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.
Any bargain offered by an utterly unknowable, unfathomable power such as those that position themselves within the realm of Druskenvald must be carefully considered by you, your character, and the GM. These gifts are not to be offered lightly and should not be accepted lightly; their mere presence should herald significant roleplaying opportunities now and in the future.
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…
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.
Dark Bargains weave Druskenvald’s essence into the characters who dare to strike them. These ancient agreements bind the land, its magical energies, its creatures.. and you. The effects bring boon and bane alike. It may be best for some sinister characters to offer their bargains plainly, letting the lurking curses reveal themselves only when the time is right. Beware your entry into these…
Dark Bargains weave Druskenvald’s essence into the characters who dare to strike them. These ancient agreements bind the land, its magical energies, its creatures.. and you. The effects bring boon and bane alike. It may be best for some sinister characters to offer their bargains plainly, letting the lurking curses reveal themselves only when the time is right. Beware your entry into these…
On the Elemental Plane of Earth, galaxies of gemstones twinkle over vaults of treasure. If dao are there, so is wealth worth hunting. —Gundren Rockseeker, Dwarf Treasure Hunter Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move through the earth unimpeded, exploring depths inaccessible to most. Dao delight in the treasures of the earth, whether raw…
In the golden age of the Empire of Dhakaan, bugbear cavalry would lead assaults mounted on worgs or dire tigers. Dolguuls are a brutal mockery of these champions. Formed from a blend of stone and bone, the dolguul has the upper torso of a mouthless bugbear merging into a hunched, eyeless quadrupedal shape with a vicious maw. One of the Dolguul’s limbs ends in a massive blade. The other terminates…
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Mindkillers are the assassins of the Dreaming Dark, sent to terrify their foes before striking to kill. Mindkillers force foes to attack their own allies, causing physical and emotional devastation to grow the power of the Dreaming Dark.
Raiders use guerrilla tactics to ambush warehouses and beat down opponents. These skilled fistfighters work in tandem to claim goods and territory for Daask.
When Sorcerers first manifest their abilities, they sometimes describe the experience as a slumbering portion of their identity awakening, a sudden understanding of their true nature. Other Sorcerers aren’t so fortunate. The magic within claws at their souls and pushes at their mind. It is like a hungry beast, always ravenous, never satisfied despite desperate efforts. These poor spellcasters are…
If a mezzoloth’s after ya, just pay it off with whatever’s in your pack. While it’s rooting around looking for a good deal, you hightail it, Chief! —Morte
Intimidating and powerful, bruisers lead Daask operations when more violent and decisive shows of force are needed. These enforcers relish the brutality of their work.
Any remaining treasure encountered in the adventure is removed at the conclusion of play. Instead, each character selects a treasure bundle as a reward.
Level 5 – 6 Adventure. Thrilling. Acquisition. Quaint Cottage. Young Lindamill has lost her pet dog! This is no ordinary pooch predicament, however, as the hapless hound has a habit of teleporting when it gets scared. Could the dog’s eagerness to escape suggest there is more to this young owner than first meets the eye?
It was a thin, stoop-shouldered man not much under six feet tall... His age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue eyes that seemed never to wink, a flat nose, a receding forehead and chin, and singularly undeveloped ears. His long, thick lip…
Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators’ combat prowess against those enemies.
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You consume the brain of a dead creature, gaining access to its memories. The creature must have a brain and can’t be Undead. The spell fails if the creature has been dead (and not preserved) for more than 3 days. Until the spell ends, you can attempt to recall a memory, such as family history, recent events, building layouts, passwords, details of the creature’s death, and similar information.…
Manipulate Time with Help from the Future Your patron is you in a decades-distant future. Perhaps your future self found an artifact of great power connecting them to the past, which they must now lead you to discover, or perhaps they were taught the mystic arts by their future self long ago, a cycle you will have to continue someday. Your future self has forgotten the fine details of some things…
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