiked Floor (Base) skewers the
with hundreds of tiny holes. A
feet of any who step on it.
stone door sits at the far end.
• Poisoned Darts (Base) shoot
The sand hides three traps. from holes in walls at all
creatures in the hallway.
Traps • Spring Floor (Base) launches a
Pressure plates hidden beneath creature that steps on it 10 feet
the sand trigger traps when upwards and back to land on the
stepped on. If the sand is removed Spiked Floor (Base).
(1 minute, DC 9 DEX or trigger trap)
a pressure plate can be jammed Walls
(DC 9 DEX or trigger trap). The tiny holes contain poisoned
darts (see Traps). There are too
many holes to cover manually.
Poisoned Portal to D1
Arrival from D1
Darts
D2 T T T D3
Spiked Spring
Floor Floor
68 Chapter 3: DUNGEONS | DONJON OF DOOM
D3. Dragon’s Puzzle
Five stone statues, each carved The lid’s script provides a hint to
like an open-mawed dragon, making each key, in Common:
stand around a strongbox with
“The fiery tyrant lusts for gold,
script on its lid and five keyholes
The icy savage turns blood cold,
colored black, blue, green, red,
The sly takes even copper’s light,
and white. A portal fills a doorway
The vain sees sand as stars at night,
across the room.
The terror even stones obey,
To open the strongbox, materials In their maws, your fates now lay.”
must be placed in the statues’
► TREASURE. Orb of Passage.
maws to create keys: sand (found
in area D2), gold and copper Statues
(found in area D1), stone (found Each has a key-shaped indentation
anywhere), and a half cup of inside its maw and represents
blood (from a character). a different-colored dragon (but
aren’t colored). If the correct
Portal material is placed inside the maw
Teleports to area D1. (see the Dragon Statues table), the
statue’s breath makes it into a key;
Strongbox otherwise, it deals 1d4 (Tier 1: 1d6;
Indestructible and can’t be moved. Tier 2: 2d8; Tier 3: 3d10) damage to
Keyholes can’t be picked and fits each creature in the room.
only the key made by the dragon
statue of the corresponding color; A character who has studied
if anything else is inserted, the or seen dragons before may be
statue releases its breath (see able to recall a dragon’s type
Statues). When all five keys are and breath based on the statue’s
turned, the chest opens. appearance.
DRAGON STATUES
Type Appearance Breath Key
Black Two curved horns Acid Dissolves stone to misshapen key
Blue A single horn Lightning Fuses sand to glass key
Green Tall head-crest Poison Oxidizes 25 cp to verdigris key
Red Swept back horns Fire Melts 25 gp to gold key
White Spined crest Cold Freezes blood to ice key
Chapter 3: DUNGEONS | DONJON OF DOOM 69
D4. Path of Pits
Large tilted tiles fill the hallway’s ► EXAMINE. U A close inspection
floor. There’s a heavy stone door finds that a 10-by-10 foot section
at the far end of the hallway. of floor is slightly raised and
may fall away when stepped
The hallway has a devious trap; a on (Spiked Pit 1). If inspecting
poorly hidden pit trap is followed the floor beyond the first pit, a
immediately by another, well- character notices that the 5-foot
concealed pit trap designed to section of floor beyond is slightly
catch those who jump the first. off-colored (Spiked Pit 2).
Floor
Poorly concealed 10-foot-square Running the Trap
Spiked Pit (Base) trap fills the This simple but devious trap uses
middle of hallway; just behind one trap as decoy for another. The
it is another 5-foot-long, well- party is likely to discover the first
concealed Spiked Pit (Base) trap. pit, jump over it, and fall into the
Jumping the first pit (requires 10+ second pit. Only if they are careful
STR stat) lands on the second pit will they have a chance to spot the
and falls in. A creature aware of second pit beyond it.
the second pit can jump over both Once the party is aware that there
(requires 15+ STR stat). are two traps present, they can
The pits are separated only by a try to jump across or climb across
thin sheet of wood that breaks if a using ropes or other equipment.
creature lands on it or climbs it.
Ragtime Skeleton
Arrival from D1
D4 T T D5
Spiked Spiked Portal to D1
Pit 1 Pit 2
70 Chapter 3: DUNGEONS | DONJON OF DOOM
D5. Music Room
The chamber is lit by two braziers. ► DIPLOMACY. Trustan invites
Instruments hang on the walls the party to jam. A character
and bones litter the floor. A portal can grab an instrument and
fills a doorway across the room. play along (1 minute, DC 9 CHA).
Bones clink and clank as a skeletal On a success, Trustan shares
figure clad in colorful attire rises, his knowledge of other areas
a drum mallet in its hand and a (see What Trustan Knows).
pale orb in its left eye socket. It Eventually, Trustan says:
faces you and says: “Oi, visitors! “I’m bound to guard this room
Come in, don’t be shy!” until someone else takes the job
– by force, if necessary. So...?”
The party must either defeat the
skeleton, convince it to give the If impressed by a character’s
orb, or take its place as guardian. performance, a convincing
promise that they’ll come back
Skeletal Figure for him can get him to give the
Jovial Ragtime Skeleton; once the orb freely. Anyone who accepts
bard Trustan Hightune. His party Trustan’s offer (or is slain by him)
convinced him to become the turns into a Ragtime Skeleton
chamber’s guardian so they could while Trustan is restored to his
claim the room’s orb, and never true self (human Thief). If no
came back for him. deal is made, Trustan attacks.
► COMBAT. Trustan fights until
slain; cannot leave the chamber.
What Trustan Knows
D6. “The alcoves hold spiked pits, ► TREASURE. Trustan has a
which Liana found out when she Malicious Mallet and an Orb of
tried to escape a rolling boulder!” Passage in his eye socket (DC 9
DEX to snatch).
D7. “We all ate ‘till we puked –
couldn’t stop – and never even Instruments
found an orb!” ► TREASURE. U A Nightwhisper
D10. “When we opened the door, a Flute hangs amidst otherwise old
wind pushed Brutan back into the and worthless instruments.
spiked walls, skewering him!”
D11. “Water was so cold, Yeryanna Portal
nearly died swimming in it. My Teleports to area D1.
head hurt with every spell I cast!”
Chapter 3: DUNGEONS | DONJON OF DOOM 71
D6. Path of Crushing
The hallway’s floor slopes slightly Floor
up towards a door at the far end. U A tripwire (DC 9 DEX to cut or
It is lined by four empty alcoves. trigger trap) strung across the
floor triggers a Rolling Boulder
The alcoves hold spiked pits. A (Base) that drops from hatch in
boxsnail hides behind where the ceiling at hallway’s far end. The
party arrives; at the other end, a boulder rolls north until it hits the
tripwire releases a rolling boulder. boxsnail and pushes it back.
Boxsnail
Boxsnail; resembles a stone wall.
Boxsnail
It slides out to attack when the
party arrives in the hallway.
► COMBAT. Snail attacks until
slain; can’t enter the alcoves. Arrival from D1
Alcoves
False floors; a creature that enters
falls into a Spiked Pit (Base). Liana’s
D6 Liana’s Corpse
corpse (see Hooks, pg. 64) lies at
the bottom of one pit. T T
► TREASURE. U Potion of Flying
and 21 gp by Liana’s corpse.
Spiked Pits
Running the Trap
Events likely unfold as follows: T T
•The Boxsnail pushes the party
down the hallway. Tripwire
•When they approach the end, the T Portal to D1
party triggers the rolling boulder.
•The party seeks refuge in the
alcoves, where spiked pits await. D7
•Once the boulder has rolled past, Rolling
pushing the snail back into its Boulder
alcove, the passage is clear.
72 Chapter 3: DUNGEONS | DONJON OF DOOM
D7. Glutton’s Chamber D8. Path of Faces
This room has large paintings of Three statues stand in alcoves
people eating greedily. A candlelit along the hallway. The first is a
table with delicious food stands knight with a face twisted in rage.
in the center. A plaque is nailed The second is a haughty noble.
to the table’s edge. A portal fills a The last is a tired-looking warrior.
doorway across the room.
The characters must mimic the
Anyone who touches the food is statues’ expressions to pass by
cursed and must continue to eat. unharmed.
The Orb of Passage is strapped to
the table’s underside. Statues
Each statue wears a different
Table expression: Anger, Arrogance,
Filled with delicious but cursed and Exhaustion. When passing a
food (10 over-sized portions). Food statue, a character must mimic
removed without being consumed its emotional state (DC 9 CHA)
magically reappears. or suffer an effect based on the
The plaque reads, in Common: statue:
“What you seek lies beneath, • Anger. A Dark Dirge (Base) plays
clear the table, eat the feast!” in the character’s mind for 1
round.
A character who touches the food • Arrogance. A Nemesis Clone
must pass a DC 9 WIS check or (Base) of the character appears
be cursed for 1 hour or until all 10 within close of it.
portions have been eaten. The
• Exhaustion. An Aeon Surge
character must eat the food; they
(Base) affects the character.
attack anyone trying to stop them.
Each minute, they devour 1 portion
and must pass a DC 9 CON check
or take 1d4 CON damage.
► TREASURE. U An Orb of
Passage is strapped to the
underside of the table.
Portal
Teleports to area D1.
Chapter 3: DUNGEONS | DONJON OF DOOM 73
D9. Hall of Darkness
A small orb sits on a stone Hallway
pedestal, and a portal fills a A lever at hallway’s far end raises
doorway at the far end. To the or lowers a steel portcullis (AC
left of the portal, a hallway 10; HP 50) to drop down near the
extends into darkness. There, hallway’s entrance, sealing it off
a faint candlelight illuminates (20+ combined STR stat to lift).
a distraught woman’s face
► TREASURE. U 12 gp and a Ring of
muttering, “Who- Who’s there?
...Please, help me!” Trickery among the bones of the
wickfisher’s victims.
The woman is a disguised Pedestal
wickfisher that tries to lure the
characters into the dark hallway. ► TREASURE. Orb of Passage.
Portal
Wickfisher Teleports to area D1.
A Wickfisher is at the far end of
the dark hallway, out of the reach
of torchlight. If a light source Arrival from D1
comes too close, the wickfisher
uses Darkness to snuff it out.
► DIPLOMACY. Its face appearing
as a woman in distress, it begs D8
the party to free it before “the Wickfisher
monster comes back.” If a
character enters the hallway, the Statues
wickfisher pulls a lever, causing
Portcullis
a portcullis to drop behind them
(see Hallway). If none enter
willingly, it uses Luring Light on
the closest character.
► COMBAT. If it traps a character
in the hallway, or its attempt
to lure the party fails, the
D9
Wickfisher attacks. It tries to Portal to D1
drag a victim into the hallway
and devour it in the darkness.
74 Chapter 3: DUNGEONS | DONJON OF DOOM
D10. Path of Spikes
The hallway is cast in green light ► EXAMINE. U Close inspection
by bioluminescent fungi covering finds the glyph. Dispel Magic can
the walls. An uneven floor leads to suppress it for 1 hour. It can also
a stone door at the far end. be scratched out (DC 9 DEX or
trigger for 1 minute).
The fungi hinder spellcasting. A
pressure plate releases spikes Walls
from the walls and a glyph by the Covered in Deadzone Fungi (Base),
door creates a strong wind. concealing hundreds of holes with
spikes behind (a Spiked Walls trap
Floor triggered by a pressure plate, see
A pressure plate halfway down the Floor).
hallway triggers a Spiked Walls
(Base) trap when stepped on, that Running the Trap
fills the entire hallway. Trap and Even if the party avoids the
trigger reset after 1 minute. pressure plate that triggers the
► EXAMINE. U A close search Spiked Walls, opening the door to
finds the pressure plate and can area D11 releases a wind that may
jam it (DC 9 DEX or trigger trap). push them right back onto it!
A clever party uses teamwork and
Door
equipment to survive; a character
A tiny magical glyph above the
who gets through the door can use
door triggers a Wind Torrent
a rope or other equipment to pull
(Base) that blows west. Lasts until
their friends to safety.
the door is closed again.
Wind Torrent
Arrival from D1
D1 0 T T
Pressure Plate
(Spiked walls)
Chapter 3: DUNGEONS | DONJON OF DOOM 75
D11. Endurance Room
Icy water fills the chamber, which Tightrope
is dimly lit by bioluminescent Strung across the 20-foot span
fungi on the walls. Three 10-foot- between the first and second
diameter platforms rise just platforms. It is too low to hang
above the freezing sludge. A from without touching the water;
tightrope spans the gap between a creature must walk across (DC 9
the first and second platforms DEX or fall into the water).
and a knotted rope hangs from
the ceiling between the second Knotted Rope
and third platforms. There’s a Hangs halfway between the
pedestal on the central platform second and third platforms. A
and a glowing portal at the far creature can jump to the rope and
end of the chamber. use it to swing across (DC 9 STR or
fall into the water).
Fungi
Pedestal
Deadzone Fungi (Base) affects the
entire chamber. ► TREASURE. Orb of Passage.
Water Portal
10-foot-deep Flashfrost Sludge Teleports to area D1.
(Base).
► TREASURE. U A pouch with
22 gp and a Potion of Healing is
at the bottom near the central
platform.
Portal to D1
D1 1
Tightrope Knotted Rope
76 Chapter 3: DUNGEONS | DONJON OF DOOM
D12. Chamber of Challenge
You appear at one end of a large Lava
platform surrounded by lava. Fire Pit (Base).
Glowing glyphs criss-cross the
platform and stepping stones Platform
lead up to ledges in the room’s 1 foot above the lava. Carved with
corners, each holding a chest. magic glyphs.
The air shimmers faintly as Each round, a 20-foot-high Blood
a large figure appears at the Barrier (Base) may rise from the
platform’s center; a grotesque glyphs, splitting the platform
amalgamation of heads and limbs horizontally (east to west),
from several people. It speaks in vertically (north to south), or into
multiple voices: “Fresh bodies four sections for 1 round.
for the legion,” one growls, while Simultaneously, Hallucination Gas
another cries: “Free me, please!” (Base) fills one section (see map
Then, in unison, it says: “We are cutout) for 1 round.
your last challenge! Defeat us and
be free – or fail and join us!” Ledges
10 feet from edge, 5 feet up. A
Grotesque Amalgamation creature can use stepping stone to
Sewn Legion (LV 3) consists of reach it (DC 9 STR or slip into lava).
1 adventurer (GM’s choice) and ► TREASURE. Each chest holds a
various other people. random item from the Events
► COMBAT. Each round, roll two table (pg. 65).
d4s to determine where Blood
Barriers appear and which
sections fill with Hallucination
Gas (see Platform). The legion D12
is immune to the barriers and
gas. It fights until slain (see 4 1
Developments, pg. 78). Sewn Legion
d4 Barrier Gas
1 None Section 1
2 East–West
3 South–North Section 3
Section 2
3 2
4 Both directions Section 4
Arrival from D1
Chapter 3: DUNGEONS | DONJON OF DOOM 77
De v e l op m e n t s Di f f icu lt y
If the Sewn Legion is defeated: The donjon is suitable for level
1 adventurers (Total Party Level
As the undead monstrosity’s
3–6). You can adjust its difficulty to
many voices fall quiet, a booming
higher level parties by making the
voice sounds around you: “And
following cumulative changes.
the winners are: the Mortals!
Congratulations, heroes! Your Level 2 (TPL 7–10)
winnings, as well as your lives, • Traps, hazards, puzzles are Tier 1
are yours to keep. We hope to
welcome you again in the future!” • Check DCs are DC 12
As the echoes subside, the Level 3 (TPL 11–14)
dungeon room fades away and • 1 Sword Ooze in area D5
you find yourselves standing in
• 1 Arisen Spirit in area D9
the exact spot where you entered,
except the bronze door is gone. Level 4 (TPL 15–18)
At the GM’s discretion, the party • Sewn Legion is 2 adventurers
may find a chest outside with
gems, coins, or other treasure Level 5 (TPL 19–22)
worth 10 gp × average party level. • Traps, hazards, puzzles are Tier 2
If the party came to find Liana • Check DCs are DC 15
Aldruana (see A Father’s Plea, pg.
64), they can recover her corpse
Level 6 (TPL 23–26)
from the spiked pit in area D6, so • 2 Sword Oozes in area D5
she can be buried, and receive the • 2 Arisen Spirits in area D9
reward from her father.
Level 7 (TPL 27–30)
• Sewn Legion is 3 adventurers
Level 8 (TPL 31–34)
• Traps, hazards, puzzles are Tier 3
• Check DCs are DC 18
Level 9 (TPl 35–38)
• Sewn Legion is 4 adventurers
Level 10 (TPL 39–42)
• Sewn Legion has 80 HP (20 per
adventurer) and AC 15
78 Chapter 3: DUNGEONS | DONJON OF DOOM
Lair of the Frog King
L E V E L 1–4
W
hen a sacred stream is
defiled by poisonous
DUNGEON OVERVIEW
muck, a desperate village Themes Fey, Frogs, Pollution
recruits adventurers to delve into
an ancient temple, confront the Time 2–4 hours
evil frog king, and cleanse the river Combat Dangers Puzzles Social
at its source!
Concept by Grace World Destroyer
Lair of the Frog King
Click or scan the QR code to access
cheat sheets, errata, and other helpful
tools for running the dungeon.
Chapter 3: DUNGEONS | LAIR OF THE FROG KING 79
B ackgrou n d
The Sacred Temple The chalice tainted, the temple’s
Originally built as a place of stream now flows putrid and
worship for the water goddess polluted. As a reward for this dark
Seelia, Maiden of Pure Waters, deed, the God of Filth transformed
the sacred temple that feeds the Kevin into a Croaker Murkmage
Vatrachos River has lain in ruins for and his acolytes into Croakers. His
centuries. Few dare approach the mind as muddied as the water that
ruined temple as it is protected flows from the temple, Kevin has
by ancient magic and fierce water styled himself King of the River,
spirits, but many villages in the ruler of all who dwell by the river,
area benefit from the clear, clean and claimed the temple as his lair.
water that flows from it.
The River
The Frog King Desperate, the villages that rely
A few days ago, Kevin, a young on the Vatrachos River for their
mage and devout follower of the survival have sent out a call for
God of Filth, came to defile the adventurers. Only a party of
temple to win his god’s favor. heroes brave enough to venture
Accompanied by a cadre of his into the temple and cleanse the
acolytes, Kevin made it to the stream can prevent the region
temple’s inner sanctum and began around the river from turning into
working his foul magic on the a putrid swamp.
enchanted chalice that feeds the
sacred stream.
Hooks
Cleanse the River Thirsty Travelers
Gemilla, mayor of Floodhaven, has The party comes upon the tainted
sent out a call for adventurers to stream as they travel through
help discover what has befouled the region. If they want fresh
the Vatrachos River. Believing the water for themselves and their
source of corruption to be within mounts, their best bet is to travel
the temple that lies at the river’s upstream, which leads them
head, she offers 50 gp to anyone directly to the defiled temple.
who is brave enough to venture
within and cleanse the river.
80 Chapter 3: DUNGEONS | LAIR OF THE FROG KING
The Lair
The lair lies at the head of a putrid Events
stream, just a few hours’ travel
from the nearest village. The characters may experience
the following events in the lair.
General Features d4 Event
The lair has these features unless 1 Muffled croaks sound from
otherwise noted. behind the door to area L5.
► CEILINGS. 20 feet high. 2 Putrid air blows through; DC
9 CON or 1d4 damage and
► DANGER LEVEL. Unsafe. DISADV on checks for 1 hour.
► FESTERING. Healing is halved. 3 A nearby toad explodes; DC 9
► FLOOR. Covered in slime and DEX or 1d6 damage.
tiled with small channels for the 4 1d4 + 1 Croakers pass by.
stream to flow through.
► ILLUMINATION. Areas L2, L3,
and L4 are filled with light; areas
L1 and L5 are cast in darkness.
► POLLUTED. DISADV on CON
checks.
► WATER. Putrid Water (Base).
A creature diseased by the
water also suffers from vivid
hallucinations, seeing frogs
dancing ominously on the
water’s surface and smelling an
intense odor of swampy rot.
Chapter 3: DUNGEONS | LAIR OF THE FROG KING 81
L1 T
L2 L3
Croakers
L5
Croaker murkmage
Croakers
L4
Nymph (Naiad)
L a i r o f th e
Frog King
82 Chapter 3: DUNGEONS | LAIR OF THE FROG KING
Outside the Lair L1. Antechamber
A shallow stream trickles from a Four tunnels lead out of this
cave opening in the cliff. Strange natural cave; one is barred by
scum clings to the water’s surface a large, silver door. A sculpture
like an oil slick. The entrance is of three female figures holding
flanked by ornate stone pillars. chalices in a triangular formation
protrudes from the door’s center.
Pillars are enchanted to protect Words are carved into the rock
the cave opening; there are above it.
alternate entrances atop the cliff.
To open the door to area L5, the
Cliff party must fetch sacred water
U Atop the cliff are two skylights from areas L2, L3, and L4. The
crisscrossed by rusty metal bars script above the door hints at
(DC 12 STR to climb into area L2 what’s in these rooms, and can be
or L3 with rope once the bars are used to cleanse the stream in area
broken or fall 20 feet). L5 (see Developments, pg. 87).
Pillars Door
Magical; overgrown with moss and Magically locked and impervious
lichen, and carved with images to damage. A creature that attacks
of fish, water lilies, and a chalice the door or tries to force it open
symbol. If a creature approaches takes 1d6 damage. It opens only
without holding water in its when water from the basins in
mouth, jets of water spout from areas L2, L3, and L4 is poured into
the carved fish; DC 12 DEX or 1d6 each of the sculpted figures’ cups
damage and fall into the water. (any other liquid evaporates or
► EXAMINE. U A priest may drains mysteriously). The door
recognize the chalice as a opens and closes easily from inside
symbol of Seelia, an ancient area L5.
water deity; it’s customary to The words above the door read, in
hold water in one’s mouth when Common:
entering her holy places.
“By the water’s spirit, rhythm,
Water and flow, thy soul be cleansed, thy
1-foot-deep Putrid Water (Base). purity grow.”
Chapter 3: DUNGEONS | LAIR OF THE FROG KING 83
L2. The Flow of Water L3. The Rhythm of Water
Light filters through a barred Light filters into this chamber
opening in the ceiling. Vines and through a barred opening above.
lichen cover the walls and floor. In A central, dry fountain depicts
the center, a statue of a woman a woman pouring a jug and
holds a mud-filled basin. standing in an empty basin. Three
platforms sit around it. One is
Croakers hiding in the shadows empty, the other two hold smaller
ambush the party as they enter. statues carved from perforated
coral-like stone, holding
Croakers instruments: a drum and a flute.
3 Croakers wearing ponchos of
dead leaves as camouflage. Dry Fountain
► COMBAT. The zealous croakers If a character plays music (see
fight until slain. Platforms), sacred water flows
from the statue’s jug to fill the
Lichen shallow basin (needed to open
Lich’s Lichen (Base). door in area L1).
Basin Platforms
► TREASURE. U A Malachite If a character steps onto the
Frog statuette hidden in the empty platform, it sinks slightly
basin’s mud blocks the water with a soft click and air coming
from flowing. Once removed, from hidden pipes in the walls
the basin fills with clear water flow through tiny holes in the
(needed to open door in area L1). perforated statues, filling the
room with a beautiful tune.
A character standing on the
Opening the Door platform can sing or play music
To enter area L5, the party must along with the tune and make a DC
pour water from areas L2, L3, 9 CHA check. If they pass, water
and L4 into the door’s chalices. magically flows from the central
If all else fails, the GM can aid: statue’s jug into the basin. If they
•Captured croakers or the naiad fail, a Dark Dirge (Base) plays for 1
(area L4) may reveal how to round, affecting only the character
open the door. that failed. The party can repeat
•The door opens from within as the attempt until they succeed.
a patrol of croakers steps out.
84 Chapter 3: DUNGEONS | LAIR OF THE FROG KING
L4. The Spirit of Water L5. The Inner Sanctum
Blue phosphorescent fungi covers When water from areas L2, L3, and
the walls and shines off a central L4 have been poured into the cups
10-foot-deep pool of clear water. held by the sculptures on the door
A humanoid corpse lies next to it. in area L1, the door opens:
As the door glides open, a
A water spirit protects the pool. It cacophony of croaks mixes with
slew one of Kevin’s acolytes. the sound of rushing water. The
large, flooded cave beyond is
Water Spirit dotted with stalagmites carved
Nymph (Naiad), appears if pool is with waves, and filled with giant
approached. lily pads bearing hundreds of
► DIPLOMACY. The naiad asks for frogs. Across the pool, a wide
an offering in exchange for the stream cascades from the ceiling.
pool’s water (needed to open Froggish people with ornate reed
door in area L1), such as a plant hats rest here. The largest sits on
or trinket. If she believes the a platform beneath the waterfall.
party is here to help, she gives
her water and amulet freely (see The waterfall hides a secret alcove
Pool). Otherwise, she retrieves that holds the temple’s sacred
any water they take with a flick chalice – the stream’s source.
of her hand.
► COMBAT. The naiad shapeshifts Froggish People
into a watery serpent to Croaker Murkmage (Kevin) and 2
drown aggressors, throwing Croakers. As the party enters, a
unconscious foes out of her croaker presents the Frog King:
pool, lest their bodies pollute it. One of the frogfolk steps
If losing, she turns invisible and forward, speaking in a stately
hides until the characters leave. voice: “Introducing his great and
honorable majesty, the Marquis of
Corpse
Muck, the Lord of the Lake, most
U Human acolyte; bulging eyes
powerful and excellent King of the
and webbed fingers. Drowned a
River and All Frogs Within, and
few days ago (by the naiad).
Also Those Who Live Alongside
Pool the River! Approach to pay
► TREASURE. U Pendant of
homage to your most benevolent
Blessings lies at the bottom. and beloved King!”
Chapter 3: DUNGEONS | LAIR OF THE FROG KING 85
At this signal, the smaller frogs Lily Pads
form a walkway in the pool that Each giant lily pad can bear a
the party can walk across. If they human-sized creature (DC 9 STR
do, Kevin waits until they are to climb or jump onto). If a second
halfway across before croaking creature moves onto it, the lily pad
loudly, causing the frogs to dump drops both into the water.
the party into the putrid water:
Pool
The frog-creature speaks in a
5-foot-deep; Putrid Water (Base).
deep voice: “Ho ho! You thought
yourself worthy of an audience Wide Stream
with one as glorious as I, the Frog Seems to originate from nowhere;
King?” simply flowing from the seamless
The large frog rises from his ceiling above.
crouch, revealing the true horror ► EXAMINE. U The waterfall
of his form: man and frog, merged hides a large alcove; within is
into one hulking creature, with a stone pedestal shaped like a
a hunched back and elongated large chalice (can’t be moved).
limbs. His skin shimmers with The chalice is overflowing with
slimy poison, his mouth is wide endless muck that disappears
and taut on his broad face and as soon as it leaves the rim.
filled with too many teeth, and his The magical chalice is the true
eyes glimmer savagely. source of the stream that flows
“Foolish humans, your corpses in the waterfall – to cleanse
shall be the final offering I need the stream, the party must
to transform this place into my cleanse the chalice’s water (see
domain once and for all!” Developments on the next
page).
► COMBAT. The Croaker
Murkmage and his Croaker
minions attack savagely. A
coward at heart, Kevin prefers
to take on foes one at a time,
while his underlings keep the
rest of the party at bay. The
croakers may jump onto lily pads
to dump the characters into the
putrid water (see Lily Pads).
► TREASURE. Kevin has a Potion of
Mirrors and a pouch with 22 gp.
86 Chapter 3: DUNGEONS | LAIR OF THE FROG KING
De v e l op m e n t s Di f f icu lt y
The lair is suitable for four 1st-level
Cleansing the Stream
adventurers (Total Party Level
The stream’s pollution stems
3–6). You can adjust the lair’s
from the unending waters of the
difficulty to higher level parties by
chalice behind the waterfall in
making the following cumulative
area L5, tainted by Kevin. It can be
changes.
cleansed in these ways:
• Speaking the prayer above the Level 2 (TPL 7–10)
door in area L1 within close of it. • 4 Croakers in area L2
• Casting a Restoration spell on it. • Traps and hazards are Tier 1
• Croaker Murkmage has 1 Boss
• Pouring holy water or water
Action
from each of the three basins in
areas L2, L3, and L4 into it. Level 3 (TPL 11–14)
Putrid No More • 4 Croakers in area L5
If the party manages to cleanse • Croaker Murkmage has 3 Boss
the chalice, supernaturally pure Actions
water flows from it once more,
quickly restoring the stream to its Level 4 (TPL 15–18)
• 5 Croakers in areas L2 and L5
usual splendor. If hired by Gemilla
to do so, the mayor gladly gives • Croaker Murkmage has 30 HP
the party their 50 gp reward. and AC 14
Enduring Taint
If the party fails to clear the
stream, the taint remains and
more foul creatures may be drawn
to the area over time. Towns that
rely on the stream’s water slowly
shrink, as people move away
to find more habitable places.
Over the course of a few years,
the surrounding area becomes a
putrid, uninhabited marsh ruled by
Kevin or a successor.
Chapter 3: DUNGEONS | LAIR OF THE FROG KING 87
Shrine of the Sunken Star
L E V E L 2 –5
A
shrine deep beneath a dark
lake beckons villagers to
DUNGEON OVERVIEW
wade to their watery deaths. Themes Aquatic, Horror, Undead
To end the shrine’s curse and save
the village, the party must contend Time 2–4 hours
with aquatic terrors, dark puzzles, Combat Dangers Puzzles Social
and a malevolent spirit.
Shrine of the Sunken Star
Click or scan the QR code to access
cheat sheets, errata, and other helpful
tools for running the dungeon.
88 Chapter 3: DUNGEONS | SHRINE OF THE SUNKEN STAR
B ackgrou n d
The Star-Chosen Spirit The Village
Over a millennia ago, a lone fisher Normally, Isilhum is a quaint lake
witnessed a star fall into the Lake village whose people, led by
of Isilhum. To escape the tidal Captain Thale of the Fishers’ Guild,
wave of the impact, the fisher thrive on the lake’s bounty.
dove deep, but what they saw in The town’s usual charm has been
the depths was no ordinary star. It dampened by recent events,
was a machine, and it called out: however: the past two nights, an
“Protect. Sacrifice.” eerie gong has sounded from the
lake. With each chime, Isilhum’s
The Shrine
villagers feel a strange longing to
Empowered by the star, the fisher
wade beyond the shore.
amassed followers to help build
a shrine at the bottom of the The first night, Sorak, a half-orc
lake. Unknown to the rest of the fisher, succumbed to its call, swam
world, these acolytes carry on as into the lake, and hasn’t returned.
Fossilized Skeletons, animated by The second night, stony skeletons
the star’s mysterious magic. crawled up from the lake and
Every 707 years the skeletons rise dragged three fishers from the
from the lake to purge the area docks into the dark waters.
and feed the Star-chosen Spirit – Unless someone delves into the
what remains of the fisher – with shrine and ends its curse, the gong
the blood of the innocent. will keep chiming and skeletons
will keep rising, until not a single
living soul remains in Isilhum.
Hook
Gone Fishing rescue the fishers and put a stop
After three of Isilhum’s fishers to the lake’s eerie chime.
have been pulled into Lake Isilhum Thale can detail the recent events
by undead horrors, Captain Thale and lend the party a rowboat.
of the Fishers’ Guild, a weathered She also convinces the reluctant
human woman, has posted a general store owner, Elara (human
notice for aid in nearby towns. She Peasant), to offer half-priced
offers 50 gp to anyone who can goods (Shadowdark RPG, pg. 34).
Chapter 3: DUNGEONS | SHRINE OF THE SUNKEN STAR 89
T h e Sh r i n e
The shrine’s entrance lies a few Events
hundred yards from Isilhum’s
docks, at a depth of 30 feet. Whenever the party enters a new
area, the alien clockwork device
General Features chimes and a subliminal tone
shudders through the dungeon.
The shrine has these features
unless otherwise noted. Choose or roll a random event:
d4 Event
► CEILINGS. 5 feet high in tunnels,
10 feet high in chambers. 1 Quake. Debris falls on the
characters; DC 12 DEX or 1d6
► DANGER LEVEL. Unsafe. damage.
► DOORS. Closed, hang 5 inches 2 Sacrifice. The characters are
above the floor to allow water to compelled to violence; DC
flow beneath. 12 CHA or attack the nearest
► FLOODING. Tunnels and areas creature for 1d4 rounds.
S2, S4, and S5 are flooded with 2 3 Scream. The tone sounds
feet of water. over the dull, distant scream
► ILLUMINATION. Areas S4 and of a taken villager (area S8).
S8 are lit by glowing Lentic Star 4 Vision. Each character
Swarms. Other areas are dark. receives the same vision,
determined by rolling a d6
(reroll repeat visions):
1. A star crashes into the lake.
2. An eerie clockwork device
sinks under water.
3. A robed figure with a
golden crown preaches to a
crowd on the lake’s shore.
4. Robed people dig in water-
logged tunnels.
5. Malnourished people drag
bodies through wet tunnels.
6. An otherworldly
clockwork device hovers
above kneeling skeletons.
90 Chapter 3: DUNGEONS | SHRINE OF THE SUNKEN STAR
S2
S1 T Fossilized Skeletons
S4
Lentic Star Swarms
Peasant (Sorak)
S3
Fossilized Skeletons
S5
S7 S6
Shrine
S8
Star-Chosen Spirit
o f th e
Fossilized Skeletons
Lentic Star Swarms Sunken
S ta r
Chapter 3: DUNGEONS | SHRINE OF THE SUNKEN STAR 91
Outside the Shrine S1. Entrance Shaft
A faint blue glow shines from a A humid, 30-foot vertical shaft
5-foot-diameter well in the muddy sealed from the lakewater above.
lakebed. Something is buried near Slimy handholds mark the way to
it. The sediment stirs around it. a flooded tunnel below.
A calcivore squid causes the stir. Handholds
Slippery (DC 12 STR to climb or fall
Calcivore Squid 20 feet). The tenth handhold from
Calcivore Squid devouring a bone. the top is a Shocking Handle (Tier
It flees if approached, but may 1). A creature that passes its check
return to attack characters who to let go of the handle or that is
lag behind the rest of the party. forcefully pulled free from it must
► COMBAT. The squid flees if pass a DC 12 DEX check or fall 20
below 10 HP. feet.
Something
► TREASURE. U 2 small flasks;
Calcivore Squid
a creature that drinks one can The Calcivore Squid that lurks
breathe underwater for 1 hour. near the magical well entrance can
burrow through the soft sediment
Well to access flooded chambers (areas
Sealed by a shimmering cerulean S4, S5, and S8).
portal that magically keeps water
and sand out but allows creatures
to pass through (to area S1).
Lakebed
Widely spaced dunes cover the
soft lakebed; created by the
periodic chiming that sounds from
the sacrificial chamber (area S8).
► EXAMINE. U The dunes form
concentric rings centered
around a point about 100
feet south of the well, as if
something beneath there is
causing quakes or vibrations.
92 Chapter 3: DUNGEONS | SHRINE OF THE SUNKEN STAR
S2. Foyer S3. Ossuary
This domed chamber’s floor is This rectangular chamber
flooded with two feet of water. contains twenty burial niches
A door to the south bears blood stacked two-high, littered with
smears and a bas-relief of a robed shells and fossilized bones. A
figure. It is flanked on either blood trail stretches to the far
side by stone skeletons partially wall, which bears a bas-relief of a
embedded in the walls. robed figure raising its arms to a
A small crawlway tunnel emits seven-pointed star.
a pale, pulsing yellow light and
echoing grunts. Fossilized skeletons rest in
the niches (DC 12 DEX to move
Both the blood on the door and through without disturbing).
the grunts from the crawlway
belong to Sorak (see area S4). DC Burial niches
12 WIS recognizes the sound as a Hold 6 Fossilized Skeletons; they
man fighting for his life. attack if disturbed (DC 18 DEX to
stealthily loot a niche).
Skeletons ► COMBAT. The skeletons fight
2 Fossilized Skeletons embedded until slain. Defeated characters
in the wall break free and attack are dragged to area S8.
any who touch the door.
► TREASURE. U 1d4 pearls (5 gp
► COMBAT. The skeletons fight each) in each niche.
until slain. Defeated characters
are dragged to area S8. Blood Trail
U Stops by the south wall (left
Door by villagers dragged through the
The relief depicts the star-chosen secret door, see Bas-relief). It is
fisher: a robed and crowned only a few days old.
human with seven-pointed halo.
Bas-relief
► EXAMINE. U The blood on the Depicts the star-chosen and
door is a few days old. followers, praising the star. The
Crawlway star’s points have blood smears.
2-foot-diameter, flooded tunnel (to ► EXAMINE. U The star’s points
area S4). are buttons; if all seven are
pressed simultaneously, a door
opens in the wall (to area S7).
Chapter 3: DUNGEONS | SHRINE OF THE SUNKEN STAR 93
S4. Star Cavern S5. Puzzle Door
This flooded cavern has natural Glass-like crystals cover the walls
pillars. A flooded crawlway and a of this cave. At the far end is a
wider tunnel lead out from it. peculiar door with a mechanism
A male half-orc battles a swarm of of sprockets, chains, gears, and
glowing starfish in its center. seven tiny metal plates set in a
circle. A green gem in the door’s
Half-Orc & Starfish keystone emits a thin beam of
Peasant (Sorak) is fighting 2 Lentic light across the mechanism to the
Star Swarms. The swarm attacked floor.
after being startled by the party’s
arrival in area S2. Lumenite crystals trigger if light
is brought into the cave. The door
► COMBAT. If the party doesn’t opens when its mechanism is used
help him, Sorak dies 5 rounds to form a seven-pointed star.
after they arrive in area S2. The
swarms attack until slain, but Door
won’t leave the chamber. Magically sealed, impervious to
damage. The mechanism’s plates
can be rotated to reflect the
Sorak’s Story keystone’s beam. Turning them so
Sorak is a half-orc fisherman who, they reflect the beam to form a
usually, has a sunny disposition. seven-pointed star opens the door
Two nights ago, he heeded the for 1 minute.
chime’s call and swam down to With each attempt to adjust the
the shrine. When he grabbed the plates, a character must pass a DC
shocking handle in area S1, he fell 12 DEX or accidentally trigger the
down, awoke from his stupor, was lumenite with the beam of light
frightened by the skeletons in S2, (see Crystals).
and fled to area S4 where he has
► TREASURE. Emerald (25 gp);
been hiding since.
dims if removed from the door.
What Now? Assuming the party
doesn’t ask for his help, Sorak Crystals
recounts his experience before Lumenite (Tier 1); triggers if
leaving the way he came. Unless exposed to a tiny amount of light,
slain, the Calcivore Squid lurking causing a blinding flash of light.
outside kills him as he exits.
94 Chapter 3: DUNGEONS | SHRINE OF THE SUNKEN STAR
S6. Supplication Chamber S7. Engraved Tunnel
This chamber’s walls are engraved This tunnel is sculpted with
with stars and hold four niches: elaborate bas-reliefs. It has doors
two empty, two filled by golden, at both ends and to the east.
crown-like sprockets. A door bars
the passage to the west. Bas-reliefs
The bas-reliefs depict the
Door ancient history of the star, lake,
Locked (DC 18 DEX to unlock). and druid; the druid and his
Also opens if a fossilized skeleton acolytes succumbing to undeath;
or a creature wearing a Crown of and the star’s true form: an
Buoyancy (see Niches) approaches. alien clockwork device (see
Leads to area S7. Background, pg. 89).
Niches Doors
► TREASURE. The sprockets are 2 Locked (DC 18 DEX to unlock);
golden Crowns of Buoyancy. open if a fossilized skeleton or
a creature wearing a Crown of
Buoyancy approaches.
Solving the Puzzles
To get to the shrine’s sacrificial
chamber (area S8), the party
must solve either the puzzle
S6
in area S3 or area S5. If they
can’t figure out what they’re
S7
supposed to do, a patrol of 1d4
Fossilized Skeletons may come
through from area S8, attacking Fossilized Skeletons
the party on sight – but leaving
the doors open behind them. S8
Lentic Star Swarms
(Ceiling) Star-Chosen Spirit
Chapter 3: DUNGEONS | SHRINE OF THE SUNKEN STAR 95
S8. Sacrificial Chamber
The domed ceiling of this cavern is Glowing Starfish
dimly lit by glowing starfish. The 4 Lentic Star Swarms cling to the
cavern is flooded with 10 feet of ceiling, filling the chamber with
water, except for a round, stone dim light. They fight only in self-
platform in the center. defense and drop into the water if
Skeletons kneel on the platform damaged, extinguishing their light.
next to several unconscious
humanoids. A gyroscopic device Unconscious Humanoids
of gears and rings hovers in the air 3 Peasants. Can be roused to join
between them. the fight (DC 15 CHA).
Suddenly, a tone rings loud and Ceiling
clear and the device rises, pulling 20 feet above the platform and
an unconscious victim with it. water. If the spirit misfires a ray
Blood flows from the lifeless form at the ceiling, it opens a 2-foot-
toward the device, and a spectral diameter hole, large enough for
figure forms around it. The characters to fit through, and the
skeletons stand. shrine begins to flood:
Battle breaks out as the party • 1 Round. Platform is 1 foot under
enters. The star-chosen spirit water.
floods the chamber if dropped • 2 Rounds. Platform and all
below half HP. rooms are 5 feet under water. All
tunnels are fully flooded.
Spectral Figure & Skeletons • 3 Rounds. Platform and area S1
Star-chosen Spirit, 3 Fossilized is 10 feet under water. All other
Skeletons. areas are fully flooded.
► COMBAT. The undead fight • 4 Rounds. Shrine is fully flooded.
until destroyed. Any Fossilized Party can swim out through the
Skeletons still in areas S2 and S3 hole in the ceiling.
arrive after 3 rounds to join the
battle. When the spirit drops Opportunistic Squid
below half HP, it misfires a ray at The Calcivore Squid (see Outside
the ceiling, flooding the chamber the Shrine) may already be here or
(see Ceiling). When it drops to 0 enter if the dungeon floods, but
HP, the skeletons crumble (see these options are best if the party
Developments, pg. 97). already encountered it.
96 Chapter 3: DUNGEONS | SHRINE OF THE SUNKEN STAR
De v e l op m e n t s Di f f icu lt y
The shrine is suitable for level 2
Escaping the Shrine
adventurers (Total Party Level
If the sacrificial chamber (area
7–10). You can adjust its difficulty
S8) floods, the party must quickly
to higher level parties by making
get themselves and the hostages
the following cumulative changes.
out of the temple and swim 30
feet up to the lake’s surface. An Level 3 (TPL 11–14)
unconscious villager quickly dies
• 4 Fossilized Skeletons in S2
if left underwater. If it isn’t dead,
the Calcivore Squid (see Outside • 4 Lentic Star Swarms in S4
the Shrine) may chase and harass • Star-chosen Spirit has 1 Boss
the party all the way to the lake’s Action
surface, looking for stragglers to
devour. Level 4 (TPL 15–18)
• 8 Fossilized Skeletons in S3
Ending the Ancient Curse • 4 Fossilized Skeletons in S8
If the Star-chosen Spirit is reduced
• Star-chosen Spirit has 3 Boss
to 0 HP, the mystical device within
Actions
it shatters. The curse is ended, the
eerie chime will sound no more, Level 5 (Tpl 19–22)
and the Fossilized Skeletons
• 2 Calcivore Squids outside shrine
crumble to dust, ending the threat
to Isilhum. • 10 Fossilized Skeletons in S3
• Traps and hazards are Tier 2
Rewards • Star-chosen Spirit has 42 HP
Regardless of whether Isilhum’s
problems are fixed permanently
or temporarily, the villagers are
happy that the immediate threat
is over and the eerie chiming has
stopped. Captain Thale gives the
party their reward.
The villagers also reward the
party with an extra 10 gp for each
hostage they’ve rescued. If all
were saved, the villagers also give
them a pair of Bracers of Utility.
Chapter 3: DUNGEONS | SHRINE OF THE SUNKEN STAR 97
The Festering Hive
LEVEL 3–6
A
corrupted druid commands
a hive of giant, zombified
DUNGEON OVERVIEW
bees to destroy crops and Themes Alchemy, Nature, Undead
kill townsfolk. The heroes must
face dark beasts and deadly traps Time 2–4 hours
to cleanse The Festering Hive of the Combat Dangers Puzzles Social
evil within before it’s too late!
The Festering Hive
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98 Chapter 3: DUNGEONS | THE FESTERING HIVE
B ackgrou n d
The Fallen Druid The Revenge
For decades, the elf druid Elyandril Further enraged by this
has protected the giant bees that “betrayal,” Elyandril became
live in the Gildweald forest. In fully consumed by her thirst for
the last year, careless logging has revenge. She began sending
caused the bees’ near-extinction. zombees to destroy crops, kill
In an attempt to save the bees, livestock, and attack foresters.
Elyandril is using necromancy to Elyandril’s zombees have slain
reanimate them, creating dread several loggers and abducted
Zombees, and directing them to a whole family of farmers, the
build an underground hive. Nelsons, who were zombified by
the hive’s fell magic (see area H1).
The Intervention
While she waits for more zombees
Concerned by the druid’s
to spawn from their corrupted
radicalization, Ivy, Elyandril’s wolf
eggs, Elyandril has brought
companion, went to the dryad
Blightmaw, a gnoll alchemist, to
Yetharra a week ago, in the hope
the hive and ordered him to make
that Elyandril’s respected friend
a toxin that can kill humanoids by
would be able to reason with her.
the score (see area H4).
Elyandril saw the intervention as
With her swarm growing, a deadly
a betrayal and imprisoned both
toxin on the way, and Elyandril
the wolf and the dryad in the hive.
herself becoming more and more
Separated from her tree, Yetharra
like her zombees, someone has to
died in captivity soon after.
stop the druid before it’s too late...
Hooks
Pest Control Alchemist’s Errand
Ysalla Halftall, halfling mayor of Halkân, a half-orc alchemist, has
Wood’s Edge, wants help stopping heard rumors of zombified bees in
undead bees that ravage their a nearby forest. Seeking to stock
crops – and find the Nelsons, up on necrotic honey harvested
a family of farmers that went from Zombee corpses, he offers
missing a few days ago. She offers 25 gp per Necrotic Honeypot and to
50 gp and the town’s namesake: pay for any other exotic alchemical
Wood’s Edge, a magical dagger. ingredients the party can recover.
Chapter 3: DUNGEONS | THE FESTERING HIVE 99
The Hive
The zombee hive is underground, ► PLANTS. Clusters of
beneath the heart of the Gildweald. Widowbloom flowers and
As one gets closer to it, there are Warpwart mushrooms can
fewer and fewer living creatures, be harvested (DC 9 DEX) and
and only eerie silence, except for distilled into Widowbloom Toxin
the buzzing of vile insect swarms. or Warpwart Juice (1 hour, DC
9 DEX). On a failure on either,
General Features suffer effects of Widowbloom
The hive has these features unless Toxin or Warpwart Juice.
otherwise noted.
Events
► BUZZ. DISADV on spellcasting
The characters may experience
checks to maintain focus.
the following events in the hive.
► CEILINGS. 10 feet high in tunnels
d4 Event
and 20 feet high in chambers.
1 1d2 + 1 Zombees approach.
► DANGER LEVEL. Risky.
2 A howl sounds from within
► FESTERING. Healing is halved. the hive (Ivy in area H6).
► ILLUMINATION. Darkness, 3 Frantic buzzing, faint voice
except for areas H2, H4, and H9. whispers: “Defilers... The
swarm... Vengeance...”
4 Necrotic sludge drops from
the ceiling on the characters;
DC 9 DEX or 1d6 damage.
100 Chapter 3: DUNGEONS | THE FESTERING HIVE
Rancid Hole
Entrance
T h e F es t e r i n g
Hive
H1
Zombies
H2
Zombees
H4
Gnoll Putrifier
H9
Shadowshaper
H3
Zombees Zombees
H8
Wolf
s
H6 T
Earthy Hole
Zombees
Entrance
H7
H5 Nightweavers
Chapter 3: DUNGEONS | THE FESTERING HIVE 101
Outside the Hive H1. Ingestion Chamber
Deep in the forest, this large Humanoid shapes bulge from the
clearing of upturned soil is honey-colored walls of this room.
streaked with black mold. A
5-foot-wide hole emits a rancid Necromantic magic has zombified
smell, and another hole 50 feet the Nelsons (see Hooks, pg.
away smells earthy. 99).
The holes present two different Humanoid Shapes
entrances to the hive. 6 Zombies; 2 child-sized and
4 adult-sized. They attack if
Holes disturbed, spending 1 round to
Rancid hole to the ingestion break free.
chamber (area H1). Earth-smelling
► COMBAT. Zombies fight until
hole to Gede’s Altar (area H5).
destroyed.
► RANCID HOLE. Descends ► TREASURE. Pouch with 10 gp,
20 feet before slanting and Pendant of Blessings.
entering through the wall to
area H1 (DC 9 STR to climb or fall H2. Gardens of Decay
into area H1, taking 1d6 damage
and awakening Zombies). A grove dimly lit by bioluminescent
► EARTHY HOLE. Descends for plants and fungi. 5-foot alcoves dot
20 feet before breaching the the walls around the perimeter.
ceiling of area H5, 20 feet off the
ground (DC 12 STR to climb or fall Zombees rest in the alcoves.
20 feet into area H5).
Zombees
3 Zombees; attack on sight (DC 12
DEX to sneak through room).
► COMBAT. Zombees fight until
slain.
Plants & Fungi
5 clusters of Widowblooms and
8 clusters of Warpwarts (see
General Features, pg. 100).
102 Chapter 3: DUNGEONS | THE FESTERING HIVE
H3. The Nursery H4. The Distillery
Chalk drawings cover the cave A candlelit chamber with glass
walls and giant rotting egg sacs containers, dried flowers, and
hang from the ceiling. mushrooms on rustic tables.
Undead bees tend to the egg sacs. A gnoll is working by the tables.
Traps in the tunnels into this room. Gnoll
Gnoll Putrifier (Blightmaw).
Undead Bees
► DIPLOMACY. Blightmaw doesn’t
3 Zombees, tending eggs.
want to fight. He immediately
► COMBAT. Zombees attack on surrenders and explains:
sight and fight until slain. • He was invited here by Elyandril
TRAPS to brew toxins harmless to
The floor at the mouth of the beasts but deadly to humanoids;
tunnels to areas H1 and H5 is so far, he’s had little success.
brittle, concealing a pit of honey • He last saw Elyandril 3 days ago,
that functions as a Quicksand Pit rambling about “purification!”
(Tier 1). If broken open, a near- • He knows the hive’s layout,
sized cloud of Grave Gas (Tier 1) is where Elyandril is (area H9), and
released for 1 minute. that the honeycomb door (area
H8) only opens for zombees.
Chalk Drawings • Zombees keep him from leaving.
A tall woman holding a shield of If the way out of area H1 is clear,
pure sunlight (Elyandril drew this he gives the party his toxins (see
depiction of Gede holding the Sun Tables) and leaves in a hurry.
Shield before she deserted the god
– hints at treasure in area H7). ► COMBAT. Blightmaw smashes
one of the alchemy sets (see
Egg Sacs Tables). If outmatched, he flees.
4 clusters of egg sacs. If damaged,
necrotic fluid bursts in close range. Tables
DC 12 DEX or 1d6 damage. 2 alchemy sets. If damaged,
explodes with near-sized Poison
► EXAMINE. U One flask of holy Gas (Tier 1) for 1 minute.
water is enough to cleanse
all four sacs, turning them to ► TREASURE. 3 Widowbloom
normal giant bee eggs. Toxin, 3 Warpwart Juice, 2
Necrotic Honeypots.
Chapter 3: DUNGEONS | THE FESTERING HIVE 103
H5. Gede’s Altar H6. Honeycomb Basins
A mound of dirt packed like a Three basins filled with dark
primitive altar. Chalk drawings liquid. A white wolf is submerged
of beasts and humanoids fill the to its neck in one basin. A female
walls. 5-foot hole in the ceiling. figure lies face down in another.
Giant, zombified bees crawl about.
Altar
Old and rotted trinkets made from Elyandril has trapped her wolf
leaves, sticks, and feathers. companion, Ivy, here.
► GEDE’S ALTAR. Praying to the
god of the wilds here sprouts Zombified Bees
a twig bearing 3 acorn-shaped 3 Zombees guard the prisoners.
crystal flasks (1/month). ► COMBAT. Zombees attack on
► TREASURE. The flasks are holy sight, trying to shove characters
water, a Potion of Healing, and a into basins. They can’t harm Ivy.
Potion of Giant Strength.
Basins
Chalk Drawings 3 feet deep, filled with thick,
Crude drawings (by Elyandril): viscous honey that functions as
Quicksand (Tier 1). White Wolf is
• A woman and a canine. Ivy; face-down figure is the dryad
• A woman sitting by a bonfire Yetharra, who’s died in captivity.
surrounded by forest critters.
► DIPLOMACY. Ivy barks and
• A woman healing a bird. whimpers to be pulled free. If
• People cutting down trees next freed, it attacks the zombees
to large, dead bees. and attempts to lead the party
• People impaled by stingers and to the Royal Chamber (area H9)
with crosses for eyes. to redeem Elyandril.
► EXAMINE. U The drawings were ► TREASURE. U Wand of the
all done by the same hand but Dryad in the dead dryad’s hands.
appear to have become more
frantic and erratic.
Hole
20 feet above; leads outside (see
Outside the Hive, pg. 102).
104 Chapter 3: DUNGEONS | THE FESTERING HIVE
H7. Nightweavers’ Den H8. Honeycomb Door
Shadowy webs fill this room. A A large, hexagonal door made
narrow path passes by a dimly from thick, crusted honeycomb.
glowing statue of a female druid.
The characters must imitate a
Large spiders hide in the webs. Zombee’s buzz to open the door.
They have left a path through The wolf Ivy (see area H6) can
the webs to lure intruders into a help them by imitating a buzzing
trap. There’s also a secret passage bee, a Zombee might show up and
behind the statue. open the door, or they can enter
through the secret passage in the
Spiders Nightweavers’ Den (see area H7).
2 Nightweavers lurk in the dark.
► COMBAT. The spiders attack if a
Door
Magically resonates with nearby
character triggers the snare (see
sounds. Opens (like an aperture)
Trap) or get close to the statue.
only if a Zombee’s buzz is made
Path nearby; remains open for 1 minute.
U Just before the statue, a Snare ► ZOMBEE BUZZ. A character that
(Tier 1) pulls victim a near distance has heard a Zombee’s buzz can
into the shadowy webs. replicate the sound using:
Webs • DC 15 CHA mimics the sound.
Shadow Webs (Tier 1). • Spells such as Illusion.
• The Wand of the Dryad (area H6).
Statue • A Nightwhisper Flute carved
Depicts Gede as a druid. If prayed
from a Nightweaver (area H7).
to, it shines sunlight in near for
1 hour. If the egg sacs in area H3
were destroyed or cleansed, or
an offering was made on the altar
s
in area H5, a shield of light also
appears (see Treasure).
H7 T
► SECRET PASSAGE. U To area
H9. Clearly visible behind the
statue if statue is lit.
Nightweavers
► TREASURE. Sun Shield conjured
by the statue.
Chapter 3: DUNGEONS | THE FESTERING HIVE 105
H9. Royal Chamber Transformation
If the party makes Elyandril regret
Glowing fungi illuminate this her actions or she drops to 0 HP,
massive, 30-foot-tall chamber. she transforms into a Zombee
A ragged woman with bulging Queen:
black eyes sits on a honeycomb
“The druid’s head whips back and,
throne. Large undead bees swarm
with a shrill scream that mutates
around her.
into a haunting buzz, her limbs
twist and her bones break as
Woman & Bees she transforms into a grotesque
Shadowshaper (Elyandril), 2
monster – a zombee queen!”
Zombees.
If she drops to 0 HP in her zombee
► DIPLOMACY. Elyandril speaks in queen form, Elyandril reverts
a shrill voice: “Who are you? Why back to her true form and falls
are you here?” If confronted with Unconscious to the ground (see
her Zombees attacks on Wood’s Developments).
Edge, she says: “And so you seek
out our hive? Better that you
defilers of nature flee this land
before my swarm devours you!”
An impassioned speech can
Shadowshaper
prevent Elyandril from attacking
(DC 15 CHA, ADV if Ivy is present)
but her change of heart agitates
the zombees, causing them H9 s
to attack. This, in turn, causes
Elyandril to transform (see
Transformation) Zombees
► COMBAT. Elyandril attacks from
afar while the Zombees guard
her. If she drops to o HP while
in her Shadowshaper form,
she transforms into a Zombee
Queen (see Transformation).
Fungi
6 clusters of Warpwarts (see
General Features, pg. 100).
106 Chapter 3: DUNGEONS | THE FESTERING HIVE
De v e l op m e n t s Di f f icu lt y
The hive is suitable for level 3
The Druid’s Redemption
adventurers (Total Party Level
If Elyandril survives but hasn’t
11–14). You can adjust its difficulty
been convinced of the error of her
to higher level parties by making
ways, the party can make another
the following cumulative changes.
DC 15 CHA check to persuade her.
If they fail, she remains hostile and Level 4 (TPL 15–18)
it is up to the party whether they • 4 Zombees in H2, H3, and H6
kill her, imprison her, or leave her • Zombee Queen has 1 Boss Action
to continue her dark work.
If they succeed, the druid regrets Level 5 (TPL 19–22)
her dark deeds. Through a ritual • 4 Zombees in H9
to Gede, she sacrifices herself • Traps and hazards are Tier 2
to cleanse the hive, turning into • Zombee Queen has 3 Boss
a white mist. All zombees that Actions
weren’t destroyed become normal
giant bees and the Nelsons (the Level 6 (TPL 23–26)
zombies in area H1) return to life if • 6 Zombees in H2, H3, H6, and H9.
they weren’t destroyed. • Zombee Queen has 45 HP and
AC 14
Wood’s Edge
Whether Elyandril is redeemed
or not, she explains how loggers
threatened the giant bees and
caused her descent into darkness.
If the party tells Ysalla Halftall in
Wood’s Edge about this, the mayor
promises to rein in the activities. If
the Nelsons weren’t revived, she
bemoans their loss but still hands
over Wood’s Edge to the party.
Alchemical Ingredients
The alchemist, Halkân, pays for
any Necrotic Honeypots (25 gp
each), Widowbloom clusters (10 gp
each), and Warpwarts clusters (10
gp each) they have gathered.
Chapter 3: DUNGEONS | THE FESTERING HIVE 107
The Bloody Sepulcher
L E V E L 4–7
A
vault built to guard cursed
treasures has been breached
DUNGEON OVERVIEW
by alchemists who now Themes Cursed, Gnolls, Oozes
misuse its dark magic for their
own purposes. To cleanse the Time 2–4 hours
sepulcher, the party must contend Combat Dangers Puzzles Social
with devious traps, deranged
gnolls, and an ancient ooze.
The Bloody Sepulcher
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108 Chapter 3: DUNGEONS | THE BLOODY SEPULCHER
B ackgrou n d
The Sepulcher The Alchemists
The sepulcher was built by A few months ago, a band of
clerics of the God of Knowledge, opportunistic Gnoll Putrifiers
and used to store evil relics broke into the vault. Disregarding
and confiscated valuables, so Ariella’s warnings, they made their
they could be studied safely. lair in the sepulcher.
Even so, the work became too They now take turns entering
dangerous when one of the relics, the vault to gather ingredients –
a Xylophone of Bones, spawned a accursed blood and profane skulls
Skullmonger Ooze made of blood – from the ooze’s form to use for
and skulls that attacked anyone their dark alchemy. Though it has
who entered the vault where the cost some of them their lives, the
cursed treasures were stored. gnolls have managed to create
All the clerics abandoned the several foul toxins and weapons
sepulcher, except for the High with these ill-gotten ingredients.
Warden Ariella, who opted to Unless someone cleanses the
stay behind and protect the vault. sepulcher of its corruption, the
When she eventually died of gnolls will continue to flood the
natural causes, her soul remained region with their evil creations
tethered to the sepulcher, and she – or, just as likely, accidentally
became an Arisen Spirit dedicated release the ancient ooze upon the
to warn away would-be tomb surrounding lands.
robbers from disturbing the evil
within.
Hook
Clear the Darkness She offers the party 50 gp to go
Pernille the Pious, a cleric of the to the ancient sepulcher a day’s
God of Light, is troubled by the travel away, where reliable sources
news that toxins and cursed say the evildoers responsible are
weapons are being peddled in the holed up, and clear the place of its
region. evil taint.
Chapter 3: DUNGEONS | THE BLOODY SEPULCHER 109
T h e Se p u l ch e r
The sepulcher lies in a deep jungle
or forest a day or so from the
Outside the Dungeon
nearest town or village. A large, stone door is barely
visible beneath dense foliage.
General Features Faint tracks lead up to the door,
The sepulcher has these features which is smeared with dark
unless otherwise noted. symbols, seemingly at random.
► CEILINGS. 20 feet high.
The gnolls have trapped the door.
► DANGER LEVEL. Risky. There’s a secret entrance hidden
► JINXED. Characters roll a critical by foliage a bit further along.
failure on a 1–3.
► ILLUMINATION. Dark, except
Door
Leads to area B1. A wire strung
for areas B1, B5, and B6.
across the ground before the door
Events causes a bucket of acid – functions
as an Acid Splash (Tier 1) – hidden
The party may experience the in the foliage above to fall down
following events while within the on whoever opens the door.
sepulcher.
► EXAMINE. U The wire will cause
d4 Event
the bucket to drop if the door
1 Faint prayers briefly sound is opened (DC 9 DEX to cut the
from all-around; echoes of wire or trigger trap).
the temple’s past. They are
loudest near area B3. Foliage
2 Bloodlust suffuses the party. U A search of the area finds a dirt-
DC 12 WIS or must attack the strewn, wooden hatch a short
nearest creature for 1 round. distance further into the brush. It
3 Fell energy permeates the opens easily (to area B4).
party. DC 12 CHA or 1d6
damage and DISADV on
checks for 1 hour.
4 1d4 + 1 hostile Swarms of
Skulls appear.
110 Chapter 3: DUNGEONS | THE BLOODY SEPULCHER
T
B2
B1
B3
T
Arisen Spirit
B4 S
S
B6 B5
Gnoll Putrifiers Gnoll Putrifiers
Skull Swarms
The Bloody
Sepulch er
Shrine
B7
Skullmonger Ooze
o f th e
Sunken
S ta r
Chapter 3: DUNGEONS | THE BLOODY SEPULCHER 111
B1. Entrance Hall B2. Bedroom
Murals vandalized with red- This damp room holds four beds,
glowing symbols cover the walls. a chest, and a wardrobe. It smells
Ancient pillars hold the ceiling like wet dog, blood, and sweat.
and four doors lead out. One door
bears a large red glyph. The gnolls have taken a cursed
chest from the vault to store their
Door treasures in.
Inactive Baleful Symbol (Tier 1)
covers the door (to area B4). If Chest
opened, symbol activates for 1 Magical, unlocked, smeared with
minute. dried blood. If opened without
first smearing blood on it, a Dark
► EXAMINE. U The symbol is
Dirge (Tier 1) plays for 1 minute. A
harmful if activated. It can be
script on the lid reads, in Common:
dispelled or scratched out (DC 12
DEX or trigger the symbol). “The cost for all who go to war,
The price to forge a bond unborn,
Murals The rich will drain it from the poor,
► EXAMINE. U Depicts robed The living hide, the dead adorn.”
figures building the sepulcher
and carrying treasures within. ► TREASURE. 2 rubies (25 gp each)
One mural shows a skull-filled, and 14 gp.
slimy monster astride the pile
of treasure, and hooded figures
keeping it at bay with magical
light while sealing the chamber.
Symbols
Magical. They shed dim red light.
Drawn with accursed blood, taken
from the ooze in area B7.
► EXAMINE. U The symbols
appear to be drawn with blood.
The symbols are much newer
than the murals they cover.
112 Chapter 3: DUNGEONS | THE BLOODY SEPULCHER
B3. Study B4. Armory
The air is stale in this small room, Shelves and racks filled with
which is furnished with a half- ancient and rusted armaments
rotted chair, a small desk, and a line the walls of this small room.
bookcase.
A ghostly, robed woman hovers in Shelves and Racks
the air before you. ► EXAMINE. U The faint outline
of a passage (to the outside) is
Robed WOman visible beneath a shelf by the
Arisen Spirit (Ariella). Wary but east wall.
not hostile. A pacifist in life, the ► TREASURE. U A Skullmonger
spirit attacks only in self-defense. Bola (newly forged), an archaic
► DIPLOMACY. Ariella asks the chainmail, and two longswords.
party their business. If convinced The rest of the armaments are
they aren’t here to steal the too old or damaged to use.
treasures, she relates the vault’s
history and explains that its B5. Kitchen
treasures are cursed. She also
shows them the secret passage This torchlit kitchen holds a stove,
and gives them the Scroll of tables, and a shelf with moldy
Restoration (see Bookcase). foodstuffs and dirty cutlery.
She explains that the acolytes Dog-faced humanoids with patchy
meant to use the scroll on the fur and wearing tattered robes
monster in the vault (area B7), are cooking a foul-smelling meal.
but couldn’t get close enough
before it slew them. Dog-Faced Humanoids
► COMBAT. Ariella fights until slain Yirk, Yp, and Nûhl (3 Gnoll
or left alone. She can’t leave. Putrifiers), attack on sight.
► COMBAT. The frenzied gnolls
Bookcase fight until slain, but may reveal
Holds ancient, decrepit books. information in their angry
► EXAMINE. U One book is a shouting.
lever; pulling it causes the
bookcase to swing open and Shelf
reveal a passage (to area B6). ► TREASURE. U 2 bottles of
ancient wine (5 gp each).
► TREASURE. U Scroll of
Restoration.
Chapter 3: DUNGEONS | THE BLOODY SEPULCHER 113
B6. Laboratory B7. Vault
Tables and shelves filled with The smell of rot suffuses this dark
flasks, skulls, and dried plants line chamber and crimson vines cling
the walls of this torchlit room. to the cracked walls. The ceiling is
Dog-faced humanoids work by the held aloft by pillars that surround
tables. a small pile of coins, chests, and
a large instrument crafted from
The party may surprise the gnolls gleaming bone. Two decomposing
if they arrive through the secret corpses lie near the treasure.
entrance from area B3. Astride the pile is a roiling mass of
blood, tar, and grimy skulls.
Dog-Faced Humanoids
Berkûl and Rukka (2 Gnoll A priest realizes that the ooze is
Putrifiers), attack on sight. spawned from the instrument,
which is cursed. Removing the
► COMBAT. The skulls on the
curse may harm the ooze.
tables form into 4 Swarms of
Skulls and attack the party. The
skulls fight until slain. Berkûl
Roiling mass
Skullmonger Ooze (3 Boss
may try to surrender if she drops
Actions), attacks on sight.
below 5 HP. She is the pack’s
leader and can explain what the ► COMBAT. The ooze fights until
gnolls are doing here (harvesting slain. Combat alerts gnolls in
foul ingredients from the ooze area B5 and B6. If a Restoration
and using them to craft stuff). spell is cast on the ooze, it takes
3d6 damage and is immobilized
Tables & Shelves 1 round.
The skulls were taken from the evil
ooze; they come alive and attack Crimson Vines
the party if combat breaks out. 4 sections of Vampiric Vines (Tier
1), they ignore the ooze but grasp
► EXAMINE. U An urn on the
at other creatures within near.
shelf appears to be bolted on.
If turned clockwise, it opens a Small Pile
secret passage (to area B3).
► TREASURE. U 32 gp in small
► TREASURE. U 2 Widowbloom coins, a silvered greatsword (25
Toxin, alchemist’s tools (25 gp). gp), and a Xylophone of Bones.
Corpses
Two gnolls slain by the ooze.
114 Chapter 3: DUNGEONS | THE BLOODY SEPULCHER
De v e l op m e n t s Di f f icu lt y
To complete their quest, the party The sepulcher is suitable for level
must contend with the chaotic 4 adventurers (Total Party Level
gnolls and cleanse the cursed relic. 15–18). You can adjust its difficulty
to higher level parties by making
Cursed Relic the following cumulative changes.
The relics in the vault (area B7)
remain cursed until a Restoration Level 5 (TPl 19–22)
spell is cast on the Skullmonger • 3 Gnoll Putrifiers in B6
Ooze or the curse has been
• 4 Swarms of Skulls in B7
removed from the Xylophone of
Bones by other means. If the curse • Traps and hazards are Tier 2
isn’t removed before the ooze is Level 6 (TPL 23–26)
slain, a new Skullmonger Ooze
spawns from the xylophone every • 6 Swarms of Skulls in B5 and B7
1d4 days. Only one ooze spawns at • Skullmonger Ooze has 35 HP and
a time. AC 12
Sepulcher Cleansed Level 7 (TPL 27–30)
If the party manages to evict the • 4 Gnoll Putrifiers in B5 and B6
gnolls and remove the curse, or • Skullmonger Ooze has 50 HP and
just remove the cursed instrument AC 14
from the vault, Pernille the Pious
thanks them for their service and
gives them their just reward. The
priest then leads an expedition of
fellow priests to fully sanctify the
sepulcher and, perhaps, use it as a
shrine to the God of Light.
Chapter 3: DUNGEONS | THE BLOODY SEPULCHER 115
Crypt of the Oozing Dragon
L E V E L 4–7
A
n oozing dragon lairs in an
ancient elven crypt, as it
DUNGEON OVERVIEW
seeks a sacred pool that can Themes Dragon, Ooze, Undead
cure its slimy curse. To evict the
dragon, the heroes must contend Time 3–6 hours
with ancient riddles, devious traps, Combat Dangers Puzzles Social
and oozing enemies!
Crypt of the Oozing Dragon
Click or scan the QR code to access
cheat sheets, errata, and other helpful
tools for running the dungeon.
116 Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON
B ackgrou n d
The Crypt The Dragon
The crypt was built a millennia Several years ago, a young
ago as an elven burial site. green dragon, Goraxes, was
Three centuries ago, the elves transformed into an oozing
were driven from the area and dragon after insulting a powerful
abandoned the crypt. hag. Ruthlessly, Goraxes spread
The crypt also holds a silver tree the oozing disease to her kobold
(area C12) that resembles the Tree servants.
of Souls, a mythological tree which Not long ago, Goraxes finally
the elves believed transports souls learned of a potential cure: this
to the afterlife. The pool it stands crypt’s sacred pool. Two weeks
in has healing powers. ago, Goraxes and her kobold
The sacred tree and pool can minions dug a tunnel (area C1) into
only be reached through a magic the crypt, but have so far failed to
door (area C11) that is opened by open the door that protects it.
marking the “Tree” constellation
on it, which is depicted in various
places throughout the crypt.
Hooks
Clean-Up Job Fountain of Restoration
Baron Yolan Grimsbell, ruler of the Elder Yu, a venerable monk and
region, offers 100 gp to anyone sage, is deathly ill and no mundane
who can clear out the monsters remedies have done anything for
that have moved into the area. him. The Monastery of the Golden
Several travelers, hunters, and Dawn offers 100 gp for a flask of
trappers have been assailed by healing water from a sacred pool
small, slimy creatures whose rumored to lie in an elven crypt a
tracks lead back to a hillock few days’ journey away.
rumored to hold an ancient crypt.
Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON 117
T h e Cry p t
The crypt lies beneath a rocky Events
hillock off the beaten path. The
party can find it by following the The characters may experience
tracks of the kobolds, who forage the following events in the crypt.
the nearby area for food. d4 Event
1 1d4 + 2 Oozing Kobolds
General Features come through (DC 12 DEX to
The crypt has these features avoid or ambush).
unless otherwise noted. 2 1d4 + 1 Slimelings on the
► CEILINGS. 10 feet high. ceiling (DC 12 WIS to avoid
surprise).
► DANGER LEVEL. Unsafe.
3 Fragmented ghostly voices
► DOORS. Made from heavy stone whisper through the halls,
and grind noisily when opened. in Elvish: “Souls... Tree...
Closed but not locked. DC 9 STR Rest... Intruders... Dragon...
to open (ignore if not in a hurry). Tears... Death...”
► ELF LORE. Elves have ADV on 4 A haunting Elvish dirge. DC
INT, CHA, and WIS checks. 12 CHA (elves have ADV) or
► ILLUMINATION. The crypt is 1d6 damage and DISADV on
cast in darkness except for areas checks for 1 hour.
C6, C7, C9, and C10.
► JINXED. Roll a critical failure on
a 1–3.
118 Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON
Cryp t o f th e
T Oo zing Dragon
C1
Gelatinous Cube
C2
C6
T Skullmonger Ooze
Oozing Kobolds
C3 C5
C4
Arisen Spirits T
T C8
C7
Oozing Kobolds
s
C9 s
Oozing Kobold Magus
Oozing Kobolds
s
C10
Oozing Dragon
Oozing Kobolds
C11 C12
Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON 119
Outside the Crypt C1. Entrance Tunnel
A footpath through the brush to A long earthen tunnel slopes
a rocky hillock. The path ends by a downward. The ground is covered
10-foot diameter tunnel opening. with small, clawed footprints. A
Near it, at the hilltop, stands a sour smell hangs in the air.
gnarled beech tree.
The kobolds have dug a pit trap
The beech tree hides the elves’ halfway down the tunnel and
secret entrance. lured a gelatinous cube into it.
Tunnel Opening Footprints
Leads to the entrance tunnel (area U The tracks belong to a dozen
C1). kobolds. They skirt around the
middle of the tunnel (see Trap).
Beech Tree
Inscription on the tree in Elvish: Trap
U A 10-foot-square, dirt-strewn
“Sorrow’s kin, laughter’s friend,
tarp conceals a 10-foot-deep pit
Shed at birth, and at the end,
completely filled by a Gelatinous
Let it flow, here and now,
Cube. A creature that falls in is
Elders wait below this bough.”
engulfed by the cube. The cube
The riddle’s answer is “tears”. If can’t climb out, but can reach
tears are offered to the tree, its creatures by the edge.
roots spread apart to reveal a ► TREASURE. Ring of Trickery
stone trapdoor (to area C8) for 1 floating within the cube.
hour.
Oozing Kobolds
About a dozen Oozing Kobolds inhabit the crypt.
Behavior. The kobolds attack on sight. They aren’t evil, but dare not defy
Goraxes. Faced with certain death, kobolds will try to flee or surrender.
Diplomacy. A captive kobold can provide information about the crypt or
Goraxes. It is likely to lead the party into danger so it can escape.
Alarm. In combat, a kobold flees to warn allies or Goraxes. If alerted, the
dragon orders her minions to set up an ambush (see area C10).
Kobold Names. Gurn, Jigwail, Yrk, Toorn, Thenk, One-Claw, and Bims.
Treasure. Each oozing kobold has 1d6 gp, a dagger, and a sling.
120 Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON
C2. Preparation Chamber C3. West Hallway
An upright stone altar with faint There’s an 8-foot-tall statue of
symbols sits at the center of this an elven warrior at one end of
room. Shelves with ancient jars this hallway. The bottom of a
and rusty tools line the walls. portcullis is visible in the ceiling.
Altar There’s a trap halfway down the
Four magical palm-sized symbols hallway: a tripwire releases a
are carved into the altar’s corners: boulder and drops a portcullis.
a snowflake, a sun, a maple leaf,
and a flower. When touched, Portcullis
a symbol glows for 1 minute, if Iron (AC 15; HP 30), installed by
touched in order of the seasons kobolds (DC 15 STR to lift).
they represent (flower sun
leaf snowflake) a small hatch Trap
opens (see Treasure). It doesn’t A tripwire drops the portcullis and
matter which symbol is touched releases a Rolling Boulder (Tier 1)
first, but a symbol touched out of at the south end of the hall.
order becomes a Baleful Symbol ► EXAMINE. U A search of the
(Tier 1) for 1 minute. floor finds the tripwire and can
► TREASURE. Pouch of incense easily step over it (DC 12 DEX to
(10 gp), censor (20 gp), and Scroll disarm or trigger trap).
of Restoration in the hidden Statue
compartment. Magical; depicts Elyrian
Shelves Silverwind, elven Guardian of
Crypts. Bowing to the statue
► TREASURE. Silver sickle (25 grants ADV on WIS checks for 1
gp), pouch of gem dust (25 gp). hour (1/day per creature).
North
T C3
Guardian Statue Portcullis Tripwire Rolling Boulder
Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON 121
C4. Crypt
Four engraved sarcophagi sit in Spirits
alcoves along the wall. One’s lid is An Arisen Spirit rests in each
ajar. A small corpse lies next to it. sarcophagus. If its name is spoken,
it appears peacefully. If the
The crypt is protected by spirits sarcophagus is touched, it appears
who slew a kobold that disturbed and attacks (see Combat) unless it
them; the other kobolds fled. sees an elf, in which case it parlays.
Corpse ► DIPLOMACY. If summoned, a
U The kobold has been dead for a spirit asks who disturbs their
week. It has no visible injuries. rest and why. If the party
respectfully explains their
Sarcophagi purpose, the spirit shares some
Lids slide easily. If touched, a of the information below.
spirit appears (see Spirits). Each Otherwise, it attacks.
sarcophagus bears the name of • A dragon and its kobolds seek
the elf within and carved scenes the sacred pool, but can’t get
that reveal their lives and values past the Star Door (area C11).
(from left to right): • The party must solve the Star
• Nira Nightbreeze (young, armor). Door’s puzzle on their own; Liira
A nature-loving knight who died gives her symbol and says “souls
protecting a grove from a dragon. will guide you.”
• Eryn Silverlark (middle-age, • Each spirit may give its treasure
dress). A fun-loving bard who to someone with shared values.
lived to spread joy and wisdom.
► COMBAT. The other spirits
• Cael Dawnwhisper (elderly,
join the fight after 1 round. The
robes). A studious wizard
spirits can’t leave the crypt.
dedicated to order and duty.
• Liira Dawnwhisper (elderly,
robes). A kind cleric of the God
of Love who lived for beauty.
► TREASURE. Nira’s Solemn
Shortsword, Eryn’s harp (20 gp),
Cael’s Wand of Detect Magic,
Liira’s Tree of Souls holy symbol
(10 gp, helps solve puzzle in area
C11).
122 Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON
C5. East Hallway C6. Ossuary
An 8-foot-tall statue of a robe-clad A torchlit chamber split by a wide
elven wizard at the north end. stone column. Skulls set with
small gems line the walls.
Statue Kobolds are busy prying
Magical; depicts Jherial the Elder, gemstones from the skulls.
elven Keeper of Lore. Greeting
by touching two fingers to An ooze hides in the corner.
one’s forehead grants ADV on
INT checks for 1 hour (1/day per Kobolds & ooze
creature). Skullmonger Ooze, 3 Oozing
Kobolds. Kobolds are stealing
gems from skulls (they have
DISADV on WIS, INT, and CHA
checks, see Skulls). Ooze hides in
the north corner; it attacks any
who come close.
► COMBAT. If a fight with the
kobolds breaks out and the
ooze hasn’t been disturbed, it
ambushes the closest character.
► TREASURE. Kobolds have 32
gems (1 gp each).
Skulls
Magic gems. A creature that
damages a skull or steals a gem
must pass a DC 12 CHA check or be
cursed for 24 hours, DISADV on
WIS, INT, and CHA checks.
► TREASURE. It takes 1 minute to
pry a gem from a skull. 44 gems
(1 gp each) remain in the skulls.
Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON 123
C7. Mourning Room C8. Hero’s Passage
Blankets with odd trinkets next to A hall with stairs at one end and a
an inch-deep puddle of slime. door at the other. Four statues of
A handful of slimy kobolds lounge armed elves line the passage and
on the blankets. four engraved tiles, each a stride
apart, span the length of the hall.
Kobolds
6 Oozing Kobolds lounging. Stepping on certain tiles opens
the door or triggers the statues
► COMBAT. One kobold flees to to attack (see Tiles).
warn the dragon in area C10.
Door
Puddle
To area C5; opens only if right tiles
Acid Puddle (Tier 1).
are pressed (see Tiles).
Odd Trinkets
Stairs
► TREASURE. U 2 torches, Potion Ascend 20 feet to trapdoor under
of Flying, worthless trinkets. the beech tree outside.
Statues
U Wires inside; attack if the wrong
tiles are stepped on (see Tiles). Can
C8 be jammed to prevent attacks (DC
9 DEX or the statue attacks).
T T ► EXAMINE. U Scrape marks on
floor around southeast statue.
s If its shield is pushed, the statue
glides away, revealing passage to
area C9.
Tiles
U Pressure plates with Elvish
s words (from east to west): Honor,
Cruelty, Compassion, and Tyranny.
OOzing Kobold Magus Pressing the first and third tile at
C9
OOzing Kobolds the same time opens the door. If
the second or fourth is pressed,
s
each statue attacks (+3 to hit; 1d6)
the nearest creature.
124 Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON
C9. Priest’s Chambers
A room with a bed, a reclining Bookcase
chair, an open wardrobe, and a U The bookcase is attached to the
bookcase with ancient books and wall; it can be pulled like a door,
scrolls. A torch on a pillar lights revealing a passage to area C8.
the room.
► TREASURE. U Scroll of
Kobolds are trying on robes by Regenerate on the shelf.
the wardrobe. A kobold wearing a
gold tiara and holding a slimy staff Wardrobe
reads a book in the chair. U The wardrobe is attached to the
wall; it can be pulled like a door,
Secret passages to C8 and C10. revealing a passage to area C10.
► TREASURE. U Potion of Healing
Kobolds
in the pocket of a moldy robe.
Oozing Kobold Magus (Mirtix),
2 Oozing Kobolds.
► MIRTIX THE MAGUS. Mirtix is
afraid of Goraxes but seeks to
supplant her. Threats can make
him give information about
Goraxes, but he can’t be coerced
to fight against her.
► COMBAT. If brought to 7 HP or
less, Mirtix surrenders.
► TREASURE. Mirtix’s gold
tiara (50 gp), a Staff of
Slimebending, and book
“Rites and Crypts”
(describes elven burial
traditions, mentions
a “Tree of Souls”,
and shows the tree’s
constellation – helps
solve puzzle in area C11).
Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON 125
C10. Chapel
A chapel with 20-foot stone pillars ► COMBAT. Goraxes fights to
and glowing murals of elves the bitter end; the kobolds
praying before a large tree. A surrender if she is defeated.
puddle of slime divides the room.
On the other side, treasure is Altar
spread around a broken altar. ► TREASURE. U Sapphire (25 gp),
A large, slimy dragon lounges on 2 Potions of Healing, and 52 gp.
the altar. Kobolds are demolishing Puddle
the south wall. Acid Puddle (Tier 1)
Dragon, Kobolds, & Oozes Murals
Oozing Dragon (Goraxes), U The tree is the Tree of Souls, a
2 Oozing Kobolds. Kobolds are mythical tree that helps souls to
digging into area C12, but are the afterlife. A praying priestess
hindered by a magical barrier. on the northeast wall has a third
► DIPLOMACY. If given a chance eye; pushing it opens a secret
to parlay, Goraxes promises passage to area C9.
her hoard if the party helps
her bypass the Star Door (area
C11). DC 15 WIS realizes that the
dragon can’t be trusted.
s
Oozing Dragon
acid Puddle
OOzing Kobolds
126 Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON
C11. Star Door
The domed ceiling appears as a Door
starry sky. Two small, charred Impervious to damage and
corpses lie before a door set with magic. Opens only if the Tree
pale gems. constellation is formed on it.
When a gemstone is touched, it
The corpses belong to kobolds
glows for 1 minute. Anyone who
who failed to solve the door’s
has studied the constellations
puzzle – they were burned by a
in the ceiling or elsewhere in
radiant blast from the ceiling.
the crypt can form them on the
door. If the Tree constellation is
Ceiling formed, the door opens. If any
U Stars are clustered together
other constellation is formed,
as constellations: the Bow, the
radiant light from the ceiling deals
Dancer, the Dragon, the Gem, the
2d6 damage to all creatures in the
Steed, the Sword, and the Tree.
room.
Corpses
The Star Door Puzzle U The kobolds were killed by burn
There are depictions of the tree of wounds on heads and shoulders.
souls in areas C4, C9, and C10; any
who have seen these recognize
the Tree constellation in the ceiling
and can easily trace it on the door.
Bow
Sword
Dancer
Gem
Dragon
Tree
Steed
Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON 127
C12. Sacred pool
A beautiful tree with silver leaves Tree
stands in a serene pool. Stone Thousands of ancient spirits
pillars support the 20-foot ceiling. inhabit this tree. When a creature
approaches, they telepathically
Spirits protect the pool and command: “Reveal your soul to
probes creatures who approach; us.” If the creature refuses or
if the tree is harmed, the ceiling agrees but is evil, the spirits deem
collapses. them unworthy and forbids it
from using the water. If a creature
Pool purposefully damages the tree,
5 feet deep and perfectly clear. A the pillars crumble and the ceiling
worthy creature (see Tree) that collapses (see Pillars).
drinks the water gains the benefit
of the Regenerate and Restoration Pillars
spells (1/day per creature). An Destroying a pillar (AC 9; HP 15)
unworthy creature is instead causes a Collapsing Ceiling (Tier 1).
affected by an Aeon Surge (Tier 1). The cutout below shows the area’s
Water taken from the pool loses sections.
its magic after 3 days.
1 2 3
C12
4 5 6
128 Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON
De v e l op m e n t s Di f f icu lt y
The crypt is balanced for level
The Dragon’s Bargain
4 adventurers (Total Party
If the characters agreed to help
Level 15–18). You can adjust its
Goraxes, the dragon appears
difficulty by making the following
shortly after they enter area C12
cumulative changes.
and insists on using the pool. She
attacks the party if they refuse. Level 5 (TPL 19-22)
Ignoring the tree’s spirit, the • Traps and hazards are Tier 2
dragon drinks from the pool • 4 Oozing Kobolds in C9 and C10
and suffers its harmful effects. • Oozing Dragon & Skullmonger
Enraged, she releases her breath Ooze have 1 Boss Action each
weapon on the tree, triggering the
collapse – unless the party attacks Level 6 (TPL 23-26)
her and distracts her. • 6 Oozing Kobolds in C6
Whether the ceiling collapses or • Oozing Dragon & Skullmonger
not, Goraxes then attacks the Ooze have 3 Boss Actions each
characters with suicidal fervor.
Level 7 (TPL 27-30)
The Tree’s Reward • 6 Oozing Kobolds in C10
If the party slays Goraxes without • Oozing Dragon has 53 HP and
causing a collapse, a flask bobs to 16 AC
the surface of the pool; it holds
one use of the pool’s water that
retains its magic until consumed. Adjusting the Theme
Below is an example of how you
The Kobolds can adjust the crypt’s theme:
If the characters slay Goraxes, •Replace “Elvish” and “elven”
any surviving kobolds plead for with “Dwarvish” and “dwarven”
the characters to spare them. If
•Replace the statues in areas
the ceiling hasn’t collapsed, the
C3 and C5 with dwarven saints
kobolds use the sacred water to
Thorbardin and Ellâ-Bruk
restore themselves. The water
•Replace the spirits in area C4
heals not just their bodies but also
with the dwarven spirits Helga
cleanses their souls. Thus healed,
& Uradin Stormanvil, Pieradûr
the kobolds stay in the crypt and
Orcsbane, and Tokra Bluntblade
use their trap-making skills to
protect the sacred pool. •Replace Solemn Shortsword with
a Dwarfmaid’s Delight hammer.
Chapter 3: DUNGEONS | CRYPT OF THE OOZING DRAGON 129
Everwatch Prison
L E V E L 4–7
A
remote prison holds some of
the world’s most dangerous
DUNGEON OVERVIEW
convicts. To free – or slay – a Themes Heist, Prison Break
prisoner, the party must navigate
magical defenses, stoneborn Time 3–6 hours
guards, an aberration’s watchful Combat Dangers Puzzles Social
eyes, and a web of dark lies.
Everwatch Prison
Click or scan the QR code to access
cheat sheets, errata, and other helpful
tools for running the dungeon.
130 Chapter 3: DUNGEONS | EVERWATCH PRISON
B ackgrou n d
The Prison Instead, it transformed him into
Everwatch Prison was built a Lupine Deceiver with the ability
two decades ago by Oglûk to shapeshift into a shadowy wolf.
the Watcher, an aberrational Thus corrupted, Albyn began
eye-creature with voyeuristic hunting and killing innocent
tendencies, and Temilian farmers during full moons.
Zezzarius, a Medusae Spellblade
who loves cooking, carving
The Imprisonment
Only a few months later, Albyn
statues, and gathering gold.
was caught by the King’s guards
Guarded by Temilian’s protective and charged with several murders.
spells and statues brought to Despite the strong evidence
life as Stoneborn Warriors, and against him – Albyn was found
watched over by Oglûk’s many covered in blood and several
floating eyestalks, Everwatch witnesses saw him shapeshift into
Prison holds those deemed too a shadowy, wolf-like creature – the
vile to imprison elsewhere. noble insisted on his innocence.
The Noble Hoping to delay Albyn’s execution
Albyn von Gravesmark used to until exonerating evidence
live a carefree life of wealth and could come to light, Baron von
pleasure. Dabbling in music, the Gravesmark offered to pay for
noble came across a mystical tome his son’s detention at Everwatch
(a Tome of the Shadow Pact) which Prison. Albyn has now been
he believed would endow him with imprisoned for a year and the fees
an irresistible singing voice. are draining the Baron’s coffers.
Hook
Justice Served Lady Agylia can provide
Frustrated with her father’s information about the prison, her
costly decision to have Albyn brother (see Background), and,
imprisoned, Albyn’s sister Agylia if necessary, ideas about how to
offers the party 100 gp to infiltrate infiltrate Everwatch Prison (see
the prison, discover if Albyn is Getting into the Prison).
innocent, and free him if he is – or
slay him, if he truly is guilty.
Chapter 3: DUNGEONS | EVERWATCH PRISON 131
Ge t t i ng i n t o t h e P r ison
There are three likely ways the Sewer
party can get into the prison: The party can easily find the sewer
sneak into the courtyard (area P1) tunnel (area P9) in the cliff and
with a food delivery, enter through make the dangerous climb down
the sewer cave (area P9), or pose to it (DC 9 STR or fall 80 feet),
as clients and be led to the foyer slipping in unnoticed.
(area P2) to await an audience.
Agylia can provide suggestions for Visitors
these three methods of entry: If the party approaches the gate,
Oglûk’s eyestalk sees them (see
► DELIVERY. “Fresh produce is Outside the Prison, pg. 135) and
delivered to the prison daily. You telepathically asks their business.
may be able to sneak in when If they appear to be visitors
the gates open for the delivery.” or pique Oglûk’s curiosity, the
► SEWERS. “You can sneak in eyestalk commands the guards in
through the prison’s sewer, if the courtyard (area P1) to let the
you can find the entrance.” party into the foyer (area P2).
► VISITORS. “You may be able to Here, the party is left to wait while
pose as potential clients looking Oglûk observes, hoping they’ll
to inspect the prison.” do something interesting. The
The party can also get this Watcher doesn’t raise the alarm if
information on their own by the party begins to explore.
observing the prison from afar, If the party waits for 1 hour or
searching the nearby area, or longer, Oglûk or one of the guards
asking around in the nearest town. eventually alerts Temilian, who
comes out to greet the party. The
Delivery party may be able to convince the
Deliveries are made by the gruff Medusae Spellblade to let them
Yharlbrok (Dwarf Guard). Whether inspect the prison ward (area P9)
the party enters hidden in his accompanied by the guards from
wagon or sneaks in as the gate area P6, but if he suspects they’re
opens for it, the guards in area impostors, he asks them to leave,
P1 are distracted (DC 12 DEX as a following up with force if they
group to slip past them into area refuse.
P2 or area P3).
132 Chapter 3: DUNGEONS | EVERWATCH PRISON
T h e P r i son
The Everwatch Prison perches Event
upon a tall cliff overlooking the
ocean or a large lake. After every 3 crawling rounds,
or each time the party moves
General Features through area P2 or P7, the GM can
roll a d6. On a 1, 1d4 + 1 Stoneborn
The prison has these features
Warriors pass by at the same time.
unless otherwise noted.
► CEILINGS. 20 feet high.
► DANGER LEVEL. Unsafe
Oglûk’s Eyestalks
Watching through eyestalks
► DOORS. Heavy, wood, unlocked. throughout the prison, Oglûk
► ILLUMINATION. Candles or the Watcher is likely to spot any
torches illuminate all areas intruders. Oglûk is content to
except for areas P5 and P9. watch the party, only confronting
► PRIVATE. Magic that detects them as they try to leave (see
others, reads thoughts, or Developments, pg. 143).
reveals lies or illusions, such as Evading Eyestalks. The eyestalks
the Scrying, Detect Thoughts, and can’t hear and can’t see invisible
Zone of Truth spells, can’t affect creatures. They can be distracted
anything inside the prison. to allow the party to sneak past.
► SILVER BELLS. The magical Slaying Eyestalks. If an eyestalk
bells in areas P1, P7, and P10 are dies, Oglûk quickly creates a new
connected. If a bell is rung, the one and sends it through its secret
other bells chime with a specific tunnel so it can continue to watch.
tune that brings Temilian and
all Stoneborn Warriors in the
prison to the bell that was rung.
► WARDED. Teleportation magic is
impossible.
Chapter 3: DUNGEONS | EVERWATCH PRISON 133
P6 P5
Stoneborn Warriors WAtcher
P1 s
Stoneborn Warriors
Z P2
Z
P4
Medusae Spellblade
P3
P8
Stoneborn Warriors
Z T
P10
s Stoneborn Warriors s
T
P7
Z
E v e r wa tc h
P9
Prison
134 Chapter 3: DUNGEONS | EVERWATCH PRISON
Outside the Prison P1. Front Courtyard
A squat, windowless fort circled A footpath leads from the gate
by spiked walls sits atop a cliff. A through this courtyard to the
trail snakes up to the fort’s steel fort’s main entrance. A silver bell
gate. The roar of crashing waves hangs above the door. A smaller
fills the salty air. path leads past crates and barrels
A foot-long eyestalk is attached to to a side entrance.
the wall above the gate. Statue-like humanoids flank the
main door.
Eyestalk
Watcher eyestalk (see Oglûk’s Unless distracted, the guards spot
Eyestalks). It spots anyone who anyone who enters the courtyard.
comes within 30 feet, though it
does nothing but observe them Statue-like Humanoids
unless they approach to enter. 2 Stoneborn Warriors. If the
party is let in by Oglûk’s eyestalk
► DIPLOMACY. If the party
at the gate, the guards escort
presents themselves as visitors,
them to area P2 without question.
Oglûk telepathically commands
Otherwise, the guards attack
the guards to open the gate and
intruders on sight.
escort them to area P2 to wait
(see Visitors, pg. 132). ► COMBAT. One warrior tries to
sound the alarm (see Silver Bell).
Gate They fight until slain.
Held shut by a heavy gate bar that
can only be lifted from the inside. Silver Bell
If rung, Temilian and the guards
Cliff in area P6 arrive after 2 rounds,
Jagged rock with a 100-foot drop and the guards in areas P8 and P10
to the water. 40 feet down, there’s arrive after 4 rounds.
a 5-foot-wide hole (to area P9)
with sewage spilling from it (DC 9 Gate
STR to climb to it or fall 80 feet). Sealed from the inside by a heavy
bar (DC 12 STR to lift).
Walls
20-foot-tall, smooth walls with Crates & Barrels
metal spikes on the top. DC 15 DEX ► TREASURE. U 6 torches, 12
to move across or 2d6 damage and rations, 4 ropes (60’), 2 oil flasks,
stuck (DC 15 STR on turn to free). a grappling hook.
Chapter 3: DUNGEONS | EVERWATCH PRISON 135
P2. Foyer P3. Kitchen
This foyer is decorated with This clean kitchen is well-stocked
ornate, hand-carved pillars and with goods. There’s a wooden
has four doors. Plush chairs line hatch in one corner, and two
the walls and torches fill the room doors.
with warm light.
A foot-long eyestalk perches in a Goods
corner of the ceiling. A large stove, crates and sacks
holding various meats, vegetables,
If the party enters as visitors, they fruit, and grains, as well as
are left here to wait for Temilian. polished kitchenware.
► TREASURE. U 4 bottles of elven
Eyestalk red wine (10 gp each), a set of
Watcher eyestalk, watching silverware (20 gp), 15 rations.
silently.
Hatch
Doors Slides up (DC 9 DEX to open
Doors to areas P1, P3, and P6 are quietly) to reveal a 40-foot-long
unlocked. Door to area P4 is locked garbage chute that runs through
(DC 15 DEX to open). Temilian has area P8 and ends in area P9 (DC 15
the key. STR to climb per 20 feet or fall).
Temilian’s Stoneborn
The Stoneborn Warriors who
guard the prison were crafted by
Temilian from stone and enchanted
to be able to move, think, and
talk. They speak tersely and have
boring personalities. They obey
Temilian’s orders without question
and interrogate intruders until
convinced Temilian has allowed
them to be there.
Combat. The guards fight until
slain. If the alarm hasn’t been
sounded, at least one guard moves
to the nearest silver bell to do so
as soon as combat starts.
136 Chapter 3: DUNGEONS | EVERWATCH PRISON
P4. Temilian’s Chamber
A luxurious chamber with rich Desk
carpets and beautiful paintings, Paper, scrolls, and small flasks.
lit by a chandelier. There’s a plush
► EXAMINE. U Records briefly
chair, a desk, a comfortable bed,
and a steel strongbox. In the detail the incarceration time
corner is a half-finished statue of and alleged crimes of all five
a warrior. prisoners (see pg. 142).
Next to the statue stands a tall, ► TREASURE. U 3 Spell Scrolls
medusae with sparkling, scaly skin (Fly, Knock, Scrying), Potion of
and writhing snake-hair tied in a Healing, Potion of Polymorph.
neat ponytail. Strongbox
Locked (DC 15 DEX to unlock), too
Medusae heavy to move. If anyone except
Medusae Spellblade (Temilian). for Temilian touches it, a tiny glyph
► DIPLOMACY. Temilian is aloof on the lid triggers a Hold Monster
and demanding. If convinced spell (DC 15 STR on turn to break
that the party is visiting, he may free) that affects all creatures
allow them to inspect the prison in the room and an Alarm spell
ward (see Visitors, pg. 132). If mentally alerts Temilian, who
he becomes suspicious of the quickly returns.
party, he orders them to leave; ► EXAMINE. U A close inspection
if refused, he calls his guards to finds the glyph; it can be
evict them by force. dispelled or scratched out (DC 15
► COMBAT. Temilian uses his Force DEX or trigger).
Bolt attack and casts spells while ► TREASURE. 118 gp, a
staying out of melee. If he drops leatherbound book (Albyn’s
below 10 HP, Temilian flees or Tome of the Shadow Pact), a
surrenders. Diplomat’s Denture (belongs to
► TREASURE. U Keys to the chest the doppelganger Ukuul), and a
and the door into this room. Solemn Shortsword (belongs to
the keeper Vessalia).
Paintings
► TREASURE. U 4 landscape
paintings (10 gp each), 2
portraits of elven siblings signed
“Silverstroke” (25 gp each).
Chapter 3: DUNGEONS | EVERWATCH PRISON 137
P5. Oglûk’s Chamber
Cluttered shelves line the walls Shelves
of this dark room. In its center is ► TREASURE. U Spyglass (50
a pedestal holding a crystal orb. gp), gilded hand-mirror (10 gp),
There’s a 5-foot-diameter hole in exotic coins (22 gp in total), 2
the south wall and a bas-relief of pearls (10 gp each).
an eye on the west wall.
Hovering above the pedestal is Crystal Orb
a ball of slimy flesh with a large ► TREASURE. Crystal Ball.
central eye and a huge maw of
sharp teeth. Detached eyestalks Hole
float in the air around it. 5-foot-wide, 40-foot-long vertical
tunnel that runs through area P8
Ball of Slimy Flesh and ends in area P10 (DC 15 STR to
Watcher (Oglûk) with 4 eyestalks. climb per 20 feet or fall).
► DIPLOMACY. Oglûk prefers not Bas-relief
to speak with anyone directly. U Close inspection finds that the
If spoken to, it telepathically bas-relief is a hatch. Pressing the
asks the party to leave. It only iris causes it to swing open (to
engages in conversation if a area P6).
character piques its curiosity.
Otherwise, it just stares at the
party until they leave. It only
attacks in self-defense or if the
party tries to steal from it.
► COMBAT. Oglûk summons all
its eyestalks to aid it; a new
eyestalk arrives every round for
4 rounds. It prefers to keep foes
alive, relying on its Transfixing
Stare and Enslave Eye Ray. If it
feels threatened, it telepathically
calls for Temilian and his guards.
If it drops below 15 HP, it tries to
flee into its tunnel (see Hole).
138 Chapter 3: DUNGEONS | EVERWATCH PRISON
P6. Staircase P7. Hallway
Wide stone stairs descend further Flickering torchlight reflects off
down at the far end of this the polished floor of this long
torchlit room. A bas-relief of a hallway. Two bas-reliefs of large,
large eye adorns the wall. round eyes adorn either side of
Statue-like warriors stand guard the wide stone stairs leading
at the top of the stairs. further down. A silver bell hangs
above the stone stairs and an
Statue-Like Warriors eyestalk watches from the corner.
2 Stoneborn Warriors; their eyes
are fixed on the door to area P2. The bas-reliefs hold traps. Loud
noise (including triggering the
► DIPLOMACY. The guards traps) alerts the guards in P8.
question strangers, only
allowing visitors to pass by if Eyestalk
convinced that Temilian has Watcher eyestalk, watching
allowed it. Otherwise, they silently.
insist on bringing visitors back
to area P2 to wait for Temilian; if Bas-reliefs
refused, they attack. A pressure plate in front of each
► COMBAT. One guard attempts
bas-relief eye causes a Barbed
to alert Temilian in area P4 and Net (Tier 1) to shoot out from a
the guards in area P1. secret hatch in the iris, nailing the
triggering creature to the wall.
Bas-relief ► EXAMINE. U The tile is a
U Close inspection finds that the pressure plate and the iris is a
bas-relief is a hatch. Pressing the hatch. Either can be jammed (DC
iris causes the bas-relief to swing 15 DEX or trigger trap).
open (to area P5).
Silver Bell
Stone Stairs If rung, the guards in areas P6, P8,
Doubles on itself, leads to a and P10 arrive after 1 round, and
torchlit hallway (area P7). Temilian and the guards in area P1
arrive after 3 rounds.
Stone Stairs
Lead below to area P10.
Chapter 3: DUNGEONS | EVERWATCH PRISON 139
P8. Barracks P9. Sewer Cavern
A row of beds line one wall of this A foul smell of rot and sulfur
torchlit room. Above them is a lingers in this 10-foot-high cave
large bas-relief of a bulging eye. overgrown with orange fungi.
There’s a hatch on the south wall. Below a 5-foot-wide chute in the
Stone-like humanoids lie in some ceiling, a shallow stream of muck
of the beds, their eyes open wide. flows out and over the cliff.
Stone-like Humanoids Fungi
2 Stoneborn Warriors rest here, Phoenix Fungi (Tier 1) fill the entire
petrified but aware (DC 12 DEX as cave. Explodes if an open flame or
a group to sneak past). They end spark enters the cave.
their petrification if disturbed,
Chute
attacking intruders on sight.
40-foot-long garbage chute that
► COMBAT. One Stoneborn runs through area P8 and ends in
Warrior flees to ring the bell in area P3 (DC 15 STR to climb per 20
the hallway (area P7). feet or fall). A creature wearing
metal armor that fails its check
Hatch to climb the chute causes sparks,
Slides up (DC 9 DEX to open igniting the Phoenix Fungi.
quietly) to reveal a garbage chute
that leads 20 feet up to area P3
and 20 feet down to area P9 (DC 15
STR to climb per 20 feet or fall).
Bas-relief
U The bas-relief is a hatch. If the
iris is pressed, it opens to a 5-foot-
wide shaft that leads 20 feet up to
area P5 and 20 feet down to area
P10 (DC 15 STR to climb per 20 feet
or fall).
140 Chapter 3: DUNGEONS | EVERWATCH PRISON
P10. Prison Ward
This circular prison ward is lined Pillar
with cells. Five cells have glowing 9 levers with hatches beneath.
bars. A large central pillar has Each pair connects to a cell; the
one flat face set with nine pairs of leftmost connects to cell 1 and so
levers and hatches above a bas- on, from left to right (see cutout).
relief of a large eye. A silver bell Levers that connect to inhabited
hangs by the entrance. cells are down, activating its magic
Stone-like guards face the pillar defenses. If pulled up (1 action),
and an eyestalk perches on the the cell’s defenses deactivate.
wall beside them. Hatches open easily; behind is a
1-cubic-foot compartment. When
As the party enters here, see
closed, anything placed within is
Developments, pg. 143.
teleported to the compartment in
the corresponding cell (see Cells).
Guards & Eyestalk
2 Stoneborn Warriors, a Watcher Bas-Relief
eyestalk watching silently. U Is a hatch. If the iris is pressed, it
► DIPLOMACY. The guards attack opens to a shaft that leads 40 feet
intruders on sight. If convinced up to areas P8 and P5 (DC 15 STR
the party is allowed to be here, to climb per 20 feet or fall)
they answer questions about the Silver Bell
prisoners (pg. 142). They attack If rung, the guards in areas P6
if the party tries to free a prisoner. and P8 arrive after 2 rounds, and
► COMBAT. A guard attempts to Temilian and the guards in area P1
sound the alarm (see Silver Bell). arrive after 4 rounds.
Cells Cell 6 Cell 7
Four cells are empty. Five are Cell 5 Cell 8
inhabited; they are blocked by a
Wall of Force and filled with an Stoneborn
Antimagic Shell. Each cell has a Warriors
bed, a bucket, and a small hatch.
s P10 Cell 9
Hatches open easily; behind is
a 1-cubic-foot compartment.
When closed, anything within
is teleported out of the cell to a Cell 4 Cell 1
hatch in the pillar (see Pillar). Cell 3 Cell 2
Chapter 3: DUNGEONS | EVERWATCH PRISON 141
The Prisoners
Albyn (Cell 1) ► WHAT THE OTHERS KNOW. “A
Lupine Deceiver, appears as a knight serving 10 years. I’ve no
middle-aged man in tattered silks. idea why. She rarely speaks.”
► BACKGROUND. See pg. 131. Gau the Unbidden (Cell 7)
► BEHAVIOR. Spoiled, shrill voice. Lich (C) in tattered black robes.
Insists upon his innocence (see ► BACKGROUND. Sentenced
Developments, pg. 143). to destruction after his ritual
► WHAT THE OTHERS KNOW. accidentally killed hundreds of
“Seems harmless, though he’s innocent villagers. His execution
convicted of murder. His crying is delayed until the authorities
is bad, but his singing is worse!” find and destroy his phylactery.
► BEHAVIOR. Courteous and
Ukuul (Cell 3)
happily answers questions but
Doppelganger disguised as a
won’t speak about his crimes.
frightened elf named Mariana.
► WHAT THE OTHERS KNOW. “A
► BACKGROUND. Serving life for
lich meant to be destroyed as
murder and theft. Kept alive soon as his phylactery is found.”
on the off-chance that it might
prove useful some day. Yerkva (Cell 9)
► BEHAVIOR. Pleads to be freed. Swamp Stalker (C).
Explains that it was imprisoned ► BACKGROUND. Responsible for
because it tried to overthrow a countless murders, including
tyrant (DC 15 WIS senses the lie). the Archmage Hallistan, whose
► WHAT OTHERS KNOW. “Wears body and Staff of Ord were never
many names and faces, so it’s found. Hallistan’s apprentices
hard to say who it really is.” still visit to persuade Yerkva
to reveal where the staff is (in
Vessalia (Cell 5) truth, Hallistan faked his own
Human Keeper (L) in plain clothes. death to retire to the Fey Realm).
► BACKGROUND. Serving 10 years ► BEHAVIOR. Throws itself at the
for killing a party of adventurers bars while growling dire threats.
who delved into a secret crypt. ► WHAT THE OTHERS KNOW.
► BEHAVIOR. Dour and silent. “Yerkva the Marsh-Mangler. It
Wants to serve her sentence in hid an artifact from one of its
peace. Ignores the party. victims but won’t reveal where.”
142 Chapter 3: DUNGEONS | EVERWATCH PRISON
De v e l op m e n t s
Albyn’s Innocence Releasing the Prisoners
Albyn claims that his “diary” (his ► YERKVA. The Swamp Stalker
Tome of the Shadow Pact) proves attacks whoever is closest, only
he had alibis but that it was never escaping when there’s none left.
shown in court (DC 15 WIS senses
► VESSALIA. The unarmed Keeper
he’s lying). He knows Temilian
stays in her cell or tries to sound
keeps the book in his strongbox
the alarm.
(area P4). The Lupine Deceiver
hopes that, if freed with the tome, ► GAU. The Lich stays true to his
he’ll be able to escape the prison promises. He casts Invisibility
on his own. on himself and tells the party to
go to area P4 while he sounds
► UKUUL’S OFFER. Overhearing,
the alarm in the courtyard. As
the Doppelganger may promise
Temilian and his guards are
to help recover Albyn’s tome
drawn outside, he uses Flight or
using its power to Change Shape
Shadow Leap to flee.
if they release it.
► UKUUL. The Doppelganger
► GAU’S OFFER. The Lich Gau may
wants to claim its Diplomat’s
also intercede, claiming that
Denture from area P4. Disguised
he’ll use his magic to distract the
as a Stoneborn Warrior, Ukuul
guards and help them retrieve
raises the alarm in area P1 to
the book, if they free him.
draw Temilian and the guards
► VESSALIA’S INTERJECTION. outside. When the safe is
If the party tries to release opened, Ukuul returns and
Albyn, Ukuul, or Gau, Vessalia demands the party hand over
claims that she wants to make the treasures. If they refuse,
sure they open the right cell Ukuul calls for the guards
(DC 15 WIS realizes she’s lying). and tries to escape with the
Because she has a clear view treasures in the confusion.
of the pillar, she knows which
► ALBYN. The Lupine Deceiver
levers connect to which cells.
seeks only to escape with his
Regardless of which cell they
beloved tome. He is quick to
want to open, she tells them to
turn against the party or take
use the rightmost lever, which
advantage of any chaos that
releases Yerkva from Cell 9 (she
arises to get away from them.
hopes the party and the Swamp
Stalker slay each other).
Chapter 3: DUNGEONS | EVERWATCH PRISON 143
Escaping the Prison
If the alarm hasn’t been raised as
Di f f icu lt y
the party tries to escape, Oglûk The prison is suitable for level 4
uses its secret tunnel to intercept adventurers (Total Party Level
them before they can leave, 15–18). You can adjust its difficulty
bringing the full power of its to higher level parties by making
eyestalks to bear. the following cumulative changes.
The party does not need to kill
Oglûk or anyone else chasing
Level 5 (TPL 19–22)
after them. As soon as they’re a • Traps and hazards are Tier 2
hundred feet from the prison wall, • Watcher has 1 Boss Action
any pursuers give up the chase.
Level 6 (TPL 23–26)
If captured, the party is locked
inside Everwatch Prison until • 3 Stoneborn Warriors in P1, P6,
they accept a fine of 200 gp per P8, and P10
character. If Agylia is happy with • Watcher has 3 Boss Actions
their work, she may pay the fines. • Medusae Spellblade has 34 HP.
Albyn & Agylia Level 7 (TPL 27–30)
If Albyn died, the Tome of the • 4 Stoneborn Warriors in P1, P6,
Shadow Pact serves as proof of his P8, and P10
guilt. Agylia gives the party their
reward, and tells them to keep the • Watcher has 60 HP.
damned tome. If the party brings • Medusae Spellblade has 44 HP.
Albyn to Agylia, she urges him to
flee into exile. Unless the party Adjusting the Plot
has forged proof of his innocence, The mission in Everwatch Prison
Agylia pays them only half the can easily be adapted, such as:
reward for freeing her brother.
•An imprisoned thief is the only
If freed, Albyn quickly falls back one who knows where to find the
into his old habits murdering McGuffin the party needs.
peasants. Though an unfortunate •A drunken priest imprisoned after
outcome, catching a murderous a bad misunderstanding is the
shapeshifter presents another only one who knows the secret
exciting quest for a band of the party needs to uncover.
resourceful adventurers!
•A mad wizard imprisoned for a
spell gone awry is the only one
who can cast the spell the party
needs to cast.
144 Chapter 3: DUNGEONS | EVERWATCH PRISON
Temple of the Jade Lantern
L E V E L 5 –8
D
eep within the ancient temple
of Kulva, a giant is trying to
DUNGEON OVERVIEW
conjure forth a permanent Themes Aquatic, Love, Winter
winter. To foil his evil plans, the
party must brave freezing waters, Time 3–6 hours
froggish samurai, and unravel a Combat Dangers Puzzles Social
tragic love story.
Concept by Runehammer
Temple of the Jade Lantern
Click or scan the QR code to access
cheat sheets, errata, and other helpful
tools for running the dungeon.
Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN 145
B ackgrou n d
The Temple The Giant & The Samurai
Kulva is an ancient, half- Hasnir, a Giant Rimebinder, has
submerged temple that lays come to the temple, seeking
concealed by overgrowth in a to use the Element Stone to
vast marshland. Built long ago bring about an unnatural winter
by froggish humanoids, it guards and pave the way for his kin to
many secrets. The greatest of eventually invade the region.
these is the fabled Element Stone. As Hasnir claimed the Element
Stone, Stragh became bound
The Lovers
through the stone’s magic to serve
Centuries ago, a pair of unlikely
the evil giant. Hasnir has now
lovers – the half-croaker Fumiko
begun conjuring his arcane winter,
and the swamp troll Stragh –
but lacks the knowledge to make it
came to the temple to flee the
permanent and powerful enough
persecution of their home village.
to encompass the whole realm.
When they found a magical Green
Dragon Blade, Stragh became Alerted by Hasnir’s tinkering with
cursed to protect the Element the Element Stone, a detachment
Stone forevermore. Imbued with of Croaker Samurai arrived at
immortality and unable to leave, the temple a few days ago. Their
Stragh was forced to watch mission is to reclaim the long-lost
Fumiko age and die. stone and, if possible, enslave or
capture Hasnir as a gift to their
Now, Fumiko haunts the temple as
mighty frog Emperor.
an Arisen Spirit, while Stragh has
transformed into a terrible Swamp Only a band of brave heroes can
Stalker that sings a lonely, baleful stop Hasnir’s plans, deal with the
song each evening. The song has samurai, and put an end to Stragh
a magical property, causing the and Fumiko’s suffering.
temple to seal shut until dawn.
Hook
Bargemaster’s Blockage He offers the party 100 gp to
Ice blockage in the normally accompany him aboard his boat,
warm waters of the River Thenne The Modest Otter, to investigate
worries Brunbal, bargemaster in the unnatural phenomenon and
the nearby village of Dellsburrow. put a stop to it.
146 Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN
The Temple
The temple consists of long canals Events
and vast chambers built beneath
marshy hills. It is freezing cold. When the party enters a Narrative
Canal (indicated on the map),
General Features choose or roll a random event.
The temple has these features d4 Event
unless otherwise noted. 1 Fumiko’s ghost (see area J1)
briefly appears, crying: “My
► CEILINGS. 20 feet high.
beloved Stragh... Free him,
► DANGER LEVEL. Unsafe. please!”
► DOORSTONES. Weigh several 2 Stragh’s song reaches a fever
tons and require creatures with pitch; DC 12 CHA check or
a combined STR stat of 30+ to 1d6 damage and DISADV on
open or close 1 foot (1 action). all checks for 1 hour.
The doorstones at the temple’s 3 Icicles fall from above. DC 12
exits become magically sealed DEX check or 2d6 damage.
and can’t be opened until
4 1d4 + 1 Croaker Samurai
morning or when Stragh wills it
pass by in a wicker boat.
(see Developments, pg. 157).
► ECHOING. DISADV on checks
to move silently; sound travels
twice as far as normal.
► ILLUMINATION. Darkness,
except for areas J4 and J8.
► WATER. Canals are 5 feet deep.
After each minute a creature
spends in the supernaturally
cold water, it must pass a DC
9 CON check or take 1d4 CON
damage. The current flows from
area J1 toward area J7, moving
any creature or object within it a
close distance each round.
Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN 147
T e m p l e o f th e
J1
Arisen spirit Jade Lan tern
J6
Beast of
Narrative Canals Heket
200 feet – 2 minutes
J2
J3 J5
J4
Croaker Samurai
Tunnels Narrative Canal
Lead to empty rooms 200 feet – 2 minutes
J7
J8
Giant Rimebinder
SWamp Stalker
Exit Canal
60 feet to exit
148 Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN
Outside the Temple
Traveling aboard Brunbal’s boat, Icy Current
The Modest Otter, the party arrives After 3 rounds, the party is pulled
at the entrance around dusk: into the canals (area J1):
As Brunbal steers upriver he Rocking side to side while bits of
declares: “Something strange hull and gunwale splinter into
in the air here. Thank the gods I the glassy, jagged freeze, you are
have a crew of heavies like you pulled into a turbulent sluice of icy
knucklers! And there’s our quarry water and green stone. Rushing
now…icy waters, three clicks water fades behind you as you
abow! Look alive, heroes!” finally slow down, traveling down
Brunbal’s little boat is slammed by an ancient, dark canal.
huge bobbing chunks of blue ice. As you look around in the dark,
They crack and swirl, damaging Brunbal mutters, “So they are
the boat with each thump and real…the canals of Kulva…”
scrape. “Keep the chunks back!
The helm’s gone wild!”
Brunbal & His Boat
Roll Initiative as the boat drifts
into the ice. After 3 rounds, the icy It’s assumed that the party travels
current sweeps the party into the with the dwarf Brunbal aboard The
temple’s canals. Modest Otter.
Bargemaster Brunbal. A gray-
Chunks of Blue Ice bearded dwarf Peasant wearing
At the start of each round, 1d4 rubbery waders. He is far too old
ice chunks appear. Brunbal steers for adventures and doesn’t fight,
while the party can attack the but serves as both aid and liability
ice chunks (AC 10; HP 5) or push for the party.
them away with Brunbal’s “pushin’ The Modest Otter. Sails near/round
poles” (1 action; DC 12 STR). At the when rowed with the current.
end of each round, The Modest If it takes a total of 5 hits, the
Otter takes 1 hit for each ice chunk boat sinks in 1d4 rounds, forcing
that wasn’t smashed or pushed the party to wade or swim in the
away (see Brunbal & His Boat). freezing canals.
Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN 149
J1. Entrance Canal
Icy water flows deep in this dark Fumiko attaches the Jade Lantern
cavern-canal, the strong current to the prow or gives it to the
carrying you along. Suddenly, a nearest character. If attacked, she
forlorn and translucent figure in drops the lantern in the water and
a stylish kimono appears ahead, flees. In either case, she vanishes:
floating weightlessly above the
A moment later, the figure fades
water and holding a lantern aglow
and then disappears completely,
with green light.
leaving only a thin mist. As the
As the party enters the canals, mist clears, an eerie, sad song
the ghost of Fumiko appears echoes through the canal tunnel,
to give them her lantern, and and a huge green doorstone seals
Stragh begins his song, sealing the the river entrance behind you
temple shut. The icy current then with a grind and a thud. Only the
pulls the party further south. lantern and its haunting green
light remain.
Translucent Figure “It seems we’re trapped here…
Arisen Spirit (Fumiko) appears and naught but the current to
when the party enters the canal: guide us,” Brunbal mutters.
Speaking in a weak and pitiful Icy Current
voice, the spirit says: “Please, take The current pulls the party into
my lantern. I cannot serve the mural-covered canals (area J2).
realm so frozen! To see the sun
again…even without my lost love,
even without love itself…to see Swimming
the sun…” Swimming a Narrative Canal
While she speaks, the figure, (indicated on the temple’s map,
which you now see is a woman see pg. 148) takes about 2
with frog-like features, drifts minutes, forcing characters in
closer, carrying a lantern that the water to pass two DC 9 CON
shines with green light. checks or take 1d4 CON damage
(see General Features, pg. 147).
If they lost their boat outside, the
party may be able to steal one of
the croakers’ boats by the Map
Room Landing (area J3).
150 Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN
J2. Mural Canal
The current pulls the party along • “When my beloved touched that
for a few minutes, past murals accursed green blade, he became
depicting the temple’s history: bound to it. It preserved his life,
but prevented him from leaving,
Further ahead, long murals
forcing him to watch on while I
appear to depict the building of a
wasted away by his side.”
temple and the capture of a large,
froggish creature. • “The doorstones will not open
until dawn. Stragh’s baleful song
The ghostly spirit reappears, now
works terrible magic by night.”
in a different kimono. Her form
seems more tangible as she turns • “So much commotion these days!
to you and asks, with sincere First that awful giant, and now
curiosity: “Why have you come?” these imperial warriors. Terrible!”
• “Yes, Kulva was once mighty. A
While the current pulls the party home for the Element Stone – a
past the murals, Fumiko shares relic that can shape the seasons.
her tragic tale until a clanking The giant means to use it to
noise frightens her. freeze all the world! So…cold...”
The ghostly specter of Fumiko • “The giant controls the stone
readily shares information about now – and through it, my beloved
the temple, her and Stragh, the Stragh. Please, outsiders, will you
frost giant Hasnir, and the croaker help me? Can you free my love
samurai (see Background, pg. from his doom? I beg you...”
146). Her answers may be cryptic Clanking Noise
and melancholic, such as: When the talk with Fumiko has
• “My sweet Stragh! His soul is gone on long enough and the
trapped by that awful sword! current has swept the party all the
How I miss his embrace!” way to where the canal bends to
• “I always loved Stragh, but my the east, a clanking noise from the
people wouldn’t have it. Then, map room (area J4) spooks Fumiko
on that dark night, we fled my and she disappears.
village, guided by my lantern.
Endless hours fleeing the marsh,
only to take shelter here, in what
would become our tomb.”
Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN 151
J3. Map Room Landing
As the canal bends, you see
a sandy landing in front of a
massive, disc-shaped doorstone.
Four wicker boats lie upon the
sand. Hushed voices can be heard
from beyond the doorstone, which
rests slightly ajar.
J1
Unless the party is quiet (DC 12 DEX
as a group), the croakes in area
J4 hear the party and rush out to
J2
attack.
If aboard The Modest Otter, the
current drives the boat into the
sand, lodging it. Brunbal gets to
work freeing it, but needs time to
do so. If the party is in the water,
the strong current washes them
J3
onto the landing.
Hushed Voices
Belong to the croakers in the
map room (area J4). A character
J4
that listens closely gathers that Croaker Samurai
they are looking for an “element
stone,” but are wary of “the foul
frost giant and its enslaved swamp
monster.”
Boats
4 wicker boats (same statistics
as The Modest Otter, see Brunbal
& His Boat, pg. 149). It takes
3 rounds to drag a boat off the
sandy landing and into the canal.
152 Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN
J4. Map Room
Tattered, indecipherable maps ► TREASURE. Kama wears a War
cover the room’s frozen walls. Demon Battle Mask, and the
Two small tunnels lead out and samurais’ supplies consist of 5
the back wall has all but collapsed torches and 50 rations (dried and
into a mass of ice and debris. salted insects and vegetables).
A heavily armored unit of froggish
Small Tunnels
warriors stands gathered around
Lead to a barracks and a latrine.
a bonfire in the room’s center.
Escape
Croakers attack on sight. Brunbal After 3 rounds, Brunbal has
readies a boat to aid the escape. pushed a boat free and shouts
for the party to jump on as the
Froggish Warriors current drags it east. If alive,
10 Croaker Samurai; the leader Binturo acts as rearguard before
is Kama the Terrible, a haughty jumping onto the boat at the
samurai wearing a demonic mask. last moment. If The Modest Otter
Another is Binturo, a kind warrior: capsized, Brunbal frees one of
Among the froggish ranks, the croakers’ boats. The croakers
bristling with curved blades and pursue after a few minutes.
slat-iron helmets, one warrior
seems reluctant to attack.
“Bruup! My fellow warriors! Are Roleplaying Binturo
we not the Emperor’s diplomats, If Binturo survives the battle and
as well as blades? We’ve no the party has done nothing to
quarrel with these outsiders! insult him, he offers to join them
Bruuup!” Two of the others draw until Hasnir is defeated.
steel on this individual – the rest Information. Binturo can provide
turn their attention toward you! details about the temple and the
croakers’ mission (see Background,
► COMBAT. Two croakers turn on pg. 146), and explain how his
Binturo, the rest face off with kin’s hatred for “landwalkers”
the party, fighting to the death. have made them stray from their
1d4 Croaker Samurai arrive from true mission: to make the realm
side-tunnels each round until a safe from Hasnir and the Element
total of 20 Croaker Samurai have Stone’s magic. He wants to destroy
arrived. Brunbal dislodges a boat the stone.
after 3 rounds (see Escape).
Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN 153
J5. Shrine Landing J6. Shrine of Heket
Another sandy landing comes The walls are outfitted with
into view. The doorstone here is ancient, ice-covered, ceremonial
open; a feeling of ancient power trappings. Shards of ice hang
vibrates in the air, and strange above; at the south end, a frozen
green shadows are visible beyond pool holds glittering objects.
the carven threshold. At the north end, a giant, slimy
shape sits on a raised platform.
The current slows here; the party
decides whether to stop by the The party must move silently; DC
landing or hurry past. 15 DEX or wake the monster.
Slimy Shape
Croakers’ Pursuit Beast of Heket, once worshiped as
The croakers catch up with the an avatar of the frog god Heket.
party when they exit the Shrine of Attacks if disturbed.
Heket (area J6). Alternatively, if ► COMBAT. The sluggish monster
the party sabotaged the croakers’ moves 10 ft/round. It fights until
boats or sailed straight past areas slain, but is too big to leave.
J5 and J6, the croakers may catch
up with the characters as they Shards of Ice
are about to exit the temple (see Echoshards (Tier 2); see map.
Developments, pg. 157).
Frozen Pool
A section of ice must be smashed
(AC 10; HP 10) to free one ancient
offering (DC 12 STR).
► TREASURE. Freezing Ring,
Bracers of Utility, emerald (50
gp), pouch with 32 gp.
North
Echoshards
J6
Beast of Heket Frozen Pool
154 Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN
J7. Blocked Intersection Stragh
Stragh’s indenture to the Green
The canal passes a sandy landing Dragon Blade has transformed him
crusted with frost. The swirling into a Swamp Stalker. Though
of air and thrumming of arcane a piece of his kind-hearted
energy can be heard beyond the personality remains, Stragh is
ajar doorstone there. Further bound to defend the Element
south, a heap of rubble and ice Stone and obey its master, the
blocks a sealed doorstone. giant Hasnir. There are three ways
Stragh may break free:
If Brunbal is with the party, he
offers to clear the rubble to free •Fumiko’s Love. The party can
the exit (doing so alerts Stragh use the Jade Lantern to conjure
who comes to the landing). forth a scene of Stragh and
Fumiko from when they arrived
at the temple, fondly embracing
Heap of Rubble
each other. The powerful scene
Blocks the doorstone to the south,
empowers Stragh to defy Hasnir
barring the temple’s exit even if
and join the party in battle
dawn’s light should come.
against the giant.
Sandy Landing •Hasnir’s Death. If Hasnir dies,
Small, frosty landing before area Stragh is no longer compelled to
J8. If Stragh hears noise or sees fight the party, but still protects
light from the intersection, the the Element Stone.
Swamp Stalker (carrying a Green •Stone’s Destruction. If the
Dragon Blade) leaves area J8 and Element Stone is destroyed,
investigates after 2 rounds: Stragh is free. He gives the Green
Dragon Blade to the party, before
A scaly monstrosity appears on
going to be reunited with Fumiko
the frozen beach, holding a large,
(see Developments, pg. 157).
green blade. In a stilted voice, as if
fighting against the words, it says: Green Dragon Blade. 1/day each,
“My master bids you to enter.” Stragh can do the following:
Stragh waits for the characters •Make an attack against up to 5
to follow him into area J8; if they creatures in a near-sized cube
refuse, he attacks alongside extending from him, and teleport
Hasnir, who arrives after 1 round to the last creature he attacks.
(see area J8). •Cast the Wall of Force spell with a
duration of 1d4 rounds.
Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN 155
J8. The Element Room
Wide stairs descend into a “Foolish insects. The stone is
chamber with a 50 feet high, mine to control, and these lands
vaulted ceiling and stone walls will freeze forever! Stragh, my
obscured by 3 feet of solid ice. loyal servant; raise your blade
At its center, an iridescent stone and end these fools!”
hovers 10 feet off the ground.
If Stragh can see the Jade
Just beyond, a giant sits astride
Lantern, he is reminded of his
a throne of ice. A green-scaled
beloved and roars: “Fumiko,
monstrosity moves in front of the
forgive me my love, the blade is
stairs, holding a large blade.
too powerful! Will...kill...you...all.
If the Element Stone is destroyed, Run!” He then attacks.
the temple collapses. ► COMBAT. Stragh fights until
slain or released from the blade’s
Giant & Monstrosity bond (see Stragh, pg. 155). If
Giant Rimebinder (Hasnir), Swamp Hasnir drops below 16 HP, he
Stalker (Stragh). uses the Element Stone’s magic
► DIPLOMACY. Because Hasnir to destroy itself and cause an
doesn’t understand the timing earthquake (see below).
required (the stone’s magic ► TREASURE. Hasnir has a Staff of
must be initiated during a full the Rimebinder, and Stragh has a
moon and maintained for a Green Dragon Blade.
month) he’s only able to impose
a partial winter on the region. If
Iridescent Stone
The Element Stone (AC 15, HP 40;
he believes a character to be a
immune to elemental damage)
spellcaster, he seeks their aid:
can’t be moved. The stone causes
“I require your services, an earthquake if destroyed. Falling
mage!” the giant rumbles. “Tell debris deals 1d6/round to all
me what I must do to make the creatures for 10 rounds and then
winter envelop the realm in all the temple collapses, burying
perpetuity, and you may live!” anyone still within under tons of
ice (see Developments, pg. 157).
Whether they help him or not,
Hasnir intends to kill the party. ► EXAMINE. U A spellcaster
Once he’s told how to use the realizes what the stone is, how
stone or if his request is refused: it works, and that it binds Stragh
to serve the evil frost giant.
156 Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN
The spirit, Fumiko, rises from
De v e l op m e n t s the rubble “Stragh? My beloved,
As the temple collapses (see area where are you?” she cries, her
J8), Brunbal (if alive) shouts that voice pleading yet hopeful.
“the quake’s cleared the path – “Yes, my love, I am here,” Stragh
hurry, lest this place becomes your says, approaching from behind.
tomb!” It takes 3 rounds to sail out Teary-eyed, Fumiko turns toward
from area J7. him and they fall into a loving
As the party escapes aboard The embrace. They seem to change
Modest Otter or a stolen vessel: subtly; Fumiko’s form solidifies,
Stragh’s grows less reptilian.
The canal rushes with speedy “Thank you,” they whisper. Then,
water and rapids. The battered a gust of wind dissolves the lovers
boat is barely holding together. into a faint mist, while a wordless,
“Hold on! I see a light up ahead!” melancholy song sounds faintly.
Brunbal shouts from the helm.
After a few moments, the current
eases, and you see the sky at last. Di f f icu lt y
The Croakers The temple is suitable for level
If the croakers catch up with the 5 adventurers (Total Party Level
party as the temple collapses, they 19–22). You can adjust its difficulty
prioritize escape over battle. Any to higher level parties by making
who make it out slink back to their the following cumulative changes.
emperor empty-handed.
Level 6 (TPL 23–26)
If the stone isn’t destroyed, the
croakers try to claim it. If alive, • 12/22 Croaker Samurai in area J3
Stragh fights to defend it and • Giant Rimebinder has 1 Boss
Fumiko shows up, pleading for the Action
party to destroy the stone. If the
croakers claim the stone, they use Level 7 (TPL 27–30)
it to turn the marsh into a jungle. • 15/25 Croaker Samurai in area J3
If Binturo survives, he is a pariah • Giant Rimebinder has 3 Boss
to his people. He sets out to save Actions
the world, one good deed at a time. • Beast of Heket has 60 HP
Stragh & Fumiko Level 8 (TPL 31–34)
As the temple collapses, Stragh • 20/30 Croaker Samurai in area J3
and Fumiko come outside (if
• Giant Rimebinder has 58 HP and
Stragh died, he appears as a spirit):
AC 16
Chapter 3: DUNGEONS | TEMPLE OF THE JADE LANTERN 157
Warren of the Fetid Hag
L E V E L 5 –8
A
hag has carved out a lair
inside the body of an elder
DUNGEON OVERVIEW
troll. To get the hag to lift a Themes Cursed, Decay, Hag
curse or free her pixie prisoners,
the heroes must enter the hag’s Time 2–4 hours
fetid lair and strike a dark bargain Combat Dangers Puzzles Social
– or slay her and risk releasing the
mighty troll from its slumber!
Warren of the Fetid Hag
Click or scan the QR code to access
cheat sheets, errata, and other helpful
tools for running the dungeon.
158 Chapter 3: DUNGEONS | WARREN OF THE FETID HAG
B ackgrou n d
The Troll Meanwhile, her minions mine the
An elder troll is a fearsome and troll’s ever-regenerating liver for
– luckily – rare monster, that can iron ore to forge into armaments.
grow several hundred feet tall.
Even so, when one lumbered
The Evil Plan
With such abundant resources at
through the Death Rot Hag
her disposal, Zevora plans to rule
Zevora’s marshy domain, she
Fernvale Marsh and everyone in
didn’t hide or flee.
it, including the pixies, whom she
Instead, Zevora brewed several ceaselessly hunts for their dust.
cauldrons of potent sleep elixir
Zevora’s ambitions also extend
and filled a dozen hogs’ carcasses
to the nearby town of Tharisfare.
with the brew. Predictably, the
Wearing the guise of a young
troll greedily gulped down the
woman, she tried to seduce the
hogs and promptly fell asleep.
town’s mayor, Hallick Halfheart,
While it slept, the hag dug her way
only to curse him in a fit of rage
into its huge body, carved out its
when he rejected her advances.
heart, and lit a magical fire within.
Intending to wage war against
The Warren both pixies and villagers, Zevora is
Kept in stasis by the fire in its outfitting an army of fleshy faeries
heart, the troll now serves as the with trollsteel armaments. Soon,
hag’s lair. Within, Zevora brews none will be able to stand against
an army of Flesh Fairies by mixing her – unless someone dares enter
troll-flesh and pixie dust. her warren and foil her evil plans...
Hooks
Hag’s Curse Pixie Prisoners
Hallick Halfhand, mayor of the Queen Silverbloom of the pixies in
nearby town of Tharisfare, has the Fernvale Marsh, asks the party
fallen gravely ill after he rejected to free four of her subjects who
the advances of a disguised hag. have been imprisoned by a hag,
He offers the party 100 gp to go whom she believes is harvesting
to the hag’s lair and convince her pixie dust for nefarious purposes.
to lift whatever curse she’s put on The queen offers a Wand of the
him, plus another 100 gp if they Dryad if they free the pixies and
thwart her evil plans. put a stop to the hag’s evil plans.
Chapter 3: DUNGEONS | WARREN OF THE FETID HAG 159
T h e Wa r r e n
The warren is built within an elder Events
troll’s massive organs. It lies within
a forest or marsh on the outskirts The characters may experience
of civilization. A heavy stench lies the following events in the
over the area, marking the way for warren.
anyone who’s looking for it. d4 Event
1 A groan sounds throughout
General Features the lair as the elder troll stirs.
The warren has these features 2 The troll spasms and quakes;
unless otherwise noted. each character, DC 15 DEX or
► CEILINGS. 20 feet high in rooms, 2d8 damage.
10 feet high in tunnels. 3 Gas seeps from a wall; each
character, DC 15 CON or
► DANGER LEVEL. Risky.
DISADV on attacks for 1 hour.
► HEALING. Healing is doubled.
4 2d4 + 2 hostile Flesh Fairies
► ILLUMINATION. Lit by torches come through the area (DC 12
or fire pits, except for area W1, DEX to avoid).
W2, and W7, which are dark
► PIPES. 5-foot-diameter metal
pipes connect some areas to
prevent the troll’s flesh from
resealing.
► POLLUTED. DISADV on CON
checks.
► WALLS. Troll-flesh; greenish,
slimy, and regenerate quickly if
damaged by anything but fire.
160 Chapter 3: DUNGEONS | WARREN OF THE FETID HAG
W2
W3
T Bork
Flesh Fairies
W1
Slimelings
W4
W5 Flesh Fairies to area w9
to area w6
W7
W8 W9
Death Rot Hag Dire Eye
Dire Eye Flesh Fairies
to area w4
W6
Borks
to area w4
W a r r e n o f th e
Fe tid Hag
Chapter 3: DUNGEONS | WARREN OF THE FETID HAG 161
Outside the Warren
A strange hill, 30 feet tall and 200 Metal Pipe
feet long, stretches before you. Leads to area W1. Green water on
Foliage grows in clusters atop its bottom hides a pressure plate
the hill. Midway down, a 5-foot- that triggers a Pendulum Blade
diameter metal pipe tunnels into (Tier 2) from a hatch in the ceiling.
it. Several piles of green material
► EXAMINE. U A search of the
are scattered by the foot of the
hill, reeking of rot. pipe finds a pressure plate under
the water (DC 15 DEX to jam or
The pipe is the main entrance; it is trigger trap).
trapped. The party can also enter Piles
through the eye holes atop the hill. A dozen piles of rotting troll-flesh.
Atop the Hill
Zevora grows ingredients for her
concoctions atop the troll.
► EXAMINE. U Two 5-foot-
diameter holes lead to a dimly
lit chamber 20 feet below (area
W9). 1/minute, a Wind Torrent
(Tier 2) pulls air into the holes
t (caused by the mechanism in
area W6); a creature close to the
hole may be pulled in and fall.
W1 ► TREASURE. U 3 clusters
of Widowbloom flowers
and 2 clusters of Warpwart
mushrooms. DC 9 DEX to
harvest a cluster, which can be
distilled into Widowbloom Toxin
or Warpwart Juice (1 hour; DC 9
DEX). On a failure to harvest or
Slimelings
distill, the character suffers the
effects of Widowbloom Toxin or
Warpwart Juice.
162 Chapter 3: DUNGEONS | WARREN OF THE FETID HAG
W1. Intestines W3. Liver
This 10-foot-wide tunnel reeks of Torches flicker against the dark-
decay and manure. Its greenish, green walls of this dead end room.
ridged walls are slimy. Carts filled with chunks of jagged
ore sit near a pile of equipment by
Slimelings ambush the party if the back wall.
they go south to the dead-end. Grotesque, green faeries chip at
the walls with pickaxes while a
Slimelings hairy, pig-nosed humanoid holding
6 Slimelings slither on the ceiling, a fire-sputtering device watches.
where rock-like material (fossilized
troll excrement) blocks the Humanoid & Fairies
passage. They attack when the Bork (Ugurk), 4 Flesh Fairies.
party is below them. Ugurk oversees the faeries as they
► COMBAT. Slimelings fight until mine the liver for iron.
slain. If a character rolls a natural ► DIPLOMACY. Ugurk is fiercely
1 on an attack roll, the nearest loyal to Zevora. He is wary and
section of wall bursts with an demands to know the party’s
Acid Splash (Tier 2), hitting purpose. DC 15 CHA can convince
creatures within close. him to take the party to Zevora
in area W8. If Ugurk senses ill
W2. Gallbladder intentions, he attacks alongside
the flesh faeries.
Hissing acid drips from the ceiling
of this small, dead end room, ► COMBAT. Ugurk tries to
filling it with a sour stench that incapacitate the party so he can
stings the eyes. bring them to Zevora in area
W8. If desperate, he uses the
Acid Flamespewer on the party before
Acid Splash (Tier 2) hits creatures fleeing to Zevora.
in the room 1/round. A creature ► TREASURE. Ugurk carries a
in the room can fill 1 flask with Flamespewer.
acid each round (thrown weapon,
near range, 2d8 damage, flask is Equipment
destroyed). ► TREASURE. 4 pickaxes, 2
torches, 60’ rope.
Chapter 3: DUNGEONS | WARREN OF THE FETID HAG 163
W4. Stomach W5. Kidney
Pits of bubbling, yellow liquid fill Torchlight reveals a sprawling bed
this dark chamber. Metal sieves of moss and branches next to an
stand over the acrid pits, holding iron chest and a stump holding a
dark material and scraps of ore. well-worn book.
Decayed faeries fill buckets from
the pits, then pour them over the The bork Ugurk (area W3) sleeps
sieves to melt the material and here. The chest is trapped.
collect the scraps of metal.
Book
Fairies use stomach-acid to extract An old copy of Powerful Women –
iron from the troll’s liver-flesh. Warriors, Witches, & World Rulers
by Elblub Stonebeard.
Fairies ► EXAMINE. U Details several
4 Flesh Fairies. Each has a bucket women of power throughout
of acid it can refill or pour over a history (from the elven magus
creature in place of attacks: one Ethilith the Enchanter to the
target within close, DC 12 DEX fearsome dwarven Lady of War,
or 2d8 damage and blinded for 1 Berta Brawnbreaker). It also
round. clumsily explains how to serve
► COMBAT. The faeries fight until powerful women (Ugurk is
slain. The noise from the hissing trying to learn how not to anger
acid drowns out most sounds his mistress, the hag Zevora).
of combat but very loud noises
Chest
alert the Bork Ugurk and the
Looks old but sturdy and has no
Flesh Fairies in area W3, who
lock. When opened, a wire triggers
arrive 1 round later.
Poisoned Darts (Tier 2) targeting
Pits creatures in front of the chest.
Acid Puddles (Tier 2). ► EXAMINE. U Finds the wire and
can disarm it (1 action to unhook
Scraps of Ore
wire; DC 15 DEX or trigger trap).
► TREASURE. U Unrefined iron
ore (10 gp). ► TREASURE. Holds 32 gp and a
Potion of Polymorph.
164 Chapter 3: DUNGEONS | WARREN OF THE FETID HAG
W6. Forge Lung W7. Barrack Lung
Chains hooked to the walls and Beds made of moss and branches
ceiling connect to pulleys and a line the wall. A metal rack holds
lever, forming a huge mechanism. tiny swords and suits of armor.
In the center, a massive pit of
red-hot coals shines diabolically, The borks from area W6 sleep
surrounded by three white anvils. here when not working.
Hairy humanoids in leather aprons
and with damp cloths around Beds
their faces work at the anvils. ► TREASURE. U 12 gp, Potion of
Healing.
Hairy Humanoids
3 Borks (Aggron, Durk, Ythyl). Rack
► TREASURE. U 4 Trollsteel Blades,
► DIPLOMACY. The borks resent 4 suits of tiny armor that can be
Zevora and can be convinced to reforged into a Trollsteel Armor
stand aside if the party promises (40 hours, DC 12 DEX).
them the warren when she’s
dead. They attack if provoked or
insulted.
► COMBAT. One bork pulls the
lever (see Mechanism) while
another fetches Zevora (Death W7
Rot Hag) in area W8, who arrives
on a Dire Eye 2 rounds later. Dire Eye
Mechanism
If the lever is pulled (DC 12 STR)
a Wind Torrent (Tier 2) pushes W8
creatures west, extinguishing
Fire Pits
torches, and flaring the forge
pit. Creatures close to the pit,
DC 12 CON or blinded for 1 round
(borks are immune due to their Death Rot Hag
protective gear). The lever can be
pulled again after 3 rounds. W6
Pit
Borks
Fire Pit (Tier 2).
Chapter 3: DUNGEONS | WARREN OF THE FETID HAG 165
W8. Heart of the Warren
This room reeks of sulfur and Pit
decay. A pit with green coals Magical Fire Pit (Tier 2) that
illuminates cluttered shelves and keeps the troll from waking (see
a bed sits in the corner opposite Developments, pg. 169).
a worktable holding a grinning
cauldron. Worktable
A decrepit crone is stirring a foul- ► TREASURE. U 2 empty bottles,
smelling brew in the cauldron Potion of Resonance, Hag’s
while a large, floating eyeball Cauldron with a mixture of a
keeps watch near the ceiling. Potion of Giant Strength and
Potion of Healing brewing within.
Crone & Eyeball
Shelves
Death Rot Hag (Zevora), Dire Eye.
Hold various dried herbs, body
► DIPLOMACY. Zevora tries to parts (pickled brain and eyes, bowl
press the party into her service of nail clippings), and pouches.
rather than engaging in combat:
► TREASURE. U 4 pearls (10 gp
The hag turns to you, smiling each) and, if trying to end Hallick
wickedly: “Oooh, and what do Halfheart’s curse (see Hooks,
we have here, eh? So handsome pg. 159), a doll resembling the
and tender, so young and mayor (see Cursed Doll).
strong, oh yes. Welcome,
welcome! And to what do I owe
this pleasure, eh?”
Cursed Doll
Zevora’s curse on Mayor Hallick
If the party explains their intent Halfheart is tied to this doll. The
to free the captured pixies or lift curse lasts until Zevora ends it
the curse on Hallick Halfheart or the doll is destroyed; if the
(see Hooks, pg. 159), the hag doll is destroyed, the cursed
feigns interest before offering subject dies unless holy water is
her bargain (see Hag’s Bargain, poured on the doll first.
pg. 168). If refused, she attacks.
► COMBAT. Zevora mounts the
eye to work her magic from afar.
She may fly to her minions in
area W4, W6, or W9. If losing,
see Developments, pg. 169.
166 Chapter 3: DUNGEONS | WARREN OF THE FETID HAG
W9. Head
Torchlight reveals seven small Rush of Wind
cages hanging in chains from the 1/minute, Wind Torrent (Tier
domed ceiling, which has two 2) blows west (caused by the
5-foot-wide holes. Barrels and mechanism in area W6).
crates are stacked around a huge,
lidded cauldron. Cages
A large green eyeball hovers in the 1 foot tall, bars 1 inch apart.
air, peering from side to side. Four of the cages each hold one
unconscious pixie (HP 1). The cages
Zevora keeps pixies imprisoned are magical and can only open
here and crafts flesh fairies in the by Zevora’s touch or with Dispel
cauldron. A fresh batch is brewing Magic. Can be smashed (AC 10;
beneath its lid. Unless the borks HP 10) at risk of killing pixie (5:6
in area W6 have been disturbed, chance trapped pixie dies).
a rush of wind flows through the ► DIPLOMACY. If awakened, the
room every minute. pixies (Dewbell, Glitter, Lumina,
and Sweetsong) explain that
Eyeball Zevora caught them about a
Dire Eye instructed to watch over week ago and is using their pixie
the brew. It attacks on sight. dust to brew horrid fairies.
► COMBAT. The eye fights until Barrels & Crates
destroyed. The noise of combat Moldy foodstuff and ingredients
causes the Flesh Fairies (see for making flesh faeries.
Cauldron) to join after 1 round.
► TREASURE. U Barrel with pale-
Cauldron green flesh (troll brain matter),
Holds green liquid and is too heavy 2 clusters of Widowbloom
to move; 4 Flesh Fairies within fly flowers, 2 pouches of pixie dust
up and attack if the lid is lifted or if (each functions as a Potion of
disturbed by noise. Invisibility).
► EXAMINE. U The grotesque
faeries are made from troll brain,
pixie dust, and other exotic
ingredients; whoever made
them (Zevora) controls them.
Chapter 3: DUNGEONS | WARREN OF THE FETID HAG 167
Hag’s Bargain
Zevora offers to fulfill the party’s SECOND RIDDLE
request to free the pixies or end If the party is dissatisfied with the
Hallick’s curse if they can answer outcome of the first riddle, Zevora
a simple riddle (which, because of offers a second riddle. This time,
the hag’s deception, ends up being she’ll “erase the falsehoods” of
three riddles). Use riddles from anyone who answers incorrectly.
Chapter 4 (such as Blood, Shadow,
► CORRECT. If she agreed to end
Tomorrow) or your own.
Hallick’s curse, Zevora grins and
FIRST RIDDLE says “killing the fool will do the
Zevora will “take the name” of trick!” If Zevora agreed to free
anyone who answers incorrectly. the pixies, she pokes one with a
gnarled finger. It instantly turns
► CORRECT. If she agreed to end
to ash and blows away: “Want
Hallick’s curse, Zevora smiles
me to free the rest too?”
wickedly and says she’ll do so in
100 years “if the poor sod is still ► WRONG. Henceforth, if the
alive.” If Zevora agreed to free character lies, they immediately
the pixies, she’ll do so “when I correct themselves and tell the
can’t wring any more dust from truth.
their bones!”
THIRD RIDDLE
► WRONG. All memory and record Sensing that patience is running
of the character’s given name is thin, Zevora offers a third and
lost forever (except to Zevora). final riddle to free the pixies or
end Hallick’s curse – right now
and without harming anyone. This
Bargaining with a Hag time, she’ll “claim the soul” of
Zevora’s bargains carry magical anyone who answers incorrectly.
weight. If a character answers a
riddle correctly, Zevora is bound ► CORRECT. Zevora reluctantly
to uphold her promises (at least fulfills the request, genuinely
in the way she worded it). If a freeing the pixies or ending
character gives a wrong answer, Hallick’s curse.
Zevora’s prize is magically taken ► WRONG. The character’s soul
from them until the hag dies or is forfeit to Zevora. Until it’s
gives it back, or until reversed reclaimed, she can dominate
with a Wish spell. them as an action (DC 15 CHA or
controlled for 1 day)
168 Chapter 3: DUNGEONS | WARREN OF THE FETID HAG
De v e l op m e n t s Di f f icu lt y
The warren is suitable for level
Dealing with Zevora
5 adventurers (Total Party Level
If the party answers all of Zevora’s
19–22). You can adjust its difficulty
riddles (without attacking her out
to higher level parties by making
of frustration as she repeatedly
the following changes.
deceives them), the hag may
choose to attack them in a fit of Level 6 (TPL 23–26)
murderous fury after she’s upheld
• 6 Flesh Fairies in W3, W4, and W9
her end of the bargain.
• Death Rot Hag has 1 Boss Action
If Zevora is losing a fight, she tries
to save herself by telling the party Level 7 (TPL 27–30)
that the warren is an elder troll • 8 Slimelings in area W1
that will awaken if she’s not here
to renew the flames in area W8. • Death Rot Hag has 3 Boss Actions
She’ll agree to halt her production Level 8 (TPL 31–34)
of flesh faeries if she’s allowed to
• 8 Flesh Fairies in W3, W4, and W9
remain in the warren, though she
tries to word the bargain in a way • Traps and hazards are Tier 3
that leaves loopholes (“I swear I • Death Rot Hag has 53 HP
won’t use this marsh’s pixies!”)
Freeing the Pixies Elder Troll Awakened
If freed, surviving pixies thank the If no one renews the flames in
party and fetch the pixie queen area W9, they go out 12 hours
Silverbloom who gives the party after Zevora is defeated. The lair
their reward. She recognizes that quakes and groans as the troll’s
the warren is an unconscious elder heart and other organs regrow. As
troll and can use her own magic to it awakens, the troll rips free from
keep it from awakening. the earth to stand two hundred
feet tall before stumbling away,
The Mayor’s Curse looking for food.
If the curse on Hallick Halfheart is
lifted, the mayor gives the party What happens next is outside the
their 100 gp reward, and doubles scope of the dungeon. If the party
it if they killed or evicted the hag. decides to try and deal with the
Hallick may also form an alliance troll it has the statistics of The
with the pixies to ensure that the Tarrasque, except its Regeneration
elder troll remains subdued. doesn’t work if it takes 20 or more
damage from fire in a single turn.
Chapter 3: DUNGEONS | WARREN OF THE FETID HAG 169
Vault of the Magi
LEVEL 6–9
A
vault protecting a dangerous
artifact has been breached
DUNGEON OVERVIEW
and now a horrible power Themes Wild Magic, Wizards
grows within, causing magic to run
amok. To stop this calamity, the Time 3–6 hours
heroes must delve into the vault Combat Dangers Puzzles Social
and face the wards and guardians
that protect the Crown of the Magi.
Vault of the Magi
Click or scan the QR code to access
cheat sheets, errata, and other helpful
tools for running the dungeon.
170 Chapter 3: DUNGEONS | VAULT OF THE MAGI
B ackgrou n d
The Vault The Adventurers
Three centuries ago, a triumvirate Two weeks ago, a party of four
of wizards, Ger’axx the Conjurer, adventurers, The Silver Hand,
Elzeban the Transmuter, and breached the vault searching for
Ethilith the Enchanter, created the the fabled Crown of the Magi.
Crown of the Magi, an immensely Though it cost his companions
powerful and unstable artifact. dearly, the party’s leader, the
Realizing that the crown was too warlock Kâl-Zith, reached the inner
dangerous for any one mage to vault (area V10) and claimed the
claim, the wizards vowed to only crown, donning it immediately.
use it in unison and built the Vault
The Monster
of the Magi to protect it.
Kâl-Zith was no match for the
To ensure that only they could crown’s magic, however, and it
use the crown, they each made transformed him into an Eldritch
a keystone and protected it with Horror. He remains here, sealed
their own wards and guardians. To within the inner vault.
open the door into the inner vault,
Awakened, the crown emanates
one must have all three keystones.
raw magic that warps spells in
After the wizards’ deaths, their an ever-growing region around
apprentices continued tending to the vault. It is only a matter of
the vault’s upkeep until a century time before the monster that was
ago. Knowledge of the vault and once Kâl-Zith shatters the vault’s
how to bypass its defenses has magical defenses and unleashes
since faded into legend. itself upon the world.
Hooks
Chaos Controlled Troubled sister
Barthol, head of the Mage’s Tegan Albrakken seeks her brother
Guild in the city of Zalenport, has Perydot, who disappeared two
received reports that spells are weeks ago with his adventuring
malfunctioning in an area centered party, The Silver Hand. She can
on an ancient vault a few days’ provide directions to the vault and
travel from the city. He offers the offers 50 gp if the party can find
party 100 gp to figure out what’s out what happened – and another
going on and put a stop to it. 50 gp if they bring him back alive.
Chapter 3: DUNGEONS | VAULT OF THE MAGI 171
T h e Vau lt
The vault is dug into the side of a ► WALLS. Walls are impervious to
tall cliff on a desolate steppe, or damage and the Passwall spell.
another area of the GM’s choice. ► WILD MAGIC. Whenever a
creature casts a spell within 5
General Features miles of the vault, it must roll a
The vault has these features unless d4 on the table below.
otherwise noted.
d4 Effect
► CEILINGS. 20 feet high. 1 Roll spellcasting check as
► DANGER LEVEL. Unsafe. normal
► DOORS. Heavy stone, unlocked, 2 Roll spellcasting check but
impervious to damage. automatically trigger mishap
► ILLUMINATION. Darkness, 3 Spellcasting check passes but
except for areas V2, V5, V7, V9, take 1d6 × spell tier damage
and V10. 4 Spellcasting check is a critical
success
► MAGIC GLYPHS. The vault is
protected by glyphs that cast
spells or create magic effects Events
when triggered. A glyph’s magic The characters may experience
is suppressed for 1 hour after the following events in the vault.
it’s been triggered or Dispel
d4 Event
Magic is cast on it. It can also
be scratched out (DC 15 DEX or 1 A roar sounds from deep
trigger the glyph). within the vault (area V10).
2 All spells and temporary
magic effects end on party.
3 Raw magic surges through
the area; each character, DC
15 DEX check or 2d8 damage.
4 2d4 + 2 hostile Magic
Mephits appear out of thin
air.
172 Chapter 3: DUNGEONS | VAULT OF THE MAGI
Vault of
s th e M a g i V5
Spell Elementals
V1
V3
T
T V4 T
s
V7
V2 V6 T Glyphwarden
Stoneborn Warrior
T
V8
T
V9
Living Spellbook
V10
Eldritch Horror
Chapter 3: DUNGEONS | VAULT OF THE MAGI 173
Outside the Vault V1. Antechamber
A 20-foot-tall silvered door is set The east wall of this room is
in the cliff’s dark stone. An obelisk decorated with colorful murals
engraved with arcane symbols depicting a half-orc in a flowing
stands a few paces from the door. robe, a bearded human, and a
beautiful elf in a fancy gown. A
Door rotting corpse lies next to a door
Ancient and ornate; swings open if across the room.
a creature comes within close.
Corpse
Obelisk Elderly man in fancy dress (Yultan).
10 feet tall; engraved with three
large, glowing symbols. It can be ► EXAMINE. U Corpse is 2 weeks
targeted by spells, even if the spell old; bloodshot eyes and self-
normally can’t target objects. If a inflicted scratches on the throat.
Charm Person, Knock, or Light spell ► TREASURE. U Scroll of Charm
is cast on it, the obelisk glides back Person, Scroll of Knock, silver
and reveals a staircase to a narrow hand amulet (20 gp).
tunnel below (to area V3).
Door
► EXAMINE. U A spellcaster may Unlocked but if touched, magic
know the symbols as “Charm,” glyphs trigger (see Murals).
“Open,” and “Illuminate.”
Murals
The three magi: Ger’axx (half-orc),
The Silver Hand Elzeban (human), and Ethilith (elf).
A band of four adventurers who
breached the vault two weeks ago. ► EXAMINE. U Symbols on the
wizards’ foreheads are glyphs
Yultan the Smiling (human bard). (see General Features, pg. 172)
Slain by the traps in area V1. that trigger if door is touched
Perydot (elf warrior). Petrified by (effects last 1 minute):
the golem in area V7. Has become • Glyph 1 fills the room with
a Stoneborn Warrior. Poison Gas (Tier 2).
Yenarra (halfling thief). Was slain • Glyph 2 transforms the floor into
by Kâl-Zith in area V9. a Quicksand Pit (Tier 2).
Kâl-Zith (human warlock). Was • Glyph 3 casts Hold Monster (DC 15
transformed into an Eldritch STR) on all creatures in the room.
Horror in area V10.
174 Chapter 3: DUNGEONS | VAULT OF THE MAGI
V2. Petitioner’s Hall V3. Storage Room
Stone pillars support the 30-foot- This small room holds shelves
high ceiling of this spacious hall. and racks with flasks, scrolls, and
Intricate, glowing patterns fill the moldy clothing and food.
walls. Several doors lead from the
chamber; the most prominent is a Secret entrances out of this area
large glowing door at the far end. open with a push.
The patterns on the walls hide a Shelves
passage to area V3. The glowing ► TREASURE. U Potion of Gaseous
door to area V10 can only be Form, Scroll of Misty Step, various
opened with the three keystones junk and moldy food.
found in areas V5, V7, and V9.
Racks
Walls ► TREASURE. U Dellingr’s Spirit
Mystical patterns light the room. Bowl in a moldy robe’s pocket.
► EXAMINE. U The patterns
coalesce around a small, glowing
square on the northwest wall.
Touching the square causes a
door-sized section of the wall to
fade away for 1 minute, revealing
a secret passage (to area V3).
Glowing Door
Indestructible and magically
sealed. It has three 1-inch indents:
a semi-circular shape, a circular
shape, and a prism shame. If the
three keystones (found in areas
V5, V7, and V9) are placed in the
indents that fit their shape, the
door vanishes for 1 hour, allowing
free passage to area V10, and the
keystones magically teleport back.
Chapter 3: DUNGEONS | VAULT OF THE MAGI 175
V4. Conjurer’s Passage
Two large glyphs adorn this Alcoves
corridor’s floor, 20 feet apart, U A palm-sized glyph is on the
with alcoves cut beside each. back wall of each alcove; it
matches the glyph on the floor
Moving past a glyph triggers a before the alcove. Touching
harmful effect; glyphs can be the wall glyph deactivates the
triggered safely with conjured matching floor glyph for 1 hour.
creatures or bypassed with
teleportation.
Glyphs
Magical (see General Features,
pg. 172). Each glyph triggers if a
creature moves into its area: Spell Elementals
• Glyph 1 conjures tentacles that
fill the hallway for 1 minute, all
creatures DC 15 DEX each round
or 2d6 damage and immobilized
(DC 15 STR on turn to escape).
• Glyph 2 conjures an ice storm
V5
that fills the hallway for 1 minute,
half speed, 1d6 damage/round.
Glyph (Tentacles)
T V4 T
Glyph (ICE STORM)
176 Chapter 3: DUNGEONS | VAULT OF THE MAGI
V5. Conjurer’s Vault
Desks, shelves, and cages of all Shelves
sizes fill the room. One cage holds ► TREASURE. U A pouch of
a tiny devil with bat wings. Green diamond dust (25 gp) and a
flames dance in a central brazier. gilded skull (50 gp) among
Large, iridescent masses of roiling useless knickknacks.
energy with vaguely humanoid
shapes hover near the brazier. Devil
Devil, Imp (Dra’zek) in small cage.
The roiling masses of energy are ► DIPLOMACY. If the Spell
magic-hungry spell elementals. Elementals are destroyed or
The keystone (see area V2) is in distracted, Dra’zek pleads for
the central brazier. the characters to open its cage:
“free poor Dra’zek, and I shall
Spell elemental serve you until I am recalled to
2 Spell Elementals; attacks the Nine Hells!” (The imp will
on sight. If the party brings a only remain for 1 hour after
conjured creature or a magic item leaving the cage). Dra’zek knows
within close, the elementals move the names of the three magi and
to devour it and are distracted for can also share the following:
1 minute or until attacked.
• “Dra’zek was summoned by
► COMBAT. The elementals attack half-orc Ger’axx centuries ago.
until distracted or slain. Forgotten, Dra’zek was!”
• “A mage, a warrior, and a
Cages
sneak were here not long ago.
Range in size from 1-by-1 foot to
Used a potion to distract the
5-by-5-foot. Open easily from the
elementals”.
outside. Automatically teleports
back to room if taken. Cages • “The adventurers took
keep conjured creatures on this something from the brazier.”
plane and protect them from
Brazier
outside forces (including the spell
The magical flames are harmless.
elementals, which can’t devour
the cages). ► TREASURE. U Semi-circular
Conjurer’s Keystone (fits door in
area V2) at the brazier’s bottom.
Chapter 3: DUNGEONS | VAULT OF THE MAGI 177
V6. Transmuter’s Passage
A large glyph is painted on the wall Glyph
halfway down this corridor. The Magical (see General Features,
doors at either end sit almost a pg. 172); reaches from the floor
foot off the floor. and up to a height of 8 feet (2 feet
below the ceiling). Triggers when
If a creature moves past the a creature moves past (a creature
glyph, it triggers harmful spells, climbing or flying along the ceiling
locks the doors, and brings the can pass without triggering it),
ceiling down to crush the party. causing the following effects:
Spells like Fly, Gaseous Form, and
• Creatures in the hallway, DC 15
Polymorph may help the party
CON or half speed for 1 minute.
get through unscathed.
• Floor becomes slippery for 1
minute (1/round, DC 15 DEX or fall
Doors
and can’t move this turn).
Hang 10 inches off the floor; a
small creature can crawl under. • Crushing Ceiling (Tier 2) begins
They close and lock (DC 18 DEX to to descend. Descends to a height
unlock) if the glyph is triggered of 0 feet before ascending again.
(see Glyph).
Crushing Ceiling
V6 T V7
Glyphwarden
Glyph Stoneborn
Warrior
178 Chapter 3: DUNGEONS | VAULT OF THE MAGI
V7. Transmuter’s Vault
Shelves and pedestals holding Shelves
various objects line the walls. A ► TREASURE. U Bar of gold (25
statue of an elf warrior stands by gp) and a Potion of Polymorph
a central stone table, above which among worthless junk and notes
hovers a small, round stone. signed “Elzeban.”
A six-legged construct covered in
glyphs is poised before the table. Statue
Perydot Albrakken was petrified
The statue is Perydot, who’s been by the glyphwarden and
transformed into a stoneborn. transformed into a Stoneborn
Warrior by the vault’s unstable
Construct magic. He can’t escape because
Glyphwarden; attacks on sight but the glyphwarden attacks
ignores anyone affected by a spell whenever he ends his Stone Form.
as long as they aren’t hostile. ► DIPLOMACY. If combat breaks
► COMBAT. The glyphwarden out, Perydot leaves his Stone
can’t leave. Perydot speaks as Form and helps the party. After
combat breaks out (see Statue). the fight, he can tell them about
the Crown of the Magi, The Silver
Pedestals Hand, and what happened to
► TREASURE. Each of the five him and Yultan (see The Silver
pedestals holds an object: Hand, pg. 174). Perydot wants
• Gold apple (25 gp). to accompany the party and find
• Silver bar. U Can be ground to Kâl-Zith to punish the greedy
dust and mixed with water to warlock for leading him to the
create a Potion of Flying. vault and abandoning him when
he became petrified.
• Metal rod. U Becomes malleable
for 1 minute if water is poured on Stone
it and can be shaped into a small Round stone, magically levitates 15
tool or weapon. feet above the table. It can be shot
• Bottle of ink. U Anything written down with a ranged attack (AC 18).
with the ink is only visible in the
► TREASURE. Transmuter’s
light it was written in, such as
Keystone (fits door in area V2).
darkness, torchlight, sunlight,
moonlight, and so on.
• Empty vial (Potion of Invisibility).
Chapter 3: DUNGEONS | VAULT OF THE MAGI 179
V8. Enchanter’s Passage V9. Enchanter’s Vault
Two doors stand side-by-side in Paintings of a beautiful elven
this corridor, each carved with a woman fill the walls of this room.
simple script. A charred corpse lies next to a
fountain.
Doors A hovering tome emits a terrified
Magical; Dispel Magic suppresses shriek as it notices you.
their magic for 1 hour. Open freely.
The text on the north door reads: Tome
The tome is a Living Spellbook; it
“Here enters the unseen and
is frightened and attacks on sight.
unseeing.”
► COMBAT. The tome can be
If a creature that isn’t blinded calmed for 1 hour with Dispel
(such as by Blind/Deafen) or Magic or Charm Person (treat
invisible (such as by Invisibility) book as humanoid) or DC 18 CHA.
walks through, a Baleful Symbol
(Tier 2) forms in the doorway, ► DIPLOMACY. If calmed, the
affecting each creature within spellbook apologizes. It knows:
near that can see it. It remains • Its mistress, Ethilith, ordered it
until the door is closed again. to stand guard and cast a fear
The text on the south door reads: spell on it to make it vigilant.
• A human mage and a halfling
“Here enters the unheard and came not long ago. The mage
unhearing” cast a Fireball that killed the
If a creature that isn’t deafened halfling and distracted the book
(such as by Blind/Deafen or Silence) while he took the keystone.
or moving silently (DC 15 DEX) • It can’t leave the room, and
walks through, a Dark Dirge (Tier knows nothing of the vault. It
2) plays, affecting each creature gives them the keystone freely.
within near that can hear it. It
plays until the door is closed again.
Corpse
► TREASURE. U Bandoleer of
Preparation, pouch with 25 gp.
Fountain
► TREASURE. U Diamond-shaped
Enchanter’s Keystone (fits door
in area V2) at fountain’s bottom.
180 Chapter 3: DUNGEONS | VAULT OF THE MAGI
V10. Inner Vault
When all three keystones are Monster
inserted into the door in area V2, it Eldritch Horror (Kâl-Zith,
disappears: transformed by the crown). Its
only desire is to escape the vault
The door fades away to reveal
to spread chaos. Blubbers madly,
a large chamber with a 30-foot-
shifting between manic laughing
high ceiling held by pillars, two of
and pained shrieks.
which lay smashed on the ground.
Three glowing statues fill the back ► COMBAT. The horror wants
half of the room with light. freedom most of all. If it drops
A monster slinks out of the below 15 HP, it tries to flee.
shadows, its lower body a mass Its transformation ends if the
of writhing, spiked tentacles. Its crown is taken off its head (DC 18
upper body is vaguely humanoid DEX); a character who touches
and its face is twisted in a cruel the crown may be transformed
grin underneath a dark crown of themselves (see Developments).
jagged metal.
Statues
The door reappears after 1 hour, From left to right: Ger’axx (half-
sealing the chamber. Kâl-Zith has orc), Elzeban (human), and Ethilith
been sealed here since he was (elf). Each statue has a plaque with
transformed by the crown. its name and the words “Greet me,
friend, and receive my blessing!”
Speaking a statue’s name while
within close grants a blessing for 1
minute:
• Ger’axx. 1/round, the creature
can teleport to near.
• Elzeban. +2 bonus to AC.
• Ethilith. ADV on checks using
INT, WIS, and CHA.
Speaking all three names within
1 minute causes the door to V2 to
vanish for 1 hour.
Chapter 3: DUNGEONS | VAULT OF THE MAGI 181
De v e l op m e n t s Di f f icu lt y
The vault is suitable for level 6
Eldritch Transformation
adventurers (Total Party Level
If Kâl-Zith drops to 0 HP or the
23–26). You can adjust its difficulty
crown is taken from him, his
to higher level parties by making
transformation ends, along with
the following cumulative changes.
the unstable magical effects in
the region. Kâl-Zith is greatly Level 7 (TPL 27–30)
ravaged by the ordeal and his • 3 Spell Elementals in V5
magic has been stolen from him; • 2 Living Spellbooks in V9
he is a Peasant and, if dropped
• Eldritch Horror has 1 Boss Action
to 0 HP, is dying. If saved, the
warlock explains how the crown Level 8 (TPL 31–34)
transformed him into an eldritch • Traps & hazards are Tier 3
horror when he touched it. • 2 Glyphwardens in area V7
If Perydot is with the party, his • Eldritch Horror has 3 Boss
thirst for vengeance is sated by Actions
the sight of the pitiful warlock and
he offers to escort Kâl-Zith safely Level 9 (TPL 35–38)
to the nearest town or settlement. • Glyph check DCs are 18
• Eldritch Horror has 63 HP
Crown of the Magi
and can use Consume Spell or
A character who grabs the Crown
Fracture Soul in addition to
of the Magi must pass a DC 18 CHA
Tentacles or Eldritch Blast
check or be transformed into a
hostile Eldritch Horror until the
transformation ends.
If the party takes the crown
with them, the head of the
Mage’s Guild, Barthol (see Chaos
Controlled, pg. 171) may offer
to remove the crown’s curse and
transform it into a less powerful,
but still useful, Diadem of the Magi.
Barthol requires no pay for this
service; unmaking the unstable
crown is payment in itself.
182 Chapter 3: DUNGEONS | VAULT OF THE MAGI
Manor of the Maestro
L E V E L 7–10
A
n evil fey called a gadai is
luring subjects to its manor
DUNGEON OVERVIEW
to trap their souls in magical Themes Fey, Horror, Souls
paintings. To put an end to the
fey’s accursed artistry, the party Time 3–6 hours
must brave treacherous traps and Combat Dangers Puzzles Social
eerie canvas minions before facing
the gadai itself.
Manor of the Maestro
Click or scan the QR code to access
cheat sheets, errata, and other helpful
tools for running the dungeon.
Chapter 3: DUNGEONS | MANOR OF THE MAESTRO 183
B ackgrou n d
The Nobles The gadai sells its mundane
The Pontians were a lesser noble paintings – landscapes, scenes of
family who had nearly depleted battle, and the like – to increase
their fortune since their only son, its fame so it can lure subjects in
Aryk, fell gravely ill a year ago. to make portraits of them. New
In their desperation, they used victims frequently show up at the
forbidden magic to beseech an manor, where the butler Horace,
archfey for aid. The fey, a gadai a victim himself, welcomes them,
named Ianthalas, promised to incapacitates them, and prepares
immortalize the entire Pontian them to be painted by his master.
family with a magical portrait. The Victims
For as long as the painting Already, Ianthalas’ magic has
was unharmed, they would be claimed more than a dozen
protected from age and sickness. victims. Their souls trapped,
Gratified, the Pontians summoned they either lie about as Gadai’s
the gadai and welcomed it into Canvases, or have been repainted
their home. Ianthalas made the into various humanoids, and act as
painting as promised, but through servants or guards.
its fell magic, transformed the Ianthalas’ latest victim is Kaleth
nobles into soulless Gadai’s Jarlspur, whom the gadai is
Canvases under its control. currently painting in the manor’s
The Gadai crypt. If the evil fey isn’t stopped,
Stowing the Pontians away on the the young man’s soul will soon
upper floor, Ianthalas took the be trapped with the others –
rest of the manor as its own. In and Ianthalas will continue his
the months since, it has become depraved artistry.
a famous painter under the alias
“Ian Silverstroke.”
Hook
Trapped Soul Kaleth hasn’t returned and his
Three days ago, the famous partner, Jesse Jarlspur, is worried
athlete Kaleth Jarlspur went to the sick. He offers the party 100 gp to
manor to have his portrait made go to the manor and bring Kaleth
by the famous Ian Silverstroke. back to him.
184 Chapter 3: DUNGEONS | MANOR OF THE MAESTRO
T h e M a nor
The manor, an ostentatious but Events
overgrown two-story building,
lies on the outskirts of civilization, The characters may experience
near the town of Behrengrad. the following events in the manor.
d4 Event
General Features 1 The party hears whispered
The manor has these features pleas for help and sees a
unless otherwise noted. mental image of the person
trapped within the nearest
► BEFUDDLED. Spellcasting DCs
Soul Portrait.
increase by 2.
2 1d4 + 2 Stoneborn Warriors
► CEILINGS. 15 feet high. pass by (DC 15 DEX to avoid).
► DANGER LEVEL. Unsafe. 3 Fey energy suffuses the
► DOORS. Wooden and unlocked. manor; DC 15 CON or 1d4 CON
damage.
► ILLUMINATION. The ground
floor (areas M1–M7) and the 4 The presence of imprisoned
underground chapel (area M16) souls wear at the mind; DC
is brightly lit by torches and 15 CHA or 2d8 damage and
magical chandeliers functioning DISADV on checks for 1 hour.
as Light spells (they dim if
removed). The rest of the manor
is dark.
► SOUL PORTRAITS. Many of the
manor’s paintings are magical
Soul Portraits (pg. 186) that
hold the souls of the gadai’s
victims.
► WARDED. Teleportation magic is
impossible.
► WINDOWS. Overgrown with
ivy; impossible to open from the
inside without breaking. They
can be opened from the outside
if the ivy is cleared away.
Chapter 3: DUNGEONS | MANOR OF THE MAESTRO 185
Soul Portraits Gadai’s Victims
When a Gadai paints a person, it The manor is occupied by Gadai’s
traps their soul in a magic portrait Canvases whose souls are trapped
and transforms them into a within Soul Portraits.
Gadai’s Canvas. Each Soul Portrait Many of the Gadai’s Canvases have
in the manor depicts a person with been repainted by the gadai. They
a remarkable appearance and has have their true form’s face, but
the following properties. use other humanoid stat blocks.
► MAGIC. It holds the soul of A Gadai’s Canvas always fights to
the creature it depicts (now a defend the gadai, itself, and other
Gadai’s Canvas). It has AC 10 and servants of the gadai. Beyond
shares its HP with the canvas that, it only does as ordered by
(if either loses or regains HP, the gadai. Even if it can speak, it is
so does the other). If either is mechanical in its communication
reduced to 0 HP, the canvas dies and often repeats sentences.
and returns to its true form, and
You can roll on the Gadai’s Victims
its likeness vanishes from the
table to decide the name and
now non-magical painting.
remarkable trait of any Gadai’s
► END THE CURSE. To free a Canvases (whether repainted or
creature’s soul and restore it, not) the characters meet inside
one must either kill the gadai or the manor.
convince it to undo the magic.
GADAI’S VICTIMS
d20 Name Ancestry Trait d20 Name Ancestry Trait
1 Aryn Elf Athletic 11 Istred Human Long hair
2 Avran Human Scarred 12 Isynda Elf Wild curls
3 Björn Half-Orc Tiny tusks 13 Kailan Human Green hair
4 Brock Halfling Long nose 14 Katrin Halfling Big mole
5 Elena Human Red hair 15 Leyla Human Big grin
6 Elias Human Goatee 16 Lise Dwarf Pink eyes
7 Galdric Human Tattoos 17 Maya Human Freckles
8 Grom Half-orc Muscular 18 Oria Human Dimples
9 Hewe Halfling Dark eyes 19 Sando Dwarf Big beard
10 Imeya Elf Big nose 20 Tristav Human Silk hair
186 Chapter 3: DUNGEONS | MANOR OF THE MAESTRO
Manor of M3 M4
th e M a es t r o Shadowdancer
Knights
M1 M7
Woolsey
T
M2
Stoneborn warriors s
M6
T Medusae Spellblades
M14 T M5
M15
Gadai’s Canvases
T M13
M9 Gadai’s Canvases
Arisen spirit
M8
M16
Gadai
Knights
M10
M11 M12
Chapter 3: DUNGEONS | MANOR OF THE MAESTRO 187
Outside the Manor M1. Foyer
A cobblestone path winds up to Two doors lead out of this large
a run-down manor, its walls and foyer, which is illuminated by a
windows overgrown with ivy. gilded chandelier. An old staircase
A large door painted with two leads to a balcony 15 feet above.
swans bars the entrance. Portraits decorate the walls and
a covered painting hangs by the
At the back of the manor is a base of the staircase.
kitchen door.
Covered Painting
Large Door Magical portrait of a scowling
Painted with the House Pontian crone covered by a linen sheet.
swan crest, their beaks forming a
► CURSE. An Aeon Surge (Tier
doorknocker. Locked (DC 15 DEX to
2) affects any who look upon
open). Using the doorknocker or
the uncovered portrait. On
attempting to open the door with
a failure, the crone becomes
force (DC 18 STR) alerts Horace in
younger until she appears as a
area M3, who arrives after 1 round.
young, beautiful woman. The
Kitchen Door effect can’t trigger again while a
Small, wooden door at the back creature is affected by it. When
of the manor; leads to the kitchen the effect ends, the painting
storage room (area M5). The door becomes a scowling hag again.
is locked (DC 15 DEX to open).
Opening the door by force (DC 15
Portraits
Two Soul Portraits (pg. 186)
STR) alerts the creatures in the
connected to the chefs in the
kitchen (area M6).
kitchen (area M6).
Windows
Lower floor windows are 5 feet up,
Staircase
Leads to area M8. A rotted plank
upper floor windows are 20 feet
halfway up collapses the stairs
up (DC 9 STR to climb up or fall
if stepped on (DC 15 DEX or 2d6
20 feet down). Ivy can be cleared
damage), alerting Horace and his
from a window to peer inside (DC
guards in the lounge (area M3),
9 DEX to avoid being noticed by
who come after 1 round. If combat
creatures inside).
erupts, the guards in area M2 also
come.
188 Chapter 3: DUNGEONS | MANOR OF THE MAESTRO
M2. Dining Hall
An oak dining table and chairs ► COMBAT. The Stoneborn
fill the room, which is lit by a Warriors fight until destroyed.
chandelier. Portraits line the The noise alerts the chefs in area
walls and a covered, full-length M6 who arrive after 1 round.
standing mirror sits in the corner.
Standing Mirror
Eerily lifelike statues stand along
the walls. ► CURSE. A creature within 5 feet
that looks into the uncovered
The statues are stoneborn mirror is affected by a Nemesis
warriors; a Soul Portrait of each Clone (Tier 2), spawning a hostile
hangs on the walls. The covered duplicate that remains for 1
mirror is cursed. minute. The mirror’s effect isn’t
triggered again for as long as the
Lifelike Statues duplicate remains.
4 Stoneborn Warriors (repainted
Portraits
gadai’s canvases). They appear as
Soul Portraits (pg. 186)
statues while motionless. They
connected to the warriors here.
attack anyone who harms them or
touches the mirror or any of the
paintings, or if Horace (area M3)
commands them to. Pontian Coin
A Pontian Coin is a platinum coin
with the House Pontian crest of
two embracing swans on it. The
coin is worth 10 gp, but its primary
purpose is to open the secret
passage in the courtyard (area
M7). Pontian Coins can be found in
Horace’s pocket and the fireplace
(both in area M3), in the gadai’s
study (area M4) and among Aryk’s
toys (area M11).
Chapter 3: DUNGEONS | MANOR OF THE MAESTRO 189
M3. Lounge
Couches and armchairs are Smiling courteously, the butler
arranged around a fireplace. points at some of you. “If
Bookshelves and portraits cover you’d follow me, please, my
the walls. master would like to make your
A trim, regal elf with long, blond acquaintance. The rest of you,
hair and dressed in a green silk please remain here.”
suit stands near the fireplace,
Horace leads his subjects to area
flanked by armored warriors.
M2 to pacify them (can make
The guards’ Soul Portraits hang them look into the mirror). As
on the walls. Horace’s portrait soon as they’re out of earshot,
hangs safely in area M16. the knights and guards attack
the rest of the party in area M3.
Regal ELF & Warriors If his request is refused, Horace
Shadowdancer (Horace), 2 Knights asks the party to leave; if they
(repainted gadai’s canvases). refuse, he and the guards attack.
► DIPLOMACY. Horace is ► COMBAT. The gadai’s minions
courteous to all visitors: fight until slain.
► TREASURE. U Horace has a
“Greetings, dear guests, I am Pontian Coin (pg. 189)
Horace, Master Silverstroke’s
humble butler. I must admit, BOOKSHELVES
we were not expecting you,” Books on art, anatomy, and poetry.
the elf says with a tight smile.
► TREASURE. U 2d6 of the books
“Nonetheless, my master
are valuable (5 gp each).
welcomes all visitors. Make
yourself comfortable while I Fireplace
inform the master you’re here.” Filled with ash and bones.
If the party agrees, Horace ► TREASURE. U Pendant of
leaves them with the mute Blessings and a Pontian Coin
knights and returns a minute among the charred bones.
later with the Stoneborn
Warriors from area M2. He Portraits
intends to sort worthy subjects Two Soul Portraits (pg. 186)
from those he deems unsuitable: connected to the Knights in this
room.
190 Chapter 3: DUNGEONS | MANOR OF THE MAESTRO
M4. Gadai’s Study Strongbox
Locked chest (DC 15 DEX to open).
A large oak desk cluttered with
► TREASURE. U 42 gp, a ruby (50
books and papers sits in the
gp), a War Demon Battle Mask,
center of this study. A strongbox
and 2 Pontian Coins.
sits against one wall, and a mirror
hangs in the opposite corner. Mirror
U The mirror is stuck to the wall. A
The mirror hides a secret passage. hard tug causes it to swing open,
revealing a passage behind it (to
Books area M6).
U There are two books:
• Beauties of the Realm, by Yultan M5. Storage room
the Smiling: a collection of
portraits and biographies of A closet packed with barrels,
nobles and heroes famed for crates, and sacks.
their looks.
• A portrait journal with sketches Barrels, Crates, & Sacks
of two dozen people and notes Flour, dried meats, and vegetables.
in Sylvan highlighting their ► TREASURE. U 10 rations worth
remarkable features, such as of food, a bottle of glowing wine
“regal nose,” “divine lips,” or labeled Feyshine (functions as a
“powerful forehead” (a journal Potion of Resonance).
of potential targets).
Papers
U Letters and a blueprint:
Shadowdancer
M4
• Two unsent letters addressed
Knights
to “Sir Eaglesburn” and “Lady
Agylia,” inviting them to have
their portraits made. Signed “Ian M3 s
Silverstroke.” Woolsey
• A blueprint of the manor that
also shows an underground M1
crypt, which appears to have an
entrance under the fountain in
the courtyard (area M7). H
s
Chapter 3: DUNGEONS | MANOR OF THE MAESTRO 191
M6. KITCHEN M7. Courtyard
This kitchen has an iron stove, a A stone fountain sits at the far
small bookcase, and counters and end of this courtyard garden,
shelves cluttered with utensils, overlooked by a balcony. A bed of
cutting boards, and foodstuffs. green ivy and blue flowers covers
Heavily armed, snake-haired chefs half the garden.
bustle by the stove. A huge, shaggy-haired beast
grazes next to the fountain.
The chefs are busy making a stew
for the gadai. There’s a secret Shaggy-Haired Beast
passage behind the bookshelf. Woolsey; startles if approached
(DC 15 CHA or woolsey attacks).
Chefs
► COMBAT. The woolsey spawns
2 Medusae Spellblades (repainted
critters to aid it in combat; it
gadai’s canvases) wearing chef
attacks only to scare the party.
hats. They attack immediately if
they see the party come through Balcony
the storage room. Part of area M8, 15 feet up (DC
► DIPLOMACY. If approached, 9 STR to climb the ivy up to the
the chefs respond with phrases balcony or fall 10 feet).
such as: “It’s an honor to cook
Blue Flowers
for Master Silverstroke” or “the
Languorbloom (Tier 2).
master trusts Horace. You can
find him in the lounge.” Fountain
► COMBAT. The chefs fight Inscription in Common reads:
until slain. Combat alerts the
Luck is bought with coins of gold,
Stoneborn Warriors in area M2,
To swans alone are secrets sold.
who join the fight after 1 round.
Anyone who throws a gold coin
Bookcase into the fountain has ADV on the
Holds a dozen dusty cookbooks. next check they make for 24 hours
► EXAMINE. U The bookcase is (1/day per character). If a Pontian
attached to the wall. Pulling a Coin (pg. 30) is tossed in, the
big leather-bound book causes fountain glides aside to reveal
it to swing open and reveal a a staircase (to area M14). Coins
passage (to area M4). tossed into the fountain vanish
(teleported to bowl in area M14).
192 Chapter 3: DUNGEONS | MANOR OF THE MAESTRO
M8. Upper Hallway Helga’s Ghost
Helga Pontian used to haunt the
This cold and dark hallway crypt as an Arisen Spirit, but was
connects to several rooms. Dust evicted by Ianthalas and now stays
and cobwebs cover old rugs on the upper floor.
and a long row of old portraits.
Behavior. Helga is overbearing
Glass-paneled doors open up to a
and fiercely loyal to the Pontian
balcony overlooking a courtyard
manor and bloodline. She attacks
garden.
the party on sight but desists when
she realizes they don’t serve the
Glass-Paneled Doors gadai. She offers her aid if they
Creak loudly when opened (DC 12
promise to slay that “despicable
DEX to open quietly). The noise
hack of a painter,” but won’t assist
alerts Helga (Arisen Spirit) in area
in battle (the gadai has threatened
M9, who arrives 1 round later (see
to kill the Pontian family if she
Helga’s Ghost).
interferes).
Balcony Information. Helga knows:
Overlooks the courtyard garden
•Gadai’s Canvases. The ground
(area M7) 15 feet below (DC 9 STR
floor is filled with Gadai’s
to climb down or fall 10 feet).
Canvases, some in canvas form,
Portraits others transformed by the gadai
Nonmagical portraits depicting into humanoids. The butler
members of House Pontian (not Horace (area M3) leads them.
made by the gadai). Most have •Soul Portraits. Helga knows how
dark curls and a hawkish nose. the Soul Portraits work (pg. 186).
Names and dates of birth and •Crypt. The gadai paints victims in
passing are carved onto plaques. the chapel (area M16). The crypt
entrance is hidden beneath the
► EXAMINE. U Second portrait
courtyard fountain (area M7).
from the stairs is kept clean; it
To open it, one must throw a
depicts an elderly woman in a
platinum coin with the Pontian
black dress (Helga Pontian, see
family crest into the fountain.
Helga’s Ghost). The last three
Helga suspects that there may be
portraits of a man, woman, and
coins in area M3 and M4.
child have no date of passing
(Alicia, Anders, and Aryk, see Treasure. Helga may offer up the
area M13). magic items in areas M11 and M12 if
the party agrees to aid her.
Chapter 3: DUNGEONS | MANOR OF THE MAESTRO 193
M9. Bathroom M12. Master Bedroom
A once-luxurious, dust-covered A dark room with a lavish bed
bathroom with a clawfoot tub, draped in a moth-eaten canopy
a dressing table, and an old and a chest at its foot. A desk and
chamber pot. a wardrobe stand against the wall.
A translucent woman hovers by
the dressing table, combing her The chest is locked and trapped.
black curls with a ghostly brush.
Bed
Translucent Woman U There’s a key tucked under the
Unless drawn elsewhere, Helga mattress (see Chest).
(Arisen Spirit) is in this room (see Chest
Helga’s Ghost, pg. 193). Locked (DC 12 DEX to open). The
key is under the mattress (see
M10. Guest Bedroom Bed). If damaged or opened
This room holds a wardrobe, a without its key, a wire beneath the
bed, and a chest. lid triggers Poison Gas (Tier 2) that
fills the room for 1 minute.
There is nothing of value here. ► EXAMINE. U There’s a wire
under the lid (DC 9 DEX to
M11. Children’s Room unhook or trigger trap).
► TREASURE. 10 small diamonds
This room holds a wardrobe, (5 gp each) and a Wizard’s Foot.
a bed, a small chest, and a
scattering of toys and trinkets. Desk
U A wide desk drawer contains
Toys & Trinkets letters addressed to Anders, Lord
► TREASURE. U A Dellingr’s Spirit of House Pontian. Half are loan
Bowl and a Pontian Coin. letters and debt collections. The
rest are responses to requests
for healing for Anders’ son Aryk:
two letters lament that nothing
could be done and one offers
condolences.
194 Chapter 3: DUNGEONS | MANOR OF THE MAESTRO
M13. Trophy Room M14. Crypt Passage
Stuffed animal heads hang above A stone door stands across this
shelves filled with curious objects. dark and dank corridor. Halfway
A painting of a family hangs above down, a sculpted bowl sits on a
a small table and two plush chairs. pedestal.
Three pale mannequins stand at
the back of the room. Bowl
Carved into the stone pedestal;
Mannequins too heavy to move. Coins thrown
3 Gadai’s Canvases (Alicia, Anders, into the fountain in area M7 are
and Aryk). They attack anyone teleported here.
who comes close to them or their If anyone who’s not a Pontian
Soul Portrait (see Painting) but takes gold from the bowl, a Dark
otherwise remain still. Dirge (Tier 2) fills the passage
until the stolen coins are put back
► COMBAT. The Gadai’s Canvases
(taking the Pontian Coins doesn’t
fight until slain, but won’t leave
trigger this effect). The dirge alerts
the room. Noise alerts Helga
the Gadai’s Canvases in area M15,
(see Helga’s Ghost, pg. 193)
who stumble out to attack as soon
who arrives after 1 round.
as it ends.
Realizing the party doesn’t serve
the gadai, she shouts: “Don’t ► TREASURE. U 21 gp, 2 Pontian
harm them, fools! Just leave!” Coins.
She laments the loss of any
Pontians who died before she
intervened and pleads with the T M 14
party to help slay the gadai.
Painting
Soul Portrait (pg. 186) depicting
Alicia, Anders, and Aryk Pontian.
Shelves
Hold old heirlooms, such as dented
helmets and medals. T
► TREASURE. U A silver locket
M15
(10 gp) and a golden chalice (25 Gadai’s
gp) among objects with only Canvases
sentimental value.
Chapter 3: DUNGEONS | MANOR OF THE MAESTRO 195
M15. Crypt
Twelve sarcophagi line the walls Sarcophagi
of this dark crypt. Nine are sealed Each sarcophagus is inscribed with
with heavy slabs, but three lie the name of a Pontian ancestor
open and empty. Unframed and (except for the three empty
paintings are stacked among the sarcophagi) sealed with a heavy
sarcophagi. A large statue of two slab (DC 15 STR to open). The first
swans towers in the center. time a sarcophagus is damaged
Canvas mannequins stand among or opened by anyone who’s not a
the sarcophagi. Pontian, the swan statue’s magic
traps are triggered (see Statue).
The statue unleashes a magnet
► TREASURE. U A total of 9
surge and deadly gas if a
platinum signet rings with the
sarcophagus is touched.
Pontian family crest (10 gp each)
and a Diplomat’s Denture in the
Canvas Mannequins mouth of a corpse in a random
8 Gadai’s Canvases standing
sarcophagus.
motionless. They awaken and
attack if the party makes noise by Statue
the door (see area M14) or don’t The first time a sarcophagus is
move stealthily through the crypt damaged or opened by a visitor,
(DC 12 DEX as a group). the statue emits a Magnet Surge
► COMBAT. The canvases fight (Tier 2) that affects the entire
until slain. When a canvas dies, room and releases Grave Gas (Tier
it returns to its true form and its 2) within close. Both effects last
Soul Portrait becomes blank. for 1 minute. The Gadai’s Canvases
wear no metal, but can be affected
Unframed Paintings by the gas.
Soul Portraits (pg. 186)
connected to the gadai’s canvases.
196 Chapter 3: DUNGEONS | MANOR OF THE MAESTRO
M16. Chapel
Hundreds of candles light this If refused, if the party acts with
chapel and stone pillars support hostility, or if Ianthalas tires
the 20-foot-high ceiling. An easel of the conversation, the gadai
holding a half-finished painting attacks alongside its guards.
stands in the room’s center. Atop
► COMBAT. The guards try to
an altar is the painting’s subject: a
keep the party from harming
young man in a triumphant pose.
their master, while the gadai
Several paintings lean against the
stays back using its devastating
wall and a large portrait of a six-
ranged attacks. If it senses that
armed, elf-like humanoid hangs
the fight is turning against it,
above the altar.
Ianthalas offers a bargain: if the
Before the easel stands the elf-like party allows it to travel back to
creature, flanked on either side by its fey home, they can have their
heavily-armed guards. It tilts its lives, the Pontian family, and
head as you enter and whispers: Kaleth (see Developments). If
“Ah. Art critics? Or new subjects?” refused, it fights to the death.
Creature & Guards Paintings
Gadai (Ianthalas), 2 Knights Soul Portraits (pg. 186)
(repainted gadai’s canvases). connected to the Stoneborn
Warriors in the room and the
► DIPLOMACY. Ianthalas is curious
butler Horace (see area M3).
to know why the party is here. It
freely shares how it came here Large Portrait
(see Background, pg. 184) and Soul Portrait (pg. 186) of the gadai
laments the loss of any servants hanging 10 feet off the ground.
slain by the party: It shares its HP with Ianthalas;
the gadai dies if the painting is
“Such a waste, to destroy
destroyed (see Developments).
my beautiful creations.
Each a work of art, now lost Young Man
forever,” it whispers. “I require The young, handsome athlete
compensation: allow me to Kaleth Jarlspur (Peasant with a
paint you. It won’t hurt – and all Strength stat of 16) is magically
it’ll cost you is your soul. A small held until the effect is dispelled,
price to pay for beauty!” or the gadai dies, leaves the plane,
or sets him free. Kaleth’s Soul
Portrait isn’t finished yet.
Chapter 3: DUNGEONS | MANOR OF THE MAESTRO 197
De v e l op m e n t s Di f f icu lt y
The manor is suitable for level 7
Slaying the Gadai
adventurers (Total Party Level
If the party slays Ianthalas,
27–30). You can adjust its difficulty
all of its victims are returned
to higher level parties by making
to their true forms. Many are
the following cumulative changes.
wealthy enough to show their
appreciation: each rewards the Level 8 (TPl 31–34)
party 1d10 × 10 gp, in addition to
• 6 Stoneborn Warriors in M2
the reward Jesse Jarlspur gives
them if they rescue Kaleth. • Traps and hazards are Tier 3
• Gadai has 1 Boss Actions
Retreat
If allowed to flee, Ianthalas spends Level 9 (TPL 35–38)
an hour gathering its servants • 2 Woolseys in M7
and Soul Portraits (aside from the • 8 Stoneborn Warriors in area M2
Pontian family’s), before opening
• Gadai has 3 Boss Actions
a temporary gate to its realm in
the courtyard. True to its word, Level 10 (TPL 39–42)
it leaves Kaleth Jarlspur and the
• Replace Knights in M3 and M16
Pontian family with the party.
with Keepers
As soon as it’s back home, it
begins plotting its return and its • Gadai has 71 HP and 16 AC
vengeance against the party...
The Pontians
If the Pontians survive, they are
grateful and allow the party to
keep anything taken from the
manor. The Pontians still have a
problem, though: no cure has been
found for Aryk’s fatal affliction. If
the party is sympathetic, Anders
beseeches them to visit an ancient
crypt he’s read about, which may
hold a sacred pool that can cure
Aryk’s disease (see Crypt of the
Oozing Dragon, pg. 116).
198 Chapter 3: DUNGEONS | MANOR OF THE MAESTRO
Tomb of the Timeless One
L E V E L 7–10
A
tomb holding a powerful
demon in stasis has been
DUNGEON OVERVIEW
damaged. To prevent the Themes Demon, Magic, Time
demon from escaping, the party
must solve ancient puzzles, fight Time 3–6 hours
fearsome monsters, and travel Combat Dangers Puzzles Social
through time itself!
Tomb of the Timeless One
Click or scan the QR code to access
cheat sheets, errata, and other helpful
tools for running the dungeon.
Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE 199
B ackgrou n d
The Demon They then sent the tomb centuries
Millennia ago, a demon known forward in time, hoping that by
only as the Time-Eater wreaked then, its followers would have
havoc, slaying untold hundreds given up trying to free it.
and amassing zealous followers. Ever since, the Timekeepers have
Eventually, a cadre of heroic taken turns guarding the tomb
knights and mages managed to and maintaining the device. Each
defeat the demon. Realizing that guards the temple for one year
the ever-regenerating monster before briefly returning the tomb
couldn’t be destroyed, they to the past so another Timekeeper
decided to imprison it instead. can take their place.
The Tomb The Earthquake
To ensure that the Time-Eater’s Two weeks ago, an earthquake
fanatical followers, many of whom devastated the tomb and crushed
still remained at large, wouldn’t be its guardian, Smarlynn Frayhair.
able to find and free it, the knights Worse yet, the Temporal Device
and mages built a tomb to serve as was damaged. Without Smarlynn
the fiend’s eternal prison. to repair it, the tomb’s magic has
Fueled by the fiend’s mystical begun to deteriorate.
powers stored in magical crystals, Its stasis weakening, the Time-
the tomb’s central device can halt, Eater’s powerful magic has begun
revert, and jump forward in time. leaking out, causing time to flow
Using the Temporal Device, the strangely in the whole region. It is
mages and knights (now known as now only a matter of days before
“Timekeepers”) placed the demon the stasis is too weak to hold it.
in stasis.
Hook
Time Trouble Janicia offers the party 100 gp to
Janicia, leader of the Mage Guild in visit the old tomb rumored to lie
Therantia, has noticed that since there, a few days’ march away, and
an earthquake two weeks ago, investigate this odd phenomenon.
time runs slower the closer one
gets to the Gray Peaks.
200 Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE
T h e T om b
The tomb is hidden near the peak Events
of a tall mountain, or another area
of the GM’s choice. The party may experience the
following events within the tomb.
General Features d4 Event
The tomb has these features 1 Inexplicable lethargy
unless otherwise noted. suffuses each character; DC
15 CON or 1d4 CON damage.
► CEILINGS. 20 feet high.
2 Rejuvenating energy fills the
► DANGER LEVEL. Unsafe. party; each character regains
► DISCORDANT. DISADV on 2d8 HP.
spellcasting checks to maintain 3 Spells and temporary magical
focus. effects on the party end.
► DOORS. Heavy iron, unlocked 4 2d4 + 2 Magic Mephits
except for the door in the appear out of thin air.
entrance hall (areas T2A and T2B)
leading to area T5.
► ILLUMINATION. Darkness,
except for areas T4A and T5.
► WARDED. Teleportation magic is
impossible.
Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE 201
T3A T1A
T5
Time-Eater T T2A
P r es e n t
T4A
Spell Elementals
Magic Mephits
T o mb o f th e
T i m e l e ss O n e
T3b T1B
Mage (Smarlynn
Frayhair)
T5 T2b
Time-Eater T Sarcophacades
T4b
Past
202 Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE
Outside the Tomb A Time-Traveling Tomb
The party must explore the tomb
A battered metal door stands in both the past and the present.
ajar, half-buried by heavy stones.
Past & Present. Each location
It glows with faint blue light. The
inside the tomb is presented in an
surrounding landscape is bare
A version (in the present, after it
except for large rocks and craggy
was damaged by the earthquake)
crevasses.
and a B version (two weeks ago,
The earthquake has made the before the earthquake).
magical door passable, but also Time Travel. When the tomb
dangerously unstable. A crevasse travels through time, everything
provides an alternate entrance. within travels with it, but remains
in the same place. If a damaged
Door item is moved and the tomb then
Damaged by the earthquake; leads travels back in time to before it
to area T1A. It is ajar but magically was damaged, the item would be
shoves back anyone who touches undamaged but in the new area. A
it (DC 12 DEX to squeeze past creature slain in the tomb comes
without touching or 1d8 damage back to life if the tomb travels back
and pushed back a close distance). in time to before it died, as long as
it is still in the tomb.
Crevasses No Duplication. Anything that
U A search of the nearby area leaves the tomb at a point in time
finds a steep tunnel leading to before it entered the tomb, instead
area T4A at the bottom of a appears just after it entered the
crevasse (DC 12 STR to climb or 2d6 tomb, as if no time had passed. A
damage and fall into area T4A). creature or object that leaves the
tomb is no longer affected by the
tomb’s magic; even if the tomb
is transported through time to a
point where it was in the tomb, it
won’t be there.
Temporal Device. The device in
area T5 is what moves the tomb
through time. It is unaffected by
the tomb’s time travel; traveling
back in time doesn’t undo any
damage it has sustained.
Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE 203
T1A. History Room T2A. Foyer
The crumbling walls of this room A hall with two collapsed alcoves
are covered in murals. A pile of holding sarcophagi buried under
rubble lies against the north wall heavy stones. Four doors lead out
and, in the corridor ahead, steam of the room; the double door to
billows forth from a crack in the the west is covered in glyphs.
wall every few seconds.
Sarcophagi
Murals 2 Sarcophacades try to attack
U Depict a fiend wreaking havoc anyone not wearing a Timekeeper’s
and fighting knights and mages. Cloak. Covered by rubble, they
A knowledgeable character may rattle and mutter “intruders” in
recall the legend of “the Time- Diabolic but can’t take actions
Eater,” a time-warping demon unless freed (1 minute, DC 12 STR).
defeated many centuries ago.
Double Door
Rubble Five glyphs in Draconic: Dragon,
U Once a basin of some sort. Gnome, Human, Fiend, Rabbit.
The magical door opens if the
Steam glyphs are touched in order of the
Heat Vent (Tier 2) may hit a creatures’ lifespans, from shortest
creature that walks past it. to longest (Rabbit, Human,
Gnome, Dragon, Fiend).
T1B. History Room (PAST) Each glyph glows when touched
Murals cover the walls. A basin in the correct order. If a creature
sits by the north wall. touches a glyph out of order, a
Gravity Surge (Tier 2) affects the
Murals creature for 1 round, slamming it
See area T1A. into the ceiling 20 feet above.
Basin T2B. Foyer (Past)
► TREASURE. Holds 8 flasks of
holy water. A creature that This room is identical to T2A,
drinks it has ADV on WIS checks except the Sarcophacades aren’t
for 1 hour. Replenishes daily; buried and attack the party on
loses its magic 1 hour after its sight. If Smarlynn is in T3B, he
taken from the pool. intervenes after 3 rounds (see
area T3B and Developments).
204 Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE
T3A. Bedroom T3B. Bedroom (Past)
A wardrobe is next to a desk with A wardrobe stands next to a desk
papers in the corner of this room. with a notebook in the corner,
A small corpse lies buried beneath opposite a simple bed.
rubble on a bed by the far wall. A red-haired halfling is in the bed.
Water drips in from cracks in the
ceiling, forming small puddles. Halfling
Mage (Smarlynn Frayhair).
The corpse belongs to Smarlynn
Frayhair; killed by the earthquake. ► DIPLOMACY. Smarlynn is
confused and curious when
Corpse he meets the party (see
Halfling with red hair. Crushed to Developments, pg. 208).
death within a few weeks.
Wardrobe
► TREASURE. U Timekeeper’s See area T3A.
Cloak on halfling’s corpse.
NoteBook
Wardrobe U Titled “Timekeeper’s Manual”;
Holds wet, halfling-sized clothes. describes how to operate a device
that keeps a dangerous creature
► EXAMINE. U Soaked note
imprisoned. A few sentences
written in Common in a pocket:
stand out:
“Rab..., uman, gno.., ...gon, fie...”
(sequence to door in area T2). • “The Temporal Device ensures
the Time-Eater’s regenerative
► TREASURE. U Boots of
abilities are suppressed.”
Timejumping at the bottom.
• “It is paramount that the device
Papers remains fully operational at all
U A notebook soaked by dripping times.”
water. Few words are legible: • “If damaged, use the Failsafe to
• “...evice ensures... the Time- reset the device.”
Eater’s regenerati... suppressed” • “The Failsafe reverts time to one
• “...paramount tha... operational hour before the device was last
at all times...” fully operational, providing time
• “...evice is damaged, use the to repair the device or jump to a
Failsafe to res...” different time.”
• “...reverts ti... one hour befo...
providing time to repa... ump to
a different...”
Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE 205
T4A. Laboratory T4B. Laboratory (Past)
A stream of lava splits the room. Shelves and cabinets holding odd
Debris sprinkled with blue shards apparatuses line the room’s walls.
litters the floor. Air flows in from
a large crack in one wall and the A glyph triggers an aging surge
opposite wall is a pile of rubble. when a creature enters the room.
Creatures composed of arcane
energy hover in the room’s center. Glyph
A magical glyph on the doorframe
The earthquake caused reagents targets a creature that enters
to mix into magical monsters. without wearing a Timekeeper’s
Cloak with an Aeon Surge (Tier 2).
Magical Monsters ► EXAMINE. U Dispel Magic
2 Spell Elementals and 6 Magic suppresses the glyph’s magic for
Mephits; attack party on sight. 1 hour. Can also be scratched out
► COMBAT. The elementals fight (1 minute, DC 15 DEX or trigger).
until slain or distracted by a
Shelves & Cabinets
magic item (they spend 1 minute
devouring the item’s magic). ► TREASURE. U Alchemical tools
(10 gp), a Potion of Temporal
Debris Power, and 8 intact Time Crystals
Once-valuable objects smashed; (minus any taken by the party
including Time Crystals in pieces. from the room before time was
reverted to the past).
► TREASURE. U 2 intact Time
Crystals (needed in area T5).
Crack in One Wall
Leads outside (DC 12 STR to climb
Spell Elementals T4 A
or 2d6 damage and fall).
Pile of Rubble
Area T5 is barely visible beyond Magic Mephits
the rubble (DC 12 STR or DEX to
squeeze past or 2d6 damage and
the DC increases by 2).
Stream of Lava Fire Pit
10-foot-wide Fire Pit (Tier 2).
206 Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE
T5. Stasis Room
Debris litters the floor, and one Temporal Device
corner has collapsed into a pile of A dais of tubes, levers, and glyphs
rubble. around a stone pillar powered
At one end, a dais of tubes, levers, by five Time Crystals – one is
and glyphs surround a stone pillar destroyed.
set with five blue crystals. Four of ► EXAMINE. U The device
the crystals glow with flickering can manipulate time and is
light. The fifth is cracked and connected to the crystals around
lightless. A lever protrudes from the fiend. The destroyed crystal
the pillar; in Common above it are must be replaced to operate the
the words: “Failsafe – Emergency device; all the crystals must be
Use Only.” replaced to fully repair it.
At the room’s other end, five
flickering crystals hover around Lever
a fiendish figure with clawed Engages a failsafe that reverts
hands suspended in the air. It stirs time to 1 hour before the Temporal
slightly, as if trying to break free. Device was last fully operational,
if broken Time Crystal is replaced
The dais is the Temporal Device (see Temporal Device). If activated,
keeping the Time-Eater in stasis transports the party two weeks
The Time Crystals powering it are back in time:
damaged; one is destroyed. The
“Light floods your vision and a
party must replace the broken
whirring noise grows in pitch; as
crystal and pull the lever to reset
you regain your senses, all the
time to before the earthquake.
cracks in the walls are gone.”
Time-Eater The party arrives 1 hour before
Time-Eater is kept in stasis by five the earthquake; use B versions
crystals (paralyzed and all effects of locations (the device remains
on it are suppressed). The fiend damaged, see Developments).
and crystals are impervious to
damage; any who touch them take Pile of Rubble (Present)
2d6 damage and are pushed back. Area T4A is barely visible beyond
the rubble. A creature can clear
► EXAMINE. U The forcefield is the rubble or squeeze past it (DC
damaged. The fiend will break 12 STR or DEX or 2d6 damage and
free soon unless it is repaired. the DC increases by 2).
Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE 207
De v e l op m e n t s
After pulling the lever in area T5 to A dreadful voice sounds: “Awake
revert time, the party can explore at last... So many seconds have
the tomb as it was in the past. passed by untasted. I better make
up for lost time!”
Exploring the Tomb
Frantically turning dials, the
If the party enters area T2B, the
halfling shouts: “The device is
Sarcophacades attack; after 3
overloaded! I can fix this – I only
rounds, Smarlynn (halfling Mage)
need a minute. Whatever you
arrives, calms the constructs, and
do, keep it here and keep it hurt;
questions the party. As he realizes
the stasis won’t take unless it’s
what’s going on, he hurries to area
weakened!”
T5 while explaining:
• When the earthquake hits in 1 The tomb is now in the present
hour, they may be crushed and and undamaged (use B versions
the device destroyed, freeing of locations). The Time-Eater,
the fiend it was built to trap. however, is free and attacks!
• If he can repair the device and Fighting the Time-Eater
replace the damaged crystals, he At first, the fiend is not focused
can jump the tomb ahead in time on escape, but on toying with
to a few seconds after the party the party (it ignores Smarlynn
pulled the failsafe lever, skipping unless he attacks it). If it has Boss
the earthquake entirely. Actions, it casts Time Stop to give
• Smarlynn asks the party to fetch it time to regenerate and cast
four crystals from area T4B; he spells such as Delayed Blast.
forgets that the glyph there Smarlynn spends each round
harms any who enter without repairing the device.
wearing a Timekeeper’s Cloak.
• Round 2. Crystals begin glowing.
Once he has the crystals and the
• Round 3. Time-Eater’s
device is repaired, Smarlynn jumps
Regeneration stops working.
the tomb back to the present:
• Round 4. Time-Eater tries to
Once more, bright light and flee through area T2A (the
whirring noise briefly overwhelm Sarcophacades attack if able).
your senses before stopping
• Round 5. Time-Eater is trapped if
abruptly. Blinking, you realize that
in area T5 and below 30 HP.
the chamber is completely dark;
the crystals glow no more.
208 Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE
Failure to Repair
If Smarlynn fails to repair the
Di f f icu lt y
device before the earthquake The tomb is suitable for level 7
hits, each creature in the tomb adventurers (Total Party Level
takes 8d6 damage and the Time- 27–30). You can adjust its difficulty
Eater breaks free as the Temporal to higher level parties by making
Device is destroyed. It still attacks the following cumulative changes.
the party, who now has no chance
of imprisoning it here. Level 8 (TPL 31–34)
• Traps & hazards are Tier 3
The Outcome
• Time-Eater has 3 Boss Actions
If the Time-Eater is trapped again,
the time-warping effects in the Level 9 (TPL 35–38)
region also end. Smarlynn gifts
• 3 Spell Elementals in area T4A
the party his pair of Boots of
Timejumping, and the party can • Time-Eater has 70 HP
claim their reward from Janicia. Level 10 (Tpl 39–42)
If the Time-Eater escapes, it • 4 Spell Elementals in area T4A
quickly picks up its gruesome
work, gathering followers and • Time-Eater has 90 HP
causing untold chaos. It may be
up to the party to track it down,
defeat it, and imprison it again –
an epic quest that lies beyond the
scope of this dungeon.
Chapter 3: DUNGEONS | TOMB OF THE TIMELESS ONE 209
Chapter 4:
C ha l l e ng e s &
D i sc ov e r i e s
210 Chapter 4: CHALLENGES & DISCOVERIES | INTRODUCTION
M agic I t e m s
Name Page Name Page
Bandoleer of Preparation 212 Potion of Mirrors 222
Boots of Timejumping 212 Potion of Resonance 222
Bracers of Utility 213 Potion of Temporal Power 222
Crown of Buoyancy 213 Ring of Trickery 222
Crown of the Magi 214 Shard of the Magi 223
Death Rot Staff 214 Skullmonger Bola 223
Dellingr’s Spirit Bowl 215 Slime Sling Bullet 223
Diadem of the Magi 215 Solemn Shortsword 223
Diplomat’s Denture 215 Staff of Slimebending 224
Dwarfmaid’s Delight 216 Staff of the Rimebinder 224
Element Stone 216 Sun Shield 225
Flamespewer 217 Timekeeper’s Cloak 225
Freezing Ring 217 Tome of the Shadow Pact 226
Green Dragon Blade 218 Trollsteel Armor 227
Hag’s Cauldron 218 Trollsteel Blade 227
Honeycrust Armor 219 Wand of the Dryad 227
Jade Lantern 219 Wand of the Watcher 228
Lentic Star Ichor 219 War Demon Battle Mask 228
Malachite Frog 220 Warpwart Juice 228
Malicious Mallet 220 Wickfisher Torch 229
Necrotic Honeypot 220 Widowbloom Toxin 229
Nightwhisper Flute 221 Wizard’s Foot 229
Palette of Power 221 Wood’s Edge 230
Pendant of Blessings 221 Xylophone of Bones 230
Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS 211
Bandoleer of Preparation Boots of Timejumping
A leather bandoleer holding seven Leather boots reinforced with
daggers with different-colored hilts bronze fittings.
Bonus. Seven +1 daggers. Can only Benefit. You have advantage on
be used by the bandoleer’s wearer. initiative rolls.
Benefit. Each dagger reappears Three times per day, you can cause
in the bandoleer at the start of one of these effects on your turn:
your turn unless you are holding • You teleport to a space you’ve
the dagger. The daggers have occupied at any point since the
different effects and are made start of your last turn.
from different metals, based on • You vanish from existence. You
the colors of their hilts: reappear within close of where
► BLACK. Unholy energy, silver. you disappeared from at the
► BLUE. Rimefrost-covered, steel. start of your next turn.
► GREEN. Drips acid, steel. Curse. You have poor short term
memory and frequent déjà vu.
► PURPLE. Sonic vibrations, steel.
► RED. Wreathed in fire, cold iron.
► WHITE. Holy energy, silver.
► YELLOW. Electric, cold iron.
Concept by Nick deJager
B o o ts of
Tim e j u m ping
B a n d ol e e r of P r e pa ra ti on
212 Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS
Bracers of Utility Crown of Buoyancy
Exquisite leather bracers fitted with A crown that resembles a golden,
buckles, springs, and ropes. faintly-glowing sprocket.
Benefit. You can shoot a roped Benefit. Swimming doesn’t halve
grappling hook from one of the your speed and you can walk on
bracers to a catch within double liquid surfaces such as water, acid,
near, with a DC 12 Dexterity check. mud, quicksand, or lava as if it
On your turn, reel the rope near, were harmless solid ground.
pulling back the hook, or pulling
you to the catch.
Once per day, you can secrete a It’s true that the crown of buoyancy
sticky substance from the bracers leaves a lot to be desired when it comes to
to climb like a spider for 1 hour.
comfort. That said, I’d choose a scratchy
scalp and dry feet over swimming in icy
water any day of the week.
– C r ix is N eat h l a ,
Drow A r c h ma ge & M e r c ha n t
B ra c e r s
O f U til i t y
C r own
of B u oya ncy
Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS 213
Crown of the Magi Death Rot Staff
A crown of jagged metal and rough- A gnarled staff decorated with
cut sapphires. rotting cloth and sinister effigies.
Benefit. You can see invisible Benefit. Once per round, when
creatures and objects, and can an enemy within near drops to 0
sense the presence of magic hit points, you are bolstered for
within near as with Detect Magic. 1 round. You have advantage on
Hostile spells that target you are checks and the next damage you
DC 18 to cast. take is reduced by 1d8.
Once per day, when another Once per day, you can hex one
creature casts a spell within near creature within far. It must pass
and fails its spellcasting check, a DC 15 Charisma check or take
you can choose that the spell still 1d8 damage, and for 1 minute it
takes effect, but you choose the can’t regain hit points and attacks
spell’s targets or area. If the spell against it have advantage
requires focus, it lasts until the Personality. Chaotic. Cruel, cackles
start of the caster’s next turn. gutturally when lawful creatures
Curse. When you touch the crown are defeated.
for the first time each day, you
must pass a DC 18 Charisma check
or be transformed into an Eldritch
Horror (use your HP) until you
drop to 0 hit points or someone
removes the crown by passing a
DC 18 Dexterity check.
D ea t h R o t
S ta f f
C r own of the Ma gi
214 Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS
Dellingr’s Spirit Bowl Diadem of the Magi
A steel bowl engraved with glowing A simple band of platinum.
glyphs and runes. Benefit. You can sense the
Benefit. Once per day, you can presence of magic within near as
fill the bowl with food and speak with Detect Magic.
its command word. The food is
consumed and a spectral Mastiff Diplomat’s Denture
is summoned within close. It A gold tooth inscribed with glyphs.
obeys your verbal commands.
Benefit. This denture magically
On its turn, it can use its action
molds itself into an empty tooth
to teleport up to near or become
socket.
incorporeal for 1 round. It
vanishes after 8 hours, when You have advantage on checks
it drops to 0 hit points, or you to conceal, disguise, and lie, and
dismiss it. are immune to magic that detects
your thoughts or location.
Personality. Neutral, loyal, playful.
Telepathically barks and yips when Once per day, one creature you
its summoner is in danger, or if it can see within close must pass a
smells food, cats, or other dogs. DC 15 Charisma check or it can’t
utter a deliberate lie for 1 hour.
Concept by Lee Marshall
D i pl o ma t ’s
D e n tu r e
D e l l ing r’s S pi r i t B owl
Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS 215
Dwarfmaid’s Delight Element Stone
A mithral warhammer decorated A stone that shifts between red,
with angular runes and carvings. blue, and yellow colors.
Benefit. This warhammer has the Benefit. Only a spellcaster can use
finesse property and the thrown this stone.
property (near). It always returns You take half damage from
to your hand after being thrown. elemental sources and you are
If you roll a critical hit with this unaffected by harmful effects of
weapon, you and allies within near temperature and weather.
have advantage on attacks for 1 Functions as a wand of Control
round. Water, Fireball, and Lightning Bolt.
Three times per day, you can Unlike a wand, the stone remains
choose that a creature you hit intact if you roll a 1 on your
with this weapon must pass a spellcasting check.
DC 12 Wisdom check or fall down Once per month, you can change
laughing for 1 round. the weather within 5 miles. You
must pass a DC 15 spellcasting
check each day to maintain the
effect. If you start this effect
during a full moon and maintain
the effect until the next full moon,
the effect expands to 100 miles
and becomes permanent.
Curse. A creature that isn’t a
spellcaster of level 6 or higher
D wa r f ma i d’s that touches the stone takes 1d10
D e l ig h t damage each round.
Concept by Brandish Gilhelm
“Runehammer”
E l e m e n t S t on e
216 Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS
Flamespewer Freezing Ring
A steel pipe with a wooden stock, A ring made of solid ice.
a flask of oil, and a torch under its Benefit. You are immune to cold.
muzzle.
Once per day, you can cast the
Benefit. You can ignite this device Gaseous Form spell using the ring
to throw a line of flames (5’ wide) (+4 bonus), turning into freezing
extending near. Creatures in the mist; any creature that ends
line must pass a DC 15 Dexterity its turn in your space takes 1d6
check or take 2d6 damage. damage.
Curse. After igniting the Curse. You feel uncomfortable in
flamespewer, roll a d10. If the the heat. You have disadvantage
roll is equal to or lower than the on checks while in very hot
number of times the flamespewer environments.
has been used in the last minute, it
explodes, dealing 4d6 damage to
all creatures within close distance.
F r e e z ing R ing
Fl a m e s p e w e r
Just remember to release the trigger before it overheats. As you can probably tell, the
flamespewer is already becoming quite hot, so I’ll just —
– L a s t w o r d s o f E gga r d Q ui c k s k ip ,
G n o m e A d ven t u r e r & I n ven t o r
Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS 217
Green Dragon Blade Hag’s Cauldron
A massive sword with a green blade. A twisted steel cauldron painted
Bonus. +2 greatsword. Can only with glowing, green symbols and
be wielded by a creature with a forming an eerily grinning face.
Strength stat of 16 or higher. Benefit. If you pour a magic potion
Benefit. Once per day each, you into the cauldron and spend 1 hour
can cause one of these effects on stirring it, you can enhance it in
your turn: one of the following ways once.
• You make an attack against up to • The duration of effects caused
5 creatures in a near-sized cube by the potion is doubled.
extending from you and teleport • Any hit points gained by drinking
next to the last creature you the potion are doubled.
attack. • By pouring another magic potion
• You cast the Wall of Force spell into the cauldron, they become
with a duration of 1d4 rounds. a single potion that causes the
• You get a +5 bonus to AC against effects of both when consumed.
the next attack against you for 1 Personality. Chaotic. Mirthful,
round. If the attack misses, the insulting. Created by an evil hag
attacker takes 5 damage. to assist her potion-making.
Concept by Brandish Gilhelm Constantly wants more potions to
“Runehammer” be poured into it.
Concept by Antonio Demico “Pointy
Hat”
G r e e n D ra g on
Bl a d e
H a g ’s C a ul d r on
218 Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS
Honeycrust Armor Lentic Star Ichor
A honeycomb and chitin armor that A flask containing glowing ichor.
emits a faint buzzing sound. Benefit. You can pour the ichor on
Bonus. +1 chainmail. a single small object, causing it to
Benefit. Once per day, when you shed magical light out to a near
or an ally within near drop to 0 hit distance for 1 hour.
points, drop to 1 hit point instead. The first time a creature is within
the light, it must pass a DC 9
Jade Lantern Wisdom check or be stunned for
1 round. It is then immune to this
A hooded lantern of dark metal.
effect for 1 hour.
Benefit. Once per day, you can cast
the Light spell with the lantern
(no spellcasting check). When
you do, the lantern’s green light H on e yc rust
reveals invisible creatures and
objects. The light can also reveal
A rm o r
ghostly visions of events that have
happened in that area in the past,
either the most significant events
or events from a specific point in
time of your choice.
Curse. Each time you use the
lantern to cast Light, make a DC 15
Wisdom check. On a failure, you
are distracted by melancholy while
in the lantern’s light and have
disadvantage on all checks and
attack rolls.
Concept by Brandish Gilhelm
“Runehammer”
Ja d e L a n t e r n
Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS 219
Malachite Frog Necrotic Honeypot
A small malachite statuette carved A pot of rancid, black honey.
in the likeness of a grinning frog. Benefit. You can throw the pot
Benefit. Once per day, the wielder at a creature within near. The
can speak the command word to target must pass a DC 12 Dexterity
turn the statuette into a Giant check or take 1d6 damage and
Frog that accepts the wielder or an be immobilized for 1 round. The
ally as rider. The statuette remains honeypot is destroyed.
in this form for 1 hour or until it
drops to 0 hit points.
Concept by Grace World Destroyer
Malicious Mallet
A mace with a skull-shaped head.
Bonus. +1 mace. Ma l ici o us
Benefit. This weapon has the Ma l l e t
finesse property. On a hit, a
target is rattled for 1 round. It
can’t regain hit points and has
disadvantage on the next check it
makes.
Ma l a c hi t e
F r og
In isolation, there’s no doubt that zombees are an ecological disaster. But, for those of us
who are not afraid to experiment a little, the zombees’ necrotic honey has made reagents
such as “Death’s Door Glue” and “Ghoul’s Glow – Skincare for Liches, Zombies, and
other Extra-Alive Individuals” possible.
– H a l k â n Pa l e s ca l e , D ra g o n b o r n A lc h emis t
220 Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS
Nightwhisper Flute Palette of Power
A flute carved from pale chitin with A palette with an array of colorful
shadows swirling around it. paints that never dry out or rub off.
Benefit. You can use the flute Benefit. Only a spellcaster can
to imitate a noise or sound that use this palette. The palette holds
you’ve heard before, except as an seven colors of paint, each of
eerie whisper. When you do, you which has 1d4 doses. You can use 1
can choose that only one creature dose to cast a spell determined by
within far can hear the whisper. the paint’s color.
Color Spell
Any Alter Self
Nig h tw hi s p e r Black Blind/Deafen
F lu t e Blue Sleep
Green Web
Orange Acid Arrow
Red Burning Hands
White Invisibility
Yellow Light
Pendant of Blessings
A golden amulet decorated with
colorful gems and lacquer.
Benefit. Once per day, you can
cause one of these effects:
• You regain 1d4 hit points.
• You have advantage on your
next attack or check for 1 hour.
• Your speed is doubled for 1
round.
Pa l e t t e
o f P ow e r
Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS 221
Potion of Mirrors Potion of Temporal Power
A bottle of silvery, reflective liquid. This ornate flask swirls upon itself,
Benefit. When you drink this holding shimmering golden liquid.
potion, it casts the Mirror Image Benefit. When you drink this
spell on you with a duration of 1 potion, you gain the following
hour instead of 5 rounds. If you are benefits for 8 hours:
the only target of a spell or effect, • You get a +2 bonus to AC,
roll a d4 for each duplicate that Dexterity checks, and initiative
remains. If any of the d4s roll a 3 rolls.
or higher, a duplicate is destroyed • The duration of beneficial spells
and the spell has no effect on you. and magical effects are doubled
on you, and the duration of
Potion of Resonance harmful spells and magical
A bottle with iridescent liquid that effects are halved (round up,
shimmers and swirls. minimum of 1 round).
Benefit. When you drink this
potion, you have advantage on Ring of Trickery
spellcasting checks for 1 hour. A band of iron set with a pale stone.
Benefit. You can cause a small
object you’re holding to become
invisible for as long as you hold it
in the hand wearing the ring.
Once per day, the ring can be used
P o ti on o f to cast the Mirror Image spell (+4
Mi r r o r s bonus). If you fail the spellcasting
check, the ring ceases to function
for 1 day.
P o ti on of
Te m p o ra l P o w e r
222 Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS
Shard of the Magi Slime Sling Bullet
A blue rough-cut sapphire. This sling bullet is made of slime and
Benefit. Hostile spells that target barely holds its shape.
you are DC 15 to cast. Benefit. When you hit a creature
Once per day, when another with this sling (5 sp, ranged
creature casts a spell within near weapon, far, 1d4 damage, finesse)
and fails its spellcasting check, bullet, it must pass a DC 9
you can choose that the spell still Constitution check or be blinded
takes effect, but you choose the for 1 round. Hit or miss, the bullet
spell’s targets or area. If the spell is destroyed.
requires focus, it lasts until the
start of the caster’s next turn.
Solemn Shortsword
A shortsword with twin blades.
Skullmonger Bola Bonus. +1 shortsword.
A grimy rope fastened to a set of Benefit. If you roll a critical hit
ancient skulls. with this weapon, attacks against
Benefit. The bola is a thrown you have disadvantage for 1 round.
weapon (near, 1d4 damage, DC 9 Once per day, you can choose that
Strength check or fall down). a creature you hit with the weapon
Once per day, you can curse a must pass a DC 12 Wisdom check
creature you hit with this weapon. or be sanctioned for 1d4 rounds.
The creature subtracts a d4 from It is mute (spells are DC 18 to cast)
attacks and checks for 1 round. and has disadvantage on attacks.
S ol e mn
S h o r tsw o r d
S kul l m ong e r
B ol a
Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS 223
Staff of Slimebending Staff of the Rimebinder
A glob of slime is suspended in the A staff adorned with colorful beads
metal center of this sleek staff. and a small dragon skull at its tip.
Bonus. +1 staff. Bonus. +1 staff.
Benefit. Functions as a Wand of Benefit. Three times per day,
Web (appears as slime instead of you can cause ice to immobilize a
webbing) and Polymorph (only on creature you hit. DC 12 Strength
yourself to transform into an ooze check on turn to break free.
of level 3 or lower). Unlike a wand, Once per day, you can cause
the staff remains intact if you roll a freezing fog to fill a near-sized
1 on your spellcasting check. cube within far for 5 rounds. It
Three times per day, you can deal spreads around corners. Vision
+1d4 damage on a hit and the in the fog is limited to close.
target must pass a DC 12 Strength Creatures inside the fog take 2d6
check or be restrained in slime for damage at the beginning of their
1 round. turns and their speed is halved.
S ta f f o f t h e
R im e bin d e r
S ta f f of
Sl im e b e n ding
224 Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS
Sun Shield Timekeeper’s Cloak
A simple shield with a faint glow. A cloak stitched with faintly-
Bonus. +1 shield. glowing arcane symbols.
Benefit. Once per day, you can Benefit. You have advantage on
cast the Light spell on the shield initiative rolls.
(no spellcasting check) except Once per day each, you can cause
the light is sunlight and it ends one of these effects:
if an attack hits you. While the
• One creature within far must
shield glows, any demon, devil,
pass a DC 15 Constitution check
or undead that misses you with a
or be slowed for 1d4 rounds. It
melee attack takes 1d6 damage
has disadvantage on attacks and
from the light.
Dexterity checks, and its speed
Personality. Lawful. Proud, dutiful. is halved.
Sees defeating evil as its highest
• One creature within far is
goal. Purposefully uses its Light
hastened for 1d4 rounds. It
ability if it detects demons, devils,
has advantage on attacks and
or undead nearby to draw them in.
Dexterity checks, and its speed
is doubled.
• At end of another creature’s
S un S hi e l d
turn, you revert time for
yourself to the start of the turn,
reappearing where you were,
regaining any hit points you lost
during the turn, and ending any
effects on you that began during
the turn.
Tim e k e e p e r’s
C l oa k
Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS 225
Tome of the Shadow Pact
An ancient, leather-bound book
inscribed with silver on its cover.
Benefit. The tome can only be
opened by its owner.
Once per day, the tome can be
used to summon a Shadow from
the corpse of a creature within
near that has died within the last To m e o f t h e
minute. It appears next to you, is
S ha d o w Pa c t
under your control, and acts on
your turn. It vanishes if it drops
to 0 hit points, if you dismiss it,
or if the tome is used to summon Shadow Lycanthropy
another Shadow. The Tome of the Shadow Pact may
When another creature within also describe a ritual that promises
near casts a spell, you can make to make whoever undertakes it
an Intelligence check (DC 10 + the immortal. To perform the ritual,
spell’s tier). If you pass, a spell one must gather these ingredients:
scroll inscribed with that spell •The heart of a Werewolf, taken
appears inside the tome, replacing while it was in wolf form.
any spell scroll it already holds. •The ashes of a Lich or Vampire.
Concept by Baron de Ropp, •A gem worth at least 1,000 gp.
Dungeon Masterpiece •A goblet of the creature’s own
blood.
The ritual takes 1 hour and must
Some see my transformation as aberrant, be performed during a full moon.
but it’s quite the opposite – as I glide Upon completion, the components
among the shadows, I get to see the world are consumed, and the creature
is transformed into a Lupine
as it truly is: dark and brutally beautiful. Deceiver. This transformation
Not to mention that you get a whole new tethers them to eternal life, while
slowly transitioning them fully into
appreciation for the smallfolk once you’ve a shadowy form. The curse also
had a little taste of their blood... warps the subject’s relationships
with other beings, which become
– A lb r e c G ra ve s ma r c k , marked by disdain or fear, further
N o bl e & L u pin e DE c ei ve r isolating them from their past self.
226 Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS
Trollsteel Armor Wand of the Dryad
A jagged, rough-cut plate mail. A roughly hewn stick with an
Benefit. While you have half or emerald at its tip.
fewer than your maximum hit Benefit. You can use the wand to
points, you gain a +1 bonus to AC. mimic animal calls or other sounds
of nature.
Trollsteel Blade Once per day each, you can use
A rough-cut, jagged dagger. these effects on your turn:
Benefit. While you have half or • You open a portal in a living tree
fewer than your maximum hit within near for 1d4 rounds. Any
points, this weapon deals +1d4 creature can step into the tree
damage. and teleport to another living
tree it can see within far.
• Hostile spells that target you are
DC 18 to cast for 1d4 rounds.
Curse. You are repulsed by flames
and cannot willfully light fires or
hold a lit torch.
T r ol l st e e l
A rm o r
Wa n d o f
t h e D r ya d
T r ol l st e e l
Bl a d e
Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS 227
Wand of the Watcher Warpwart Juice
This wand resembles a monstrous, A flask of purple liquid with specks
oversized eyestalk. of mottled green.
Benefit. Once per day, you can Benefit. You can throw the flask
cause the wand to hover in the air at a creature within near. DC 12
for 1 minute or until it takes any Dexterity check or 1d6 damage
damage. While it hovers, you can and disadvantage on Intelligence,
see through it and the wand can Wisdom, and Charisma checks for
fly up to near on your turn. 1 hour. The flask is destroyed.
War Demon Battle Mask
A red war mask with fangs and
horns resembling a demon’s visage.
Benefit. You get a +1 bonus to AC.
Wa n d o f t h e
Once per day each, you can cause
one of these effects: Wa tc h e r
• All hostile creatures within
near must immediately make a
morale check.
• You create a convincing illusion
that makes you look like another
humanoid for 1 hour, including
any items on you except for the
mask. A creature who inspects
the illusion from afar must pass a
DC 12 Wisdom check to perceive
the false nature of the illusion.
Touching the illusion also reveals
its false nature.
Concept by Brandish Gilhelm
“Runehammer”
Wa r D e m on B a t tl e Ma sk
228 Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS
Wickfisher Torch Wizard’s Foot
A torch fashioned from black chitin. A bronzed, sandal-wearing foot and
Benefit. You can use the torch leg that can be wielded as a hammer.
to shed magical light in a close Bonus. +1 warhammer. +3 if used
distance for 1 hour. While lit, you against objects and constructed
can use the torch to cast the creatures.
Charm Person spell on one creature Benefit. On a hit, you can cause a
that can see the light (+4 bonus). shockwave. Creatures other than
The torch is consumed after use. you within close take 1d6 damage
and must pass a DC 15 Strength
Widowbloom Toxin check or fall down. The shockwave
A flask of midnight black liquid. makes a delayed booming sound
Benefit. This flask has 3 doses. audible within far 1 round later.
You can coat a weapon or piece Once per day, you can touch a
of ammunition with 1 dose that window, gate, chest, or portal,
lasts for 1 minute or until the opening it instantly and defeating
item is used to hit a creature. On all mundane locks and barriers.
a hit, the target must pass a DC This effect creates a loud knock
12 Constitution check or attacks audible to all within earshot.
against it score a critical hit on Concept by Luke Knecht
a roll of 18-20 for 1 minute. A
creature that ingests a dose of the
toxin also suffers this effect.
Wic k f i s h e r Wiz a r d’s
To rc h Foot
Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS 229
Wood’s Edge Xylophone of Bones
A shortsword shaped from gnarled A xylophone crafted from a
wood that glows from within. humanoid’s ribcage.
Bonus. +1 shortsword. Benefit. Once per day each, you
Benefit. Once per day, you can can play the xylophone to cause
cause vines to grab a creature one of these effects on your turn:
you hit with this weapon. DC 12 • All enemies within near that can
Strength check or immobilized hear you have disadvantage on
and you regain 1d6 hit points. DC attacks and checks for 1 round.
12 Strength check on turn to break • All allies within near that can
free. hear you have advantage on
Personality. Lawful. Stoic, proud. attacks and checks for 1 round.
Demands nature be protected at • You cast the Animate Dead spell
any cost. Refuses to be wielded (+4 bonus) with a duration of 1
by anyone it has witnessed harm a minute instead of 1 day.
tree. Softly whines with fear while
within close of an open flame.
W o o d’s
E dg e
Xyl o p h on e of B on e s
230 Chapter 4: CHALLENGES & DISCOVERIES | MAGIC ITEMS
Cr e at u r e s
Name LV Page Name LV Page
Arisen Spirit 3 233 Nightweaver 5 255
Beast of Heket 9 234 Nymph 3 256
Bork 3 235 Oozing Dragon B 7 257
Boxsnail 3 236 Oozing Kobold 1 259
Calcivore Squid 4 237 Oozing Kobold Magus 3 260
Croaker 1 238 Ragtime Skeleton 4 261
Croaker Murkmage B 4 239 Sarcophacade 7 262
Croaker Samurai 3 239 Sewn Legion B * 263
Death Rot Hag B 7 240 Shadowdancer 5 265
Dire Eye 4 241 Shadowshaper 2 266
Eldritch Horror B 9 242 Skullmonger Ooze B 5 267
Flesh Fairy 1 244 Skull, Swarm 1 268
Fossilized Skeleton 2 244 Slimeling 1 268
Gadai B 11 245 Spell Elemental 5 269
Gadai’s Canvas 1 246 Star-chosen Spirit B 5 270
Giant Rimebinder B 10 247 Stoneborn Warrior 2 271
Glyphwarden 6 248 Swamp Stalker 7 272
Gnoll Putrifier 3 249 Sword Ooze 4 273
Keeper 5 250 Time-Eater B 11 274
Living Spellbook 4 251 Watcher B 8 276
Lentic Star, Swarm 1 251 Wickfisher 3 278
Lupine Deceiver 5 252 Woolsey 7 279
Magic Mephit 1 253 Zombee 2 280
Medusae Spellblade 5 254 Zombee Queen B 5 281
A creature denoted with a crown symbol (B) is a boss monster and may have
special abilities (see the next page).
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 231
Using the Stat Blocks
On the following pages are
statistics for creatures found in
DELVE. Some of these have special
features, as explained below.
Boss Actions
Some creatures have special boss
actions, which they can use if
encountered as a boss monster.
The creature can use each boss
action only once per combat and
can only use one boss action per
round. The creature must use its
boss actions at the end of another
creature’s turn.
Creature Lore
Each creature has a section of lore
about it that the characters may
be able to learn by succeeding on
an Intelligence check when they
first encounter it. The GM decides
which characters, if any, get to
make this check. The higher the Note: Lore Checks
result, the more the character Each creature’s Lore section
learns about the creature. includes suggested DCs for
specific information. The GM can
Simple Crafting
use the suggested DCs for INT
Useful objects can be crafted from
checks, or compare the DCs to a
most creatures’ remains, indicated
character’s INT stat, or use them
in their lore section. To do so, a
in another way of their choice to
character must know how, spend
determine how much a character
some time, and usually make one
knows about that creature. This
or more checks. If all the checks
knowledge could be from rumors,
succeed, the object is crafted; if
ballads, clues from previous
any check fails, the remains (and
delvers, nightmares, or even
half of any extra ingredients, if
firsthand experience!
such were required) are wasted.
232 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Arisen Spirit Arisen Spirit LV 3
The remnants of a creature’s A whispering, ethereal ghost.
self left behind after its soul has
passed on. Most such spirits AC 13 HP 13
have a specific purpose, such as MV near (fly) AL L
protecting a crypt or providing
guidance to the living. S –2 D +3 C +0 I +0 W +2 Ch +2
ATK 1 spectral slam +2 (2d6) or 1
Lore
vengeful whisper
► DC 12 INT. The spirit is weakened
by magic and silvered weapons. Ethereal Instability. DISADV on
It can emit a whisper that turns attacks and checks for 1 round
friends into foes. after damaged by magic or silver.
► DC 15 INT. The spirit’s plasma Vengeful Whisper. One creature
can be mixed with holy water (25 within near, DC 12 CHA or 1d6
gp) to create a Potion of Healing damage and it must immediately
(1 hour). make an attack against a creature
of the spirit’s choice.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 233
Beast of Heket Beast of Heket LV 9
Concept by Brandish Gilhelm, A huge, gnashing frog-beast.
Runehammer
AC 14 HP 45
Lurking within dark swamps and
marshes, the Beast of Heket is a MV near AL N
bloodthirsty monstrosity revered
as a god in some cultures. S +5 D +0 C +5 I –2 W +0 Ch –2
In battle, the beast uses its ATK 1 tongue, 1 rend +7 (2d8), and 1
thunderous croak to debilitate bite +7 (2d6 + swallow)
prey before snatching them up
Frenzy. When below half HP, ADV
with its tongue and gulping them
on attacks by and against it.
down to be slowly digested.
Tongue. One creature in near, DC
Lore 15 DEX or pulled to close range.
► DC 12 INT. The beast is known to Swallow. On a natural attack roll
swallow prey whole and fly into of 18-20, target is swallowed. Total
a reckless frenzy if wounded. Its darkness inside and 1d10 damage
croak staggers nearby creatures per round. Beast regurgitates
and it can use its tongue to all swallowed if dealt at least 15
grasp creatures from afar. damage in one round to the inside
► DC 15 INT. The beast’s blood of its gullet.
can be distilled to make a Potion Thunderous Croak. In place of
of Giant Strength (1 hour, DC 12 attacks, all creatures within near
DEX). 2d6 damage and DC 15 CON or
DISADV on attacks and checks for
1d4 rounds.
234 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Bork Bork LV 3
Concept by Professor DM, Dungeon A muscular, boar-like humanoid.
Craft
AC 12 (leather) HP 15
The offspring of a bugbear and
an orc, the bork combines stealth MV near AL L
with brutal ferocity. Borks are
often solitary creatures, working S +3 D +1 C +2 I –1 W +0 Ch –1
as bodyguards, mercenaries, or ATK 1 morningstar +3 (1d8) and 1
even assassins. strike +3 (1d4 + grab)
Lore Brutal. 1/round, when bork drops
► DC 9 INT. Borks are the offspring a creature to 0 HP, it moves up to
of orcs and bugbears. When it near and makes an attack with ADV.
downs a target, the bork moves Grab. DC 12 STR or held. DC 12 STR
quickly to finish it off or attack on turn to break free.
the next victim.
I’ll not fault either orc or bugbear for their
choice of partner - it’s just nature after
all. Surely no matchmaker would be daring
enough to devise such a blood-lusty coupling.
– I ll iat in Ei f ’a r el ,
E l ven A n t h r o p o l o gis t
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 235
Boxsnail Boxsnail LV 3
An example of evolution in effect, A large snail with a shell that
the boxsnail is perfectly adapted resembles a solid stone wall.
to its dungeon environment. It
appears as an ordinary wall while AC 20 HP 17
motionless, fitting into alcoves or MV close AL N
at the back of hallways.
When its prey is close enough, S +4 D –2 C +4 I –2 W –2 Ch –3
the boxsnail slithers out and ATK 1 goo (near) –2 (1d8 + sticky) or
boxes them into a corner, slowly 1 touch +4 (1d8 + mash or pin)
squeezing them to mush or
dissolving them in its acidic slime. Camouflage. Indistinguishable
from a wall while motionless.
Lore Pin. DC 12 STR or trapped under
► DC 12 INT. The boxsnail is slow snail or against solid object.
and bulky but durable. It slides Total darkness and 1d4 damage
over and dissolves its prey while per round. DC 12 STR on turn to
using gobbets of sticky goo to escape.
pin those who flee. Sticky. Target stuck in place. DC 12
DEX on turn to escape.
236 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Calcivore Squid Calcivore Squid LV 4
The calcivore squid is a voracious
A translucent, human-sized squid
hunter with a diet consisting with branching tentacles.
almost exclusively of bones and
marrow. A solitary predator with AC 14 HP 21
branching tentacles, it thrives in MV near (swim) AL N
any body of water with enough
boney animals to satiate its S +3 D +2 C +3 I –3 W +0 Ch –3
hunger. ATK 2 tentacle (near) +3 (2d8 +
grab)
Lore
► DC 12 INT. The squid can Absorb Marrow. In place of
expunge necrotic ink and attacks, deal 2d8 damage to
its exterior hardens when it grabbed target and squid takes
absorbs marrow from grasped half damage for 1 round.
prey. Grab. DC 12 STR or immobilized.
► DC 15 INT. Ink from the squid’s Tentacle auto-hits each round. DC
glands can be harvested and 12 STR on turn to break free.
distilled into one pot of Magic Ink Necrotic Ink. 1/day, in place of
(1 hour, DC 12 DEX). attacks, ink fills a near-sized cube
centered on squid for 1d4 rounds.
Other creatures inside are blinded,
take 2d6 damage per round, and
can’t be healed.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 237
CroakerS Croaker LV 1
Concepts by Grace World Destroyer A slimy, frog-like humanoid.
& Runehammer
AC 12 (leather) HP 5
Croakers are human-sized, frog-
like fey with an upright posture. MV near AL N
Their culture varies greatly from
community to community, though S +1 D +1 C +1 I –1 W +0 Ch –1
most revere the God of Filth. ATK 1 club +1 (1d6) or 1 blowgun
(near) +1 (1d4 + poison)
Croaker murkmage
Croaker mages are spellcasters Croaking Cacophony. Chanting
with an oversized tongue that can croak for 1 round; if 3+ croakers
grasp foes. They are often leaders chant together, all croakers who
among their tribe. can hear it have Advantage on
attacks and checks.
Croaker Samurai
Leap. 1/round on turn, jump up to
Croaker samurai are elite soldiers
near in both height and distance.
who usually answer directly to a
croaker murkmage or other leader. Poison. DC 9 CON or DISADV on
attacks 1d4 rounds.
Lore
► DC 12 INT. Croakers use their
croak as a battle chant of sorts,
empowering other croakers.
238 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Croaker Murkmage LV 4 Boss Actions (murkmage)
► CACOPHONOUS COMMAND.
A slimy, frog-like humanoid with Up to 5 other croakers within
sickly green eyes. near who can hear the croaker
AC 12 HP 20 has ADV on next attack or check
it makes within 1 round.
MV near AL N
► MURKY STEP. The croaker
S +2 D +2 C +2 I +2 W +0 Ch +0 teleports up to near to an area
ATK 2 bite +2 (1d6) or 1 tongue or 1 it can see and is invisible for 1
spell +3 round.
► STINKING SOVEREIGN. All
Tongue. One creature in near, DC enemies within near DC 12 CON
12 STR or pulled to close range and or DISADV on attacks and checks
the croaker makes 1 bite attack for 1d4 rounds.
against it with ADV.
Leap. 1/round on turn, jump up to Croaker Samurai LV 3
near in both height and distance.
Arcane Armor (INT Spell). Self. DC A slimy, frog-like humanoid clad in
12. AC 16 for 2d4 rounds. armor and with heavy weapons.
Bile Spray (INT Spell). DC 13. 2d6 AC 15 (chainmail) HP 15
damage to all within a near-sized MV near AL L
cube within far.
Sickness Ray (INT Spell). DC 13. Far S +2 D +2 C +2 I +0 W +0 Ch +2
range, one target. 2d4 damage and ATK 1 greatsword +2 (1d12) or 1
immoblized for 1d4 rounds. longbow (far) +2 (1d8)
Croaking Cacophony. Chanting
croak for 1 round; if 3+ croakers
Terribly prickly, ‘em croakers, least in chant together, all croakers who
my experience. Not all bad, though. As can hear it have Advantage on
dutiful and loyal to their kin as any attacks and checks.
Leap. 1/round on turn, jump up to
good dwarf – but a lot dirtier, and near in both height and distance.
that’s sayin’ something. Much better at Reckless. When below half HP,
jumpin’, tho! greatsword deals 2x damage but
attacks against croaker have ADV.
– B r u n ba l , D wa r f B a r gema s t e r
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 239
Death Rot Hag Death Rot Hag LV 7
Deprived of both conscience and A thin, wrinkled woman with
soul, a death rot hag revels in the rotten skin and dirty, black hair.
corruption of all that is beautiful.
Always seeking to inflict misery AC 14 HP 33
upon others, it is happy only when MV near AL C
everyone else is not.
In combat, the hag prefers to keep S +0 D +2 C +2 I +3 W +4 Ch +2
its distance, flinging hex bolts and ATK 2 hex bolt (double near) +4
casting dark curses on its foes. (2d6 + jinx) or 2 spell +5
Lore Hag’s Delight. Heals 1d6 HP when
► DC 12 INT. The hag can share its enemy within near drops to 0 HP.
pain with others. It is invigorated Hag’s Dismay. Takes 1d6 damage
when others are dying and when enemy within near is healed.
harmed when others are healed. Jinx. DISADV on attacks and
checks using a stat of hag’s choice
Boss Actions for 1 round.
► CLOUD OF PESTS. Vile pests
Dominate (WIS Spell). DC 13. One
fills a near-sized cube centered
creature within near, DC 15 CHA or
on hag for 1 round. Other
under hag’s control 1d4 rounds.
creatures inside the cube are
blinded and take 2d6 damage. Polymorph (WIS Spell). DC 13. One
creature within near, DC 15 INT or
► MIRRORED MALICE. Create
turned into vermin 1d4 rounds.
3 illusory duplicates that
disappear when hit. Determine Witchcraft (WIS Spell). DC 12. One
randomly if an attack hits hag or creature within near, 2d8 damage
illusions. The hag has a +1 bonus and cursed 1d4 rounds. Can’t
to attacks and checks for each regain HP and attacks against
duplicate. target have ADV.
► SHED HUSK. The hag dissolves
into goo on the ground. At the
start of its next turn it reappears
in a space within double near
and regains 2d8 HP.
240 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Dire Eye Dire Eye LV 4
Plucked from a gargantuan troll, A gigantic green eyeball with a
this 3-foot-diameter floating eye gory eyestalk trailing behind it.
rapidly regenerates. Fighting only
with instinct, it slams into foes, AC 11 HP 21
grabs them with its trailing veiny MV near (fly) AL N
stalk, or sickens them with a stare.
S +2 D +1 C +3 I –4 W +0 Ch –3
Lore
ATK 1 slam +3 (2d8) or 1 stalk grasp
► DC 12 INT. The eye regenerates, (2d6 + grab) or 1 stink eye
can grasp foes, and uses its
stinky eye to debilitate foes. Regenerate. Regains 1d8 HP on
► DC 15 INT. Residue from a its turn unless its wounds are
destroyed eye can be mixed with cauterized with fire or acid.
holy water (25 gp) to create a Grab. DC 12 STR or held. DC 12 STR
Potion of Healing (1 hour). on turn to break free.
Stink Eye. One creature in near, DC
12 CON or 1d6 damage and DISADV
on attacks and checks for 1 round.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 241
Eldritch Horror Eldritch Horror LV 9
A being of pure chaos, an eldritch A grotesque, babbling monster
horror exists only to consume and moving on spiked tentacles.
destroy. It rambles incoherently
and emits pained shrieks and mad AC 17 HP 43
giggles to drown out the chaos of MV near AL C
its thoughts.
In some cases, the horror’s mere S +5 D +2 C +3 I +1 W +2 Ch +4
existence can warp magic itself, ATK 3 tentacles +7 (2d6 + grab) or
filling the entire region in a 5-mile- 3 eldritch blast (far) +7 (2d6) or 1
radius around it with a Wild Magic consume spell or 1 fracture soul
Zone (pg. 300).
Silence Aversion. If deaf, DISADV
Lore on checks and attacks and 1d8
► DC 12 INT. The eldritch horror damage at start of turn.
can consume magic and fracture Grab. DC 15 STR or held. DC 15 STR
the souls of its enemies. It can’t on turn to break free. DISADV on
bear to exist in complete silence. INT, WIS, and CHA checks while
► DC 15 INT. Residue left behind held.
by the horror can be combined Consume Spell. One creature in
with a gemstone worth 2,000 gp near, DC 15 CON or one spell ends
to create a Shard of the Magi (40 on it and it takes 1d8 damage per
hours, DC 15 DEX). tier of the spell; horror regains HP
equal to damage dealt.
Boss Actions Fracture Soul. 3/day, one creature
► DEVOUR MAGIC. The horror in near, DC 15 CHA or 4d8 damage
uses consume spell on all and a copy of the creature
enemies within near. (without magical equipment)
► MAD RAMBLE. Creatures within appears within close. Copy is
near, DC 15 WIS or 2d8 damage under horror’s control, has HP
and blind, deaf, and mute 1d4 equal to the damage dealt, and
turns (DC 15 WIS on turn to end). remains for 10 rounds or until it or
While mute, spells are DC 18 to horror drops to 0 HP.
cast.
► SLITHERING DASH. The horror
moves up to near and makes
one tentacle attack against each
creature it comes within close of.
242 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
A companion of mine was once transformed into an eldritch horror –
completely his own fault, mind you. The mere memory of his twisted
babbling still makes my skin crawl...
– P e r yd o t A lb ra k k en , S t o n eb o r n A d ven t u r e r
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 243
Flesh Fairy Fossilized Skeleton
Made of troll-flesh, these fairies Animated by fell energies and
often serve as thralls of hags and hardened by the passage of long
other swamp-dwelling sovereigns. centuries, the fossilized skeleton
The fairy fights without concern is a sturdy, shambling undead that
for its own well-being and may preys on unwary adventurers.
even toss its own flesh at its foes.
Lore
Lore ► DC 9 INT. The skeleton’s gaze
► DC 9 INT. The fairy can regrow can immobilize creatures. When
itself around weapons to weigh destroyed, it explodes in a burst
them down. of dust and bone splinters.
► DC 15 INT. The fairy’s fleshy
remains can be mixed with holy Fossilized Skeleton LV 2
water (25 gp) to create a Potion A skeleton with fossilized bones.
of Healing (1 minute).
AC 13 HP 9
Flesh Fairy LV 1 MV near AL L
A fairy composed of green flesh. S +1 D +0 C +0 I –2 W –1 Ch –3
AC 12 HP 4 ATK 1 slam +1 (1d6) or 1 immobilizing
gaze
MV near (fly) AL N
Undead. Immune to morale
S +0 D +2 C +0 I –3 W +0 Ch –2
checks.
ATK 1 blade +2 (1d4 + decay) or 1
Dense. Fight normally underwater
gore toss (near) +3 (1d6 + rend self)
and can walk normally on the
Decay. Can’t heal for 1 round. ground when submerged in water.
Rend Self. Fairy loses 1 HP. Dust Burst. Upon death, creatures
within close DC 9 CON or 1d6
Rapid Regrowth. 1/day, fairy takes
damage and blinded for 1 round.
half damage from a melee weapon
attack that hits it and regrows Immobilizing Gaze. One
around the weapon. Attacks with target within near DC 9 WIS or
the weapon have DISADV and immobilized for 1 round.
can’t target fairy. DC 9 STR on turn
to dislodge it.
244 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Gadai Gadai LV 11
Concept by Josiah Ambrose, A large, humanoid-like fey with
Dungeon Dad numerous arms and blue skin.
The gadai is a 10-foot-tall bipedal AC 14 HP 51
fey creature with between 6 and
12 arms of varying lengths. Its skin MV near AL L
color changes based on its mood.
S +4 D +4 C +2 I +2 W +3 Ch +4
The gadai can steal the soul of
anyone it paints, reducing them ATK 3 brush (near) +9 (1d6 + stroke
to a mindless Gadai’s Canvas. The of color)
gadai can also repaint its canvas
Stroke of Color. One effect of
minions, transforming them into
gadai’s choice:
other humanoids.
• Blue. Speed halved 1d4 rounds.
Lore • Green. DC 15 CON or paralyzed
► DC 12 INT. The gadai’s brush 1d4 rounds.
strokes can create different
• Indigo. DC 15 CON or petrified.
magical effects. It can transform
Repeat after 1 round; ends on
its canvas minions into other
success, permanent on failure.
creatures at will.
• Orange. DISADV on attacks 1
► DC 15 INT. Iridescent residue
round.
left behind by the gadai can
be combined with valuable • Red. Burning, 1d6 damage per
gemstones worth 2,000 gp round. DC 12 DEX on turn to end.
to craft a Palette of Power (40 • Violet. DC 15 WIS or attack a
hours, DC 15 DEX). random ally within near.
• Yellow. Lightning jumps to other
Boss Actions creature within near of target,
► ERASURE. Enemies within dealing 1d6 damage.
double near, DISADV on attacks
and checks 1d4 rounds.
► MACABRE. Enemies within near,
DC 15 WIS or 2d6 damage and
immobilized 1 round.
► STEP. Teleport up to near.
Each creature within close of
destination, 1d6 damage and
blind 1 round.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 245
Gadai’s Canvas Gadai’s Canvas LV 1
The soulless husks of humanoids A humanoid-shaped creature
magically imprisoned by a gadai made from canvas.
becomes a mindless, blank-faced,
mannequin-like creature fully AC 10 HP 4
beholden to its fey creator’s will. MV near AL N
Lore S +0 D +0 C +0 I +0 W +0 Ch +0
► DC 9 INT. The canvas can alter ATK 1 touch +2 (1d8 + blank)
its appearance and cause
whoever it resembles to share Blank. DISADV on next attack or
its pain. check for 1 round.
► DC 18 INT. The canvas was made Assume Appearance. 1/day, in
from an ordinary humanoid by a place of attacks. Canvas takes
gadai. To free it, either the gadai on the illusory appearance of a
that painted it or the painting humanoid it can see for 1 hour.
that holds its soul, must be When the canvas takes damage,
destroyed. it takes only half and the target
takes the other half (maximum of
10 damage).
Creating Canvases
During a 1-hour process, the gadai
can paint a magical portrait of an
incapacitated humanoid within
near. As the painting is finished,
the creature must pass a DC 18
CHA check or lose all its statistics
and become a Gadai’s Canvas
under the gadai’s control.
The transformation ends
only if it dies or the gadai’s
painting of it is destroyed.
246 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Giant Rimebinder
A frost giant devoted to Thrym, Boss Actions
the Lord of Cold and Ice, may ► FREEZE. The ground within near
become a rimebinder. Wielding becomes slippery ice for 1 hour.
frost-infused magic and appearing A smaller creature that ends its
as if carved from solid ice, they are turn on the ice DC 12 DEX or fall
often religious leaders or revered and take 1d4 damage.
as prophets among their kin.
► ICE PRISONS. Enemies within
Lore near DC 15 DEX or immobilized.
► DC 12 INT. The cold-immune DC 12 STR on turn to break free.
giant can teleport and conjure ► WARCRY. Enemies within near
freezing mists and a cold shield DC 15 WIS or 2d8 damage and
that harms any who strikes it. DISADV on attacks 1d4 rounds.
► DC 15 INT. Shards of ice from the
giant’s remains can combined Giant Rimebinder LV 10
with platinum worth 500 gp and A giant made of solid ice.
shaped into a Freezing Ring (8 AC 14 HP 48
hours, DC 15 DEX).
MV near AL L
S +5 D +0 C +3 I +0 W +2 Ch +3
ATK 2 maul +8 (2d10) or 1 freezing
mist or 1 frost step
Impervious. Immune to cold.
Freezing Mist. 1/day, fills a near-
sized cube within far for 5 rounds.
The mist spreads around corners;
creatures inside 2d6 damage per
round and speed halved.
Frost Step. Teleports up to
far. Each creature in close of
destination 1d6 damage and
DISADV on attacks 1 round.
Cold Shield. 3/day, when giant
is hit by a melee attack, damage
is halved and attacker takes 1d6
damage from frostbite.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 247
Glyphwarden Glyphwarden LV 6
The glyphwarden is a magical A glyph-covered, six-legged
construct imbued with arcane magical construct.
glyphs that grant it the power
to transmute itself and others. AC 15 HP 29
Glyphwardens are often employed MV near AL N
by wizards to protect valuable
magic treasures. S +4 D +1 C +2 I –1 W +0 Ch +2
ATK 2 leg +5 (2d6) or 2
Lore
transmutation ray (far) +4 (1d8 +
► DC 12 INT. The glyphwarden can transform)
shoot transmutation rays; it is
susceptible to the Dispel Magic Dispellable. If targeted with Dispel
spell that damages it and leaves Magic, takes 2d8 damage and can’t
it weakened. use warding glyph 1 round.
► DC 15 INT. The warden’s remains Warding Glyph. At start of turn,
can be combined with 200 gp gains one effect for 1 round:
worth of materials to forge a
• Enlarge. +1d6 damage on melee
metal +1 armor or +1 weapon (8
attacks and ADV on STR checks.
hours, DC 12 DEX).
• Fly. Can fly near.
• Haste. Double speed and can
make +1 attack.
Transform. DC 15 CON or warden’s
choice of effect:
• Petrify. Immobilized and repeat
check after 1 round; ends on
success, petrified on failure.
• Polymorph. Turned into vermin
1d4 rounds.
248 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Gnoll Putrifier Gnoll Putrifier LV 3
Armed with unstable alchemical A hyena-faced creature with
concoctions and compounds, the reeking chemical burns.
gnoll putrifier is an unpredictable
adversary. The putrifier combines AC 12 HP 15
reckless brutality with devious MV near AL C
cunning to wreak havoc on their
foes’ minds and bodies. S +0 D +2 C +2 I +1 W +0 Ch –1
ATK 1 rend +2 (1d6 + poison) or 1
Lore
mindbreak bomb
► DC 9 INT. Gnoll putrifiers can
throw mindbreaking bombs Flammable. If damaged by fire,
and administer injections to gnoll and close creatures take 1d6
empower themselves or allies. damage. Gnoll loses 1 mindbreak
► DC 12 INT. Fire may cause the bomb.
gnoll’s concoctions to explode. Injection. 3/day, once per turn,
gnoll or close creature has ADV on
attacks and checks for 1 round.
Mindbreak Bomb. 3/day, one
creature within far, DC 12 CON or
it attacks closest creature for 1d4
rounds. DC 12 WIS on turn to end.
Poison. DC 12 CON or 1d6 damage
and DISADV on next attack.
A pinch of sugar, a sprinkle of flour,
and six cups of cyanide – that’s a
birthday cake you won’t soon forget, he!
– B l i g h tma w t h e C a u s t i c ,
G n o ll P u t r i fie r
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 249
Keeper Keeper LV 5
Sworn to safeguard secrets or A stoic, armor-clad knight wielding
protect sacred shrines or relics, a greatsword.
keepers combine martial prowess
with divine magic. Deceptive and AC 15 (plate) HP 24
secretive by nature, they often MV near AL N
operate alone and use alternative
tactics, such as infiltrating bands S +3 D +2 C +2 I +0 W +1 Ch +3
of adventurers to find out if ATK 2 greatsword +4 (1d12 + blind)
they’re snooping around in the or 1 spell +4
wrong places.
Aura of Secrecy. Keeper and allies
Lore within close can’t be detected by
► DC 12 INT. Keepers are holy divination magic and are immune
warriors who are masters of to magic that detect thoughts.
deception and stealth. They can Blind. DC 12 CON or blind 1 round.
silence others and cast spells. Censure (CHA Spell). DC 12. All
enemies within near, DC 12 WIS or
1d6 damage and mute 1d4 rounds.
While mute, spells are DC 18 to cast.
Command (CHA Spell). DC 12.
Focus. One creature who can
understand keeper obeys a one-
word command. If command is
directly harmful, DC 12 CHA resists
and ends spell.
250 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Living Spellbook Lentic Star, Swarm
A living spellbook is a sentient Albeit mostly docile, these swarms
arcane tome with the power to of golden, glowing starfish fight
cast spells from its pages. viciously if disturbed.
Lore Lore
► DC 12 INT. A living spellbook that ► DC 9 INT. The swarm can latch
can fly and cast spells. onto prey and stun creatures
► DC 15 INT. If dropped to 0 HP with dazzling light.
but not destroyed, the spellbook ► DC 12 INT. One Flask of Lentic
contains one scroll for each spell Star Ichor can be harvested from
it can cast. the swarm’s remains (1 minute,
DC 9 DEX).
Living Spellbook LV 4
A floating book with a stoic face
Lentic Star, Swarm LV 1
on the cover. A swarm of glowing starfish.
AC 13 HP 18 AC 12 HP 4
MV near (fly) AL N MV near (swim) AL N
S –2 D +3 C +0 I +3 W +1 Ch +1 S +0 D +2 C +0 I –4 W +0 Ch –4
ATK 1 spell +5 ATK 1 bite +0 (1d4 + latch) or 1 glow
Arcane Missile (INT Spell). DC 12. Glow. Creatures in close who can
Two missiles hit one target each see swarm DC 9 WIS or paralyzed 1
within far. 1d6 damage each. round. Immune for 1 day if passed
Cancel (INT Spell). DC 13. End one check.
spell affecting target within near. Latch. Attach to target. Bite auto-
Snare (INT Spell). DC 13. Focus. hits each round. DC 9 STR on turn
One humanoid target within to remove.
near, DC 15 CON or paralyzed for
duration.
Web (INT Spell). DC 13. A near-
sized cube of webs within far
immobilizes all inside it for 5
rounds. DC 15 STR on turn to
escape.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 251
Lupine Deceiver Lupine Deceiver LV 5
Concept by Baron de Ropp, A once-charming noble that haunts
Dungeon Masterpiece the night as a shadowy wolf.
A manipulative shapeshifter, AC 12 HP 23
the lupine deceiver melds the
elegance of their aristocratic MV near AL C
homestead with the savagery of
shadow lycanthropy. S +0 D +2 C +1 I +2 W +1 Ch +3
The lupine deceiver can shape- ATK 2 rend +2 (1d6 + withering) or
shift into a shadowy, wolf-like 1 song
humanoid. It uses its entrancing
Impervious. Only damaged by
song to lull victims into traps.
silver or magic sources.
Lore Withering. DC 12 CON or infected.
► DC 12 INT. The deceiver can DISADV on attacks and checks
charm prey with its song and can against deceiver and DC 12 CON
only be hurt by silvered weapons each day or 1d4 CON damage.
or magic. Dying while cursed, turns target
into Shadow under deceiver’s
► DC 15 INT. The deceiver can
control. Can be removed with
transmit a curse that slowly kills
Restoration if deceiver is dead.
its victims and transforms them
into Shadow servants. Song. One humanoid who can
hear deceiver within near, DC 12
► DC 18 INT. A creature must
CHA or under deceiver’s control
perform a dark ritual to become
for 1d4 days. Repeat check if
a lupine deceiver. Most deceivers
damaged. Immune for 1 day if
have a Tome of the Shadow Pact
passed check.
that describes this ritual.
Shapechange. In place of attacks,
turn into a flying shadowy wolf or
into humanoid noble.
e you that it is no
Some may see my transformation as ignoble or aberrant, but I assur
ows, I get to see the
such thing. Quite the opposite, in fact – as I glide among the shad
ion that you get a
world as it truly is: grim, dark, and brutally beautiful. Not to ment
taste of their blood...
whole new appreciation for the smallfolk once you’ve had a little
G ra ve s ma r k , N o bl e S Ci o n & L u pin e DE c ei
ve r
– A lb yn von
252 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Magic Mephit Magic Mephit LV 1
A small, hovering being of A small, flying creature of energy.
shimmering arcane energy, the
magic mephit endlessly seeks AC 12 HP 4
enchanted objects, while it MV near (fly) AL C
mutters and cackles to itself.
S –2 D +2 C +0 I –1 W +0 Ch +1
Lore
ATK 1 claw +2 (1d6) or stupefying
► DC 12 INT. Magic mephits are breath
resistant to magic and burst with
magical energy when they die. Magic Resistant. Takes half
► DC 15 INT. Residue harvested damage from magical sources.
from the mephit’s remains can Death Burst. When mephit dies,
be distilled to create a Potion of each creature in close, DC 9 DEX or
Resonance (1 hour, DC 12 DEX). 1d4 damage and DISADV against
magic for 1d4 rounds.
Stupefying Breath. 1/day, fills a
near-sized cube extending from
mephit. DC 9 CON or 1d4 damage
and paralyzed 1 round.
Of all the arcane terrors one can conjure into existence, the magic
mephit ranks among the most annoying. They are, however,
excellent at tracking down misplaced magical objects - if you can
stomach their incessant cackling and fidgeting.
– G e ra ’x x the C o n j u r e r , A r c h ma ge
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 253
Medusae Spellblade Medusae Spellblade LV 5
Endowed with a petrifying gaze A humanoid with snakes for hair.
and wielding might and magic
in equal measure, the medusae AC 15 (chainmail) HP 24
spellblade is a versatile combatant. MV near AL N
Most work as adventurers,
bodyguards, mercenaries, or in S +1 D +3 C +2 I +1 W +1 Ch +3
similar professions where a varied ATK 1 rapier +5 (1d8) and 1 snake
skillset is beneficial. hair +5 (1d4 + poison) or 1 spell +4
Medusae Spellblade Lore Poison. DC 12 CON or DISADV on
► DC 12 INT. The medusae’s gaze attacks and checks 1d4 rounds.
can petrify foes. It is skilled with Petrifying Gaze. 1/day, all creatures
a blade and can cast spells, and within a near-sized cube extending
its snake hair can strike enemies. from medusae who can see it DC
12 or immobilized. Repeat check
after 1 round; ends on success,
petrified on failure.
Force Bolt (CHA Spell). DC 11. 2d8
damage to one far target.
Forked Lightning (CHA spell).
DC 13. 2d6 damage to all within a
near-sized cube extending from
medusae.
Hiss (CHA Spell). DC 12. End one
spell within far.
254 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Nightweaver Nightweaver LV 3
Nightweavers are eerie, shadowy A large, shadowy spider.
spiders that walk the border
between the realm of shadows AC 13 HP 15
and the natural world. MV near AL N
Lore S +0 D +2 C +2 I +1 W +0 Ch –1
► DC 9 INT. Nightweavers can ATK 1 bite +2 (1d8 + drain) or eerie
produce shadow webs and drain whispers
their prey’s strength.
► DC 12 INT. Nightweavers are Sunblind. Blinded in bright light.
blinded by bright light and can Drain. Target takes 1 STR damage.
produce eerie whispers that At 0 STR, target dies.
weaken foes. Eerie Whispers. One creature
► DC 15 INT. The dead spider’s legs within near, DC 12 CHA or 1d4
can be harvested and crafted damage and DISADV on attacks
into a Nightwhisper Flute (1 hour, and checks for 1d4 rounds.
DC 9 DEX).
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 255
Nymph Nymph LV 3
Nymphs are wispy entities of A fey made of wispy shadows, fog,
shadow, fog, or water. They often or water.
serve as guardians of sacred sites AC 13 HP 13
found in nature.
MV near (fly) AL C
Lore
► DC 12 INT. The nymph can alter
S –1 D +3 C +0 I +1 W +2 Ch +3
its amorphous form and turn ATK 1 touch +1 (1d6)
invisible. It can debilitate others
by merely gliding through them. Amorphous. Made of shadows
(Hesperides), fog (Hyades), or
► DC 15 INT. Residue harvested water (Naiad). Can take the shape
from the nymph’s remains can of any human-sized creature and
be distilled into a Potion of pass through any gap.
Invisibility (1 hour, DC 15 DEX).
Glide. 1/round, when the nymph
moves through a creature it can
cause an effect based on its type:
• Hesperides. DC 12 WIS or blinded
1 round.
• Hyades. DC 12 CON or
immobilized 1 round.
• Naiad. DC 12 STR or held. DC 12
STR on turn to escape.
Invisibility. In place of attacks,
turn invisible if in shadow/darkness
(hesperides), fog/mist (hyades), or
water/rain (naiad). Ends if nymph
attacks.
256 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Oozing Dragon
Some oozing dragons are birthed Lore
in laboratories or through fell ► DC 9 INT. The dragon breathes
magic, while others are dragons slime and is immune to acid.
infected by an oozing malady.
► DC 12 INT. The dragon is
They usually inhabit ancient ruins,
decrepit marshes, or other slimy hindered by cold. It creates
and disgusting territories. oozes when it bleeds and can
absorb oozes to heal itself.
Though weak and sickly by dragon
► DC 15 INT. Slime from the
standards, the oozing dragon
is still a dangerous foe. It can dragon’s glands combined with
create and absorb smaller oozes, a platinum ingot (1,000 gp)
spew slime, and even infect other can be crafted into a Staff of
creatures with its oozing disease Slimebending (40 hours, DC 15
(see the following page). DEX).
► DC 18 INT. The dragon’s disease
can be cured by a Restoration
spell cast by a level 10 spellcaster.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 257
Boss Actions Oozing Dragon LV 7
► OOZING CHARISMA. The
dragon and allies within double A large dragon that oozes slime
near gain a +2 bonus to attacks, from beneath mottled scales.
checks, and damage rolls for 1 AC 14 HP 33
round.
MV double near (fly) AL C
► SLIME SPLATTER. Creatures
within near, DC 15 CON check or S +4 D +2 C +2 I +1 W +2 Ch +2
2d6 damage and blinded for 1d4 ATK 2 rend +4 (2d6) or 1 slime breath
rounds.
► SPAWN OOZES. 1d4 + 1 Cold Aversion. DISADV on attacks
Slimelings spawn within close. and checks when in cold or for 1
The slimelings are under the round after damaged by cold.
dragon’s control. Slimeblood. Acid immune. When
the dragon takes 10 or more
damage from a cut or slash in a
Oozing Disease
turn, a Slimeling under its control
This disease makes a creature ooze appears within close of it.
slime, causing the following effects:
Slime Breath. Fills a near-sized
•Its Constitution stat is reduced cube extending from dragon. DC
by 2. 12 DEX or 4d6 damage and held.
•It has DISADV on attacks and DC 12 STR on turn to break free.
checks when in cold or for 1
Absorb Ooze. If the dragon starts
round after it is damaged by cold.
turn within close of willing ooze,
A Restoration spell cast by a level it can absorb ooze to regain 1d10
10 spellcaster cures the disease. HP and ADV on attacks for 1 round.
The ooze dies.
Ooze Infect. 3/day, creature within
close DC 12 CON or DISADV on
attacks and checks. Repeat check
after 1 round; ends on success,
oozing disease on failure.
So, it’s not enough that dragons are deadly and devious – they gotta be disgusting too?
I’d like a word with the hare-brained idiot who came up with that idea...
– O r û n H a l f -D ea d , D wa r f d ra g o n Hu nter
258 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Oozing Kobolds Oozing Kobold LV 1
Infested with the oozing disease, A small, slime-oozing dog-lizard.
these kobolds are as small, scaly,
and wily as regular kobolds – but AC 13 (leather) HP 5
much more slimy and slippery. MV near AL L
Slime oozes from beneath their
scales, which they collect to use S –2 D +3 C +1 I –1 W –2 Ch –1
in their slings or leave on the ATK 1 blade +1 (1d6) or 1 sling (near)
battlefield for enemies to slip in. +1 (1d4 + slime bullet) or 1 shed
In battle, oozing kobolds like to slime
stage ambushes before sliding
backwards while they leave a Cold Aversion. DISADV on attacks
trail of slippery slime and sling and checks when in cold or for 1
gobbets of goo at the eyes of their round after damaged by cold.
enemies. Slime Bullet. DC 9 CON or blinded
for 1 round.
Lore Shed Slime. 1/day, slime coats the
► DC 9 INT. The kobold can shed ground around the kobold for 1
slime. It is hindered by cold. round; enemies within close DC 9
► DC 12 INT. Slime harvested from DEX or fall down.
the kobold’s remains can be
crafted into 3 Slime Sling Bullets
(1 hour, DC 9 DEX).
► DC 18 INT. The kobold’s
disease can be cured by a
Restoration spell cast by a
level 10 spellcaster.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 259
OOzing Kobold MAgus Oozing Kobold Magus LV 3
The oozing kobold magi can
restrain creatures in slime and cast A small dog-lizard wielding a slime-
spells to incapacitate and hinder oozing staff.
enemies. They are often leaders of AC 13 HP 14
other oozing kobolds.
MV near AL L
Ain’t ever asked to be an oozer, oh noes, S –2 D +3 C +1 I –1 W –2 Ch +2
Mirtix’d never ask for this slimy curse.
ATK 1 staff of slimebending +3 (1d6
+ slime grasp) or 1 spell +4 or 1
But, if you’s have it, gotta makes the shed slime
best of it, is what Mirtix was told as a Cold Aversion. DISADV on attacks
hatchling. Why drown in self-pity when and checks when in cold or for 1
you can drown others in slime?
round after damaged by cold.
Slime Grasp. DC 12 STR or
– M i r t ix t h e M a g u s , immobilized 1 round.
O o z in g K o b o ld M a g u s Shed Slime. 1/day, slime coats the
ground around the kobold for 1
round; enemies within close DC 9
DEX or fall down.
Stinking Cloud (CHA Spell). DC 12.
A near-sized cube of gas within
far, heavily obscured, lingers for
5 rounds. Creatures inside DC 12
CON at start of turn or spend 1
round retching.
Web (CHA Spell). DC 12. A near-
sized cube of webs within far
immobilizes all inside it for 5
rounds. DC 12 STR on turn to
break free.
260 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Ragtime Skeleton
Concept by Will Earl, DnD Shorts LORE
This skeleton stands out among ► DC 12 INT. The skeleton builds
its undead brethren as unusually tempo when it fights, which it
festive, though still quite deadly. can use to make extra attacks
Using its own ribs as a xylophone, and inspire allies.
it composes sinister tunes to harm ► DC 15 INT. The skeleton’s
foes and inspire allies. ribs can be combined with
gemstones worth 500 gp to
Ragtime Skeleton LV 4
create a Xylophone of Bones (40
A clanking skeleton in colorful hours, DC 15 DEX).
rags and carrying two mallets.
AC 13 HP 19
MV near AL N
S +0 D +3 C +1 I –1 W –1 Ch +3
ATK 2 mallet +5 (1d6) or 1 rattling
tune (double near) +5 (1d8 + knock)
Accelerando. Gains 1 Tempo Point
per round (maximum of 3). Has a
bonus to AC and attack rolls equal
to its Tempo Points. Loses 1 point
if hit by a critical hit and all points
if held or immobilized.
Knock. DC 12 STR or pushed a close
distance and fall down.
Arco (Costs 1 Point). Make an extra
mallet attack.
Trio (Costs 2 Points). Up to three
creatures within double near ADV
on attacks and checks 1 round.
Animato (Costs 3 Points). One
creature in near, DC 15 WIS or
paralyzed 1d4 rounds as it dances
uncontrollably.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 261
Sarcophacade Sarcophacade LV 7
Concept by Brad Litzenberger A levitating sarcophagus etched
A sarcophacade is an unholy with arcane glyphs.
construct inhabited by dark AC 16 HP 35
spirits. It appears like an ornate
sarcophagus – a tempting prize, MV near (fly) AL N
though this is all a lie. Once S +4 D –1 C +4 I +1 W +4 Ch –2
touched, it comes to life, snuffing
out light around it and calling upon ATK 2 grave bolt (near) +3 (1d8 +
evil spirits to help it as it siphons doom) or 1 spell +4
the life from its victims. Fearless. Immune to morale checks.
Lore Doom. DC 15 CHA or DISADV on
► DC 12 INT. The sarcophacade can checks and can’t heal for 1 round.
summon spirits, siphon life from Dread (WIS Spell). DC 13. Focus.
the living, and prevent healing. One target in near who can see
► DC 15 INT. Dust from a destroyed the sarcophacade is immobilized
sarcophacade can be mixed with for duration.
holy water (25 gp) to create a Siphon Life (WIS Spell). DC 13. One
Potion of Healing (1 hour). target in near takes 2d6 damage
and sarcophacade heals as much.
Snuff (WIS Spell). DC 12. Extinguish
all light sources (even magical)
within near.
Summon Spirit (WIS Spell). DC
14. Summon a loyal Arisen Spirit
within near. It stays for 5 rounds.
262 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Sewn Legion
The sewn legion is a horrifying Lore
amalgamation of undead ► DC 12 INT. The sewn legion is
adventurers. They retain some of comprised of slain adventurers;
their traits and talents but lack its talents vary depending on
any morality, and seek only to add which types of adventurers
new victims to the legion’s hulking make up its form.
form.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 263
Assembling the Legion Sewn Legion LV *
The legion is comprised of 1–4 A horrid amalgamation of undead
different adventurers choosing adventurers sewn together.
from Fighter, Priest, Thief,
AC 13 HP *
and Wizard. The number of
adventurers determines its level, MV near AL N
HP, how many attacks it can make,
and what talents or spells it has. S +3 D +0 C +2 I –2 W –2 Ch –3
Joining the Legion. By spending ATK 1 strike (close/double near) +3
1 minute holding a humanoid (1d10) or 1 spell +2
that has died within the last hour
Adventurers. Choose how many
close to its form, the legion adds
adventurers the legion has (1–4).
1 adventurer to its form. The type
Each is LV 3, HP 15, and can make
of adventurer depends on the
1 strike attack or cast 1 spell. If an
creature’s class if it was a PC, or
adventurer is killed, the legion
the class that best fits its abilities if
loses talents from that adventurer
it was an NPC (GM’s choice).
for 24 hours. The legion’s LV is all
adventurers combined.
Undead. Immune to morale checks.
At first glance, it may look like a fate Cunning Strike (Thief). 1/round,
move up to near and ADV on next
worse than death. But when you think strike attack. On hit, deals +1d6
about it, if y'all go down together, you'll damage per adventurer.
at least be together in undeath, right? Warrior (Fighter). +1 to attack and
damage rolls per adventurer.
So, you see, it's not all bad. Dispel (Wizard; CON Spell). DC 13.
– G r y ’o n Ga r -To n k , End one spell within near.
Orc B a r ba r ia n & P hil o s o p h e r Condemn (Priest; CON spell).
DC 13. One creature within close
1d6 damage per adventurer and
DISADV on checks 1 round.
Fireball (Wizard; CON spell). DC 13.
Fills a near-sized cube within far.
1d6 damage per adventurer.
Rejuvenate (Priest; CON spell). DC
13. Self. Heal 1d6 HP per adventurer
and ADV on checks 1 round.
264 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Shadowdancer Shadowdancer LV 5
Light on their feet and at home A nimble, cloaked humanoid that
in darkness, shadowdancers can seems to blend with the shadows.
create a double of themselves,
making them perfect infiltrators, AC 15 HP 23
spies, or even assassins. MV near AL N
Lore S +0 D +3 C +1 I +2 W +0 Ch +2
► DC 12 INT. The shadowdancer is ATK 2 blade (close/near) +4 (1d6 +
stealthy and most lethal when it blade dance)
ambushes enemies. It can create
a shadow double of itself. Backstab. Deal x2 damage against
surprised creatures.
Blade Dance. Deal 1d6 damage to
each enemy within close.
Shadow Double. 1/day, create a
duplicate within near that has
AC 10, HP 1, and shadowdancer’s
stats. It acts on shadowdancer’s
turn. It can move, talk, and use
tools, but not attack or cast
spells, unless shadowdancer
uses its action to command it.
Shadowdancer can swap places
with it once per round.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 265
Shadowshaper Shadowshaper LV 2
Devotees of the Shadowdark A dark priest cloaked in shadow.
itself, shadowshapers have no
qualms about delving into the AC 12 HP 10
darker side of nature. MV near AL N
Lore S +0 D +2 C +1 I +0 W +3 Ch +1
► DC 12 INT. Shadowshapers can ATK 1 shadow bolt (far) +2 (1d6 +
shoot bolts of shadow and enfeeble) or 1 spell +4
conjure living shadows to fight
alongside them. Enfeeble. DISADV on attacks and
checks using STR for 1 round.
Control Shadow (WIS Spell). DC
13. One humanoid within near, 1d8
damage and held by own shadow.
DC 12 STR on turn to break free.
Dying while held turns target into
Shadow under shaper’s control.
Shadow Step (WIS Spell). DC 12.
Self. Teleport up to far to location
in shadow or darkness.
Snuff (WIS Spell). DC 12. Extinguish
all light sources (even magical)
within near.
Wither (WIS Spell). DC 12. 1d8
damage to enemies within near-
sized cube centered on shaper.
266 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Skullmonger Ooze Skullmonger Ooze LV 5
Skullmonger oozes are tar-black Tar-black sludge filled with skulls.
piles of sludge filled with skulls
writhing in anguish that haunt AC 10 HP 25
crypts, burial grounds, and MV near (climb) AL N
battlefields, collecting new skulls.
When dormant, the ooze might S +3 D +0 C +3 I –3 W –1 Ch –3
appear as a heap of skulls or an ATK 2 tentacles +4 (1d6 + engulf)
ossuary wall. Once it springs to or 1 haunting echoes
life, however, it emits haunting
echoes to curse and immobilize Light Aversion. DISADV on attacks
its prey before moving close to and checks when in bright light or
engulf them in its dark form. for 1 round after damaged by holy.
Engulf. DC 12 STR or trapped inside
Lore ooze and 1d6 damage per round.
► DC 12 INT. The ooze is weakened DC 12 STR on turn to escape.
by light. Its haunting echoes Haunting Echoes. Enemies within
weaken those who hear it. near, DC 12 WIS or 1d6 damage,
► DC 15 INT. An ooze’s remains can and speed halved and DISADV on
be crafted into a Skullmonger attacks and checks 1d4 rounds.
Bola (1 hour, DC 12 DEX).
Boss Actions
► CONJURE SWARMS. Skulls
from the ooze’s form coalesce
into two Swarms of Skulls within
close under ooze’s control.
► OOZEPLOSION. Each creature
within near, DC 12 DEX or 1d6
damage and blinded 1 round.
► SKULL PULL. Enemies within
near, DC 12 STR or 1d6 damage
and pulled within close of ooze.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 267
Skull, Swarm Slimeling
A swarm of undead skulls flit Slimelings are blobs of corrosive
about erratically, chattering goo that crudely mimic the form
maniacally and battering any living of adventurers. They move slowly,
creature they come across. attack with slimy tentacles, and
fling themselves at enemies!
Lore
► DC 9 INT. The swarm’s chatter Lore
can cause brief insanity. ► DC 12 INT. The slimeling’s
remains can craft 3 Slime Sling
Skull, Swarm LV 1 Bullets (1 hour, DC 9 DEX)
A swarm of flying, cackling skulls. Slimeling LV 1
AC 12 HP 4
A small, gooey mockery of the
MV near (fly) AL C human form, with no true shape.
S +1 D +2 C +0 I –3 W –1 Ch –4 AC 10 HP 5
ATK 1 slam +2 (1d4 + batter) or 1 MV near (climb) AL N
chatter
S +0 D +0 C +1 I –3 W –2 Ch –4
Batter. Creature has DISADV on ATK 1 tentacle +2 (1d6) or 1 fling
attack rolls for 1 round.
Chatter. Creature within near DC Ooze. Immune to acid, can
9 INT or must immediately make 1 squeeze to 1 inch size.
attack against another creature of Fling. Creature within near DC 9
the spirit’s choice. DEX or 1d4 damage and slimeling
attaches to it; tentacle auto-hits
next round. DC 9 STR on turn to
tear off.
Nosey-pickey, licky, icky!
Slimy, grimy, nasty glob!
Finger-flicky! Tricky-sticky!
Nasty luck, ya stuck poor Bob!
– G o bl in N u r s e r y R h ym e
268 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Spell Elemental Spell Elemental LV 5
A roiling mass of arcane force. A swirling mass of congealed
Always hungry for magic, a spell arcane energy.
elemental is instinctively attracted
to magic objects and places. AC 16 HP 22
MV double near (fly) AL N
Lore
► DC 12 INT. The elemental takes S +0 D +4 C +0 I –2 W +1 Ch –2
less damage from magic, can ATK 3 slam +5 (1d8 + arcane jolt)
devour magic, and deals more
damage to those who carry Magic Resistant. Takes half
magic items. damage from magical sources.
► DC 15 INT. Residue harvested Amplify Magic. 3/day, when a
from the elemental’s remains spell targets the elemental, the
can be distilled to create three spell also targets another creature
Potions of Resonance (1 hour, DC within near.
12 DEX). Arcane Jolt. +1d8 damage per
magic item target has (max +3d8).
Devour Magic. In place of a slam
attack, end one spell affecting a
target within near or absorb magic
from magic item. Magic item
loses magic 1 round (loses magic
permanently if repeated 10 times).
Elemental has ADV on attacks and
checks for 1 round.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 269
Star-chosen Spirit
Empowered by an alien device Lore
that hums and whirs at the center ► DC 12 INT. The incorporeal spirit
of its form, the star-chosen spirit can siphon fluid from the living
combines mechanical efficiency and dominate other creatures.
with otherworldly magic.
► DC 15 INT. The spirit’s clockwork
Star-chosen Spirit core can be forged into a Solemn
LV 5
Shortsword (8 hours, DC 15 DEX).
A spirit with a whirring and
humming device at its center. Boss Actions
AC 13 HP 22 ► INVISIBLE STEP. The spirit
teleports up to double near
MV near (fly) AL C and is invisible for 1 round.
S –5 D +3 C +0 I +0 W +3 Ch +3 ► MASS SIPHON. The spirit uses
siphon fluid on up to 3 enemies
ATK 2 ray +4 (1d6 + otherworldly
within near distance.
magic) or 1 charm or 1 siphon fluid
► SYNCHRONIZE SUFFERING.
Greater Undead. Immune to One target within near. For 5
morale checks. Only damaged by rounds, when the spirit takes
silver or magical sources. damage, target takes 1d4
Otherworldly Magic. The spirit’s damage. Ends if it drops to 0 HP.
choice of effect:
• Laser. +1d6 damage.
• Pain. Target has DISADV on next
attack roll or check.
• Petrification. DC 12 CON or
immobilized and repeat check
after 1 round; ends on success,
petrified on failure.
Charm. 1/day, one humanoid target
who can see the spirit within near,
DC 12 CHA or under spirit’s control
for 1d4 rounds.
Siphon Fluid. One creature within
close DC 12 CON or 1d6 damage
and spirit regains that many HP.
270 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Stoneborn Warrior Stoneborn Warrior LV 2
Partially petrified, this well- A warrior with stonelike flesh.
defended warrior is stalwart and
unyielding. A favorite tactic of AC 14 HP 11
the stoneborn warrior is to grab a MV near AL N
target before turning into stone,
effectively immobilizing them. S +1 D +2 C +2 I +0 W +2 Ch +0
ATK 1 strike +1 (1d6 + grab) or 1
Lore
dagger (close/near) +2 (1d4)
► DC 9 INT. The stoneborn warrior
can become briefly petrified, Grab. DC 12 STR or held. DC 12
making it easier to hit but on turn to break free (DISADV if
resistant to damage. warrior is petrified).
Stone Form. 1/round, become
petrified until start of next turn
(attacks against it have ADV,
damage is halved).
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 271
Swamp Stalker Swamp Stalker LV 7
Concept by Brandish Gilhelm, A large bipedal predator with a
Runehammer crocodilian appearance.
The swamp stalker is a swift and AC 16 HP 35
savage predator with a crocodilian
visage, craggy skin, sharp senses – MV near AL C
and even sharper claws and fangs. S +4 D +2 C +4 I –1 W –1 Ch –1
Lore ATK 2 rend +6 (1d12) or 1 charge or 1
► DC 12 INT. The stalker exudes a phantasmal breath
paralyzing breath and can make Charge. Move up to double near
quick counter-attacks. in a straight line and make 1 rend
► DC 15 INT. The stalker’s tough attack. If hit, x3 damage.
hide can be used to craft a +1 Phantasmal Breath. 1/day, fills a
Leather Armor (8 hours, DC 12 near-sized cube extending from
DEX) stalker. DC 15 WIS or 2d8 damage
and paralyzed for 1d4 rounds.
Spiteful Riposte. 1/round, when a
creature misses an attack against
stalker, stalker makes a rend
attack against attacker with ADV.
272 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Sword Ooze Sword Ooze LV 4
Concept by Mike Shea, Sly Flourish A gelatinous heap pierced by
Sword oozes integrate the blades, with a brain floating inside.
nervous system, instincts, and AC 12 HP 21
weapons of their victims. They
are distinguished from other MV near (climb) AL N
oozes by a visible brain, nerves,
and weapons floating in their S +2 D +1 C +3 I –4 W –2 Ch –4
translucent bodies or wielded by ATK 2 blade +3 (1d8) or 2 tentacle
shifting tentacles. +3 (1d6 + disarm or grab)
Lore Brain Strike. A creature who
► DC 9 INT. The ooze integrates, attacks ooze can take a –5 penalty
rather than digests, the brains of to the attack roll to target ooze’s
enemies it devours. brain. If hit, 2x damage and ooze
has DISADV on attacks and checks
► DC 12 INT. Striking the ooze’s
1 round.
nervous system causes pain to
flood through its amorphous Disarm. Ooze takes one object or
form. weapon creature is holding. DC 12
STR on turn to take back.
Grab. DC 12 STR or held. DC 12 STR
on turn to break free.
Riposte. Trade 1 attack next round
to impose DISADV on a melee
attack against it. On a miss, ooze
can make 1 blade attack against
attacker.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 273
Time-Eater
A pernicious and persistent fiend Lore
of incredible power, the time- ► DC 12 INT. The Time-Eater is a
eater is a gaunt, 7-foot tall bipedal powerful fiend that can fly and
demon with tar-black skin. Spikes regenerates rapidly. It can revert
and horns protrude from its time for itself and warp time for
grotesque, humanoid form. other creatures.
Moving across time and space the ► DC 15 INT. Even if destroyed, the
Time-Eater seems to slaughter Time-Eater will reappear several
only for the sake of spreading years into the future, making it
chaos and carnage. truly indestructible.
Even if the Time-Eater is slain ► DC 18 INT. Essence from the
despite its rapid regeneration, it Time-Eater’s remains can be
simply vanishes, reappearing at a distilled into a Potion of Temporal
location of its choice on the same Power (1 hour, DC 12 DEX).
day 5d20 years in the future.
274 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Boss Actions Time-Eater LV 12
► ALTER TIME. Up to six creatures
(this can include the Time-Eater) A 7-foot tall bipedal fiend with
swap initiative with another spiked flesh, warping time itself.
creature of Time-Eater’s choice. AC 15 HP 55
► LIFE REVIEW. Enemies within MV near (fly) AL C
near, DC 15 WIS or 4d8 damage
S +2 D +4 C +1 I +2 W +3 Ch +4
and paralyzed 1 round.
ATK 3 touch +7 (1d8 + time warp)
► TIME STOP (CHA SPELL). DC
or 2 spell +7
15. Time freezes for everyone
except Time-Eater for 1d4 Quick. ADV on initiative rolls.
rounds. Everything that occurs
Regenerate. Heals 1d6 HP on turn.
during the time freeze happens
simultaneously when the spell Unyielding. Hostile spells targeting
ends. the Time-Eater are DC 15 to cast.
Time Warp. Choose one effect:
Took four squads of templars and two • DC 15 CON or 1d4 CON damage.
Only removed with Restoration.
archmages to destroy the fiend. Or • DC 15 CHA or vanish 1d4 rounds.
so we thought. 27 years later to the • DC 15 INT or can’t cast 1 spell of
day, the fiend was back, its return Time-Eater’s choice until memory
restored with Restoration.
announced by widespread chaos and
Revert Time. 1/round, at end
slaughter. We now know that we must of other creature’s turn, revert
trap the fiend rather than destroy time for Time-Eater to start of
turn, reappearing where it was,
it outright. A much tougher task, regaining lost HP, and ending any
unfortunately, but necessary unless we effects that began during the turn.
wish to repeat past mistakes forever. Delayed Blast (CHA Spell). DC
13. Focus. Glowing bead appears
“M em o r ie s of a Tim e k eepe r ” within far. When spell ends, 2d8
by Yen niat t h e Wis e damage in near-sized cube for
each round it lasted, up to 8d8.
Slow (CHA Spell). DC 13. One
target within far half speed and
DISADV on attacks 1d4 rounds.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 275
Watcher
The watcher is an aberration Lore
that exists for a single purpose: ► DC 12 INT. The watcher can
to observe. Using its detached, shoot magical eye rays from
floating eyestalks, it scours its detached eystalks. If its
its territory for interesting eyestalks die, it can’t shoot rays.
phenomena, only using its lethal Its central eye can slow enemies.
eye rays when bored or attacked.
► DC 18 INT. Any eyestalks still
alive when the watcher dies can
Those damned eyes just kept following us, be gathered and combined with
floating along, unblinking. Must have platinum worth 100 gp to craft
a Watching Wand (1 hour, DC 12
skewered a dozen of 'em, but less than a DEX).
minute later, a new one would show up.
Not doin' nothin' – just watching. I was
so creeped out it was almost a relief when
the buggers started shooting at us!
- B e r ta n “J in gl e ” Q ui c k s weep ,
H a l f l in g B u r gl a r
276 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Boss Actions Watcher LV 8
► KEEN OBSERVER. Enemies the
watcher can see have DISADV on A huge hovering eye surrounded
checks against its eyestalk rays by floating eyestalks.
1d4 rounds. AC 16 HP 40
► OMNISIGHT. Enemies within MV near (fly) AL N
near, DC 15 WIS or blinded for
S +3 D +3 C +4 I +2 W +2 Ch +3
1 round and watcher knows
target’s location and can see ATK 1 bite +3 (4d8) or 3 eyestalk ray
through its eyes.
Eyestalk Ray. Shoots a ray at one
► PANDEMONIUM. The watcher target within double near of one
shoots one eye ray from each of of its eyestalks. Each eyestalk can
its eyestalks at a different target, only shoot one eye ray per round.
each causing the same effect.
• Bind. DC 15 STR or 2d8 damage
and hover target up to near.
Watcher’s Eyestalks
• Censor. DC 15 CHA or 1d8
The watcher can have up to 8 damage and unable to speak and
eyestalks, which it uses to shoot cast spells 1 round.
its eye rays. While the watcher’s
eyestalks are physically apart from • Disrupt. DC 15 INT or 1d8 damage
it, they share its consciousness. and end all spells on target.
They act on the watcher’s turn • Enslave. DC 15 WIS or under
and have the same statistics as the watcher’s control for 1d4 rounds.
watcher, except they only have 1 • Immolate. DC 15 DEX or 1d8
HP and can only move. damage and 1d8 damage per
The watcher senses anything round. DC 12 DEX on turn to end.
its eyestalks sense and can • Wither. DC 15 CON or 1d4 CON
communicate telepathically with damage.
creatures within double near of Spawn Eyestalk. Summon one
any of its eye stalks. eyestalk within near. Can have up
When the watcher dies, any to 8 eyestalks at a time.
eyestalks it has created fall Transfixing Stare. Any creature
motionless to the ground. These who looks directly at watcher, DC
eyestalks can be gathered and 15 CON or DISADV on attacks and
crafted into Wands of the Watcher. half speed for 1 round.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 277
Wickfisher Wickfisher LV 3
Lurking in ancient ruins, the A scorpion-like monster with a
wickfisher is a devious creature glowing tail and a humanoid face.
with a diet that consists mostly of AC 14 HP 15
fledgling adventurers. It lures in
prey by extinguishing all nearby MV near AL C
light before illuminating only
S +3 D +2 C +2 I +1 W +1 Ch +2
its face (which it can change to
appear as a friend or person in ATK 2 claw +3 (1d8 + grab) or 1
need of aid) with the candle-like darkness or 1 luring light
light from its tail.
Darkness. Extinguish all light
Lore sources (even magical) in near.
► DC 12 INT. The wickfisher can False Face. Can instantly have
snuff out light around it and its face take on the illusory
change its face to appear as any appearance of any humanoid.
humanoid it has seen. Its luring Grab. DC 12 STR or held. DC 12 STR
light draws its prey close. on turn to break free.
► DC 15 INT. The wickfisher’s tail Luring Light. Enemies who can
can be grafted with steel worth see within double near DC 12 CHA
50 gp to fashion a Wickfisher or dazed and drawn to wickfisher
Torch (1 hour, DC 12 DEX). for 1d4 rounds. Immune for 1 day if
passed check.
278 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Woolsey Woolsey LV 7
Concept by Dalton Lewis A massive fey-beast covered in fur.
The woolsey is a curious creature. AC 12 HP 33
The size of a rhino and covered
in a shaggy coat of fur, this fey MV near AL N
beast can drop balls of fur that S +4 D +0 C +2 I –1 W +0 Ch +0
transforms into beasts. Though
these beasts are usually benign ATK 2 trample +4 (1d8)
critters, the woolsey spawns Charge. Move up to double near
more dangerous predators when in straight line and make 1 trample
harmed. attack. If hit, x3 damage.
Lore Critter Furball. 1/round. Summon
► DC 12 INT. The woolsey’s charge loyal critter (harmless or LV 0)
is devastating and it can drop within close, such as a cat, rat, or
balls of fur that transform into spider. Critter stays for 1 hour.
critters – or, if injured, fearsome Furious Furball. 3/day, when
predators to defend it. woolsey takes damage, summons
► DC 15 INT. The woolsey’s fur can loyal beast (d6) within close: (1.
be sewn into a Bag of Badgers (8 Badger; 2. Dire Rat; 3. Lion; 4.
hours, DC 12 DEX). Mastiff; 5. Panther; 6. Wolf). Beast
stays for 1d4 rounds.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 279
Zombees Zombee LV 2
Zombees are giant bees that have A giant, zombified bee.
been resurrected by necromantic
magic. They are mindless but AC 10 HP 10
bound to their queen or whoever MV near (fly) AL N
or whatever brought them back
to life. Zombees often live in hives S +2 D +0 C +1 I –4 W +0 Ch –3
where they produce a necromantic ATK 1 stinger +2 (1d6) or 1 honey
honey-like sludge that is deadly drop (near)
to the living. Great measures are
necessary to kill a zombee, as Undead. Immune to morale checks.
other zombees’ buzzing is enough Hive Life. If reduced to 0 HP not by
to revitalize it. holy or critical hit, doesn’t die but
unconscious until it gains HP. Dies
Lore if it takes damage while at 0 HP.
► DC 9 INT. Unless slain by holy
Grave Buzz. Non-undead in close
damage or a critical hit, a
can’t regain HP. If another zombee
Zombee is revived by other
ends turn within close with 0 HP, it
zombees’ buzzing.
regains 1 HP.
► DC 12 INT. Zombees can spew
Honey Drop. DC 12 DEX or 1d6
necrotic honey and emit a
damage and immobilized 1 round.
buzz that prevents the living’s
wounds from healing.
► DC 15 INT. Ichor harvested from
a dead Zombee can be crafted
into a Necrotic Honeypot (1 hour,
DC 9 DEX). Chitin harvested from
a zombee queen can be crafted
into a Honeycrust Armor (40
hours, DC 12 DEX).
280 Chapter 4: CHALLENGES & DISCOVERIES | CREATURES
Boss Actions Zombee Queen LV 5
► DEADLY DASH. The zombee
queen flies up to near. Each A giant, zombified queen bee.
creature within close during this AC 12 HP 25
move, DC 12 DEX or 1d6 damage
and blinded 1 round. MV near (fly) AL N
► REJUVENATE SWARM. The S +3 D +0 C +3 I –2 W +1 Ch +1
zombee queen and each other ATK 2 stinger +4 (1d8) or 1 honey
zombee in near regain 2d6 HP. blast
► VOICE OF THE SWARM. Each
living creature within near, DC Undead. Immune to morale checks.
12 WIS or fall under zombee Hive Life. If reduced to 0 HP not by
queen’s control for 1d4 rounds holy or critical hit, doesn’t die but
or until taking damage. unconscious until it gains HP. Dies
if it takes damage while at 0 HP.
Royal Buzz. Non-undead in near
can’t regain HP. Other zombees
within near have ADV on attacks
and checks and regain 1 HP if they
end turn with 0 HP.
Honey Blast. Fills near-sized
cube extending from zombee.
DC 15 DEX or 3d6 damage and
immobilized 1 round. Cannot use
again for 1d4 rounds.
Chapter 4: CHALLENGES & DISCOVERIES | CREATURES 281
T r a p s & H a z a r ds
T
he following pages contain a
selection of 40 hazards and
Adjusting Challenge
traps that can be used to Each trap or hazard entry provides
challenge heroic adventurers as details about how it works and
they delve into dark dungeons. what its properties are, but leaves
the specifics up to you, the GM.
Trap or Hazard? You decide how much of the floor
Traps and hazards can be is covered by an Acid Puddle,
distinguished as follows: how long Grave Gas lingers in the
chamber, and what triggers the
• Hazards are just there;
Rolling Boulder. Chapter 1 has
traps are triggered.
guidance on trap triggers.
• Hazards are usually obvious;
traps are typically concealed. Difficulty
• Hazards are natural or random; Each danger is presented at its
traps are intentional. Base tier of difficulty (dangerous
for 1st-level characters) and
Traps and hazards are also
provides a table of options to
distinguished by being mundane
raise the challenge for higher
or magical:
level characters. Adjustable
• Magical traps and hazards can variables like DC and damage are
be sensed with Detect Magic highlighted and semi-bold in the
• Mundane traps and hazards description.
are naturally occurring or
constructed. DIFFICULTY BY TIER & LEVEL
These categorizations are only
guidelines. A hazard can become Tier Dangerous Deadly
a trap simply by concealing it, and Base LV 1 LV 0
a mundane trap may have been 1 LV 2–4 LV 1
created or triggered by magic. In 2 LV 5–7 Lvl 2–4
the end, it is up to you, the GM, to
3 LV 8–10 Lvl 5–7
decide what a danger is and how it
works in your dungeon.
282 Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS
H a z a r ds Ov e rv i e w
d20 Name Page d20 Name Page
1 Acid Puddle 284 11 Lich’s Lichen 291
2 Blood Barrier 285 12 Loudstone 291
3 Deadzone Fungi 287 13 Lumenite 291
4 Echoshards 287 14 Phoenix Fungi 293
5 Fire Pit 287 15 Poison Gas 294
6 Flashfrost Sludge 288 16 Putrid Water 294
7 Grave Gas 289 17 Quicksand Pit 295
8 Hallucination Gas 289 18 Shadow Webs 296
9 Heat Vent 290 19 Vampiric Vines 299
10 Languorbloom 290 20 Wind Torrent 299
T r a p s Ov e rv i e w
d20 Name Page d20 Name Page
1 Acid Splash 284 11 Nemesis Clone 292
2 Aeon Surge 284 12 Pendulum Blade 293
3 Baleful Symbol 284 13 Poisoned Darts 294
4 Barbed Net 285 14 Rolling Boulder 295
5 Collapsing Ceiling 286 15 Shocking Handle 296
6 Crushing Ceiling 286 16 Snare 297
7 Dark Dirge 287 17 Spiked Floor 297
8 Fire Splash 288 18 Spiked Pit 297
9 Gravity Surge 289 19 Spiked Walls 298
10 Magnet Surge 292 20 Spring Floor 298
Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS 283
Acid Puddle Aeon Surge
Hazard, Mundane Trap, Magical
A slippery puddle of searing acid. A necromantic curse ages victims.
Example: The floor ahead is Example: A ruby engraved with
covered in a thin layer of clear, a tiny glyph releases a surge of
pungent liquid. time when touched.
► SLIPPERY. 1/round, creatures ► AGING. Affected creatures must
that move in the puddle must pass a DC 9 CON check or take
pass a DC 9 DEX check or fall. 1d4 CON damage.
► ACID. 1/round, creatures lying in Tier DC
the puddle take 1d4 damage.
damage 1 12
Tier DC Damage 2 15
1 12 1d6 3 18
2 15 2d8
3 18 3d10 Baleful Symbol
Trap, Magical
Acid Splash A dark glyph causes crippling fear.
Trap, Mundane
Example: Touching a doorhandle
A splash of corrosive acid. causes a cursed symbol to form
Example: A tripwire drops a in the air for 1 minute.
bucket of acid from a concealed
► SYMBOL. 1/round, creatures
hatch in the ceiling.
within near that can see the
► CORROSIVE. A creature hit by symbol take 1d4 damage and
the acid must pass a DC 9 DEX must pass a DC 9 WIS check
check or take 1d4 damage,
damage and or be paralyzed with fear for 1
each nonmagical metal armor or round, screaming in terror and
weapon on it has a 1:6 chance of staring at the symbol. Immune
being destroyed. for 1 day if passed check.
Tier DC Destroy Damage Tier DC Damage
1 12 2:6 1d6 1 12 1d6
2 15 3:6 2d8 2 15 2d8
3 18 4:6 3d10 3 18 3d10
284 Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS
Barbed Net Blood Barrier
Trap, Mundane Hazard, Magical
A barbed net restrains victims. A cursed wall of blood.
Example: A pressure plate Example: A thin, crimson wall of
releases a barbed net from blood fills the passage, hiding
behind a concealed hatch. whatever is on the other side.
► NET. Affected creatures must ► BARRIER. Opaque, 1 inch thick.
pass a DC 9 DEX check or take Creatures can move through it.
1d4 damage and be immobilized. ► CURSE. 1/round, creatures
DC 9 STR on turn to escape. that touch the barrier take 1d4
► BARBS. 1/round, a creature in damage and must pass a DC
the net takes 1d4 damage when 9 CHA check or be cursed. A
it moves or tries to free itself. cursed creature can’t be healed.
Repeat the check 1/day; the
Tier DC Damage curse ends on a success.
1 12 1d6
2 15 1d8 Tier DC Damage
3 18 1d10 1 12 1d6
2 15 2d8
3 18 3d10
Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS 285
Collapsing Ceiling Crushing Ceiling
Trap, Mundane Trap, Mundane
A ceiling collapses in a large area. A ceiling crushes those beneath it.
Example: A tripwire sets a chain Example: A pressure plate locks
reaction in motion that brings the doors and causes the 10-foot
the ceiling crashing down. high ceiling to descend.
► AREA. Divide the area into 6 ► DESCEND. At the start of each
sections of roughly equal size round, the ceiling descends 2
and number each from 1 to 6. feet. Anything it hits takes 1d6
damage unless it can be pushed
► COLLAPSING. At the start of
down. If the ceiling doesn’t
each round, roll two d6s. The
destroy the obstacle, the ceiling
ceiling begins to collapse in
doesn’t descend that round.
sections with those numbers or
nearest uncollapsed sections. ► HOLD. A creature can try to hold
Creatures below, DC 9 DEX check the ceiling on its turn. When the
or 1d6 damage and trapped. DC ceiling descends, each creature
9 STR check on turn to escape. holding it makes a DC 9 STR
check. If the combined STR stats
check
► COLLAPSED. At the end of each
of creatures that succeed is 15 or
round, the collapsing sections
higher, it doesn’t descend that
higher
fully collapse. Creatures below
round.
drop to 0 HP.
Tier DC Damage STR to Hold
Tier DC Damage
1 12 1d6 20+
1 12 1d6
2 15 2d8 25+
2 15 2d8
3 18 3d10 30+
3 18 3d10
Collapsing Ceiling Reason
d4 The Ceiling Collapses Because...
1 A magma elemental is entombed beneath
2 Ancient dwarves dug far too deep
3 A god’s sword stabbed into the ground
4 Geothermal pressure cracks the earth
286 Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS
Echoshards Deadzone Fungi
Hazard, Mundane Hazard, Mundane
Any noise echoes far and wide. A fungus causes magic to go awry.
Example: Thin, jagged clusters Example: The entire chamber
of icicles fill the ceiling of the is covered in glowing fungi;
chamber ahead. spellcasters’ skin tingles.
► DROP. Creatures below the ► NULLIFICATION. Creatures
icicles must sneak (DC
DC 9 DEX)
DEX or within near have DISADV on
take 1d4 damage and alert near. spellcasting checks and take 1d4
damage when casting spells.
Tier DC Damage
► DISPEL. 1/round, each creature
1 12 1d6
within near must pass a DC 9
2 15 2d8 CON check for each spell it is
3 18 3d10 affected by or the spell ends.
Tier DC Damage
Dark Dirge 1 12 1d6
Trap, Magical 2 15 2d8
3 18 3d10
A mad tune incites bloodlust.
Example: Opening a chest causes
a sinister song to play until the Fire Pit
chest is closed again. Hazard, Mundane
► DIRGE. 1/round, creatures within A pit of hot coals, flames, or lava.
near of the song’s source that Example: A several feet wide
can hear it take 1d4 damage crevasse filled with roiling lava
and must pass a DC 9 WIS check splits the passage ahead.
or attack the nearest creature
for 1 round. Immune for 1 day if ► FIRE. 1/round, creatures in the
passed check. pit take 1d6 damage.
damage
Tier DC Damage Tier Damage
1 12 1d6 1 2d6
2 15 2d8 2 3d6
3 18 3d10 3 4d6
Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS 287
Fire Splash Flashfrost Sludge
Trap, Mundane Hazard, Mundane
A gout of persistent flames. A fast-freezing, icy sludge.
Example: Stepping on a pressure Example: A thin, slippery ledge is
plate causes a gargoyle statue to the only way across the dark, icy
spew and ignite oil. sludge below.
► FIRE. Any creature hit by the ► FLASH FROST. 1/round,
fire must pass a DC 9 DEX check creatures in the sludge take 1d4
or take 1d4 damage and begin damage and must pass a DC 9
burning. STR check or be immobilized. DC
► BURNING. Take 1d4 damage per 9 STR check on turn or smash ice
round. DC 9 DEX check on turn (AC 10, HP 5)
5 to escape.
to extinguish. Tier DC HP Damage
Tier DC Damage 1 12 10 1d6
1 12 1d6 2 15 15 2d8
2 15 2d8 3 18 20 3d10
3 18 3d10
288 Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS
Grave Gas Hallucination Gas
Hazard, Magical Hazard, Magical
A necrotic gas withers the living. A rosy gas confuses its victims.
Example: Carvings of skulls and Example: A perfumed mist fills
unholy symbols fill the walls of the passage, which is cluttered
this putrid-smelling hallway. with picturesque statues.
► GAS. Death smell. Halves light ► GAS. Purple, floral-scented gas.
timers. Dispersed by wind or sun. Strong wind disperses it.
► WITHERING. 1/round, creatures ► CONFUSION. 1/round, creatures
in the gas must pass a DC 9 CON in the gas must pass a DC 9
check or take 1d4 STR damage. WIS check or be confused for 1
round. Roll a d6 to determine
Tier DC what it does on its turn:
1 12 • 1–2. Nothing.
2 15 • 3–4. Moves in random direction.
3 18 • 5–6. Attacks nearest creature.
Tier DC
Gravity Surge 1 12
Trap, Magical 2 15
An effect reverses gravity. 3 18
Example: Walking past a glyph
on the wall causes gravity in the
hallway to reverse for 1 minute. One moment I’m on solid ground. The
next? I’m against the ceiling with a new
► GRAVITY. Affected creatures
must pass a DC 9 DEX check lump on my head. When I finally get
to grab a fixed object or fall used to it, boom, I’m back on the ground
with another lump. That’s why I don’t
upward 10 feet and hover for the
duration.
Tier DC Height
break into wizards’ towers anymore.
1 12 20 feet – G e r t r u d e “G o ld fin ge r s ”,
2 15 40 feet H a l f l in g B u r gl a r
3 18 60 feet
Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS 289
Heat Vent Languorbloom
Hazard, Mundane Hazard, Mundane
A vent releases flames or steam. A bed of deadly flowers.
Example: A crevasse in the floor Example: A lush bed of
ahead spews forth a gust of hot wildflowers fills the room,
steam every few seconds. offering respite.
► HEAT. When a creature passes ► BLOOM. Each close-sized patch
by or over the vent, there is a 3:6 of flowers has AC 10 and HP 5.
5
chance it takes 1d4 damage.
damage ► POLLEN. 1/round, when touched
► TIMING. If a creature studies the or disturbed, the bloom releases
vent for 1 minute and passes a sedating pollen. Creatures within
DC 9 INT check,
check the chance of it close must pass a DC 9 WIS
taking damage is only 1:6. check or fall asleep in the bloom.
Tier DC Damage ► DEADLY REST. 1/hour, creatures
in the bloom must pass a DC
1 12 1d6
9 CON check or take 1d4 CON
2 15 2d8 damage. On a success, the
3 18 3d10 creature wakes up. A creature
also wakes up if it is moved out
of the bloom.
Tier DC HP
1 12 10
2 15 15
3 18 20
Concept by Ginny Di
290 Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS
Lich’s Lichen Lumenite
Hazard, Mundane Hazard, Mundane
A pale lichen reverses healing. A mineral that intensifies light.
Example: Eerie, pale lichen Example: The walls appear like
covers the walls and ceiling of jagged glass, glinting even in the
the dark chamber. darkness.
► NEAR DEATH. Near the lichen, ► REFLECTION. 1/round, when the
creatures can’t be healed, have a lumenite is exposed to light, it
death timer of 1, and if a creature flashes. Creatures within near
would be healed by magic, it take 1d4 damage and, if they see
instead takes 1d4 damage. the flash, must pass a DC 9 CON
check or be blind for 1 hour.
Tier Damage
1 1d6 Tier DC Damage Blinded
2 2d8 1 12 1d6 1d4 hours
3 3d10 2 15 2d8 1 day
3 18 3d10 1d4 days
Loudstone
Hazard, Mundane There are few times when delving
A crystal that amplifies sound. where you’ll want to douse your own
Example: Tiny, pale crystals torch. They say dwarves can smell it
protrude from the walls and an
eerie quiet fills the room.
coming, and I’m not talking about
flammable fumes – though that
► RESONANCE. 1/round, creatures
within near of the crystals must applies too, I suppose – but the ore!
be silent (DC
DC 9 DEX)
DEX or take 1d4 The blinding ore that will reflect and
damage and pass a DC 9 CON
check or be deaf for 1 hour.
hour
refract your light the moment it’s
stricken, and leave you dizzy for days!
Tier DC Damage Deafened
1 12 1d6 1d4 hours – B y r na the B ea u t i f u l ,
2 15 2d8 1 day Ha l f -o r c Ba r d
3 18 3d10 1d4 days
Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS 291
Magnet Surge Nemesis Clone
Trap, Mundane Trap, Magical
A powerful magnet attracts metal. A creature’s evil clone appears.
Example: A pressure plate causes Example: An enchanted mirror
a metal plate on the opposite conjures an evil clone of any
wall to exert a magnetic pull. creature that walks past it.
► ATTACKS. Within double near, ► CLONE. A clone of the creature
attacks using metal weapons appears within near of it. It is an
have DISADV, and attacks using exact copy of the subject except:
metal ammunition always hit the • It is hostile toward the subject
magnet. and acts only to harm them or
► MOVE. Within double near, defend itself.
creatures carrying metal objects • It has HP 5 and can’t heal.
move at half speed when moving • It has illusory copies of the
away from the magnet. subject’s gear which it can only
► PULL. 1/round, creatures use to make weapon attacks.
carrying metal within near of the ► VANISH. The clone vanishes
magnet must pass a DC 9 STR after 1 hour, when it drops to 0
check or the metal is pulled to HP, if targeted by Dispel Magic,
it. If the creature can’t let go of or if the subject disbelieves it (1
the metal, it is also pulled, takes action; DC 9 INT check).
check
1d4 damage on impact, and is
held. DC 9 STR check on turn to Tier DC HP
escape. 1 12 10
Tier DC Damage 2 15 20
1 12 1d6 3 18 30
2 15 2d8
3 18 3d10
292 Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS
Pendulum Blade Phoenix Fungi
Trap, Mundane Hazard, Mundane
A sharp blade swings continuously. A fungus explodes near flames.
Example: A tripwire causes a Example: The smell of rotten
large axe to swing down from a eggs fills the chamber which is
concealed hatch in the ceiling. overgrown with orange fungi.
► STRIKE. 1/round, the blade ► EXPLOSIVE. When an open
attacks creatures within close flame or a spark, such as from
(+3
+3 to hit,
hit 1d4 damage).
damage an attack with a metal weapon,
► SWING. DC 9 STR check to stop is within close of the fungus, it
the blade from swinging. On a explodes. Creatures within near
failure, the creature is hit by the must pass a DC 9 DEX check or
blade. take 1d6 damage.
damage
► REGROWTH. After exploding,
Tier DC To Hit Damage the fungus becomes gray and
1 12 +5 1d6 lifeless. After 1 minute, it regains
2 15 +7 2d8 its color and can explode again.
3 18 +9 3d10 Tier DC Damage
1 12 1d6
2 15 2d8
Smelled the rotten eggs, saw the orange 3 18 3d10
stuff on the walls. Figured I’d light
a torch and have a closer look – and
BOOM! Took six month s for my beard
to grow back in.
– To r vin S t o n e hamm e r ,
D wa r ven D el ve r
Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS 293
Poison Gas Putrid Water
Hazard, Mundane Hazard, Mundane
A gas chokes any who breathe it. A pool of befouled water.
Example: A thick, green fog Example: Five feet of greasy,
hangs in the air ahead; just a foul-smelling water fills this half-
whiff makes noses and eyes itch. submerged chamber.
► GAS. Acrid. Dispersed by wind. ► PUTRID. 1/round, creatures
► TOXIC. 1/round, creatures in the that ingest the water or are
gas take 1d4 damage and must immersed in it must pass a DC
pass a DC 9 CON check or spend 9 CON check or take 1d4 CON
their turns retching for 1 round. damage and be diseased. A
creature that already has the
Tier DC Damage disease is unaffected.
1 12 1d6 ► DISEASE. The creature can’t
2 15 2d8 heal and must pass a DC 9 CON
3 18 3d10 check each day or take 1d4 CON
damage.
Tier DC
Poisoned Darts 1 12
Trap, Mundane 2 15
A barrage of poison-coated darts. 3 18
Example: A wire under a chest’s
lid causes poisoned darts to fire
into the face of any who open it.
“ DO NOT DR I NK ”
► STRIKE. Attacks creatures in
near; +3 to hit,
hit 1d4 damage and - a n o n ym o u s wat e r a n d v o mit -
DC 9 CON check or DISADV on s tain ed pa r c h m en t m e s sa ge
attacks and checks for 1d4 hours. f o u n d n ex t t o a ca ve r n p o o l .
Tier DC To Hit Damage
1 12 +5 1d6
2 15 +7 2d8
3 18 +9 3d10
294 Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS
Quicksand Pit Rolling Boulder
Hazard, Mundane Trap, Mundane
A deep pit of viscous liquid. A boulder smashes anything it hits.
Example: A pit of sludgy, Example: A tripwire halfway
bubbling muck blocks the down the hallway drops a
passage ahead. boulder from a concealed hatch.
► PIT. The pit is 10 feet deep.
deep A ► SPEED. The boulder moves near
submerged creature is blinded on initiative 20 and 10.
and can’t breathe. ► DAMAGE. The boulder deals 2d6
► SINK. 1/round, creatures in damage to anything it hits. DC 9
the pit sink 1d4 feet and are DEX check halves.
immobilized. DC 5 + feet sunk ► STOP. If the boulder hits a
STR on turn to escape. On a large object with enough HP to
failure, sink 1d4 feet. survive the impact, it stops.
Tier Depth Sink Rate Tier DC Damage
1 15 feet 1d4 + 1 feet 1 12 4d6
2 20 feet 1d4 + 2 feet 2 15 8d6
3 30 feet 1d4 + 3 feet 3 18 12d6
Rolling Boulder Obstacles
d8 Escaping the Boulder Is Complicated By...
1 A portcullis dropping down from above
2 Slippery Acid Puddles on the floor
3 Concealed Spiked Floor traps
4 A flock of Fossilized Skeletons
5 A wide pit of sticky Quicksand
6 A Heat Vent spewing boiling water
7 All exits being magically sealed
8 A Boxsnail coming from behind
Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS 295
Shadow Webs Shocking Handle
Hazard, Mundane Trap, Magical
A dark web decays its victims. A handle delivers an electric shock.
Example: Thick strands of dark Example: A rung on a ladder
webbing fill the chamber ahead, shocks anyone who grabs it until
making passage difficult. they will themselves to let go.
► STICKY. 1/round, creatures in ► SHOCK. 1/round, a creature
the webs must pass a DC 9 DEX gripping the handle takes 1d4
check or be immobilized. DC 9 damage and must pass a DC 9
STR on turn or destroy webs (AC CON check or be immobilized as
10 and HP 5)
5 to escape. it grips the handle for 1 round.
► DRAIN. Creatures immobilized ► GRIP. Another creature can
by the webs can’t heal and take attempt a DC 9 STR check to free
1d4 damage each round. an immobilized one. On a failure,
it is also shocked.
Tier DC Damage HP
1 12 1d6 10 Tier DC Damage
2 15 2d8 15 1 12 1d6
3 18 3d10 20 2 15 2d8
3 18 3d10
Tall ladder, zappy handle. Cruel design, really. Shouldn’t be legal. Anyway, my
buddy’s whistling, right? Climbing the last bit, all happy. Then he freezes, buzzing
like a trapped fly. So, naturally, I pull him down. Turns out, down was a long way.
And, well, Martyn was below us. Accidents happen, right?
– D e fen da n t ’s Te s t im o n y ,
L o c k ha n d v. t h e B a l eb u r r o w E s tat e
296 Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS
Snare Spiked Pit
Trap, Mundane Trap, Mundane
A loop of rope pulls a victim away. A spike-filled, concealed pit.
Example: A loop of rope hidden Example: Stepping on a dirt-
beneath a layer of dust pulls any strewn tarp drops the victim into
who step on it into the air. a hole to be impaled by spikes.
► STEP. Creatures in the snare are ► FALL. A creature that steps into
pulled up to near in any direction the pit must make a DC 9 DEX
and held. DC 9 STR or DEX check check. On a failure, it falls 10
check
on turn or destroy the snare (AC feet to the bottom, taking 1d6
10, HP 5)
5 to escape. damage from the fall plus 1d4
damage from the spikes. If it
Tier DC HP succeeds, it grabs onto the edge
1 12 10 and hangs. DC 12 STR check on
2 15 15 turn to pull up. Fall if fail by 5+.
3 18 20 ► CLIMB. DC 12 STR check on turn
to climb up the pit’s steep sides.
Fall if fail by 5+.
Spiked Floor
Trap, Mundane Tier DC Damage Depth
1 12 2d6 + 1d4 20 feet
Spikes spring up from the floor.
2 15 3d6 + 1d8 30 feet
Example: Stepping on a false 3 18 4d6 + 3d8 40 feet
floor tile pushes it down, and
causes long spikes to spring up.
Spiked Pit Variants
► SPIKES. 1/round, creatures
standing on the spikes or moving d6 The Pit Holds...
through the spikes must pass 1 A Skull Swarm
a DC 9 DEX check or take 1d4 2 A Sword Ooze
damage. If it fails by 5+, its speed
damage
3 An Acid Puddle
is halved for 1d4 hours.
4 A Fire Pit
Tier DC Damage
5 Clusters of Vampiric Vines
1 12 1d6
6 A Spring Floor
2 15 2d8
3 18 3d10
Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS 297
Spiked Walls Spring Floor
Trap, Mundane Trap, Mundane
A hallway with spiked walls. A floor tile rigged with springs.
Example: A pressure plate locks Example: Opening a door causes
the doors and causes spikes to the floor to launch anyone
protrude from both walls. standing on it into the ceiling.
► SPIKES. At the start of each ► SPRING. Creatures standing on
round, the spikes protrude 1 foot the floor are launched up to 10
further from the wall on each feet in any direction. If it collides
side of the hallway. Creatures with anything it must pass a DC 9
within close must pass a DC 9 DEX check or take 1d4 damage in
DEX check or take 1d4 damage.
damage addition to any falling damage.
► MOVE. 1/round, a creature that Tier DC Damage Distance
moves within close of the spikes
1 12 1d6 20 feet
must pass a DC 9 DEX check or
take 1d4 damage and be stuck 1 2 15 2d8 40 feet
round. 3 18 3d10 60 feet
Tier DC Damage
1 12 1d6
2 15 2d8
3 18 3d10
298 Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS
Vampiric Vines Wind Torrent
Hazard, Mundane Hazard, Mundane
A cluster of bloodthirsty vines. A violent gust of directional wind.
Example: Tangled vines dangle Example: A fierce wind streams
from the ceiling and walls in out from a crack in the wall at
dense clusters. the far end of the hallway.
► VINES. Each close-sized cluster ► WIND. Extinguishes light
of vines has AC 10 and HP 5.
5 sources. Against the wind’s
► GRAB. 1/round, a creature within direction, speed is halved and
near of a cluster of vines must ranged missile attacks miss.
pass a DC 9 DEX check or be ► PUSH. 1/round, creatures in the
bound. DC 9 STR check on turn wind must pass a DC 9 STR check
or destroy vines to escape. A or be pushed up to near and fall
cluster can hold 1 creature. down. If the creature collides
► LEECH. A bound creature takes with anything, it must pass a DC
1d4 damage each round and the 9 DEX check or take 1d4 damage.
damage
cluster of vines heals that many Tier DC Damage
hit points.
1 12 1d6
Tier DC Damage HP 2 15 2d8
1 12 1d6 10 3 18 3d10
2 15 2d8 15
3 18 3d10 20
Wind Torrent Directions
d6 The Wind Blows Toward...
Now the plants are trying to kill us too? 1 A Spiked Pit
That’s it. I’m done. I’m going home. Take 2 Fossilized Skeletons
up farming like my mother wanted. Then 3 A Collapsing Ceiling
we’ll see who’s eating who. Stupid plants. 4 A ledge with a 50-foot drop
5 A Fire Pit
– A n yia s E ve r gl a d e ,
6 A hall with Spiked Walls
H u ma n Fa r m e r & E x -A d ven t u r e r
Chapter 4: CHALLENGES & DISCOVERIES | TRAPS & HAZARDS 299
E f f ec t s & E v e n t s
Dungeon Effects Beneficial Effects
To make a dungeon effect
A dungeon effect is something beneficial, simply have it do the
that passively affects the party opposite for creatures it affects,
while they explore the dungeon. where this makes sense.
Who is affected? For example, an effect that grants
In most cases, either all creatures disadvantage on a check grants
or just the characters are affected advantage instead, an effect that
by a dungeon effect. Sometimes halves healing magic doubles it
only specific types of creatures instead, and an effect that makes
are affected, such as all elves or all teleportation impossible doubles
priests, at the GM’s discretion. teleportation distances instead.
DUNGEON EFFECTS
d12 Effect
1 Befuddled. Spellcasting DCs increase by 2
2 Bloodied. Healing is halved
3 Damned. Attacks against are critical hits on 18–20
4 Disoriented. DISADV on INT, WIS, or CHA checks (decide randomly)
5 Echoing. Sound travels twice as far
6 Jinxed. Roll a critical failure on a 1–3
7 Restless. Rest is impossible
8 Veiled. Light distances are halved
9 Warded. Teleportation magic is impossible
10 Weakened. DISADV on STR, DEX or CON checks (decide randomly)
11 Weighted. Jump distance is halved, fall damage is doubled
12 Wild Magic. When casting a spell, roll a d4
1. Roll spellcasting check as normal
2. Roll spellcasting check, but automatically trigger a mishap
3. Spellcasting check passes but take 1d6 × spell tier damage
4. Spellcasting check is a critical success
300 Chapter 4: CHALLENGES & DISCOVERIES | EFFECTS & EVENTS
The events here are suited for a
Dungeon Events level 0–1 party, but have variables
Dungeon events happen at regular (highlighted
highlighted and in semi-bold
semi-bold) that
intervals or when the party takes can be adjusted to higher levels, as
specific actions. Events are used shown on the table below.
for the following purposes:
DIFFICULTY BY LEVEL
• Add excitement or personality
• Add time pressure and urgency Party LV DC DMG Monster LV
• Challenge and drain resources 2–4 12 1d6 1d4
• Bolster the party and give them 5–7 15 2d8 1d4 + 1
resources or information 8–10 18 3d10 1d4 + 3
HARMLESS DUNGEON EVENTS
d4 Event
1 Friend. A friendly spirit, ghost, or critter appears
2 Noise. Sounds made by a creature in the dungeon
3 Past. Ancient whispers from the dungeon’s past
4 Visions. Brief visions of other areas in the dungeon
BENEFICIAL DUNGEON EVENTS
d4 Event
1 Arcane Surge. +2 to spellcasting checks for 1 hour
2 Bless. ADV on next attack or check within 1 hour
3 Catnap. Regain ability to cast 1 spell or 1 use of item or talent
4 Rejuvenate. Regain HP equal to level
HARMFUL DUNGEON EVENTS
d6 Event
1 Berserk. DC 9 WIS or must attack nearest creature for 1 round
2 Curse. DC 9 CHA or 1d4 damage and DISADV on checks for 1 hour
3 Debris. DC 9 DEX or 1d4 damage and speed halved 1 hour
4 Dispel. All spells and temporary magical effects end on the party
5 Lethargy. DC 9 CON or 1d4 CON damage
6 LV 1d2)
Monsters. 1d4 + 1 hostile creatures (LV 1d2 appear
Chapter 4: CHALLENGES & DISCOVERIES | EFFECTS & EVENTS 301
R i va l A dv e n t u r e r s
T
he following two adventuring ► GOREM. A stoic and deeply loyal
parties can be used as rivals stoneborn, Gorem relies on his
to the player characters. The friends to tell right from wrong.
rivals use creature stat blocks He rarely speaks, preferring to
found in this chapter. listen, observe, and learn.
► VALARIA. The group’s leader
Blight’s Bane wields shadow magic to spread
Rival Adventuring Party, Level 3–5 rot and disease. Traumatized by
A trio of unlikely adventurers: the uprooting of her ancestral
home by humans, she believes
• Crindle (C Gnoll Putrifier) civilization to be a blight. She
• Gorem (N Stoneborn Warrior) speaks in a quiet, intense voice
• Valaria (C elf Shadowshaper) that brooks no argument.
Background Tactics
When Crindle’s alchemical mishap In battle, Gorem stays in melee
leveled half a city block and landed range, while Crindle employs
him in chains, Valaria rescued him. his alchemical mixtures to
Gorem, a gargoyle turned sentient devastating effect. Valaria keeps
by Crindle’s alchemy, joined later, to the shadows, using her magic
happy just to have found friends. to control the battlefield and
disorient foes.
Goals
Valaria leads the group with a Adjusting Difficulty
singular purpose: dismantling Blight’s Bane is a suitable
civilization to protect nature. Their challenge for four 3rd-level
work usually involves large scale adventurers (Total Party Level
destruction, whether caused by 11–14). You can increase the
explosives or disease. group’s difficulty by making the
following cumulative adjustments.
Members
► LEVEL 4 (TPL 15–18). Each has +5
► CRINDLE. A brilliant but volatile HP and a +1 bonus to AC, attacks,
alchemist, Crindle is as likely to and checks.
unleash a deadly gas as he is to
offer a healing tonic. His rapid ► LEVEL 5 (TPL 19–22). Each has +5
speech and loud cackling tend to HP (+10 total) and a +1 (+2 total)
keep others on edge. bonus to AC, attacks, and checks.
302 Chapter 4: CHALLENGES & DISCOVERIES | RIVAL ADVENTURERS
Umbra’s Claw Tactics
In combat, Shina is first to engage,
Rival Adventuring Party, Level 6–9 often due to losing her temper.
A trio of ruthless adventurers: Parrok follows, shielded by his
• Orexa (C Medusae Spellblade) shadow double. Orexa stays in the
back, controlling the battlefield
• Parrok (C halfling Shadowdancer) with spells.
• Shina (N human Keeper)
Adjusting Difficulty
Background Umbra’s Claw is a suitable
Once “ordinary” adventurers challenge for four 6th-level
– semi-heroic, definitely greedy – adventurers (Total Party Level
Umbra’s Claw struck a deal with a 23–26). You can increase the
fiend, acquiring potent magic at group’s difficulty by making the
the cost of twisting their souls. following cumulative adjustments.
Goals ► LEVEL 7 (TPL 27–30). Each has +5
Umbra’s Claw seeks power and HP and a +1 bonus to AC, attacks,
riches without care for others. and checks.
They’ll take on whatever job pays ► LEVEL 8 (TPL 31–34). Each has +5
well, whether it’s spying for a HP (+10 total) and a +1 (+2 total)
noble, fetching cursed relics for bonus to AC, attacks, and checks.
a cult, or murdering adventurers
► LEVEL 9 (TPL 35–38). Each has
who angered the wrong people.
+10 HP (+20 total) and makes +1
Members attack each turn.
► OREXA. The party’s leader and
the most patient and pragmatic
member of Umbra’s Claw. He
speaks slowly in a deep voice.
► PARROK. A ruthless assassin
who revels in the pain of others.
Speaks with cold confidence.
► SHINA. Once a paladin devoted
to justice, Shina is fearless and
quick to anger. She speaks in an
accusatory tone, always using
formal language. Nothing pains
her as much as being reminded
of the ideals she once upheld.
Chapter 4: CHALLENGES & DISCOVERIES | RIVAL ADVENTURERS 303
Shop s & E s ta bl ish m e n t s
Alric’s Potions
Fragrant smoke fills the shop, which
is cluttered with flasks and obscure
ingredients. Behind a counter, a
bald man exhales iridescent smoke.
“No love potions here,” he rasps.
“But for anything else, I can help.”
Alric’s Potions is a potion shop run
by Alric (N human Mage). Quest Hooks
► HONEYPOTS (LEVEL 3–6). Alric
Alric the Alchemist
wants rare honey from a hive of
Grumpy and shrewd, Alric learned
zombified bees, offering 25 gp
his craft while enslaved by an evil
per Necrotic Honeypot (see The
hag. He has a strict no-questions-
Festering Hive, pg. 98).
asked policy (“Spare me the why. A
pesky priest might pry it from me!”) ► FESTERING HATE (LEVEL 5–8).
Alric can see illusions and has The hag Zevora, who enslaved
magical glyphs within arm’s reach. Alric for decades due to a
bargain gone wrong, has holed
Wares up nearby. Alric offers 50 gp for
Aric sells potions. His initial offers disrupting her plans plus 100
are twice the market value. He gp for her Hag’s Cauldron (see
also buys alchemical ingredients. Warren of the Fetid Hag, pg.
158).
ALRIC’S POTIONS INVENTORY
Item Value Item Value
Necrotic Honeypot 25 gp Widowbloom Toxin 150 gp
Potion of Invisibility 80 gp Potion of Flying 200 gp
Lentic Star Ichor 150 gp Potion of Giant Strength 200 gp
Potion of Healing 150 gp Potion of Mirrors 200 gp
Potion of Resonance 150 gp Potion of Polymorph 200 gp
Warpwart Juice 150 gp Potion of Temporal Power 500 gp
304 Chapter 4: CHALLENGES & DISCOVERIES | SHOPS & ESTABLISHMENTS
the Bar’n Tavern
Dirty tables, mismatched chairs,
and loud voices fill this refurbished
barn. “Beer to drink, eh? Or maybe
our famous apple strudel?” asks the
burly half-orc behind the counter.
Run by Lars (L Orc Chieftain), The
Bar’n is a cozy tavern famed for its
excellent beer and fair prices.
Lars the Bartender Quest Rumors
Lars is a towering half-orc with
► PRISON BREAK (LEVEL 4–7).
sideburns, one impressive tusk
“Remember when Baron
(and one noticeably smaller), and
Gravesmark’s son was thrown in
a belly that speaks to his love of
jail? Apparently, his sister wants
beer and pastry (“Beer. Bread. It’s
to do something about it and is
all yeast, eh? Rhymes with feast
asking around for adventurers”
for a reason, I say!”)
(see Everwatch Prison, pg. 130).
Services ► PAINTED PICKLE (LEVEL 7–10).
Ale (5 cp/mug), pastry (5 cp), meals “A lot of local beauties have
(1 sp), and rooms (5 sp/night). gone missing over the past few
weeks. I’ve heard a few of them
Patrons were last seen up near the old
A diverse crowd of locals, traveling Pontian Manor” (see Manor of
merchants, and adventurers. the Maestro, pg. 183).
PATRONS
d8 Patron
1 Gar and Hud (Borks) share tall tales, daring anyone to outdo them
2 Three dwarves, Albo, Bero, and Fero (Duergar) rate the tavern’s ale
3 Elaris Munel (Elf) loudly shares her tragic love story with everyone
4 Edwin (human Peasant) recites awful poetry to everyone’s dismay
5 Slypin (Goblin) reads palms for coin, predicting only incredible luck
6 Four elderly Thugs play with pebbles, while arguing over the rules
7 Tibbin Fern (Deep Gnome) selling “guaranteed magical” trinkets
8 Traveling troupe of dancers (Thieves) merrily singing and dancing
Chapter 4: CHALLENGES & DISCOVERIES | SHOPS & ESTABLISHMENTS 305
Hardok’s Haven Inn
Loud voices, clinking mugs, and the
scent of roasted meat fills the inn.
A red-skinned, horned humanoid
nods to you from behind the bar.
“Business or pleasure, my friend?”
Hardok’s Haven is a bustling inn
run by Hardok (C Cubi Devil)
where deals are struck, rumors are
shared, and coins change hands.
Hardok the Broker Quest Rumors
All charm and cunning, Hardok is ► FOUL WATER (LEVEL 1–4).
a greedy Cubi Devil with polished “Vatrachos River used to have
horns, fine tastes, and a knack for clean water but it’s all fouled up
making everyone feel welcome. now. I’ve heard Floodhaven’s
mayor has a reward for anyone
Services who can help cleanse it” (see
Ale (5 cp/mug), meals (2 sp), wine Lair of the Frog King, pg. 79).
and spirits (10 gp/bottle), and
► WEIRD DOOR (LEVEL 1–10). “A
comfortable rooms (5 sp/night).
strange door has appeared in
Patrons the middle of the forest not far
Folks unwelcome in your average from here. I’ve heard there’s
inn: mercenaries, nobles, a dragon’s hoard waiting for
criminals, and commoners alike. anyone brave enough to go in”
(see Donjon of Doom, pg. 63).
PATRONS
d8 Patron
1 Dorn (Minotaur) arm-wrestles Mork (Orc) while the crowd cheers
2 Vrinsk (Centaur) and Rumpel (Deep Gnome) discuss a land dispute
3 Captain Rowyn (half-elf Thug) regales a courtesan with tall tales
4 Yurk (half-orc Berserker) sips ale while idly sharpening a huge axe
5 Bellon (Croaker) recounts an epic tale to four wide-eyed youths
6 Mynell (human Mage) shows off illusions at no one’s request
7 Rizz and Prall V’lyz (Drow duo) silently play cards in a corner
8 Bertie (human Pirate) failing to teach parrot to say “Good Lord!”
306 Chapter 4: CHALLENGES & DISCOVERIES | SHOPS & ESTABLISHMENTS
Crixia’s Arcane
Curios
The shop’s shelves are filled with
strange trinkets and oddities from
floor to ceiling. “Ah! A new face!”,
the dark elf behind the counter
exclaims. “What brings you to me?”
Crixia’s Arcane Curios is a shop
filled with magical trinkets crafted
by Crixia (N drow Archmage). Quest Hooks
Crixia the Inventor ► OOZING CRYPT (LEVEL 4–7).
Though Crixia appears carefree Crixia has heard a nearby crypt
and naive, she is as cunning and has been infested by oozing
devious as she is beautiful. Crixia’s creatures. She offers to buy any
shop is protected by her Iron treasure the party finds (see
Golem companion Rusty and has Crypt of the Oozing Dragon, pg.
potent wards against illusions and 116). She pays 10 gp per Slime
teleportation magic. Sling Bullet and 100 gp for the
remains of the Young Oozing
Wares & Services Green Dragon.
Crixia offers magic items of her ► UNSTABLE MAGIC (LEVEL 6–9).
own creation. She may also buy A nearby ruin is causing magic to
magic items and exotic ingredients behave erratically. Crixia offers
(“Ettercap droppings, you say? The the party 500 gp to investigate
perfect fertilizer for my magical (see Vault of the Magi, pg.
beans”) from adventurers. Crixia’s 170). She pays well for creature
initial offers start at market value remains (Magic Mephit: 10 gp.
when selling and at half market Spell Elemental: 50 gp. Eldritch
value when buying. Horror: 100 gp).
CRIXIA’S ARCANE CURIOS INVENTORY
Item Value Item Value
Nightwhisper Flute 150 gp Diplomat’s Denture 500 gp
Wickfisher Torch 250 gp Bracers of Utility 500 gp
Crown of Buoyancy 250 gp Boots of Timejumping 750 gp
Flamespewer 250 gp Jade Lantern 1,000 gp
Chapter 4: CHALLENGES & DISCOVERIES | SHOPS & ESTABLISHMENTS 307
Zhirn’s Shrine
As you pass between the shrine’s
marble pillars, a gnome in gilded
robes looks at you disinterestedly.
“Fate brought you early. I know why
you’re here… but do you?”
Zhirn’s Shrine is dedicated to
the God of Fate and overseen by
Zhirn (L gnome Priest) who offers
blessed relics and divine magic.
Zhirn the Seer Quest Hooks
Constantly foreseeing tragedies
► SUNKEN SHRINE (LEVEL 2–5).
that they can’t prevent, Zhirn’s
Zhirn is troubled by visions of
mood is rather dour. With stoic
a sinister bell sounding from a
calm, they offer advice, mend
dark lake; they offer the party
wounds, and give grim omens.
50 gp to go to Lake Isilhum and
Wares & Services unravel the evil there (see Shrine
Zhirn sells clerical services and of the Sunken Star, pg. 88).
a variety of potions and relics to ► TIME TREMORS (LEVEL 7–10).
raise funds to send adventurers to After an earthquake two weeks
prevent future disasters. Zhirn also ago, Zhirn saw visions of a tomb
buys items, if they have foreseen that exists across past, present,
that the item will be useful. and future. Fearing a great evil is
Wares stolen from the shrine soon to be unleashed, they offer
become harmful (for example, a the party 100 gp to investigate
Potion of Healing deals damage (see Tomb of the Timeless One,
instead of healing). pg. 199).
ZHIRN’S SHRINE INVENTORY ZHIRN’S SHRINE SERVICES
Spell Value Spell Cost
Potion of Healing 150 gp Augury 25 gp
Pendant of Blessings 200 gp Restoration 50 gp
Dellingr’s Spirit Bowl 500 gp Divination 150 gp
Solemn Shortsword 750 gp Heal 200 gp
Sun Shield 1,000 gp Prophecy 200 gp
308 Chapter 4: CHALLENGES & DISCOVERIES | SHOPS & ESTABLISHMENTS
R i ddl e s
Blood Silence
The cost for all who go to war, I am there before you call,
The price to forge a bond unborn, Waiting where the trees don’t fall,
The rich will drain it from the poor, I was there before you came,
The living hide, the dead adorn. Fleeing when you speak my name.
Courage Sun
I warm your heart, I cool your mind, I never rest, I’m never still,
I am the treasure heroes find, I creep then leap from hill to hill,
I am the monster cowards fear, I wake the flowers, watch them grow,
I light the dark, now hold me dear. I fly away, now watch me go.
Fire Tears
I have no lungs, and yet I breathe, I’m sorrow’s kin, laughter’s friend,
I die of thirst, yet live to eat, I’m shed by lovers, brought by pain,
I have no rage, and yet I seethe, Bitter or sweet, I’m like the sea,
I darken all, yet shine complete. If you lose all, you’ll still have me.
Memories Tomorrow
I simply bring the dead to life, I never was, yet I will be,
I may bring tears and laughs alike, I am the one you wish to see,
I’m all that lasts of joy and strife. But when I come, I won’t be me.
River
I can run, but never walk,
Riddle Source
I have a mouth, but never talk,
I have a head, but do not weep, d6 The Riddle Is Given By..
I have a bed, but do not sleep. 1 An inscription on a door or lid
Shadow 2 An unheard, telepathic voice
I follow you in light of day, 3 A soft whisper on the wind
Run fast, run slow, I know the way, 4 A statue’s grating voice
I can’t be touched, yet I’m right here, 5 A mysterious, small animal
Then in the night, I disappear.
6 A fearsome guardian
Chapter 4: CHALLENGES & DISCOVERIES | RIDDLES 309
Du nge on Con t e s t Ru l e s
T
his page presents simple Keeping Score
guidelines for scoring the The GM awards points as the
efforts of dungeon delvers. group explores the dungeon.
What is a Dungeon Contest? They gain points whenever they
A dungeon contest is when two or do something difficult or clever to
more groups delve into the same overcome significant challenges or
dungeon and keep score to see make significant discoveries:
who performs best. • Winning a combat: +1 Point
The groups can be playing in • Overcoming a hazard: +1 Point
separate games with different
• Solving a puzzle/riddle: +1 Point
GMs, or can take turns playing
through the same dungeon with • Finding a concealed trap,
the same GM. Alternatively, a treasure or secret: +1 Point
group can also use the rules to get They lose points when they waste
a feel for how well they performed time examining a feature and find
in the dungeon, competing only nothing, when they drop to 0 HP
against themselves. or die, or when they stop to rest:
• Failed examination: –1 Point
Guidelines & Examples • Drop to 0 HP: –1 Point
To gain points, the party must do
• Rest: –5 Points
something difficult or clever that
yields a significant result. • Character death: –5 Points
The group can only gain points The Outcome
once for each challenge they The points are tallied to determine
overcome or discovery they make. the group’s overall score and, if
Examples that earn points: competing against another group,
who won the contest. If playing
•Finding a secret passage.
with different GMs, the GMs can
•Using Fly to get across a pit trap. briefly discuss how things are
•Defeating a band of monsters. scored to ensure fairness.
Examples that don’t earn points: What the winner gets is up to
the GM, but often it is the joy of
•Picking up gold from the ground.
getting to go on another dungeon
•Walking around a quicksand pit. delve – which is, coincidentally,
•Defeating a lone squirrel. also the consequence of losing.
310 Chapter 4: CHALLENGES & DISCOVERIES | DUNGEON CONTEST RULES
T h e 10 T e n e t s of De lv i ng
Players should follow these 10 tenets to aid the GM and uphold the group’s fun.
1. Set the Scene. Match the tone the GM wants to achieve for the game and,
if permissible, bring props, share snacks, handle the music, or find other ways
to facilitate the session out-of-game.
2. Bite the Hook. Say yes to the adventure. Take the GM’s hints and abide by
their warnings. Use the 10-foot pole, but keep moving. When your fellow
adventurers are unsure, decide. And when the dragon will probably eat you
anyway, climb onto it!
3. Commit. Once you’re in the dungeon, focus not on how to retreat back
across the threshold, but commit to survival by listening to your fellow
players and gaining information about the dangers ahead.
4. Know Your Skills. Know when your skills are best suited to solve a problem,
and be quick to encourage a fellow adventurer when they seem better-suited
to a particular task.
5. Track Resources. A delve is a battle of attrition, so mind your resources
before you enter any dungeon, and as you get farther from the entrance,
consider what you’ll need to survive a retreat.
6. Map the Dungeon. In your head or on paper, note the passages you
explore and the ones you skip. Look for patterns to help you predict where
rooms and corridors may be, even secret ones.
7. Be Observant. Any detail, from the direction of arrow slits to the
iconography of statues and murals, may reveal helpful information about the
dungeon’s purpose and forthcoming threats.
8. Bargain. The dungeon’s inhabitants often have needs and motivations of
their own. Use any information available to discern those wants, then broker
peace or sow chaos as necessary.
9. Ask Questions. Curiosity is crucial to survival, so ask questions of the
GM, pick your fellow adventurers’ brains for theories, and keep note of any
sources of information the dungeon provides.
10. Don’t Split the Party. As in, you’re all here to enjoy the game and each
other’s company. Abide by the GM’s rulings and listen to your fellow players.
If you support the group’s fun, everything else tends to fall into place.
And yeah, it’s often better to keep the party together in-game too.
Chapter 4: CHALLENGES & DISCOVERIES | THE 10 TENETS OF DELVING 311
ABSTRACT DUNGEON DETAILS WEIRD MONSTER FEATURES
d20 Detail d100 Feature d100 Feature
1 The passage narrows ahead 1–2 Acidic 51–52 Lumped
2 The ceiling gets lower 3–4 Antenna 53–54 Masked
3 The air grows thin 5–6 Beaked 55–56 Metal
4 The corridor is a crawlway 7–8 Bony 57–58 Mossy
5 The hall corkscrews ahead 9–10 Clawed 59–60 Mouth
6 The floor steepens downward 11–12 Coiled 61–62 Mucus
7 The walls seem to close in 13–14 Crusty 63–64 Nose
8 The smallest must hunch 15–16 Eyeful 65–66 Ooze
9 The chamber feels suffocating 17–18 Fanged 67–68 Orbed
10 The tunnel squeezes you 19–20 Finned 69–70 Plant
11 The air is still and heavy 21–22 Frilled 71–72 Plated
12 The ceiling scrapes your head 23–24 Furred 73–74 Pupils
13 The shadows seem darker 25–26 Gilled 75–76 Scaled
14 The tunnel turns sharply 27–28 Glaring 77–78 Shadow
15 The path ends abruptly 29–30 Gleamy 79–80 Shell
16 The wall has a narrow crevice 31–32 Gloomy 81–82 Short
17 The passage spirals downward 33–34 Gooey 83–84 Slimy
18 The steps down are steep 35–36 Hairy 85–86 Snout
19 The steps down are narrow 37–38 Hooved 87–88 Spiked
20 The path ends at a pit 39–40 Hooked 89–90 Sticky
41–42 Horned 91–92 Stony
43–44 Icy 93–94 Striped
NPC FIRST NAMES
45–46 Inked 95–96 Tailed
d8 Name 1 Name 2 Name 3 47–48 Jagged 97–98 Tusked
1 Avran Aryn Bereth 49–50 Joints 99–00 Winged
2 Baelric Caerys Calen
3 Doran Imeya Istred
4 Eryndor Kaela Malric
5 Faelar Katrin Naelen
6 Gromac Lisande Rilwen
7 Heward Mirael Talan
8 Lorcan Tessara Xandor