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791714-The Dungeon of Dragons 1.1
791714-The Dungeon of Dragons 1.1
Credits Front Cover: Foolish Fighter by Gabriel Gro, @The Xenbox
Inside Cover: Shadowdale Purple Dragon by Steve Ellis,
Author: Gabriel Gro @Wizards of the Coast
Template Code: The template has been changed due to it being Page 5:
completely unusable for the DMsGuild. Page 7: Hand of Arahn heraldry by Gabriel Gro, @The Xenbox
Page 8: Uvaira by Gabriel Gro, @The Xenbox
Page 9: Deputy Mayor Delilah by Gabriel Gro, @The Xenbox;
Laketon Map by Gabriel Gro, @The Xenbox
Page 10: Captain Kora by Gabriel Gro, @The Xenbox
Page 12: The Laketon Massacre by Gabriel Gro, @The Xenbox
Page 14: Black Dragon by Lars Grant-West, @Wizards of the
Coast
Page 15: Chaos Storm by Gabriel Gro, @The Xenbox
Page 16: The Storm of Chaos by Gabriel Gro, @The Xenbox
Page 17:
Page 18: Nogo Mine by Gabriel Gro, @The Xenbox
Page 19: Dragon Hatchling by Gabriel Gro, @The Xenbox
Page 20: Shadowdale Purple Dragon by Steve Ellis, @Wizards of
the Coast
Page 23:
Page 26: Laketon by Gabriel Gro, @The Xenbox
Page 27: Mount Juno by Gabriel Gro, @The Xenbox
ON THE COVER
Page 28 Nogo Mine Entrance by Gabriel Gro, @The Xenbox
Foolish Fighter Page 29: Painter’s Forest by Gabriel Gro, @The Xenbox
In this dark scene by Gabriel Gro, the chaos dragon known as Page 30: The Painted Valley by Gabriel Gro, @The Xenbox
Uvaira watches as Zorraia foolishly enters their abode alone. Page 31: Red Lake by Gabriel Gro, @The Xenbox
Page 32: Dragon Eggs by Gabriel Gro, @The Xenbox; Baby
No portion of this work may be reproduced in any form without Dragons by David Martin, @Wizards of the Coast
written permission. Page 36: Olvkur by Gabriel Gro, @The Xenbox; Spike by Gabriel
Gro, @The Xenbox; Faeryl by Gabriel Gro, @The Xenbox; Anvil
by Gabriel Gro, @The Xenbox; Zorraia by Gabriel Gro, @The
Xenbox; Dorazh by Gabriel Gro, @The Xenbox
Page 37: Jemineye by Gabriel Gro, @The Xenbox; Levina by
Gabriel Gro, @The Xenbox; Clik-Clak by Gabriel Gro, @The
Xenbox; Zallia by Gabriel Gro, @The Xenbox; Makoritha by
Gabriel Gro, @The Xenbox; Mugwort by Gabriel Gro, @The
Xenbox
Back Cover: Foolish Fighter by Gabriel Gro, @The Xenbox
Resources Used
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https://www.dndbeyond.com/homebrew/creations/create-
magic-item
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The contents of this document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
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THE DUNGEON OF DRAGONS
INTRODUCTION
5
Introduction
umors are spreading of a town plagued by an of Laketon. It ends with a battle encounter and the
R
infestation of dragon wyrmlings! These death of Captain Kora.
wyrmlings swarm from the mountain and Part 2 is centered on travel, and should only last
besiege the town of Laketon. The cause of about 20-30 minutes. The main theme of the travel
this abnormal behavior lies past the session is a powerful chaos storm (described in part 2).
collapsing ruins of a dangerous mine, deep in This chapter ends when the party makes it to Nogo
the heart of Mount Juno. Mine.
The Dungeon of Dragons is a Dungeons & Dragons Part 3 will incorporate a skill challenge to survive
5th edition adventure that takes place in the town of being attacked by wyrmlings as the party makes their
Laketon. Laketon is a small town bordering Red Lake, way into Uvaira’s lair.
deep within a temperate broadleaf forest known as Part 4 is the final battle with Uvaira. Players will have
Painter’s Forest, surrounded by tall mountains such as to defeat them or attempt to flee, but slaying them is the
Mount Juno. You can substitute any part of this only way to stop them from destroying the rest of
adventure such as terrain, location, and names to better Laketon.
fit your world.
This adventure is designed to begin with a party of The Hand of Arahn
four to six 16th level characters, and should last about The Hand of Arahn are a guild of dragon hunters who
3-4 hours. dedicate themselves to protecting civilization from
Story Overview draconic threats. The organization is lawful, extensive
membership and influence, and well respected.
The characters are drawn into the story by the Hand of Fighters, paladins, and rangers of good alignments are
Arahn, a guild of dragon hunters, who have heard commonly drawn to the Hand of Arahn.
reports of swarms of dragon hatchlings. Though the
reports contradict all known intel on dragons, it is their
duty to make sure that there are no draconic threats.
Since the reports seem unlikely, the Hand of Arahn
selected a team of newer recruits led by Captain Kora.
Unknown to the party, these dragon hatchlings are
being commanded by a deadly Chaos Dragon, sending
its dragon minions to collect treasure and food. This
dragon is from Limbo, the realm of Chaos. Their name
is Uvaira, and their time in Limbo has warped their
mind and body, granting them mysterious and chaotic
magic and abilities.
Running the Adventure
To run this adventure, you need the D&D 5th edition
Player’s Handbook, and the Dungeon Master’s Guide.
Spells and equipment mentioned in this adventure
are described in the Player’s Handbook. Magic items
are described in the Dungeon Master’s Guide, unless
the adventure’s text directs you to an item’s description
in Appendix A.
This adventure is primarily focused on combat, with a
light amount of roleplay and travel. If you intend on Goals
running this one-shot as a longer game session, or plan Exterminate draconic creatures.
on using this as part of a campaign, you could easily fit Protect civilization at all costs.
in more time focused on the roleplay and travel pillars Encourage and inspire honor and bravery among the
of D&D. commonfolk.
Part 1 provides the players with the most opportunity Aid the weak, poor and oppressed.
for roleplay. Players will find themselves accompanied
by Captain Kora, and be able to interact with the people
INTRODUCTION
6
Beliefs You have mastered the combat forms and techniques
Any living dragon is too many dragons. tought by the Hand of Arahn. Whenever you take
It’s up to the people to protect the people, all they damage from a dragon’s breath attack, the damage is
need is a little encouragement. halved.
No one should have to live in fear.
Membership Traits
Laketon
Members of the Hand of Arahn (referred to as Scales of Laketon is the only settlement in Painter’s Valley,
the Hand) are trained to work as a team, keeping each surrounded by miles of temperate broadleaf forest,
other alive and bringing out the best in each other. called Painter’s Forest. The town is built along the
While their honor and loyalty make Scales of the Hand shore of a lake called Red Lake, with the massive
very dependable friends and allies, their obsession with mountain about a day’s journey away called Mount Juno
wiping out dragons can get between them and personal visible from town.
relationships. Respected throughout the realms, Scales Over 200 years ago, Laketon was a small camp for
proudly present their uniforms and shoulder pauldron hunters and fishers to supply food to the workers of the
in the shape of a dragon that signifies their rank. The mine underneath Mount Juno. After the mine was
Hand of Arahn has an extensive network of information, depleted of its iron and silver, it was abandoned. Many
allowing them to quickly receive and respond to reports of the people decided to stay in Laketon and make it a
of dragon sightings. home. However, over the generations the name of the
mine was lost, and is now referred to as Nogo Mine.
Ranks Laketon was led by Mayor Wellspring for the past
Private / Whitescale (rank 1) nine years, but he was killed the night prior to the start
Captain / Blackscale (rank 2) of game and now his Deputy Mayor Delilah must take
Sergeant / Greenscale (rank 3) over leadership.
General / Bluescale (rank 4) Being so isolated, the people of Laketon are typically
Commander / Redscale (rank 5) suspicious of newcomers when they first arrive, but
given the recent attacks, they’re likely to be very friendly
Rank Features to the players and show their gratitude in some way.
Unfortunately, with the recent attacks, most of the
Rank 1 : Dragon Initiate citizens don’t have much in the way of treasure, but
You have been trained to spot and attack dragon they’re more than eager to provide any information they
vulnerabilities. Whenever you roll damage against a have about the dragons.
creature with the Dragon type, you deal an additional
amount of damage equal to your proficiency bonus.
Rank 2 : Wyrmslayer
Your experience in battling dragons has given you an
edge in fighting them. Any attack roll you make against
a creature with the Dragon type is made with advantage.
Rank 3 : Voice of the Drake
Being in a position of leadership within the Hand of
Arahn has given you experience in public speaking and
getting people to see your way. You gain a +2 bonus to
Charisma skill checks, and have advantage on Charisma
checks made against fellow members of the Hand of
Arahn.
Rank 4 : Platinum Gaze
Your bravery inspires courage among those in your
presense when dealing with dragons. Whenever you, or
a creature that can see you, is forced to make a saving
throw against a dragon’s Frightful Presence ability, the
saving throw is made with advantage.
Rank 5 : Formidable Fortitude
INTRODUCTION
7
Adventure Summary Allow the players the option to help extinguish the
The adventure is likely to play out as follows: remaining flames, or help the citizens in some way.
The adventurers arrive at the edge of Laketon, the Encourage any aid they give by granting the players
only settlement in Painter’s Valley. After exploring the inspiration before moving on to Deputy Mayor Delilah’s
wrecked state of Laketon and speaking with the locals, introduction.
the sun begins to set and the town is attacked by dragon Read or paraphrase the following text to the players:
wyrmlings (Part 1). The adventurers head towards
Mount Juno when they get caught in a storm of chaos
magic (Part 2). The party then pushes their way through
a collapsing mine while being swarmed by dragons
(Part 3), all to get to the lair of Uvaira where they put an
end to their reign and take a large amount of treasure
back to Laketon (Part 4).
Starting the
Adventure
The adventure’s default setting is the town of Laketon in
Painter’s Valley, with no specific setting in mind. Any
small town will do, but the town will take extensive
damage.
To get things rolling, read or paraphrase the following
introductory text to the players:
INTRODUCTION
8
Allow the players to ask Delilah and the Laketon
citizens questions such as what they can tell them about
the dragons. The dragons come in every color, and for
weeks they would randomly fly into town and take
things like food and valuables. As of a few days ago, they
began attacking with greater frequency, and they’ve
started attacking the town, killing and abducting the
townsfolk.
While some of the town is still intact, there isn’t much
for players to do. From a design standpoint this is to
help you as a DM to avoid spending hours in town. As a
one-shot you want to ensure you leave enough time for
combat, which can take a long time in D&D. The main
shops and tavern have burnt down.
Captain Kora is in charge of the players, but as their
captain it is her job to train them to rise through the
ranks. She allows the players to lead much of the
questioning if they’re willing to do so.
Roleplaying Delilah
You shouldn’t need to roleplay too much for NPCs, but
INTRODUCTION
9
Roleplaying Kora
If the players are willing to take charge in
communicating with the locals and Deputy Mayor
Delilah, you shouldn’t need to roleplay Captain Kora too
much. She is meant to die in the first combat encounter
for three reasons:
INTRODUCTION
10
Game Alterations presented to them. Players can also attempt to use
While I tend to use a lot of homebrew rules in my features and abilities like attacks and spells to pass their
games, I’m avoiding putting too many alterations to the skill check at your discretion.
rules as written gameplay, so that it’s easy to Each skill challenge is divided into “rounds,”
incorporate into your game. Feel free to ignore any of accumulating failures and/or successes. As
the changes to the rules, but I feel these ones will make complications arrive, players must match or exceed the
for a better game session. DC of the task to gain a success, or a failure if they don’t
meet the DC. Each skill challenge will require a certain
number of successes to pass the skill challenge, and a
Brass Dragons number of failures the party as a whole can accumulate
I recommend changing the damage type and immunity before failing the skill challenge.
of brass dragons from fire to poison. This makes it to After you present the party with a complication, a
where each damage type has two different dragon types player may volunteer to attempt to solve the issue and
associated with it. become the ‘Active PC’. No player may be the Active PC
two rounds in a row. The player will then tell you how
Acid: Black & Copper they want to address the complication, at which point
Cold: White & Silver you will decide if it’s possible. If they can feasibly
Fire: Red & Gold accomplish their goal, you will suggest a tool or skill
Lightning: Blue & Bronze proficiency to use. If the player chooses to cast a spell,
Poison: Green & Brass use the chart on the following page to determine which
skill they use:
Wild Surge Magic
Character Advancement
To emphasize the chaotic nature of Uvaira and their
lair, this adventure uses an alternative wild surge table Skill Spellcasting Class
for spellcasters. It includes the first 49 out of 50 results Intelligence (Arcana) Artificer, Wizard
found on the Wild Surge table in the Player’s Wisdom (Nature) Druid
a spell is cast, you as the DM roll 1d20. If the result is 4 Wisdom (Survival) Ranger
or lower, roll on the Wild Surge Table found in Charisma (Arcana) Sorcerer, Warlock
Appendix E. Any effect granted by a Wild Surge can be Charisma (Performance) Bard
L
of Red Lake. No other settlement lies within taken away to be killed in Uvaira’s lair.
the Painted Valley. Until last night, Laketon
dragons, when the players arrive, the citizens are all Successes to victory: 5
A
party set up camp and get ready to go to
sleep a little before sunrise.
Once you have got the party ready to
settle down for the night, the wind starts to
brew. Magic users start feeling an itchy
prickling feeling all over as their hair stands
on end, and non-magical users can see a dim in the
natural light. The forest has gone eerily silent minus the
wind which is steadily get stronger. Read the following
boxed text or come up with your own way to convey the
devastating power of the storm:
I
bypass a ruined mine that presents natural have each of them make their roll and then add them
collapsing traps, and then make their way together. If this total team check meets or exceeds 65,
through the heart of Mount Juno through swarms the players succeed. The total DC is calculated by
of dragon hatchlings in search of the source of multiplying the number of players by 13. If the players
this infestation. fail to reach the team DC, they trigger the cave-in. Not
Nogo Mine has long since been abandoned, enough rocks will fall to warrant checks for suffocation,
and it’s become a bit of a taboo to go inside among the but they will take a decent amount of damage.
people of Laketon. It was once used to mine both iron Upon triggering the cave-in, have each of the players
and silver, but all of its veins have been tapped. The roll DC 14 saving throws, taking 10d4 bludgeoning
hallways are dark, dusty, and smell slightly of mildew. damage on a failure, and half damage on a success.
Players without darkvision will require either a light
source, or someone to guide them through the Winged Bombardment
darkness. The tunnels in Nogo Mine are expansive, and After making it past the precarious tunnel, the party
it’s very easy to get lost. delves deeper into Mount Juno. As they get closer to
Read the following text to the players: Uvaira’s lair, swarms of dragon hatchlings begin to
PART 4 | RETRIBUTION
20
Part 4: Retribution
his part of the adventure should take up It’s also worth mentioning that Uvaira is nothing like
T
the majority of your game time. This other chaos dragons in typical D&D. You can decide
combat encounter will pit the players why that is to best fit your game. For my worlds, every
against Uvaira, their minions, and their lair chaos dragon is different from the next, emphasizing
itself. the chaotic nature of their home plane.
The reason that
When the players enter the lair, they no Uvaira is on the material plane in the first place is
longer need a source of light, as the lava because a group of evil wizards summoned them in an
here provides enough light to properly see. Read the attempt to control the dragon. They failed, but part of
following text to your players: their summoning bound Uvaira to this plane with
powerful magic.
Uvaira is currently unable to escape Mount Juno at
the present moment, and sends their swarms of
children to Laketon and its farms to bring them treasure
and food.
Uvaira is waiting for their chaos dragon egg to hatch
and grow up, then they plan to break out of the
mountain and find a new home.
Uvaira is quite insane, and they aren’t quick to
entertain the thought of verbally engage trespassers.
They would rather just obliterate them immediately for
their insolence. With that said, when they do choose to
converse with others, their mood can flip and they can
change their mind about something very quickly. There
is no reasoning with them if they feel even slightly
insulted.
As a native to Limbo, the realm of chaos, Uvaira
embraces the infinite possibilities of the universe, and
nothing should get in the way of that.
PART 4 | RETRIBUTION
21
Uvaira’s Tactics Lair Actions
Uvaira is extremely intelligent in their brief windows of On initiative count 20 (losing initiative ties), the dragon
clarity between the insane mood swings. They takes a lair action to cause one of the following effects;
command every swarm of hatchlings they have under the dragon can’t use the same effect two rounds in a
their command to attack the intruders. After the players row:
begin their combat encounter in Part 3, Uvaira will cast Magma shoots from one of the lavafalls that Uvaira
Alarm on the entrance to their lair.
More often than not, Uvaira will attack whoever can see within 120 feet of it, creating a 5-foot wide
attacked them last. If given the chance, they will use and 100-foot long line. Each creature in the line’s
Telekinesis or their tail attack to throw or knock their area must make a DC 13 Dexterity saving throw,
opponents into the various lavafalls. taking 21 (6d6) damage on a failed save, or half as
much damage on a successful one. The type of
damage is determined by the lavafall that Uvaira
chooses to use.
Uvaira’s Hoard A tremor shakes the lair in a 100-foot radius around
Uvaira, causing stalagtites and rocks to fall. Each
Artwork
creature other than the dragon on the ground in that
A small gold bracelet (25gp), cloth-of-gold vestments area must succeed on a DC 14 Dexterity saving
(25gp), a large gold bracelet (250gp), a box of turquoise throw or take 55 (12d8) bludgeoning damage.
animal figurines (250gp), silk robes with gold emroidery Volcanic gases form a cloud in a 20-foot-radius
(250gp), a large well-made tapestry (250gp), a silver sphere centered on a point the dragon can see within
necklace with a gemstone pendant (250gp), a small gold 120 feet of it. The sphere spreads around corners,
idol (750gp), a painted gold war mask (750gp) x2, a gold and its area is lightly obscured. It lasts until initiative
circlet with four aquamarines (750gp) x2, a platinum count 20 on the next round. Each creature that starts
braceless set with a sapphire (2500gp) its turn in the cloud must succeed on a DC 13
Constitution saving throw or be poisoned until the
Gemstones
end of its turn. While poisoned in this way, a
Hematite (10 GP) x2, Eye Agate (10 GP), Lapis Lazuli creature is incapacitated.
(10 GP), Carnelian (50 GP), Chrysoprase (50 GP), Coral
(100 GP), Amethyst (100 GP), Aquamarine (500 GP) x2, Regional Effects
Periodot (500 GP), Black Pearl (500 GP) x2, Fire Opal The region containing a legendary red dragon’s lair is
(1000 GP), Emerald (1000 GP), Black Opal (1000 GP) warped by the dragon’s magic, which creates one or
x2, Blue Sapphire (1000 GP) x2, Yellow sapphire (1000 more of the following effects:
GP), Star Sapphire (1000 GP), Diamond (5000 GP)
Magic Items Small earthquakes are common within 6 miles of
Oil of Etherealness, Potion of Cloud Giant Strength, Uvaira’s lair.
Potion of Speed, Potion of Invisibility, Potion of Vitality, Water sources within 1 mile of the lair are
Belt of Dwarvenkind, Tome of the Stilled Tongue, Well supernaturally warm and tainted by sulfur.
of Many Worlds, Potion of Storm Giant Strength, Rocky fissures within 1 mile of the dragon’s lair form
Talking Head of portals to the Elemental Plane of Fire, allowing
creatures of elemental fire into the world to dwell
Miscellaneous nearby.
Four hogsheads (large casks) containing 65 gallons of If the dragon dies, these effects fade over the course
clean drinking water; a treatise on alchemy etched on of 1d10 days. And any surviving dragon hatchlings
steel cylinders; two paintings by an artist long forgotten all break formation and fly to the exits and into
by everyone except the dragon; a pile of bright green hiding. Any remaining eggs that haven’t hatched yet
feathers; a road wagon split into two pieces will hatch in 1d4 + 2 days.
Coins
CP: 3,942
SP: 17,069
GP: 19,420
PP: 35,666 PP
PART 4 | RETRIBUTION
22
END
Epilogue
EPILOGUE
23
Epilogue
fter defeating Uvaira, the players have the
A
choice of abandoning their treasure hoard,
giving it to the people of Laketon, or
keeping it for themselves. If the players
choose to give the treasure to the people of
Laketon, they will forever be remembered
as the heroes who stopped the dragons. If
they don’t return to Laketon, or they tell the citizens that
there wasn’t any treasure, Laketon will only remember
that it was the Hand of Arahn that saved them.
If you’re running this as a one-shot, the consequences
of the adventure are superficial, but if you’re running it
as part of an ongoing campaign, it’s important for you to
be aware of how their choices affect the world around
them.
Unless the players figured out a way to stop the
dragon hatchlings from escaping, the region will have a
huge problem if someone doesn’t hunt them down
before they grow up.
When the players report their adventure to the
leadership of the Hand of Arahn, they will all be
promoted to rank 2.
If you’re running this as part of an ongoing game, the
most important thing is for you to remember is that
Uvaira secretely had a special egg hidden away. Uvaira
was very fertile, but the odds of producing a new chaos
dragon is extremely low. They managed to produce one
chaos dragon egg before their death, and they took
every precaution that they could think of to keep the egg
hidden.
EPILOGUE
24
Appendix A: Equipment
Red Water
Wyrmsbane Steel
APPENDIX A | EQUIPMENT
25
Appendix B: Locations
Laketon
APPENDIX B | LOCATIONS
26
Mount Juno
APPENDIX B | LOCATIONS
27
Nogo Mine
APPENDIX B | LOCATIONS
28
Painter’s Forest
APPENDIX B | LOCATIONS
29
The Painted Valley
APPENDIX B | LOCATIONS
30
Red Lake
APPENDIX B | LOCATIONS
31
Uvaira’s Lair
Lair Actions
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can’t use the same effect two rounds in a
row:
Magma shoots from one of its lavafalls the dragon
can see within 120 feet of it, creating a 5-foot wide
and 100-foot long line. Each creature in the line’s
area must make a DC 13 Dexterity saving throw,
taking 21 (6d6) damage on a failed save, or half as
much damage on a successful one. The type of
damage is determined by the lavafall that the dragon
chooses to use.
A tremor shakes the lair in a 100-foot radius around
the dragon, causing boulders and rocks to fall. Each
creature other than the dragon on the ground in that
area must succeed on a DC 12 Dexterity saving
throw or take 25 (10d4) bludgeoning damage.
Volcanic gases form a cloud in a 20-foot-radius
sphere centered on a point the dragon can see within
120 feet of it. The sphere spreads around corners,
and its area is lightly obscured. It lasts until initiative
count 20 on the next round. Each creature that starts
its turn in the cloud must succeed on a DC 13
Constitution saving throw or be poisoned until the
end of its turn. While poisoned in this way, a
creature is incapacitated.
Regional Effects
The region containing a legendary red dragon’s lair is
warped by the dragon’s magic, which creates one or
more of the following effects:
Small earthquakes are common within 20 miles of
Uvaira’s lair.
Chaos storms rage within 2 miles of the lair.
Rodents and birds within 1 mile of the dragon’s lair
serve as the dragon’s eyes and ears. Deer and other
large game are strangely absent, hinting at the
presence of an unnaturally hungry predator.
Within their lair, Uvaira can set illusory sounds, such
as soft music and strange echoes, so that they can be
heard in various parts of the lair.
If Uvaira dies, these effects fade over the course of
1d10 days.
APPENDIX B | LOCATIONS
32
Appendix C: Monsters and NPCs
Swarm of Dragon
Hatchlings
APPENDIX D | WILD SURGE TABLE
35
1d100 Effect 1d100 Effect
48 You and all creatures within 30 feet of you gain 76 Whenever you breath, you exhale bubbles.
vulnerability to piercing damage for the next minute. 77 Your tongue painlessly splits in two.
49 You are surrounded by faint, ethereal music for the 78 A pengui appears within 5 feet of you. This penguin
next minute. willl follow you anywhere, and freaks out when they’re
50 Colorful mushrooms and fungus sprouts from your not near you.
body. 79 All of your scars are healed, and any tattoos you have
51 Your eyelids now close from the sides, rather than top disappear.
and bottom. 80 You grow 1d4 fingers on one of your hands.
52 You grow two additional noses on the side of your 81 You can chill things by touch. This isn’t strong
face that grant you advantage on perception checks enough to cause damage, but can quickly chill a drink.
that rely on scent. 82 You grow 1d4 toes on one of your feet.
53 One owlbear hostile to you and controlled by the DM 83 Your fingernails grow ten times faster than normal.
appears in an unoccupied space within 60 feet of you. 84 One of your arms fall off of your torso lifelessly. This
They vanish after 1 minute. doesn’t cause any damage or bleeding, but you now
54 A toothpick appears sticking out of your mouth. You have one less limb.
may take the toothpick out and hold it, but if it leaves 85 1d4 + 1 apples float harmlessly around your head.
your hand without going back in your mouth, it will 86 You can no longer touch doorknobs due to an out-of-
disappear after one round and a new one will appear control fear.
in its place.
87 You immediately become a sentient snowman. You do
55 Every word that you think can be heard by everyone not melt unless subjected to fire damage. You retain
within 60 feet of you. This effect ends after 24 hours. all of your class and racial abilities.
56 Your body becomes sticky and adhesive. You have 88 A small harmless and silent storm hovers above your
advantage on Strength checks to maintain your grip, head.
advantage on checks to maintain a grabble, but
89 One of your hands becomes a cactus.
disadvantage on checks made to escape a grapple.
90 Water you touch becomes wine, and vice versa. This
57 Any time that you speak for the next hour sounds like ability doesn’t affect sources of wine or water with a
complete gibberish to everybody else.
volume greater than 1 gallon.
58 Your hair becomes curly and rainbow-colored. 91 Every step you take sounds like you’re walking on
59 Your feet grow by 4 sizes. Any footwear being worn bubble wrap. You have disadvantage on stealth
magically grows to accommodate your new shoe size. checks made while moving.
60 Your nose becomes a big red ball that squeaks when 92 You require 1 hour less of rest when sleeping.
squeezed. 93 You require 1 hour more of rest when sleeping.
61 You immediately sense the location and value of the 94 You are haunted by phantom smells of sewage. You
most valueable item within 5 miles. have -1 to any concentration check you make.
62 Your blood changes to a random color. 95 You cast Scrying.
63 Your hair becomes immune to slashing damage. 96 Every so often, a spider crawls out from one of your
64 A brand of unlock appears on your forehead. ears, your mouth, your nose, or from under your
65 A single curved horn grows from center of your eyeballs.
forehead. 97 Your ability to count is severely hindered. You can no
66 Your money is subjected to transmutation. Platinum longer count higher than your Intelligence score.
becomes gold, gold becomes silver, silver becomes 98 You become incapable of saying contractions.
copper, and copper becomes platinum. 99 Your eyes become vantablack.
67 Your entire body becomes covered in thick fur. 100 4 or lower
68 Your skin becomes hard and scaly, giving you a +1
Natural Armor bonus.
69 Your breath is always frozen.
70 Smoke billows from your ears when you’re angry.
71 You grow a long dragon-like tail.
72 All pigmintation on your body is reversed.
73 Your body hair turns into feathers.
74 You cast Witch Bolt at the whatever level spell slot you
used when you triggered the Wild Surge (minimum
1). The bolts target the nearest creatures to you, and
you must make a DC 10 Concentration check in order
to end the spell before its duration ends.
75 You cast Polymorph on yourself. If you fail the saving
throw, you turn into a duck for the spell’s duration.
DM Xen
Xen