Powerful forces enact their will on the world, shaping reality to their whims. Gods, devils, archfey, sorcerer kings, old ones—these almighty beings inspire hope in their allies and dread in their enemies. But how do they enforce their power, and what happens when you try to defy them?
This chapter introduces malevolent forces and dread, and rules on how to include them in your campaign.
When a powerful entity is working against you—or you are working against it—that entity becomes a malevolent force.
A malevolent force creates dread wherever it has significant influence—dungeons, temples, towns, realms, etc. It can use this dread to trigger dreadful consequences, fuel dreadful attacks, and enforce dreadful edicts to maintain power and punish creatures—like you—that would dare to challenge it.
Viridian, Krazak, and Zane enter Hellspire Citadel—a demon-infested keep under the malevolent influence of Baphamet, the Demon Lord of Minotaurs.
To demonstrate Baphamet's power and influence, the GM has allocated 40 points of dread and a selection of dreadful effects to use against the party.
When a creature walks through an open door, you can spend 1 point of dread to make the door slam behind them and—if possible—lock.
d12 | Malevolent Force |
---|---|
1 | Abyssal Power: An archfiend has turned their abyssal might upon you. |
2 | Bad Luck: Be careful because luck just isn't in your favor today. |
3 | Dark Curse: Someone—or something—has cast a terrible curse on this place. |
4 | Death Touched: Something is reaching out to you from beyond the grave. |
5 | Divine Judgement: A deity is trying to make life difficult for you with divine power. |
6 | Draconic Fury: An ancient dragon is exerting their will on this place. |
7 | Eldritch Warp: An unknowable force from beyond the stars is warping reality. |
8 | Elemental Wrath: A powerful elemental creature is turning the elements against you. |
9 | Hellish Rebuke: An archdevil is using infernal influence to thwart your efforts. |
10 | Monster Lair: A monster has turned their lair and its environment against you. |
11 | Sinister Magic: A powerful mage is turning arcane powers against you. |
12 | Wild Hunt: An archfey is toying with you for their own amusement. |
When you want to act as a malevolent force in your campaign, it's time to create some dread. To get started, there are four basic steps to follow:
Your first step is to a) choose a malevolent force and b) define a region where that force is creating dread.
These dread zones can be as small or as large as you like—a dungeon, a castle, a town, even an entire empire—so build one as best befits your adventure.
A malevolent force—the Hag Queen of Darkroot Forest—has cast a Dark Curse over the village of Westing, turning the villagers into wild werewolves.
To represent the Hag Queen's power in this region, the GM turns Westing (and the ajoining Darkroot Forest) into a single dread zone.
Next, decide how much influence your malevolent force has in this area—the more influence it has, the more dread it can create to spend on dreadful effects.
Influence | Maximum Dread |
---|---|
Fleeting | 5 |
Noticable | 10 |
Unmistakable | 20 |
Powerful | 40 |
Indomitable | 80 |
Absolute | 160+ |
Once dread is spent, it is gone—but not forever. You should decide how often your dread zone will spawn new dread. Choose a rate that is thematic and consistent with the pace of your campaign:
The Hag Queen's influence over Westing is unmistakable, so the GM assigns 20 points of dread to this dread zone with the following recovery options:
The Hag Queen's influence is at it's strongest after the full moon—so beware, adventurers.
Now you can add ways to spend dread with dreadful effects. There are three common types of effect:
For a quick selection, combine 1, 2, or 3 dreadful effect packages () to build a rapid list of thematic options.
Westing is a cursed, spooky village under threat from a Hag Queen. The GM combines effects from the Spooky and Feywild packages to create a selection of 10 dreadful effects, including Entangling Roots.
When a creature ends their turn after moving 5 ft or less, you can spend 1 point of dread to entangle that creature with magical roots. The creature is Restrained for up to one minute, and may spend its actions to attempt to break free early (Strength check vs DC 12).
Upcast: For each additional point of dread you spend, you can increase the DC by 1 (to a maximum of 16).
Finally, it's time to put your dread zone into effect. Spend your dread wisely, and try to act in-character as much as possible when you use dreadful effects.
Valiant, Clanda, and Chansi—in their search for the Hag Queen—are ambushed by a werewolf in the Darkroot Garden and must defend themselves.
Clanda ends her turn without moving, fulfilling the requirement for the Entangling Roots consequence.
As a malevolent force, you can spend dread in three primary ways: to trigger dreadful consequences, make dreadful attacks, and enforce dreadful edicts.
When you create a dread zone, choose a selection of dreadful effects as best befits your malevolent theme.
Dreadful consequences allow you to react to character actions in specific ways, creating new obstacles to make life more difficult, dangerous, and unpredictable.
These consequences can take any form—extra damage, spellcasting mishaps, sensory manipulation, cosmetic changes, etc—but should be appropriately themed for your malevolent force.
When a creature reduces a demon to 0 hit points, you can spend 1 point of dread to make the demon explode in searing flame. Each adjacent creature takes 1d6 points of fire damage.
Upcast: For each additional point of dread you spend (to a maximum of +2), you can increase the damage dealt by 2.
When a character would receive magical healing, you can spend 1 point of dread to reduce the amount healed by half.
When a creature meets the requirements for a dreadful consequence, you can spend dread to trigger that effect immediately. You may do this at will for as long as the malevolent force and dread zone are both in effect.
No Immediate Repeats: You can't trigger the same consequence twice in one round.
In Hellspire Citadel, Viridian, Krazak, and Zane fight a minotaur of Baphamet. With a skilled backstab, Zane reduces the minotaur to 0 hit points.
Now that the GM has used Abyssal Retribution, they can't use it again until the start of the next round.
To create your own dreadful consequence, follow these four simple steps:
Define a consequence: Next, define the effect you want to take place. Choose an example type from the table below—or create your own.
A consequence can take almost any form, and should (as a rule of thumb) target the triggering creature.
Keep in mind the theming of your dread zone and malevolent force.
d100 | When a creature... |
---|---|
01-05 | Falls to 0 hit points. |
06-10 | Fails a death saving throw. |
11-15 | Casts a spell. |
16-20 | Makes an attack. |
21-25 | Moves adjacent to a specific creature/location. |
26-30 | Makes a Concentration check. |
31-35 | Receives magical healing. |
36-40 | Falls prone. |
41-45 | Gains a specific condition. |
46-50 | Moves less than 10 ft. |
51-55 | Moves more than 20 ft. |
56-60 | Takes damage. |
61-65 | Suffers a critical hit. |
66-70 | Deals a critical hit. |
71-75 | Speaks aloud a specific word. |
76-80 | Picks up an item. |
81-85 | Drops an item. |
86-90 | Is the target of a spell. |
91-95 | Fails an ability check. |
Type | Description |
---|---|
Afflict | Make a saving throw or gain a condition. |
Harm | Take damage. |
Displace | Forced movement. |
Shatter | An item takes damage. |
Wound | You gain a visible wound. |
Manaburn | Lose a spell slot. |
Drain | Lose a hit dice. |
Bankrupt | Lose some gold. |
Doom | Gain a failed death saving throw. |
Exhaust | Gain some exhaustion. |
Wildcard | Other. |
Dreadful attacks allow you to empower monster attacks and traps with dread, transforming the damage dealt or creating new and unique effects.
Use dread to add unexpected tricks to familiar enemies and to strengthen the connection between monsters and their overlord.
To create your own dreadful attack, follow these two simple steps:
d100 | Spend dread to... |
---|---|
01-07 | Increase the damage dealt. |
08-14 | Change the damage type. |
15-21 | Target one or more additional creatures. |
22-28 | Apply a status condition. |
29-35 | Target a different defence. |
36-42 | Reroll the attack. |
43-49 | Increase the critical hit range. |
50-56 | Regain some hit points. |
57-63 | Mark a target. |
64-70 | Gain some temporary hit points. |
71-77 | Regain expended spell power. |
78-84 | Move one or more creatures. |
85-91 | Apply a glaring wound. |
92-98 | Apply a failed death saving throw. |
Dreadful edicts are the purest manifestation of malevolent will. When you have gathered together enough dread, you can enact an edict and bend the rules of reality itself for an entire dread zone.
While you have at least 20 unspent points of dread, you can enact this edict. While it is in effect, divination spells and effects cannot be cast or maintained within your dread zone.
While you have at least 40 unspent points of dread, you can enact this edict. While it is in effect, creatures cannot regain hit points within your dread zone.
An edict is a passive effect that—once enacted—remains in place until you either a) spend (or otherwise lose) too much dread, or b) dismiss it as a free action.
Enacting an Edict: It takes one hour (unless otherwise specified) to enact an edict, and you must have the requisit amount of dread for the entire duration.
Multiple Edicts: You can enact—and maintain—multiple edicts at once—so long as you have enough cumulative dread to cover the cost of each individual edict.
Targeted Creatures: You may freely choose which creatures are—and are not—affected by your edicts.
The Hag Queen of Darkroot Forest has two possible edicts: Terror (10 dread) and Primal Grasp (10 dread).
To enact one of these edicts, she must have at least 10 dread. To enact—and maintain—both edicts at the same time, she must have at least 20 dread.
To create your own dreadful edicts, follow these two simple steps:
Choose a Severity: First, decide how severe your edict is—the more severe the effect, the more dread it will require to enact and maintain:
Not every powerful entity wants to see you fail—some may have a vested interest in your survival and success.
When these almighty beings smile on you, there is a chance you may be rewarded with some hope—a token of their gratitude and a defence against dread.
As you perform services and duties for powerful beings—gods, archfey, old ones, etc—you may (depending on the generosity of your benefactor) be rewarded with one or more points of hope:
Hope doesn't expire, but neither does it stack—when you are gifted with hope, you must decide whether to keep your old amount or gain the new one.
Valiant has 1 point of hope from his god, Kelemvor. During a week of downtime, Valiant dedicates his time to temple service and is asked to make a Wisdom (Religion) check—which he succeeds by +10.
Kelemvor deems that Valiant has done a moderate service and rewards the cleric with 3 points of hope. Valiant can only choose one pool of hope, and so he takes the larger pool of 3 points.
When you are targeted by a dreadful consequence or attack, you can instead spend that many points of hope to protect yourself from the effect.
Across your adventures, you may be able to buy, discover, craft, or loot special items that can help you to influence dread—magic gear, rare potions, sinister rites, etc.
A sinister book wrapped in dry, black leather. Strange runes flicker across its yellowed pages. If you stare long enough, the runes appear to spell out a sentence...
Khandar Estrada Khandos When you speak aloud a command phrase from this book within a dread zone, the reigning malevolent force regains 10 points of dread. The book then bursts into flame, causing 1d6 points of fire damage to anyone holding it before it turns to ash.
This amulet has been blessed by an almighty power. When you draw strength from it, you feel hope.
A vial of glistening, diamond liquid. When you drink this liquid, you receive 1 point of hope.
A rite of power said to banish evil spirits. When you spend an action to perform this rite, the reigning malevolent force loses 3 points of dread.
A creepy, wooden mask that exudes an aura of dread. When you hold it in the light, the wood appears to shimmer with a chaotic, green glow.
Malevolent forces typically maintain their powerful dread zones through special anchors—cursed rings, sinister cultists, arcane sigils, desecrated temples, etc. These anchors are a source of great strength and influence, but also great weakness—when an anchor is destroyed, a measure of dreadful power is forever lost.
When you want to add some exploitable weaknesses to your dread zones, consider using anchors.
To create a malevolent anchor, follow these four steps:
Anchors come in all manner of shapes and sizes, and there are three common categories—items, peoples, and places:
Choose a variety of anchor types and descriptions that are flavorful for your dread zone and malevolent force.
The stronger the anchor is, the more it will increase your maximum dread—and the longer it will take to create. These strong, valuable anchors can be a tempting target to any cunning adventurer, so be prepared to defend them.
Strength | Time to Create | Maximum Dread |
---|---|---|
Lesser | 2 days | +2 |
Greater | 4 days | +5 |
Superior | 8 days | +10 |
Supreme | 16 days | +20 (or more) |
Finally, decide what must be done by an adventurer to destroy the anchor—for example:
When you use malevolent anchors, the maximum available dread is equal to the sum of all currently active anchors—update this value when you finish creating a new anchor.
The GM wants to use malevolent anchors for their Westing dread zone. They create the following anchors (giving the Hag Queen a total of 20 maximum dread) and spread them across the adventure for the players to encounter:
During their exploration of the Darkroot Forest, the party discover a fey totem hidden in a wild grove. When they successfully destroy the totem, the Hag Queen's maximum dread is reduced from 20 to 18.
It will take the Hag Queen 2 days to create a new fey totem as a replacement.
A malevolent force can be tied to a dread zone by one anchor in particular—the linchpin. This linchpin serves as a direct conduit between the world and your almighty power, and is extremely precious—destroying it will vanquish the dread zone in one fell swoop.
There are a variety of linchpin types—choose one as best befits your adventure from the examples below, or create your own:
The Dark Curse over Westing is held in place by a linchpin anchor—a spell sigil written in blood in the Hag Queen's hut.
If this spell sigil is discovered and destroyed, the Dark Curse—and the associated dread zone over Westing—will be vanquished.
Dread can be a powerful tool in a campaign, helping you to dive deeper into the theming of an almighty being whilst adding new challenges—and threats—for your players.
Listed below are some ways you can integrate this feature into your game, either as some light flavor or as a solid basis for an entire campaign.
This malevolent force has limited influence in a particular region. With only 5-10 points of dread, your ability to trigger dreadful effects is greatly restricted—so choose your moments carefully.
Pick this option when you want to a) add some light flavor to an adventuring space or b) remind players that they are being watched by a powerful entity.
The party are travelling through an old, long ruined shrine to Tiamat. The GM wants to hint at Tiamat's limited—but lingering—influence here, and so assigns a mere 5 points of dread and a couple of effects.
This malevolent force has formidable influence in a particular region. With 20-80 points of dread, your ability to complicate life is noticable—and dangerous.
Use this option when you want players to be actively concerned about dread, taking actions to learn about it and minimise—or counter—the harm.
Baphamet, the Demon Lord of Minotaurs, has a powerful influence over the demon-infested, ruined keep of Hellspire Citadel.
The GM creates a set of malevolent anchors to represent Baphamet's control in this region, giving the Demon Lord a maximum of 40 points of dread:
This malevolent force has taken absolute control of a particular region. With 160 (or more) points of dread and a full range of dreadful effects—in addition to the regular assortment of monsters, tricks, and traps—this is a formidable (if not fatal) challenge for a fully-stocked adventuring party.
While the party can attempt to conquer this impossible lair at any time, they are encouraged to explore the land, hunt malevolent anchors, and defeat them to reduce the overall threat of the impossible lair.
Use this option when you want a solid basis for an exploration-forcused sandbox campaign (such as a West Marches game).
An evil sorcerer-king—Calamity Shrike—has taken absolute control of the kingdom of Highrune and now spreads corruption from his Throne of Power in the ruined palace. With 160 points of dread—and a full host of monsters—Calamity Shrike is merciless to any who would dare enter the Corrupt Palace of Highrune.
The players can attempt to attack Calamity Shrike straight away—or they may choose to visit the four Divine Beasts, cleanse the corrupted shrines, and hunt the Aspects of Calamity to reduce the effects of Calamity's dread:
Pursing all of these optional sidequests will (in addition to regular rewards such as loot, xp, and gold) reduce Calamity Shrike's dread to zero, making this impossible lair a much more achievable goal.
To help you get started with dread, the following pages include a selection of effect packages containing themed consequences, attacks, and edicts. Use these to help create your dread zones, or as inspiration for your own themed effects.
From haunted houses and ghostly graveyards to creepy forests and sinister, sacrifical temples—when you want to unnerve, confuse, frighten, and worry your players, try using some spooky effects to make them question reality.
When a creature walks through an open door, you can spend 1 point of dread to make the door slam behind them and—if possible—lock.
When a creature looks into a reflective surface—such as a mirror, a pool of water, a glass window—you can spend 1 point of dread to make that creature see a ghostly figure standing behind them in the reflection.
When a creature attempts to sleep, you make spend 1 point of dread to give that character restless dreams. The creature must make a DC 15 Constitution saving throw—if it fails, the creature gains no benefit from its sleep. If it critically fails, the creature also gains 1 level of exhaustion.
When a character ends their turn, you can spend 1 point of dread to make them hear a horrifying scream from a direction of your choosing.
When a creature begins their turn, you can spend 1 point of dread to make something unnatural appear to move within their eyeline.
When a creature takes damage, you can spend 2 points of dread to make them hear distracting, ghostly whispers. The creature has disadvantage on Concentration checks until the start of its next turn.
When a creature enters a room, you can spend 1 dread to drop the temperature within the room down to freezing. This effect lasts for up to one minute.
When a creature starts their turn, you can spend 1 dread to make them percieve one other creature as a grotesque, mutilated zombie. The creature no longer counts as an ally. This effect lasts until the start of the creature's next turn.
When a creature misses with a weapon attack, you can spend 1 point of dread to have them hear mocking, sinister laughter in a direction of your choice.
When a creature says something particularly disagreeable or offensive, you can spend 2 points of dread to strike the ground adjacent to them with a lightning bolt.
Any creature adjacent to the strike must make a DC 15 dexterity saving throw—on a failure, the creature suffers 2d6 points of lightning damage.
Your enemy's blood turns to ice in their veins.
Hit: The target takes 2d6 + STR points of psychic damage. If you spend 1 point of dread, you deal an additional 1d6 points of cold damage.
Upcast: For each additional point of dread you spend (to a maximum of +2), you can increase the damage dealt by 2.
With a terrifying scream, you inspire fear and dreadful terror in your enemy.
Your dreadful presence causes your enemy to step back from you in fear.
Hit: The target takes 1d10 + CHA points of psychic damage. If you spend 1 point of dread, you move the target 10 ft backwards.
When you have at least 10 unspent points of dread, you can enact this edict. While it is in effect, any creature who makes a saving throw against Frightened does so with disadvantage.
When you have at least 20 unspent points of dread, you can enact this edict. While it is in effect, any creature who gains the Frightened condition is also Paralyzed until the end of their next turn.
When you have at least 40 unspent points of dread, you can enact this edict. While it is in effect, any creature who is reduced to 0 hit points will immediately fail any remaining death saving throws and die.
From corrupt shrines and demonic dungeons to twisted cities and hellish cults—when you want to burn, brand, possess, and corrupt your players, try abyssal effects.
When a creature moves adjacent to a demon, you can spend 1 point of dread to magically teleport the demon up to 20 ft to an unoccupied space it can see.
When a creature hits a demon with a weapon attack, you can spend 1 point of dread to enrage the demon. It has advantage on all melee weapon attack rolls it makes during its next turn, but attack rolls against it have advantage until the end of its next turn.
When a creature reduces a demon to 0 hit points, you can spend 1 point of dread to make the demon explode in searing flame. Each adjacent creature takes 1d6 points of fire damage.
Upcast: For each additional point of dread you spend (to a maximum of +2), you can increase the damage dealt by 2.
When a creature falls unconcious, you can spend 3 dread to attempt to possess it. The creature must make a Charisma saving throw (DC 14)—if it fails, the creature is possessed by you.
While possessed, you determine the creature's actions. The creature gains 20 temporary hit points and remains possessed by you until these temporary hit points are lost—or you willingly give up control. The creature is unaware of any actions you take during this possession.
If a creature successfully defends against this effect—or the possession ends—it is immune to this effect for the next 24 hours.
Upcast: For each additional point of dread you spend (to a maximum of +2), you can increase the DC by 1.
When a creature is critically hit by a weapon attack from a demon, you can spend 1 dread to mark their body with a glowing brand of abyssal corruption. This brand lasts for 24 hours.
When a creature says something particularly disagreeable or offensive, you can spend 2 points of dread to strike the ground adjacent to them with a lightning bolt.
Any creature adjacent to the strike must make a DC 15 dexterity saving throw—on a failure, the creature suffers 2d6 points of lightning damage.
When a creature enters a room, you can spend 1 dread to raise the temperature within the room up to boiling. This effect lasts for up to one minute.
When a creature dies, you can spend 1 dread to burn their body with demonic hellfire, turning their remains (and any non-magical items) into ash.
Upcast: For each additional point of dread you spend, you can destroy one magical item of your choice carried by the creature.
When a creature begins their turn, you can spend 1 dread to inflict upon them a sudden—and painful—vision of the demonic abyss. You may choose what this vision is.
Your enemy's blood burns white hot at your touch.
Hit: The target takes 2d6 + STR points of bludgeoning damage. If you spend 1 point of dread, you deal an additional 1d6 points of fire damage.
Upcast: For each additional point of dread you spend (to a maximum of +2), you can increase the damage dealt by 2.
You flare demonic heat from your body to overwhelm and exhaust your enemy.
Hit: The target takes 1d10 + CON points of fire damage. If you spend 2 points of dread, the target gains one level of exhaustion.
When you have at least 10 unspent points of dread, you can enact this edict. While it is in effect, any creature who suffers fire damage takes 2 additional points of fire damage.
While you have at least 20 unspent points of dread, you can enact this edict. While it is in effect, divination spells and effects cannot be cast or maintained within your dread zone.
When you have at least 40 unspent points of dread, you can enact this edict. While it is in effect, any creature who gains one level of exhaustion instead gains two levels.