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The document is a comprehensive guide detailing various aspects of a fantasy world, including hex crawling, settlements, points of interest, terrain hazards, and shops. It also includes sections on dungeons, monsters, treasure, and acts of devotion, providing tables for random generation of encounters and items. Overall, it serves as a resource for creating and navigating a rich and dynamic game environment.

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0% found this document useful (0 votes)
107 views11 pages

Sample

The document is a comprehensive guide detailing various aspects of a fantasy world, including hex crawling, settlements, points of interest, terrain hazards, and shops. It also includes sections on dungeons, monsters, treasure, and acts of devotion, providing tables for random generation of encounters and items. Overall, it serves as a resource for creating and navigating a rich and dynamic game environment.

Uploaded by

cnmddjb
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

Table of Contents

The World Above

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Hex Crawling 7 Settlements 22
Transient District 23

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Points of Interest 8 Common District 23
Arctic 8 Craft District 23
Coast 9 Mercantile District 23
Desert 10 Affluent District 24
Forest 11
e Religious District 24
Grassland 12 Education District 24
Jungle 13 Military District 24
Mountain 14 Spectacle District 25
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River 15 Palace District 25
Swamp 16
Shops 26
Terrain Hazards 17
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Arctic 18 Taverns 28
Coast 18
Desert 18 Farkle 31
Forest 19
Sa

Grassland 19 Acts of Devotion 32


Jungle 19
Mountain 20 Combat Training 34
River 20
Swamp 20 Magical Study 36

4
The World Below Monsters
Delving Deep 39 Monster Tables 59

Dungeons 40 Monster Description 65


Room Type 41
NPCs & Rival Crawlers 42

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Change Over Time 42
Magical Power 43

Treasure

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Combat Aftermath 43
Dead Zone 44
Unique Object 44 Glittering Prizes 79

Solo Monster 45 Dungeon Dressing 80

Monster Mob 45 Treasure 0-3 84

Boss Monster 46 Treasure 4-6 88

Dungeon Hazards
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47
Treasure 7-9
Treasure 10+
92
96
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Caves 47
Deep Tunnels 48 Boons 100

Ruins 48 Oaths 100

Tomb 48 Secrets 101


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Blessings 102
Dungeon Traps 49
Potions 103

NPCs 52
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NPC Qualities 53 Magic Armor 107

NPC Occupations 54
Magic Weapon 110
Rival Crawlers 55
Party Name 56 Magic Utility Item 114
Signature Tactics 57
Party Secret 57 Known Magic Items 121

5
Points of Interest
Points of Interest - Arctic

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d20 Location Development

1 Huts at a crossroads* Area devoid of food and supplies

2 Secluded hamlet* Filled with paranoid inhabitants

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3 Burgeoning village* Frequented by hunters and poachers

4 Stone watchtower Recent damage from an earthquake

5 Ruined temple Charged with magical energy

6 Barbarian gathering Migratory herd of elk passes through


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7 Series of hilltops Strong religious significance

8 Jagged rocky spire Warmed by ancient magic


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9 Underground caverns Water supply is diseased

10 Deranged hermit Dangerous monster hunting nearby

11 Circle of columns Controlled by a powerful elemental


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12 Ancient runestones Nesting area for numerous owls

13 Massive crater Triggers strange dreams at night

14 Decent grazing area Metallic taste catches in the mouth

15 Bubbling caldera Adventuring gear scattered around


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16 Grove of giant trees Roll for Hazard. Severity is Minor.

17 Huge blocks of ice Roll for Hazard. Severity is Minor.

18 Seal breeding ground Roll for Hazard. Severity is Normal.

19 Chaotic humanoids Roll for Hazard. Severity is Normal.

20 Shallow salty lake Roll for Hazard. Severity is Major.

* This is a settlement result. Roll to create the settlement on page 22.

8
Hazards - Forest
2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Slick lichen & mosses Boiling geyser spout Sudden frosty wind

2 Falling rotten trees Sharp pine needles Taunting pixies

3 Tough undergrowth Pools of acidic slime Windblown leaves

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4 Heavily eroded slopes Rolling logs Strength sapping fog

5 Thick white mist Big thorny bushes Magical dead-zone

6 Many gopher holes Pecking birds Confusing bark runes

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Hazards - Grassland
2d6 1-2 : Movement e 3-4 : Damage 5-6 : Weaken

1 Illusory magic Frost runes Sudden cold snap

2 Thick grasses Blinding smoke Magical exhaustion


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3 Hidden tar pits Biting insects Relentless downpour

4 Thunderstorm Lightning strike Clouds of smoke

5 Windblown grasses Acidic rainfall No visual landmarks

6 Heavy driving winds Sweeping wildfire Bright sunlight


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Hazards - Jungle
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2d6 1-2 : Movement 3-4 : Damage 5-6 : Weaken

1 Unstable slopes Biting army ants Darkened canopy

2 Visual obstruction Poisonous frogs Unnatural silence

3 Sandy ground Toxic gasses Anti-magic zone

4 Thick white fog Boiling steam vents Extreme humidity

5 Grasping vines Ancient pit traps Magical confusion

6 Hurricane winds Spiky undergrowth Muddy ground

19
Standard Shops Wealthy Shops

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d20 Type d20 Type

1 Butcher 1 Fine Tailor

2 Cobbler 2 Master Locksmith

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3 Tailor 3 Jeweler / Gem Cutter

4 Blacksmith 4 Chemist / Assayer

5 Locksmith 5 Florist / Plumer

6 Trap Maker e 6 Armorer / Shield Maker

7 Poisoner 7 Hatter / Glovemaker

8 Respectable Moneylender 8 Goldsmith / Silversmith


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9 Copyist / Scribe 9 Master Blacksmith

10 Furniture Maker 10 Antiques & Curios

11 Trapper / Furrier 11 Embroidery / Engraver


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12 Apothecary / Healer 12 Curse Remover

13 Bowyer / Fletcher 13 Perfumery

14 Saddler / Farrier 14 Weaponsmith

15 Brothel / Bordello 15 Musical Instruments


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16 Glassblower / Glazier 16 Detective / Investigator

17 Bounty Hunter 17 Exclusive Moneylender

18 Alchemist 18 Toy Maker

19 Bakery / Pastries 19 Cartographer

20 Adventuring Outfitter 20 Scrolls & Wands

27
Acts of Devotion
Instead of carousing, devout PCs Each PC will roll their own
can choose to use their treasure devotional outcome (next
to demonstrate their faith and page). Roll 1d8 and add the

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reinforce the greatness of their devotional event bonus. The die
deity to onlookers. results will determine the exact
consequences for each PC. The
Multiple PCs can contribute

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gods are known to be quite fickle
towards the investment in a
and sometimes your zealotry can
devotional event (see below) if
get you into trouble.
they worship the same deity.

Devotional Event
e
Cost Event Bonus
A focused day of personal reflection and piety,
30 gp +0
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centered around performing acts of faith.
A day shared by select devotees that strengthen
100 gp +1
their bond with group expressions of faith.
A festival day appropriate to your deity. It is open to
300 gp the public and devotees make personal offerings. +2
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Attendants share the tenets of your faith.


A three-day festival for your deity and other deities
600 gp of the same alignment. It is open to the public and +3
devotees participate in an elaborate ceremony.
A week-long festival celebrating your deity and
Sa

their role in the divine order. It is open to the


900 gp +4
public and attracts large numbers of celebrants.
Artisans create a commemorative marker.
Same as above, but a grandiose stone temple is
created in honor of your deity. 2d6 acolytes and a
1,200 gp +5
priest are attracted to protect the site and attend
to the spiritual needs of the congregation.
Same as above, but a permanent festival plaza
is created around the temple. Major NPCs of the
same alignment are in attendance, including
1,800 gp +6
nobles, generals, knights, religious leaders,
merchants, artisans, demi-human representatives,
and even villains (if chaotic).
32
Room Type
d20 Type

1-2 Empty. Use Dungeon Dressing treasure table.

3-4 Hazard. Severity is d6: 1-3 = Normal, 4-5 = Minor, 6 = Major.

5-6 Trap. Severity is d6: 1-3 = Normal, 4-5 = Minor, 6 = Major.

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7-8 Treasure. Use table appropriate for average PC level.

9 NPC. 1d4 individuals, build out full stats on page 52.

10 Rival Crawlers. 1d4+1 members, build out full stats on page 55.

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11 Change Over Time. Alter state of room every time PCs leave/return.

12 Magical Power. Powerful magical effects that can help/harm PCs.

13 Combat Aftermath. Corpses of 1d4 monsters of average PC level.

14 Dead Zone. Hinders or completely prevents a certain activity.


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15 Unique Object. An object with properties not immediately visible.

16 Solo Monster. Use table for average PC level + 1.


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17-18 Monster Mob. Use table for average PC level.

19-20 Boss Monster. Use table for average PC level + 2.


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Sa

41
Monster Tables
These tables can be used to
randomly choose a monster of Level 1
a particular level. Most of these

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d20 Monster
entries are in the ShadowDark
core rules. The remainder can be 1 Apprentice
found in the next section.

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2 Assassin Vine*

3 Badger

4 Bandit

5 Beastman
e 6 Bloodworm*

7 Cobra snake

8 Darkmantle
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Level 0 9 Fairy

d6 Monster 10 Giant Centipede

1 Bone Snake* 11 Giant Rat


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2 Drain Fly* 12 Gibberling*

3 Frost Maggots* 13 Goblin

4 Jackal* 14 Halfling*

5 Kobold 15 Insect Swarm*


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6 Rat 16 Mastiff

7 Rot Grubs* 17 Mongrelmen*

8 Shock Snake* 18 Orc

9 Scorpion 19 Stingbat

10 Spider 20 Thug

* The description of this monster can be found later in this chapter.

59
Dragonne Drain Fly
Great cat with a lustrous coat Tiny buzzing insect that
that is broken up by patches of darts around wildly. It
leathery scales. Arcing draconic has four pincers that
wings jut upward from the back, snap and click as it
twitching with tension as it moves closer.
stalks forward.
AC 13, HP 1, ATK 1: bite +0 (1 +

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AC 17 (natural), HP 34, ATK 2: drain magic), MV near, S -1, D +3,
bite +6 (1d8), claw +8 (1d6 + grab), C +0, I -3, W -2, Ch -3, AL C, LV 0
terrifying roar, MV double near

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Drain Magic. Takes away the
(walk), near (fly), S +3, D +2, C +2,
ability to cast a random magic
I +3, W +2, Ch +1, AL C, LV 7
spell from the target (recovered
Grab. Victim must make STR by rest). Can immediately cast
check vs DC 15 or be held. DC 15 that spell (without a check) on
STR on turn to break free. any nearby target if it would be
beneficial to the drain fly.
Savage. Advantage on attacks
against creatures below half
their HP.
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Stealthy. Advantage
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on checks to sneak,
hide, or stalk a target.
Terrifying Roar.
DC 12. Deals 1d4
m

sonic damage to
anyone within
near distance. Anyone
affected must make a morale
check to resist fleeing in fear
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for 1d4+1 rounds.

69
Glittering Prizes
These treasure tables are Magic Armor. Standard tables
designed in the same style as to determine type and bonus for
the Treasure chapter of the a random armor, supplemented

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ShadowDark core rulebook. with d20s to determine armor
appearance, scent, and quirks
They provide an alternative, not a
+ d20 to get a unique magic
replacement for the core options.

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benefit and/or a d20 curse.
Dungeon Dressing. d100 yields
Magic Weapon. Standard
a wide array of poor treasure, but
tables to determine type and
also helpful in adding flavor to
bonus for a random weapon,
empty rooms in your dungeon.
supplemented with d20s to
Treasure 0-3. d100 yields a mix determine weapon appearance,
of poor (45%), normal, (50%), scent, and quirks + d20 to get a
and fabulous (5%) treasures for
parties LV 0-3.
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d20 curse.
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Treasure 4-6. d100 yields a mix Magic Utility Item. d100 yields
of poor (35%), normal, (50%), a unique item type with d20s
and fabulous (15%) treasures for to determine item appearance,
parties LV 4-6. scent, and quirks + d20 to get a
unique weapon benefit and/or a
Treasure 7-9. d100 yields a mix
d20 curse.
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of poor (35%), normal, (40%),


fabulous (20%), and legendary Known Magic Items. 85 new
treasures (5%) for parties LV 7-9. fully described magic items,
including benefits, curses, and
Treasure 10+. d100 yields a mix
item personalities.
mixture of poor (15%), normal,
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(40%), fabulous (25%), and


legendary treasures (20%) for
parties LV 10+.
Boons. d20s yield all new Oaths,
Secrets, or Blessings to give out
as non-physical treasure rewards.
Potions. d20s to determine
potion appearance, scent, and
quirks + d20 to get a potion
benefit and/or a d20 curse.

79
Unstable Phylactery Wings of Victory
A shimmering translucent gem Soft, white-feathered angelic
in an ornate mithral jewelry box. wings on a leather harness.

Curse. The soul of anyone that Benefit. 1/day, wearer can hover
touches the gem is instantly and move without touching
trapped inside of it. Their former the ground for 5 rounds. While
body is taken over by a chaotic hovering, they gain +3 AC and

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soul that has been trapped in the attack with advantage against
phylactery for several centuries. chaotic enemies. Can only be
worn by a lawful being.

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The companions of the unlucky
soul receive no warning about Curse. The wearer is convinced
what has occurred. they are an agent of the divine
and will not tolerate dishonorable
Benefit. Their soul will endure
moral behavior by their allies.
forever in the gemstone and can
escape into a new body in the Personality. Angelic sweetness.
same manner it got stuck there. Judgmental commentary. There
e is always more that could be
done, if you were a better soul.

Whip of Hatred
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A black leather bullwhip, that
feels like a snake in your hands.
When uncoiled it, there are three
m

biting snake heads on the end.


Bonus. Treat as a near ranged
weapon. Cannot be wielded by a
lawful being.
Benefit. Does 1 damage on hit
Sa

and hideously mangles a limb


in the attack. The limb is treated
as if totally crippled and can only
be restored by magic that heals
at least 10 HP at once or Dispel
Magic. Upon seeing their injury,
the target must make a morale
check or flee in terror.
Personality. Hateful. Enjoys
inflicting pain on others.
Annoyed by any weakness.
139

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