D&D 5E My Beast World Homebrew

Libertad

Legend
About a year ago, I wrote a review for a furry-themed campaign setting for 5th Edition, the Delver's Guide to Beast World. It entranced me with its in-depth world and neat ideas, and over time I began thinking of things to add into a potential campaign. After sprucing some of them up, I'm deciding to share them with the world! They're a collection of locations, new mechanics, and integrating material from other products. Enjoy!

Location: the Golden Dungeon
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Welcome to the Furry Casino by Ichimoral of Fur Affinity.

Located in the resort city of Pristana, the Golden Dungeon is a casino cashing in on the latest interest in all things delver-related. It was founded by Aria Accardi, a ferret entrepreneur who earned her fortune in the catering business. Sometime after the Invader War, she figured that there’s an interest for people to see the skills and excitement of the delver lifestyle up close and personal…but in a safe and controlled environment, of course!

The Golden Dungeon is a multi-level building, the first floor of which is the only one located above-ground. All of its games are styled around delving: card suites are divided into adventurers and monsters of ascending power, people place bets on wagon races, and cards and chips have built-in “anti-cheat spells” to make loud sounds if someone attempts to cast a spell on them in order to influence the games.

The Golden Dungeon’s most popular and newest attraction is the Daring Delve, a simulation of a dungeon delve utilizing creative obstacle courses designed to be convincing facsimiles of the Dungeon. They range from caverns, aquarium-like chambers, foreboding ruins, and other places spawned from thrilling tales told by delvers. Architects help design and maintain the traps, summoners and rangers bring in the monsters, and off-duty delvers serve as consultants for maintaining a feeling of authenticity to the trials. The obstacle courses are roofless or have transparent ceilings, allowing stadiums of spectators to look on as contestants rush through in real-time, cheering on their favorite teams. Numerous safeguards and staff on standby prevent the pseudo-dungeons from being truly life-threatening, although the prizes for contestants are very real. The prizes are located in stereotypical oversized treasure chests placed at strategic points. Sliding walls, magical illusions, and ample castings of cantrips make for easy cleanup and reconfiguration of obstacle courses to keep things new and interesting.

Delvers have a mixed reaction to the Golden Dungeon: some enjoy the concept as an entertaining make-believe version of their occupation, while others find the whole ordeal disrespectful to the very real dangers they face. The casino encourages actual delvers to come in and compete due to fan demand, but related occupations have taken part such as mercenaries, mages, and professional athletes. There are concerns among some in Littfeld that the more greedy delvers may opt out of the lifestyle in favor of becoming glorified gladiators in Pristana. They’d gained the fame and glory associated with Dungeon-delving, but without using their skills in the wider world where they’re needed most.

Raison D'être: Whilst the idea of a dungeon crawl-themed obstacle course can make for a fun change of pace, many will inevitably ask the question of why PC Delvers in-game would participate when they can experience the real thing. They can still earn gold and loot, but with the added bonus of helping save nearby communities from very real dangers. What is a Dungeon Master to do?

One idea is to take a page from video game RPGs with optional gambling games: have unique items that can only be won in the Golden Dungeon. Aria Accardi is a wealthy and well-connected woman, and other wealthy and well-connected people are eager to show their appreciation for Delvers who help them make money when they bet on their victory. A patron may bestow upon the crew an experimental magitech device from a university’s science department they help fund, or give them an ancient heirloom from their private collection. Just as the real Dungeon contains unique monsters and treasure not found in the Beast World, so too should the top-tier prizes of the Golden Dungeon be unique.

The first time the PCs encounter the Golden Dungeon, The establishment is still relatively new with only a few obstacle courses. More can be added as the campaign progresses and the next time they visit Pristana. Some “dungeon” ideas:

Dark Forest: Environment looking like a sprawling haunted fairytale woodland, with animal and fey-themed summoned monsters. Contestants head into the “true dungeon” that is styled after the inside of a massive tree, with a construct vehicle looking like a giant monster as the “boss” at the lowest level.

The Forge: An environment styled after geothermal Oric smithies, with construct guardians and hammer-wielding “monsters” that are hired muscle. Treasure rooms require pieces obtained from traps and monsters to slide through holes in giant novelty anvils, causing the prize to emerge from the top as “crafted artifacts.”

Living Pinball: A novelty dungeon ideal for dragons and athletic delvers. Contestants must maneuver through a complicated series of platforms, pits, and springboards, having to perform daring acrobatic feats and leaps of faith to get treasure and proceed to other rooms. Failed leaps often lead into more dangerous rooms, with the lowest level being the “garbage shoot.”

Valiant Light: Contestants take on the roles of Dramphinian paladins invading a vampire’s castle. The dungeon is designed in a gothic atmosphere and progress is made by putting glowing objects on pedestals representing “the light shining the way.” PCs who aren’t paladins or have light-based magic have illusionists on standby to cast spells in reaction to their actions as “special effects.”

Adventure Ideas: A real entrance to the Dungeon intrudes into the casino, causing disastrous mishaps when the audience can’t discern the real thing from the show. A businessman unwilling to part with a rare item for gold is willing to give it to the PCs if they can win a Golden Dungeon obstacle course. A contestant is posing as one of the PCs, making money off of their name recognition, and their fans believe that the PC is the imposter.
 

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Location: The Biplanar Friendship Summit

Edit: Removed AI art image.

The bats of the Astral Sea are newcomers to the Beast World, with both discovering each other last year in 1364. The bats have taken well to exploring this strange new land, with some eager to prove themselves as guests with much to share.

The Biplanar Friendship Summit is a small community in the Astral Shadows, a region in northwestern Allemance where the residual energies of the Astral Sea are strong. It first served as a place for bats to learn the fundamentals of the new plane, given that they’re unused to the ground-bound scarcity of the Beast World. It soon became a spot for delvers and other travelers to meet and trade with bats while learning about all things Astral. Although temporary in nature, the bats make ample use of astralcraft to create devices and objects to reshape surrounding terrain and set up buildings and landscaping projects quickly. Rather than forming things out of astralcraft wholesale like they would do back home, the bats adapted by using their powers as a tool to work with what they have in the environment. They soon took advantage of their relative lack of trade goods back home by setting themselves up as localized construction/craftspeople who could ply their trade in record time. That they could only do so in the Astral Shadows prevented them from performing the same skills elsewhere, at once limiting their reach but also not putting them into competition with Allemagnian workers and undercutting them. It also turned the region into a popular tourist destination, helping its economy despite the rather impermanent nature of things.

The largest building in the Biplanar Friendship Summit is a stadium-like museum located in the geographical center. Here the bats show off their proudest creations and artwork, dedicated not to the past (bats are rather unconcerned about their own history) but to a promising future from contact between two worlds. Some of the most talented bats gather together weekly, using intricate astralcraft blueprints to set up dazzling performances. In six months’ time the Summit already hosted several memorable ones, such as a giant likeness of Pirhoua planting seeds that sprout into facsimiles of beasts. Another popular attraction involves people “wishing upon a star” by commissioning personalized messages and artwork which then explode into colorful skywriting as astral balloons filled with alchemical substances ascend into the air.

Adventure Ideas: An overly-ambitious bat architect causes a huge sinkhole to collapse several buildings, and nearby Delvers are asked to help save the people who fell. A bat showing off an astralcraft construct with devastating combative capabilities is kidnapped by the Ecclesiasts or another villainous faction hoping to use their talents for nefarious purposes. A proposed expansion focusing on Brethren culture is met with opposition from people who regard the fall of the Broken World and Invader Wars to be painful reminders and “scabs not to be picked.”
 
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Builders of Might, Hunters in the Night: Integrating Other Classes Into the Beast World

The Beast World is home to all manner of specialists, drawing upon the three cosmic powers of Nature, Arcana, and Divinity as well as their own gifted talents. While the setting is broad enough to support a variety of character concepts, some non-core classes have implied features and history that make it worthy to expand upon their place in the world.

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DnD Yip the Artificer by Lizet of Fur Affinity

Artificer (WotC): The Beast World’s open acceptance of magic and incorporation of it into craftsmanship and architecture means that artificers can be found in every culture. Al’ari shipwrights weave sailcloth that self-repairs to sustain heavy storms, Arnerian masons build Feather Fall safety rails on the Causeway to reduce fatalities of travelers, and Littfelders dispense Bags of Holding and lamps of Continual Flame to delvers braving the Dungeon. While many people pick up magical talents to reinforce artisanry, Artificers make this blend their life’s calling above and beyond other magical talents.

Every Artificer subclass is represented among delvers, although the Battle Smiths are the ones most often operating “in the field.” Artillerists frequently find themselves a valuable addition to the offense of wagons with their eldritch cannons, while Armorers are volunteering in increasing numbers on expeditions into the Broken World via being the most suitable to maintain and wear Bubble Armor. Alchemists are the most likely to be found in equal numbers among active delvers and auxiliary professions supplementing their lifestyle in Littfeld.

When it comes to the Three Powers, Artificers draw upon Arcana.

Note: As Artificers have double proficiency on all tool checks, this makes them incredibly skilled when it comes to the wagon-related rules. While this fits thematically with the class, the Beast World sourcebook’s sidebar discusses why the system didn’t call for skill checks: to prevent Bards and Rogues from standing above the other classes in this regard. As Artificers get quite a bit of features that work well with items and vehicles already, it’s suggested to make it so that they cannot add double proficiency to reins and wainwright tool checks.

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The Blood Hunter by Linuell of Fur Affinity

Blood Hunter (Critical Role): Monsters could be found in the Beast World even before the Dungeon’s arrival, with undead and vampires among their most infamous quarries. Thus the name “Blood Hunter” became a common reference for those who guard against creatures of the night. Originally a cloistered and socially distant subculture, the Dungeon saw a renaissance in recruitment drives and demands for their talents. Blood Hunters are welcomed by delvers eager for their experience, although many still keep them at arm’s length given their use of rites that come at a price.

The Order of the Ghostslayer is renamed the Order of Dawn’s Vigil, given that ghosts are different in Beast World than standard fantasy settings. Dawn’s Vigil is the organization that comes to mind for most people when they hear about Blood Hunters, as it’s the oldest order. Formed as a martial alliance working to minimize the harm of Veronette’s undead creations, they work tirelessly to ensure that the safe, hopeful light of the sun comes to dispel the night just as it’s darkest.

The Order of the Lycan is a Brethren-exclusive order due to how lycanthropy works in the setting. Formed by survivors of Feral kidnappings and experimentation, they approached a group of Arnerian Blood Hunters in hope of finding a way to control the disease running through their veins. They were successful, learning to turn their weakness into a strength. Even so, many Lycans are fearful of the beast overtaking them, so they often lead lonely lives away from others and are often the first into danger. This mentality makes many seek the delver lifestyle.

The Order of the Mutant arose among biologists at Broadgate University researching theoretical life forms. While few sought to create or alter other beings due to safety issues, the Order’s first members volunteered as willing test subjects. Through literal blood, sweat, and tears, they found consistently-safe means of self-enhancement to give them an edge against monsters. Members of this Order often become delvers to further research the monsters of the Dungeon, and in doing so learn how to improve themselves.

The Order of the Profane Soul are technically warlocks who make pacts with patrons to supplement their powers. They are controversial among other Blood Hunters due to the fact that many patrons aren’t necessarily concerned with keeping willful creatures safe, but the Profane Soul doesn’t shy away from harnessing the power of the strange and unknown if it can be used to positive ends.

The Ghost God has their own unique Rite Focus: you aren’t harmed by the planar features and landscape of the Broken World. As a bonus action, you can expend a use of your Blood Maledict feature to teleport up to 60 feet to a space which you can see.

When it comes to the Three Powers, Blood Hunters belong to Nature, using rites of the physical world to empower their abilities. However, the Profane Soul subclass is considered Arcana like that of a warlock. As that’s the only subclass which makes use of spell slots, they count as Patron-Granted for the purposes of random effects in the Broken World.

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Commision Completed by DrumerDraws of Deviantart

Pugilist (Benjamin Huffman): Even in the otherwise-optimistic lands of the Beast World, there are those who find themselves hanging on the edge throughout life, learning to rely on their own two feet (and fists) in order to get by. From survivors of the Invader War who found everything they knew turned upside down to Aubadian ascetics who brave the elements to push their bodies to their limits, pugilists are those who turn “less is more” into an advantage. By drawing upon sheer Moxie to make up for a lack of fancy spells and high-end gear, many Pugilists find themselves as part of a Delver crew to get a new start, viewing the nomadic lifestyle as ideal in retreating from old debts and grudges. Others find the close-knit bonds and simple practicality of the subculture as more real than conventional society, with the golden rule being “watch my back, I’ll watch yours.”

The various Fight Clubs represent unique subcultures found in the Beast World. Arena Royales come from Arnerian fighters part of the Storied Histories League, while Piss & Vinegar practitioners serve as heels people love to hate. Members of the Squared Circle could also be part of the League, or more general wrestling sports groups.

Hands of Dread often gain their powers from a warlock patron, a deity, or even an extraordinarily powerful willful creature with the ability to instill magic in others. The Seelie Court, Veronette, and even Dread Advisor Laurent are suitable origins. Similarly, the Relentless Revenant subclass is tailor-made to be tied to Veronette.

Pugilists of the Paradox Consortium are Shamans who learned to experiment with curios strongly connected to the Broken World in order to manipulate their own personal flow of time. Rift Hitters likely learned their secrets from bats, jackals, dragons, Shamans, or other groups known for extraplanar origins or travel.

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Darkest Dungeon Occultist Commission by harufeng of Deviantart

Occultist (Kibblestasty): Occultists reflect spellcasters who heavily rely upon ghosts from the Netherworld in order to obtain magical powers, making them a kind of witch in the setting. The Vinyotian city of Porta Strega contains the largest conclave of Occultists, and it’s customary for those across the Beast World to visit the metropolis once a year to trade knowledge and broker services between each other. By calling upon the knowledge of long-gone willful creatures, Occultists learn secrets unable to be obtained through careful study or other paths of the Arcana.

The Tradition of the Witch is renamed the Tradition of the Coven to avoid confusion with the Beast World’s existing term. This Tradition reflects an Occultist who calls upon ghosts to materialize as animate items in the Beast World, such as familiars, flying brooms, and short-term possession of other creatures to cast spells through as part of the “Companion Coven” rite. The Hedge Mage represents a self-taught witch who calls upon all sorts of ghosts, being able to borrow a little bit of everything when it comes to the Three Powers of Arcana, Divine, and Nature. The Oracle and Shaman represent Occultists whose called-upon ghosts specialize in unearthing unseen secrets and the power of the elements, respectively.

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The Green Knight by GH-Mongo of Fur Affinity.

Warden (Kibblestasty): A Warden is a spellcaster who draws upon the Nature already present in the Beast World. Instead of summoning an elemental as a separate entity, they take elementals into their own bodies in a symbiotic relationship. Given the diversity of Nature, their Bonds (subclasses) can take many forms, representing whatever entity is sharing their body. Elemental Soul is the most classic, representing the four traditional elements. Beasthide can reflect someone calling upon their ancestral animal species from pre-Willful times, their bonded soul a representation of Nature unshackled by civilizing Divinity. Elderhearts take the soul of plants into themselves, while Ironbound and Stonebloods draw from the earth itself. The Suncatchers originated among worshipers of Aubade, reflecting his more warlike aspect and view their elemental bond as a unique expression of Sunblood.
 
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Location: The Menagerie of Dawn

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Spire of the Salt Flats by Mark Fonzen of Art Station.

The dangers of the Dungeon are self-evident, from damage to the surrounding environment and monsters getting loose. But what if one incursion of the Dungeon was more targeted, more discriminate in who and what it hunts? The recent disappearances of people bearing rare traits and obscure knowledge came to Littfeld’s attention, and the few escapees’ tales made delvers christen it the Menagerie of Dawn.

The Menagerie is a flat, glass-like plain of shallow water dotted by islands of pearly white sand. Sandstone structures serve as the only buildings of note, ranging from tiny cubicle-like stations to sprawling apartment-style complexes. An artificial sky and sun that never sets keeps the place hot, which combined with the white sand and lack of shade heats the temperature to exhausting levels. The realm is virtually devoid of native life besides clusters of kelplike weeds, with numerous magical workings repairing and maintaining any damage or changes to the environment. The only permanent resident of note is a towering, shadowed figure clad in a gray hood and cloak. Spidery limbs stretch like rubber for it to walk, giving it an uneven gait and a true size that is impossible to tell. Captives and delvers refer to this creature as the Warden, for it oversees the Menagerie’s prisoners. The Warden uses magic to construct monsters out of the water and sand, sending them out into the Beast World. The monsters never take people at random, for they have particular individuals in mind the moment they step out of the Dungeon.

The demographics of Menagerie captives cover all manner of species and walks of life, but the uniting factor is that each one has some unique quality or knowledge that is difficult if not outright impossible for others to replicate. Sometimes these traits are more an apparent novelty with little practical applications, other times they’re vital talents necessary for some function or breakthrough that can make the Beast World (or a small corner of it) a better place. Due to this, many people have a vested interest in tracking down the Menagerie and freeing its captives, and many organizations placed hefty rewards for their safe return.

Campaign Use: The Menagerie of Dawn is the perfect dungeon to place important characters in one’s campaign; the rewards are less material in the form of treasure and more from what can be gained from freeing its prisoners. A simple search and rescue is an easy hook. But for NPCs with particularly valuable or contentious skills and knowledge, they may bring rival factions and saboteurs who want to track them down for the wrong reasons. As for the Warden, its true identity and stats are left vague, to be customized based on the level and needs of the campaign. However, something alien and unfeeling even by Dungeon standards would be quite appropriate, such as stat blocks for a mind flayer, hellfire engine, star spawn, or retriever.

Sample Captives

A priest of Yrttrus who invented his own language that hasn’t been taught to anybody else.

A jackal responsible for overseeing Patrie’s magical infrastructure.

A beast with a rare genetic disorder that causes their fur to frequently calcify and shed.

Patient Zero of the werewolf curse.


Adventure Ideas: A character the PCs grew to like or has something of value for them is kidnapped by the Caretaker. The Thieves’ Army suspect a slaving ring operating in the area due to the missing persons, and while they won’t turn down help from Delvers they have their own way of doing things that can clash with the PCs. The Ferals want to break Patient Zero out, but not for the right reasons. A scholar with little self-preservation wants to be caught, relishing the opportunity of studying a monster of the Dungeon without being killed by it.
 
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Builders of Might, Hunters in the Night Part 2

The following classes are taken from Anthology of Heroes, a compilation of classes by Taron Pounds. I haven't done a write-up for the Runekeeper, both because it's the most complicated and also because much of its mechanics are very contingent on particular fantasy languages that may not necessarily fit in the Beast World.

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The Alchemist by kittyskeleton of FurAfffinity.

Alchemist: The line between the magic and mundane can be thin in regards to alchemy, albeit the distinction is traditionally more of an academic one among the citizens of the Beast World. Those who specialize in the mundane side of chemistry and herbalism are known as Hermeticists, motivated in making creations that can persist in magic-poor areas and can theoretically be learned by anyone regardless of their spellcasting capabilities. For much of history, such a discipline was more an odd curiosity given the abundance of magical artisanship. But with the many unpredictable dangers of the Dungeon combined with the increased expeditions into the Broken World, Hermeticists found a very valuable niche in the delver subculture.

While most of their formulas and talents are firmly rooted in mundane capabilities, their ability to apply scientific principles to natural law means that some Hermeticists can wield magical forces. For formulas derived from magic potions and appropriate subclass features, it can be assumed that they tap into the power of Nature.

Note: Given that the Beast World is a high-magic setting and to avoid confusion with the Artificer subclass of the same name, I renamed this class to Hermeticist for better distinction.

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Dancer by 2078 on r/furry subreddit

Dancer: Dancing is a common form of entertainment throughout the Beast World, taking unique forms based on local cultures. From Aubadians inspired by the passing of the sun and moon to Glasrúnish céilí festivals, the physical discipline combined with personal expression resulted in certain groups tapping into a means of self-improvement above and beyond recreational hobbyists. The concept of “flares” is a term referring to such techniques that are distinct from bardic magic yet have a visible impact on the dancer and others. A dancer’s talents are very personal, more of an art than a science, and is just as much shaped by their subjective experiences and emotions as external learning. Ask an Aubadian, and they’ll tell you it’s from the Sun Bull helping realize their truest self. Ask a jackal, and they’ll tell you they are but mimicking the motions witnessed among the Seelie Court. Ask a Vinyotian starlet, and they’ll tell you it comes from that inspiring muse which encourages all willful people to reach for new heights.

The various Choreos (subclasses) are reflections of commonalities found among like-minded dancers, but some bear special mention. The Danse Macabre is a feared discipline, of people who made deals with Veronette for fame and talent eternal, gaining adoring audiences from beyond the grave. Sylvan Mirth is common among jackals and those whose muse comes to them in dreams. Weave Teasers are sorcerers who tap into their magic via dancing, drawing upon Arcana. Although capable of things that other mages cannot do, the lifelong dedication required to master the dance often means that their magical talents don’t grow as much as a dedicated arcanist.

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Fox Merchant by SaltyEgg of FurAffinity.

Merchant: Trade is the lifeblood of the Beast World, allowing communities access to goods and services from far-off lands. The traveling merchant has been a fixture ever since the first roads were paved, but the mobile community of Littfeld provides them new opportunities. Along with the security that comes with traveling alongside experienced adventurers, artisans and merchants exchange mutual knowledge with dungeoneers. More than a few Littfeld merchants found themselves quite capable in the arts of battle and magic, with some bold enough to join delving crews!

The Merchant class reflects this particular specialized subculture, journeymen mages of Arcana who picked up various tips and training seminars from delvers so as to more closely work alongside them. Their various Guilds (subclasses) reflect particular fields of interest and favored magic, and just about every such Guild has representation in the Delver community. The Mariners are more common among Al’ari and Vinyotian delvers, and the Vagabonds often began as delvers first and later become merchants rather than the other way around.

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Aristocrat by LittleBadWolf of FurAffinity

Sovereign: From regents born into royal orders to self-made celebrities, the Beast World has many kinds of leaders who draw upon both popular sentiment and the structures of the state to make their mark upon the world. The delver lifestyle holds fascination in the minds of more than a few privileged heirs, be it the promise of relative freedom on the road or to make a name for themselves beyond just being born into wealth or merely the newest carrier of a family name. Those who aren’t cut out for the trials often return to their former duties at best, or meet a grisly end on an ill-fated adventure at worst. But for those who view their power and prestige as a responsibility, where defending the land against the Dungeon’s invasions is part of responsible statecraft or ensuring economic prosperity, the Sovereigns shine as the best examples of their kind.

Sovereigns come in many forms and Courts. The Brigand Cryptocracy are often drawn from the Thieves’ Army, who see profit to be made from the Dungeon’s many treasures. Draconic Tyrrany are often dragons and allies of dragons, inspired by the rulers of the Ancestral Homeland and seek to emulate their greatness. The Fey Monarchy Court’s members usually come from the Allemagnian city of Dearmad, which maintains a close relationship with druids and seek environmentally-friendly ways to sustain an agricultural populace. But this subclass can also represent inspirational members of druidic subcultures and those with ties to the fey of the Dreaming. The Warrior Dynasty is reflective of any culture in the Beast World who fielded armies, and after the Invader War there are many respected officers and veterans who exemplify the ideals of this Court.

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Magna the Unbroken by FurryRex of FurAffinity.

Vanguard: While everyone recognizes the value of the shield in battle, there are some who seek to make this symbol of defense into their best offense, becoming unstoppable forces of nature breaking enemy formations to push foes away from their allies and into new lines of danger. Vanguards have little need for swords and other conventional tools of war, for they use the sheer weight of worn steel and expansive tower shields to damage enemies through sheer momentum. Oric texts record the first vanguards. As that land’s artisans have access to the best steel and smithing traditions, their armor was without comparison and could let their strongest warriors rush headless into danger as though they feared no foe and felt no pain. It wasn’t long before other cultures created their own Vanguards, and over time Mandates (subclasses) reflecting various origins and styles.

Dreadlords are those who by choice or by force were imbued with fiendish power, using the powers of darkness and curses to wither their foes. Vexators are often members of the Storied Histories League, using the distinctive appearances wrought by their armories to create dramatic personas. The Rimeguards are Oric warriors who patrol their land’s most remote reaches, putting down monsters and threats from the Dungeon before they get the chance to menace communities. Templars are devotees of Dramphine, and while they have not been blessed with the powers of a paladin they are nonetheless inspired by her example to defend all they can from the monstrous and unjust.

As psionics don’t have a detailed place in the Beast World, the Ardent can be reflavored into someone who learned minor Nature magic to “become like the wind:” silent and sightless to divination magic, weightless yet with the power of a hurricane for telekinesis, at once silent and speaking to deliver telepathic messages to others.
 
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Location: The Circle of Paljehu the Builder

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The City of Elantris by Robin COSTET on ArtStation

The dragons of the Ancestral Homeland are akin to minor gods, whose respective circles are cosmic clay to be reshaped to their whims. When the Homeland became a solved world and the dragons lost the ability to naturally procreate or influence each other’s circles, some among their number came to view this as a mistake.

Paljehu the Builder is a gold dragon craftsperson par excellence, an engineer of eldritch artifacts and self-sustaining spells that can fabricate the most complicated of structures and concepts. He studied conjuration to the near exclusion of other schools, and reached out to the bats of the Astral Sea to learn of their works. If one were to ask which dragon first came up with the rituals that created the kobolds, Paljehu would loudly boast it was his idea all along, although many of his peers would just as loudly contest this claim. But where some dragons saw kobolds as but tools, the Builder saw the blueprints for another idea. When Paljehu heard reports of kobolds becoming willful upon visiting the Beast World, hatched a plan. If the Ancestral Homeland’s solved state is limiting the power of the dragons, and solved worlds are due to the loss of divinity, then to unsolve the Homelands one would have to bring in a reason for divinity to flourish.

Paljehu the Builder’s plan is to override his plane’s limitations via constructing a “new civilization” with the aid of people from other worlds, using summoning spells to reach out to the Beast World and beyond in encouraging willful creatures to visit the Circle of the Builder. From the delvers of Littfeld to the archmages of Broadgate University, kobold messengers carried runic items of amazing power and promises of a “glorious world where all is clay to reshape.” Paljehu seeks to draw the best and brightest, to test the limits of radical magecraft unseen before in the Beast World.

By supplementing his forces beyond unwillful kobolds and constructs, Paljehu hopes to gain an advantage over the other dragons and undo the plane’s restrictions. It will not be easy, may not even be possible within the strictures of the cosmos, and surely other dragons will seek to undo his plots. But at the very least, he can build something great!

The Wordrunes

One prominent aspect of artisanship in Paljehu’s realm are wordrunes, concentric runic circles of rings found in strategic locations from the walls of buildings to the surfaces of tools and objects. Between each ring are letters in the script of magic, and the circles can be turned so that the letters spell out a complete word from the outermost ring down to inner circles, with “blank” spaces to allow for shorter words. Words created this way are known as an “assembled word.” In the wordrune’s center is a tiny circle with three words inside: make, unmake, and change. These three are known as “activating words.” When assembled and activated words are combined together, the wordrunes’ inherent magic creates an effect in line with whatever surface or object with which it is inscribed. For instance, a pipe whose activating and assembled words are “make water” may have a continuous stream of water emerge, while spelling “destroy life” on the floor of a room may cause any creatures or organic matter put inside it to wither away from necrotic energies. The wordrunes are such that one does not have to be a spellcaster to use them, and the variation in their possible uses has been put to great effect by some recent immigrants. But in the limitations of a solved world, the wordrunes cannot be used to create life, willful or otherwise. Any such creatures created are obviously artificial and unintelligent, obvious golems who need instructions from willful creatures. Wordrunes can only affect existing material things within the specific boundaries of the surface it’s written on and cannot interact with metaphysical ideas. For instance, one cannot use it to enhance the intelligence of all bovines across the cosmos. While it can be used to change the mind of a creature’s moral outlook, it cannot alter a paladin’s state to the point that they can ignore the tenets of their oath. Additionally, it takes great time and effort on Paljehu’s part to create wordrunes, so they aren’t yet fully ubiquitous in the circle.

Paljehu’s wordrunes serve several purposes: the first is to extend the powers of creation in his circle beyond himself, yet his mastery over the domain still gives him a privileged position to step in and override orders if necessary. The second is to make any societies built in his circle effectively post-scarcity without the need for constant maintenance on his part nor for the citizenry to be accomplished mages in their own right. When one can raise castles from nothing or transmute lead into gold with but a few spins of a wheel, the complicated processes of building a new civilization can be jump started. Whereas other dragons have but kobolds and constructs aping the motions of a supposed civilization, Paljehu will have the genuine article!

The Ultimate Goal

Paljehu’s planned great society has an underlying motivation: to build a god, rendering the Ancestral Homeland a Material World. In linking the gods to the presence of willful creatures, Paljehu theorizes that the isolated nature of the plane’s dragons was what brought about the solved state due to the loss of fundamental change. Therefore, rapid, grand, and wondrous changes by outside settlers is needed to undo this.

Whatever society springs from such works will create rules, regulations, social contracts, and even conflict, which in turn should give rise to the personifications of concepts required for the creation of deities. As to why Paljehu the Builder isn’t taking the long direction, he fears that the Ancestral Homelands don’t have enough time. Even in taking into account the ancient nature of dragonkind, a slow development will allow rival dragons time to react and counter his ideas, and the wordrunes can partially delegate the powers of creation reserved to a circle’s dragon ruler. In so doing, he’s been rather lax in managing who is allowed into his realm, allowing more than a few bad actors in. Paljehu is just as fine with a society in turmoil as a glorious utopia, or a god of suffering to spring from his project as a god of mercy. What matters is changing the planar fabric first and foremost.

Adventure Ideas: The wordrunes in a research lab malfunction, flooding a small region with harmful elemental energy. PCs will need to wear special suits or use environmental protection spells to go in and repair the runes in a race against time. An agent of the Thieves’ Army is using a wordrune to create gemstones and precious metals, exporting them into a city in the Beast World that’s been cracking down on the Army in order to wreck their economy. The Ecclesiasts, Ferals, or another villainous group are planning to steal a wordrune in order to build a superweapon. A rival dragon is hiring mercenaries to infiltrate the circle to destroy Paljehu’s planned society and sabotage the wordrunes. A powerful entity appears seemingly out of nowhere, proclaiming themselves to be a god and demanding that Paljehu and all within his circle bow to their divine might. Did the dragon succeed, or is this an opportunistic pretender?

PS: I'd like to give credit where it's due. The wordrune's activating words are inspired by the magic system from Capharnaum: the Tales of the Dragon-Marked RPG. It's a pretty novel fantasy setting strongly inspired by various Middle Eastern and Mediterranean legends.
 
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Roadside Encounters​


Many Dungeons & Dragons campaigns emphasize the mobile nature of adventurers, traveling from town to town, wilderness hex to wilderness hex, in a vibrant world of fantasy. Some campaigns take place at the more local level, set entirely or largely within a single city or province. The Delver’s Guide to Beast World embraces the traveling spirit, from the nomadic nature of the delver subculture to the intricate customization of wagons as mobile bases for the party.

Roadside Encounters is a collection of d10 tables to spring upon wagon-bound PCs on their way to the next big adventure. Encounters are divided into four general categories: Conflict carries an element of danger, from hostile enemies to deadly hazards; Delving pertains to encounters related to the delver subculture; Flavor are mostly non-combat encounters, designed to enrich the world and highlight local aspects; Obstacle indicates some puzzle, dilemma, or other inconvenience that might not be immediately dangerous, but carries some element of risk and reward for the PCs.

I plan to make this a recurring element, with each post detailing a major region of the Beast World.

In regards to Conflict, the sample monsters and NPCs might not be balanced for particular tiers of play. Unless otherwise noted, NPCs use Commoner statistics. For NPC delvers, use Veteran, Priest, Mage, & Assassin stat blocks for appropriate roles. Those new to adventuring use Guard, Acolyte, Apprentice Wizard (MPMM), and Scout stat blocks instead.

For setting up level-appropriate guidelines for traps and related threats, use these quick reference links.

Rules for Wilderness Survival and weather-related threats are in Chapter 5 of the 2014 Dungeon Master’s Guide.

Stat blocks reference use the 2014 Core Rules or Mordenkainen Presents: Monsters of the Multiverse. The latter is abbreviated as MPMM. In the event I use other sources, I will provide an appropriate link to the 5esrd.

Region-Neutral d10 Encounters​


These encounters can be plausibly placed anywhere in the Beast World.

Conflict

  1. A planar rupture causes an outbreak of berserk creatures to attack those nearby (Tier 1: 2d4+2 mephits; Tier 2: 1d4+1 elementals; Tier 3: 2d4 myrmidons [MPMM]; Tier 4: Leviathan or Phoenix [MPMM]).
  2. A necromancer of Veronette raises the corpses of those she recently massacred (Tier 1: Acolyte + 1d4 zombies; Tier 2: Mage + 2 ghasts; Tier 3: Archmage, Wraith, + 1d3 Will-o-Wisps; Tier 4: Archmage + 1 of either Adult Dracolich, Death Knight, or Demilich). Add swarms of minor undead mooks as needed.
  3. A band of ruffians decide that the PCs are easy marks (Tier 1: 1d6 Bandits or Guards + 1 Bandit Captain: Tier 2: 1d3 Berserkers, 1d4 Scouts, 1 Bandit Captain; inappropriate for later Tier 3 and Tier 4 parties).
  4. A mighty warrior or mage (Gladiator or Mage stats) challenges the most powerful PC in their complementary field to a duel. It might either be a friendly match, or part of a personal vendetta.
  5. A humongous monster takes offense to the wagon and chases it (Tier 1: Brontosaurus [MPMM]; Tier 2: Hydra or Remorhaz; Tier 3: Purple Worm; Tier 4: Ancient Dragon or Empyrean).
  6. An aerial monster and mount begins stalking the PCs, using their flight and ranged attacks to harry the party over time, ideally interrupting their next short or long rest (Tier 1: Manticore + Scout; Tier 2: Assassin + Chimera; Tier 3: Archdruid [MPMM] + Roc).
  7. Weather takes a sudden turn for the worse, such as a thunderstorm, blizzard, or hurricane. May or may not be supernatural in origin.
  8. Flash flood, landslide, earthquake, quicksand, or other terrestrial natural hazard appears suddenly or is otherwise camouflaged in the terrain.
  9. Magical ordnance from the Invader War remains untriggered and dangerous.
  10. A subterranean entrance to the Dungeon is camouflaged along the road. PCs who fall in or get too close are ambushed by a group of monsters (stats vary depending upon desired environment and Dungeon theme).
Delving
  1. A passing delver wagon is traveling in the opposite direction of the PCs. They are willing to engage the PCs in conversation to talk shop and learn about the area.
  2. A scout is gathering information about potential Dungeon entrances. They’ve fallen out of favor with their crew, and offer their services to the party once they’re done with their current job. Might be tricked into giving up their current leads, but this will lead to resentment from both the scout and their delver crew once uncovered.
  3. The Littfeld caravan is nearby.
  4. A novelist wishes to interview the PCs in hopes of coming up with a great story inspired by their exploits. A successful check (Calligrapher’s Supplies, History, Performance, etc) gives them enough motivation to pen a bestseller. PCs are given proceeds of royalties when published.
  5. An unaccompanied wagon without draughts is running wild across the land, granted movement by a malfunctioning Animate Objects spell. PCs who manage to stop it and return to its rightful owners will have some very grateful delvers in their debt.
  6. A group of delvers are fighting off a horde of weak yet numerous monsters from their wagon. They are running out of ammo and spell slots, and the PCs’ arrival can help ensure their survival.
  7. A lone delver separated from their crew asks if they can hitch a ride with the PCs to the next way station or population center. If reunited, they will pay back the PCs by coming to their aid during a later encounter or adventure.
  8. Fiametta’s wagon is encountered. She is either organizing a race between a group of delver crews, or simply traveling somewhere. She’s willing to make repairs and modifications to the PC’s wagon for a reasonable rate, or offering a free modification to the winner of a race.
  9. A small town or village the PCs pass through has a list of notice boards seeking experienced delvers to deal with local problems, not all of which are Dungeon-related. Can be used as a stepping stone to larger quests, or to generate small-time encounters with meager rewards yet grateful villagers.
  10. A crew of delvers got trapped in their own wagon via a malfunctioning Extraspatial Cube. The wagon appears to have abruptly stopped at an inconvenient place to indicate that something’s wrong, and the PCs will need to brave non-Euclidian and kaleidoscopic dimensions to rescue the delvers.

Flavor
  1. A beggar (commoner stats but can cast a certain spell once per long rest) sits on the side of the road, asking for alms. A character who donates even a copper piece will have the beggar reveal themselves to be an oracle as they cast a divination spell for the donating PC free of charge (Tier 1: up to 3rd level; Tier 2: up to 5th level; Tier 3: up to 7th level; Tier 4: up to 9th level).
  2. An ox-drawn cart with a merchant (commoner stats, Insight and appropriate tool proficiencies +4) affably approaches the PC’s wagon, offering items for sale of interest to delvers. Item rarity is based on Tiers of play, merchant has bodyguards (Gladiator and/or Mage stats) if transporting magic items beyond Common rarity.
  3. A coaching inn offers a place for the PCs to rest and resupply. Gives one more Hit Die to spend during short rests, restores all Hit Dice on a long rest.
  4. A group of mounted knights/rangers/soldiers on patrol are transporting the carcass of a slain monster, or a live but caged outlaw, that’s been troubling the region.
  5. A traveling priest of Pirhoua warmly greets the PCs, offering to mend their wounds and heal any maladies. Anything beyond their means (use NPC Priest stats) will have the PCs be pointed in the direction of the nearest bethel or city, with the priest sharing the name of a more accomplished healer who might be of help.
  6. A VIP and their armed retinue (Noble & Knight stats) are traveling towards a political summit. Inquiring PCs can learn about regional affairs regarding the VIP’s homeland and their intended destination.
  7. A beautiful natural feature, statue, cozy village, or other pleasing scenery fills the PCs with Inspiration.
  8. A group of Brethren, bats, kobolds, or other relative newcomers to the Beast World are on tour, marveling at things long since treated as normal.
  9. An Aubadian is seeking to best nature itself by enduring extreme discomfort against the elements. They’re currently engaged in some dangerous activity like wearing only their underwear in freezing temperatures or binding themselves to a rope as they’re violently tossed around a whirlpool. PCs who attempt to provide help may be met with either anger at having their trials messed up, or a good-hearted “thanks, but no thanks,” depending on circumstance.
  10. PCs come upon a recently-cleared Dungeon: wagon trails, an interior passage full of now-dead monsters, opened chests, and sprung traps. The PCs may or may not find a secret room missed by the last delver crew.

Obstacle
  1. The main bridge is broken, or the road is obstructed by debris. This forces the PCs to take a risky alternative route, clear out the debris, or otherwise find a way around.
  2. The roads and directions are wildly different from what’s on the map. PCs need to make appropriate checks (Cartographer’s Kit, History, Survival, etc) to avoid getting lost.
  3. A passing lawman (Knight stats) with documents informs the PCs that the local government has imposed a 10% “adventuring tax” on delver crews. Might be either a charlatan with a forgery or a legitimate writ which can be determined by a successful check (History, Insight, Forger’s Kit, etc).
  4. PCs find a message written in delver pictograms, Thieves’ Cant, Druidic, or another appropriate coded language. It indicates some future danger on the road, and if deciphered grants each PC advantage on the next attack roll, ability check, or saving throw.
  5. A jackal or feylike being cast Hallucinatory Terrain over a stretch of unstable road “in protest of the noisy traffic.” PCs risk damaging their wagon if passed through.
  6. A peaceful monster or construct capable of speech claims to have been granted the gift of knowledge by Yttrus, and asks the PCs various questions on the meaning of existence. Giving a satisfying answer (appropriate Intelligence or Charisma skill check) grants that PC advantage on Intelligence and Wisdom ability checks for 1 week. Failure causes the monster to grow aggravated and attack.
  7. A group of scientists (Mage stats, or [School] Wizard if using MPMM) are testing out theoretical, unstable spells and devices “in a controlled environment.” The PCs’ arrival either puts them unexpectedly in the crosshairs, or they’re hired on to help the experiments with the offer of due compensation in the form of gold and magic items. Use the guidelines in the introduction for designing suitable tests.
  8. A shaman with a Broken World device that can transfer frozen moments of time into picture form wishes to capture the likenesses of particularly rare animals and/or monsters. Will pay the PCs a pretty price to help them set up some shots (Painter’s Supplies, Tinker’s Tools, Nature, Stealth, etc).
  9. Paladins of the Motherguard quarantine an area that the PCs need to pass through to get to their location, citing threats from Unnature. PCs must either circumvent the watcher sentries or otherwise convince them that they can help handle the threat.
  10. Varasta comes upon the party, and feeling in a festive mood challenges them to a game of chance (use full rules from a suitable minigame or contested tool checks with a gaming set). If the PCs win, he gives them a magic item (Tier 1: Deck of Illusions; Tier 2: Wand of Wonder; Tier 3: Marvelous Pigments; Tier 4: Deck of Many Things). A losing PC will be affected by Polymorph as cast by a 20th level caster, the form randomly determined.
 
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Allemagnian D10 Encounters​


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Artwork is Road to the Shire by Sofiia Bondareva on ArtStation.


These encounters are designed specifically for the Kingdom of Allemance.


Conflict

  1. A ghost or similar incorporeal entity is haunting an inn the PCs are staying at (Tier 1: 1d4 Shadows; Tier 2: 1d2 Banshees; Tier 3: Eidolon [MPMM]; Tier 4: Ghost Dragon [Fizban’s Treasury of Dragons]).
  2. A group of Feral terrorists are carrying a magic device that will emit a modified version of the Contagion spell to unleash in Patrie. Once activated, it will cast the spell in a 60 foot radius (Tier 1: 1d3 Bandits led by a Scout; Tier 2: Assassin + 1d4 Guards; Tier 3: 1d3 Assassins and a Warlord [MPMM]; Tier 4: 1 War Priest [MPMM], 1 Archmage, 4 Gladiators).
  3. Corrupted fey in Glasrún are holding captive villagers as entertainment (Tier 1: 1d4 Pixies; Tier 2: 1d6 Darklings + Darkling Elder + Yeth Hound [MPMM]; Coven of 3 Annis Hags; Tier 4: Autumn, Spring, Summer, and Winter Eladrin [MPMM]).
  4. Astralcrafted constructs from the Astral Shadows are running amok, and a bat is trying to calm them down to no avail (Tier 1: 1d6+2 Flying Swords; Tier 2: 3 Helmed Horrors or a Shield Guardian; Tier 3: Retriever [MPMM] or an Iron Golem; Tier 4: Marut [MPMM]).
  5. A jackal (use mage stats, but has the fey type and is out of spell slots on lower tiers), bred a species of dangerous plant as a potential source of coffee beans. They are far from loyal, and the PCs will need to intervene in order to save the jackal (Tier 1: 2d4 violet fungi; Tier 2: 1d3 shambling mounds; Tier 3: 1d6+2 treants; attacks deal fire damage as beans explode into scalding coffee).
  6. A vengeful farmer is seeking to ruin the harvest of a nearby town by releasing crop-eating creatures into the fields (Tier 1: Commoner + Swarm of Insects; Tier 2: Druid + 2 Elephants).
  7. A massive group of migrating birds en route to or from Wingsmeet start dropping out of the sky in droves. Flying undead are attacking them, and if too many die it will bring damage to the ecosystem (Tier 1: 4 will-o-wisps; Tier 2: 2 flameskulls; Tier 3: Eidolon [MPMM]; Tier 4: Nightwalker [MPMM]).
  8. A group of travelers (commoner stats) are escorting their friend to Uriah’s Wood in hopes of quelling their inner demons. The friend is actually a shape-changing monster who was caught in the act, and is pretending to be cursed in order to keep up the charade and dispose of them later. (Tier 1: Doppelganger; Tier 2: Oni; Tier 3: Green Abishai [MPMM]).
  9. A group of Ecclesiasts are setting up an ambush for passing delvers, Allegmanian knights, or any others who might pose a threat to their plans. (Tier 2: Ecclesiast; Tier 3: 2 Ecclesiasts + Ecclesiast Stalker; Tier 4: Ecclesiast Tyrant Herald, Ecclesiast Stalker, 2 Ecclesiasts).
  10. A fallen knight now serving Veronette seeks to kill the PCs in order to prove their worth to the spiteful goddess (Tier 2: Blackguard [MPMM] + Banshee; Tier 3: Death Knight + 4 Bodak; Tier 4: Death Knight + Demilich).

Delving

  1. A cereline fashionista is hoping to gain inspiration for a new set of “delver chic” by working out in the field. Will want to examine every inch of the PC’s armor and clothes.
  2. A family of bats in the Astral Shadows are building intricate night-time “Dungeon Simulations” to help train new delvers.
  3. A group of new delvers heading away from Eren are eager to meet up with the Littfeld caravan.
  4. Villagers provide aid to refugees from the barony of Dole, expressing dismay in hearing about Lady Briere’s cruelty.
  5. One of the PCs becomes subject to mistaken identity by celebrating villagers. If this is cleared up, they will mention that the person matching their description was a beloved local who left six months ago to join a delving crew. They haven’t been heard from since.
  6. A wagon of delvers tells the PCs about a contest between crews, where each one gathers mementos of their travels via five areas of interest in Allemance. The challenge includes signing one’s name in a guestbook at the Bristle Inn, buying a souvenir commemorating the first delving crew in the city of Gocaire, obtaining rare soil unique to Molemill Well, getting a piece of driftwood from a wrecked boat built in Riverbed City, and preserving snow obtained from the peaks of Verglas.
  7. Ligonine refugees from the Crystal Plinth are making do with meager services and labor. PCs who show compassion to them will be told of a safe way into the Dungeon-claimed city.
  8. Members of the Dungeon Brigade are debating whether or not to expand their patrols farther from Patrie in order to cover more ground, or stick to well-traveled areas they know best. They will ask the PCs their opinions as an outside party.
  9. A group of fishers from the Isle of Madroileán attempt to sell experimental weapons to the PCs, claiming that they’ve been tested on monsters. Choose from a list of delver wagon attachments with a Grade appropriate to the Average Party Level. They offer to install one for free if the PCs help deal with the most recent strangeness happening on their island.
  10. A wagon of Arnerian delvers recently arrived from the border city of Sourisport. The lack of a massive Causeway-style public works project for travelers is throwing them for a loop, and they need some local talent to help get their bearings.

Flavor
  1. A ligonine entrance to the Loamlink allows travelers to bypass surface-world obstructions. A pair of mole guides offer to escort the party for a reasonable rate.
  2. A group of farmers (commoners) are celebrating a harvest holiday, led by a priest of Pirhoua (priest).
  3. A noble from Fort Kingsfang (knight) is teaching a group of young squires (commoners armed with short swords) the basics of combat. Will ask the PCs if they wish to help in the instruction.
  4. The Tower of Mansque looms over the horizon, its magic causing it to be easily seen even if hundreds of miles away.
  5. An artist admiring the scenic rural beauty tells the PCs to wait just a bit before crossing, so as not to spook a resting animal that they’re painting.
  6. A baker offers free samples to the PCs, surreptitiously using them as taste-testers to see if their current recipe needs any modifications.
  7. A village in Glasrún is eerily quiet, with homes empty and nobody to be seen outdoors save for sounds from the local bethel. Anyone familiar with Glasrúnish culture knows that a céilí is being held, a joyous celebration commemorating a major event.
  8. A family on vacation are returning from a successful trip to Symphony Canyon, having communed with the Universal Symphony and attained bardic powers. They ask the PCs if they would like to be their first audience.
  9. A caravan of Oric merchants are en route to Patrie, fulfilling a business contract by Baroness Diana to provide building materials from their home country in order to help rebuild the Old Third.
  10. A Shaman in a local brethren community is writing in a personal journal, keeping records of human history and culture.

Obstacle
  1. A pair of dragons en route to the Isle of Brass and Bronze are hopelessly lost and arguing over directions. PCs who help point them in the right direction (Cartographer’s Kit, History, or Survival) will receive a minor magic item as thanks.
  2. A devotee of Yttrus (use priest stats but Arcana +5) is taking a dangerous magic item to the dead magic city of Silette in order to quell its powers. Once per day, the item casts the Confusion spell (DC 15) on the nearest cluster of creatures within 90 feet.
  3. A weather-worn plaque of Pirhoua has the local three divine charges partially eroded. A proper Religion check (DC 11, clerics of Pirhoua have advantage, priests native to Allemance automatically succeed on the check) allows one to accurately recreate/recite the text. Doing so causes the goddess to grant the party good fortune for 24 hours, giving a +1 bonus to attack rolls, ability checks, and saving throws.
  4. Ghosts along the Gentlerock Rapids attempt to lead the party to the Eye of Darkness in order to hear the story of how their ship crashed. PCs who appease the ghosts (appropriate ability check, Bard College of Witches has advantage) will cause a stretch of water to magically calm down, allowing them to cross. PCs who are hostile or ignore the ghosts cause the river to suddenly flood beyond its banks, putting them in danger of being swept away in torrential waters.
  5. Members of the Thieves’ Army are smuggling legal yet heavily taxed goods from Vinyot. If one or more PCs are a member of the organization, they may be asked to help evade patrols for a cut of the profits (Deception, Sleight of Hand, vehicle/wagon tool checks, etc). Alternatively, the PCs may be asked by knights to keep a lookout for smugglers (Insight, Investigation, Survival, etc).
  6. A group of scholars captured a pacified creature from the Meadow of Monsters to bring to an urban university. The monster uses its powers to escape their captivity, and the scholars hurriedly ask the PCs to capture it (grapple check, imposing a movement-restricting condition, Animal Handling, or appropriate Intelligence skill based on monster type).
  7. A priest of Pirhoua is organizing a party commemorating the baron’s birthday, and doesn’t have enough funds to hire the promised talent troupe from the city. They desperately ask the PCs to help put on a good show. Just about any special ability can be rolled for this challenge, if sufficiently justified.
  8. A beast warlock of the Ghost God is eager to learn more about brethren culture, but doesn’t have the social finesse to ask human residents about their now-lost homeland. PCs who manage to aid the warlock (Diplomacy, History, or have a knowledgeable brethren in the party) will gain minor spellcasting services from them as a reward: one day’s worth of magic from a 7th-level warlock, or they build the PCs a magic item whose rarity is dependent on party level.
  9. PCs are traveling through a barony that has outlawed Delver caravans. PCs must evade detection (Stealth, Disguise Kit tools, appropriate enchantment/illusion magic, etc) or else be firmly told to leave. Refusal is grounds for arrest.
  10. The PCs’ wagon passes through seemingly-cleared farmland, only for an acre of magical crops to suddenly grow all around them. They’ll need to find a means of charting a short course to the nearest road (Cartographer’s Tools, Nature, Survival, appropriate divination spells, character or companion with a fly speed grants auto-success) lest irate farmers demand compensation for too many trampled crops.
 

Vinyotian D10 Encounters

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Vibin in Venice by SoftMare of Fur Affinity.

These encounters are designed specifically for the Trade League of Vinyot.

Conflict
  1. A group of bank robbers (Thug stats) are attempting to break open a portable safe. A magical trap is primed to go off if it is opened without the right password, coating everyone in a 5 foot radius with purple sigils marking them as thieves. The sigils are permanent until dispelled (treat as 5th level spell).
  2. A band of Sellswords (Tier 1: 1d4 Bandits + 1 Apprentice Wizard; Tier 2: 2d6 Thugs + Mage; Tier 3: 1 Archmage + 1d3 Gladiators) view the Delvers as competition, and tell them that their services aren’t needed in the area. Don’t necessarily want to fight, but put up a show of intimidation.
  3. Oozes from the Dungeon or a rogue science experiment (Tier 1: 1d3 Ochre Jellies; Tier 2: 1d3 Black Puddings; Tier 3: 1 Elder Oblex + 1d4 Adult Lblex [MPMM]) broke free and are making their way across the land.
  4. A group of laetine scientists (Commoner stats, but Arcana & Nature +4) activate constructs from the Invader War to fight Dungeon monsters, which become unpredictable themselves (Tier 1: Animated Armor; Tier 2: Iron Cobras or Stone Defenders [MPMM]; Tier 3: Stone Golem; Tier 4: Hellfire Engine [MPMM] or Iron Golem). Use other monster results from this and Region-Neutral encounters for the non-construct monsters.
  5. While near the coast, weather-themed Dungeon monsters attack during a nasty storm (Tier 1: 1d4 Ice and Smoke Mephits, evenly distributed; Tier 2: 1d2+1 Air and Water Elementals; Tier 3: Behir + Frost Salamander [MPMM]; Tier 4: 1 Storm Giant Quintessent + 2 Storm Giants).
  6. The druids responsible for safeguarding the Kelvonostro Wetlands view the burgeoning delver subculture as a threat to the sanctity of the wilderness, and seek to waylay the PCs by attacking their wagon with large animals (Tier 1: 1 Druid + 3 Boars; Tier 2: 1 Druid + 2 Stegosauruses; Tier 3: 1 Archdruid + 1 Tyrannosaurus Rex).
  7. Gabriella Stringsummer (Deck of Delvers: Champions) or some other villainous bard created a chorus of animated instruments to take advantage of the Vinyotian love of music to bring about tragedy in a town the PCs pass through (Tier 1: 2d6 Animated Instruments; Tier 2: 3 Animated Quartets; Tier 3; 1 Animated Symphony).
  8. A pirate (can cast Control Weather 1/day at all Tiers. Tier 1: bandit captain stats; Tier 2: champion stats [MPMM]; Tier 3: warlord stats [MPMM]) found a less risky means of extorting port towns via targeted castings of a powerful spell. The PCs are staying in a town or passing through as it suffers the pirate’s magical maladies, and must deal with the pirate to ensure safe passage.
  9. A gathering of merchants part of an extended family (Commoner stats) plan to cast Speak with Dead on their deceased elders in order to determine inheritance rights. One of them made a deal with Veronette in order to be the sole surviving beneficiary, and the spell will be sabotaged to summon undead (Tier 1: 12 Zombies; Tier 2: 1 Bodak [MPMM] + 1 Flameskull; Tier 3: 1 Mummy Lord; Tier 4: 1 Nightwalker).
  10. A Gilded Devil is manipulating a town’s entrepreneurs to steal and hoard wealth so that the fiend can consume it, permanently taking the money out of circulation. At Tier 1, the monster can be substituted with a bearded devil. Higher Tiers can have bodyguards to form the real challenge: Tier 2: 1d3 merregon devils [MPMM]; Tier 3: 1d3 bone devils; and Tier 4: 1 Amnizu [MPMM]).

Delving
  1. A traveling merchant (Mage stats) who specializes in spell components is willing to do business with the party. Has 2,000 gold total worth of stock, and no individual item is worth more than 500 gold. Would-be robbers must deal with the merchant and 3 summoned air elementals.
  2. A business owner asks the PCs for an investment of 300 gold in their start-up which specializes in delver supplies. If the PCs loan them money, then several adventures later the crew will receive a package from the Donkey Post thanking them for their patronage. They get double their money back plus level-appropriate treasure.
  3. A group of tenebrine are engaged in an argument over whether or not to turn to delving as a means of taking care of their family. On the one hand, a good haul can make them enough money to move to a better place, but if they die then they won’t be there to care for their loved ones. They ask the PCs their professional opinion as delvers.
  4. A wizard is building their own line of clockwork beasts (animated armor stats), claiming that the automatization of adventurers will make delving safer. Since they’re still prototypes, the wizard is eager to find someone to help test their inventions in the field.
  5. A lawyer is casting an Identify ritual on a magic item obtained from a group of dead adventurers, in order to find out whether it’s Dungeon-created or made by willful creatures in order to determine proper ownership.
  6. A delver crew with an amphibious wagon are doing salvage work on the side, hauling back the bounty of a wrecked sea vessel.
  7. Representatives of a trade lord are in negotiations with a group of Shamans over finding ways to mass-produce acid buttons from the Broken World. The Shamans are unwilling to sacrifice such valuable objects in risky experiments, but the representatives argue that they can revolutionize technology in the Beast World.
  8. A delving crew’s wagon is covered in fungal growth, the consequence of stowaway spores from the Calorwood. The crew’s druid claims that they’re good luck charms, giving them a self-refreshing source of food. The others aren’t as optimistic, but tolerate their companion’s eccentricities.
  9. A battalion of Sellswords are transporting gemstones from Fortunata Hills to the Littfeld Caravan, as they’re a vital element of material components for spellcasting.
  10. A shifty-looking individual at a local watering hole offers to tell the PCs the location of buried treasure somewhere in Hidden Waters for a “fair price.” The figure is actually a pirate whose cache was swallowed up by the Dungeon, and plans to ambush the PCs with their fellow pirates once they leave the Dungeon.

Flavor
  1. A scout working for a delving crew is engaging in speculative investments as a side hustle. Will provide castings of Augury spells in regards to financial actions. Charges 100 gold per casting, but the d100 roll is made with advantage to avoid random readings.
  2. A street performance tells a slapstick story involving character archetypes from the Comedy of the Guild: the Gambler encourages the Baker to take part in a pie-eating contest in order to impress the Grocer, but in actuality is an attempt to get rid of defective baked goods supplied by the Lord/Lady.
  3. An artist offers to paint a group portrait of the PCs for 50 gold pieces.
  4. Religious pilgrims are heading to or from Springbok’s Flight or the Haven of the High Bethel.
  5. While along the coast, a trade lord’s pleasure cruise can be seen on the horizon while fanciful magical illusions light up the surrounding water and sky.
  6. A fear mongering citizen is doomsaying about Dungeon Town, claiming that its permanent fixture in the region is evidence of a growing extraplanar incursion that will eventually cover the entire Beast World.
  7. A dragon dressed in fine threads and jewelry looks down their nose at the “nouveau riche,” extolling the virtues of physical hoards over more modern innovations of banking and investments.
  8. A newspaper vendor’s latest issue (1 copper piece per paper) discusses a fierce debate of whether or not the local trade lords should continue minting electrum pieces. Advocates in favor of continuation claim that they’re a reasonable ground between common silver and prestigious gold, while critics claim they’re an old legacy and a confusing exception to the rule of tens for copper, silver, and gold currency.
  9. Visitors from Allemance are celebrating their safe arrival, having made their way out of the arid, monster-plagued Luck’s End region.
  10. Several beasts are engaged in an increasingly tense debate over whether the Brethren “did enough” to make up for the devastation of Southwinds during the Invader War. One of the beasts is secretly a member of the Ferals, putting forth the argument against human inclusion into mainstream society.
Obstacle
  1. A celebrity opera singer was cursed to have their voice cause pain to those who listen, and is living in a cabin in the wilderness. Remove Curse cast as a 5th level spell, or enduring several minutes worth of singing (1 thunder damage per round; Tier 1: 30 rounds; Tier 2: 50 rounds; Tier 3: 100 rounds; Tier 4: 250 rounds) breaks the curse. Ending the curse earns the PCs free seating at their next performance and can live an aristocratic lifestyle for free during their next period of downtime, provided it’s in Vinyot.
  2. A wainwright with more money than good sense wants the PCs to test drive their sail-powered draughtless wagon. Will pay the PCs in gold or a free wagon attachment if they can survive handling the vehicle under adverse weather.
  3. A scalper is tracking the passage of delver crews to buy up adventuring supplies in the nearest city, then sell them at much higher costs. Will pose as a curious traveler to learn what the PCs are in need of; unless the PCs catch on to and prevent their scheme, common adventuring supplies will be five times more expensive in the next population center.
  4. A bronze dragon is performing aerial cartography of the surrounding landscape at the behest of a merchant consortium, hoping to freely publish the knowledge once completed. Hasn’t read the fine print in regards to exclusive findings and will end up in legal trouble unless the PCs point this out or otherwise engage in some creative legalese (Cartographer’s Tools, Forgery Kit, History, Navigator’s Tools). If successful, the dragon will share knowledge of secret routes that can cut the travel time to their next destination in half.
  5. A group of tenebrines formed their own community to escape Vinyotian prejudice, and are wary of the PCs and their intentions. Proper roleplaying and skill checks (tenebrine PCs have advantage or autopass depending on circumstance) can assuage their worries; failure causes the party to be given wrong directions, encounter traps on the road, or are unable to restock and resupply while in the region. Success helps ensure a safer journey, letting them begin the next overland combat encounter with advantage on initiative and +5 passive Perception.
  6. An Aubadian from the Isle of the Twilit Tryst is being tried for crimes of piracy, but insists that they were actually hunting pirates. It’s up to the DM whether they’re guilty or innocent; either way, the Aubadian’s comrades will attempt to stage a jailbreak if they remain unreleased.
  7. A druid of Varasta lost 1d4 cards from their Wild Card deck from a strong wind, and asks the PCs for help in locating them. The individual cards let out one-time magical effects which once collected, either bestowing the Enhance Ability (random ability score) on the finder, setting off a magical trap (Tier 1: Entangle; Tier 2: Ice Storm; Tier 3: Reverse Gravity; Tier 4: Earthquake), or summoning a beast of random disposition as per Conjure Animals. Number of cards is up to the DM, but helping the druid find them all causes them to reward the party with a deck of magical cards. The deck grants double proficiency in card game tool checks, and as an action once per long rest can grant Inspiration to the holder.
  8. A group of mole miners are draining water from flooded sections of the Loamlink due to Gonlaro’s collapse. PCs who have a means of braving underwater traps and hazards can help the miners plant magical depth charges and bags of holding to make this section of the tunnel network safe to traverse again.
  9. An unscrupulous company of generational debt collectors is exploiting the families of sentenced criminals in order to create a profitable underclass. A small family fleeing from indentured servitude asks the PCs to help protect them from their debtors (2d6, use bandit stats for Tier 1, thug for Tier 2 and higher).
  10. An important NPC in the campaign (true identity up to the DM) is in disguise and pretends to be at risk of danger or inconvenience. PCs who help are thanked and offered an invitation to the Sunset Lounge, finding the organization’s trademark magical card among their belongings the next time they take a long rest.
 

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