Unique Bargains
Each Dark Bargain is unique, and a character can enter into a given bargain only once. A character could be bound to multiple Dark Bargains at one time, but each one only once.
Each Dark Bargain is unique, and a character can enter into a given bargain only once. A character could be bound to multiple Dark Bargains at one time, but each one only once.
The inner bailey offers the following service: Weapon Upgrade. The keep ordered too many crossbows, which untrained recruits can’t wield effectively. Shannik wants to trade the weapons for simpler ones. In exchange for 25 GP and a Shortbow, he can provide a character with a Hand Crossbow.
In nearly all cases, the power that is proposing a Dark Bargain is uninterested in negotiating the duration or eventual cost of this gift. However, there may be extenuating circumstances. There could be roleplaying scenarios or simply the current events in the adventure’s narrative that could cause the power to briefly—briefly!—consider negotiating. The GM has the final say on whether a given…
The bank offers the following services: Take Out a Loan. A character can borrow up to 10 GP from the bank with an interest rate of 1 GP per day. There’s no minimum payment due, but if the loan is left unpaid for long, word of the character’s financial insolvency spreads throughout the keep. Deposit and Withdraw Money. A character can deposit gold and other valuables at the bank. They can withdraw…
Dark Bargains can also come about during play in a campaign. There might be times where inscrutable powers have their own designs and see an opportunity for a character to further those ends in exchange for gifts. Others might be willing to negotiate a bargain as an alternative price to death or worse. In these cases, the GM might alter terms of the bargains, such as increasing, lessening, or…
Just where the hallway opens into the entry, an arcane sigil glows in the center of a circular frame set into the floor. Icy mist swirls across its surface. Two Ashen Verdict commanders—a living human of the Argent Crusade (Medium, Lawful Good Questing Knight) and a night elf of the Ebon Blade (Medium, Lawful Neutral Death Knight Aspirant)—keep watch here. Icecrown Citadel Transporters. The…
Wondrous Item, Uncommon This silver lock pick twists and reorients itself to more easily open locks. You gain a +3 bonus on Dexterity (Sleight of Hand) checks you make with it to pick a lock. If you roll a 1 on such a check using the lock pick, it casts the Knock spell on the lock before it turns to dust and is destroyed. If you roll a 1 in this way and use an ability to reroll the die or…
The sheltered inner bailey is where the keep’s defenders live and practice combat drills. When the characters arrive at the inner bailey, read the following boxed text aloud: Targets and practice dummies dot this courtyard, which contains a large stable and poles with hanging rings. Cavalry soldiers train atop horseback while guards watch the area from the walls and towers that rise around it. A…
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change…
Armor (ring mail), legendary You have a +3 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Magic Items H–L, from the The Griffon’s Saddlebag: Book One.
Manyhorn Guild Brokers are the senior officials who draft, organise, and oversee trade negotiations between their guild and other parties. These include negotiations between other Manyhorn guilds, as well as other cities, kingdoms, or political groups. Manyhorn Guild Brokers are generally exceptionally cool-headed, especially in a crisis. They pride themselves on their ability to use logical…
The door leading into the tower is locked and trapped. Trap. If a creature attempts to unlock or open the door without first disarming the trap, that creature and anyone within 20 feet of the door or 10 feet of the outer wall of the tower must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 14 (4d6) Thunder damage and has the Unconscious condition until the end of their…
Wondrous Item, Uncommon (Requires Attunement) Hand of the Master This satin glove has no visible seams and can be easily flipped inside-out to wear on either a left or right hand. While attuned to the glove, you can fit it over a hand that is either missing fingers or missing entirely and have it function as a normal body part. In addition, you can cast the Mage Hand cantrip at will using the…
The two sets of heavy wooden doors here can be barred from the inside. Day or night, there’s a 50% chance that two orcs (Toughs) are standing guard outside in anticipation of Vellana’s return with their ransom. If there are no guards here, the inner doors are barred, and another orc is watching from Area C.
Jeholrak Infiltrators are specialist members of Jeholrak society, hired by Jeholrak Politicians to eliminate other politicians. They are, in essence, master assassins whose primary purpose is to act as a wedge in the complex interplay of Jeholrak politics. The assassination of a particular politician is usually requested by another who has less influence, intending to clear space for their…
Weapon (any simple or martial), common An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Weapons Name Simple Melee Weapons Silvered Club | 1d4 Bludgeoning | Light | Slow Silvered Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick …
Whenever a character drops to 0 Hit Points in the Hellfire Dome, Dardew extends an infernal contract to that character. This event takes place outside the Initiative order, which resumes after the character accepts or declines Dardew’s offer. Read or paraphrase the following text: The scene around you freezes as Dardew appears and unfurls a lengthy contract. “I’ve got a good feeling about you.…
As described in chapter 1, the characters’ assault beyond Light’s Hammer signals the rest of the knights to strike out at the remaining undead haunting the lower spire. By the time the characters defeat Lady Deathwhisper in area L3, the knights have transformed Light’s Hammer into a safe haven. From that point on, the characters can rest there without interruption. Agony of Defeat Each chapter…
Weapon (any simple or martial), rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon. Weapons Name Simple Melee Weapons Dragon Slayer Club | 1d4 Bludgeoning | Light | Slow Dragon Slayer Dagger | 1d4 Piercing | Finesse, Light, Thrown (Range 20/60) | Nick …
You helped a notorious Leukish thief escape certain death, and that means they owe you a favor. Given how shifty they are, though, it may be difficult to collect.
Armor (ring mail), rare You have a +1 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
The Chancellor—or “Grelda”—is concerned by the events that unfolded in the Den of Iniquity. Though their vault of stolen goods was successfully located, it was stripped of all valuable items. Whether the party successfully discerned this information or otherwise, the Chancellor muses aloud that the monstrosity once known as Amber must have been the person to steal the dangerous artifact in…
Weapon (any simple or martial), varies (requires attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to…
This content is part of the The Crooked Moon Part One: Player Options & Campaign Setting. You can unlock it by purchasing the book in our marketplace.