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This document provides a point crawl system centered around 13 valleys near Mt. Rainer in Washington state, including rules for time, movement, and exploration as well as faction and dungeon encounters that can be incorporated to populate the valleys. It is intended as a modular resource for sandbox wilderness exploration that allows GMs to use individual elements or the entire system in their campaigns.

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Duarte Costa
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0% found this document useful (0 votes)
626 views49 pages

Tahoma

This document provides a point crawl system centered around 13 valleys near Mt. Rainer in Washington state, including rules for time, movement, and exploration as well as faction and dungeon encounters that can be incorporated to populate the valleys. It is intended as a modular resource for sandbox wilderness exploration that allows GMs to use individual elements or the entire system in their campaigns.

Uploaded by

Duarte Costa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction

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

CHAPTER 1 | POINT CRAWL


3
Nisqually Valley Longmire Resort
A heavily forested valley where natural hot springs bubble up A two story manor made of logs with many rooms for guests.
from the ground creating marshy terrain. The longmire Longmire is famous for its hot springs which are said to have
family took advantage of the springs to create a resort that is healing properties. The resort is a frequent vacation
used as an outdoor getaway. destination for the well off traveler.
Feature 10gp per night includes a high quality meal, a very
nice room, and access to the natural hot springs behind the
Region Information resort which cures bathers of common diseases.
Level: 1-3
Owner James Longmire built this resort after the healing
Local Faction: (kobolds)
waters saved him from a bad case of dragon cough and has
Local Dungeon: (steam cave)
been serving guests enthusiastically for 20 years.
Local Treasure: (dwarven) Hidden Investigating behind the resort reveals the orange
waters of Kautz Creek which cures bathers of common
Discovery Table diseases and does not require payment.
d6 Encounter
1 Ironfur’s Cave Mudflats
2 Mudflats Orange mud covers large stretches of the ground where
3 Local Faction Encounter
ponds made from natural hot springs bubbling out of the
ground has dried up. Now there is a marshy grassland on the
4 Character Encounter edge of the forest.
5 Longmire Resort Chef Eddie Tealeaf the halfling in a muddy white apron is
fruitlessly trying to catch gray frogs who leap away before he
6 Local Treasure catches them. Panting he will offer anyone he sees 1 gold and
Fried Frog Legs if they help him catch a basket of frogs.
Characters Creatures can make a dc 14 dex check to sneak up on a frog
Banker The dwarf Dain Frostbeard is a rich banker who and attempt to grapple it.
came here to clear up a nasty cough he couldn’t shake. Fried Frog Legs Crunchy and delicious after eating them
Bard Ewyn the human bard plays the lute and is hoping to you can cast the jump spell once in the next 24 hours. Fried
make it big and find a patron playing for the rich travelers. Frog Legs go bad after 3 days.
Body Guard Scrag the half orc bruiser guards the Heiress Idea Eddie is a culinary assassin and can be used in a
and greatly dislikes the Bard because he flirts with her. murder mystery inside the Longmire Resort in a blizzard.
Heiress The lady Sorrow is a Tiefling who wears a great
deal of jewelry and talks about her large inheritance. Ironfur’s Cave
Gambler The scoundrel Melech is a Tiefling gambler who A rocky protrusion with a dark entrance into a small cave. A
cheats at cards and steals from people with too much money. chewed up human skeleton can be seen at the mouth of the
cave with a few coppers strewn around it and more leading
Area Map inside the cave.
Old Ironfur A grizzled owlbear that stalks the forest. He
has a broken spear stuck in his back which has been there for
years. He violently attacks humanoids but if the spear is
removed he will calm down immensely.
Treasure A skeleton wearing Adamantine Ring Mail or
Chain Shirt. Small leather purse with 25 gold. If looted Old
Ironfur appears and attacks unless previously befriended.

CHAPTER 1 | POINT CRAWL


4
Stevens Valley Tortoise Tower
A forested valley that straddles the alpine zone. The lower On a rocky hill that looks vaguely like a sleeping tortoise a
section is fully forested and the upper section consists of moss covered stone tower precariously perches as if a stiff
highland meadows. A traveling geomancer has taken up breeze would knock it over. A gnomish Geomancer named
residency and spiders infest the forests. Calgrim lives here.
Feature The Geomancer is willing to buy any fossils that
travelers might find for 100-1000 gold each based on size.
Region Information Geomancer Calgrim An absent minded scholar who often
Level: 1-3
forgets he is talking to people and is engrossed in the study of
Local Faction: (goblins)
fossils. He has an earth elemental protector and a fossilized
Local Dungeon: (mushroom cave)
triceratops that he animated. He is not a powerful wizard but
Local Treasure: (dwarven) given time he can animate fossils.
Discovery Table Paradise
d6 Encounter
A highland meadow covered in grasses, streams and flowers
1 Spiders Hollow during the summer and in the spring and covered in feet of
2 Paradise snow during the winter.
3 Local Faction Encounter
Feature A dawn the fairy queen Opehlia holds court until
the sun finishes setting. Gifting her odd presents wins her
4 Character Encounter favor and is rewarded.
5 Tortoise Tower Rewards A billowing cloak, candle of the deep, pole of
collapsing, orf of direction, or a hat of vermin
6 Local Treasure Ophelia Believing herself to be the most beautiful thing in
the world she values gifts that are impermanent like a
Characters beautiful song or bouquet of flowers. If it would last forever it
Pilgrim reminds her of her mortality and she angrily discards it.
Sethrekar the dragonborn pilgrim has come to the mountain
to seek out a vision from his god the Chromatic Dragon. He Spiders Hollow
wants to know why his god did nothing when the kingdom of A dark subalpine forest made of mountain hemlocks (pine
Aurasong wiped out his clan for knowing magic. He doesn’t tree) covered in a thick layer of spider webs. The ground and
understand how his god can claim to love him and is all trees are heavily webbed..
powerful but allowed everyone he loved to die.
1. Rustling causes 1-4 giant spiders to descend from the
Prospector canopy on webs and attack travelers.
Vondal Darlan the mad prospector has a small tent setup on 2. Webbing knocked aside reveals 2-4 swarms of insects
the mountain side. He will erratically talk about staying in the (spiders) that attack but flee from light.
light where it is safe or scratch himself and talk about 3. An ettercap Silk Farmer attacks with 0-1 giant spiders. If
needing to dig deeper into the mountain. He hasn’t slept in 4 he can’t kill his targets he will offer them spider silk to
days and refuses to sleep out of fear of the dark. leave.
Silk Farmer Kissk the ettercap crawled up from the
Area Map depths of the earth and wants to block out the sun with a
forest of webs. He breeds giant spiders and shepherds them
as they spread through the forest. He hates non spiders but
will offer spider silk to those too strong to feed to his pets.

CHAPTER 1 | POINT CRAWL


5
Pyramid Valley Pyramid Peak
An old growth forested valley with a large mountain in the A tall rocky mountain shaped like a pyramid in the center of
center that looks like a natural pyramid for which the valley the valley that the pyramid river curves around. The
gets its name. A river winds its way along one side of the surrounding valleys are visible from the peak. Different
mountain through ancient trees. challenges away those who try to climb the peak.
1. Lose rocks must be navigated. Make a dc 14 athletics
Region Information check on a failure creatures behind you must make a dc
Level: 1-3
14 dex save and on a failure they take 1d4 bludgeoning
Local Faction: (seekers of the way)
damage from falling rocks.
Local Dungeon: (lava cave)
2. A vertical climb requires a dc 16 athletics check. On a
Local Treasure: (dwarven) failure the creature falls 40 feet.
3. Harsh winds during the winter deal 1d6 cold damage
Discovery Table unless a dc 14 constitution save is made.
d6 Encounter Feature Advantage on perception checks on the
1 Serpents Ruins surrounding regions. Auto spot signs of habitation life fires.
2 Pyramid Peak
3 Local Faction Encounter
Sphinx's Rest
A large stone sphinx with the head of a sneak rests among
4 Character Encounter the trees. It appears ancient but is in surprisingly good
5 Sphinx’s Rest condition.
6 Local Treasure Feature Carved into the base of the statue in draconic is
the following riddles or one of your choice. If a character
answers the riddle the magic spell zone of lies enters their
Characters mind and they can cast it once. The riddle on the statue
Monster disappears after the riddle is answered but may reappear
Thromm the ogre lives in a small cave that reeks of offal and with any other riddle after 24 hours.
rotting meat. He is motivated only by hunger and will try and Riddle “What is the creature that walks on four legs in the
catch and eat anything he can. If offered a large gift of food he morning, two legs at noon and three in the evening?” This
can be temporarily befriended. He may help fight his friends' riddle is answered with Man or any other good answer
enemies one day and forget they exist the next day. Zone of Lies Functions like a zone of truth spell except it
prevents the truth from being spoken instead of lies.
Archeologist
Iris Johnson is studying pyramid mountain and the Serpents Ruins
surrounding ruins. She has a theory they are related and that A ruined stone template to some kind of ancient snake god
pyramid mountain isn’t a natural mountain and was that is now mostly rubbel. The ruins are mostly grown over
artificially constructed. She occasionally starts scratching her but are extensive. Creatures who enter have an ominous
head and pondering about ways she might dig under the feeling of being watched.
pyramid to search for some sign to affirm his theory.
1. A swarm of poisonous snakes writhes out from under the
Area Map rubble and attacks anything it can sense moving.
2. A black guard drake hidden in the shadows of the ruins
leaps out to ambush a vulnerable target.
3. A rotting Mummy with snake fangs attacks. If it is
destroyed the curse on the ruin is lifted.
Feature Humanoid creatures who enter this area must
make a dc 13 wisdom save or be cursed for 24 hours to only
be able to speak in draconic.

CHAPTER 1 | POINT CRAWL


6
Tahoma Valley Biomancer’s Laboratory
A rocky valley that has recently been cleared out by a lehar. A A stone building with a courtyard containing cage animals
new growth forest is springing up but the trees are still that have been spliced together with other animals. A
young. A biomancer has moved into the valley and her mad cacophony of animal noises are ever present.
creations roam the valley. Feature Can pay to be spliced with different animals. 100
gold for a minor splice (visual traits), 500 for a moderate
splice (claws, eyes, ears), and 1000 gold for a major splice
Region Information (limbs). She will also pay for exotic animals.
Level: 4-6
Chimeras Crab, frog, fish, squirrel, rabbit, deer, hawk, owl,
Local Faction: (Clan Gloomhammer)
eagle
Local Dungeon: (Silver Deep Mine)
Biomancer Morean the elf Transmuter was exiled from
Local Treasure: (dwarven) her home for her experimental spells to splice creatures
together. She is friendly though expresses interest in splicing
Discovery Table people with strange things to “improve them.”
d6 Encounter
1 Roost Rock Rainbow Falls
2 Biomancer’s Laboratory A gleaming waterfall that cascades off the valley's cliff face
3 Local Faction Encounter
and runs bright with all of the colors of the rainbow. Strange
misshapen objects wash up on the banks of the waterfall
4 Character Encounter from pigments in the water becoming real.
5 Rainbow Falls 1. Some old pitons can be seen hammered into the rock
6 Local Treasure going up along the falls. The rope has long since fallen
apart but rope could be attached to them to scale.
Characters 2. A foot wide ledge up near the top of the falls just under the
Crab Arm lip of the falls. From the ledge a cavern can be seen
One armed Korag is a half orc berserker who lost his arm behind the water that has a bright blue trickle of water
long ago. He heard about the biomancer and paid her a small coming from it but it is a 20 ft jump to reach it.
fortune to replace his arm. He curses her name for giving him
a giant crab arm instead of a normal arm but he begrudgingly Treasure Behind the waterfall are 3 small primary color
admits it crushes things good. pools containing 1 pot worth of marvelous pigments that
have leached out of mushrooms on the rocks. After collecting
Cleric the pools can be collected again after 1 year.
Tural the aasimar war priest had a vision from a god of order
instructing him to stop the biomancers experiments which Roost Rock
infringes on the domain of the gods. Tural has sworn an oath
of pacifism but will try to convince others to do violence on A sheer rock outcropping protrudes 100 feet above the valley
his behalf. floor. A large nest is the home of Orthus the chimera.
Humanoid, deer, and other corpses litter the area.
Orthus A vile chimera who enjoys tormenting creatures
Area map more than eating them. Will attack a traveling group pack
animals, demand tribute or destroy their supplies unless
hungry enough to attack when near its nest.
Treasure Inside the nest are 3 chimera eggs which are
worth 100 gold each and if kept warm will hatch into baby
chimera in 1 month.

CHAPTER 1 | POINT CRAWL


7
South Puyallup Valley Shaman's Hut
Thickly forested and difficult to access, this valley has the feel Summary: A mud and stick hut with a grass roof. Small
of primal nature. Those with a strong connection to the Earth animal bones hang from strings around the hut making
are drawn to the valley. Any attempt to tame the land is musical notes. A shaman who worships the mountain lives
seemingly resisted by nature. here.
Feature: For a fee of 10 gold the shaman will craft a totem
out of animal parts provided to her. The totem can be used up
Region Information to 3 times to give it's bearer advantage on an ability check
Level: 4-6
that matches the animal's highest attribute.
Local Faction: (Devouring Earth)
Shaman: Grezwyn the firbolg shaman believed the
Local Dungeon: (Hall of Agriculture)
mountain is a god who provides everything she needs to
Local Treasure: (dwarven) survive. She sees it as her duty to protect the mountain.
Tends to be dismissive of other gods who don't provide food
Discovery Table and shelter like the mountain.
d6 Encounter
1 Peryton’s Hollow Puyallup River
2 Puyallup River Summary: The swift running river has a rocky bank. In the
3 Local Faction Encounter
center of the river a rocky outcrop has a lone crab apple tree
that has a single apple year round the regrows after one
4 Character Encounter week. A dryad calls the tree home and protects it.
5 Shaman’s Hut 1. A dc 17 strength check is required to swim through the
6 Local Treasure strong current to get to the tree. Failing the skill check
pulls you down stream and bashes you on rocks for 1d6
Characters damage.
Pariah 2. The Dryad Gala protects the tree but can be persuaded to
The orc Gell was struck blind and crippled by his god when give up the tree’s apple with a dc 16 persuasion check. On
he refused to kill a human he had fallen in love with. Now an a failure she demands fruit from another plant in trade.
outcast of his tribe he roams the valley making a meager
existence. He will tell his story to travelers and beg for food. Crab Apple: A magical apple that never goes bad. When
eaten it will cast either bark skin, pass without a trace, or
Ranger heal them for 2d8 depending on what would be most helpful.
Tara the tabaxi ranger roams the wilds with her wolfhound
helping travelers in distress. She dislikes civilization Peryton's Hollow
believing people belong in nature where they have a
connection to the land. Hates people who dispoil the land. Summary: A large fallen pine tree whose roots have been
clawed open to form a hollow for a flock of peryton. The
Area map branches of the tree have been sharpened and impaled
animals and humanoids with missing hearts decorate it.
Feature: If someone with a pure heart is fed to the
Perytons they transform into wicked humans.
1. The shadow of two humans pass over the party as two
Peryton swoop down and attack. They will flee at half
health.
2. A peryton drops the corpse of a heartless deer on the
party from above. DC 14 dex save or take 1d6 damage.
3. Arrive in front of the Peryton’s Hollow where 4 feeding
Perytons see and attack you.

CHAPTER 1 | POINT CRAWL


8
St. Andrews Valley Wicker Man
A valley on the edge of the tree line where large trees have A large wicker man has been built inside a stone shrine.
died off and western hemlocks grow short and twisted. The Creatures who come here can dedicate themselves to the
realm of the dead bleeds over causing strange phenomena. wicker man and follow his tenets of renewal through fire to
receive his gifts.
Skill Check A dc 13 history or religion check reveals the
Region Information purpose of the shrine and why people might come here.
Level: 4-6
Feature A creature who dedicates themself to the wicker
Local Faction: (Burning Band)
man gains favor by destroying people and things with fire and
Local Dungeon: (Hall of Industry)
bringing their ashes to this shrine. Better rewards require
Local Treasure: (dwarven) more favor and a higher level.
Rewards Spells using charisma that can be used once a
Discovery Table day. control flames, searing smite, flame blade, flame arrows,
d6 Encounter fire shield, flame strike, investiture of flame
1 Chapel Ruins
2 Dead Wood
Dead Wood
3 Local Faction Encounter
A grove of dead big leaf maple trees that is devoid of animal
life. In the center there is a clearing with a hill that can see
4 Character Encounter above the trees and has a henge atop it.
5 Wicker Man Henge A small henge made of stone that is designed to
frame the sun rising over the mountain’s peak during the
6 Local Treasure winter solstice. A dc 20 history/religion check reveals the
henge is used to speak with the dead during the winter
Characters solstice. If the check is failed by less than 6 they know it is
Grave Robber related to the winter solstice.
Nicholas is a grim covered bearded old man who searches for Feature During the winter solstice this area intersects
adventurers who have been buried and digs up their corpses with the realm of the dead and the living can speak with the
to steal the coins placed on their eyes so they could cross the ghosts of the past if they call out the dead's name.
river styx. He will ask travelers he meets about anyone they
might have lost in their adventures in an attempt to find out Chapel Ruins
where they are buried. The ruins of the chapel of St. Andrews which gives the valley
its name. The ghosts of the chapel still haunt its grounds in
Shepard eternal torment, their bodies strung up in the center of the
Clas the Goliath berserker tends a herd of sheep in the grass chapel by chains and spikes.
lands above the treeline. He spends most of his time alone
but will happily share his fire and some of his beer with the 1. Shrouded in dark robes, 3-8 specters attack. Bright torch
company passing by. He has a vested interest in dealing with light or fire drives them off.
any threats to his flock of sheep. 2. A ghost appears and tries to scare people out of the valley
but not kill them. Possession will have the person flee the
Notes valley at which point the ghost leaves their body.
3. The banshee form of St. Andrews haunts his chapel. He
will knock intruders out and bury them alive in coffins in
the graveyard behind the chapel. Dc 12 strength check to
force your way out of the shallow grave. 8 hours of air.
Feature If the bodies in the chapel are given a proper
burial they will pass on into the next life.
Skill Check A dc 13 history check reveals St. Andrews
believed the gods most people knew were just powerful
entities and that there was one true god above them. They
were slaughtered as heretics

CHAPTER 1 | POINT CRAWL


9
North Puyallup Valley Hearth Glade
A high altitude valley covered with snow and small pockets of A small glade of whitebark pine is home to white tail, an old
sub alpine whitebark pines. A hag claims the valley and centaur seer who was abandoned by his herd.
makes snow storms worse. White Tail Though too old and feeble to travel far he still
has some of his magical ability. He often forgets what he is
doing but gets by in his small camp.
Region Information Feature Trade supplies for white tale to cast Identify,
Level: 7-9
Detect Magic, or Augury
Local Faction: (Servants of Sulgiest)

Local Dungeon: (Pools of Corruption) Omens


Local Treasure: (Demonic) 1. Your weapon will fail you soon. (weapon breaks on next
nat 1)
Discovery Table 2. You will come into wealth soon. (find 100 platinum after
d6 Encounter next nat 20)
1 Hag’s Igloo 3. A yeti will seriously wound you. (next yeti encounter gets
nat 20s against them)
2 Permafrost
3 Local Faction Encounter Permafrost
4 Character Encounter The ground here is frozen and only short grass can grow.
Patches of ice make it difficult to travers.
5 Hearth Glade Feature one day can be spent here to collect elemental ice
6 Local Treasure which lasts for 5 days or until used.
Elemental Ice When a handful of this ice touches water it
Characters instantly freezes connected water in a 10 foot radius. Ice will
freeze to skill if touched with bare hands. Faintly magical.
Fur Trapper Skill Check Creatures traveling in the permafrost must
Harbek Frostbeard is a dwarf with wiry black hair who is make a dc 15 dex check against falling while traveling. A
clothed in bear pelts. He has a malamute called Atka who is failure results in 1 level of exhaustion and a failure by more
his constant companion. He travels the valley trapping deer than 10 results in 2 levels of exhaustion.
and rabbits and tans their hides. Come winter he loads them
on a sled and leaves to sell them. Hag’s Igloo
Snow Mad A very large Igloo houses a Bheur Hag and 1-2 yetis she
Milosh was a human treasure hunter who was trapped in the keeps as pets. Yeti: likes eating people they hunt together in
mountains during the winter. He was the only one in his party blizzards and torment travelers.
to survive by eating shoe leather and eventually his 1. During a sudden snow storm 3-5 yetis attack in a howling
companions. Ever since then he has wandered the valley fury.
digging holes in the ground madley looking for his dead 2. Humanoids make a dc 14 wisdom save against being
friends rambling about them being below while scratching compelled to take someone else's food, warm clothes, or
his arms. supplies.
3. Encounter with Bheur Hag and 1-2 yetis at the hags igloo.
Area Map
Feature roll a 1d6 while traveling in the valley. On a 1 or 2
a blizzard occurs.

CHAPTER 1 | POINT CRAWL


10
Mowich Valley Mowich Lake
Lush forests full of western red cedar fill the air with their A large freshwater lake made from glacial melt. The crystal
scent. The valley is home to Mowich lake which is the largest clear waters reveal massive boulders and fallen trees on the
in the area. A Roc nests in the valley and can often be seen lake bottom. A strange barnacle-covered statue with its arm
soaring overhead. holding something can be seen sunken in the deep part of the
lake.
Fishing Creatures can fish in the lake using a fishing pole.
Region Information A dc 16 strength check is needed to reel in bull trout on a
Level: 7-9
success roll 1d8 to determine how many fish are caught in 1
Local Faction: (Broken Water)
hour. A single fish is worth 1 ration.
Local Dungeon: (The Depths)
Statue It requires a dc 14 athletics check to be able to
Local Treasure: (Demonic) swim down to the statue and a dc 14 constitution check to
hold your breath long enough to get there. In the statue's
Discovery Table hands is a potion of water breathing that can be used 12
d6 Encounter times before running out. From the statue an entrance to the
1 Roc Nest local dungeon can be seen deeper under the lake.
2 Mowich Lake
Spray Falls
3 Local Faction Encounter
A wide cascading waterfall that is fed from the mowich
4 Character Encounter glacier. The spray from the falls can be felt at a great distance
5 Spray Falls and the cold water sends shivers down spines.
Unicorn The defender of the spray falls. It tends to stay
6 Local Treasure hidden but if those who have done evil deeds try and enter its
mystic waters the unicorn attacks them.
Characters Feature The cold waters have been blessed by a Unicorn
Fishers and heals 1d8 per round. Creatures must make a dc 16
A group of fishers led by Thomas Oakshield are fishing up constitution check to stay in the water each round after the
smelt with large nets. They will leave others alone generally. first otherwise they get out or suffer exhaustion from the cold
They are collecting the fish to burn as an offering to the
goddess of the harvest in hopes of appeasing her so she does Roc Nest
not spoil their harvest this year. A massive nest made out of entire trees that is up on a rocky
ledge. A mother Roc is nesting here with her eggs that are
Egg Hunter the size of boulders and baby roc.
Rocco the goblin is an entrepreneur and a pioneer in the
business of acquiring and selling roc eggs. He will say it's a 1. The Roc steals any large animals to feed her newborns. If
trade secret how he got into the business but the first egg he attacked the Roc tends to fly away for different prey.
acquired and sold he found after an adventuring party and 2. 3 baby Roc (giant eagles) try to hunt for smaller medium
roc fought to the death leaving the egg for the taking. He will sized prey under their mother's watchful eye.
try to have people help him get the egg a town for a 50/50 3. The Roc grabs medium sized prey and carries them back
split on profits. to her nest to feed her children.
Treasure The roc egg inside the nest is worth 10,000 gold
Area Map if taken whole which is difficult due to its size and weight.

CHAPTER 1 | POINT CRAWL


11
Carbon River Valley Mosshide Lumber Mill
A temperate rainforest north of the mountain has the Carbon An old moss covered lumber mill that is falling apart. The
River running through it. The river is frozen and passable in only thing that is in good condition is a large bear carved out
the winter but during thaw the river runs fast and high and is of wood in front. A single lumber jack operates the mill and
almost impossible. its attached cottage.
LumberJack Bjorn is a werebear who avoids civilization.
He is short on words and doesn’t like people much but he is
Region Information willing to trade wood for supplies he needs. He is a good
Level: 7-9
person and will ask travelers who trade with them if they
Local Faction: (Sparkcharmer’s Archeological Society)
have met a halfling adventure called Lucy who he is fond of
Local Dungeon: (Bloody Swamp)
but won’t expand on why he is asking ever.
Local Treasure: (Demonic) Feature Can trade supplies like food/tools/medicine here
for lumber or firewood. Area around the mill is safe.
Discovery Table
d6 Encounter Floating Rock
1 Frog Marsh A large floating rock that hovers 100ft above the rushing
2 Floating Rock waters of the Carbon river. Its flat surface has the ruins of a
3 Local Faction Encounter
once proud castle but now only the barest outline remains. A
pair of violet Faerie Dragons nest in the ruins and play tricks
4 Character Encounter on travelers.
5 Mosshide Lumber Mill Faerie Dragons The mating pair doesn’t want to fight or
injure anyone. They just enjoy playing pranks on travelers
6 Local Treasure and are very territorial about their nest on the floating rock.
Characters 1. A violet Faerie Dragon uses hallucinatory terrain to make
the carbon river appear to be solid ground under the
Crystal Panner floating rock so travelers fall into the rushing water and
Reverence is a female tiefling who pans the carbon river for are carried away.
crystal fragments that have some magical energy that is 2. An invisible violet Faerie Dragon uses suggestion to make
prized by magic users. She generally doesn’t trust others and a humanoid trying to get onto the floating rock instead
tells them to mind their business so they don’t steal her idea cartwheel/hop/crawl far away instead.
or her treasure. 3. A violet faerie Dragon polymorphs anyone who makes it to
the top into a small turtle and then flies away from the
Delver floating rock and drops them from ~50ft above the ground.
Lucy the halfling adventurer is bubbly and always happy to
share a story or a campfire. She likes to find ways into the Feature A teleportation circle is etched into the stone in
depths of the earth and scratches her head whenever she the center of the ruins.
talks about trying to find a new way deeper.
Frog Marsh
Area Map Fetid water that smells of sulfur bubbles up through the
marsh grass. A froghemoth calls the waters home.
1. A group of 6 bully wug raiders try to capture or steal food
for the froghemoth. They are easily scared of being
injured or threatened.
2. A sprite ventriloquist plays a trick on humanoids by
making a frog on a stump sound like a prince or princess
who has been cursed by an evil hag and only a kiss will
free them.
3. The froghemoth attacks travelers from marshy waters.
The ground here is difficult terrain and creatures who fall
prone must make a dc 12 strength check to get up from
the mud.
Feature Marsh is difficult terrain and injured creatures
must make a dc 14 constitution save or be poisoned until
they finish a long rest.

CHAPTER 1 | POINT CRAWL


12
White River Valley Pool of Rebirth
Subalpine meadows on the Eastern side of the mountain A pool of chalk white water that is perfectly still. The pool is
make for good grazing. Giant apes call the lowland forests surrounded by smooth gray stone and the edges have druidic
home and an interplanar smuggling operates in the hills. writing carved into it. The pool sends shivers up the spine of
mortal creatures who approach it and has an air of powerful
magic.
Region Information Druidic Writing “The waters of life, reshape the broken,
Level: 13-15
the end leads to a beginning, the cycle continues”
Local Faction:
Skill Check A dc 18 arcane check can reveal the pool has
Local Dungeon: potent healing magic capable of healing the living and the
Local Treasure: dead but that it is not entered lightly.
Feature Living creatures who enter the pool have the
Discovery Table regerate cast on them but gain 5 levels of exhaustion. Dead
d6 Encounter creatures who enter the water have reincarnate cast on them.
1 Ape Forest
2 Blackwell Hideout
Blackwell Hideout
3 Local Faction Encounter
A small wooden house that has been painted black sits
nestled in the hills of the alpine meadows. The Rakshasa
4 Character Encounter Gero has protected the structure against divination and hides
5 Pool of Rebirth various stolen goods. He is willing to pay to have the stolen
goods transported.
6 Local Treasure Rakshasa Gero deals as a go between for stolen goods and
transporting them so they can’t be found. He doesn’t enlist
Characters people who look weak and will probe them to see if they are
Thief Feature Pays 1000 gold to deliver arcane crystals to
Helen Honeyhill is a halfling thief who has stolen a rather various locations successfully. Cash on delivery but some one
expensive crystal necklace from a vengeful sorceress. She is often tries to intercept the goods.
on her way to Blackwell Hideout to sell it to her fence but is 1. Deliver an arcane crystal to a hole in a tree a few miles
quite happy to meet new people though she dodges questions away where a dryad will take it from you. If not protected
about where she's from and where she is going. from scrying the archmage Roland shows up to reclaim
the crystal.
Zoologist 2. Deliver an arcane crystal to a pool of water a few miles
Vondal the dwarven zoologist is an odd little dwarf covered in away where a mermaid will take it from you. If not well
ink stains and carrying a small library of diaries. He is hidden, Firefang the adult red dragon will try to steal the
studying from afar the giant apes of the Ape Forest for a crystal from you.
paper he is writing about the evolution of giant apes long ago
into giants. He will argue that while many believe giants were Ape Forest
created by the giant gods he thinks there might be evidence Below the tree line twisted trees give shelter to giant apes.
of an ancient half giant half ape ancestor that proves giants The apes are territorial and roam the forest and meadows as
evolved instead of being created by a divine being. they search for forage and hunt. Sleeping in the forest canopy
the apes only come down during the day.
Area Map
1. A group of 2-4 giant apes hurl rocks from the tree tops at
travelers. They keep out of range and after 2-3 rounds they
will swing away screaming into the forest.
2. A pit trap with spikes fashioned by the apes. Dc 12
perception to spot. Creatures heavier then 40 pounds fall
in the 20 foot covered hole and take 3d6 damage.
3. A group of 2-4 giant apes try to ambush travelers from the
tree tops. They attack in a furious rage against trespassers
in their territory.
Feature beasts instinctively refuse to enter the apes
territory but can be forced with a dc 15 animal handling
check. Giant ape scent can be used to ward off beasts.

CHAPTER 1 | POINT CRAWL


13
Frying Pan Valley Astral Transport
A tall ridge line that is covered in snow year round. Travel is A 30ft wide hexagon made of stone rests in the ground.
difficult and remorhaz are a constant danger for travelers. Magic runes line the edges and create the outline of smaller
Forgotten artifacts are buried in the snow, some left hexagons in the interior. The platform can be used to travel to
intentionally where they wouldn’t be found and others lost. A the astral or the ethereal plane. An identifying spell reveals all
silver dragon makes its lair here. the properties of the stone.
Skill Check A dc 20 arcana check reveals the exact nature
of the platform. If the check is failed by less than 5 you
Region Information determine if a copper or silver bell activates it but not what it
Level: 13-15
does, if you fail by 10 or more you think it is some kind of
Local Faction: summoning circle.
Local Dungeon: Feature When a silver bell is rung creatures on the
Local Treasure: platform are teleported to the astral plane. When a copper
bell is rung creatures on the platform are teleported to the
Discovery Table ethereal plane. Ringing a bell again teleports creatures back
d6 Encounter to the platform from what plane they are on.
1 Killing Grounds
2 Astral Transport
Clear Sky Longhouse
3 Local Faction Encounter
Clear blue skies surround a bright yellow longhouse. The
magic of Torinn the Adult silver dragon keeps weather from
4 Character Encounter affecting his home. The dragon adores any kind of visitor and
5 Clear Sky Longhouse loves having large meals prepared by his kobold servants.
Torinn A 700 year old silver dragon who has set up a small
6 Local Treasure museum in his mountain home. He will try to get guests to
stay for as long as possible as his scale of time a short visit
Characters might be a few years. He loves to buy and collect historic
Shepherd items but isn’t really interested in current history.
Yamir the frost giant who lives alone keeps a flock of giant Feature Historic artifacts can be sold to Torinn for 50
goats. He is friendly towards travelers and will invite them to platinum each. He can often also provide background
his home for food and shelter. Inside his home he has a information on artifacts as he is a history buff.
normal sized goat with fur made of gold that he treasures.
Killing Grounds
Trophy Hunter Glimmering fields of snow stretch on towards icy peaks. The
Haba is a dwarven hunter whose right arm was devoured by unbroken snow hides the presence of remorhaz who hunt the
a silver remorhaz. He has replaced it with a prosthetic ax that land by burrowing under the snow.
is connected just before the elbow. He is seeking revenge on
the silver remorhaz but all the hunters he has brought with 1. A goat is being devoured by 1-2 young remorhaz and
him have perished. He will seek to enlist any help he can watched by 1 remorhaz from under the snow. They will
against the devilish beast. attack any new prey that they notice.
2. Deep trenches dug by remorhaz covered by thin ice and
Area Map snow collapse when more than 50 pounds cross over it.
Creatures fall 40 feet and the snow above starts to bury
them over 30 seconds.
3. A mating pair of 2 remorhaz wait under the snow to
ambush prey. They will flee back under the snow to lick
their wounds if they lose half their health but if one dies
the other flies into a rage.
Treasure Deep under the snow remorhaz eggs are buried.
They are prized by magicians and worth 1000 gold. They can
be used as part of magical spells in place of spell
components.

CHAPTER 1 | POINT CRAWL


14
O'hana Valley Great Tree
An old growth forest full of ancient trees, dripping moss, and A large big leaf maple tree with the face of an ancient man on
waterfalls. The thick primal forest full of black cottonwood it. The tree who has no name can speak slowly and will invite
and vine maples is hunted by wyverns who claim the valley as travelers to rest under his branches. Squirrels, birds, and
their hunting grounds. other woodland creatures often spend time around the tree.
Tree The tree passes no judgment on others and believes
everything is proceeding in its natural order. Nothing can
Region Information anger it and all things are accepted as inevitable.
Level: 10-12
Feature The Great Tree can cast animal messengers to
Local Faction: send messages offering this service freely.
Local Dungeon:
Local Treasure: Silver Falls
Discovery Table A massive waterfall that torrents down 100ft feed from the
d6 Encounter rushing waters of O’hana river. The crashing sounds of the
water can be heard for miles around. Behind the rushing
1 Wyvern Nest water is a secret shrine that contains an ancient idol.
2 Silver Falls
1. The crash of water and constant spray makes it difficult to
3 Local Faction Encounter notice but a stone staircase can be seen near the base of
4 Character Encounter the falls on a successful dc 18 perception check.
2. Getting behind the falls is incredibly difficult and requires
5 Great Tree a successful dc 20 strength check to muscle past the falls.
6 Local Treasure On a failure a creature takes 1d6 bludgeoning damage
from falling.
Characters 3. Past the falls the stairs have collapsed and a 20 foot water
slick wall must be climbed to reach the silver idol that can
Moss Beard clearly be seen. Climbing gears are needed to ascend the
An ancient tree ent that walks the woods. He will peacefully wall.
stop people from chopping wood or lighting fires in the area.
Creatures who befriend him find woodland creatures leaving Idol An untarnished silver statue of a mermaid on a rock.
collections of vegetables and berries in their camp in the Touching the idol transforms your lower half into a fish giving
morning. Those who anger him have a harder time traveling you a swim speed equal to your movement speed. Touching
with thicker undergrowth, roots tripping them, and branches the idol again transforms you back into your normal form and
falling on them. you lose the swim speed you gained.
Luna Wyvern Nest
A tabaxi arch druid who stalks the valley in the form of a A cluster of trees have had their branches interwoven into a
mountain lion. Will actively hunt down people she sees large wooden bloob that a group of wyvern use as a
practicing arcane magic and attempts to drive them out of the communal nest. Holes in the side of the nest allow the
valley. Is otherwise friendly after observing travelers and may wyverns to move in and out as they go out to hunt during the
share information about the area. day.
Area Map 1. A Group of 2-3 wyverns attack travelers trying to move
through the area. They glide down from the tree tops and
do hit and run attacks in and out of the canopy.
2. A venom troll who was attacked but not killed by wyverns
attack travelers. It is in constant agony and is lashing out
in anger to try and make the pain go away.
3. Arrive in front of the wyvern nest. 3-4 wyvern are guarding
the nest and clutch to the outside. They prevent anyone
from getting up to the nest and stay near it. They can be
goaded away.
Treasure A cluster of wyvern eggs rest on top of a pile of
copper/silver/gold and shiny rocks. The coins are worth 5,000
gold in mixed currency and the shiny rocks have no value.

CHAPTER 1 | POINT CRAWL


15
Cowlitz Valley Shrine of the Huntress
A cold alpine area that is full of flowers in the summer and A small glade with a stone altar in the center. Dried blood can
multiple feet of snow in the winter. A group of yeti terrorize be seen on the stone and animal bones are spread out around
the valley. the shrine. The Huntress is an unnamed goddess of the
wilderness and hunting.
Feature Place a part of a beast or monstrosity that a
Region Information creature hunted down on the altar grants them a blessing
Level: 10-12
from the huntress that lasts 24 hours and builds favor with
Local Faction:
her. A dexterous offering grants the blessing of the cat, a wise
Local Dungeon:
offering grants the blessing of the owl, and any other offering
Local Treasure: grants the blessing of the huntress.
Discovery Table Blessing of the Cat: Advantage on stealth checks.
d6 Encounter Blessing of the Owl: Prevents opportunity attacks
Blessing of the Huntress: Advantage when tracking
1 Skull Rock
2 Pool of Time Pool of Time
3 Local Faction Encounter A still pool of water that reflects the mountain and the
4 Character Encounter
surrounding area. The waters always reflect tomorrow and
never anything from today. If you were to look into the pool
5 Shrine of the Huntress you wouldn’t see your own reflection but instead maybe a bird
6 Local Treasure on a tree from the next day.
Skill Check A dc 20 arcana check reveals the water is
Characters imbued with the essence of time and it reflects tomorrow
instead of today. A failure by 5 or more reveals the waters are
Monster Hunter reflecting yesterday. A failure by 10 or more reveals the
Caldir is a goliath hunter of the Thulkurant tribe who is on a waters are reflecting a parallel world.
vision quest to track down an abominable yeti. He believes Feature The reflection of the pool can be used to make
that painting himself in its blood will give him the strength to easy predictions like what the weather will be the next day. It
challenge the clans leader Halvar and defeat him in combat could also predict a bad omen like the mountain erupting or a
to become the next leader of the clan. dragon. If a creature drinks from the water roll 1d4. On a 1
they are paralized for 24 hours as they are stopped in time,
Oracle on a 2 they have the slow spell cast on them for 24 hours, on
Carric is a wizened old wood elf who in ages past drank from a 3 they have blink cast on them for 24 hours and on a 4 they
the pool of time and has been addled and confused ever have haste cast on them for 24 hours.
since. Hundreds of years ago he saw a vision of a nearby
volcano erupting in the pool of time and ignored it and his Skull Rock
village was destroyed the next day by the eruption. Maddened A natural cave whose exterior features were carved into the
by grief he threw himself in the pool but instead of drowning shape of a skull by previous inhabitants. Now it is the lair of
went mad. He will ramble about trying to save his village from an Abominable Yeti who hunts the valley with other yeti
all sorts of different disasters he has envisioned. A greater searching for prey and the opportunity to cause mayhem.
restoration spell cures his madness.
1. A light snow storm blows in as 4-8 yetis let out horrific
Area Map howls. They attack viciously but will break and retreat if a
strong fire is used against them.
2. The howling of the yetis can be heard constantly.
Creatures trying to rest must make a dc 16 wisdom save
or they are unable to gain the benefits of any rest they are
taking.
3. A piercing howl announces 1-4 yetis lead by an
abominable yeti. With the benefit of leadership they will
not retreat from fire unless their leader is killed.
Treasure Yeti hides are prized for their cold resistance. A
yeti pelt can be used by a skilled tailor to create a cloak of
cold resistance. An abominable yetis hide can offer a further
+1 ac bonus.

CHAPTER 1 | POINT CRAWL


16
Chapter 2: Factions

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.

Refilling the Dungeon


A basic concept for mega dungeons is to add new monsters to a dungeon level after it has been cleared. Faction sheets were
designed with this in mind so you should be able to refill your dungeons with encounters from a faction and if a faction is
eliminated you can choose a different faction to fill its spot. This concept works well for any size dungeon if your players are likely
to revisit it.

Uses Outside Dungeons


While a lot of the encounters are mainly useful in a dungeon setting factions are still useful outside that setting. The encounters
can be used anywhere and are a useful tool to have something interesting happen if things are stalling out. The patrols can also be
used in the wilderness if your players are traveling or exploring. The different characters outlined under people can show up in a
lot of different settings for good role playing opportunities as well.

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
22
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
23
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
24
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
25
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
26
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.

Restocking the Dungeon


A core concept to each of these dungeons is that they are
intended to be run multiple times if needed. A dungeon can
be stocked and restocked by taking a random monster table
and rolling 1d8 and if you roll a 7 or an 8 rolling on the
monster table and putting that monster in the room. You can
also just choose encounters you want to do and fill the
dungeon with those. There are a lot of different restocking
methods so it is useful to try out different ideas to find one
you like.

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.

Writing Your Own


Dungeon
The simple template to make a similar dungeon to the ones
laid out here is to have a purpose, a trap, a secret, mapper
changer (have warning there will be issues on first pass),
terrain, puzzle, secret passages, a treasure for each dungeon.
These will be spread out over multiple encounters and you
may choose to have more than one of some or not include
some. Having variety is important.

CHAPTER 3 | DUNGEONS
28

Steam Caves 5. Fishing Pools


Natural caves that have hot springs sprouting up and steam Multiple fishing pools have different types of fish that can be
vents. It is connected to an underground lake and is a caught. They all connect to a large underground lake. A
common place to fish for people in the mountains. creature can spend 4 hours fishing at a pool and on a dc 14
tools check with a fishing rod or net they gain 1d4 days worth
of rations in raw fish. The fish can be eaten raw the first day
1. Hot Spring otherwise it must be cooked.
A 20ft pool of hot water that is a comfortable temperature for 1. Steelhead trout tools used to fish in steelhead trout pools
bathing. Creatures taking a short rest in the hotspring regain are degraded by their teeth giving them -1 each time.
double the amount of hit points. 2. Chinook Salmon +2 dc to catch and double rations reward
3. Cutthroat trout requires a dc 14 cooking check to prepare
2. Steam Cave the fish to be edible due to tough exterior.
A steam vent fills the cave with mist that obscures vision past 4. Bull trout is an oily fish that can be made into lamp oil.
5ft and dampens sound. The ground is slick with water and Each day's worth of rations can produce 1 hour of light.
creatures on the ground must make a dc 8 dexterity save or 5. 50 silver coins glint at the bottom of this 30ft deep pool of
fall prone if they move on their turn. water. There is a swarm of quippers hiding in the rocks.
3. Steam Vents 6. Waterfall
Periodically steam vents blast extremely hot steam into the A small hot spring hidden behind a waterfall is home to 6
caves dealing 2d4 fire damage or half on a successful dc 14 pixies that bless the water each day. They will pester
constitution save. Creatures can make a nature or intruders by asking them for flowers and if they are given
investigation check to determine the signs for the vents and gifts they will let creatures fill a bottle up with spring water
avoid them when they will trigger. During combat they trigger that heals 2d4+2 health for each gift.
on an initiative of 10.
7. Mystery Hole
4. Rope Bridge A small hole twists and turns 30 feet down. The smell of a
A rope bridge spans 60 feet across a 300 foot deep chasme rotting corpse can be smelt coming up from the hole. At the
with jagged rocks at the bottom. The bridge can hold up to bottom a medium sized humanoid got stuck climbing down
150 pounds or the weight of 1 armored warrior crossing it at and died. If he is pried out 10ft passed where he got stuck the
a time. If that weight is exceeded the ropes snap and the hole ends and a dagger that can cast misty steps once a day
bridge swings down into one of the walls. There is a dc 16 sits on a rocky ledge out of his reach.
strength check to hold onto the bridge if it breaks and if the
weight still exceeds the bridges limit it will break again in 18
seconds and fall into the chasme.

CHAPTER 3 | DUNGEONS
29

Lava Caves 5. Red Corundum


A natural cave made out of lava flows where the exterior An elemental gem (red corundum) is embedded in the basalt
hardened but the interior all flowed out leaving hollow tubes. wall of the cavern. A dc 15 strength check can break it free
The cave still has active lava flows in some areas and is from the rock. Using a pick axe grants advantage. There is a
constantly hot. pool of standing magma under the gem that has a 40ft radius
centered at the base of the wall.
1. Magma Chamber 6. Magma Goblet
The room radiates with heat and in the center of the room A black iron goblet full of ever hot magma sits on a stone
the floor has broken away in a 5ft area and lava bubbles up table. Inscribed on the rim of the goblet in primordial is “A
out of the hole and then seeps back down. The rest of the draft that cannot be drunk. A prize for one who could drink
room is safe to traverse. it.” The goblet cannot be taken from the room and refills with
magma if not poured into a mouth. If it is drunk the drinker
2. Ledge Secret Path takes 10d6 fire damage each round for 10 rounds. At the
A ledge is visible 30ft up from here. It is a dc 12 athletics bottom of the goblet is a ring of fire elemental command.
check to climb the wall up to the ledge. If a creature weighs
more than 200 pounds the rock face crumbles as they try to 7. Crystal Cave
climb it causing them to fall in a shower of rocks. This ledge A crystal cave with the walls and ceiling lined with quartz.
has a secret path leading to area 7. Once a week when a creature sleeps in this cave one of the
following divination effects is cast for them. If they are
3. Lava River worried about something happening Augury occurs in their
A natural lava flow that alternates between hot and cool. Roll dreams giving a sign of results of doing it. The 30 minute
1d6 and if the result is even the room is cool and can be limit does not apply when Augury is cast.
If you are looking
traversed safely. If the roll is odd the floor is magma and for something or someone you have a dream of traveling in its
deals 6d10 fire damage on contact. direction and when you wake up you know the distance to it.
If the item is not unique you know where the closest one is.
4. Lava Tubes There is a limit of 5 miles on this spell.
If you are worried
about what someone or thing might be doing the cave will try
The basalt floor here is criss-crossed with hollow tunnels to scry on the target or cast a dream on them if they are
under it causing it to be brittle. If two creatures of medium asleep. The caves save for scry is 14.
size or large stand next to each other while crossing this area
a 10ft area under them collapses dropping them into a 20ft
deep pit.

CHAPTER 3 | DUNGEONS
30

Mushroom Caves 5. Gorge


A large wet cavern system that has established mushroom A large gorge makes this area almost impassable. The gorge
colonies. It is a highly valuable source of food and water. A is 200 feet deep and 250 feet across. Players would have to
frequent destination for those in need of food. scale down the sheer cliff face and then climb up the other
side to pass without assistance. A tunnel at the bottom of the
gorge is out of sight unless you are at the bottom and leads to
1. Edible Mushrooms area 7.
Edible mushrooms fill the cavern. Up to 1d8 days worth of
food can be collected here. One of the following 2 special 6. Eversmoke
mushrooms are also collected. A dc 15 nature or survival A large gray cloud has formed at the top of the cavern by an
check can identify them. eversmoke bottle that was left open on a ledge that is now
1. Lost Fingers: 1d6 Grants advantage against poison all day obscured. A waterfall rushes over the ledge and crashes down
2. Eye Milk: 1d6 Grants 40ft of dark vision for 8 hours 120ft to the floor below and due to the smoke it looks like a
raincloud pouring water out the bottom. Mist from the
2. Eroding Cave waterfall gives disadvantage on checks to climb. The cliff
The cavern here is slick with water running along the ceiling requires 3 successful dc 16 athletics checks to scale.
and is covered in cracks with glow moss growing out of it. As
players walk through this room chunks of the ceiling collapse 7. Dangerous Mushrooms
and they must make a dc 14 dex check or take 1d8 damage. Edible mushrooms fill the cavern. Up to 2d8 days worth of
On restock this area collapses blocking access. food can be collected here. One of the following 2 special
mushrooms are also collected. A dc 15 nature or survival
3. Underground Lake check can identify them.
A large lake stretches 400 feet across this room and is very 1. Ear Wart: 1d6 Grants 30ft blindsense for 1 hour
deep. Large mushrooms with 10ft wide caps line the shore. 2. Death Cap: 1d6 deals 4d6 poison damage. Dc 15 con save
The dark water is infested with 20 quipper swarms which
will attack swimmers 2-4 swarms at a time.
4. Carnivorous Fungus
Purple and brown mushrooms fill the cavern but 3-10 violent
fungus are mixed into this patch. Other than the purple color
(darvision can’t see color) that marks them the violent fungus
looks like the other mushrooms. Once moved into the patch
the fungus ambushes them.

CHAPTER 3 | DUNGEONS
31

Vertical Caverns 4. Moss hidden passage


A series of caverns designed to challenge characters to use Moss coats this damp room and conceals a side passage that
grappling hooks, harness, ropes, and pitons to traverse them. leads to area 6. A creature with a passive perception of 14
This is meant to act as a tutorial and a natural barrier for a will notice the air flows oddly in this chamber and a dc 14
group that isn’t equipped for climbing. investigation check will reveal the hidden passageway.

Grappling Hooks 5. Unstable Cavern


Throwing a grappling hook successfully has a dc of 10 +2 for Cracks in the cavern have made this area unstable. The
every 10 feet thrown capping at 50 feet. A creature can add ground shakes and small rocks fall for every 200 pounds that
its dexterity modifier to the throw and they have disadvantage pass through this cave. After 1000 pounds have passed
throwing past 30 feet. When failing the roll by more than 5 through the entire cavern collapses in on itself.
the grappling comes loose while being climbed after 1d6
rounds. 6. Climb Down
1. Descent An overhang that drops 1000ft into an empty cavern. There is
a ledge that leads further into the cave system 30 feet under
Characters start out on top of a large cavern. In the center of the overhang and 20 feet back. If a creature hangs over the
the cavern’s roof is a 10ft hole that drops 50 feet directly overhang they could see it and throw a grappling hook onto
down into the cavern. There is nothing to climb down and the the ledge to pull themselves onto it.
best way down is to climb down a rope tied to a piton.
7. Shrine Trap
2. Difficult Climb Embedded halfway in the side of a 30ft deep hole is a small
Slick rocks lead up a 30 foot incline that counts as difficult shrine. It is carved into the side of stone and looks like a
terrain. For every 5ft moved a creature must make a dc 12 small open house. In the center is placed a figurine of
dexterity save or fall prone and roll down the incline taking wondrous power (onyx dog). If the figurine is picked up the
1d6 damage for each 10ft they fall. If a creature is wearing a stone around it instantly closes up trapping anything that
harness they can be anchored in with ropes to prevent falling. moved it. If it is released the stone releases its hold.
If they are only anchored with ropes they take 1 point of
damage when they slip due to the rope constricting.
3. Hole in the Ceiling
A dead end except for a hole in the center of the ceiling 30
feet overhead. The walls cannot be climbed to get to it but
jagged rocks around the hole makes it possible to throw a
grappling hook up to the hole and climb up a rope.

CHAPTER 3 | DUNGEONS
32

Organic Dungeon 4. Harvested Section


A massive lizard whose body is big enough for other There are multiple parts of the dungeon that can be
creatures to enter. Small creatures maintain the inside and harvested and used. When something is harvested the walls
mostly pay no mind to creatures inside. There are no straight spray acid in the area dealing 3d8 acid damage or half on a
lines and everything inside is curved, damp, and slightly successful dc 14 Dex save.
squishy. 1. Bones. Can be used like mithril by bone carver
2. Blood. When placed in a bottle acts like acid vial
1. Entrance 3. Liver. Can be squeezed for an ooze that cures poison
An entrance into the creature is protected by large barbed 4. Muscle. Large slabs of meat worth 4 days rations
hairs that cover the floors, ceiling, and walls and are 4-6 feet 5. Stomach
long. The area counts as difficult terrain and creatures
moving through them must make a dc 14 acrobatics/athletics A muscle flap in the floor holds water in as the room slowly
check or become tangled (grappled) by the barbs on the hairs. fills with 4ft deep water over 3 hours. Once it fills up the
Creatures can break free as an action but take 1 damage if muscle lifts allowing it to drain into a lower chamber to be
they do so. absorbed. The lower chamber is 50ft by 50ft has an
adventurers skeleton with a medallion of thoughts. You can
2. Wound roll 1d4 to determine how much water is in the room.
A gash in one of the walls allows movement through this 6. Immune System
area. Small white slimes can be seen being extruded from
walls and gathering on the ragged edges of the wound. After 4 The creature's immune system attacks anything not coated in
hours they will have completely closed it with their bodies but the creature's fluids in this room. Red ooze drops from the
will be soft enough to push through. After 8 hours they have ceiling dealing 4d4 acid damage or half on a successful dc 14
died making a hard shell that doesn’t break. dex save. If the save is failed by more than 5 the ooze hardens
on the creature to immobilize them. They have 5 health and 8
3. Veins ac. After dropping oozes crawl back up the walls into the
ceiling to reset themselves. Respawns every 24h.
This chamber acts as a valve system for blood. Every 6
seconds the entrances close for 6 seconds and acidic blood 7. Nerves
pumps through the chamber. Creatures covered in the blood
take 2d6 acid damage at the start of each of their turns and Exposed nerves criss-cross the entire chamber. Roll 3 d20
they must make a dc 14 strength check or they are swept up and place them randomly in the room as nerve centers. On
by the blood and deposited in area 4. the number on the d20 counts as its initiative and at the start
of each nerve turn it sends out a pulse of electricity that deals
2d8 lightning damage or half on a successful dc 13 dex save.

CHAPTER 3 | DUNGEONS
33

Silver Deep Mine 4. Shored up Cave


An abandoned mine once used to extract riches from the Ancient wooden pillars hold up the ceiling in this room. The
earth. With the fall of Silver Deep it has fallen to disuse and ceiling has cracked and is only held up by the pillars. The
once safe passages have now become treacherous. pillars have 14 ac and 10 health. If destroyed it causes rocks
to fall dealing 2d6 damage or half on a successful dex save to
Silver Deep everyone in the room. Once all of the pillars are destroyed the
A buried dwarven fortress that was abandoned during a room collapses after 6 seconds.
volcanic eruption. Once a paradise with great wealth and
abundance it is in shambles now but still has many great 5. Toxic Gas
treasures locked away. The floor descends to get to this area where a toxic and
invisible gas is trapped. When a creature starts their turn in
1. Entrance this area they take 2d10 poison damage or half on a
A magic door blocks passage into the mine. The stone successful dc 15 constitution save. Creatures who are
archway above the door has the dwarven word shout carved poisoned start coughing and have issues breathing for 24
into it. If the word shout is said in dwarvish the door opens. It hours after being exposed to the gas.
has no handle or lock on the outside. It can be pushed open
from inside. 6. Secret Storage Room
There are four ever burning torches in scones on the wall.
2. Elevator One of them can be rotated 90 degrees to open a nearby
An elevator powered by a crank attached to a chain can lower secret door. Inside the secret room is a card table with chairs,
creatures down to area7. Every time the elevator is used, roll a deck of cards, and a set of dice. In one corner is a standing
a d4 on a 4 or higher after being used the chain breaks and harp and in the other a cask of dwarven ale worth 50gp with
the elevator cannot be used further. After each use add +1 to glasses. A pair of throwing axes with the returning property
subsequent rolls. are mounted on the wall.

3. Minecart Tracks 7. Ore Veins


A minecart track twists 40ft off the side of a ledge above a Old veins of ore have been exposed and are partially mined. A
fissure. At the end of the track a minecart loaded with gold creature with a mining pick can spend 1 hour to mine and
ore sits. Putting weight on the track causes the metal to excavate 50 pounds of raw ore. After doing so they must
grone and if additional weight is on it for 6 seconds the track make a dc 10 Constitution save or gain a level of exhaustion.
breaks. The wheels on the cart are no longer able to roll The difficulty is reduced by the creature's strength modifier.
freely and require a dc 16 strength check to move. The ore 100 pounds of ore = 10 pounds of metal.
can be processed into 1000gp bricks and weighs 3000 1. Gold ore. 25% chance to only mine rock instead of gold
pounds. 2. Iron ore
3. Copper ore
4. Adamantine ore. Requires adamantine pick to mine
CHAPTER 3 | DUNGEONS
34

Hall of Agriculture 4. Stables


A section of silver deep containing the entrance, great hall, Stable containing small stalls with the bones of mules inside.
and rooms dedicated to agriculture. Some of the equipment Long dead black mold coats the floor in this area. It is
here is still usable but most things have rotted away. harmless unless something walks through it kicking it up into
the air. If that occurs creatures within 10 feet of the
Silver Deep disturbance must make a dc 14 constitution save or they
A buried dwarven fortress that was abandoned during a become poisoned for 24 days. Once a creature has made the
volcanic eruption. Once a paradise with great wealth and save they are immune for 1 minute.
abundance it is in shambles now but still has many great
treasures locked away. 5. Brewing Room
Equipment for brewing beer lines one wall and the rest of the
1. Exterior Defenses area is occupied by racks of beer barrels with long ago
A network of halls with spear and crossbow slots in them. spoiled beer. If the barrels are damaged they spray beer in a
Used as the primary defense for the fortress allowing the 10ft area and anyone hit has to make a dc 12 dex check or
defenders to attack invaders and retreat without being fall prone.
attacked. Contains hidden doors and iron doors. Creatures
attacking through the defensive wall cannot make 6. Mill
opportunity attacks against creatures on the other side. A 3 story room for milling flour. The first floor has a chute
that milled flour pours out of into a cart. A ladder leads up to
2. Hidden Guard Post the second where the mill stones would spin. A final ladder
A hidden room placed in the defensive network as a fall back leads to the 3ed floor where a hopper feeds the mill stones
point. A dc 18 perception check will notice a seamless door with wheat. A pull system can pull wheat to the top. An axle
and a dc 15 investigation check can find the pressure plate to with 4 shafts used to be pulled by mules for power.
open it. Inside is a smoke barrel that when lit creates a 100
foot cloud of smoke that obscures vision for 30 minutes as 7. Kitchen
well as flint and steel. A very large kitchen with rotted and spoiled food. Water can
be seen pouring out of a broken pipe jutting out of the wall. It
3. Great Hall has pooled in a corner of the kitchen where a sinkhole that
The great hall is a massive room with many dining tables. has begun to form. Traveling through the room casus the sink
There are 4 chandeliers with burnt out candles hanging on a hole to widen and 24 hours after the room is entered the
chain inside the room. Winches are used to raise and lower entire floor collapses into the sinkhole.
them along the wall. The chains have 5 hit points and 18 ac.
If broken the chandeliers fall dealing 4d6 damage or half on a
dc 16 dex save to creatures in a 10ft radius under them.

CHAPTER 3 | DUNGEONS
35

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
38

Bloody Swamp 4. Vamperic Vines


An underground swamp that has grown around the spire. Vines with dark red thorns line the walls here and their roots
The taint of demons and tortured spirits lays heavy on the run along the ground. If a creature with blood dies in the
black waters that are thick with black mold hiding things room the roots will drink the blood and the vines will over
underneath. grow the room in 1 hour preventing passage. They can be
cleared by hand in 1 day and die in 2 weeks.
The Spire
The ruins of a demon lord's ancient tower. The jumble of 5. Anti Caster Room
stone conceals ancient secrets and still houses old evils. There are 8 fat imp statues in the room. They each have 18
ac and 1 hit point. Whenever a creature casts a spell within
1. Sulgiest's Statue 10ft of an imp statue a firebolt shoots out of the imps mouth
Statue with a circlet of blasting on its head stands 60ft away at them with a +5 to bonus to hit for 1d10 fire damage.
from a shimmering blakc portal. Moving within 5 ft of the
statue causes you to be magically compelled to walk towards 6. Teleportation Room
the portal and through it over 2 turns. At the start of each of Red arcane energy pulses in a circle on the floor. The room is
your turns you can make a dc 15 wisdom saving throw to filled with rubble and searching the rubble reveals 5 black
resist the compulsion. Stepping through the portal teleports crystals that act as arcane focuses. If placed on the red circle
you to the abyss with no portal back. a line of red energy shots out from it and the crystal can be
rotated to change the orientation. If all 5 crystals are
2. Burning Blood arranged on the circle to form a pentagram the pentagram
The swamp here is thick with plant life and muck making it teleports creatures to area 1.
difficult terrain. Creatures who fall prone here must make a
dc 14 constitution save and on a failure gain the burning 7. Abyssal Portal
blood disease. Whenever they are damaged by piercing or A cracked stone portal lays half submerged in the muck.
slashing weapons they take 1d6 fire damage from their own There are abyssal runes carved into it saying “The jaws of the
blood. abyss open for the last drop of mortal ichor” If a living
creature is slain within 30 feet of the portal it will open for 6
3. Poison Gas Trap seconds. Passing through the inky red energy while it is open
Damaged spikes cover the walls and the ceiling of this room. transports a creature to an identical portal in the abyss.
A thin layer of muck covers the floor and under that is a spell
glyph that will activate when anything enters the area filling
the area with poison gas that deals 2d12 damage or half on a
successful dc 14 con save.

CHAPTER 3 | DUNGEONS
39

Molten Heart 5. Elemental Test


The fiery heart of the mountain pumps magma back into the A black stone staff with glowing red cracks is rooted into the
planet's crust preventing an eruption. Should it ever stop stone. A creature who grasps the staff or is holding it on it at
beating, the mountain would eventually erupt. the start of their turn is engulfed in fire and takes 6d6 fire
damage or half on a successful constitution save. If a creature
Magma holds onto the staff for 3 turns without dying it comes free
Creatures that touch or start their turn in or on magma they and acts as a staff of fire.
take 8d10 fire damage or half on a dc 24 constitution save.
6. Jumping Obstacle
1. Super Heated Gray pumice slabs float on top of smoking magma. There are
Furnace-like heat fills this area. Creatures that do not have 4 slabs that can be jumped on one by one to pass the magma.
protection or resistance from fire take 1d6 fire damage at the The pumice slabs are not stable and creatures jumping onto
start of each of their turns while they are in this room. them force creatures on the slabs to make a dc 12 acrobatics
check or fall into the magma.
2. Secret Passage 7. Molten Heart
Thick black smoke burps out of volcanic vents in the ground A massive magma chamber that has a stone walkway leading
obscuring vision in the area. Sharp broken stone deals 1d4 into the center where a massive heart made of molten stone
damage for each 5ft moved in this area by creatures. There is beats in the center of the magma. The heart circulates the
a hidden path obscured through the smoke that leads safely magma and as long as it is hot prevents the mountain from
through to area 6. erupting. If it is cooled however the magma also starts to cool
and after 1d6 weeks pressure builds up and causes the
3. Temporary Passage volcano to explode.
Glowing red magma fills the room. As long as the molten
heart beats the magma will rise and fall. Every minute a 100ft
long expanse of broken rock that can be walked across
without touching the magma is exposed. It counts as difficult
terrain and creatures who fall prone fall from the rocks into
the magma.
4. Flood Chamber
Magma has burst through a section of the wall here and is
very slowly filling the room. Within 1 day this entire area will
have filled with cooled magma blocking passage through it.

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.

There are many reasons an Adventurer might come to the


mountain. Some seek fortune and spend their time digging Aurasong
up ancient relics they can sell to become rich. Others find A kingdom ruled by a long line of sorcerers who claim the
refuge in the wilderness and are able to disappear from their right to rule through their arcane bloodline. They kill anyone
problems. Hired men come to the mountain seeking bounties who is born with magical talent outside the royal family as
on those who fled the law in more civilized lands. Wanders rivals. They allow lords and their families to learn magic and
often end up drawn to the mountain for no reason they can the church is allowed to practice limited magic. The populace
discern like iron drawn to a magnet. is controlled via enchantment magic and eaks a meager

existence trying to avoid notice of their more powerful
While this adventure takes place on and around Tahoma superiors. The royal family lives in aura song castle which
there are four regions bordering the mountain. Many people floats on a massive sheet or rock over the bay and is guarded
who venture to Tahoma do so from one of these regions. The by gryphon knights.
people and politics bleed into life on the mountain though the
remoteness and wilderness of Tahoma act as a natural Svelguard
barrier keeping the forces in these regions at bay.
A harsh kingdom of ice and fire. Frost giants live in giant
Subplots keeps of fire and war with fire elemental invasions that occur
when a volcano bursts from the ice and erupts. Life here is
While Tahoma can be played as a free form exploration short and violent and the frost giants raid the south for slaves
adventure there are several stories woven into the and weapons in their war.
background you might want to lean into or expand on. The
largest plot is the 5 elemental cult factions that can be Lothens
working together or separately. The second plot is around
finding and potentially restoring the lost dwarven city of A small city state with a democratic government. Land
Silverdeep. The last is an ancient war between the demon owners directly vote on laws inside a colosseum once a year
lord Sulgiest and the elves where players can try to help them and every 3 years they elect an archon who enforces laws.
break the curse so they can return home. Other story lines There are relatively few landowners in the city state but the
may emerge or you can insert your own story line into this lower classes have some small glimmer of hope they can
location without causing any issues. either marry into a land owning family or join a guild and
work their way up to owning some small amount of land for
their trade and gain a vote.
Towns
Big Creek Wild Mountains
A small settlement deep in the wilderness used by A massive mountain range that is full of sheer cliffs and
adventurers. This is a simple town you can start adventurers savage wilderness. Those who venture into the mountains
out in and use as a base of operations. often do not return alive. This region is a natural barrier that
safeguards the other regions from external forces. It is
rumored that Thane Thulgrinn knew a way through the Wild
Stone Garden Mountains and would trade gold for exotic goods.
An underground elven town that is isolated from the outside
world. Once players have spent a lot of time adventuring in
Tahoma they may befriend and elf or find and entrance to this
town giving them a base of operation that is closer to the
wilderness.

APPENDIX A | CAMPAIGN SETTING


41
Strange dreams under the mountain
Legends on the Mountain Don’t sleep under the mountain if you value your life. 30
These legends all are generally common knowledge to people years ago I made the mistake of taking a quick nap next to a
who have lived or grown up in the region. They are meant to minecart down there and it haunts me to this day. I woke up
be sources of inspiration and motivation for exploring and are in the mountain but it was covered in thick vines. I tried to
told from the point of view of characters in the world. They leave but all the paths out were choked with vines that were
are not completely true but parts of them maybe. impervious to both fire and steel. I spent days searching for a
route out and the entire time I found no relief from food or
Thulgrinn Thane of Fools sleep. When I thought I was finally dying I woke up next to
There once was a dwarven thane called Thulgrinn who ruled the minecart from days ago while a Xvart smoking dream
the great mountain fortress of silver deep. His people lived moss stole everything I had on me. I was too weak to stop
decadent lives on the mountains and did not have to toil all him but I managed to crawl out of the mountain and back to
day as a good dwarf should. Instead there were many great town. Since that day I haven’t dared travel below ground. -
feasts and festivals and the dwarves grew fat. The wise god Ebram the Treasure Hunter
Character Options
Overview:
Moradin seeing they had forgotten the value of honest labor Each character can have 1 background and 1 bond that time
caused the mountain to shake and fire to spew from its peak they are made in the campaign setting. Most of these
burying the fortress deep under the earth so that other backgrounds are intended for entire groups to take to give
dwarves would not fall victim to decadence. -High Priest of them a common purpose but they can be mixed and matched
Moradin Yuthoc Ironbeard or altered to taste.

The Battle of Crawling Iron


In ancient times there was a wizard whose name has been
forgotten and is now known only as the wizard of ruin. From
his mountain tower he created massive beasts of iron and
magic which he sent out to terrorize the land. Seeking to stop
him 3 great armies of men, dwarves, and elves rose up and
on the slopes of the Tahoma they did battle. At a great cost
the wizard of ruin was defeated and his evil knowledge
destroyed. Even to this day explorers come across strangely
shaped metal from his machines and the remains of fallen
soldiers buried in the earth. --Historian Gehark
The Sinister Secret of The Rainy
Mountain
An ancient evil slumbers in the mountain depths. Scaled
horrors known only as lizardmen sleep and wait for the day
the surface is again hot enough for them to survive. They
dream of carnage and writhe in rage against their prison.
Soon that prison will be broken and The Rainy Mountain will
rain down cataclysmic fire and death. Once free the wrath of
the lizard men will be swift and only those who are prepared
for this will survive. If you want to survive the coming
apocalypse come and join the Yelm Resistance today. -Mystic
Moon
The Tale of Bold Bertin
In ages past a terrible demon lord made his home on the
mountain. Evil creatures flocked to bask in the demon lords
shadow and they built a great spire of evil and terrorized the
land. Bertin was just a lad when his family and village was
destroyed by the demon lord leaving him the only survivor. He
took up the sword and through cunning plan and bold action
defeated the demon lords lieutenants. Knowing he could not
defeat the demon lord in an even fight he placed the heart of
a fire elemental in the glacier beneath the demon lord's spire
causing it to melt and the entire area formed lake mowich.
With the spire in ruins Bertin slew the demon lord and
restored peace to the lands and ever since hot water bubbles
up from the earth.
APPENDIX A | LEGENDS
42
Big Creek East Side
A ramshackle frontier town with wooden buildings in various A chaotic sprawl of entities whose goals don’t align with the
states of disrepair along the big creek a wash that is dry or adventuring guild. A loose coalition of bounty hunters control
muddy most of the year but in spring and summer flows with the east side. For the most part they don’t care what goes on
glacier melt. A single bridge connects the two halves of the and problems tend to be solved by putting a gold bounty on
town. trouble makers heads.

West Side Factions


Most people who live on the west side support or work with Bounty Hunters: A coalition of independent bounty hunters.
the adventuring guild who operate in the area. The area is They only join together for the purpose of distributing
safer as the guild prefers people can safely come to trade contracts and to ensure no one is stiffed on payment. There
with them and harsh penalties or death is met out to those are no rules for members and entry only requires a one time
who threaten the guild's interests. payment of 50 gold for upkeep of bounty distribution.
Administrator
Factions Jack is an ancient rock gnome who has a lot of old contacts
Adventures Guild that send contracts and payment through him. He greatly
A structured guild with credentialed members who search for values the secrecy of his clients.
artifacts, explore, and hunt monsters on contracts or as Have bounty hunters fill contracts he middle mans
freelancers. They are fairly orderly and expect members to Maintain his reputation for keeping secrets
pay dues in return for contracts and general protections. Hides paperwork on his customers
Dues: 20 gp a month per person. 10% cut of profits
Top Bounty Hunter
Guild Master Eddie Tealeaf a halfling assassin who specializes in killing
Horus Goldtooth a half elf fighter that is more interested in through infiltration and poison. He is also a mean knife
handling the social aspect of running the guild after 80 years fighter and enjoys a good brawl.
of getting his hands dirty.
Keeping his reputation as the best bounty hunter
Get more adventures to join the guild Building up his wealth and buying exotic foods
Pass on leadership to a new generation and retire Doesn’t believe a job exists he can’t do
Will overlook problems for elven artifacts.
Buildings
Guild Enforcer
Edward the Ax a half orc barbarian that makes steady money Bounty Office
as the guild's enforcer. He is gruff and just wants to collect A small building operated by Jack the rock gnome. It is
dues without any fuss. barren besides a small desk he sits behind and a board on
one wall that lists currently open bounties. There is a 10 gold
Collect dues from members each month fee to take up a bounty for non members.
Punish anyone giving the guild a bad name
Is unable to deescalate a violent situation The Rat’s Tail
A seedy tavern with holes in the walls and broken glass. It is
Buildings owned by a humanoid rat who goes by Peter. He is a sniveling
Adventurers’ Guild coward but sells rooms and food for 5 cooper a night and has
A large walled 4 building complex where members of the a moonshine that curls hair.
adventuring guild can rest for free. Non members can apply
here and be set trials. There are also facilities for repairing Candles
and storing goods. A small dingy wax candle shop where all the candles smell
like fish. It is run by a kobold named Scritches who operates
Monty and Sons the store as a front to tell poison and buy less then legal
A clean building painted white. It serves as a general goods magic items. He hides his true purpose unless asked about
store run by the Tabaxi Monty and his son Murry. They sell his evergreen scented candles.
and buy mundane items including traveling gear and mules
for adventures. The Radish House
A wide 2 story building that has been painted red and stands
Higgs’ Artifacts out from the other unpainted buildings on the east side. A
A crooked 3 story building painted purple. A bespectacled human named Radgar runs the establishment and sells
dwarf who goes by higgs runs the establishment that dream dust, a potent hallucinogenic.
contains artifacts from the mountain. He buys and does not
sell but has a dwarven pot, an elvish sword, and a demonic
tablet.

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
44
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.

APPENDIX C | PLAYER OPTIONS


48

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