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Drakkenheim - Drakkenheim Encounters Expanded

The document provides a supplement for creating unique random encounters in the cursed city of Drakkenheim, featuring expanded random tables for various locations, exploration situations, and environmental challenges. It aims to enhance gameplay by adding variety to encounters, encouraging social interaction, and integrating encounters with the overarching story. Additionally, it includes guidelines for rolling random encounters, preparing them in advance, and ensuring they feel relevant to the players' experiences.

Uploaded by

Jeric Montgomery
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100% found this document useful (1 vote)
3K views16 pages

Drakkenheim - Drakkenheim Encounters Expanded

The document provides a supplement for creating unique random encounters in the cursed city of Drakkenheim, featuring expanded random tables for various locations, exploration situations, and environmental challenges. It aims to enhance gameplay by adding variety to encounters, encouraging social interaction, and integrating encounters with the overarching story. Additionally, it includes guidelines for rolling random encounters, preparing them in advance, and ensuring they feel relevant to the players' experiences.

Uploaded by

Jeric Montgomery
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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By: u/cordialgerm

Art Credit: Midjourney


Drakkenheim Encounters, Expanded
rakkenheim is a cursed city. Danger and horror lurks around every corner. This supplement adds additional

D
random tables to help you create unique and novel random encounters that capture the essence of the
cursed city. Here you’ll find enhanced random tables for Outer City Locations, Inner City Locations, Warped
Ruins Modifiers, Exploration Situations, Environmental Challenges, and Lucky Finds.

Design Goals
Add more variety to the locations, descriptions, and loot for Random Encounters
Add Exploration Situations that are open-ended with more opportunities for social interaction or RP, but could still have combat
Add Environmental Challenges when you want a quick skill challenge that can drain PC resources but isn’t a combat

Rolling a Random Encounter


Items marked with an asterisk * should be used unaltered from Dungeons of Drakkenheim. Otherwise, the tables are found below.

To generate a random encounter, follow these steps:


Roll or pick a location from the Outer City or Inner City tables below
Optional - Roll or pick a Warped Ruins Modifier or Arcane Anomaly* to add additional ambience
Roll or pick an Environmental Challenge, Exploration Situation, or a Combat Encounter*
Roll or pick a Lucky Find
Rolling Encounters in Advance (Optional)
Some DMs prefer to roll random encounters in advance as part of their session prep. The benefits of this approach:
You can prepare any battlemaps necessary in advance
You can review relevant monster statblocks in advance
You can customize the monsters, location, or framing of the encounter to match PC backstories or plot points
If you want to prepare encounters in advance, you can follow these steps:
Roll a couple of times on the random tables using the steps described above
Take inspiration from the random results and pick and choose what seems interesting to create a new encounter.
Create a list of around 6-10 of these pre-generated random encounters. Whenever the PCs trigger a random
encounter, have the relevant PC roll a die and that determines the encounter from your list. Or, you pick one.
Think of how the encounter can be integrated into what’s happening in the story
Integrating Random Encounters with the Story
Random encounters work best when they feel like they are a part of a living and dynamic world and when they are
relevant to the story. Here’s some ways to do that with your random encounters:
Feature a faction the PCs haven’t met yet as a way to introduce them
Feature a faction the PCs have recently befriended as a way to build rapport
Feature a faction the PCs have wronged previously to show consequences of PC actions & a dynamic world
Foreshadow future monsters or threats the PCs might face (ex: Crimson Countess, Lord of the Feast)
Use the encounter to introduce future plot hooks, such as having the PCs find clues or information
Use the encounter to introduce future adventure sites, such as describing the Cathedral, Clocktower, or Castle
Drakken as the backdrop of the encounter
Pick monsters or threats that tie into the PCs backstories or personal quests

By: u/cordialgerm
Art Credit: Midjourney
Outer City Locations
These Outer City Locations replace the Common Locations* list from Page 71 of the Dungeons of Drakkenheim book and add
additional variety. Use this list as inspiration when describing locations encountered while exploring the city.

d20 Description
1 Breakaway meteors demolished this area, leaving only broken cobblestones and toppled ruins riddled with
small craters
2 A makeshift encampment. There’s a canvas tent, sleeping bags, and a few improvised barricades or
defences. Embers still burn in the campfire
3 A deserted alleyway filled with trash, access point to the sewers
4 A devastated street filled with broken wagons, abandoned vendor stalls, and bones
5 A cluster of ramshackle taverns
6 Seedy tenement buildings and rundown shacks
7 Several workshops surrounded by warehouses
8 Abandoned store, formerly a front for black-market smuggling. The upper story is collapsed, but the cellar
has some illicit goods hidden away
9 Half-burned restaurant. The menu and prices are still readable. Skeletons slumped over the remains of
their last meal
10 Busted-open sewer grate out of which burst bulging vines leaking a purple puss
11 Damaged and broken carts from vendors. The carts are covered in tiny holes where burning-hot dropplets
of meteoric iron burned through
12 Perfectly normal-looking sewer grates have been replaced with illusionary sewer grates that lead directly to
the hungry sewer denizens below
13 A sentient house possessed by the soul of its former occupant
14 A block of mostly-burned slums. The cheaply made homes collapsed from the shockwave, trapping many
inside on that cursed day
15 A block of two-story townhomes made of brick. Many still stand, though windows have shattered. The
sturdiest look like they may have been occupied recently
16 A small shrine to a local saint. The statue is crooked and the face has been defaced with fresh blood
17 Several dilapidated workshops with collapsed roofs. Inside can be found many crates and barrels. Some
may contain valuables
18 Open-air market with many carts and wagons arranged chaotically as residents tried to flee in those final
moments
19 Abandoned docks where river traffic would stop to load and unload goods. Moored to one is the wreck of a
half-rotted ship
20 A monument to a hero of Westemar, around which lie several burned skeletons of townsfolk who sought
aid in their final moments

By: u/cordialgerm
Art Credit: Midjourney
Inner City Locations
These Outer City Locations replace the Common Locations* list from Page 71 of the Dungeons of Drakkenheim book and add
additional variety. Use this list as inspiration when describing locations encountered while exploring the city.

d20 Description
1 Breakaway meteors demolished area. Broken cobblestones & toppled ruins riddled with small craters
2 Deserted trash-filled alleyway, access point to the sewers
3 Open plaza around small monument, fountain, or well
4 Courtyard leading to civic building, shrine, or chapel
5 Rows of dilapidated and heavily damaged townhouses
6 Half-burned restaurant. Menu & prices still readable. Skeletons slumped over the remains of their last
meal
7 Busted-open sewer grate with bulging vines leaking purple puss
8 Damaged & broken carts from vendors. Covered in tiny holes from burning-hot dropplets of meteoric iron
9 A sentient house possessed by the soul of its former occupant
10 Alchemist shop on fire caught in an erratic time loop. It catches fire, explodes, then the loop resets. Inside
are some valuable potions
11 Broken-down classroom with lecture on chalkboard
12 A block of two-story townhomes made of brick. Many still stand, though windows have shattered. The
sturdiest look like they may have been occupied recently
13 Noble’s manor, heavily damaged. The once stately gardens are now a tangle of death and decay. What
treasures might lie inside for the taking?
14 A monument to a hero of Westemar, around which lie several burned skeletons of townsfolk who sought
aid in their final moments
15 Open-air market with many carts and wagons arranged chaotically as residents tried to flee in those final
moments
16 Government administration building that is mostly intact. Inside can be found the most recent taxes
17 Caspian trading enclave within the inner city. The buildings are painted in bright colors, though many have
burned out
18 A noble manor that once featured a stately garden that is now overgrown with thick tangled sickly vines
that leak purple puss
19 A battered theater, still advertising The Cuckold of Caspia, a bawdy comedy. Inside can be found many
tattered costumes
20 Collapsed chapel to the Sacred Flame. Inside can be found a rare cleric scroll

By: u/cordialgerm
Art Credit: Midjourney
Exploration Situations
These Exploration Situations can be used in addition to the Combat Encounters* presented in the book. These situations are open-
ended and don’t necessarily involve combat. Use them to mix in some variety and upward beats as the PCs explore Drakkenheim.

These encounters are inspired by a Random Encounter doc created by u/stalington

d20 Encounter Description


1 Unlikely Allies The party is pursued by a monster they clearly cannot defeat, such as the Lord of the Feast or the
Executioner. In their flight, they run into a group of former rivals or enemies. Can they make a hasty
truce and work together to escape?
2 Delirium A chunk of Delirium on a wall is actually a mimic with a toothy Delerium-filled grin.
Mimic
3 The Well A Delirium shard is fused to a stone brick at the bottom of a contaminated well. What’s down there?
4 Madman A gibbering madman holds a Delirium fragment. Will he hand it over, or shriek and draw monsters?
5 Third Party Two groups of the PCs friends or enemies are locked in a desparate battle. Who’ll the PCs pick?
6 Rival Miners Rivals are mining a Delirium shard. Will the PCs attack, trade, help, ignore, or scare them off?
7 Left to Rot Members of a faction are locked in a collapsed cellar and contaminated. Who locked them there, and
will the party help or leave them to their fate?
8 Low Hanging A delirium shard is fused into an upper branch of a large, ancient tree. The tree is not capable of
Fruit defending itself, but its inhabitants are.
9 Lost Hound A dog, completely uncontaminated, is found wandering around the ruins. It seems to be lost and
looking for its owner.
10 Under the The party spots the reflection of a large delirium shard beneath a bridge, but excavating it is difficult
Bridge without knowing what lurks in the water below.
11 Bait An open satchel overflowing with glowing delirium shards turns out to be a pile of glass shards
surrounding a magically glowing rock, with very real ratlings nearby.
12 Abandoned Bedrolls, a recently doused fire, and abandoned supplies suggest someone left in a hurry. Who was it,
Camp what did they flee from, and what was left behind?
13 Sewer Snatch One PC is seized by a tendril from a nearby sewer drain or hole in the street and dragged below.
14 Ratapult A group of ratlings is assembling a siege engine with horrid eldritch ammunition. Where’s it aiming?
15 Interrogation The party overhears an intense interrogation session where people are trying to learn the location of a
secret stash or passageway, with the captive about to give in.
16 Meat for Oleg The party is called by a gruff voice named Oleg from a boarded-up butcher’s shop who asks for 4
bodies with meat on them in exchange for information about Rumors, faction info, and delirium. After
the bodies are delivered, a large malformed hand snatches them and Oleg keeps their promise.
17 The Bell Tolls The party encounters a bell tower where someone inside tries to alert enemies by ringing the bell. The
party has the options to stop the person, snipe them from a nearby roof, or flee/hide. Each toll of the
bell attracts more enemies.
18 Dead Courier The party finds a dead courier with a locked scroll case containing vital information. Will the PCs
return the info or sell it to an opposing faction, and is whoever killed the courier still around?
19 Runaway A heavy wagon laden with valuable supplies barrels down the hill, chased by faction members
Wagon shouting for the PCs to stop the wagon.
20 Secret The party spots an academy mage and his powerful elemental guards writing a secret message on the
Message wall of some ruins. The message details the time and location for a clandestine meeting, in which the
academy will trade a powerful magic item for some delirium from the Queen’s men.

By: u/cordialgerm
Art Credit: Midjourney
Environmental Challenges
You can use these Environmental Challenges as skill in the Outer City/Inner City/ Castle or Crater, and the
challenges in place of a combat encounter or modifier to add for a hard check.
exploration situation. You can use these challenges to Effects
mix things up, or when you don’t want to slow down the
pace with combat but still want to drain resources. Time
Rollable Table The party spends a minimum of 1 hour with the
challenge. Remember to save for Contamination every
d100
1-2
Environmental Challenge
Eldritch Lightning
hour in the Deep Haze as usual.
3-8 Heartbeat Experience and Challenge
9-14
15-20
Contaminated Floodwaters
Eldritch Hail
If you award XP, treat as a medium encounter.
21-26 Living Maze Minor or Major Damage
27-32 Toxic Gas Bubbles Some challenges call for major or minor damage
33-38 Rat Plague
39-44 Haunted Ruins Locations Minor Damage Major Damage
45-50 Sinkhole Outer City 5 (1d10) 11 (2d10)
51-56 Reality Warp Inner City 11 (2d10) 22 (4d10)
57-62 Zombie Horde Crater, Castle Drakken 22 (4d10) 55 (10d10)
63-68 Collapsing Buildings
69-74 Blanketing Fog Contamination
75-80 Evil Twin Many environmental hazards involve a threat of
81-86 Irrisistible Lure Contamination. Affected PCs must succeed on a
87-92 Shifting Streets Constitution saving throw against the challege’s easy
93-98 Trapped Neighborhood DC or gain a level of Contamination.
99-100 Gravity Tear
Searching the Ruins
Running the Challenge The affected PCs have advantage/disadvantage on the
next Searching the Ruins* check they make
Describe the environmental challenge . Think of it
like an evocative and noteworthy scene or vignette. Encounter
Take your time and describe the situation The affected PCs have ADV/DIS on the next roll for a
Ask each PC to describe what they will attempt. PCs Random Encounter* or simply face an encounter
can use their creativity, skills, tools, spells, class Information
features, items, or equipment to try and overcome The PCs find useful information or a clue. This can be a
the challenge. Encourage them to narrate what their Rumor* or news about Factions or Personal Quests.
PC does instead of simply saying “I roll acrobatics to
dodge.” If appropriate, ask the PC to make a relevant Delerium
skill check, tool check, ability check, or saving throw. The PCs find Delerium deposits as described in Finding
Set the DC. The challenge will list suggested DCs. If
Delerium Deposits* (pg 68) with the number of
the character expends a limited resource you may successes based on how well they solved the challenge.
choose to simply grant them a success
Determine Outcomes. Count the number of Lucky Find
successes and failures. If the PC succeeds by 5 or The PCs get some treasure based on the Lucky Find
more count it as two successes. Challenges will table below.
indicate suggested effects based on number of
successes and failures. Both success & failure Madness
outcomes are possible for mixed success. The PC must make an INT save against the Easy DC or
Narrate Outcome. Weave the PCs actions and suffer the effects of Drakkenheim Madness* (pg 223).
consequences into a narrative of what happens Frenzied Monsters
Setting DCs Fully Contaminated monsters in Drakkenheim crit on a
Suggested DCs are listed as Easy DC 10/12/14 +2 19 or a 20 for the next 12 hours. Good luck!
Hard DC , indicating the DC guideline for an easy check Arcane Anomaly
An Arcane Anomaly* (pg 225) is triggered.
By: u/cordialgerm
Art Credit: Midjourney
Example: Running the Contaminated Floodwater Challenge
In this section, let’s walk through how to run one of these challenges. Let’s say you want to run the Contaminated
Floodwaters challenge (see below) when the characters roll a 1 on their random encounter check in the outer city
while they wait for a short rest. This is based on an example I ran in my home game recently.
Running the Skill Challenge
DM: “As you hunker down in the ruins of a former tavern to take your short rest, you hear the distant sound of
thunder, and feel droplets of rain begin to hit your face. You bundle up tightly trying to get some respite, but over
the course of the next hour, the rain becomes relentless and turns into a flash flood. Looking up the street, you can
see a floodwall of roiling water, filled with a slurry of thick, sickly Delerium mud rapidly approaching your
location..”
DM: “What do you do?”

Fighter: “I immediately look around for high ground”


DM: “OK, give me a Survival check” (DC 12 because they are in the inner city and this activity isn’t hard)
Fighter: “That’s a 9…”
DM: (Counts 1 failure) “Here’s what happens - you immediately spot a small hill of ruined debris and rubble and
quickly run with your friends in that direction, but as you’re running you’re beginning to get bogged down in waist-
deep water, and that floodwall is approaching fast…

DM: “Warlock, what do you do?”


Warlock: “I cast fly on myself and zip over to the hill”
DM: (Counts that as an automatic success) “Great, you get there quickly and safely! As you approach, you can see
that a horde of Dregs had the same idea as you and are charging towards this same hill…”

DM: “Druid, what are you doing?”


Druid: “Well, I need to keep casting my Ritual spell that I had started while we were resting. Can Fighter carry me
on their back while I try to cast the ritual?”
DM: “Sure thing, Fighter can you give me an Athletics check and Druid can you give me a Concentration check to
see if you can keep focus?” (Sets the DC to 14=12 + 2 because this seems like something hard to do)
Fighter: “That’s a 13!” and Druid: “16”
DM: (Counts the fighter’s roll as a failure against the skill challenge, but the Druid can keep casting the ritual)

“So Fighter, you valiantly carry Druid on your back as you slog throgh this mud, but you’re getting jostled and beat
up by all sorts of debris in this water as you race against the incoming flood. Druid, you’re able to keep your focus
thanks to your friend’s help. But now the horde of Dregs is racing up the hill as the water rises swiftly around you.”

DM: Cleric, what are you going to do?”


Cleric: “I cast Spirit Guardians to strike down the charging Dregs”
DM: (Counts that as an automatic success) “Awesome, the Dregs clambor up the rubble hill as the water is raging
all around you but your holy flames incinerate them, leaving you four alone on this small island.”

Outcome
At this point, the characters have 2 successes and 2 failures, so they don’t trigger the Group Failures or Group Successes section.
But, the fighter did take a beating from the flood and will take 10 (for 2 instances of Minor Failure because they decided to carry the
Druid) bludgeoning damage and need to make a DC 12 Constitution save because of the Contamination effect of the skill challenge.

The characters experienced a cinematic scene that helped set the moood while being resolved quickly and narratively. And, they took
some damage and expended some resources at the same time to help you manage your Adventuring Day goals. Great!

By: u/cordialgerm
Art Credit: Midjourney
Environmental Challenges
Blanketing Fog
Easy DC 10/15/17 +2 Hard DC
A dense fog rolls in and the party finds themselves unable to navigate their way through it. The fog seems to shift and change,
leading the party in circles or causing them to become hopelessly lost. The fog alternates between a cold heavy fog that smells of
ozone, and an acidic humid mist that burns faintly with each breath.

Outcome Effect
Individual Failure Minor Damage and Contamination from the contaminated fog
Group Failures 3+ fails: Searching the Ruins Disadvantage in the disorienting fog
Group Successes 3+ succs: Encounter Advantage hiding in the fog

Collapsing Buildings
Easy DC 10/15/17 +2 Hard DC
The party finds themselves in a neighborhood of particularly unstable buildings. Ruin and rubble fill their vision, and only the faintest
path amongst the destruction is visible. The slightest sound or misstep could cause the buildings to come crashing down all around
them and alert nearby threats.

Outcome Effect
Individual Failure Encounter Disadvantage from the noise
Group Failures 3+ fails: Major Damage as a building collapses on the party
Group Successes 4+ succs: Lucky Find in the collapsed building

Contaminated Floodwaters
Easy DC 12/17/19 +2 Hard DC
The Drann engorges after a period of heavy rain, flooding nearby streets and lower areas with a thick, sickly Delerium and mud
slurry. Horrible monstrosities flee in advance of the contaminated floodwaters.

Outcome Effect
Individual Failure Minor Damage and Contamination from the sickly waters
Group Failures 3+ fails: Encounter Disadvantage trying to hide from the fleeing monstrosities
Group Successes 4+ succs: Lucky Find in the detritus

Eldritch Lightning
Easy DC 13/18/20 +2 Hard DC
A massive storm rolls into the city from the direction of the Crater, filled with strange energies and bizarre phenomena. Terrifying
bolts of octarine lightning arc out and strike at buildings and unprotected spaces. The PCs have but moments to seek shelter.

Outcome Effect
Individual Failure Major Damage and Contamination as eldritch lightning sears and warps the flesh
Group Failures 3+ fails: Searching the Ruins Disadvantage as the storm makes navigation nearly impossible
Group Successes None, you’re lucky to be alive!

Eldritch Hail
Easy DC 12/17/19 +2 Hard DC
The air grows cold as dark clouds billow forth from the crater. A thick wind picks up and dense hailstones of contaminated water
begin pelting the ruins. The hail is small at first, but grows rapidly to hailstones the size of a fist.

Outcome Effect
Individual Failure Minor Damage and Contamination from the pelting hailstones
Group Failures 3+ fails: Searching the Ruins Disadvantage as the storm makes navigation nearly impossible
Group Successes None, you’re lucky to be alive!
By: u/cordialgerm
Art Credit: Midjourney
Haunted Ruins
Easy DC 11/16/18 +2 Hard DC
Strange ghostly apparitions of Drakkenheim’s denizens in their last panicked moments phase in and out in front of the party’s eyes.
Strange screams, whispers, and voices emanate from the buildings and streets. The voices threaten to drive the PCs insane or
summon supernatural threats.

Outcome Effect
Individual Failure Encounter Disadvantage as the distraction makes it hard to focus
Group Failures 2+ fails: Arcane Anomaly triggers
4+ fails: Madness as the voices claw at your psyche
Group Successes 3+ succs: Information from disembodied voices

Heartbeat
Easy DC 12/17/19 +2 Hard DC
A single disastrously loud heartbeat emanates from the crater’s heart. The shockwave causes buildings to shift and collapse and
drives the monsters of Drakkenheim into a frenzy.

Outcome Effect
Individual Failure Minor Damage from nearby collapsing rubble
Group Failures 3+ fails: Encounter Disadvantage as the monsters pour forth in a frenzy
4+ fails: Frenzied Monsters in Drakkenheim crit on a 19 and 20 for the remainder of the day
Group Successes 4+ succs: Information about the Delerium Heart

Living Maze
Easy DC 12/17/19 +2 Hard DC
The party finds themselves trapped in a building whose walls constantly shift and change as if alive. Rooms appear and disappear,
doors lead to different places than they should, and even the layout of the building itself seems to change. Crumbling and twisting
corridors appear and disappear, filled with strange whispers and eerie moans. Tendrils of flesh pierced through with jagged stone
shards lash out and try to pull the party into the living walls.

Outcome Effect
Individual Failure Major Damage as a trendril grabs and beings suffocating you
Group Failures 3+ fails: Searching the Ruins Disadvantage as the party is lost in the maze
Group Successes 4+ succs: Delerium in the heart of the maze

Rat Plague
Easy DC 11/16/18 +2 Hard DC
A plague of hundreds of contaminated and hunger-crazed rats descends upon the neighborhood, devouring any bodies it comes
across - living or dead. The rat’s eyes glow purple and they scream and chitter with eerily human voices.

Outcome Effect
Individual Minor Damage as you fight off dozens of angry rats trying to gnaw at your flesh
Failure
Group 2+ fails: Major Damage to whichever character rolled lowest
Failures 4+ fails: 1d4 Swarm of Rats and 1d4 Diseased Giant Rat (+1 Swarm of Cranium Rats in the Inner City / Castle /
Crater) attack, with many surrounding the character who rolled lowest
Group 4+ succs: Lucky Find on the gnawed body of rival adventurers or a faction member
Successes

By: u/cordialgerm
Art Credit: Midjourney
Reality Warp
Easy DC 10/15/17 +2 Hard DC
Reality is warped and distorted in strange, nonsensical ways. Up is down, left is right, time is space. Strange and surreal landscapes
can be glimpsed, and it appears to be both day and night as the light of foreign suns and stars flickers in and out of existance. Time
stretches and flows like putty.

Outcome Effect
Individual Failure None
Group Failures 2+ fails: 1d4 hours pass as you wander aimlessly. It feels like eons have passed
3+ fails: Madness threatens to break the character’s minds
Group Successes None

Sinkhole
Easy DC 11/16/18 +2 Hard DC
The party is navigating the ruins when the ground beneath them and nearby buildings suddenly collapse into a sinkhole, threatening
to swallow all in its wake.

Outcome Effect
Individual Failure Minor Damage and the character falls into the sinkhole and is separated from group
Group Failures 3+ fails: Encounter Disadvantage as the noise attracts attention
Group Successes 4+ succs: Delerium or a Lucky Find in the ruins

Toxic Gas Bubbles


Easy DC 12/17/19 +2 Hard DC Bubble of contaminated toxic gas burst free from the ruins and threaten to blanket the
neighborhood in the Haze.

Outcome Effect
Individual Failure Minor Damage and Contamination from the corrosive, contaminated gas
Group Failures 3+ fails: Major Damage and Contamination instead of Minor Damage
Group Successes None, you’re lucky to be alive

Zombie Horde
Easy DC 10/15/17 +2 Hard DC
A horde of shambling haze husk zombies is wandering through the neighborhood, searching for their next meal. They wander
somewhat aimlessly, on the lookout for movement and the sound of prey.

Outcome Effect
Individual Minor Damage and Contamination from the fetid aberrations as you attempt to escape
Failure
Group Failures 3+ fails: 3d6 Haze Husk attack, surrounding the character that rolled the lowest. In the Inner City or Crater
add 2d4 Erupting Haze Husk (see Drakkenheim Denizens)
Group 2+ succs: Random Encounter Advantage as the horde has temporarily driven away other threats
Successes

By: u/cordialgerm
Art Credit: Midjourney
Evil Twin
Easy DC 11/16/18 +2 Hard DC The Haze has manifested a tear in reality. You can see across the fractured multiverse into
an infinite expanse of possibilities. Countless alternate versions of you stare back, but one in particular catches your attention…

d4 What do you See?


1 A twisted, contaminated version of you roars back at you and lashes out with dozens of mutated tentacles
2 A maniacal, grinning version of you stares back with rotting Octarine eyes and calls out “I can smell your blood, so fresh and
clean!” as it tries to claw out your pristine eyeballs
3 A horrified you huddles in the corner, surrounded by your worst nightmares. Its screams threaten to break your mind
4 A cruel and callous version of you that has long forsaken your most important goals berates the futility of your efforts

Outcome Effect
Individual Failure Minor Damage as your evil twin cruelly attacks your body and mind
Group Failures 3+ fails: Major Damage instead of Minor Damage to the lowest roller
Group Successes 3+ succs: Information from one of the alternate realities proves useful

Irrisistible Lure
Easy DC 10/15/17 +2 Hard DC A thick cloud of fog washes over you. You’re surprised by a sensory overload of memories,
sights, sounds, and smells you have long surpressed emanating from the thick fog. You are irrisitibly drawn to the center.

d6 What draws you in?


1-2 The haunting song of 2d4 Harpy (add 1d4 Harpy Screecher in the Inner City, see Drakkenheim Denizens)
3-4 A Protean Abomination* taking the form of a lost love one calls to you
5-6 3d6 Ratlings* (add 1d6 Ratling Guttersnipes* in the Inner City) have set out a sumptuous enchanted meal

Outcome Effect
Individual Failure Minor Damage as your evil twin cruelly attacks your body and mind
Group Failures 3+ fails: Encounter as you are unable to escape the lure
Group Successes 3+ succs: Lucky Find on the body of an unfortunate victim that did not escape the lure

Shifting Streets
Easy DC 10/15/17 +2 Hard DC The neighborhood is constantly shifting and changing layout. Streets lead in impossible
directions and each step you take brings you further from your goal.

Outcome Effect
Individual Failure No individual effect
Group Failures 2+ fails: The characters become lost and appear in a new neighborhood of the DMs choice
Group Successes 4+ succs: The characters luckily appear exactly where they have been trying to go!

By: u/cordialgerm
Art Credit: Midjourney
Trapped Neighborhood
Easy DC 11/16/18 +2 Hard DC You come across the corpse of a former adventurer that has died horribly in a pit trap dug
into the path in front of you. Who knows what further traps could be all around you?

d6 Who set the trap?


1-2 A hostile Faction Strike Team* has laid a trap for you
3-4 Rival Adventurers* have trapped this neighborhood to cover their backs as they explore the ruins
5-6 Ratlings have set all sorts of traps in this neighborhood looking for food

Outcome Effect
Individual Failure Minor Damage as you attempt to avoid the traps
Group Failures 3+ fails: Major Damage to the lowest roll instead of Minor Damage
4+ fails: Encounter - it’s an ambush!
Group Successes 3+ succs: Lucky Find on the body of an unfortunate victim that did not escape the traps

Gravity Tear
Easy DC 13/18/20 +2 Hard DC The warping influence of the Haze has rent a tear into reality itself. Gravity is warped as
reality is pulled, ripped, and stretched towards an ominous whirling black sphere. You can feel the rubble around you shake as it is
pulled invevitably towards the void.

Outcome Effect
Individual Failure Minor Damage as you struggle to escape the sphere of annihilation
Group Failures 3+ fails: Major Damage to the lowest roll instead of Minor Damage
4+ fails: The lowest roller loses an item of some importance into the sphere
Group Successes None, you’re lucky to be alive!

By: u/cordialgerm
Art Credit: Midjourney
Warped Ruins Modifiers
Many buildings in Drakkenheim are not exactly normal anymore. Use these and the Arcane Anomalies in Appendix D
to inject weirdness and horror as characters explore the city. This list replaces the Warped Ruins* table found on
Page 71 of the Dungeons of Drakkenheim book with additional options to add more variety.

d20 Warped Ruins


1 Stonework and timbers have transformed into solid glass
2 Cloaked in eldritch fire, but it’s not burning down
3 Flesh, limbs, eyes, mouths, and faces are merged into the walls. They babble incoherently
4 The side facing the crater is melted away like sticky wax
5 Disembodied screams and whispers resound from within
6 All colour within becomes black and white
7 An illusion of a childhood memory briefly appears in the front door, then vanishes
8 Looking at the building causes déjà vu
9 Scorch marks in the shape of human silhouttes are found on the walls and floors
10 Bodies have been turned to semi-transparent, pale, purple glass. If you touch it, it explodes into a fine
purple powder
11 Shadows shift and weave, as if there were two different suns in the sky
12 Street signs move and shift paradoxically
13 Eyes on purple slug-like eyestalks pop out of the walls and floors and follow you around
14 Walls that sob and constantly seep blood
15 A pool of semi-transparent delerium sludge that pulses with a heartbeat
16 A decapitated head whose shrivelled eyes follow you around wherever you move
17 Sounds of conversation and laughter that abruptly turn into screams of fear. The building appears empty
18 Vision goes haywire. You can only see things on your (roll 1d4, 1-2 left, 3-4 right). The other side is a hazy
purple glow.
19 Disembodied shadows stalk you just on the edge of your vision. As soon as you turn around, they’re gone.
20 Exploded bodies that appear like they have been shed like popped cocoon sacks… something inside has
burrowed its way free

By: u/cordialgerm
Art Credit: Midjourney
The Crater
The Crater is the should be the strangest location in all of Drakkenheim. Use these tables to bring it to life.
Crater Descriptions
d12 Description
1 The ground shifts, writhes, and contors beneath your feet. Reality is unravelling before your very eyes…
2 Blanketing & creeping moss with fleshy membranes and blood vessel roots pulses with sickening energy.
3 The air is thick with a sickly haze that clings to your skin and fills your lungs. The deeper you move into the
crater, the thicker the haze becomes, and your vision blurs.
4 Time and space feel twisted and strange. You see brief flashes of alternate realities and timelines and your
senses seem to deceive you. One moment the air is damp and cool, the next blistering hot or freezing cold.
5 A building that seems to be growing out of the ground, the walls twisted and warped in impossible ways.
Windows and doors appear and disappear at random, and the inside of the building is filled with twisting
corridors and rooms that defy all logic.
6 A pool of sludge that seems to be alive, pulsating and writhing with a sickening energy. As the PCs
approach, they see that the sludge is filled with strange, twisted creatures that writhe and squirm in the
thick liquid.
7 A cluster of delerium fragments that have grown into the shape of a twisted, skeletal hand. As the PCs
approach, they feel a sense of dread wash over them, as if the hand is reaching out to grab them and drag
them into the abyss.
8 A tree that seems to be made entirely out of twisted, gnarled Delerium crystals. The branches and leaves are
sharp and jagged, and the tree seems to pulse with a malevolent energy. As the PCs approach, they hear
whispers in the wind that seem to be coming from the tree itself.
9 A twisted, eldritch statue made entirely of Delerium crystals. The statue seems to depict some kind of
monstrous deity, its twisted features seeming to shift and contort as you look at it.
10 A pool of bright red blood that seems to be alive, its surface rippling and shifting as if it were a living
creature. As the PCs approach, they see strange shapes moving beneath the surface, as if something is
swimming just below the water.
11 A twisted, maddening maze of rubble, flesh, and bone. The walls and floors seem to shift and contort as the
PCs move through the maze, making it difficult to keep track of where they’ve been and where they’re going.
12 A writhing mound of sludge and flesh that has gathered around a broken Delerium crystal containing
twisted forms pulsating with a sickening energy. As the PCs watch, the substance merges together into a
single, giant creature that seems to be made entirely of writhing mouths and tendrils.

Crater Environmental Hazards


In addition to the effects of the Deep Haze that are described in Dungeons of Drakkenheim, you may also wish to
introduce Environmental Challenges (see above). The following challenges are particularly suited for the Crater:
d6 Environmental Hazard
1 Gravity Tear
2-3 Blanketing Fog
4 Eldritch Lightning
5 Living Maze
6 Heartbeat

By: u/cordialgerm
Art Credit: Midjourney
Lucky Finds
These lucky finds replace the original Lucky Finds* table from Page 71 with more variety & potentially more powerful treasure.

Some of these finds are adapted from a post by u/BLHero

d100 Lucky Finds


1-5 Nothing, but the haze has conjured up an illusion of treasure (roll again to see what the illusion is of)
6-10 Nothing but broken refuse and ruined scraps of weapons and armour.
11-13 2d6 gold in a coin purse clutched by a severed hand
14-17 3d6 gold in a small lockbox in the back of an overturned wagon
18-20 4d6 gold in a large coin purse hidden underneath the rubble of a destroyed merchant’s stall
21-24 5d6 gold in a small shrine at the back of a cul-de-sac garden
25-26 1d4 sets of tools worth 25g in an abandoned workshop
27-28 1d6 gems worth 25g each in a lockbox hidden beneath ruined vendor stalls
29-30 1d6 gems worth 50g each in an old merchant’s home
31-35 1d6 delerium chips stuck in a small meteor fragment among the cobblestones
36-40 2d6 delerium chips haphazardly stored in a backpack
41-43 1d4 delerium fragments carefully placed in glass containers
44-45 2d6 delerium fragments stuck to the side of a ruined building. They must be harvested over the course of an
hour. The noise attracts monsters (roll a random encounter)
46-48 1d4 heavy barrels of rare wine worth 100g each in a locked tavern storeroom or basement
49-51 1d4 art objects worth 25gp each in a modest townhouse
52-54 1d4 art objects worth 50gp each in a civic building, shrine, or small chapel
55-56 1d4 flasks of exceptionally fine wine worth 120g each in a shop or noble’s manor
57-58 A crumbling estate has a peice of artwork worth 250gp inside
59 1d4 art objects worth 150g each in the hidden cellar of a smuggling operation
60 A chest with carefully preserved exquisite clothing and jewelry worth 800g in a noble’s manor
61-63 1d6 potions of healing in a hidden cache
64-65 1 restorative ointment upon an otherwise empty shelf.
66-67 1d4 potions of greater healing in a forsaken shrine.
68 1d4 rare potions in a guard room of a watch tower, prison, or mansion
69 1 very rare potion in a ruined alchemist’s or herbalist’s shop
70-75 1d4 uncommon spell scrolls tucked in a scroll case by a wizard’s corpse.
76-80 A scroll case on the corpse of a faction member with valuable secret notes or information
81-83 1 rare spell scroll in a pile of books and loose pages fluttering down the street
84-86 A bag of holding on a dead adventurer or faction member (roll again to see what’s inside)
87-90 Treasure map with sketch & comments to location in the inner city (Consult DMG Treasure Tables for what’s
there)
91-93 An arcane locked chest next the the remains of a heavily-guarded mechant’s caravan. Inside are many valuables
(Consult DMG Treasure Tables for what can be found inside)
94-95 A +1 weapon on the terribly mutilated corpse of a rival adventurer or faction member
96-100 Clue or information regarding the rightful ruler of Drakkenheim By: u/cordialgerm
Art Credit: Midjourney
Credits
Written Content: u/cordialgerm
Art: Midjourney

The wonderful Dungeons of Drakkenheim sourcebook by The Dungeon Dudes from Ghostfire Games is the source of
inspiration for all of these tables.
The exploration challenges from Level Up Advanced 5e Trials & Treasures by EN Publishing were used as inspiration
for many of the environmental challenges.
Many of the exploration situations are adapted from a Random Encounter doc created by u/stalington.
Some of the lucky finds are adapted from a post by u/BLHero.
Changelog
v1.4 - Added Crater descriptions
v1.3 - 5 additional environmental challenges and example running a challenge - Evil Twin, Irrisistibule Lure,
Shifting Streets, Trapped Neighborhood, and Gravity Tear
v1.2 - 5 additional environmental challenges - Heartbeat, Toxic Gas Bubbles, Rat Plague, Reality Warp, Zombie
Horde
v1.1 - Environmental Challenges, Exploration Situations
v1 - Outer City Locations, Inner City Locations, Warped Ruins, Lucky Finds
Other Drakkenheim Homebrew from cordialgerm
Drakkenheim Denizens
Falling Fire Expanded
Hooded Lanterns Expanded
Silver Order Expanded
Amethyst Academy Expanded
Queen’s Men Expanded

Other Homebrew from cordialgerm


Dogs of War - Mercs Expanded

By: u/cordialgerm
Art Credit: Midjourney

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