BEAST FEAST
When a small village’s monster defense system fails, the local heroes must venture into the
endless caverns below to fix it—and cook up trouble for the creatures that stand in their way!
Designed by Banana Chan, Rowan Hall, & Spenser Starke
Complexity Rating: ••
THE PITCH TONE & FEEL
Read this section to your players to introduce them to the Absurd, Comedic, Creepy, Fun, Lighthearted, Silly
campaign.
The rustic, peaceful village of Elmore sits atop the Plover
THEMES
Caves, a labyrinthine system of caverns full of dangerous and Circle of Life, Friendship & Loyalty, Nature’s Bounty,
delectable creatures. When the powerful magic keeping the Overcoming Fear, Violence & Peace
villagers safe begins to fail, the bravest among them must
descend into the caves to save the day. In a Beast Feast TOUCHSTONES
campaign, you’ll play everyday heroes diving into the Plover
Delicious in Dungeon, Monster Hunter World, One Piece
Caves to reignite the magic lure that lies in its depths—and
cook up delicious meals. Welcome to a culinary world of
zoophagous delight, where the beasts you fight become the
food you eat!
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BEAST FEAST
OVERVIEW
If your group decides to play this campaign, give your players the following information before character creation.
Long ago, within the heart of the Plover Caves, Hylaeus The easiest way to find the Plover Caves is to take the western
the Forest Mage (she/her) cast a powerful spell, creating a road out of Elmore and follow the birdsong of piping plovers.
Lure that draws dangerous creatures from the surrounding Old tales from this area say these small birds are the only
area into the caverns. For centuries, this kept any harm from creatures that move freely in and out of the tunnels without
coming to the village of Elmore. However, the caves are now losing themselves to the depths, so following them almost
filled to the brim with strange, unexpected creatures from always leads to an entrance—or an exit.
across the region—and the remnants of outsiders brave or
The old tales also say the Plover Caves are endless—this isn’t
foolhardy enough to venture into them. But nobody from
true, but it might as well be. They stretch on for hundreds
Elmore is foolish enough to be caught dead in the caves. The
of miles underground, deeper and more sprawling than even
quiet, rustic village is full of bakers and weavers, farmers and
the most adventurous explorer could map in their lifetime.
cobblers, with ne’er a sword in sight. The villagers are more
The entry path leads down on a sharp decline for miles until
concerned about not mucking up their contribution to the
it finally splits into many branches leading to various regions
yearly Stewpot Festival than the dangers outside their walls.
within the cave system. Here, different biomes are home to
That was until the village’s beloved halfling mayor Doug unique creatures, wonderous flora, and valuable treasures
Dougle (he/him) was attacked by a dangerous creature during left behind by adventurers past. The deeper you go, the more
his daily hike through Plover Woods. The Lure created by dangerous and delicious the creatures are, and the more
Hylaeus all those years ago is fading, and with it, Elmore’s precious and powerful the treasure is. And even deeper still
protection. As increasingly dangerous beasts stalk the lies the Lure.
woods, the villagers have banded together to reignite the
Those from Elmore might be surprised to find there are many
ancient spell, calling on anyone who might pick up a blade to
people happily living and working in the dark, dangerous
descend into the caves and save their people. Unfortunately,
caverns. Most reside in camps, but more permanent
the defenseless people of Elmore have ceased hunting and
residents have small cabins carved out of rock along the
foraging in Plover Woods for fear of attack until the Lure is
tunnels. The culture in the Plover Caves is very communal,
reactivated—there isn’t much to spare, so every bite in town
and ambitious folks have set up shops for bartering or trade.
is precious. Anyone venturing into the caves will have to hunt
Most major caverns even host a Berry’s—the chain of small
and prepare their own food while they’re down there!
restaurants that serve the catch of the day, fresh and hot, in
exchange for gold. Residents might stop in when they’re too
tired or ingredient-poor to cook for themselves, but Berry’s
restaurants are also hubs for gossip, entertainment, and
warnings about what dangerous beasts might be lurking
nearby.
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BEAST FEAST
COMMUNITIES
All communities are available, but some have unique aspects within a Beast Feast campaign. As needed, provide the following
information to your players and choose one or more of the questions to ask them during your session zero.
All Communities Ridgeborne
In a Beast Feast campaign, the characters are villagers from The rocky, rough environment is familiar to ridgeborne
Elmore. If a player wants to create a character whose chosen characters. Though the cuisine is probably much different
community wouldn’t be found in this peaceful village, work than they’re used to, they’re likely accustomed to catching,
with them to determine where their character originally came killing, and preparing their own food.
from. Perhaps they grew up in an orderborne community and
• What specific dish do you miss from home?
moved to Elmore to be in a less restrictive environment, or
they were a slyborne adventurer who settled in the village • You struggle with a lack of open space. What do you plan
after retiring from their shady deeds. The following sections to carry with you to help steady your nerves?
describe a few communities in more detail and how they could • You think a lesson from the mountains will help you in the
tie into this campaign. Plover Caves. What did you learn, and how did you learn it?
Underborne Loreborne
Underborne folk may be from the Plover Caves, but even if As devourers of knowledge, loreborne characters might
not, they will likely thrive in this labyrinth. Their eyes need not believe the Plover Caves provide a unique opportunity to
adjust to the darkness, nor do their hands quake at the touch observe a strange ecosystem that brings together beasts that
of the sour ants crawling in the dirt. This is home for them. would never normally live in the same environment.
• Despite being accustomed to your own underground • What rumor about the beasts in Plover Caves have you
environment, what’s something you’ve heard is unique heard? How has that changed how you operate in the
about the Plover Caves? caverns?
• You have a particular dish from your own cave system that • What specific piece of knowledge are you seeking while
you’re hoping to cook on this adventure. What makes it underground?
special? • You plan to record information to bring back to someone.
• You were injured by a cave creature once. How did that Who is it, and why is this so important to you?
experience change you?
ANCESTRIES CLASSES
All ancestries are available, but some have unique aspects All classes are available, but some have unique aspects within
within a Beast Feast campaign. As needed, provide the a Beast Feast campaign. As needed, provide the following
following information to your players. information to your players.
Clanks All Classes
Clanks can consume organic matter, but they may lack the The people of Elmore have lived peacefully for generations.
ability to taste the food. Instead, they might enjoy the culinary Thanks to Hylaeus, the region’s dangerous creatures are
arts for other qualities, such as texture or aesthetics. enticed to the caves; meanwhile, other towns or armies have
largely left the unassuming village alone. When players select
Fungril martial abilities or spells, they should consider how and why
Fungril can hear mushrooms screaming as they are harvested. their characters learned these techniques or what skills
Unfortunately, a majority of plant life in the Plover Caves is they’ve adapted on this journey.
fungi—adventurers might need to find alternative ingredients
if it helps make cooking a more shame-free activity.
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BEAST FEAST
PLAYER PRINCIPLES GM PRINCIPLES
If your group decides to play this campaign, give your players Keep the following guidance in mind while you GM this
the following information before character creation. campaign.
Build on Humble Origins Make It Delicious
When you make a character for this campaign, they should Describe the world through a fun, over-the-top culinary lens.
be a villager from Elmore who has gathered what tools they When describing beasts, highlight the parts of them that could
can to descend into the Plover Caves in hopes of saving be particularly useful in a dish or valuable to a specific recipe.
their people. Think about what quaint or mundane job your When describing the environment, lean on the PCs’ senses—
character holds in the village and how it might have prepared especially smell and taste—to draw them in and provide
them for their new role as a hero. Perhaps they’re a florist who details they don’t see. Use food-related colors (“the glass orb
knows about plants, a clockmaker with dexterous fingers, a you find is the color of rich honey”), names (“she introduces
mage who runs a humble potion shop, a blacksmith with a herself as Penelope Pepperbottom”), and comparisons (“you
strong hammer-arm, or a chef with a particular adeptness for march your way through the sludge of the tunnel, thick like
knives. Use your character’s occupation as inspiration for their molasses”) to immerse your players in the world.
experiences, the kind of weapon they carry, and how to flavor
any features you choose for your character. Give Them Purpose
Though it can be fun to slay some beasts and make some
Slay and Filet meals, the novelty will soon wear off if the story you’re telling
Have you tried eating it? No? Well, then how do you know it’s doesn’t have purpose and stakes. While the long-term goal
not food? Carry a curious mindset with you as your character might be to reach the Lure and revitalize its magic, ensure you
explores the caves, learning about the various beasts and introduce short-term goals and break the adventure up into
blooms that could make a delicious meal (and potentially an more session-to-session story developments. Give players a
excellent addition to your cookbook). reason to return to Elmore every few sessions to contrast the
world above and the world below.
Balance Comedy and Heart
If there’s a place for a silly character name, a low-stakes Create Personal Conflict
yet important life goal, a weird personality quirk, or a zany Crafting meals isn’t just about slaying beasts to make great
aesthetic, it’s this campaign frame. Embrace the fun, make dinner; it’s also about competing with other Plover Caves
bold choices, and look for opportunities to set up your delvers for the finest ingredients! Introduce conflict, such as
character’s allies for comedic moments. Additionally, let your rivals who want to see the PCs fail so they can gain control of
character experience vulnerability, reveal a hard personal the Plover Caves. Make ingredients scarce so that when word
truth, or bond with another character over something breaks out that a popular protein is nearby, the party must
important to them. Strive to balance comedic and heartfelt race to claim it before others do.
moments.
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BEAST FEAST
DISTINCTIONS
Use this information to prepare your campaign. You can also share it with your players as needed.
A Cave of Wonders Beasts and Blooms
Plover Caves’ biomes are as varied as any surface biomes, This campaign uses the terms beasts and blooms for
and often stranger and more disconcerting. A windstorm the animals and plants/fungi that are edible in this world.
might whip through the tunnels, uprooting massive plants and Anything with distinct personhood isn’t considered a beast
blocking exits. A sudden, excessive expulsion of moisture from or a bloom, even if they resemble something that would
the weeping skyflowers overhead might cause a torrential otherwise be edible—for example, fungril and drakona.
downpour that floods a cave. A cavern’s ground might be Because the magical Lure compels creatures from across the
so soft and thick that you begin to sink if you stand still too region into the Plover Caves, an endless variety of strange
long. Some even refer to the Plover Caves as a distinct entity beasts and blooms live within them—not just ones normally
itself—not just a cave system, but a massive creature of its found in caves! In this world, it would make sense to find a
own. pack of velociraptors descending on a six-legged dire ostrich
that is, in turn, snacking on a patch of starfish mushrooms.
Additionally, there are distinct features within the caves most
These caves hold an ecosystem unlike any other, and every
adventurers will stumble across:
edible thing that could exist down here likely does.
Layers of the cavern represent how deep an adventurer
is within the Plover Caves, with each layer representing The Lure
between 200 and 500 vertical feet. Common adventurers The Lure is the orb of concentrated magic created by Hylaeus
generally stay within the first layer, but the most ambitious the Forest Mage to trap dangerous creatures within the
venture deeper. Most stories describe four distinct layers Plover Caves. It’s most commonly believed the Lure resides
(The Shallows, Twilight, Abyss, and Hadral), but veteran somewhere in the lowest levels of the Hadral layer, but no one
explorers have told tales of many, many more. is certain where. Because so little is known about this great
source of power, there are many questions to answer about it
Brilliance is a geodesic dome that shines so brightly it over the course of the campaign:
mimics the sunlight from the outside world. Some veteran
explorers practice meditation and morning rituals in this • How was it made?
dome, often asking one another, “Will you be at Brilliance • What was sacrificed to create it?
today?” • Why has its power started to fade?
Reflection of the Stars is Plover Caves’ primary lake. It’s • What will the PCs need to do to activate it again?
fed by an underground spring and sits beneath a ceiling
dotted with bioluminescent morsels, such as the glowing
mantis and the brightclaw scorpion. The aquatic creatures
who call this place home range from small almond guppies
to medium-sized jellyfish to the dreaded ironshark and the
massive angler squid, whose many eyes are considered a
delicacy.
The Catacombs are the deepest point of the third layer of
the cavern, thus named because the ground is covered in
so many layers of bones, one cannot step without breaking
a few and drawing attention to themself. Some of Plover
Caves’ residents say the most horrifying beasts bring their
prey to the Catacombs for consumption, making it a hotbed
of dangerous creatures. Passing through the Catacombs
successfully is the only way to explore deeper than the
Abyss.
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THE INCITING INCIDENT
You can use the prompt below to start your campaign, or create your own.
After the attack on Mayor Dougle, the local alchemist, Carat What will the characters encounter that makes them realize
(they/them), approaches the party. Worried for the safety of the failing Lure is a problem that needs addressing? What will
the town, they ask the party to delve into the Plover Caves to they accomplish that shows them they’re capable of exploring
locate a particular ingredient—ghost scorpion venom. Carat further in? What about the community will coax them into
can transmute twelve drops of this venom into a spicy paste, returning—and what competition will light a fire in their
which they can spread around the borders of the village to veins? And most importantly, what culinary experience will
temporarily keep dangerous creatures at bay. change their view on beast-feasting forever?
Carat explains that ghost scorpions tend to make their
nests by flattening the tall grasses of the Overgrowth into
strange circular patterns. To get to the Overgrowth, the party
can follow the smell of jasmine through the northernmost
chamber of the Shallows. But if they ever smell lavender—
RUN.
CAMPAIGN MECHANICS
The following mechanics are unique to this campaign.
BEAST FEAST STARTING EQUIPMENT
As everyday heroes with no access to standard weapons, PCs must choose their Tier 1 starting equipment from the following
tables instead of the equipment tables in chapter 2.
Primary Physical Weapons
Name Trait Range Damage Burden Feature
Cleaver Agility Melee d8 phy One-Handed Reliable: +1 to attack rolls
Sharpened
Agility Melee d8+3 phy Two-Handed —
Rake
Butcher’s Axe Strength Melee d12+3 phy Two-Handed Heavy: −1 to Evasion
Iron Skillet Strength Melee d8+1 phy One-Handed —
Pitchfork Strength Melee d10+3 phy Two-Handed —
Massive: −1 to Agility; on a successful attack,
Sledgehammer Strength Melee d10+3 phy Two-Handed roll an additional damage die and discard the
lowest result.
Cooking Knife Finesse Melee d8+1 phy One-Handed —
Walking Staff Instinct Melee d10+3 phy Two-Handed —
Rolling Pin Presence Melee d8+1 phy One-Handed —
Quick: When you make an attack, you can
Sickle Presence Melee d8 phy One-Handed mark a Stress to target another creature
within range.
Forge Poker Strength Very Close d8+2 phy Two-Handed —
Crop Scythe Finesse Very Close d8+2 phy Two-Handed —
Fishing Rod Agility Far d6+3 phy Two-Handed —
Slingshot Finesse Far d6+3 phy Two-Handed —
Firework
Agility Very Far d6+3 phy Two-Handed Cumbersome: −1 to Finesse
Launcher
Chapter 5: Beast Feast 275
BEAST FEAST
Primary Magic Weapons
All magic weapons require a Spellcast trait.
Name Trait Range Damage Burden Feature
Enchanted
Strength Melee d10+1 mag One-Handed —
Hammer
Enchanted
Strength Melee d10+3 mag Two-Handed —
Mop
Enchanted
Finesse Very Close d10 mag One-Handed —
Scissors
Enchanted
Instinct Very Close d10+2 mag Two-Handed —
Broomstick
Exploding
Finesse Close d8 mag One-Handed
Potions
Enchanted
Instinct Close d8 mag One-Handed —
Forge Lighter
Enchanted
Instinct Far d6+3 mag Two-Handed —
Boomerang
Versatile: This weapon can also be used with
Enchanted Kite Presence Far d6 mag Two-Handed
these statistics—Presence, Melee, d10.
Whisk Wand Knowledge Far d6+1 mag One-Handed —
Powerful: On a successful attack, roll an additional
Sparkling Staff Knowledge Very Far d6 mag Two-Handed
damage die and discard the lowest result.
Secondary Weapons
Name Trait Range Damage Burden Feature
Paired: +2 to primary weapon damage to
Large Fork Agility Melee d8 phy One-Handed
targets within Melee range
Barrel Lid
Strength Melee d4 phy One-Handed Protective: +1 to Armor Score
Shield
Table Shield Strength Melee d6 phy One-Handed Barrier: +2 to Armor Score; −1 to Evasion
Paired: +2 to primary weapon damage to
Paring Knife Finesse Melee d8 phy One-Handed
targets within Melee range
Startling: Mark a Stress to crack the whip and
Festival Whip Presence Very Close d6 phy One-Handed force all adversaries within Melee range back to
Close range.
Hooked: On a successful attack, you can pull
Towline Hook Finesse Close d6 phy One-Handed
the target into Melee range with you.
Bright: This weapon temporarily lights up the
Flare Launcher Finesse Far d6+1 phy One-Handed
area the flare lands in.
Armor
Armor Base Thresholds Base Score Feature
Quilted Clothing 5 / 11 3 Flexible: +1 to Evasion
Leather Apron 6 / 13 3
Tree Bark Armor 7 / 15 4 Heavy: −1 to Evasion
Baking Tray
8 / 17 4 Very Heavy: −2 to Evasion; −1 to Agility
Breastplate
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BEAST FEAST
MAKING A BEAST FEAST
A Big Book of Recipes!
The party will create a cookbook together as they play through this campaign frame. The players should choose a small
notebook they can share, then decorate it as they’d like (stickers, colored markers, and paint are highly encouraged). This
notebook is their cookbook—during downtime, they’ll record each recipe they make, including its name, the ingredients, the
cooking method, and how it turned out. The cookbook is shared by the players, who should all get the chance to contribute to it.
The more the characters practice making meals with the same flavor profile, the easier that combination becomes to prepare!
The Beast Feast! Hunting Beasts for Ingredients!
During downtime, the PCs recover from their adventuring by Every beast that PCs fight provides ingredients they can
making a meal from the bounty of ingredients gathered from harvest. A beast’s maximum Hit Points determine how many
the caverns. ingredients they produce.
Every ingredient PCs gather has a flavor profile, which is Hit Point Guide
determined by the 1–3 flavors that comprise it and the
→ 4 or lower: 1 ingredient
strength of those flavors.
→ 5–7: 2 ingredients
Each flavor has a die size associated with it:
→ 8–10: 3 ingredients
→ Sweet (d4) → 12 or higher: 4 ingredients
→ Salty (d6)
While the adversary’s Hit Points determine the number of
→ Bitter (d8) ingredients, you set the flavor profile and strength. Use the
→ Sour (d10) narrative details of the adversary to inform these choices.
→ Savory (d12) Often, less difficult adversaries have flavor profiles with
smaller dice (Sweet, Salty, and Bitter), and more powerful
→ Weird (d20)
adversaries have flavor profiles with larger dice (Sour, Savory,
A flavor’s strength is a value between 1 and 3, which is the and Weird).
number of the flavor’s associated dice the players roll when
cooking with the ingredient. A PC can hold a number of Gathering Blooms for Ingredients!
ingredients equal to the value of their highest character trait. PCs can also obtain ingredients from their environment—
The following list provides examples of ingredients and their these are called blooms. Once per rest, each PC can spend a
flavor profiles: Hope to gather blooms from their surroundings. You can tell
• Mushroom caps: Bitter (1), Savory (2) them what they find or have them roll their Hope Die and gain
one bloom with a flavor profile based on the following table:
• Wyvern tongue: Sour (1), Savory (1), Weird (1)
• Ooze marrow: Sweet (1), Bitter (2) 1–2 3–4 5–6 7–8 9–10 11–12
• Direbear meat: Savory (3) Sweet Salty Bitter Sour Savory Weird
• Acid dragon saliva: Sour (2) (1) (1) (1) (1) (1) (1)
• Cave boar milk: Salty (1), Savory (1)
• Rileroot: Bitter (1)
• Ogre kidney stone: Sweet (1), Weird (1)
Example: In this case, mushroom caps would contribute
1d8 and 2d12 to the meal.
Chapter 5: Beast Feast 277
BEAST FEAST
Making a Feast! This gives the party 5d12, 3d8, and 1d4 as the meal’s flavor
During downtime, players can’t choose downtime moves to dice. They roll the dice and look for any matching values. If
clear Stress, clear Hit Points, or gain Hope. Instead, they have there are no matching values, they discard a single die of their
a new downtime move: Make a Feast. When they choose this choice, then roll the pool again to continue cooking. When
move, the PCs can contribute any ingredients they’re carrying they get any number of matching values, players collect those
to the party’s collective meal and gain the benefits of the dice off to the side and continue rolling. When they have only
resulting feast. one die left, the meal is done!
The PCs who choose to Make a Feast during downtime Next, players take each set of matched dice (which can
prepare the food together. They should collaborate to decide consist of two or more dice per set) and add their values
which ingredients they’re using, then erase those ingredients together. For example, a d6 and a d8 that rolled matching
from their inventory. Then they come up with a name and 3s would be worth 3. A d10 and d12 that rolled matching 4s
description for the dish and record it in their party’s cookbook. would be worth 4. A d8 and a d20 that rolled matching 4s (on
a different roll) would also be worth 4. Together, they have a
When the PCs begin cooking, they roll the appropriate number Meal Rating of 11.
of flavor dice. For example, the party decides to make a steak
dinner with the following recipe: All PCs who eat the meal can individually use the value of the
Meal Rating to clear Hit Points, clear Stress, and gain Hope,
• 1 serving of direbear meat → 3d12 dividing this value however they’d like. For example, with a
• 1 serving of mushroom caps → 2d12 + 1d8 Meal Rating of 11, one PC might choose to clear 6 Hit Points,
clear 4 Stress, and gain 1 Hope. Another might choose to clear
• 1 serving of ooze marrow → 2d8 + 1d4
5 Hit Points, clear 4 Stress, and gain 2 Hope.
Anytime a party makes a dish with the same flavor profile as
another recipe they’ve previously recorded in their cookbook,
they should add a number of tokens equal to the party’s
current tier to their pool of flavor dice. When they must
discard a die, they can instead discard one of these tokens.
QUICK INGREDIENT GENERATOR!
When the PCs harvest an ingredient, roll a d20 on each relevant table and use the combination to inspire what they gather.
If one of the options doesn’t fit the scenario, choose another that does.
Beast: Bloom: Any Ingredient:
What kind of ingredient is it? What kind of ingredient is it? What’s interesting about it?
1 Feet 1 Flower 1 It’s particularly tender.
2 Powder 2 Roots 2 It’s still wriggling.
3 Limb 3 Stems 3 It looks like something it isn’t
4 Belly 4 Leaves 4 It has a pungent smell.
5 Fat 5 Bulbs 5 It’s brightly colored.
6 Eggs 6 Nuts 6 It’s completely translucent.
7 Marrow 7 Seeds 7 It’s an odd size or shape.
8 Tongue 8 Bark 8 It has unique markings.
9 Brain 9 Berries 9 It recoils from the light.
10 Ribs 10 Fruit 10 It withers in the dark.
11 Organ 11 Sap 11 It smells unbelievably good.
12 Flesh 12 Pollen 12 It has an unexpected texture.
13 Stones 13 Fungi 13 It’s encased in something.
14 Eyes 14 Nectar 14 It’s filled with something.
15 Jelly 15 Pods 15 It’s emitting a colorful gas.
16 Horn 16 Herbs 16 It comes apart in layers.
17 Meat 17 Algae 17 It must be prepared in a strange way.
18 Scales 18 Moss 18 It’s leathery or cartilaginous.
19 Wings 19 Grain 19 It’s brittle.
20 Secretion 20 Rind 20 It’s deadly when consumed raw.
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BEAST FEAST
NEXT LEVEL FEAST! SESSION ZERO QUESTIONS
Once your table is comfortable with the basics, you can give Ask any of these questions to your players, or make your own.
the PCs opportunities to gather specific ingredients they’re
looking for based on what they’ve learned about the world. • What dangerous creature attacked Mayor Dougle in the
You might also create ingredients that include features, giving Plover Woods?
them additional details to consider when making their dishes. • While your character is in the caves, who will they miss the
These should be rarer than typical ingredients, only harvested most back in Elmore?
from Leader or Solo adversaries. • What personal life goal does your character feel they may
be able to finally accomplish while in the caverns?
Example Ingredients with Features • Why was your character so eager to leave Elmore to go on
this adventure?
DIREGAZELLE SKULL MARROW
Sweet (1), Salty (1), Sour (1) • What rumor did your character hear about the caves?
Built for Speed: You gain a +1 bonus to your Agility until • If your character is able to reestablish the Lure’s power,
your next short rest. what favor do they plan to ask of the mayor?
HOLY COW’S MILK
Weird (1)
Last Drop: When you have only one die remaining while
cooking, roll it and add the result to your Meal Rating.
GHOST SCORPION VENOM
Sour (1), Savory (1)
Spicy: If your flavor dice match on results of 8 or higher,
you can’t clear Stress using this dish.
DEATHFLOWER
Bitter (2)
Risky: If you roll no matches on your flavor dice, you clear
all Hit Points and Stress and gain 3 Hope. If you roll any
matches on your flavor dice, your Meal Rating is 0 and you
must make a death move.
Berry’s Restaurant
When the PCs are near an open Berry’s Restaurant during
their downtime, they can each spend a handful of gold to
order food and choose a downtime move to clear Stress, clear
Hit Points, or gain Hope. Only 2 handfuls of gold can be spent
per PC during downtime.
Chapter 5: Beast Feast 279
THE AGE OF UMBRA
In a dying world immersed in relentless shadow and nightmarish monsters, small communities
hold fast to the light, hoping those who endure can find a way to save this broken realm before all
is lost to darkness.
Designed by Matthew Mercer
Complexity Rating: •••
THE PITCH TONE & FEEL
Read this section to your players to introduce them to the Ancient, Daunting, Epic, Grim, Ominous, Terrifying, Tragic
campaign.
A century has passed since the God-King Othedias betrayed
THEMES
the Pantheon, provoking divine punishment and abandonment Apocalypse, Corruption, Darkness vs Light, Hope,
by the gods that left the realm of the Halcyon Domain Redemption, Survival
shattered, desolate, and eternally cursed. Throughout this
shadow-choked land of decaying fortresses and dreadful TOUCHSTONES
monstrosities, surviving communities cling to hope in the face
Dark Souls, Kingdom Death: Monster, Berserk, The Seventh
of lightless oblivion. In an Age of Umbra campaign, you’ll play
Seal, Blasphemous
heroic survivors who protect their community from the terrors
beyond their walls, venture out into the unknown to hunt the
nightmares that twist and grow with each fallen soul, seek
answers to the curses that corrupt this world, and perhaps
even discover a way to change its fate.
280 Chapter 5: The Age of Umbra
THE AGE OF UMBRA
OVERVIEW
If your group decides to play this campaign, give your players the following information before character creation.
The Age of Umbra is a dark and broken age within the realm The diaspora of surviving communities hold against the doom
known as the Halcyon Domain, which rots in the wake of its through grit, ingenuity, and faith. Within the swampy flood
Pantheon’s abandonment. Grandiose cities and awe-inspiring plains of the mountain-crowned region known as the Idol
cathedrals to the Veiled Gods now crumble slowly into ruin, Hollows, an emergent fort village called Okros has stood
fallen bastions of the prosperous epoch ruled by the guiding resilient against the surrounding swampland dangers for
hand of God-King Othedias. Othedias, chosen by the Veiled over fifty years. Its massive walls of melted shields and stone
Gods as the bridge to divinity, conspired with his Grand encircle the village and central Sacred Pyre, whose flames
Ordinants and Aetherlords to enact clandestine machinations climb above the tallest ramparts, a burning symbol of strength
that could shift the balance in celestial power, enraging the and safety visible from across the Idol Hollows.
pantheon.
A recent seismic event within the valley conjured a massive
His blasphemy was met with cataclysmic retribution. The sinkhole referred to as the Shalk Chasm, uncovering an
gods rained destruction upon the land, ending the Old World expanse of long-buried structures and vestiges from before
and forsaking the surviving peoples of the Halcyon Domain the Old World. Concerned and curious about what boons
to an existence of growing desolation. The Veiled Gods then or banes might await discovery within this subterranean
abandoned this world in what is referred to as the Apostasy, catacomb, brave Enduring slowly investigate the mysteries
leaving what remains to wither under ever-growing shadow, below, while scouts seek allies from erudite places, such as
the clouded skies growing darker with each passing generation the Celsians of Amber Reach.
as they herald the world’s slow death march into entropy and
Nestled against the Griefcleft Mountains that buttress the
oblivion.
eastern edge of the Idol Hollows, dividing it from the tainted
The cycle of the soul has been sundered, cursing all who jungles of Aveidoora, the glorious city of Amber Reach lays
live or ever will live with the “soul blight,” a mark upon every fallen and haunted in the wake of the Apostasy. The once-
mortal ensuring that, upon their death, they will rise again as prosperous capital’s expansive cityscape of overbearing
a corrupted revenant bent on destroying everything they loved gates, gothic towers, and staggering fortresses lies damaged
in their former life. If their risen body is destroyed, the marked and derelict, with empty households now sheltering horrors
soul withdraws into the dark, ethereal mass known as the and looters. Within the city’s Ashcall Quarter, the Celsian
Umbra, seeking others to haunt and corrupt. Athenaeum, a grand college and library repurposed into a
stronghold, still holds against the dark. Here, hundreds of
It’s now been nearly a century within the Age of Umbra, and
Enduring work against the deadly spirits and ghastly killers
those who remain rebuild what they can among the ruins of
that torment the city ruins, seeking to reclaim control of
the Old World. Referring to themselves as the Enduring, these
Amber Reach’s streets. A rising faction of hedonic, ruthless
scattered communities of survivors huddle within reinforced
scoundrels and raiders known as the Damask Queens expand
battlements where Sacred Pyres burn as a beacon of hope
their territory from the far side of the debris-strewn Cinnabar
and safety. All Enduring are trained to survive and defend
Quarter, their crossings with the Celsians growing more
themselves in this bleak land from a young age, many honed
violent with each encounter.
into fierce warriors and Aetherweavers through hardship and
necessity by the time they reach adulthood. Bands of hunters As despondent as existence may seem in the Halcyon Domain,
brave the cracked and twisted landscape beyond their walls within these communities of the Enduring, hope continuously
each day to gather sustenance, recover materials, and connect sparks aflame. Whispers speak of remnants of divine power
or trade with other surviving settlements. lingering within lost shrines and holy sites that can rebuke the
soul blight. Rumors spread between settlements of heroic
However, many of the outside world’s wandering beasts have
figures felling greater evils and reclaiming ancient relics for the
mutated from the corruption of the Umbra; this transient
might of the Enduring. Spirited leaders and champions rouse
storm of twisted souls merges with and contorts the creatures
their fellow Enduring with promises of expanding their walls
into nightmarish monsters that stalk, rage, and evolve with
and avenging their fallen. Zealot factions fervently seek means
each newly fused specter. When these monstrosities slay
to commune with the absent gods, forever searching for ways
those who confront the wilds, their victims’ blighted souls join
to repent for Othedias’s crimes. Those who can access the
the horrors that claimed them. In the absence of the gods,
Aetherweave see visions of distant sanctums and uncorrupted
dreams turn ominous and empty, and oracles imagine great
fanes that cast aside the clouded skies to preserve light
alien minds glimpsing into this world, reaching beyond the
and life—or even redeem those touched by the soul blight.
cosmic veil left unguarded.
Hermetic societies claim to carry tomes and truths of God-
King Othedias and his great tragedy, along with prophecies
that speak of a chance at salvation for the realm. The lands
may be dark, but the points of light burn ever so bright.
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THE AGE OF UMBRA
COMMUNITIES
All communities are available, but some have unique aspects within an Age of Umbra campaign. As needed, provide the following
information to your players and choose one or more of the questions to ask them during your session zero.
Highborne and Slyborne Loreborne and Orderborne
Some communities manage to carve out a surviving section Many grandiose cities and centers of higher learning dotted
of an Old World cityscape, reinforcing barricades and the Halcyon Domain during the prosperous previous age, but
battlements within a deadly urban ruin while enjoying the these monuments are now ruled by cults of shattered will,
spoils of sacking the remnants of the past age’s high society. overtaken by monstrous entities, or lost to complete ruin.
Others were lucky enough to build a new township near a Loreborne and orderborne characters hail from a crumbling
resource-rich location, where those who rose to power could bastion of Old World academia, upholding aspects of this
enjoy an uncommon life of comparable luxury. It is in these lost knowledge within their local community. Consider which
places that factions of thieves and thugs thrive, whether in the facets of the Old World they cling to and, if a character’s
employ of the leadership, or by eroding them from below. community exists within the remains of a major Old World
city, which district of that city is important enough for the
Highborne communities within the Age of Umbra are
Enduring to make such a dangerous place home.
extremely rare, and are often either based on the ghost of an
Old World political power or a newly forged tyranny built on Loreborne and orderborne communities typically rise within
recovered or stolen resources. Opulence in these dark times or near ancient libraries, temples, or other dilapidated urban
is scarce but hedonistic, reserved for those close to ruling environments where knowledge was once plentiful. Others
powers and protected with promises of influence or threats of might have taken up in caverns and hidden places where
violence. recovered historical records can be safeguarded and studied.
A number of these factions remain obsessed with discovering
• Who are the leaders of your community, and how close are
the truths of the ancient Grand Ordinants and Aetherlords,
you to their inner circles to have tasted the finer things in
such as those who claim refuge in the Celsian Athenaeum.
this dire life?
• How did you or your bloodline manage to accumulate • What secret about the Old World have you been entrusted
enough resources or reputation to carve some influence with or discovered alongside your community?
within your community? • How much of your community still remains? If it has fallen
• Among the upper echelon of your community, who do you completely, what led to its destruction?
trust the most? Who do you trust the least? • What heirloom of the Old World do you carry with you,
Slyborne characters are skulkers and thieves who flourish and what is its significance to you?
alongside those of influence or wealth across the land. • What did you leave behind that still haunts you as you try
Whether they work for highborne factions that try to maintain to sleep?
power or manipulate them for personal gain, those who know For orderborne characters, players should consider the
how to remain unnoticed or unexploited excel at seizing remnants of the Old World that still guide their character and
opportunities. Many slyborne characters also make a name for their people through this ruined landscape, and how (if at all)
themselves as scouts or messengers between settlements, your ideologies might have changed in the face of a withering
trading in goods or rumors as they go. Others still could be world.
members of roguish communities such as the Damask Queens
of the Amber Reach, self-crowned leaders in the lawless echo • What tenets or virtues of your community have changed
of bygone power. since the Age of Umbra began? Which tenets do your
community hold on to unaltered, even if they no longer
• You’ve built a rapport with a highborne figure. Who are apply to this broken world?
they, and do you trust them, or are they just an easy mark?
• Which of your community’s tenets or virtues do you wish
• Who among your community have you knowingly cheated, to embody and spread across the Halcyon Domain?
and are they aware?
• You were part of a botched job not long ago, and the stain
still lingers on your reputation. What happened, and who
was at fault?
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THE AGE OF UMBRA
Ridgeborne Underborne characters could be scrappy scavengers and
The mountain ranges of the Halcyon Domain are varied, tomb delvers who feel at home in lightless, dust-filled spaces
imposing, and prone to extended cold winds that carve the away from the tumultuous skies and flying nightmares of the
rock into jagged spires and winding valley clefts. Networks surface world. With the arrival of the Shalk Chasm, some
of ancient wood and stone bridges stretch across wide underborne communities might have been exposed to the
gaps in mountain passes, and the ones that haven’t fallen to surface for the first time since the fall of the world.
weather or time become deeply important and well protected • When you are alone in quiet places, what sound do you
by the nearby ridgeborne communities that maintain them. believe you hear, and what do you think it means?
Hardened and sturdy people forged by the harsh environment, • You’ve spent much of your upbringing within a reclaimed
ridgeborne characters might be scouts, hunters, or trade subterranean structure. What was its original purpose,
sentinels within their community. Some ridgeborne villages and what did you discover about it that you’ll never forget?
keep vigil over mountainside tombs and sites of Old World
knowledge, clinging to ancient oaths that fades more with • What is a place beneath your community that everyone
each generation. knows to avoid at all costs? What happened when you
snuck into it when you were younger?
• Who is a childhood friend or rival you formed a kinship
with? What task had them leave home a year ago, never to Wildborne
be seen again? The natural world beyond any settlement’s walls is as
• What mountain predator’s call fills you with abject fear, dangerous and dark as it is expansive and beautiful.
and why? Sprawling, haunted woodlands filled with deadly, mutated
• One of your village elders entrusted you with an heirloom. wildlife often hide vibrant glades of natural aether, where
What is it, and what or who did they request you keep it bioluminescent flora offers signs of solace or magical
from? protection against the consuming darkness. When a player
creates a wildborne character, they should consider how their
Seaborne character’s homeland carved its place of peace among the
The scattering of coastal cities that still span the Halcyon twisting vines and brambles. Some wildeborne societies of the
Domain’s shores are defined by an existence straddling the Old World remain within their ancient fanes to hold hope for a
dangerous waters of the Ashen Seas and the ever-expanding better future, living symbiotically with the rare, uncorrupted
threat of shadow that corrodes the land. Even so, these pockets of nature. Other wildborne communities stem from
communities remain important places of commerce and lost soldiers or fleeing survivors who the spirits of the wild
resources, with mighty fishmongers and sailors battling the protect in their time of need.
masses of deadly threats from under the waves as they sail. • What landmark within the forest has appeared in your
Still, seaborne characters are often more carefree than others, dreams since childhood? What do you think it means?
taking inspiration from the mercurial nature of their nearby • Which nature spirit does your community rely on the most
lakes or seas in an otherwise dour world. for protection? What early signs of their corruption are you
• What is the one tale you’ve heard about the depths of the worried about?
sea that still makes you nervous? • What did you witness within the wilds that makes you fear
• When you were younger, you swam deep beneath the your home doesn’t have much time left?
waters and encountered something unexpected. What
was it, and why does it wander back to your thoughts on Wanderborne
occasion? Many wanderborne communities either flee destruction to
• A traveler once came through your town and said start anew elsewhere or uproot themselves frequently for fear
something to you that shook you to your core. What was of attracting the wilds’ worst horrors. Others might be made
it, and what do you wish to tell them should you see them up of survivors with common purpose, a life where braving
again? the deadly chaos of the world is also a quest for answers. A
wanderborne character might have spent their life on the run
Underborne due to circumstance or danger, or felt the subtle desperation
Numerous underground societies claimed space within of the realm and refused to sit still.
caverns beneath the surface, but only some of these • Why does your community keep picking up their roots and
communities have made contact with the surface since the moving on? What do some fear is following them each
abandonment of the gods. Some cavernous metropolises, time they do?
now half-buried by crumbling earth, fight to survive against • What is the one place you lived that you quietly wish you
the terrors that stalk the underworld tunnels. Others build could return to? What is there that still holds a place in
anew within the vacant remains of societies of yore, hoping to your heart?
uncover secrets to better their fortunes.
• You’ve had a recurring nightmare about a particular
location. What about this place frightens you?
Chapter 5: The Age of Umbra 283
THE AGE OF UMBRA
ANCESTRIES CLASSES
All ancestries are available, but some have unique aspects All classes are available, but some have unique aspects within
within an Age of Umbra campaign. As needed, provide the an Age of Umbra campaign. As needed, provide the following
following information to your players. information to your players.
All Ancestries Bards, Druids, Rogues, Rangers, Sorcerers,
Consider how the harsher setting and environment can and Wizards
intermingle with Daggerheart’s ancestries to inspire dark, The forces of spellcraft and magic—especially dark magic—
weird, and unique interpretations. that flow unseen through the world are referred to as the
Aetherweave, and those uncommon few who can manipulate
Clanks it are known collectively as Aetherweavers. This art is difficult
Clanks are often carved from stone and iron and were to teach to mortals, and they rarely wield it instinctively.
originally developed as vessels for holy spirits and With many of these secrets lost with the previous age, the
messengers. Many stopped functioning and became statues presence of an Aetherweaver is remarkable and often met
when the gods left the Halcyon Domain. with awe, fear, and sometimes mistrust. Players who create
an Aetherweaver should consider the responsibility they carry
Ribbets with these gifts, and determine how brazenly they use these
mystical abilities.
Ribbets are large, often 6 to 8 feet tall, and prefer to skulk on
all fours when not leaping or standing still.
Splendor Domain
Drakona Since the gods’ abandonment and the fall of the Grand
Ordinants, the great clerics of old, access to divine powers
In the Halcyon Domain, Drakona are taller and more reptilian
and healing rituals is a fading art. Many fear the very essence
in both physicality and proportions. They lean forward as they
of such magic is dying with the light, so it is not uncommon
move, using their tails to balance their weight.
for some to foist sudden worship and expectation onto those
who display such gifts. However, while some see hope, others
Faeries see those with these abilities as an opportunity to express
Faeries are more sensitive to the soul blight than other their hate for the absent gods. Seraphs and wizards who
ancestries, causing their physical appearance to develop in display their Splendor domain abilities or spells might make a
jagged and monstrous ways. profound impact or draw unwanted attention, depending on
their current company. Players who create seraphs or wizards
should consider how open or guarded their character would be
with their abilities.
284 Chapter 5: The Age of Umbra