Edited from Darker Dungeons:
Dread. 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. Malevolent anchors serve three in-game purposes:
- To flesh out the lore and theming of your dread zone.
- To provide a narrative, physical representation of malevolvent power that players can experience and interact with.
- To expose weaknesses in your Big Bad—weaknesses that your cunning players can exploit by hunting down and destroying these sidequest-friendly anchors.
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.
What is Dread? From a player's perspective, Dread is a similar mechanic to a monster's Legendary abilities or Lair effects, except over a larger, different, mobile or changing scale. A Dread Zone can move, grow and change at the will of its subjects and creator. It can be used to perform small effects such as preventing a door from being opened or restraining movement, or it can create massive powers that stop all healing, reduce sensory perception or degrade items.
Dread Points. A great Power gains an amount of Dread Points through tangible worships or similar deeds done in its name by servants. There is an upper limit of 100 Dread Points that a Power can have, and Points are gained over regular intervals as well as from singular acts. A small act may provide 5 points or an ongoing 1 point per week, and a significant act may provide 20 or 5 per week.
Dreadful Effects. A power is considered omniscient across its Zone and can make effects occur at will provided it has the Points to spend.
Consequences: The malevolent force reacts to an event perform by a character, punishing them with a consequence.Attack: The malevolent force empowers a monster attack or dungeon trap.Edict: The malevolent forces enforces a powerful rule that restricts certain situations, effects, abilities or resources.
Dreadful Anchors. 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.
To briefly cover the operation of an Anchor, it has various properties:
- Category: Item, People, Place
- Strength: Time to create and provides ongoing Dread Points
- Weakness: Damage, Purification, particular Events, People, etc
Hope. 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.
Hope can give your players a pro-active means of taking action to protect themselves against dread. However, it is in limited supply. A character can only gain an amount of Hope once per week.
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:
- Minor: You have performed some small or repetitive service to a greater power—a temple blessing, a minor sacrifice, a token offering, etc. You receive 1 hope.
- Moderate: You have performed beyond expectations in your efforts. Receive 1d4 hope.
- Major: You have performed a significant service to a greater power—completing a major quest, solving a large crisis, etc. You receive 2d4 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.
Spending Hope. 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. You will know these situations by the DMs note that the situation is Dreadful.
Hope can also be spent to ask a single question to the patron that gifted it to you, and that patron must answer you. Usually the patron will answer truthfully or with good intent, but it is not required to.