(Nord Games) Dangerous Destinations
(Nord Games) Dangerous Destinations
Andrew Geertsen
Director of Game Design
Legal Credits
Nord Games LLC is not affiliated with Wizards of the Coast™. Author: Andrew Geertsen
We make no claim to or challenge to any trademarks held by Lead Designers: Andrew Geertsen, Chris Haskins, JVC Parry
Wizards of the Coast™. Proofing and Editing: Lou Fryer, Ralph Stickley
Nord Games LLC., 2021, all rights reserved. Product Identity: Art Director: Ralph Stickley
The following items are hereby identified as Nord Games LLC.’s Layout and Typesetting: Chris van der Linden, Ralph Stickley
Product Identity, as defined in the Open Game License version
Illustrators: Joel Holtzman, Sam Perin, Karen Petrasko,
1.0a, Section 1(e), and are not Open Game Content: product
and product line names, logos and identifying marks including Shahzeb Khan Raza, Takashi, Tan, Sam White, The Creation
trade dress; artifacts; creatures; characters; stories, storylines, Studio
plots, thematic elements, dialogue, incidents, language, artwork, Cartographers: Eledryll, Taylor Hall, Alyssa Lax, Jay Lewis,
symbols, designs, depictions, likenesses, formats, poses, Kazwarzi Maps, Adam Power, C. Jaide Sandstrom
concepts, themes and graphic, photographic and other visual or Cartography Designed With Inkarnate
audio representations; names and descriptions of characters, Project Management: Andrew Geertsen
spells, enchantments, personalities, teams, personas, likenesses
Brand and Marketing: Chris Haskins, Laura Mohler
and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, Pre-Generated Destinations: Lou Fryer, Andrew Geertsen, Chris
symbols, or graphic designs; and any other trademark or Haskins, JVC Parry, Adam Power, Megan Roy, Ralph Stickley
registered trademark clearly identified as Product Identity.
Previously released Open Game Content is excluded from the
above list.
2
Table of Contents
Introduction p. 4 Part Three: Dangers p. 178
Prelude p. 7 Beasts & Unintelligent Monsters p. 180
Part One: Destinations p. 10 Event p. 183
Burial Ground p. 12 Humanoids p. 188
Camp p. 20 Intelligent Monster p. 195
Fortress p. 25 Item p. 198
Headquarters p. 35 Magic p. 206
Hideout p. 40 Part Four: Antagonists p. 214
Outpost p. 49 Humanoids p. 216
Religious Site p. 54 Intelligent Monsters p. 235
Religious Structure p. 59 Part Five: Pre-Generated Destinations p. 254
Residence p. 63 Burial Grounds p. 256
Settlement p. 67 Camps p. 271
Small Location p. 73 Fortresses p. 286
Watchtower p. 78 Headquarters p. 301
Part Two: Environments p. 82 Hideouts p. 316
Aquatic p. 84 Outposts p. 331
Coastal p. 93 Religious Sites p. 346
Desert p. 100 Religious Structures p. 361
Extra-Planar p. 106 Residences p. 376
Forest p. 111 Settlements p. 391
Jungle p. 123 Small Locations p. 406
Mountain p. 131 Watchtowers p. 421
Plains p. 139 Appendix A: Deciphering Your Destination p. 436
Swamp p. 146 Appendix B: Planar Creature Tables p. 438
Tundra p. 156 Appendix C: Useful Tables p. 442
Underground p. 163
Urban p. 170
3
Introduction
This book is the sequel to Nord Games’ first world-building book,
Spectacular Settlements, which focused on creating intriguing, What can I get out of the builders?
interesting, and unique settlements such as villages, towns, While the obvious answer would be ‘a dangerous
and cities. A settlement can be a hub, a base of operations, destination’, rolling on one or more of the sections, or even
somewhere to carouse, or somewhere to rest, shop, or find quests individual tables in the book, can provide additional utility.
(which may or may not take place in that settlement). Dangerous For example:
Destinations, on the other hand, focuses on places that are a bit
different. - Campaign Ideas: One of the dangers in the chapter may
A dangerous destination is not a place most regular folk give you ideas that extend beyond the dangerous destination
would want to go (though, there are certainly some intrepid itself, perhaps spawning an idea for a subplot arc, or even an
adventurers with little regard for their own safety). The realms entire campaign.
of fantasy are full of challenge, darkness, and peril. Adventurers
are, to a large degree, as admired as they are because of their - Specific Details: While the builders are intended to be used
willingness to go to these places, to deal with that which in tandem, you can also use them individually to help flesh
threatens the peace of the land. Without danger, there’s no out a certain element of a game you’re running or prepping.
adventure. So, what are these places, where are they, and what is For example, if you are planning a bandit camp, but aren’t
happening there? That is what this book will help you discover. sure how to structure it, you could simply use the tables in
the Camp chapter of Part 1: Destination Types.
Builders
A dangerous destination is made up of four pieces: the prelude, Everything Else
destination, environment, and danger. When these four This book also has a number of other sections, each useful in
elements are combined, they will yield a foundation upon which their own ways.
you can build. Each of these has their own section in the book
• Part 4: Antagonists. This part is broken into two chapters,
and, within them, are chapters covering the different types.
one for humanoids and one for intelligent monsters.
These are:
Each chapter features an extensive set of personality
• Part 0: Prelude. The prelude contains four tables which profiles that can be used as a foundation for an antagonist’s
provide some general ideas that can marinate in your mind personality. The personality profiles are based on the 12
as you build your dangerous destination. This includes archetypes developed by the psychiatrist Carl Jung. These
the overarching theme, what might have been present archetypes are meant to encompass the general categories
previously, and whether that presence is still having an that most (if not all) characters in literature fall into, and
effect now. This is also where you roll your destination type. provide insight into their drives, motivations, and struggles.
• Part 1: Destinations. This part includes builder chapters The humanoids chapter is intended to provide profiles that
for the different types of places your destination could can be applied to any humanoid, such as most playable races
be: burial grounds (divided into graveyards and crypts), in many tabletop RPGs, but also those like goblins, orcs, etc.
camps, fortresses, headquarters, hideouts (indoor and These profiles are intended to feel fairly grounded, realistic,
underground), outposts, religious sites, religious structures, and relatable for mortal beings.
residences, settlements, small locations, or watchtowers.
The intelligent monsters chapter is intended to provide
• Part 2: Environments. This part includes builder chapters profiles that can be applied to any non-humanoid creature of
for the different environments your destination could exist approximate, and relative, intellect. While the definition and
in: aquatic, coastal, desert, extra-planar, forest, jungle, parameters can be a matter of some debate, here we consider
mountain, plains, swamp, tundra, underground, or urban. an ‘intelligent’ monster to be one that is typically capable of
• Part 3: Dangers. This part includes builder chapters for the nuanced communication, and/or of cognisant thought beyond
different things that could be responsible for the danger at that of basic animal instincts. These profiles are intended to be
or in your destination: beasts and unintelligent monsters, much more extreme, over-the-top, and perhaps hyper-focused
events, humanoids, intelligent monsters, items, or magic. on what the profile desires, per its archetype.
4 Introduction
• Part 5: Pre-Generated Dangerous Destinations. This
part is broken up into chapters that correspond to the Contradictions
Destinations found in Part 1. Each chapter of Part 5 When building a dangerous destination, it is entirely possible
contains five dangerous destinations of that given type, each (even expected) that you will roll results which seem to contradict
of which includes a write-up describing its general story and one another. Your initial instinct in these situations may be to
key elements, a list of every rolled result that was part of the reroll on the table that gave you the conflicting roll, or even just
creation process, an illustration, and a color map. manually choose a result from the table without rolling. We
• Rolled Results. As stated above, the intention behind encourage you not to, and instead to treat the contradiction as both
the builders is to inspire and aid the generation of ideas a creative challenge, and an opportunity. These contradictions
and, therefore, the creation process is still a flexible can actually present something extra intriguing, interesting, and
one. It is rare that every single roll result is used or unlike anything before it; they are often the things that end up
accounted for in the write-up, but their inclusion in as the heart and soul of your dangerous destination. The reasons
their entirety provides an example of how you can you come up with to explain why the contradiction exists will be
create a destination that emphasizes certain results unique to yourself and your own imagination.
that inspire you, and focuses less on those that may not. Imagine that the builder process is not actually creating a ‘new’
Comparing the write-up to the rolled results can be a place, and is instead revealing a place that already exists, but is yet to
great way of examining the creative process. be discovered. With each table, you see a little bit more than you did
• Maps. Some dangerous destinations can be enormous, moments before, and your thoughts and opinions shift ever-so-
potentially spanning acres, miles, or more. The maps slightly to accommodate this new information. By questioning your
generally do not include areas wide expanses that a rolls, you make sense of them.
GM could recreate using generic map tiles or art. In the You always have the answer. The builder will tell you what’s there but
case of destinations where the area is large, and/or has it is up to you to determine why things are the way they are. When
multiple key locations (such as certain points of interest you do, life will be breathed into the places you create.
along a mountain path, or multiple floors of a building),
the key locations are mapped, within reason.
Printing Maps
The maps that are included in the printed book are generally
not at a scale usable for miniatures and, as such, are more
of a reference for the GM. Digital versions, which should
accommodate most standard fantasy miniatures, can be
purchased and downloaded from nordgamesllc.com.
Introduction 5
Using the Tables Freedom
The explanation below will help you navigate the chapters in this This book contains what amounts to thousands and thousands
book. of suggestions. If you notice a detail you don’t like, or something
just doesn’t fit within the campaign setting you’re using or
Table. A table is a group of columns and rows that looks
the area you need your dangerous destination to be in, simply
something like this:
change it. This applies to anything you find in a table, within
d10 Table Title an antagonist profile, or anything else. We have gone to great
lengths to ensure that the information provided remains as
1-2 Result 1 general and widely applicable as possible, but we also know that
every campaign is unique, and sometimes there are details that
3-9 Result 2
couldn’t have been predicted.
10 Result 3
The most important thing to remember is that you have complete
Left Column. The top left column of a table will show you what freedom when making your dangerous destinations. If you opt to
to roll (in the example above, a 10-sided die or ‘d10’). Below it select things from a table instead of roll, that is up to you. If you
will be a row for each number that can be rolled on that die (or, roll something up, don’t like it, and want to make changes, do it.
sometimes, a number range). Then, look to the right for the If you find an antagonist profile that you like most of, but want
result of your roll (this is what you’d write down wherever you’re to make some alterations, go for it. The ultimate purpose of this
recording your roll results). entire book is to inspire.
Dice. Dice are represented with a lowercase ‘d’ followed by its
number of sides. The dice you will find referenced in the book are Note: Already have an idea?
d4, d6, d8, d10, d12, d20 and d100. They look like this: You may already have an idea for a dangerous destination,
which is great! If that is the case, you may decide that you
don’t want to roll on the tables, and instead wish to pick-
and-choose.
6 Introduction
Prelude
d20 Theme
11 Test. Part of a task, the result of which will
determine a decision.
12 Help. Seeking the aid of someone or something in
This brief chapter will serve to set the stage for your dangerous
order to achieve a desired outcome.
destination by giving you some ideas that can be interwoven into
the story surrounding it. 13 Grief. Experiencing deep emotional pain, often
associated with a loss.
Prelude 7
Previous Presence d20 Previous Presence
What, if anything, was found here before your dangerous 16 Creature Territory. This area was home to a
destination occupied this location? The destination may have particular kind of creature. It might have been its
replaced what was there, built over it, or otherwise blotted home, breeding ground, or hunting ground.
it from existence. On the other hand, it could be that the 17 Cursed. This area was deliberately cursed by
destination now shares the area with what was previously there. someone, or something. The curse may have affected
Use this as a point of inspiration to guide your ideas. the land, all those who lived or came here, or
perhaps only particular individuals.
d20 Previous Presence
18 Ritual Site. This area was used for very special
1-3 Nothing/Unsettled Nature. The area had nothing rituals. They need not have been dark rituals.
built on it prior to the destination.
19 Monster Lair. This area once contained the lair of a
(skip continued presence table)
monster.
4 Conflict Site. The area was the site of two or more
20 Mighty Creature Lair. This area once contained
entities engaging in warfare or other hostilities.
the lair of a great, mighty, or exceedingly powerful
5 Holy Site. The area was the site of a significant, creature - perhaps one out of legend (or nightmare).
religious occurrence.
6 Meeting Place. The area was frequently used as a Continued Presence
meeting spot, either for a few specific individuals, or
Is the presence still there? If it isn’t, are there lingering effects or
more generally for groups.
influences?
7 Training Grounds. The area was used to teach or
tutor a certain discipline. d10 Continued Presence
8 Road. The area was directly connected to a road, or 1 Erased. What was here has been replaced by
was very near to one. the destination. Most (or all) issues pertaining
to the area previously were resolved prior to the
9 Secret Spot. This area was known only to select destination being established.
individuals, and its use and purpose was confidential
to all but the trusted few. 2-4 Traces. What was here has been replaced by the
destination, however there is still evidence, or small
10 Strategic Location. This area was a place of vital clues, pointing to what was once here.
military importance.
5-7 Apparent. What was here has been replaced by the
11 Resource Abundance. This area was rich in a destination, however there is still clear evidence of
particular resource. what was once here.
12 Dumping Ground. This area was used to get rid 8-9 Present (Reduced). The presence still exists, but it
of something unwanted, perhaps general waste, or isn’t what it used to be. It is either less powerful, has
something very specific (hazardous waste, bodies, shrunk in size, is less effective, or perhaps has just
failed magical experiments, etc.). been forgotten.
13 Magical Phenomena. This area was the site of a [Roll 1d6]:
strange, magical occurrence. 1-3: The destination coexists with the previous
14 Magical Passage. The area was the location of a presence harmoniously.
gate, portal, tear, or other form of magical travel. 4-6: The destination is at odds with the previous
This may have been less overt; perhaps, for example, presence.
the planar barrier was thin or weak here. 10 Present (Grown). Not only does the presence still
15 Befouled. The area was tainted by something exist, but it is even stronger.
dark, sinister, or vile. It may have been magically [Roll 1d6]:
corrupted, or perhaps the land was poisoned so that 1-3: The destination coexists with the previous
nothing would grow here anymore. presence harmoniously.
4-6: The destination is at odds with the previous
presence.
8 Prelude
Destination Type
What type of place is your dangerous destination?
Prelude 9
10
Part One:
Destinations
The setting of a story can have as much character as any of the speaking roles. We can all readily imagine classic
settings, such as a gothic castle, a mist-shrouded graveyard, or a tumbledown shack, and how they influence the
stories that take place within or around them. The type of destination will act as a focal point for the adventure
you are creating, and be an anchor for your ideas throughout the rest of this creative process.
Within this section, you will find a chapter for each potential destination type, all of which are listed in the
table at the end of the Prelude (p. 7). Even if you chose to skip the majority of the prelude, you can still roll for
a destination type on the final table, or simply select the type you wish to create, turn to the relevant chapter,
and then roll on its tables to flesh out the details.
11
Burial Ground
T
he damp chill seeps into your feet as the mist that cloaks various clay containers and a sense of claustrophobia presses on your
the ground swirls about your steps. You walk through chest. You can feel the dead around you. You don’t belong here, not yet. A
the rows of headstones; most of their carved surfaces are cracking sound reaches your ear, a rattle or clatter in the darkness. Panic
marred by cracks and chips, or are so obscured by moss and dread fill your heart and you turn to run. There, in the gloom just
and lichen so as to be unreadable. You’re reminded that few things in this beyond your torch’s faltering, flickering glow, looms a leering skull and,
life are permanent, especially those as ephemeral as memory. to your horror and disbelief, it lurches toward you with an outstretched
The cold, clammy, damp sensation has made its way into the rest of your hand of whitest bone.
body; it has become uncomfortable to be in this place of transition. Your Burial grounds are places where the dead are interred. How a
mind wanders, and you imagine your gaze pier