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 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…
Kindred Feat (Prerequisite: Level 8+, Discipline Acquisition Feat) Your talents with the vampiric Discipline of another clan or bloodline have improved. Gain one of the following benefits for which you already possess the matching Discipline from the Discipline Acquisition feat. Animalism. You can cast the Speak with Animals and Animal Messenger spells but only as Rituals. You can cast the Animal…
A death’s head that arises from an aberrant monster, such as a nothic or mind flayer, might retain a measure of the mind-warping power it had in life. Death’s Heads Death’s heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once were. Roll twice on or…
Encounter for Level 6 Characters Situation. The characters awaken shipwrecked on a hostile shore where alien forces twists the minds of locals and draws aberrant creatures into the realm. Hook. The party’s arrival has alerted a terrible and dangerous entity that is locked beneath this realm. As it shifts in its slumber, portions of its impossibly powerful dreams bubble to the surface in the form…
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 Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinbound…
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.
Dark Bargains are binding once sealed. There are tales and legends of those who have outwitted a bargainer or found a way to break a bargain’s hold on them, but the truth of such stories is left to the GM to decide.
If the characters decline, read or paraphrase: “Hmm, not what I expected. Oh, well! Maybe next time.” Dardew shrugs and disappears with a puff of smoke. At your discretion, Dardew might return later to reissue his invitation, perhaps offering an important insight or piece of information in return for the characters’ participation.
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…
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.…
Dingpots are animated objects created to assist in magical and alchemical research—or simply to help in the kitchen. Often cheerful, dingpots delight in serving up delicious meals, soothing tea, and the occasional magical draught.
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.
A death’s head that arises from an aberrant monster, such as a nothic or mind flayer, might retain a measure of the mind-warping power it had in life.
Read or paraphrase the following text: A Rashemi scout points to an ivy-covered tower nestled in a forest clearing. A porch on the tower’s top floor holds a large telescope. “This tower was built ages ago by a wizard who mocked the wychlaran’s beliefs. When the wizard disappeared, the wychlaran warded the place to ensure no one could release its magic on Rashemen. Those wards recently triggered,…
When the players are ready to begin the adventure, read or paraphrase the following text: You sit in an unremarkable tavern somewhere in Greyhawkins when, in a burst of brimstone, a winged, red-skinned fiend with a mane of curly hair and a boyish smile appears. He lands atop one of the tables with an exaggerated bow. “Greetings, mortal adventurers. My name is Dardew. I hope I’m not interrupting…
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…
| 1d6 | In Lychgate, Adventurers Might Seek … |
|---|---|
| 1 | Azalin’s spirit jar or other magical treasure. |
| 2 | The corpse of an ally whose body rose as a zombie and wandered into the Mists. … |
If at least one character reaches the pennant without getting caught, Andrella meets them afterward. She pays the party 25 GP as promised. If no characters were spotted, Andrella throws in an extra 15 GP and chastises the soldiers they evaded. If all the characters are detained before anyone in the party can grab the pennant, Andrella visits the characters in a sparsely furnished detention cell…
Abvekus are demons that embody assassins’ sadistic professionalism. Patient killers, they prefer to stalk targets from afar before striking. These targets might be the abvekus’ enemies or the enemies of demon lords or powerful villains the abvekus serve. Abvekus are bipedal, insectile demons whose arms end in scythe-like claws. They take pride in their kills and sometimes wear or otherwise…
The guild house offers the following services: Customize Equipment. A character can hire an artisan to customize their equipment, such as emblazoning a Shield with a symbol of their choice or embellishing the binding of a Spellbook. The standard rate is 5 GP per piece of equipment. Research. The library contains books on history, magic, and the creatures of the Borderlands. For 1 GP, a character…
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.
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.