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.
| Vehicle Type | Speed | Crew | Passengers | AC | HP (Damage Threshold) | Cargo (Tons) | Cost |
|---|---|---|---|---|---|---|---|
| Dog Sled (w/ full team of 10) | 50 ft., 5 mph 40 mpd | 1 | 3 | 11 | 50 (5) | Less than 1 | 50 gp, plus 50 gp per dog |
| Ogre War Sled | 40 ft 4 mph, 32 mpd | 2 | — | 17 | 175 (10) | 1 | 1,800 gp |
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat) You gain the following benefits. Courier’s Speed. Your Speed increases by 5 feet. Intuitive Motion. When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll 1d4 and add the number rolled to the ability check. Magical Passage. You always have the Misty Step spell prepared. You can…
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…
| Character Level | Number of Adventures to Next Level |
|---|---|
| 1 | 1 |
| 2 | 2 … |
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…
Upon completion of the adventure, each character may select one treasure bundle listed below.
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…
Type: Vehicle (Water) Cost: 3,000 GP Weight: -- Keelboats have the following statistics: AC 15 HP 100 Speed 1 mph Damage Threshold 10 Crew 1 Passengers 6 Cargo (Tons) 1/2
General Feat (Prerequisite: Level 4+, Dexterity 13+) You gain the following benefits. Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20. Parry. If you’re holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus…
Characters selecting this option randomly determine a magic item from the table below and receive 63 GP.
Characters selecting this option randomly determine a magic item from the table below and receive 125 GP. The table below is for DMs’ eyes only. Cover it before showing this page to players.
Weapon (greataxe), very rare (requires attunement) This axe has a fire-blackened blade, and its haft is wrapped with strands of unbreakable golden hair. You have a +1 bonus to attack and damage rolls made with this weapon. The weapon deals an extra 1d6 Fire damage on a hit. When you hit a creature with an attack made with this magic weapon, the target has Vulnerability to Fire damage until the…
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 (club), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted…
*A Flying Machine can’t be purchased; it must be made by a character with expert engineering. Crafting the machine requires 2,000 GP of resources.
Weapon (club), 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 cast its spell.…
Type: Vehicle (Water) Cost: 30,000 GP Weight: -- Galleys have the following statistics: AC 15 HP 500 Speed 4 mph Damage Threshold 20 Crew 80 Passengers — Cargo (Tons) 150
Using the guidelines for travel in the Dungeon Master’s Guide, you can think about a sea voyage to Xen’drik in three stages:
Any gear and other mundane items found can be used during the adventure but are removed at the conclusion of play.
The tribex is a quadrupedal herbivore native to Khorvaire. While they were originally only found in the Talenta Plains and the western barrens of Breland, human settlers quickly domesticated the tribex, and they are now found throughout the Five Nations. Plains Tribex are the original form of the beast; they are large and powerful, and are usually found hauling heavy loads or being raised as…
Weapon (greatclub), rare You have a +2 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 push…
Weapon (club), very rare (requires attunement by a Dragonborn) These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weapon’s rarity, and it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, you…
Type: Vehicle (Land) Cost: 2,500 GP Weight: -- This mini truck is often the prized possession of whomever is lucky enough to obtain one. Classification: Piloted Vehicle Properties: Wide Combat Speed: 160 ft. Travel Speed: 40 oph Size Modifier: 2 Crew: 1 Passengers: 1 Cargo Capacity: 1000 lb. AC: 13 HP: 75 Damage Threshold: 10 Cost: 2500 GF
Weapon (warhammer), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Warhammer 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…
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.