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…
As part of casting this spell, you must expend four Hit Point Dice or the spell automatically fails. Make a melee spell attack against a creature within 5 feet using the Material component of this spell. On a hit, roll the Hit Point Dice expended to cast the spell plus 4d8. You deal Necrotic damage equal to the roll’s total. If this damage causes the creature to be reduced to 0 Hit Points, it…
Folk in Etharis don’t always speak highly of Monster Hunters, and many consider them to be just as depraved and inhuman as the evils they vanquish. Many of the appalling tales about Monster Hunters can be attributed, directly or indirectly, to the Devourer Guild, who are accused of being monstrous cannibals. The truth is barely any better. Devourers have spent their days consuming the flesh and…
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.
Type: Heavy Armor Cost: 350 GP Weight: 65 lbs Armor Class: 17 Strength: 16 Stealth: Disadvantage Also called tvifold brynja, the rings of this chain mail are doubled, so each pair is passed through by four pairs of other rings. It is very heavy and bulky.
From a distance, will-o’-wisps look like lanterns bobbing in the dark. Through the windows of abandoned structures or around the bends of treacherous paths, these spirits tempt the curious into peril. Once their prey is vulnerable, will-o’-wisps feed on the life force of those they lay low. Roll on or choose a result from the Will-o’-Wisp Ambushes table to inspire how a will-o’-wisp imperils its…
Camouflaged as rock formations, ropers are aberrant ambushers that lurk in wait for smaller creatures. These bizarre subterranean hunters extend their rubbery tentacles to explore and prod their surroundings, often reaching beyond their fields of vision. Should they encounter prey, these limbs ensnare victims and drag them close to ropers’ toothy maws. If these tentacles are severed, ropers…
Type: Gemstone Cost: 500 GP Weight: 1 lb Delerium is a magical mineral left behind by the meteor. It appears in geode clusters of translucent, sharp-edged crystals which reflect octarine light. The eldritch stones softly hum in dissonant tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like…
Doomsayer and Fanatic Cultists use extreme measures to spread radical beliefs. They often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Some cultists devote themselves to Demogorgon, the self-proclaimed Prince of Demons. These cultists…
When you cast this spell, you gain one level of contamination. You ignite arcane energies stored inside a delerium fragment held in your hand, and hurl it towards a space you can see within range. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a…
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.
Origin Feat You have seen death many times, up close and personal, and sometimes at your own hand. These experiences have affected you deeply, teaching you about life and death. You gain the following benefits. One Last Breath. If you have two Death Saving Throw failures, you have Advantage on Death Saving Throws until you are no longer at 0 Hit Points. Recuperation. When you spend a Hit Point…
You drain the essence from a creature within range, which makes a Constitution saving throw. On a failed save, it takes 4d4 Force damage, and you gain Temporary Hit Points equal to half the Force damage dealt. On a successful save, it takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 1. Available For: Demon Hunter, Ranger…
Float Like a Butterfly, Sting Like a Bee Pugilists who practice the Sweet Science hit hard, fast, and often. These Pugilists sometimes battle for the entertainment of the upper classes, but just as often duke it out in back alleys and bars where their next breath depends on a knockout. Level 3: Bare Knuckle Boxer Your attack rolls with Unarmed Strikes can score a Critical Hit on a roll of 19 or…
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Type: Gemstone Cost: 10 GP Weight: 1/4 lb Delerium is a magical mineral left behind by the meteor. It appears in geode clusters of translucent, sharp-edged crystals which reflect octarine light. The eldritch stones softly hum in dissonant tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like…
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…
A wave of force leaves your palms, targeting a creature within range. The target makes a Constitution saving throw. On a failed save, the creature takes 2d6 Force damage and has the Stunned condition until the end of its next turn. On a successful save, the creature takes the damage only. Using a Higher-Level Spell Slot. One additional creature can be targeted for each spell slot above 2.…
Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish —can gather information about the target, observe it remotely, or control its mind. Spell Tags: Buff Available For: Bard…
You whisper a prophecy of imminent death, and these words slip into the threads of a creature’s fate and cause it to pull toward the moment of its death. One creature that you can see within range makes a Charisma saving throw. On a failed save, you can take a Reaction when the creature takes damage from an attack. Don’t roll the attack’s damage dice for the damage. Instead use the highest number…
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels.…
Weapon (longsword), artifact (requires attunement) Few ever saw the gleaming blade Dämglesvir before the God’s End, as only the emperor was permitted to draw the sword from its sheath. Now its blade and hilt are black, like a weapon dipped in shadow. Aspirant At this tier of Attunement, you have the following benefits:
An adventure for level 3 characters “Enter the Deadmines” is a D&D; Encounters Celebration adventure that serves as an event play experience at the beginning of the Season of Champions. It is designed to fill a three-hour session.
This section provides tools useful for adventures in Baldur’s Gate.
This section provides tools useful for adventures in the Dalelands.
This section provides tools useful for adventures in the Moonshaes, including guidelines on renown, Bastions, and an encounter table for seagoing adventurers.
Type: Poison Cost: 200 GP Weight: -- Injury Poison A creature subjected to Deathdance must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. Humanoids automatically succeed on this save. The creature also has the Incapacitated condition while Poisoned in this way, as it thrashes uncontrollably.
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.…
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