Full Dwarf Fortress Homebrew

Contents

Page 1 Opening and Resource management

Page 2 Metals Table and Economic Rock Table

Page 3 Gemstones Table

Page 4 Foliage Table and Player money, resources and expenditure

Page 5 Worker Costs, Starting Workers, Starting Cart Contents

Page 6 Days and months

Page 7 Stronghold Build Prices, Goods prices, mercenary groups

Page 8 Upkeep Costs and Mercenary Stats

Page 8 Chaos and Danger in The Fort.

Page 9 Winter/Cold Climate Table, Snowfall Table, Wind Table

Page 10 Frost Conditions, Frostbite Symptoms

Page 11 Hypothermia, Hypothermia Symptom Table, Summer/Hot Climate Table

Page 12 Heat Conditions, Heat Conditions Table

Page 13 Spring/Autumn/Temperate Climates, Temperate Climate Table, Rain Table

Page 13 Fey Moods

Page 14 Mood Table, Mood Types

Page 15 Fey/Secretive/Possession Claim Table

Page 16/17  Base Object Table

Page 18  Specific Objects, Instruments Table

Page 19 Decorations, Decoations Table, Materials and Madness

Page 20 Random Materials Table, Example Artifact

Page 21 Forgotten Beasts

Page 22 Forgotten Beast Shape Table

Page 23 Forgotten Beast Shape Attacks and Stats

Page 24 Forgotten Beast Materials Table

Page 25 Materials Stats,  Mutations Table

Page 26 Color Tinge Table, Forgotten Beast Special attacks, Special Attack Table

Page 27 Special Attack stats

Page 28 Special Attack stats continued

Page 29 Special Attack stats continued

Page 30 Special Attack stats continued, example Forgotten Beast

Page 31 Syndromes, Syndromes Table

Page 32 Localised Syndromes Table, Syndrome Duration

Page 33 Syndrome Duration Table, Non Localised Syndrome Effects

Page 34 Non Localised Syndrome Effects continued, Evil Biomes and Supernatural Weather

Page 35 Supernatural Weather Tables, example supernatural weather

Opening 

About the Dwarf Fortress D&D 5E homebrew concept

This homebrew is designed to facilitate settlement management style gameplay with many direct mechanics or concepts copied from Tarn Adam’s Dwarf Fortress (which can be downloaded for free at his website Bay 12). It does however feature many general settlement management mechanics and survival mechanics that could be used in a non-DF style game. I have playtested this game style for a year with 2 seperate D&D groups and surprisingly it works very well. I showed the players a map and let them choose where to settle, what faction in my world they worked for and why their characters wanted to lead the expedition. 

Your Role as DM

Your goal is to add characters, plots and adventure to a game set only in one general location and tell the story of it’s dynamic growth into a bustling settlement ruled by the players. If you have dungeons make sure to place them within a day or so’s travel of the settlement, or even under it. If you have villains make sure their motivations involve the player’s camp. Feel free to attack their settlement but make sure the players never become too afraid to venture forth and allow their guards or defences to hold the wilderness at bay. As the camp becomes more and more a desirable place to settle have self start businesses show up and set up shop, specialist workers seek employment and various factions bartering for deals. Some of these visitors might be monsters in disguise. 

The Pitch I Gave The Players

‘You are tasked with heading a week’s travel from civilization to a site marked by prospectors as potentially hiding seams of valuable metals. As time goes on pressure to supply will mount and as the de-facto foremen and warriors of the group you will be expected to make the hard decisions and dangerous action that will keep your miners alive and the camp prosperous. As the camp grows and the tunnels bore deeper what long forgotten secrets and threats will you discover lurking in the blackest shadows below the land? What dangers encroach from all directions? Will your camp flourish into a hub of wealth and glory or collapse into another corpse ridden labyrinth for a group of heroes to plunder?’

Resource Management 

Local Materials Tables

As DM there are numerous times you will be required to roll for random resources. I recommend you make the players do the roll while you check the corresponding Tables, as if to include them in the creation of the world. Upon them founding their first settlement you should immediately roll for metals, economic rock and foliage. I recommend 2 or 3 rolls for metal, 2 or 3 rolls for economic, 1 to 3 rolls for gemstones and at least 2 rolls for both trees and other plants. You should also roll for foliage whenever the players move a significant distance away from their camp and for metals and economic rock whenever they strike earth at a new location. 

Page 1

Metals

Name                             Price Per 1000OZ         AC (raw density)          Found in

1 Tin

30GP

12

Cassiterite

2 Lead

30GP

14

Galana

3 Zinc

30GP

10

Sphalerite

4 Copper

32GP

16

Malachite, Tetrahedrite

5 Silver

312GP

17

Galena, Tetrahedrite

6 Gold

3125GP

15

7 Iron

65GP

19

Hematite, Limonite, Magnetite

8 Electrum

100GP

20

9 Platinum

50.000

20

10 Mithril

100.000

21

Economic Rock

1 Marble

30GP

21

Flux/construction

2 Dolomite

10GP

20

Flux

3: Slate

10GP

20

Roofing

4: Gypsum

20GP

8

Used for plaster

5: Chalk

10GP

8

Soil

Flux

6: Coal

50GP 

10

Fuel

7: Clay

5GP

8

Soil

Salt (preservative)

8: Kimberlite

10GP

20

Diamonds

9: Sulphur

50GP

5

Used in gunpowder

10: Saltpeter

10GP

5

Used in gunpowder

Page 2

Gemstones

Roll 1d6 then 1d12 to determine specific type

Die Roll

1: 10GP

2: 50GP

3: 100GP

4: 500GP

5: 1000GP

6: 5000GP

1

Azurite 

Bloodstone

Amber

Alexandrite

Black opal

Black sapphire

2

Banded agate

Carnelian

Amethyst

Aquamarine

Sapphire

Diamond

3

Blue quartz

Chalcedony

Chrysoberyl

Black pearl

Emerald

Jacinth

4

Eye agate

Chrysoprase

Coral

Blue spinel

Fire opal

Ruby

5

Hematite

Citrine

Garnet

Peridot

Opal

6

Lapis lazuli

Jasper

Jade

Topaz

Star ruby

7

Malachite

Moonstone

Jet

Star sapphire

8

Moss agate

Onyx

Pearl

Yellow sapphire

9

Obsidian

Quartz

Spinel

10

Rhodochrosite

Sardonyx

Tourmaline

11

Tiger eye

Rose quartz

12

Turquoise

Zircon

Page 3

Foliage

Roll 1d20 for either Trees or Plants, the use for said materials is adjacent. 

d20

Trees

Use

Plants

Use

1

Willow

Fever medicine

Nettle

Tea

2

Walnut

Nuts and strong wood

Barley

Beer, cereal, stew

3

Birch

Soap(leaves) carve wood

Cattails

Flour, cooking, roots

4

Hazel

Nuts and streight wood

Yarrow

Tea, medicine

5

Alder

Fire and smoking meat

Mullein

Tea, toilet paper

6

Willow

Fire and cordage bark

Watercress

Food

7

Limes

Cordage and edible leaf

Primrose

Wine, oil

8

Sycamore

Fire, utensil wood 

Foxglove

Poison, medicine

9

Ash

Fire, tools and bows

Destroying angel

Amatoxin, death

10

Rowan

Berries, durable, non-fire

Button mushroom

Edible

11

Chestnut

Nuts, tinder

Burdock

Roots, stew

12

Hawthorne

Berries, leaves, flowers

Pignut

Roots, Stew

13

Oak

Fire, nuts, tanning

Carrot

Edible

14

Beech

Fire, nuts, leaves

Castor Bean

Oil, deadly poison

15

Pine

Tea, binding

Potato

Brew, food

16

Cherry

Fire, fruit

Dandelion

Brew, food, 

17

Pear

Fruit

Hops

Brew

18

Apple

Fruit

Chickweed

Food, animal feed

19

Apricot

Fruit

Pinto beans

Edible

20

Cherry

Fruit

Onion

Edible

Player money, resources and expenditure

While as DM you manage the world and it’s intricacies a player should be assigned to keep track of what resources their group has including all items. This takes a load off you and allows them to keep track of their options. Have at least 1 faction trader show up periodically to bulk buy/sell goods for the party. Here is a calculation of human resource consumption.

Page 4

Each person consumes 2 pounds of food per day, usually rye bread totalling at 2 or 3k calories. A maximum of one gallon of ale per day per person at 1500 calories. A gallon is 8 pounds or 8 pints. If rationed at 2 pounds of food per day only 560lb food is needed for 1 and ? months Therefore each person requires  62 pounds of assorted grains and breads each month and 31 gallons of booze. Lets round that down to 60lb of food and 30 gallons of booze (240lb) A wagon can hold 2000 pounds (1 tons), It would take 7200 pounds of booze to last a month if consuming 8 pints a day. Rationing at 2 pints a day would mean 840 for a month. A wooden barrel can contain 200 pounds of food. The players start with 2 carts and one is taken away by Liaison Barnabul Dysis. The players start with the workers shown in the Starting Worker Names section and the resources shown in the Starting Cart section.

Worker Costs

2SP per regular worker. 10 workers for a day = 2GP. 10 workers for a week = 14GP

Skilled workers = 1GP

Ouapeshi Slavedrivers = 2GP driving 30 workers

Starting Worker Names

Dwarf Names:                      

Enib Oilcrush                        

Dastot Furnacehew             

Grampa Hyorl                        

Sankis Magmadaught         

Urist Isan                          

Rakust Likotlokum   

The Starting Cart Contains

840 pounds of grain and oats (over 1 month worth)

700 pounds of wood

5 gallons or 40 pounds of water

8 wooden barrels

The Second Cart Contains

1680 pounds of booze or 56 gallons (one month if rationed well)

10 pounds of pickles and gelatin preservative

50 pounds of coal

10 pounds of arrows (200 arrows)

10 pounds of clothing

Cooking equipment, 10 pickaxes, 4 woodchopping axes

Camping equipment including tents and bedrolls for 14 people.

       

Example Trade Representatives:Liaison Barnabul Dysis, Director Rolnir Tolson of Vathro

Page 5

Days and Months

Calendar

Month

Gregorian equivalent (northern hemisphere)

Gregorian equivalent (southern hemisphere)

Season

Caravan

?

Granite

March

September

Early-

Spring

?

Slate

April

October

Mid-

Elven

?

Felsite

May

November

Late-

*

Hematite

June

December

Early-

Summer

Human

*

Malachite

July

January

Mid-

*

Galena

August

February

Late-

?

Limestone

September

March

Early-

Autumn

Dwarven

?

Sandstone

October

April

Mid-

?

Timber

November

May

Late-

?

Moonstone

December

June

Early-

Winter

None*

?

Opal

January

July

Mid-

?

Obsidian

February

August

Late-

Mark off the Days, 

only 28 in each month to simplify things

Page 6

Stronghold Building Prices

Abbey – 50.000GP                                        Arena – 10.000GP

Guild Hall – 5000GP                                     Colosseum – 400.000GP

Keep or small castle – 50.000GP                 House – 2000GP

Noble Estate with manor – 25.000GP          Windmill – 4000GP

Outpost or Fort – 15.000GP                         Smithy or Workshop – 500GP

Palace or Large Castle – 500.000GP           Grand Smithy 2000GP

Temple – 50.000GP                                      Shrine 2000GP

Fortified Tower – 15.000GP                          Tannery – 3000GP

Trading Post – 5000GP                                 Beastmaster’s Hold – 4000GP

Granary – 2000GP                                        Siege Weapon – 300GP

Bridge – 500GP                                             Long Stone Road – 5000GP

Dungeon – 10.000GP                                    Graveyard – 2000GP

Goods Prices

1cp 1 ib. of wheat

2cp 1 ib. of flour or one chicken

5cp 1 ib. of sall  

1sp 1 Ib. of iron or 1 sq. yd. of canvas

5sp 1 Ib. of copper or 1 sq. yd. of cotton cloth

1 Ib. of ginger or one goat

1gp 1 Ib. of cinnamon or pepper, or one sheep

2gp 1 Ib. of cloves or one pig

5gp 1 Ib. of silver or 1 sq. yd. Of linen

10gp 1 sq. yd. of silk or one eow

15gp 1 Ib. of saffron or one ox

50gp 1 Ib. of gold

500 1 Ib. of platinum

Mercenary Groups

Eventually the party will want to hire guards so that they can venture forth safely. Their best option for generic, well trained infantry would be the Soarsa Blazehelms. 

The Bloodhounds

Grizzled bounty hunters. Armed with bows and spears. Adept beast tamers. 50GP for easy target. 100GP for armed target or small beast. 500GP for multiple or strong targets 1000GP for large beast or dangerous quarry.

The Newcoin 

Ex-soldiers. Modestly equipped infantry and guards. 5GP for 10 per day

Saorsa Blazehelms

Well equipped, respectable infantry. Enough money to buy their full force can turn the tide of a war. 10GP for 10 per day

Order of the Ominous Tapestry 

Devastating Guerrefore armored cavalry who are very specific about their clientele. 50GP for 10 per day. 

Page 7

Upkeep Costs

Workers: 2SP per day

Skilled Worker: 1GP per day

Nobility: 4GP per day

Aristocrat: 10GP minimum

Example Reliable Mercenary Stats. 5sp per soldier per day.    

Blazehelm Infantry   CR1/2. 

Chainmail and Shield

AC16 (18 in formation)  HP16  Speed30

STR16 DEX12 CON12 INT10 WIS10 CHA10

Perception +0. Languages: Common.  Skills: Athletics, Intimidation

Longsword Melle Attack +5 to hit 1d8+3 damage

Effect: Shield Wall

When a Blazehelm soldier is adjacent to another Blazehelm with a shield they receive +2AC against melle attacks and advantage against ranged attacks.

Archer  CR1/2

AC12 (leather)  HP9  Speed 30ft

STR12 DEX13 CON9 INT8 WIS10 CHR10 

Perception +0  Languages: Common  

Longbow: +3 to hit. Range 150/600ft. One target. 1d8+1p

Volley: When more than one archer is firing they may choose to Volley within 150ft. All creatures within the 20ftAOE must make a DC10 DEX saving throw or take 1d6+1p damage per archer firing or on a successful save half that damage. 

Sergeant (see veteran in MM) 

Chaos and Danger for the Fort

There are myriad risks to settler life in the fort. Strange weather, madness, syndromes and forgotten beasts being examples. Some dangers are a product of the supernatural while starvation, dehydration, heat stroke and frostbite are more mundane concerns. As DM you should force the players to think laterally or pragmatically to solve problems and throw dangers at them they cannot face with raw power. For example if a Stone Giant attacks four level 1 players they might die in a direct assault but if you give them time to scheme they might find a more creative approach. Whenever they become comfortable direct disaster their way or scheming villains to infiltrate their camp. Maintaining a sense of danger without making the players feel constantly bombarded with improbable misfortune is a careful balance. Try to foreshadow long term threats whole sessions in advance.

Weather Tables

If you are trying to simulate a very extreme environment such as Phelegethos the fourth layer of hell or the Sea of Ice in the Elemental Planes you may wish to pick a specific temperature or only roll 1d4 from among the most extreme temperatures. In most normal circumstances every day you roll on the related Climate Table and the Wind Table.

Page 8

Winter/Cold Climate Table

D

Temperature/Moisture

Snowfall Chance

Frostbite DC

Hypothermia DC

Ice Storm Chance

1

Freezing

Too cold to snow

+8

+4

No Chance

2

Intense Cold

Roll Snowfall Table -2

+6

+3

20 on a D20

3

Very Cold

Roll Snowfall Table -1

+4

+2

20 on a D20

4

Cold

Roll Snowfall Table 

+3

+1

20 on a D20

5

Chilly

Not Cold Enough to snow

+2

No Chance

No Chance

6

Cool

Not Cold Enough to snow

No Chance

No Chance

No Chance

7

Temperate

Not Cold Enough to snow

No Chance

No Chance

No Chance

8

Mild Warm

Not Cold Enough to snow

No Chance

No Chance

No Chance

Snowfall Table

Note that Snowfall becomes less likely at extremely low temperatures. For example a roll of 6 on Snowfall would usually mean Whiteout but during Intense Cold you -2 the snowfall result so instead you only get Deep.

1

None

2

Shallow

3

Moderate

4

Deep

Difficult Terrain and vision reduced to 120ft if wind is blustery or stronger

5

Very Deep

Difficult Terrain and vision reduced to 60ft if wind is blustery or stronger

6

Whiteout

Difficult Terrain and vision reduced to 10ft if wind is blustery or stronger

Wind Table

Wind Strength

Frostbite DC

Hypothermia DC

Sandstorm Chance (in desert environment)

Heat conditions DC

1

Gale

+10

+4

A 3 or above on a d6 creates a sandstorm

-6

2

Strong

+8

+3

A 5 or above on a d6 creates a sandstorm

-5

3

Blustery

+6

+2

No

-4

4

Light

+4

+1

No

-2

5

Normal

+0

+0

No

0

6

Still

+0

+0

No

+1

Page 9

Frost Conditions

A creature exposed to cold weather can be in great danger of negative status effects, disability or even death. A creature can only be affected by Frost conditions if the Winter/Cold Climate Table does not say No Chance beside Temperature/Moisture. The constitution saving throw for both Frostbite and Hypothermia is made in one roll every 20 minutes of exposure. For example if the DC for Frostbite is 8 and for Hypothermia is 4 and the creature rolls a 3 they receive both conditions whereas if they rolled a 6 they would only get Frostbite. 

When a creature fails their first save they are at stage 1 and every time they fail the save afterwards they move up a stage. Symptoms persist until the creature takes a short rest in a warm place. Stage 3 symptoms however become permanent unless the creature begins to take a short rest in a warm place within an hour of reaching stage 3. 

The DC of the save for both Frostbite and Hypothermia can be decreased by wearing warm clothes as shown here. Armor stacks on clothing. 

-Commoners, Fine or Costume clothes. -4DC

-Travellers clothes -6DC

-Any Armor -1DC

Frostbite

In cold temperatures a check against Frostbite is made every 20 minutes. Also make a check instantly if struck by a powerful cold damage spell such as Cone of Cold. When a character first gets a new instance of frostbite roll for affected body part on the table.

Frostbite Symptoms Table

Roll 1d4 to determine affected body parts.

D

1

2

3

4

Bodypart

Feet

Hands

Hands and Feet

Face

Stage 1

Frostnip

Cannot dash

-2 to dexterity based skills, saves and checks.

Feet AND hand symptoms

-2 on charisma checks, saving throws and skills

Stage2

Superficial Frostbite

Half movement speed

Disadvantage and -2 on dexterity based skills, saves and checks. 

Feet AND hand symptoms

Sight halved, disadvantage on charisma attacks, saves, checks and skills

Stage 3

 Deep Frostbite

Prone

Incapacitated

Feet AND hand symptoms

Blinded, stage 2 symptoms persist, 

Flavour Symptoms

Stage 1: Frostnip. Affected area turns red and is hard to articulate.

Stage 2: Superficial Frostbite. Ice crystals form, skin may turn blue, pale or mottled.

Stage 3: Deep Frostbite. All sensation in affected area is numbed and eventually affected parts turn black.

Page 10

Hypothermia 

Hypothermia shares the saving throw made every 20 minutes with Frostbite however make a hypothermia check instantly if the creature is already exposed and is struck by powerful cold damage spells such as Cone of Cold or is suddenly drenched in water. Circumstantial Cold Modifiers make Hypothermia far more likely. 

Circumstantial Cold Modifiers

-Creature is Wet: +10 to DC

-Creature has imbibed significant quantities of alcohol within the last 2 hours +4 to DC

Hypothermia Symptom Table.

Stage

1

2

3

4

Symptoms

1 point of exhaustion

Another point of exhaustion and slowed

Stunned, another point of exhaustion

Death

Flavour Symptoms: 

Stage 1: Mild. Confusion and shivering., fast breathing

Effect. 

Stage 2: Shivering Stops, Confusion increases, 

Effect. 

Stage 3: Paradoxical undressing. Increased risk of heart stopping. 

Effect. Movement speed halved,.Incapacitated, 

Stage 4: Frozen corpse

Summer/Hot Climate Table

Keep in mind the temperature in a desert at night time is usually Cool.or Chilly

D

Temperature/Moisture

Heat Condition DC

1

Boiling

+10 

2

Extreme Heat

+8

3

Very Hot

+6

4

Hot

+4

5

Warm

+2

6

Mild Warm

No Chance

7

Temperate

No Chance

8

Cool

No Chance

Sandstorms: In a desert environment strong winds can cause sandstorms. On the Wind Table roll the related check. A sandstorm can last all day and reduces all senses except blindsense to 5ft including echolocation.

Page 11

Heat Conditions

Heat Conditions encompasses three stages of heat related malady. 

While Frost Conditions are exponentially more likely when there’s a combination of no clothes, low temperature and wind, Heat Conditions are more likely from a combination of too many clothes, not enough wind and too much physical activity. If the Summer/Hot Climate Table says No Chance then Heat Conditions cannot occur at that temperature. When they can occur roll a constitution save every 20 minutes with a DC equal to the Heat Condition DC on the Summer/Hot Climate Table plus or minus Circumstantial Heat Modifiers

Also make the constitution save against heat conditions instantly if heat conditions can occur and the creature is hit with a fire damage spell such as Fireball. If the creature is in shade they usually don’t need to make checks. 

Circumstantial Heat Modifiers

Armor DC stacks on clothes DC. 

Constant or Strenuous physical activity such as repeated dashing or carrying heavy objects. +4

Common and Fine clothes. +1

Traveller’s Clothes or Performer’s clothes +2

Armor +2

Creature has imbibed alcohol in the past 2 hours +1

Creature has had a cool drink in the past 2 hours -5

Every failed Constitution Save against Heat Conditions moves the creature 1 Stage up the Heat Conditions Stages. All Heat Condition stages can be removed by taking a short rest in a cool or shaded place unless the creature has Stage 3 Heat Conditions. When a creature hit’s Stage 3 or above only a long rest assisted by a successful Medicine check can restore the creature.(not including residual exhaustion). 

Heat Conditions Table

Stages

Symptoms

Stage 1: Heat Cramps

None

Stage 2: Heat Exhaustion

1 levels of exhaustion, -2 to all saving throws

Stage 3 Heat Stroke

2 more levels of exhaustion, constantly seeing Hallucinatory Terrain at random

Stage 4 Extreme Heat Stroke

2 more levels of exhaustion, Unconsciousness

Stage 4 Death

Death

Page 12

Spring/Autumn/Temperate Climates

Temperate Climates can include hot and cold weather but never to the extremes of either. While a creature can experience Frostbite or Heatstroke in a temperate climate it is very unlikely without great misfortune.The only weather effect unique to a temperate climate is rain. 

Spring/Autumn/Temperate Climate Table.

D

Temperature/Moisture

Frostbite DC

Hypothermia DC

Heat Condition DC

1

Very Cold

+4

+2

No Chance

2

Cold

+3

+1

No Chance

3

Chilly 

+2

No Chance

No Chance

4

Cool

No Chance

No Chance

No Chance

5

Temperate

No Chance

No Chance

No Chance

6

Mild Warm

No Chance

No Chance

No Chance

7

Warm

No Chance

No Chance

+2

8

Hot

No Chance

No Chance

+4

Rain Table

To determine if rain happens at all roll 1d8 and on an 8 it rains for 1d8 hours. Roll on the Rain Table to determine strength of rainfall. 

D

Rainfall

Effects

1

Torrential

Vision reduced to 10ft, hearing perception 5ft, low ground flooded

2

Very Heavy

Vision reduced to 40ft, hearing perception 15ft

3

Heavy

Vision reduced to 80ft, hearing perception 20ft

4

Shower

Vision reduced to 200ft, hearing perception 100ft

5

Light

No Effect

6

Drizzle

No Effect

Fey Moods

First of all as a DM either choose an individual to be struck with a mood or somehow determine randomly. Then roll on the Mood Table for the type of mood.

Page 13

Mood Table

1

<dwarf> is taken by a fey mood!           (Fey mood)

2

<dwarf> withdraws from society…         (Secretive Mood)

3

<dwarf> has been possessed!              (possession)

4

<dwarf> looses a roaring laughter, fell and terrible!   (Fell Mood)

Moods

Moods are random, extreme bouts of inspiration or madness that allow people, usually Dwarves, to produce artifacts of unparalleled quality at the risk of their own sanity.  All created artifacts are invincible objects that still retain the original materials properties. For example an artifact chair made of wood might burn but it will never be damaged by the fire. Artifacts may not inherently possess magical properties but they are ideal components for enchantment however the random nature of the object means not all artifacts are especially useful. For example a toy, mug or quill.

Fey Mood

The individual is overcome with inspiration and claims a workshop and tools appropriate to the associated craft, from that point on they will constantly shout what they need to complete their passion project.. Roll on the Fey/Secretive/Possession Claim Table or choose based on profession. Then roll on the Base Object Table

Secretive Mood

Similar to a Fey mood but the individual will draw pictures of what they want. Rather than shout. 

Possession. 

The individual will mumble vague riddles or descriptions of the necessary materials and will mutter the name of the resulting artefact under their breath all day. 

Fell Mood 

The individual will always claim either a cooks utensils/kitchen or a leather workers tools/workshop. Determine the workshop 50/50 by flipping a coin or choosing odds or evens on a dice. Once a workshop or tools is claimed the individual will run to the nearest character and murder them, drag their corpse back to the relevant workshop and use their bones and skin to make the artefact. For cooks utensils simply roll on any of the other base object tables at random, dwarves are amazing at bonecraft.

Page 14

Fey/Secretive/Possession Claim Table

The shorthand is used on other tables, be sure to refer back to here if unsure. 

D

Workshops

Shorthand

1

Carpenter’s tools/workshop                

CA

2

Cobbler’s tools/workshop                    

CO

3

Glassblower’s tools/workshop

GL

4

Jeweler’s tools/workshop

JE

5

Leatherworker’s tools/workshop

LE

6

Mason’s tools/workshop

MA

7

Painter’s supplies

PA

8

Potter’s tools/workshop

PO

9

Smith’s tools/workshop

SM

10

Tinker's tools/workshop

TI

11

Weaver’s tools/workshop

WE

12

Woodcarver’s tools/workshop

WO

                                      

Page 15

Base Object Table

Roll 1d12 then relevant dice for column. Table continued on next page.

D

1 CA

2 CO

3GL

4JE

5LE

6MA

7PA

8PO

1

Barrel

Boots

Bookcase

Amulet

Armor

Armor Stand

Landscape 

Colliander

2

Bed

Heels

Book Binding

Bracelet

Backpack

Bookcase

Portrait

Furnace

3

Cabinet

Sandals

Bowl

Crown

Bag

Cabinet

Jug

4

Cage

Shoes

Beaker

Chain

Bowler Hat

Coffer

Kiln

5

Chest

Cage

Earring

Coat

Coffin

Mug

6

Coffin

Chest

Figurine

Cloak

Desk

Plate

7

Door

Dice

Necklace

Gloves

Door

Pot

8

Hive

Forks

Ring

Instrument

Floodgate

Statue

9

Instrument

Goblet

Leash

Fountain

Urn

10

Jug

Instrument

Quiver

Grail

Worktop

11

Minecart

Jar

Top Hat

Grate

12

Mask

Jug

Waterskin

Hive

13

Pipe

Knife

Instrument

14

Spear

Needle

Jug

15

Spike

Pipe

Millstone

16

Throne

Spike

Pot

17

Trap

Spoon

Quern

18

Wheelbarrow

Toy

Statue

19

Weapon Rack

Vial

Table

20

Wheel

Window

Throne

                     

Page 16

      Base Object Table Continuation

D

9SM

10TI

11WE

12WO

1

Armor

Abacus

Bonnet

Amulet

2

Arrow

Beaker

Boxers

Bracelet

3

Battle Axe

Clasp

Cloak

Broach

4

Barrel

Gear

Coat

Card

5

Ball and Chain

Globe

Dress

Crown

6

Chain

Harness

Gloves

Cup

7

Crown

Key

Gown 

Dice

8

Flail

Lever

Jacket

Doll

9

Glaive

Quill

Jumper

Earring

10

Halberd

Soap

Keikogi

Figurine

11

Instrument

Tools (PH)

Mantle

Goblet

12

Lance

Vice

Noose

Instrument

13

Longsword

Surcoat

Idol

14

Pike

Socks

Jar

15

Pipe

Tabard

Key

16

Rapier

Trousers

Ladle

17

Sheath

Tunic

Pestle and Mortar

18

Short Sword

Turban

Rod

19

Table

Underpants

Spoon

20

Throne

Waistcoat

Whisk

Page 17

                                

 Specific Objects

In most cases you should flavour the base object to be relevant to your setting, history, fort or individual. For example a painting might be a depiction of a historical figure, a loved one, a landscape or building. A toy might be of a soldier from a specific faction or a tiny wooden replica of a tool the inspired individual wants their child to grow accustomed to. As DM you can use your creativity to add flavour to it or allow the players to do so. For instruments however you can use this table.

                          Instrument Table

D

Wood

Glass

Leather

Stone

Metal

1

Bassoon

Cello

Accordion

Drum

Chimes

2

Clarinet

Chimes

Bagpipes

Harp

Cymbals

3

Drum

Harmonica

Drum

Organ

Triangle

4

Flute

Flute

Tambourine

Piano

Glockenspiel

5

Harp

Harp

Organ

6

Horn

Violin

Trombone

7

Oboe

Trumpet

8

Piano

Tuba

9

Piccolo

10

Violin

11

Viola

12

Xylophone

Page 18

Decorations

The individual will feel compelled to decorate their masterwork, sometimes impossibly detailed given the size of the base object. Roll 1d8 to determine how many decorations the individual will adorn their artifact with. Then roll that many times on the following table. Wherever it says ________ is the material the decoration needs to be made of. Anything in brackets requires relevant flavour. 

D

Description

1

It is encircled with bands of ________

2

It is decorated with round  ________ cabochons 

3

It menaces with spikes of ________

4

It is decorated with ________

5

It is decorated with hanging rings of ________

6

On the item is an image of the founding of (this settlement)  in ________

7

On the item is an image of (local threat) in ________

8

On the item is an image of (local figure) in ________, he is making a (relevant) gesture

Materials and Madness

Once you have determined the nature of the base object and it’s decorations you must also determine the materials it is made of. Remember that in order for the individual to create the object they must gain access to ALL the materials necessary to create it including those of the decorations. The individual will go mad in 2d10+10 days if they cannot gain access to all the required materials. Mood Madness is permanent unless removed by Wish however to determine the nature of the madness roll on the Short Term Madness table in the Dungeon Master’s Guide. . 

The individual will always sniff out and attempt to acquire any relevant materials needed to complete the artifact within a mile radius of the workstation regardless of personal safety. Once all the materials are in place they will feverishly begin work and will not be done for 2d10+10 days. The necessary base component is usually obvious (except perhaps in the case of the Tinkerer’s) but the decorations can be made out of anything. Roll on the Random Materials Table for each separate decoration. 

Take note! Any subtype of the correct raw material can be used by the individual, for example if they need “metal” for a sword they might make it out of a bar of zinc or tin if no iron or steel is available. Players can deliberately give the individual desired materials or wrestle bad materials out of their hands in favour of better ones. 

Page 19

Random Materials Table

1

Wood

2

Metal

3

Leather

4

Cloth

5

Silk

6

Shell

7

Stone

8

Bone

When the artifact is complete the individual will instantly become a master in the associated craft. Therefore if you successfully finish a masterwork Glass Violin the creator is now a master as Glassworking and Glassblowing. 

Optional Rule; Given the astounding quality and invincibility of the item you may wish to give artifact armor or weapons the qualities of a +1 magical item or some other benefit. After all top quality armor and weapons that are incapable of breaking should be mechanically superior to standard gear in some way. 

Example Artifact

An example mood artifact I have rolled up is as follows. Randomised elements are in bold and elements that required setting specific DM creativity are highlighted

‘Urist Mc Crazypants has been possessed! He takes over a Leatherworker’s Workshop. He is going to make a Backpack with 4 decorations. (I roll 6,1,8,8 for the decorations and 6,5,7,1 for the materials)

Exampleifact

The artifact is a leather Backpack, all craftsdwarfship is of the highest quality. On the item is an image of the founding of this settlement in Shell. The object is encircled with bands of Silk, On the item is an image of Cacame Awemedinade Monopolothi in stone, he is making a triumphant gesture. On the item is an image of Sankis in Wood, he is making a violent gesture.’

In Conclusion make a worker or settler have a Strange Mood whenever nothing interesting is happening, whenever the players need a cool new toy or whenever you think it might be amusing.

Page 20

Forgotten Beasts

Forgotten Beasts are chaotic evil subterranean monstrosities. The origins of these terrible things from the Underdark is unknown however their only consistency lies in their inconsistency. No two Forgotten Beasts are quite alike and they each appear to be a bizarre mockery of animalistic and material forms. Their only consistent whim seems to be the destruction of organised settlements and the death of anything unfortunate enough to cross paths with it. Some theorise they existed in the chaos before creation, others believe them to be descendants of demons. In any case if you explore the underdark or there is a nearby passage to the surface from below you are sure to encounter them eventually.

In terms of gameplay for your players they represent randomised marauding boss fights that can show up any time you feel it would be entertaining or when the players dig too greedily and too deeply. They can either be pathetic or devastating depending on what you roll on the Forgotten Beast Table. 

At your discretion you can even invent an origin for them and make that the focal point of the story, for example in my games there was an ancient Elder God birthed from a red star nicknamed Chavdoray who’s alien body attempted to mimic material planar creatures to better acclimatise it’s abstract form to conventional physics, the result being the frequent spawning of Forgotten Beasts. The players eventually delved into an ancient structure in the underdark and slew Chavdoray to put an end to the beasts. 

General Rules for Creating Forgotten Beasts

-All Forgotten Beasts are normally Huge sized Chaotic Evil Monstrosities

-Forgotten Beasts are hard to stat up mid session, it is recommended you write down the associated type/material ect then stat them up in your down time

-Forgotten Beasts can be horrifyingly powerful and are on average roughly CR15 creatures. Be warned a magic resistant eagle made of diamond that breathes fire is likely going to kill a level 1 to 5 party easily. Feel free to encourage them to retreat or create a clever plan to overcome such obstacles or simply don’t introduce the monster until they are ready. Alternatively roll up multiple Beasts and pick weaker ones to attack for the time being.

-Make the players do the roll or do it in front of them, this will subtly engage them in the creation of the beast.

-All Forgotten Beasts have minds regardless of material, minds that can be charmed thus weaponizing the boss.

Page 21

Forgotten Beast Shape Table

To roll correctly, roll 1d4 first for horizontal then 1d20 for vertical. All Forgotten Beast Tables are in no particular order.

D

1

2

3

4

1

Blob

Cat

Hyena

Hedgehog

2

Crab

Penguin

Tarantula

Tiger

3

Pig

Pelican

Wasp

Bear

4

Elk

Ant

Wolf

Horse

5

Humanoid

Boar

Mosquito

Vulture

6

Crow

Rabbit

Ocelot

Bat

7

Iguana

Badger

Antelope

Owl

8

Elephant

Worm

Sloth

Mammoth

9

Rat

Caterpillar

Seagull

Camel

10

Frog

Baboon

Millipede

Turtle

11

Stegosaurus

Gorilla

Aardvark

Zebra

12

Tyrannosaurus

Triceratops

Lemar

Meerkat

13

Brontosaurus

Alligator

Squirrel

Fox

14

Beetle

Crocodile

Falcon

Platypus

15

Fly

Moose

Beaver

Deer

16

Eagle

Louse

Ox

Cobra

17

Vole

Giraffe

Rhinoceros

Gecko

18

Goat

Panther

Scorpion

Butterfly

19

Dog

Lion

Hippopotamus

Peacock

20

Anaconda

Leopard

Weasel

Skunk

Page 22

Forgotten Beast Shape Attacks and Stats

While the defensive stats and resistances are determined by what it’s made out of the damage and raw attributes are determined by its raw shape. You could decide the raw attributes and attacks for yourself or choose from the following list of basic presets. Remember Forgotten Beasts are usually the same size which is Huge.

Forgotten Beast Attributes

Preset A: 

STR20(+5) DEX22(+6) CON24(+7) INT3(-4) WIS10(+0) CHR10(+0)

Saving Throws Dex+10 Con+11 Wis+4

Preset B

STR26(+8) DEX22(+6) CON20(+5) INT3(-4) WIS10(+0) CHR10(+0)

Saving Throws Strength+13 Con+11 Wis+4

Movement Type

Long Legs 60ft Medium legs 40ft Short legs/Slithering 30ft Wings Fly 80ft (cannot fly in confined spaces due to Huge size and wingspan)

Attack Types. 

Choose based on creature limbs, all Forgotten Beasts have Multiattack for a combination of any three available attack types or multiple of the same. Blob only has Slam.

Slam 5ft range +12 to hit. On hit 16 (2d8+7) bludgeoning damage.

Claw 10ft range +12 to hit. On hit 14 (2d6+7) slashing damage.

Bite 10ft range +12 to hit. On hit 18 (2d10+7) piercing damage.

Tail 15ft range +12 to hit. On hit 16 (2d8+7) bludgeoning damage.

Talon  5ft range +12 to hit. On hit 14 (2d6+7) piercing damage plus grapples target (escape DC19)

Horn 10ft range +12 to hit. On hit 18 (2d10+7) piercing damage.

Attack Modifiers

Sometimes the creature your Forgotten Beasts form is based off of has extra capabilities with it’s attacks additional to the damage. If need be here are extra features to the above attacks on a hit.

Swallowing Bite (example creatures include Hippopotamus and Frog) If the creature is a Large or smaller creature it must succeed on a DC18 dexterity save or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Forgotten Beast and it takes 21 (8d6) acid damage at the start of each of it’s turns. If the Forgotten Beast takes 30 damage or more on a single turn from a creature inside it the Forgotten Beast must succeed on a DC21 constitution saving throw at the end of that turn or regurgitate all swallowed creatures who fall prone within 10ft of the Forgotten Beast.

If the Beast is dead swallowed creatures may use 20ft of movement to emerge prone. 

Constricting Tail (examples include Anaconda) The target creature is grappled and restrained (escape DC19) While a creature is restricted the Beast may not target another creature with it’s tail. 

Charging Slam (examples include Boar and Triceratops) If the Forgotten Beast moves at least 20ft directly towards a creature then hits with a Slam attack the target creature must succeed on a DC19 strength saving throw or be knocked prone. If it fails the save by 5 or more the creature also takes an additional 18 (3d6+8) bludgeoning damage. 

Page 23

Venom/Poison, Bite/Tail (examples include Cobra and Scorpion) target must make a DC19 constitution saving throw taking an additional 24 (7d6) poison damage and becoming poisoned for 1 minute on a fail. The target can repeat the save at the end of each of their turns to end the poisoned effect. 

Forgotten Beast Materials Table

Roll 1d4 for horizontal then 1d8 for vertical. Armor Class of the material is listed besides them. 

D

1 Flesh

2 Soft Materials

3 Gemstone

4 Stone

5 Metal

6 Other

1

Skinless AC 10

Vomit AC1

Pyrite AC18

Dacite AC20

Lead AC12

Glass AC14

2

Exposed Ribs AC 10

Ash AC1

Garnet AC18

Dolomite AC20

Tin AC12

Crystal AC14

3

Hairy AC 10

Blood AC1

Topaz AC18

Marble AC21

Copper AC14

Clay AC8

4

Gaunt AC 10

Water AC1

Quartz AC18

Slate AC20

Brass AC17

Tar AC8

5

Bloated AC 10

Steam AC1

Pearl AC18

Granite AC22

Bronze AC18

Ceramic AC14

6

Corpulent AC 10

Salt AC1

Sapphire AC18

Obsidian AC22

Gold AC12

Wood AC13

7

Scaly AC 15

Fire AC1

Ruby AC18

Hematite AC20

Iron AC20

Coal AC11

8

Exoskeleton AC15

Snow AC1

Diamond AC

Kimberlite AC20

Adamantine AC25

Zinc AC10

Forgotten Beast Materials Stats

The materials determine what the defensive qualities of the beast, not just the AC but the health, immunities and resistances. For simplicity don’t add dexterity to Forgotten bBeast AC just use the material. As for health a playful kitten scratch or baby’s lazy punch might disperse a Lion made of Salt but twenty seasoned veterans with magical blades might not be able to slay an Adamantine Goat.

Stats

All Flesh Materials Confer 200HP

Material Specific Traits

Hairy grants -5 to all Frost Condition DCs

All Soft Materials Confer 1HP. 

Condition Immunities Grapple, Restrain, Paralyse, Poisoned, Prone, Unconscious, Exhausted

Material Specific Traits

Snow gives immunity to Cold Damage while Fire gives immunity to Fire damage. 

Page 24

All Gemstone Materials Confer 200HP.

Condition Immunities: Paralyse, Poisoned, Unconscious, Exhausted

Damage Immunities: Poison,

Damage Resistances: Cold, Psychic, Bludgeoning, piercing and slashing from from non magical weapons

Material Specific Traits

Diamond is immune to all physical damage, even magical weapons. 

All Stone Materials Confer 200HP

Condition Immunities: Paralyse, Petrified, Poisoned, Stunned, Unconscious, Exhausted

Damage Immunities: Poison

Damage Resistances: Cold, Bludgeoning Piercing and Slashing Damage

Material Specific Traits

Obsidian gives Magic Resistance

All Metal Materials Confer 300HP

Condition Immunities: Paralyse, Petrified, Poisoned, Unconscious, Exhausted

Damage Resistances: Cold, Bludgeoning Piercing and Slashing Damage

Material Specific Traits

All Other Materials Confer 200HP

Condition Immunities: Paralyse, Petrified, Poisoned, Unconscious, Exhausted

Material Specific Traits

Wood, Tar and Coal are all vulnerable to fire but resistant to cold

Clay is immune to fire and receives fire damage as healing instead

Ceramic confers resistance to fire but vulnerability to force and bludgeoning

Crystal confers magic resistance

Glass is vulnerable to bludgeoning and force damage. 

Mutations Table

All Forgotten Beasts are abnormal and the following Table grants specific physical mutations your beast will display. Roll a D6 for category first then a D4 for specifics, do this process twice discarding same category results (no need to roll for multiple legs twice in a row for example). If either mutation already fits the description of the Forgotten Beast’s base shape that is no issue. For example if you roll an Ox with four legs simply leave it be that way. 

Mutation Table

D

1 Eyes

2 Legs

3 Behaviour

4 Body Features

5 Horns

6 Tails

1

One eye

Two Legs

Squirms and Fidgets

Twisted into Humanoid Form

Twisted

One

2

Two Eyes

Four Legs

Slavering

A Pair of Antennae

Streight

Two

3

Three Eyes

Six Legs

Undulates Rhythmically

Mandibles

Monohorn

Three

4

Four Eyes

Eight Legs

Ravening

Curling Trunk

Curled

Four

Page 25

Color Tinge

Choose some specific part of the creature such as fur, eyes, scales or horns. Then roll for a distinctive color for that feature to have. This simply decorates the monster

Color Table

1

2

3

4

5

6

7

8

9

10

Red

Green

Blue

Yellow

Orange

Purple

Black

White

Silver

Gold

Forgotten Beast Special Attacks: Beware It’s!

Every Forgotten Beast has a unique attack that makes it deadlier than most creatures, even those down in the underdark. Worst of all a Forgotten Beast can use these attacks as often as it wishes so while a dragon might only unleash it’s breath every few rounds a Forgotten Beast with firebreath could use it constantly.

-If Blob needs a certain physical feature (for examples an eye or a mouth) to use any of these attacks it has that feature. 

-If a Forgotten Beast has an Attack Modifier for an Attack Type it stacks with Special Attacks. So a Cobra might Bite dealing it’s piercing damage, then the target rolls a con save against venom then against a Bite Special Attack. Combined this can be devastating.

-Sometimes the remains of a Forgotten Beast can be very useful for crafting depending on the special attack. For example gathering Sleep inducing blood or poisonous teeth. 

-If a Forgotten Beast has a syndrome attack roll of the Syndrome table to determine it’s effects. 

-Every Special Attack that isn’t built into it’s default Attack Types is an Action to use. 

Forgotten Beast Special Attack Table.

First Roll type (vertical) then roll specific (horizontal)

D

1

2

3

4

5

6

7

8

1 Breath 

Fire

Ice

Acid

Poison

Necrotic

Web

Syndrome

Lightning

2 Ball

Fire

Ice

Acid

Poison

Force

Web

Syndrome

Lightning

3: Bite

Fire

Ice

Acid

Poison

Drain

Paralysis

Syndrome

Petrify

4 Blood

Fire