Rewards: Darkness in Nulb
At the end of the adventure, all characters receive rewards based on their accomplishments. For more information on advancement and other rewards, see the Legends of Greyhawk page on D&D; Beyond.
At the end of the adventure, all characters receive rewards based on their accomplishments. For more information on advancement and other rewards, see the Legends of Greyhawk page on D&D; Beyond.
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.
Characters earn an advancement toward their next level. If they decline the advancement, they do not earn any treasure but remain eligible to earn marks of prestige or other non-treasure rewards.
Upon completion of the adventure, each character may select one treasure bundle listed below.
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.
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.
You can include an optional colour and hyphened extras if you so desire:
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, that…
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…
Armor (ring mail), very rare You have a +2 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.
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.
Weapon (any ammunition), uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Applicable Ammunition: Arrows, Blowgun Needles, Crossbow Bolts, Energy Cells, Firearm Bullets, and Sling Bullets.
Armor (leather), rare You have a +1 bonus to AC while wearing this armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
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…
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…
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…
Weapon (greatclub), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Infiltrators can pass as human, their serpentine features limited to scaly skin, forked tongues, and other minor or internal transformations. These spies insinuate themselves among their rivals, manipulating others and making foes vulnerable to the plots of more powerful yuan-ti. Yuan-ti Exploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and…
The most powerful sarrukhs are arisen: horrific creatures that have subverted death. While arisen sarrukhs have lost their ability to cast spells, their unliving flesh is unnaturally strong. Sarrukhs Powerful and magical, sarrukhs once commanded a wicked empire that spanned Faerûn, but it fell tens of thousands of years ago. In the millennia that followed, the many species sarrukhs created drove…
Weapon (maul), rare (requires attunement) This Maul has a narrow Shield covering its handle that can be rotated to protect the wielder’s grip. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While wielding the guarded Maul, taking the Dodge action also gives you a +2 bonus to AC until the start of your next turn. In addition, when a creature within 5 feet of you…
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.
Weapon (greatclub), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Weapon (greataxe), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Cleave. If you hit a creature with a melee attack roll…
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