Tahoma
Tahoma
T
his book is a collection of tools for running a
modular sandbox adventure. Every single page Quick Overview
was written and designed to be runnable as a This is a resource book. Use what interests you in your
standalone resource. This means you can use campaign and throw away the rest. This is a good resource to
the entire book for your campaign or you can have in your back pocket if you don't have time to prep for
pick individual sections out and easily drop your game or if players go somewhere unexpected and you
them into your game. The content is also need something to occupy while you plan.
designed with reusability in mind allowing you to restock
locations on the map and dungeon encounters.
Point Crawl
There are three chapters to this book covering a point This is a complete point crawl system. You can use each
crawl, factions, and dungeons. The point crawl has simple location on its own or you can link them together using your
travel mechanics for a sandbox play experience and houses own map or the suggested one. The locations are stocked
the factions and dungeons in the later chapters. The with things from this book but you can use your own
dungeons don't include monsters and are instead populated enemies/dungeons or just not include any of the discoveries
with encounters from the factions chapter allowing you to and use the points of interest for travel.
populate dungeons with whatever enemies you prefer. Finally
the factions have simple encounters that are tied together Factions
and can be used to fill in any dungeon or just peppered into
an adventure at any time. These are collections of monster encounters for an enemy
faction for your players. There are loads of encounters you
This book is a fairly large experiment for me and is based can use to fill dungeons as well as story beats for the faction
of Re-Running the Megadungeon by Justin Alexander which you can include or replace. This section is the most modular
inspired me to try and write a modular mega dungeon that and doesn't depend on anything else.
could be easily restocked and replayed. My play group isn't
much for mega dungeons though and what I ended up with Dungeons
was a wilderness point crawl. Over the course of play testing A collection of dungeons with no monsters inside. There are
this campaign I learned a lot and honed the idea into this a lot of terrain encounters, secrets, traps, and treasures. You
book. will most likely want to know what monsters you want to put
in each room or use the faction pages to populate these
The point crawl ended up working well for the threat of the dungeons.
mind style my group prefers. My players ended up sticking to
the story hooks they found instead of roaming the wilderness Appendix
but the pointcrawl still worked well for getting from A to B.
The most surprising element of the point crawl was players Various other resources I used to run a campaign with these
getting lost and encountering things I stocked the area with tools. Has optional setting information, towns, some treasure,
at unexpected times. This led to the story evolving in ways I and player options for the optional setting.
didn't expect and gave me the same sense of exploring the
unknown that my players got to experience. Support
Factions similar to the point crawl system ended up You can support my work as I release it on Patreon.
surprising me in the way it played out. I rarely found myself https://www.patreon.com/OnePageAdventure
using it during prep to stock dungeons and the events were
not often needed to introduce the factions. The people, Website
guards, traps, rooms, patrols, and boss section were
immensely useful. I often found myself pulling encounters https://onepageadventure.com/
from those sections when my players did something
unexpected, making them an easy improv tool to fall back on.
I could easily take a random location and make a quick 5 Legal
room dungeon from a faction list whenever I needed one. Tahoma by Tyler Monahan. This work is licensed under the
Creative Commons Attribution-NonCommercial-
The dungeons were the least useful tool that I built. My NoDerivatives 4.0 International License. To view a copy of
play group just wasn't interested in exploring complex this license, visit http://creativecommons.org/licenses/by-nc-
dungeons. I was still able to use encounters in them; they nd/4.0/.
were just less useful. With another group in the future I might
be able to explore reusable stock dungeons more.
1
Table Of Contents
1 Chapter 1: Point Crawl 4 Appendix A: Campaign Setting
1.1 Time Rules 4.1 Subplots
1.2 Movement Rules 4.2 Towns
1.3 Exploration Rules 4.2.1 Big Creek
1.3.1 Point Crawl Connections 4.2.2 Stone Garden
1.4 Nisqually Valley 4.3 Neighboring Regions
1.5 Stevens Valley 4.3.1 Aurasong
1.6 Pyramid Valley 4.3.2 Svelguard
1.7 Tahoma Valley 4.3.3 Lothens
1.8 South Puyallup Valley 4.3.4 Wild Mountains
1.9 St. Andrews Valley 4.4 Legends on the Mountain
1.10 North Puyallup Valley 4.5 Big Creek
1.11 Mowich Valley 4.6 Stone Garden
1.12 Carbon River Valley 5 Appendix B: Treasure
1.13 White River Valley 5.1 Dwarven Treasures
1.14 Frying Pan Valley 5.1.1 Crafters Mark
1.15 O'hana Valley 5.1.2 Mundane Dwarven Treasure
1.16 Cowlitz Valley 5.1.3 Minor Dwarven Treasure (1-5)
2 Chapter 2: Factions 5.1.4 Moderate Dwarven Treasure (5-10)
2.1 Quick Dungeon 5.1.5 Major Dwarven Treasures (11-20)
2.2 Refilling the Dungeon 5.2 Demonic Treasures
2.3 Uses Outside Dungeons 5.2.1 Ritual Scrolls
2.4 Green Scale Kobolds 5.2.2 Mundane Demonic Treasure
2.5 Snow Raider Goblins 5.2.3 Minor Demonic Treasure (1-5)
2.6 Seekers of the Way 5.2.4 Moderate Demonic Treasure (5-10)
2.7 The Burning Band 5.2.5 Major Demonic Treasures (11-20)
2.8 Clan Gloomhammer 6 Appendix C: Player Options
2.9 Earth Elemental Cult 6.1 Backgrounds
2.10 Archeology Society 6.2 Bonds
2.11 Demon Horde
2.12 Elemental Water Cult
2.13 Elemental Fire Cult
3 Chapter 3: Dungeons
3.1 Restocking the Dungeon
3.2 The Map
3.3 Running as a Mega Dungeon
3.4 Writing Your Own Dungeon
3.5 Steam Caves
3.6 Lava Caves
3.7 Mushroom Caves
3.8 Vertical Caverns
3.9 Organic Dungeon
3.10 Silver Deep Mine
3.11 Hall of Agriculture
3.12 Hall of Industry
3.13 The Depths
3.14 Pools of Corruption
3.15 Bloody Swamp
3.16 Molten Heart
2
Chapter 1: Point Crawl
A
collection of 13 valleys based on the ones around Mt. Rainer is Washington state. These valleys can be used on their
own as encounters; you can fill a hex crawl with or in tandem as part of a region in a wilderness exploration game. A
more abstract alternative to a hex crawl is a point crawl where you simply define specific areas the party can move
between. Here are some suggested rules if you would like to run these adventures as part of a point crawl.
Time Rules
While moving or exploring in a pointcrawl time is a factor. The day is broken up into the morning, afternoon, and evening. This
means you have 3 actions per day which can be either moving to a new area or exploring an area.
Movement Rules
An unburdened group can move up to a new connected area in the point crawl for a single action. A ground that is burdened by
treasure or moving through difficult terrain requires 2 actions to move to a new connected area. Adverse weather conditions can
make it more difficult or impossible to travel from one area or into another area.
Exploration Rules
To explore a location choose an exploration target and make a survival check with a dc of 8 + the area's level range (lower number).
On a success you arrive at your destination. On a failure you roll on the discovery table associated with the location.
Exploration
Target: You can name any type of target even if it doesn’t exist in the location. For example you could search for a goblin cave. If
you succeed and the cave exists you arrive at that location. If you succeed and the cave does not exist you roll on the discovery
table but become aware of whatever you discover before it impacts you.
Point Crawl Connections
A
collection of factions created for levels 1-12 that are intended to give game masters an easy way to introduce enemy
factions into their game. Each faction's page contains a basic summary, tactics the faction would use, a series of
events that can be used to introduce the faction and act as hooks, and three people related to the faction with
information and their goals/flaws. Each faction page also includes encounters with the faction that can be used to fill
dungeons, hideouts, bases of operation, and anything else you might want.
Quick Dungeon
To make a quick 5 room dungeon using one of the faction sheets string together different combinations of guard, trap, room, and
patrol encounters. The boss encounter is optional and you may want it as the cap stone for a quick dungeon or if you want to keep
using the faction you might save the boss encounter for later. An example would be using one encounter from these sections in
order guard, trap, room, patrol, room. You can take some items from the treasure section and add them to a specific encounter or
reward it all after the boss is defeated.
CHAPTER 2 | FACTIONS
17
Green Scale Kobolds Guards
A nocturnal tribe of scavenger kobolds. They work for the 1. A kobold with a horn hides in a bush watching for
young green dragon Rytha and collect artifacts for her to add intruders. If he throws a jar containing 1-3 swarms of
to her horde. At night they send out scouts with torches to try beetles at the intruders and runs to get help.
and find new treasure to give as tribute. (level 1-3) 2. Kobold with a spear watching for people. If they don't look
scary he will talk to them and ask them to turn around.
3. A tiny hole in a stone wall that only small creatures can
Tactics squeeze through.
The green scales will try sneaking past obstacles first and
will attempt to take or steal what they want without being Traps
noticed. If they are found out they will try to flee and if they 1. Murder holes that have hot oil poured down them.
can’t they will beg or fight to survive. When forced to fight Creatures take 2d4 fire damage or half on a successful dç
they prefer hit and run tactics and employing traps. 12 Dex save.
2. Pressure sensitive pit trap that triggers when a medium
Events sized creature stands on it causing them to fall 20 feet.
1. A group of 4 kobolds can be seen digging a hole with 3. A trip line 5ft in the air that causes darts to be shot that
crude shovels. There is 1 kobold that is keeping watch and have +4 to hit deals 1 damage and poison the target on a
if he notices any one approaching he will shout and the failed DC 12 con save.
kobolds scatter. At the bottom of the hole is a large copper Rooms
bell that the kobolds were unearthing from the ground.
1. In a small workshop 1-3 kobold inventors and 3-8 kobolds
2. A group of 2 kobolds lead a mule with 2 large sacks work marking traps, poisons, darts, and other day to day
containing two copper statues of a fish worth 25gp each. items that the kobolds use to sustain their tribe.
The kobolds will try to convince anyone who asks that the 2. A small common area where 4-12 kobolds prepare food
sacks are full or rabbits and they want to be left alone. If over a large fire, eat, and socialize with each other often
that fails they will offer the treasure for their lives. playing throwing games trying to hit a target with a rock.
3. A group of 4-12 kobolds are looting a small stone building 3. A nesting room that contains 4-12 kobolds who are
they unearthed containing 5000 copper coins. They have sleeping during the day or watching over the tribe's eggs
already looted half of the coins and stone chests are at night. They often place coals in the room to heat it.
cracked open and empty. They will fight viciously to keep 4. A kobold dragon shield and 1-8 kobolds practice hit and
intruders out of this site but if things go poorly they will run tactics or their knife fighting skills. There are spears
flee with handfuls of coins spilling in their wake. and daggers spread around.
Patrols
People 1. 4-12 kobolds are out looking for enemies, food, or
Leader treasure. They are quick to run from real resistance.
The kobold sorcerer Daz leads the tribe of kobolds. He is the 2. A pair of kobold hunters and a mule are resetting rabbit
strongest kobold in the tribe because of his magic and is snares in the area and collecting the rabbits. They avoid
smart enough to try and keep the tribe out of trouble. enemies.
3. 2 winged kobold scouts are looking for enemies or tribute
Collect tribute for Rytha so she doesn’t eat them for Rytha. They will follow enemies and try to steal from
Make sure her tribe is safe and well feed them at night.
Is in love with Rytha and ignores her faults
Hero Signs
The kobold dragon shield Vrop is a legend in his tribe. He 1. Kobolds leave small footprints and tail prints.
saved the clan during the winter of the hungry bear and 2. Pit and dart traps that have already been triggered
defeated the giant spider that hunted in the dark. 3. Small carvings and paintings of a dragon on the walls
Protects the tribe and leads the fighters Boss
Seeks out impressive treasures The kobold sorcerer Daz leads the green scale tribe of
Is obsessed with doing heroic deeds kobolds. He always has 1-8 kobolds with him and spends a
Patron lot of time trying to build up their tribute horde.
The young green dragon Rytha the Resplendent controls the
green scale tribe of kobolds. She prefers to stay in the Treasure
shadows and makes deals before resorting to fighting. 2500 copper coins, 2 healing potions, 1 potions of climbing,
Grow her horde and gain rare artifacts cloak of billowing, orb of direction, stone vase worth 50gp,
Added new and stronger servants to her employe wooden elk carving worth 25gp, ruby worth 75gp, diamond
Always tries to negotiate first with enemies worth 100gp
CHAPTER 2 | FACTIONS
18
Snow Raider Goblins Guards
A small family of goblins that raid the surrounding area for 1. 2-6 wrogs have been left to guard this area. They are
food and live meagerly in caves. Normally run by the toughest hostile to new smells and surrounded by chewed bones.
goblin a pair of bugbears have taken over and are getting fat 2. A crude door made out of bound together sticks. Can be
on the goblins' hard work. (Level 1-3) broken or picked with a DC 12 check.
3. Bogo the ogre us being paid in food to guard this spot. He
is not very smart and is easy to trick. distracted by food.
Tactics
during the winter the goblins use worg as sled dogs to raid Traps
for food. They prefer hit and run tactics or waiting to ambush 1. Metal caltrops hidden under leaves walking over them
victims. During the summer they stay near their home to deals 2d4 damage or half on a successful dc 12 Dex save.
hunt and gather food. 2. A clay pot containing a scorpion has been buried
underground. Creatures on top of it make a DC 14 Dex
Events save or step into it. The scorpion stings them for 1
1. A group of 1-6 goblins riding sleds pulled by 1-3 worg damage as they must make a DC 13 con save or be
attack travelers on the open snow. They pepper the targets poisoned.
with their short bows as they speed by. If anyone is killed 3. A 20-foot deep pit trap. The person in front falls in.
they will wait for the body to be left before scavenging it.
Rooms
2. A group of 3-9 goblins attempt to steal any animals around 1. A group of 3-9 goblins stand around a small pit. They're
a camp or settlement. They will avoid fighting and some of watching two chickens fight to the death. A skinny goblin
them will distract any guards by leading them away while is taking copper bets on which chicken will win. The
the theft occurs. goblins have disadvantage on perception and initiative
3. A group of 3-9 goblins sneak up on a camp or settlement rolls.
at night and raid it, taking goods and setting 2. A large room where the goblins sleep. At night it's packed
buildings/tents on fire as they run through the area. After full of 6-18 sleeping goblins who are fitfully sleeping.
filling their bags they retreat back to their sleds and flee. During the day 1-3 goblins clean the filth out of the room.
3. A nilbog jester entertains a group of 1-8 goblins. He
dances atop a log juggling burning torches, Occasionally a
People goblin will try to throw food or a rock at him and either
Ex-Boss miss or flub the throw and start complimenting its
The old goblin boss stink foot is still respected and feared but clothing.
has to obey the bugbears. He has cunning where he lacks 4. The bugbear Gigs is training 1-8 goblins in hand to hand
strength wants to be in charge again. combat. He isn’t pulling any punches and seems to be
taking joy out of beating up the goblins.
Kill the bugbears to get revenge on them
Take over as leader of the goblins again Patrols
Eat and sleep more like when he was in charge 1. A pack of 1-6 goblins and 1-3 worg patrol the area looking
Boss for the trail of anyone who doesn’t belong in their area.
Srugs the bugbear took the goblins over after he and his 2. A group of 3-9 goblins skulk in the shadows and behind
brother got kicked out of their tribe for being weak. Now he is any cover they can get. They wait to ambush travelers.
living the high life and bullying the weak. 3. A goblin hunter and a single worg drag the carcass of a
deer they killed back to the rest of the goblins.
Eat more than anyone person should
Beat up those weaker than him for fun Signs
Doesn't think about anything 1. Small humanoid footprints and large wolf prints
Taskmaster
2. A hide with a white wolf drawing on it
Gigs the bugbear is the brother of the Boss Srugs and makes 3. Carved or painted graffiti with goblin swear words
sure the goblins are doing work while his brother eats and Boss
lazes about. He is crueler than his brother.
The bugbear boss Srugs lounges on a bed of grass and is fed
Enjoys fighting and seeks it out scraps of meat by 1-8 goblin servants. He will try to
Is greedy and will take what he wants if he can intimidate intruders and attack if they don’t obey him.
Has no loyalty and will serve the strong
Treasure
A leather sack with 2000 copper coins, a keg of beer worth
25gp, a wheel of cheese worth 5gp, 70gp worth of turquoise,
a silver mystery key, a tankard of sobriety.
CHAPTER 2 | FACTIONS
19
Guards
Seekers of the Way 1. There are 1-3 death dogs that have been set to guard this
A smaller cell in the Reformation, an elemental cult. Entry area. They are bored and will toy with anything they can
level members join the seekers and if they show promise and kill.
loyalty they are promoted to a higher level cell. Mostly 2. Small statues of mice litter the ground near 2-6 cockatrice
recruiters and saboteurs. (level 1-3) that have been placed here to kill anyone passing through.
3. Thick mud in this area conceals a group of 2-8 mud
Tactics mephit who try to incapacitate Intruders for their masters.
The seekers try to blend in with society and recruit those who
are outcasts. They hole up in out of the way places and have Traps
new members commit crimes to prove loyalty. They employ 1. A glyph of fire activates creating a wall of fire that deals
magic and elementals for defense. 1d6 fire damage or half on a successful DC 12 Dex save.
2. An earth glyph causes the ceiling to collapse dealing one
Events 1d8 damage or half on a successful DC 13 Dex save.
1. The halfling Recruiter Magnus is buying drinks for 3. A water glyph activates filling the room with 20 cubic feet
patrons at a bar or inn trying to get them drunk. If they get of water. Creatures who fail a dc 10 strength check fall
drunk he starts steering the conversation towards how prone.
unfair life is and how it's bullshit that the gods aren’t Rooms
helping people down on their luck like you and him.
1. A summoning circle drawn in chalk fills the room. A group
2. Anyone who is recruited by Magnus is taken to the Priest of 2 cultists and 1-4 smoke mephit are chanting a day long
Zephyr who explains how the seekers of the way are ritual to summon a random type of mephit to them.
trying to find a way to be free of the gods rule. Asks 2. A metal door seals this room shut. A bad ritual opened a
recruits help in a ritual to summon a dust mephit. small permanent rift to the plane of fire and 2-6 out of
3. A group of 2-5 cultists smuggle 1-5 magma mephits inside control magmin have torched the room attempting to
barrels into the local inn or another building at night. escape.
Once they are inside they open the barrels up and let the 3. A large common and sleeping area where 2-8 cultists
mephits start torching every. The cultists are all new sleep or rest. There may be 1-2 magma mephits helping
initiates tasked with proving loyalty. cook a melee or 1-2 ice mephits keeping fresh meat cold.
4. Bubbling mud and steam fill a hot room where 1-2 magma
4. The cycle repeats with the halfling Recruiter Magnus mephits, 1-3 steam mephits, and 1-3 mud mephits all rest
reaching out to anyone who lost family in the disaster and while they are not needed.
prompting them to blame the gods for not saving them
from the disaster that befell them. Patrols
1. A group of 2 cultists and 1-4 magma mephit roam the area
People and burn anything that is flammable.
2. A group of 2 cultists and 1-4 dust mephit hunt for animals
Leader and cast sleep on them to take back as sacrifices.
The seekers are led by a man called Cinder Graves who was 3. A group of 1-4 smoke mephit and 1-4 steam mephit scout
orphaned and kicked around by society from birth and seeks for potential victims or places of interest to the seekers.
to destroy what he couldn’t have.
Trying to move up into the Cleansing Fire cult Signs
Cause a natural disaster to harm nearby town 1. Objects arranged to make 4
Loses temper when things don’t go right 2. Scorch marks or broken Earth
3. Unnatural pools of water
Recruiter
The halfling Magnus Payne recruits people to the seekers. He Boss
finds people who don’t like society and validates their views The leader of this cell of the seekers of the way is Cinder
and offers them food and money. Graves a cultist fanatic guarded by 0-2 steam mephit. He tries
Build relationships with potential members to convert people by railing against life's unfairness and the
Inducts new members who are ready to join promise of an afterlife free of the judgment of the gods.
Alcoholic who spills secrets when drunk
Treasure
Priest Scroll of conjure minor elementals, scroll of conjure
The wood elf Zephyr believes deeply in the cults' message the elementals, scroll of magic circle, javelin of lightning,
gods are not our friends and that the seekers can find a way elemental gem (blue sapphire). 2000 silver coins.
to be freed from the gods power.
Convince people the gods are all evil
Find a spiritual release from the gods cycle
Will not question superiors in the Reformation
CHAPTER 2 | FACTIONS
20
Guards
The Burning Band 1. A squad of 3-9 bugbears have been ordered to stand guard
A mercenary band led by the wizard Telanor who is seeking in this area. Every 6 hours the guards are changed.
the sapphire dragon mask. They recently slew a dragon and 2. A pack of 3-9 dire wolves have been trained to guard the
are using it to turn themselves and random forest creatures area. They roam around the target and are always moving.
into half dragon monsters. (level 4-6) 3. A sturdy locked door or chest is used to guard something.
It has a dc of 13 to pick or a dc of 18 to break down.
Tactics
The Burning Band is full of itself and is composed of bullies. Traps
They will demand information they need or any treasure they 1. Two lab rats in a cage hanging from the wall will breathe
want that is on display. If they don’t get what they want they fire. 4d6 damage or half on a dc 14 dex save.
do a frontal brute force attack. 2. A trip wire causes a barbed net to fall on a creature. It has
+4 to hit and deads 2d4+2 damage and immobilizes.
Feature 3. A bear tap is triggered attacking with +6 to hit and 1d10
Members are half red dragons. They grain resistance to fire damage. Immobilizes and requires dc 15 to open.
damage. Once a day they can breath fire as a bonus action for Rooms
2d6 damage or half on a successful dc 12 dex save in a 15ft
cone. When under half health it deals 3d6 fire damage. 1. A wrestling pit where 2-6 berserkers make wadgers and
wrestling each other. They are not immediately hostile
Events and will invite people to either place bets or goad an easy
mark into wrestling them. 3 grapple checks.
1. A group of 1-4 berserkers led by the Veteran Hugo set fire 2. Ronk a bugbear chief drills 1-7 bugbears on how to fight
to a section of forest. The fire spreads through the area together. On the edges of the room are spears, bows, and
moving 1d6 x 10 feet per round. It will burn down 1d20 swords they have been using for practice. Ronk will
miles of forest if not stopped. question people who shouldn’t be in the area and detain
2. A group of 3-9 bugbear foot soldiers break open a sealed them.
stone door to an ancient crypt and then scamper away to 3. A small eating area with roasting pig and tents or bedrolls
hide as 2-3 mummies crawl out of the tomb and start set out to the side for sleeping. There are 3-9 bugbears
roaming the land seeking living to kill. (50gp in tomb) sleeping or eating depending on the time of day.
4. In bright red a ritual circle is drawn in the center of the
3. A group of 1-4 bugbear are using 1-4 dire wolves to hull room. There are bottles containing dragon’s blood and
rocks from a hole into the side of a mountain or dungeon. sulfuric incense burning. The circle is used to make half
They are dumping it in a nearby stream causing it to be dragons and is guarded by 2-6 normal guard drakes.
blocked up. After 1d4 days they finish digging.
Patrols
People 1. 1-2 veteran and 1-4 spies scout out the area looking for
signs of treasure or opportunities for the band to profit.
Commander 2. A singular of 2-6 giant boars covered in red scales tear up
The Tiefling Transmuter Telanor leads the burning band. His the earth and squeal roaming the area in constant agony.
main goal is collecting magical artifacts and finding his men 3. A group of 1-4 bugbear riding 1-4 dire wolves have been
a convenient way to gain them. out drinking and riding. They might pick a drunken fight.
Collect rare magical artifacts for study Signs
Try out strange new magical rituals on people
Not well liked and doesn’t care about his men 1. Scorched earth and tiny red dragon scales on the ground
2. Broken beer bottles, chewed bones, humanoid waste
Lieutenant 3. A black banner depicting a red dragon's claw on fire.
The bugbear chief Ronk is in charge of the bugbear foot
soldiers that make up a large chunk of the burning band. He Boss
is an old veteran and is gruff. The Tiefling Transmuter Telanor and 1-5 of his animated
Make sure his boys do the work they get paid for armor servants work in an arcane laboratory. There are half
Keep himself safe as he is getting on in age made potions that can be thrown for 2d6 fire damage.
Only wants to do just enough to stay employed Telanor always tries to buy his way out of problems.
Scout Treasure
The Veteran Hugo leads a small group of berserkers and Spell scroll with a ritual to become a half dragon. A gallon of
wildmen who provide scouts, foraging, and specialist duties dragon’s blood is enough for 1 transformation. Four platinum
for the band. The light the candle at both ends. bars worth 100 platinum. Wand of secrets, scroll of feather
Find something new, fantastic, and valuable fall, knock, tiny servant, and animate objects. Alchemy Jug
Spend every cent he makes on a good time
Doesn’t know what the word caution means
CHAPTER 2 | FACTIONS
21
Guards
Clan Gloomhammer 1. A stone door with 2 Duergar behind it who can open the
A dying Duergar clan that is desperately trying to find a great door. It has a dc of 20 to break and has no keyhole to pick.
treasure to present as tribute to the clan they serve. If they 2. There are 2-6 Duergar Stone Guards who have been
fail they will be cast out from their stronghold. The clan thane tasked with guarding this position with their lives.
has no interest in anything but plunder leading to a lack of 3. A false wall has been put in to guard this area. It requires
good craftsmen to support the clan. (Level 4-6) a dc 16 perception or investigation check to find and open.
Tactics Traps
The clan is orderly in everything they do. They set up a base 1. There are 1-3 Duergar hiding behind cover. They will
of operations and send parties out from it. They stay attack once with a thrown javelin then turn invisible and
underground in caves avoiding the surface. run.
2. There are 1-3 Duergar who fire heavy crossbows (1d10)
Events through arrow slits in the wall at passers by.
1. A missing poster goes up for Henry, a local mushroom 3. An invisible Duergar activates an acid sprayer dealing 4d4
gatherer. He was last known going into his usual cave to damage to creatures under it or half on a dc 15 con save.
collect mushrooms and hasn’t been seen since. There is a Rooms
50gp reward for finding him from his wife sally.
1. A stable for the clans female steeder. There are 2-6 female
2. Inside the mushroom cave there are signs of a struggle steeder in the stables and 1-3 Duergar stable hands who
and then footsteps leading deeper into the mountain. It release the steeder to attack if in danger.
looks like people have been back recently gathering 2. A large workshop contains 2-6 duergar xarron at work
mushrooms but there are no recent tracks out of the cave. benches making acid, repairing armor, and weapons. They
3. The cave system splits and the section of the floor with will take up the damaged weapons and fight if attacked.
tracks has been wiped completely clean going down the 3. A barracks has been set up with bed rolls or permanent
left fork. Going down that fork leads to a dead end with 2- stone beds for the military. There are 3-9 Duergar
6 ochre jellies oozing out of cracks in the wall to hunt. sleeping here at any given time. Weapons are under their
beds.
4. Deeper in the tunnel there is a small cave with wooden 4. Slave pens have been setup to house captured slaves
crates full of mushrooms. Henry can be seen chained to when they are not working. There are 20 kobolds/goblins
the wall in one corner. Nalmura the Duergar Mind master in the pens with a dc16 lock. 2 Duerger guards the pens.
and 2-6 duergar are loading a cart with the mushroom 5. A meditation room where 3-9 Duergar Soulblade meditate
crates. If conflict arises Nalmura will either fight or offer in a circle and levitate small stones in front of them. They
to sell Henry for 50gp to resolve the issue. do not notice people entering the room unless disturbed.
6. 2-6 duergar hammer or 2-4 duergar screamers mining.
People Patrols
Thane 1. There are 1-3 duergar kavalrachni riding 2-4 female
Rangar is a Duergar Warlord and leads his clan poorly. He steeder looking for potential slaves. Maybe Invisible
focuses more on combat than the prosperity of his crafters. 2. A group of 3-9 Duergar lead 8 goblin or kobold slaves
He is quick to anger and fight but also has cunning. back to their base in chains after capturing them.
Acquire treasure or wealth to pay his clans taxes 3. The area is being searched by 1-3 Duergar Mind Masters
Gain personal glory in combat for the clan and 2-4 Duergar Soul Blades looking for an escaped slave.
Won’t earn an honest living to save his clan Signs
Slaver 1. Medium footprints that grow to large ones in a few steps
Nalmura is Duergar Mind Master and she is in charge of 2. Dwarven writing indicating natural hazards and resources
slaves. She is new at her job and is trying really hard to build 3. A gray banner with a black war hammer
the clans slave power back up to normal levels.
Boss
Find more slaves for the clan with useful skills
Make sure new slaves learn their place The clans Thane Rangar is a Duergar Warlord and has 0-3
Doesn’t think about repercussions of abductions duergar with him at any given time. He doesn’t turn down a
fight if he thinks he can win but will turn invisible and retreat
Captain if he starts losing the fight if he can get to his clan mates.
Dolrum is a Duergar Knight charged with protecting the clan.
He is stoic and reserved following his duties calmly no matter Treasure
the situation. He is oblivious to the clan's decline. Adamantine Plate armor, animated shield, short sword of
Protect the clan and its interests with his life warning, Elemental gem containing an earth elemental.
Train the next generation to protect the clan 800gp of dwarven art (statues, tapestries, stoneware)
Unable to adapt to change or use other strategies
CHAPTER 2 | FACTIONS
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Guards
Earth Elemental Cult 1. A swarm of 2-6 Adult Kruthik are burrowed here as
Devouring Earth a cell of an earth elemental cult. They have guards. They attack if the ground isn’t tapped 3 times.
an artifact known as a hive stone which can be used to 2. Muddy earth covers 1-3 basilisks and 1-3 mud mephit set
control intelligent insects and are attempting to build up an to guard this area. They try to ambush non cultists.
army to eventually take over the surface with. (Level 4-6) 3. Magical stone blocks the passage. Speaking the words
“Devourer” makes the stone permeable.
Feature
Cultists all know druidcraft, mold earth, primal savagery, Traps
absorb elements, earth tremor, inflict wounds. 1. Stone spikes burst out of the ground dealing 3d8 damage
or half on a successful dc 13 dex check. A magic rune on
Tactics the bottom of a rock can be tapped to disable the trap.
The cult believes in gathering overwhelming odds 2. A magic rune causes the ground to turn to mud in a 30ft
area. The area counts as difficult terrain for 10 minutes.
underground before unleashing their minions on targets. 3. A magic statue causes entrances to be sealed shut. Sand
Members of the cult rarely try to engage directly in combat, pours from its mouth and fills the room in 10 minutes
preferring to let elementals and monsters do the dirty work. unless it is destroyed. Ac 20 with 100 health.
Events Rooms
1. The earth caves in on a farm or in a cave revealing strange 1. Kruthik Hive full of loose dirt protecting eggs. The terrain
tunnels cut into the earth. People don’t know what to is difficult for creatures who cannot burrow and the eggs
make of it but there are large chunks of what looks like are guarded by a Kruthik Hive Lord and 0-10 Young
insect shells mixed in with the turned earth. Kruthik. The Kruthik burrow underground for protection
2. A swarm of 2-6 Adult Kruthik attack the players or after attacking but if their eggs are destroyed they stop
civilians near where the players are. If this is in a fighting cautiously.
populated area it causes a large panic in the population. 2. A large room with a 20ft tall hive stone that is intricately
The Kruthik are being tested by the cultists to see how carved with winding runes. Young Kruthik are brought to
destructive they are. A single hooded cultist can be seen this stone to enslave them and allow cultists to control
escaping during the attack. them with small hand held hive stones. Guarded by 3-9
Stone curses who look like statues of adventures
3. The clans Enemy Reidat Ironbarrel approaches the party decorating the room.
and tries to recruit them to help him go after a Medusa 3. A summoning room where 2-6 cult fanatics are all
that killed his wife. He has 200 gold and he wants to pay chanting to summon 1-2 earth elementals with 4 incense
them to hire them as mercenaries to help him. burners. If the burners are put out the ritual is stopped,
otherwise after 3 rounds the earth elementals are
summoned and obey the Summoners or rampage.
People
Boss Patrols
The medusa Panora leads the Devouring Earth. Once a 1. A swarm of 1-5 Adult Kruthik lead by a cult fanatic
beautiful woman she was cursed by the gods for her vanity controlling them with a hive stone. If they spot potential
and now seeks revenge on the goddess of beauty. food they will burrow and ambush prey from underground.
Breed and control more Kruthik 2. A flight of 2-6 gargoyles patrol the area perching on ledges
Create stone cursed and summon elementals and flying overhead. They are for intelligence gathering.
Obsessed with petrifying beautiful people 3. There are 1-2 Xorn treasure hunters looking for gold or
gems for the cult. They will try to steal and run if possible.
Hive Lord
Kurrik the Kruthik Hive Lord was enslaved by the Boss’s hive Signs
stone when he was young and has been mentally controlled 1. Recently disturbed earth like something burst out
all his life. Desires freedom or release. 2. Chitin segments from Kruthik and human footprints.
Follow orders and protect the hive from danger 3. Carving of an erupting volcano the symbol of the faction
Kill, eat, breed Boss
Tries to herd intruders its killing to the hivestone
1 medusa and 0-6 cultists guarding her. She likes playing
Enemy with her prey and wants to add people to her art collection.
Reidat Ironbarrel the dwarven veteran was attacked by the
Boss and his wife and co adventurer Helmora who was Treasure
petrified and added to Panora’s statue collection. 6 human adventurers who have been turned to stone and are
Use a slave he has to unpetrify his wife worth 100-1000 gp if sold. Sending stones, stone of good
Kill the Boss to avenge his wife luck, ioun stone of protection.
His loss has made him insanely reckless
CHAPTER 2 | FACTIONS
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Guards
Archeology Society 1. 2-3 Iron Cobra are hidden nearby. A dc 17 perception
Sparkcharmer’s Archeology Society is a collection of wizards check spots them. They ambush anything passing by.
who raid and loot ruins to find magical artifacts to study and 2. 2 oaken bolters and 0-1 stone defenders protect this area
sell with the help of mercenaries. (Level 7-9) from a long choke point or high ground.
3. A shield guardian has been tasked to guard this area. Its
Tactics amulet is part of the treasure horde.
The society sets up a secure base camp in or near the ruins
they are scavenging from. They then send out clockwork, Traps
mercenaries, and use magic to find and then retrieve 1. Small buried clay pots that detonate for 4d6 fire damage
artifacts. They have no qualms about offing their competition or half on a dc 13 dex save. (+50 pounds to trigger)
or acquiring artifacts someone else owns. 2. An illusion of the ground has been placed over a 50ft deep
hole. It is 10ft wide and was cut by magic.
Events 3. Floor tripwire triggers oil sprinklers and then fire darts
1. A humanoid stone statue is half buried in the ground. that deal 1 damage +2d6 fire damage if oiled. +6 attack
Black diamonds are embedded in its eyes. If the gems are roll
removed 8 star spawn grue are summoned into the area Rooms
who attack. (bronze scout takes gems after 1 minute)
1. A large room being used by 3-6 Giff for target practice.
2. Earth shaking booms can be heard. If investigated 4 Giff There are wooden dummies that they take turns firing
can be seen carrying a statue with gems for eyes towards their muskets at. They reload using black powder from 2
wherever they are camped. They will explain what they are medium sized wooden barrels that explode like a fireball
doing if asked and tell people to stay out of their business. when lit.
3. A fissure rips a hole in reality and through its black void 2 2. 1 gnome Conjurer working on 1-2 Iron Cobra setup on a
star spawn manglers emerge and attack anything nearby. workbench. He is engrossed in the process of repairing
The fissure does not close until the manglers are killed them and has disadvantage on perception checks due to
and every 3 rounds a star spawn grue emerges. thick magnifying lens on his face. Room contains a tinker
toolkit.
4. Around a hulking stone statue with 8 black diamond eyes 3. 1 gnome diviner with an owl familiar in a room with a
is a warlock of the great old one with 1-2 Giff who are large clockwork tub of water. Is either using the pool to
getting out a ladder to pry the eyes out of the statue. They scry of artifacts or is relaxing inside the pools heated
will fight if anyone tries to stop them. If the eyes are bubbly water.
removed a massive rift opens and a Star Spawn Hulk 4. A barracks where the Mercenary Tobias has his office and
crawls out to kill anyone or anything it can. 3-6 other Giff lounge about smoking tobacco or drinking
away their wages. Intruders are treated like customers.
People Patrols
Boss 1. 2 Bronze Scouts that look for treasure or competition to
Raz Sparkcharmer is an ancient gnome who has an spy on while burrowed. One reports back after a find.
obsession with making clockwork. He pays for his inventions 2. A squad of 3-6 Giff doing a routine patrol. They march in
by treasure hunting with mercenaries. lock step and look very professional as they travel.
Invent new clockwork creations 3. 1 gnome Transmuter and 1-2 Stone Defenders drag a
Make as much money as possible broken clock work (oaken bolter) back to be repaired.
Doesn’t care about non gnomes Signs
Warlock 1. Slick oil spills from clockwork
Gizmo Gloomseeker is a gnome warlock of the great old one 2. Medium sized scorch marks from black powder explosives
who has a dark and brooding nature. He seeks something for 3. Areas of rock or dirt that have been dug up to find artifacts
his master but he knows not know what it is.
Boss
Find what his master seeks in the darkness
Git rid of sources of light which hurt his eyes Raz Sparkcharmer is a gnome enchanter who is incharge of
Sometimes speaks his thoughts allowed this expedition. He is guarded by 1-2 giff and 1-2 Stone
Defenders. He is very wealthy and will try to charm his way
Mercenary out of a bad situation or buy his way out if that fails.
Tobias Stone is the captain of the Blue Wheel mercenary
company. He has held the post for 3 years and is well Treasure
respected. The company has prospered under him. 1200 gold in bars, shield guardian amulet, wand of magic
Renegotiate his contract or find a new contract missiles, wand of magic detection, wand of the warmage, oil
Ensure his men do not go unpaid of slipperiness, and potion of mind reading.
Has a massive ego around company's reputation
CHAPTER 2 | FACTIONS
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Guards
Demon Horde 1. 2-3 bargura stand guard here. They occasionally throw a
Remains of demon lord sulgiests demon hordes. They have boulder as far as they can (~100ft) and one fetches it.
been magically bound to the elven cleric Corin for 500 years. 2. A pack of 3-6 hellhounds fight over scraps of a bargura in
If freed they would start a campaign of blood. (Level 7-9) an area that looks like their den with other creatures'
bones.
Tactics 3. An Alkilith is stretched out around the edges of a
The demon horde's only tactic is to throw themselves upon portal/door/window like a moss and attacks passers by.
enemies and tear them apart. If that fails they try it in greater
numbers until it works. The more powerful demons have Traps
some cunning but most do not. 1. Fleshy growths squirt acid at anything moving fast dealing
2d8 acid damage or half on a dc 15 dex save.
Events 2. A gold coin on the ground causes paranoia when touched
and causes disadvantage on intelligence checks.
1. Journal entry 3 is clutched to the chest of a skeleton. 3. Demon gords in the room burst into fire dealing 4d6 fire
2. Journal entry 2 is impaled on a bone spike in the ground. damage or half on a dc 14 dex save when 15ft from flame.
3. Journal entry 1 is blown past the party on the wind.
4. Journal entry 4 is held by the Glabrezu Trickster Rooms
Gutcleaver who asks that party to kill Corin for him.
1. Thick and fetid air hangs around a pit where a group of 20
Journal Entries bulezau wrestle. The loser of each match is torn apart and
1. "Thousands of elven soldiers were assembled. Their devourer until only 3-7 well fed victors remain alive.
armor shone like the sun as they marched. The banner of 2. A pair of 2 Armanite charge each other in an arena while
on the surrounding rocks a group of 12 quasit loudly
Green River flew proudly above the proclaiming the cheer and take bets. One quasit can be seen moving
inevitably of their victory." around the group collecting silver into a bulging bag. (100
2. "Elven steel cut it's way through an endless horde of silver)
demons into the base of the demon Lord's spire. The 3. A group of 2-4 babau and 2 maw demons torment a single
banner of Green River wavers as it's bearer is cut down elf held in a cage of bones. They poke and prod an elf
but a warrior holds it aloft." (Elric) who looks like they haven’t slept in centuries. If
3. "The banner of Green River has fallen and our armies are freed the elf will sleep for 1 year before fully recovering.
routed. The demon lord dies with us as his spire collapses 4. The elf Corin sits cross legged in the center of a circle of
but his uncontrolled demons will ravage the land" protection. His armor is stacked next to him and his silk
4. "I am not sure if I witnessed a miracle or a curse. The robes are threadbare. He will talk with anyone who
healer Corin prayed for our salvation and was answered. engages him but won’t leave the circle while demons
The demons are now bound to him. He has commanded remain as he bonds them to him and thinks he can still
us to leave while he prevents them from following.” out wait them.
People Patrols
Leader 1. A pack of 2-6 ghouls led by a Maurezhi searches for
The nalfeshnee Gnasher bullies the other demons to take out creatures they can kill and eat. They primarily scavenge.
his frustration at being trapped. 2. 2-5 dybbuk possessing the bodies of elven knights try to
Find someone to kill his jailer lead humanoids into traps. They move unnaturally.
Kill as many mortals as possible 3. Flying by with a dead bargura are 2 vrock who are
Will try to use intimidation to get what he wants carrying it to their nest for 6 baby vrock to tear apart.
Trickster Signs
The Glabrezu Gutcleaver seeks to upset the Leader’s control 1. All the surfaces here have claw or bite marks
over the demon horde but is not strong enough to do so. He is 2. The torn apart and broken bones of elven soldiers
willing to cut deals and deceive. 3. A pile of black rocks that eternally burn and smell of
Find a way to kill Gnasher the Leader sulfur
Find a way to kill or disrupt the Jailer Boss
Cautious and won’t try risky plans
The nalfeshnee Gnasher is in charge of the servants of
Jailer sulgiest. He will order anyone he sees to obey him and kill
Corin the elven cleric of nature bound the demon hordes of them if they won't.
Sulgiest within 1 mile to him 500 years ago. Since then he
has stayed in a circle of protection in one spot. Treasure
Keep the demons trapped with him 8 gems containing mortal souls, 800 red gold coins, demon
If possible find a way to kill all of the demons armor, long sword of wounding, necklace of fireballs,
Not creative and is trying to wait out problems
CHAPTER 2 | FACTIONS
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Elemental Water Cult Guards
Broken Water a cell of a water elemental cult. They seek 1. A 40ft whirlpool. Creatures who enter or start their turn in
forbidden power in order to strengthen them and call forth an the whirlpool pool are pulled 15ft towards it's center.
unending stream of water to drown the world. (Level 7-9) 2. There are 8 small pools of water containing 3-7 water
weird that attack anyone not wearing cultist robes.
3. The area is full of water and at the bottom is a door with a
Tactics crank to open. It takes 5 minutes to crank the door open.
Spread runes that detect magic in an area and search it for
sources of magic to dig up and claim. They will try to trade Traps
with other parties with magic items or push them out of the 1. Bubbles fill the area. They pop when touched dealing 3d8
territory they have claimed. to creatures within 10ft on a failed DC 14 con save.
2. A geyser of water erupts from a rune. Creatures above it
Events must make a DC 14 Dex save or be thrown 40 ft in the air.
1. The wizard Aberis appears in the dream of humanoids 3. A magic sphere forms in a 50ft radius and acts like a wall.
that believe in the gods and asks for help. He says he has The sphere fills completely with water after 1 minute.
been taken captive by cultists and is being enslaved. Rooms
2. A cultist disguised as a merchant approaches characters 1. A group of 1-2 kraken priests lead 4-6 sea spawn cultists
with magic items and offers up to 500gp to buy the items in chanting in deep speech. They are begging for
from them. He explains he is a collector and if they want forbidden knowledge and offering their lives in exchange.
more money then he has he will offer to take them back to They have disadvantage on perception checks.
his employer (cult hideout) and buy from him. 2. The wizard Aberis is locked in a cage that is suspended
3. If any characters offered to help Aberis in their dreams an above a deep pool of water. There are 2-3 Sahagun
illusion projection appears before them at this point. He Barons that guard the wizard from the bottom of the pool.
will again ask for help and he has time to answer 5 The wizard will beg for help and the sahuagin will attack
questions before the illusion is interrupted. He is frantic. anyone who attempts to free them and drag them
underwater.
4. During the night 1-3 water elementals controlled by the 3. There are 1-2 water elemental myrmidon and 4 steam
cult attempt to drown sleeping creatures with magic mephits guarding a huge elemental gem that contains an
items. Once they do they try to escape with their magic air elemental. They periodically splash them gem with
items. water to create steam mephits under their command.
4. A group of 6 cultists are placing gold coins on a silver
People platter and chanting the name of a lavish food item and
after 1 minute a small portal opens and a hand reaches
Boss through taking the coins and placing the food on the
The Marid Aquantis was summoned to lead the cult and platter. The cultists then take the food to the marid
while he is not invested in the cult their goals align with his. Aquantis and repeat.
He is lazy and arrogant thinking most creatures are weak.
Patrols
Collect magical artifacts as status symbols
Be entertained and live lavishly 1. A group of 2 cultists and 2-3 chuil search the area for
Cares about own pleasure more than cults goals signs of magic items they can collect.
2. A group of 2 cultists commanding 2-3 water elementals
Enforcer who are setting up magical rune traps every hour or so.
The water elemental myrmidon Oceanis is bound to the goals 3. A group of 3 sea hags who appear to be cultists are
of the cult and protects it and goes about its goals with returning to their base holding writhing baskets of slugs.
fanatical devotion.
Signs
Ensure members of cult are doing their jobs
Make the cult more powerful 1. Wet ground even in areas where there is cover
Cannot disobey orders from cultists 2. Runes carved into objects that glow around magic
3. A blue silk banner with a silver rainy cloud on it
Summoner
The wizard Aberis was captured by the cult and is being Boss
forced to summon elementals and craft magic runes for them The marid Aquantis with 0-3 cultists servants feeding him
against his will. Trying to free himself from the cult. and carrying his possessions. He treats people he meets as
Find a way to escape the cultists servants or entertainment and not real threats.
Get ahold of his spellbook again (Enforcer has)
Values vengeance over getting away safely Treasure
1000gp of magically charged crystals, a staff of the python,
cloak of the manta ray. Portable hole, mace of terror.
CHAPTER 2 | FACTIONS
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Guards
Elemental Fire Cult 1. A blazing fire that summons 2-3 fire elemental myrmidon
Cleansing fire is a cell of a fire elemental cult. They seek to to attack those who don’t bear the cults mark.
create an army of fire elementals under their command and 2. A burning metal door. If any attempt to open it without the
incinerate the world to be reborn in the ashes. (Level 10-12) right key 2-5 fire elementals are summoned to attack
them.
Tactics 3. A wall of fire that deals 6d6 fire damage or half on a
Find a location where the material plane intersects with the successful dc 16 con save to creatures who cross it.
plane of fire and use it to summon fire elementals. Setup
defensive magic to protect the area and setup forges. Traps
1. A hidden spell glyph activates dealing 6d6 fire damage in
Events a 30ft radius or half on a successful dc 16 dex save.
1. An unnatural heat makes the air feel like an oven. The 2. Portcullis (dc 16 to lift) traps creatures and a spell glyph
casts heat metal on everything in the room. (dc 14)
magic from the cults summoning rituals causes 3. Glowing red cracks in the ground cover the area.
spontaneous combustion in the surrounding area. Vibrations cause fire to shoot up dealing 2d6 fire damage
Flammable objects within 120ft of the characters burst to any creature on the cracks or half on a dc 14 dex save.
into flame and 5ft of fire can be put out with an action.
2. Black smoke fills the air as a side effect of the cult's Rooms
rituals. Vision is reduced to 30ft due to the smoke which 1. The ringing of hammers sounds as 2 fire giant blacksmith
lasts for 1 day. The Wizard Felix approaches the party and forge black iron into intricate bracers made to bind
asks for their help casting a spell to clear the smoke. If elementals during magic rituals. They like to get
two of the people helping him with the spell make dc 14 humanoid bones and attack non cult members.
arcana checks the smoke is blown away. 2. Invocating ancient magic 2-5 salamanders summon a fire
3. Black clouds fill the sky and fire rains down from above elemental into a magic circle where black iron bracers will
for 10 minutes. Creatures exposed to the rain take 1 fire enslave the elemental. Any noise disrupts the ritual.
damage a round. Easily flammable objects catch fire but 3. A large berracks that contains 6-12 cultists. During the
harder to burn things like hardwood gets scorch marks. day they ritualistically sear command words into their
flesh that allows them to control bound fire elementals.
4. A group of 2-5 fire elementals with intricate black bracers 4. The Brood Mother with 1-3 salamander attendants and 3-
attack. They attempt to kill anyone they can see with an 6 fire snakes. They are curled up onto a pile of black rocky
unnatural rage. After being destroyed the bracers are left eggs that contain fire snakes who hatch if damaged.
behind and a dc 17 arcana check reveals they are used for
controlling elementals but the command word used and Patrols
how to bind with them is unknown. 1. A group of 2-4 cult fanatics and 2-4 hellhounds search the
error for signs of intruders. The hounds sniff for odd
People smells.
2. A friend warlock and 1-6 azer slaves place magical traps
Boss and refresh traps that have been activated.
Incendious is an Efreeti who leads the cult. He is arrogant 3. A pack of 2-5 fire elementals roam the area burning and
and cruel, often preferring to make his victims suffer and play destroying anything in their path.
with them instead of killing them outright.
Create an army of fire elementals Signs
Extend the plane of fire into the material plane 1. Flammable objects have been charged or singed
Under estimates his enemies as powerless 2. Small fires burn where they wouldn’t logically
3. A black banner with a ring of fire in the center
Brood Mother
The Ash Mother is a Salamander who spawns fire snakes Boss
that grow into salamanders. She cares not for her spawn. Incendious the Efreeti sits on a black basalt throne and is
Spawn an endless number of fire snakes attended by 1-4 Azer slaves who bring him food and feed the
Eliminate any threats to her broods growth furnace that keeps his throne warm. He will offer foes a
Doesn’t care about the cults goals or purpose chance to serve him willingly or as slaves before fighting.
Wizard Treasure
The tabaxi archmage Felix has a vendetta against Incendious Furniture made of gold worth 2000 gold, brazier of
for destroying his village. He seeks to foil the cult's plan and commanding fire elementals, flame tongue, pipe of smoke
take their power as his own. monsters, 8 ever burning torches, scroll of fireball
Capture Incendious in a magic lamp he owns
Learn all the command words for the elementals
Will use the elementals to make himself a king
CHAPTER 2 | FACTIONS
27
Chapter 3: Dungeons
A
collection of dungeon encounters that do not
contain monsters. Each dungeon is designed as
a location that can be explored multiple times.
Each encounter works as a standalone or
paired with a monster encounter as a terrain
feature to make the combat more interesting.
Some encounters will alter the dungeon
permanently making sections dangerous or otherwise
impassable requiring new strategies the next time the
dungeon is visited.
The Map
A simple map is included one each page. The encounters
provided can be used to fill any dungeon however. You should
include any combat encounters or other encounters in the
different rooms that have features. By stacking encounters
and features you can have more dynamic combats with
terrain features or special interactions.
Running as a Mega
Dungeon
Each of these dungeons can be strung together into a large
multi level mega dungeon if desired. The intended order if
you go down this route is using the page order they are
printed in. You can choose to mix up the order or sub in other
dungeons without causing issues.
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4. Warehouse
Hall of Industry A multi storeyed warehouse full of crates. Most of the
A series of workshops once used by dwarven crafters. Metals contents are industrial goods like wood, nails, stone, rope, oil,
were processed, gems were cut, and songs were written. and finished products like chairs, beds, silverware, pots, and
pans. Creatures have the advantage hiding in this area due to
Silver Deep an abundance of cover.
A buried dwarven fortress that was abandoned during a
volcanic eruption. Once a paradise with great wealth and 5. Vault
abundance it is in shambles now but still has many great
treasures locked away. This vault is encased in 4 feet of stone with a 1 foot steel
lining on the inside. It is indistinguishable from its
1. Furnace surroundings from the outside. The doors' edges glow faintly
when music is played nearby. The door is tuned to open when
A massive furnace full of coal has been cracked open and its the “Ballad of Yek” is played. If the wrong song is played the
contents cover the floor. Any source of fire ignites fine coal glowing stops and it can’t be opened until the next dawn. The
dust and the room becomes a furnace dealing 4d6 fire vault contains paintings/tapestries/statues of dwarven
damage to creatures who start their turn inside it. A coal families.
chute will keep the fire feed for 30 days.
6. Foundry
2. Armory
A still working foundry kept hot by thermal forces. A large
A small armory spirals 100ft up. The walls hold racks of metal nozzle overhead can be pulled by a chain to be above
armor and weapons but the stairs up to them have collapsed. any square in the room. A lever near the door can be pulled to
Traveling through the rubble requires a dc 14 dex check and release molten slag from the nozzle overhead that deals 8d10
on a failure the walls tremble and weapons and armor rain damage or half on a successful dc 16 Dex save. A mold for
down on everyone in the room dealing 1d4,1d6,1d8 damage silver ware is in the room.
or 1d10 on a successful dc 14 dex save. The weapons and
armor have decayed over time. 7. Secret Vault
3. Workshop This vault is encased in 5 feet of steel and has two large cast
iron dwarven statues in front of the door each holding aloft
A large workshop used for any kind of crafting. There are an ax. The door can be opened by a specific key that is not in
workbenches setup for woodworking, pottery, jewel craft, this section of the dungeon and that you should place. It can
alchemy, glassblowing, painting, sculpting, tinkering, weaving, be picked with a dc 25 thieves tools check. Any attempt to
and cobbling. There is half finished work on all of the open the vault without the key causes the two statues to
workbenches in various states of decay. At a scribe's desk are animate into iron golems who defend the vault. The vault
copies of the songs “Ballad of Yek”, “Eye of the Beholder”, contains 4k in rubies/diamonds/emeralds/sapphires.
and “Play that Fungal Music.” A note attached to the music
says “The vault code should be delivered to the thane.”
CHAPTER 3 | DUNGEONS
36
4. Corrupted Clam
The Depths A clam has grown unnaturally large and is 5ft wide with
An underwater cave beneath that contains the top of the wicked looking spikes on the shell. A creature who touches
spire. No light reaches this far down and the twisted stone of the shell must make a dc 14 dexterity save and on a failure
the spire pokes up out of the mud in the lake bed. they touch the spikes and take 2d8 poison damage. A dc 16
strength check can pry the clam open revealing a black pearl
Features of power that is infused with demonic energy and deals 1d8
This area is underwater. Creatures can hold their breath for 1 necrotic damage to the holder when activated.
minute + their constitution modifier. Movement speed is
halved. Attacks with weapons other than tridents and spears 5. Air Pocket
have disadvantages. Roll 1d4 after each encounter. On a 4
one of the creatures has a key for area 3. This room has trapped air inside it and offers some relief.
The room has 24 hours of air inside it for a single person.
1. Demon Weeds Multiple people use up the air more quickly. Once the air has
been used up it does not replenish and creatures inside the
The room grows thick with demon weed which is leafy and room suffocate.
black. It will attach to anything passing through wrapping
around limbs and faces to prevent breathing and seeing. As 6. Secret Passage
an action a creature can make a dc 12 strength check to
remove the weed from a body part. Bubbles can be seen escaping up from some rubble on the
bottom of this room. Clearing the rubble requires a dc 18
2. Demon Door strength check and reveals a tunnel down to area 7 where
bubbles are coming off the skeleton of Sulgiest and traveling
Doors made of black wrought iron bar all of the entrances to up.
this area. The door requires a dc 22 thieves tools check to
open or a dc 25 strength check. There is a black key 7. Sulgiest's Remains
somewhere in the dungeon that can be used to open the door.
Inside the room a longsword of life stealing is planted in the The skeleton of Sulgiest lies buried under rubble inside this
ground. Creatures who touch it are attacked by 2-4 shadow room. Any magic items brought into this room are infused
demons who are bound to protect the sword. with fel energy. Weapons deal an extra 1d6 fire damage for
10 attacks, armor grants resistance to fire damage for 24
3. Anti Magic Rune hours, and activated items deal 2d6 fire damage in a 10ft
radius when activated. Anything that touches Sulgiest’s bones
An abyssal rune carved into the stone will activate and cast takes 1d6 fire damage, 1d6 cold damage, 1d6 lighting
dispel magic on any magical effects not cast by a demon damage, and 1d6 radiant damage on the start of each of its
within 30ft. It has a +5 bonus on dispelling spells above 3ed turns.
level. A magic mouth also activates and mocks the fools who
thought they could enter the impenetrable spire of the
Sulgiest, the lord of slag.
CHAPTER 3 | DUNGEONS
37
5. Paralyzed Nalfeshnee
Pools of Corruption A Nalfeshnee lays frozen on the ground clutching a wand of
Slag litters the rubble at the base of what was once the spire. binding that backfired and permanently cast hold monster on
Water pooling here has become corrupted by the demon's it as long as it was holding the wand. If the wand is taken
foul magic and spreads to creatures using the pools. from its grasp it will be freed from its control and attempt to
devour the souls of anything nearby.
The Spire
The ruins of a demon lord's ancient tower. The jumble of 6. Acid Pools
stone conceals ancient secrets and still houses old evils.
A pool of lime green acid that is 15 ft wide. Creatures that
1. Corrupted Water enter the pool or end their turn in it take 3d8 acid damage or
half on a successful dc 15 con save.
Slick rocks make a path over deep corrupted water.
Creatures have disadvantage on dexterity saving throws and 7. Demon Blood Spring
if they fall prone they are soaked with water and have
disadvantage on all rolls until the end of their turn. A bright green pool of corrupted demonic water gently
steams. Creatures that drink from the pool or who are
2. Balor's Secret immersed in it gain the demonic corruption feat allowing you
to once a day add an extra damage die when you hit with a
Sitting against a wall a stone statue of a Balor glares at the weapon or spell to its damage. You also must harm one living
room with a single diamond eye worth 300 gold. The other creature each day or your appearance becomes more and
eye was pried out of the statue. If the other eye is replaced more demonic.
the statue stands up and moves over 5ft revealing a secret
passage to area 6.
3. Demon's Heart
A massive diamond appears to lie on the floor of the room.
The diamond is actually a still beating demon's heart that is
revealed when touched. Creatures who touch it must make a
dc 14 wisdom save or be cursed to take 1d6 necrotic damage
when damaged for 1 day.
4. Acid Pools
An acid pool fills the room. A stone pillar has fallen over the
acid pool allowing creatures to cross over it however the acid
is eating away at it and it will dissolve in 8 hours. Creatures
that enter the acid or end their turn in it take 3d8 acid
damage or half on a successful dc 15 con save.
CHAPTER 3 | DUNGEONS
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CHAPTER 3 | DUNGEONS
39
CHAPTER 3 | DUNGEONS
40
Appendix A: Campaign Setting
T
ahoma is a setting inspired by Mt. Rainier is an
active stratovolcano in the pacific northwest. Neighboring Regions
The setting includes an active volcano, ancient These four regions all border the wild lands around Tahoma.
civilizations that have risen and fallen around While the adventure does not directly take place in any of
the mountain, a complex mega dungeon into these locations they still have an impact on the setting.
the volcano's heart, and a wilderness point Adventures or other characters may be from one of these
crawl in the forests, valleys, alpine meadows, areas or hiding from them. They are usable as origins for
and snowy peaks. players or as sources of inspiration for new adventures.
APPENDIX B | TOWNS
43
Eternal Falls
Stone Garden A portal to the elemental plane of water was opened to allow
An underground elven town inhabited by the remains of an the elves to catch fish. The water falls into another portal to
elven army sent from Eden to slay the demon lord sulgiest. Its the plane of air that is 100 feet below it and elves spread nets
inhabitants were cursed by the defeated demon lord and any under the falls to catch fish to feed the town.
plant near them turned to stone. Unable to return to their
forest they settled underground. Under Garden
Curse Natural caves under the town of stone garden. Those who
were born after the war live here and enjoy the natural beauty
The older elves of stone garden have Sulgiest’s Curse which of the stone instead of what they see as the fake work of their
can’t be lifted by normal means. Any plant life they are within parents. The elves here proudly call themselves stone elves
30 feet of turns to stone. and venture out to explore the wonders of the world, not
content to wait to go to a home they never knew.
Factions
Verdant Legion Factions
The remains of the original soldiers who came to the Shadow Hunters
mountain to defeat the demon lord sulgiest. The legion is Many of those who venture out into the depths or onto the
made up of wood elf skirmishers and archers and high elf surface above call themselves shadow hunters. Having spent
mage knights. They long to return home and have grown their youth slinking through shadows they have a taste for
melancholy in their unintended exile. finding new places and a talent for remaining hidden and
traveling with no light.
Archmage
Varis is a high elf archmage who led the Verdant Legion to Eldest
victory. He is tall with shock white hair and has begun to Lomee was the first child born after the war. He had a
wrinkle showing signs of his extreme age. Researching a cure wanderlust in him that his elders couldn’t dissuade. Though
to their curse but has been unsuccessful. he doesn’t consider himself a leader, many of the children
Find a cure for Sulgiest’s curse. who came after him looked to him as an example and
Isolate his people from outsiders and nature followed in his footsteps.
Has given up hope of finding Corin the other leader of the Meet new people and find new places
legion who disappeared Wants to find the golden path that he thinks leads to the
mountains heart
Quartermaster Unintentionally has caused disharmony among his people
Fivin is a wood elf who was in charge of supplying and with his ideas
housing the verdant legion. He is short for an elf and has
mousy brown hair. His post was fairly unimportant as the Ranger
legion never deployed for long. Now he is integral to the Faemor does not have the wonder lust of her brothers and
legions survival and isn’t prepared. sisters but instead hunts creatures that would endanger the
Supply the town of stone garden with food (meat) enlists shadow hunters. She sees the dark caves as a constant
people to help danger and is always warning others to be careful and to
Organize those who know crafts to maintain buildings and prepare for the many dangers.
tools in town Patrol marking dangers or kill aggressive creatures
Despite keeping it together for centuries thinks he's on the Train others in the art of stalking the shadows .
edge of disaster Has no place in her life for anything but duty and is seen
as a stick in the mud
Buildings
Walking Gardens Buildings
An underground park lit by discret candles where all of the Shadow Hunters Lodge
plants have painstakingly been carved out of stone and A natural cavern where those who call themselves shadow
painted. Many elves trance here and remember the wonders hunters hang out. They have on display many of the things
of the forest they used to call home. Spending time in the they have found on their adventures. They welcome any they
gardens heals stress. call friends to stay here as a refuge from danger.
Archmage’s Tower Crafting Cave
A stone tower carved in the shape of a vigorous oak tree. A A cave where Alania creates armor and items out of strange
spiral staircase in the trunk leads up into the ranches where creatures that are brought back to her. She can use giant bat
rooms have been carved. A library of magic scrolls is stored wings to make capes that can cast slow fall once a day, a
here and the Archmage will trade them for demonic artifacts trappers skin to make a cloak that gives advantage on stealth,
he can study. He has all wizard spells as scrolls up to the 3ed or a purple worm scale to make a +1 shield.
level.
APPENDIX A | TOWNS
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Appendix B: Treasure
Crafters Mark Minor Dwarven Treasure (1-5)
All dwarven treasure has its maker's name on it somewhere. Dwarven Smith’s Tools
Dulrim has poor quality work and there is a 5% chance on A fine set of dwarven smiths tools that grant +2 to checks
use it will break. Karadin, Morrig, and Vongrimm (2-4) have they are used for. Once a day they can be used to cast the
normal quality work. Brenlin and Darrig (5-6) have high mending spell on a metal object.
quality work and collectors will pay a premium for them. You
can roll a d6 to randomly determine the maker. Dwarven Jeweler’s Tools
A fine set of dwarven Jeweler’s Tools that grant +2 to check
Mundane Dwarven Treasure they are used for. Once a day they can be used to cast locate
objects on a type of jewel.
Stone Barrel
Depicts 8 fat dwarves around a long table enjoying an Dwarven Cook’s Utensils
opulent feast of boar/turkey/deer. 20-100 gold A fine set of dwarven Cook’s Utensils that grants +2 to
checks they are used for. Once a day they can be used to cast
Bronze Bell purify food and drink.
A large 4ft tall bell that has the inscription
“Dinner/Lunch/Breakfast” inscribed in dwarvish. 50-100 gold Dwarven Brewer’s Supplies
A fine set of dwarven Brewer’s Supplies that grants +2 to
Glass Bottle checks they are used for. Once a day you can create 1 gallon
An expertly blown dwarven bottle (20oz) with of water.
mountains/hills/caves depicted on the outside. 2gp-20gp
Dwarven Harp
Mithril Chain A metal hard with metal strings. Grants +2 to performance
A 10 foot chain made out of mithril that is incredibly light and checks using the harp and once a day can be used to cast
quiet. 5gp-50gp charm person on someone listening to it. Charisma is the
spellcasting ability for the spell.
Mithril Climber’s Kit
A climber’s kit where all of the tools are made of mithril Adamantine War Pick
making it extra light. 25gp-250gp When you hit an object or construct the attack counts as a
critical hit. These picks were used for mining and are
Dwarven Tankard effective at digging through stone.
A finely made stone and silver tankard depicting dwarves
hunting fish/bears/dragons 2cp-20gp Dwarven Warhammer
Has the thrown property (range 20/60) and can be pressed
Mithril Grappling Hook against dwarven secret doors to cause them to open as if
A grappling hook made of mithril that is light and is quieter using a key.
when thrown. 2gp-20gp
Dwarven Chain Mail
Adamantine Hammer Made of mithril this armor has no strength requirement and
A standard hammer made of Adamantine that won’t break. does not give disadvantage on stealth.
1gp-10gp
Dwarven Beer
Adamantine Lock Sealed in a glass bottle the beer restores 2d4 + 2 hit points
A lock made of adamantine that has a dc of 20 to pick and when used. It also grants resistance to poison damage for 24
can only be broken by adamantine tools. It can come either hours after use.
locked, unlocked, or with a key. 10-100gp
Dwarven Tower Shield
Dwarven Shovel A shield that grants +3 ac but gives disadvantage on stealth
Expertly made, the blade depicts the jaws of a dragon/orc/elf and reduces movement speed by 10 if your strength is under
like it is eating dirt. 2-20gp 15.
Wall Carving Dwarven Short Sword
Depicts a dwarven king in various poses holding a A +1 short sword. As an action you can speak the sword's
warhammer that gleams. At his feet are riches like command word and cause the blade to pass through stone.
feats/beer/dead monsters/gold. 100-1000gp Speaking the command word again causes it to become solid.
If it becomes solid inside of stone the blade is anchored in
the stone but not damaged.
APPENDIX B | TREASURE
45
Moderate Dwarven Treasure (5-10) Major Dwarven Treasures (11-20)
Ring of Stone Shaping Ring of Hearth and Home
A mithril band that grants you the ability to cast the stone The wearer of this ring can cast the teleportation circle spell
shape spell once per day as long as you are underground. without requiring materials. It always targets the nearest
dwarven great hall.
Ring of Tremor Sense
As an action you can gain the ability to detect vibrations in Artisan’s Ring
the ground up to 30 feet away from you for 6 seconds. This ring has 4 charges and the wearer of this ring can cast
the fabrication or creation spell for 1 charge. At dawn each
Dwarven Ale day the ring regains 1d4 charges.
A bottle of dwarven ale that restores 4d4 +4 hit points when
used. It also cures all poisons and diseases currently affecting Dwarven Scotch
the drinker. A bottle of dwarven scotch that contains 8 charges. Drinking
from the bottle depletes 1 charge and grants the drinker 8d6
Dwarven Phalanx Shield temporary hit points for 24 hours.
While within 5ft of an ally also using a Dwarven Phalanx
Shield you gain advantage on melee attacks. Stone Heart Locket
A tiny beating dwarven heart made of stone inside a metal
Dwarven Splint Mail locket. Once a day as a bonus action the wearer can burrow
You are considered proficient with this armor even if you lack through the earth and stone without disturbing it for 1
proficiency with heavy armor. minute.
Dwarven Storm Hammer Stoneguard Shield
A warhammer that deals 1d6 lightning damage to targets it A +1 shield made of carved stone. A golden ax is inlaid on the
hits and the lighting chains to up to 2 additional targets of front of the shield. As a reaction the wielder can cast a wall of
your choice within 10 feet dealing 1d6 lightning damage to stone once per day.
them as well.
Stoneguard Ax
Earthen Heavy Crossbow A +2 battleax with a smooth stone handle. As a bonus action
A +1 heavy crossbow that has been enchanted by the dwarves once a day the wielder can make stone and metal within 500
to cause its bolts to pass effortlessly through stone like it was feet of them invulnerable to damage.
air without disturbing it.
Dwarven Plate
Stone Half Plate Standard dwarven plate. Inlaid into the chest plate in gold is
A set of half plate armor that grants 15 ac + Constitution a tall mountain that stands alone. As the seasons change a
modifier (max 3). Grants disadvantage on stealth checks silver inlay appears showing snow fall.
while not underground.
Dwarven Thrower
Earthbind Crossbow Bolt Standard dwarven thrower. There is a dwarvish inscription
A set of 20 +1 crossbow bolts that casts the earthbind spell reading “Hammer’s ring and Kingdoms fall but the craft’s
on the target with a dc 14 save when they hit. treasure outlasts them all.
Dwarven Oil Tome of the Forge
A flask of oil that when applied to armor grants advantage to If you spend 48 hours over 6 days studying this tome you gain
health checks for 8 hours. Can be used up to 8 times before proficiency and expertise in smith’s tools and your wisdom
running out of charges. score and its maximum increases by 2. After use it takes a
century to be used again.
Dwarven Grease
A flask of grease that when poured on the ground covers a Crystal Ball of Earth Sense
20ft area and makes it into difficult terrain. When a creature While touching the ball you can cast the scry spell (dc 17)
enters the area or starts its turn there it must make a dc 14 and you are able to see through stone and earth like it was
dex save or fall prone. transparent up to 120 feet. Special metals and gems you can
see glow yellow.
Vault Key
A lost dwarven key that is gold plated and has a diamond Thulgrinn’s Hammer
worth 100gp in the handle. It can be used to open a dwarven A +3 war hammer. Anyone who swears fealty to the wielder
vault but there is no indication what the key is for. gains advantage on checks with tools. Once a day you can
cast plant growth, steelwind strike, blade barrier, and flesh to
stone. If you betray any of your subjects the hammer casts
flesh to stone on you with a dc of 20. You have disadvantage
on the saving throw.
APPENDIX B | TREASURE
46
Demonic Treasures Moderate Demonic Treasure (5-10)
Demon Ritual III
Ritual Scrolls This part of the ritual requires the creature to perform a
There are 4 ritual scrolls in this treasure horde written in ritual to consume a humanoids soul. If they do roll a die.
abyssal that detail different parts of a ritual to transform a Evens they grow wings, odds they grow extra arms.
creature into a powerful demon. 1. Wings: gives 60ft flight speed
2. Arms: 2 extra arms that can be used normally.
Mundane Demonic Treasure
Demon ritual I: To perform the first stage a creature must Black Gem
tattoo 30% of their body with demon blood granting them the When broken, it summons a Barlgura that is under the
ability to detect objects touched by fiends in a 30ft radius. breaker's control for 1 hour and then goes berserk.
Ritual Dagger Hellfire Staff
A dagger that glows a suckly red for 1 hour after it has been While wielding this staff you can cast hellish rebuke up to 3
used to commit murder. times a day. Staffs damage is fire.
Incense Case Cloak of Flames
A case of exotic incense that can be used for rituals and is A burning cloak. The where is not harmed but creatures who
worth 50gp. Has a blood stain on the outside. hit them take 1d6 fire damage.
Gold Ring Scroll
Worth 25gp this was used to adorn the horns, tusks, and Roll 1d4 for the following. Dearth ward, gaseous form,
claws of demons and carry their taint. summon lesser demons, summon greater demons.
Demon Blood Major Demonic Treasures (11-20)
A vial containing demon's blood. Can be applied to a weapon Demon Ritual IV
to deal 2d6 acid damage on 1 hit. The final part of the ritual requires the heart of a cr10 or
higher fiend. This completes the transformation causing
Minor Demonic Treasure (1-5) them to have similar creatures whose heart they consumed,
Demon Ritual II changes their creature type to fiend, and gives them the
This part of the ritual requires 600gp of ruby dust and a 1 damage resistances of the monster whose heart they
hour ritual. Roll 1d4 to determine how the creature is consumed.
transformed.
Abyssal Gem
1. Claws: 1d6 natural weapons. 20ft climb speed When broken, it summons a Balor that is under the breaker's
2. Hooves: +10 movement speed. control for 1 hour and then goes berserk.
3. Horns: Proficiency with charisma save.
4. Tail: Proficiency with dex save. Fire Whip
A +2 whip made of fire that deals 3d6 fire damage on hit and
Ring of Inflict Wounds illuminates a 30 ft area.
Can cast inflict wounds 3 times a day with a +6 to hit.
Scroll
Malebranche’s Eye Roll 1d4 for the following. Plane shift, maddening darkness,
As an action while holding the eye you can regain a 3ed level harm, infernal calling.
or lower spell slot once a day.
Sulgiest’s Staff
Scroll +2 quarterstaff also grants +2 to ac, saving throws, and spell
Roll 1d8 for one of the following. Cause fear, false life, attacks. The staff has 10 charges. While holding it, you can
identity, darkness, continual flame, gentle repose. use an action to expend 1 or more of its charges to cast one
of the following spells from it, using your spell save DC:
Rod of Pain summon lesser demons (1 charge), destructive wave (3
Attuned creatures get +1 to their spell attacks as long as they charges), or dominate monster (fiends only) (4 charges).
are missing health.
APPENDIX B | TREASURE
47
Appendix C: Player Options
A
selection of player backgrounds and bonds that
they can choose to build characters that are Bonds
related to different parts of the adventure. They A character's relationship to something that exists on the
do not need to be chosen during character mountain. These are all recent events that shaped you shortly
creation but they will help give characters after coming to the mountain or before arriving.
motivation for exploring the area and roots in
the world.
The Dream
Backgrounds The only thing you have ever dreamed of is a vision of the
rainy mountain. You never knew what it was until you saw a
A background that is relevant to the mountain that can be painting of the mountain and decided to set off to see it in
used by a group to bind them all together in purpose on the person to find out what your dream means. You always know
mountain. the direction of the mountain.
Prisoners Ex Cultist
Imprisoned for a petty crime you were bound by the magic of You joined Seekers of the Way cult but left after your friend
the royal family to act as slaves. Sent to the mountain to find who also joined died performing a ritual for the cult. You still
relics for the kingdom an accident at a dig site freed you from have a contact inside the cult you can reach out to.
the magics control and now you are eluding the law. (start
with nothing) Elf Friend
You helped a stone elf who was injured on the mountain and
Poverty were given a stone brooch of a leaf that you can show to other
Born in the city state of Lothens you were always poor. You stone elves to mark yourself as a friend.
scraped by from job to job but dreamed of a better life. One
day you meet a retired adventurer from the adventurers guild Dwarf Kin
on the mountain who was filthy rich. You managed to scrape You are a distant cousin to the goldsholve clan of dwarves
together enough money to travel to the mountain and want to who followed Thulgrinn to Silverdeep long ago. You have an
join the adventurers guild. (start with 5g and a contact named iron key they sent you that has an unknown purpose.
Franny an orc in the adventurers guild)
Treasure Hunter Knowledge
You have traveled your whole life digging up lost treasure and You came across a passage in a journal detailing the location
pillaging ancient battle sites for money. Recently you have of a demonic artifact on the mountains. You tore the page out
come across a dagger with strange ridges on the back of the and set out for the mountain.
blade and a dwarvish inscription. You have set off to the
mountain to try and solve this mystery. (start with 20g, well Family
supplied, and strange dagger)
Bounty Hunter: You have been Your sister Lily sent you a letter asking you to come help her
paid upfront to kill a man called Lod who escaped from with a problem in Big Creek but on arriving you discovered
Aurasong and is accused of knowing magic. A geas has been she was missing. You found a strange knife in her shack.
placed on you to ensure you fulfill your task. He was last seen
in big creek. (sart with 100g, well supplied) Fugitive
You developed magical powers as a child and are on the run
from the mage hunters from Aurasong who avoid the
mountain. You start with the sorcerer magic initiate feat.