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Bound in The Bloodmoon Campaign

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0% found this document useful (0 votes)
661 views96 pages

Bound in The Bloodmoon Campaign

Uploaded by

Bismarn
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Credits

T he art in this document is primarily the sole work of myself, Glenn Greyling & the
rest of the DM Stash team. The book was co-written by Glenn Greyling and Robert
Hardgrove with additional balancing contributions made by Rod Oliver. Much of
the city art has been created using a mixture of Watabou’s Medieval Fantasy City
Generator and Photoshop/GIMP. Landscape art is generated using Midjourney AI.

Battle maps are created in Dungeon Draft, using assets purchased from 2 Minute
Tabletop who have generously allowed us to use the maps commercially as part of
our campaigns.

This is a Dungeons & Dragons 5th Edition module set in an entirely original world
separated from Wizard’s of the Coast’s creations. I have been creating and DMing
this world for the last six years. It has an extensive history and creation story (that are
mostly unneeded for this campaign). I hope you enjoy the world that myself and my
friends have spent creating for the last half-decade.

This is my chance to share Minera (the world) and Tharador (the continent) with
the real world. Most of my own campaigns in Tharador have had enormous scale,
spanning across several kingdoms or even different continents. This is a campaign
that is more scaled to fit within a cosmos of a single, vast kingdom and will stretch
beyond in future installments.

Special thanks to all my friends who have played D&D with me for the last eight
years, helping shape this world. I would not be at this point without them. Thanks to
the whole DM Stash team as well for helping bring the world to life through art and
models and my friends for balance checking and play testing the original mechanics
we introduce in these modules.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.

©2024 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31,
2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
3

Contents
Intro to DM Stash Modules 4
Running the Adventure 4
The Dungeon Master 4
Improvising Ability Checks 6
Glossary 9
Tharador Specific Glossary 9
Intro to Vampirism & Lycanthropy 10
i. Story Overview 14
ii. Historical Overview 16
iii. Allies & Adversaries 20
Allies 22
Adversaries 22
iv. Locations: Springhaven & Rorik Farms 25
V. Quest: Under the Bloodmoon 30
Prologue Act 30
Dark Shores 32
A Matter of Persuasion 34
Path A: Bound By Blood 36
A Town of Killers 36
End of Path A 42
Path B: Pack Mates 43
End of Path B 46
Appendix A: Allies Statblocks 48
Appendix B: Adversaries Statblocks 56
Appendix C: Monk Subclass 76
Appendix D: Magic Items 80
Appendix F: Encounter Table 94
4

Intro to DM Stash party will likely be Level 8 at the end of


this campaign, which is the end of the
Modules saga. Other level appropriate campaigns
are also the Arisen Depths saga,
This book is written for the Game/ Edradorian Excursion saga and Strings
Dungeon Master (GM/DM). It holds one Unseen saga. Some of them might
entire Dungeons & Dragons adventure require adjustments to chronology and
held in our world of Minera, crafted levels however. You can see a full list of
for brand new players (and even GM’s) our campaigns and the play order on our
to experience the wonderful hobby website’s FAQ.
of tabletop role-playing games. This
book features detailed descriptions of This adventure and whole saga is set
everything you will need to know to on Saltmist Isle in the Katarn Sea. This
run the adventure, straight from the adventure will be written to ensure that
page with minimal setup, including the you don’t need to be an expert on the
creatures, items, locations, and maps that lore of Minera, its inhabitants, or its
the adventuring party will come across. historical events to play it and have a
good time with your party. Everything
Whilst this book will attempt to educate that you will need to know to play the
you on everything you need to run a adventure will be here in the book.
game of Dungeons & Dragons, it is
recommended that you pick up the If this is the first time you are running
fifth-edition Dungeons & Dragons a D&D adventure as the DM, read the
rulebooks to accompany it. This includes “Dungeon Master” section located
the Player’s Handbook (PHB), the after this segment. It will help you in
Dungeon Master’s Guide (DMG) and understanding your role within this
as an accessory, but not essential, the adventure. The “Background” section will
Monster Manual (MM). These books will give you only the necessary information
contain all the information your party to understand what is happening in
will need for character creation, rules the region at the time, and why it is
for combat, basic items, the spells that occurring. The “Overview” section will
they can cast, as well as how the GM detail the expected events and outcomes
might treat certain weather conditions or of the adventure and will give a broader
natural environments, travel times and sense of what the characters will be
navigating the world. doing within the narrative.

Running the Adventure The Dungeon Master


The Rupture Pt III: Under the You, the Game/Dungeon Master (GM/
Bloodmoon is an adventure made DM), play the role of the storyteller within
for four to five characters of 6th level. your adventuring party. Your job is to
This campaign is mostly intended for guide your players through the narrative,
adventurers who have a few quests through your understanding of the rules
under their belt. The campaign revolves of the game. It is your creativity that
around the party uncovering the secrets drives the party’s actions, and your voice
of the derelict Saltmist Isle and the that describes those actions and their
supernatural beings that inhabit it. The outcomes.
5

As the DM you will be actively voicing and


playing the non-player characters (NPCs)
present within the world. In essence, you
are the referee, narrator, and every single
character your party will run into. You are
in control of the fun your party is about
to have!

Although the DM’s role often stands at


odds with the party, your relationship
with your players should not be
adversarial. Your job is to challenge
the players by creating interesting
encounters, puzzles, tests, keeping a solid
game pace, and applying the rules of the
game fairly.

Most of all, your job is to have and


create FUN. If that means bending
the rules to create an epic moment,
bend those rules. If it means making
silly voices for all your NPCs, make sure
they’re the silliest. If it means playing a
version of the game where everything
is tracked, including the party eating
three meals a day, suffering life-long
detriments due to combat, and living in
eternal hell, all in the name of fun for
everyone involved? Then do it.

The rules, world, encounters, monsters,


and challenges detailed in this book are
all guidelines for you and your party to
have fun.
6

As the DM, you are the final authority make things exciting, take a break and
when it comes to rulings. Here are some order food, or finish up the session
guidelines to help you arbitrate issues and pickup again next time.
as they come up.
• When in doubt, improvise. It’s Improvising Ability Checks
better to keep the pace of the game
constant, than to be bogged down The adventure will often tell you what
with the rules, and narrative that you ability checks characters might try in
might not have access to. a certain situation and the Difficulty
• It is not a competition. You as the DM Class (DC) of those checks. Sometimes
are not competing against the party, adventurers try things that aren’t pre-
there is no winning or losing in D&D. determined or written down – it’s the
• The narrative is a shared experience. essence of TTRPG’s.
Inevitably, your party will do
something that could wipe the In those moments, you must decide if
hours of planning that you had for their attempts are successful. If it seems
your session, and the narrative. But like anyone should have an easy time
do not fret, that is the beauty of doing it (e.g., opening an unlocked door),
D&D. The players have just as much don’t ask for an ability check; just tell the
impact on the narrative as you do, player what happens. Likewise, if there’s
and it’s important to come together no way anyone could accomplish the task
as a group to interact and tell that (lifting and throwing a building), just tell
narrative together. Let the players the player it doesn’t work.
participate in the narrative, even if
that means tearing up a few pages Otherwise, answer these three simple
that are now useless. questions:
• Be fair and consistent. If you’ve made
one of those fun rule changes in a • What kind of ability check? (Skill/Stat)
previous session, ensure that you take • How difficult is it? (DC)
a note of that and apply it again in the • What’s the result?
future when it’s applicable. Players
can get easily frustrated if they believe Use the descriptions of the ability
that they’re being treated unfairly due scores and their associated skills in
to changes in the games rulings. Use the Dungeons & Dragons 5th Edition
your infinite power as a DM to ensure rulebooks to help you decide what kind
the players are all being treated of ability check to use. Then determine
equally. how hard the task is so that you can set
• Pay attention to your party. When the DC for the check. The higher the DC,
playing, ensure that you’re paying the more difficult the task.
attention to how your party is
responding to the world and the
narrative. If they’re not enjoying it,
it will show. Make some changes to
7

The easiest way to set a DC is to decide Even with aptitude and training, a
whether the task’s difficulty is easy, character needs some amount of luck—
moderate, or hard, and use these five or a lot of specialized training—to pull off
DCs: a hard task. The outcome of a successful
check is usually easy to determine: the
character succeeds at whatever he or she
• Easy (DC 10). An easy task requires
set out to accomplish, within reason. It’s
a minimal level of competence to
usually equally easy to figure out what
complete.
happens when a character fails a check:
• Moderate (DC 15). A moderate
the character simply doesn’t succeed.
task requires a slightly higher level
Do not feel pressured to have impossible
of competence to accomplish. A
outcomes occur on successes or failures
character with a combination of
– try to stick to the boundaries of your
natural aptitude and specialized
game world!
training can accomplish a moderate
task consistently.
As your party gain levels, their ability
• Hard (DC 20). Hard tasks include any
to complete these tasks will increase;
effort that is beyond the capabilities
however, by the end of this adventure,
of most people without aid or
your party shouldn’t be able to complete
exceptional ability.
hard or challenging tasks with ease just
• Challenging (DC 25). Challenging
yet. Those come with more experience
tasks can only be completed by a
and adventures!
character who has dedicated their
entire lives to this specific task or skill.
This is beyond almost all characters,
with the exception of an insane
amount of luck.
• Impossible (DC 30). Impossible tasks,
by design, should not be completable
by an adventurer without the
intervention of some divine presence
(or an incredibly, remarkably skilled
person and some amazing luck).
8
9

Glossary Tharador Specific Glossary


The adventure uses terms that might be • The Breath. The Breath is the magical
unfamiliar to you. A few of these terms essence that flows throughout the
are described here. For descriptions of lands of Minera, and is the primary
rules-specific terms, see the rulebook. source of magic for spellcasters, as
well as the fuel for most mystical
• Characters. This term refers to the events in the world!
adventurers run by the players, which • Maethromin. The Four Faced
make up a party. They will be the God, called Vlagbinok by the Elemi
protagonists in this D&D adventure. and Edradorians. God of the Four
• Nonplayer Characters (NPCs). This Elements.
term refers to characters run by the • Elemi. The race of children born from
you – the Dungeon Master! How Maethromin. These four races each
an NPC behaves is dictated by the are imbued with a different aspect of
adventure and by the DM. Maethromin’s elements.
• Boxed Text. At various places, the • Tharador. The continent on which the
adventure will have boxed text, which module is set. Tharador is one of five
are used as text boxes either for DM continents on the planet of Minera.
Notes (notes for the DM’s knowledge Tharador however is both a continent,
only that are separate from the main and a supreme deity, with him and
prose of the module), or as speech the his siblings being the “Dormeni.”
DM reads directly to the party. This Tharador’s domain is Wisdom. The
could include an NPC monologue or continent is his physical, literal body,
a description of events or landscapes. and his spirit is his divine body.
Most of the prose present in the quest • Edrador. The largest continent on
sections are not intended to be read Minera, to the east of Tharador. This
to he party, but used as references for mysterious and gargantuan continent
the DM to run the adventure. is comprised of a vary diverse range of
• Stat Block. Any monster or NPC that races, and is the original homeland of
is likely to be involved in combat the Elemi.
requires game statistics so that • Tharameni. Meaning the “Wise
the DM can run it with ease. These Children,” these are the children
statistics are presented in a format of Tharador, and the continent’s
called a statistics block, or stat block. pantheon, worshipped in different
You’ll find the stat blocks needed ways across the continent.
for this adventure in Appendix A • Minera. Meaning “The First One.”
and B for the NPCs and enemies, Minera is the world which Tharador
respectively. is borne upon. Minera is likewise
the mother of creation, who birthed
Tharador and his four siblings. Almost
all life can be traced back to her.
10

against Myrothlir whilst keeping his


Intro to Vampirism & unholy powers.
Lycanthropy Thus all descendants of Almênhiér
would share this unique quality of his,
When the Harbinger of Undeath, cursed with a dark gift yet blessed with
Myrothlir was birthed from ten-thousand the freedom to choose how to use it.
tortured souls in the plains of Baladir, These vampires were known as the
he brought a yet unseen darkness to the Thrasliche Vampires, marked by their
land of Tharador. His creation brought feline-like calculating eyes, less crazed
with it armies of the undead, heralds of than their brethren who were still bent
destruction who would purge Tharador to Myrothlir’s will. As millennia passed,
of all life. Yet there were those who Almênhiér came to learn how to control
would stand against him, a group of elite his curse, sating his hunger in other
Beremeni Elves that stood against him. ways. He vowed to never allow his feast
The Harbinger had requested the First turn into a follower again, and focused
Elves bring forward their most powerful solely on feeding upon the wicked, and
warriors to face him, bargaining to them animals in times inbetween.
that should they defeat him, their race
would be spared. Yet Myrothlir knew Yet those he sired would run amok, and
there was no chance of this, he merely none adhered to these same principles.
wished to ensnare their best warriors as So in this he found a purpose: to either
his puppets. They would be given more enforce his creed and mantra upon his
freedom than the other undead however: kin, or slay them. Thus the tenets of
they would be able to raise their own Almênhiér’s Thrasliche Clan were made.
spawn, gifted with his blood mixed There were many who opposed the
through theirs, though ultimately he will of their creator, but few survived to
dominated their wills. continue purporting their ideals.
These were the Felanhiér, though Though the rate his spawn multiplied
commonfolk today simply refer to them and the clandestine nature of them made
as Vampires. Of the six that challenged it difficult to bound all of them to his
him, three became his generals: creed, and by the Third Era the majority
Almênhiér, the First Vampire was the of Thrasliche Vampires indeed live well
most powerful of them. The other two beyond the bounds of Almênhiér’s Creed.
were twin sisters, Analiér the One Eyed Though there are still some covens that
and Cyraliér the Silent. Three more of the follow his teachings, most notable of
challengers surrendered upon seeing these is the coven of Arthur Belfrie, the
the utter destruction of their kin at twin brother of Jochen Belfrie, founder of
Myrothlir’s hands, and these he gave no the Belfrie Sovereignty. Arthur attempted
names to, nor did he allow them to retain to keep his noble roots after his turn to
their Beremeni names. They were simply vampirism, though it was not until he was
called the Varcenliér—cravens. Thus the found by Almenhier that he truly learned
four clans of vampires were born from how to rekindle his humanity after it was
these six. In the later days of the Sibling all but stripped from him. With these
War, Almênhiér’s bond to Myrothlir was ideals instilled he was able to foster a
broken after he was slain and reborn larger community of Thrasliche Vampires
by Tharador’s divine, used as an agent
11

who aimed to try retain a semblance of boats to the abandoned Saltmist Isle.
their humanity, and in the hidden mists Though she is unsure what manner of
of Duskweave Isle they lived for almost monsters might lay there, she suspects it
three centuries. There they cultivated is either the lair of a lich or necromancer,
a cattle-like bloodbank in the form of or a coven of vampires. Regardless
Werewolves, left wild and roaming across she has enlisted the help of several
the isle to allow the vampires to sate mercenaries, aiming to undergo an
their hunter’s instinct, and their thirst for expedition to the isle to stop whatever
blood. For them, the Werewolves did not evil is taking root there.
break the rules set by their coven.
The miniatures of the module’s
The isle was rediscovered and colonised statblocks and character sheets are
by the nations of the Duskweave Treaty, included within the DM Stash September
with Arthur and his coven forced to flee ‘24 Pack (Dwarves of the Deep). They
elsewhere. They found a new home should be used in conjunction with the
however in the Katarn Sea on the other campaign. Statblocks are included in
side of Tharador, where he hoped to Appendix A & Appendix B for the NPC
build a new life again for his people. and Monster Miniatures. Character
Though after the events of Duskweave, Sheets (Folder) contains Character Sheets
they have little faith in his leadership, and for any players who would prefer to
begin to plot ways to overthrow his rule play a predefined, premade character,
and break free of the creed that they had being one of the NPCs from Appendix A
begun to detest. instead.

Thus begins the events of this campaign, The campaign is designed to be picked
for Arthur’s lover Celine de la Rouge up and played by a Level 6 party, with
has concocted abominable creatures to the final encounter of the campaign
begin scouring Tharador’s mainland for levelling them up to 8. It is focused as an
corpses. Namneri’s Chalice, the font of intermediate campaign to help provide
souls was destroyed three months prior, characters with a plethora of choices
giving the dying no place for their spirits and moral dilemmas in an interactive
to pass too. Celine aims to use thousands narrative. This runs with the assumption
of souls still trapped in their corpses the DM has read through the Dungeon
to ascend the entire coven to powers Master’s Guide (DMG) and the party has
rivalling Almênhiér himself, ascending as access to the Player’s Handbook (PHB).
High Vampires. Arthur has caught wind Additional monsters in encounters are
of it, hoping to thwart his lover’s plan, for drawn from either the Monster Manual
he knows that if she were to succeed, it (MM) or Mordenkainen Presents:
would spell doom for tens of thousands Monsters of the Multiverse (MPMM).
of innocents across Tharador, perhaps
even more if their reign lay unchecked. Under the Bloodmoon - is a campaign
As the creatures scoured the land, some that can be played entirely standalone,
were witnessed by Tharia Moonshadow, so can be played at any time for
a Cleric of Glanbeli. She tracked the characters starting at Level 6, either as
creatures to the shores of Dornat Al an existing or new party. Chronologically
Karit where she witnessed them loading it takes place a few months after the
bodies onto boats, and thus tracked the events of the Ill Omens Saga, where
12

a great plague engulfed the Kingdom


of Draksborne on the other side of the
continent. It’s also been a few weeks
since the end of Part II of this saga,
which ended with Tharia witnessing the
Body Collectors taking corpses from the
battlefield in front of Delvdor.

For recommendations of playing this with


other modules, this campaign can easily
transition into other level appropriate
modules such as: The Sun & Moon Saga,
Untamed Wilds and The Last War sagas.
Untamed Wilds was written and released
before this saga, though can be a change
of pace for your party if you or they
would prefer to explore the adventure
and themes of that saga instead of
these. The saga would only need a
small amount of changes by the DM for
chronology for that to work. For a full
list of our campaign sagas and their play
level, check our FAQ on our site.

If you want a more detailed guidebook


on Tharador/Minera and its lore, you can
grab our Sourcebook: Greywind’s Guide
to Tharador, on our website. This also
includes a tonne of original 5E content,
like new subclasses, races and a new
Psionic class.
13
14

i. Story Overview Tharia will worriedly inform the party that a


Bloodmoon will cover the skies for the next
three nights, and they should be sure to
This adventure chronologically starts in
be well clear of any Werewolf settlements
middle of Autumn in the month of Midfall,
before then.
3E310. It is the eighth month of the year
by the Tharadori Scholar’s Calendar, and
En route to the Werewolf village as night
the isles of the Katarn Sea are feeling
settles in, the party travels under a waxing
icy winds from the north passing down
gibbous moon, not yet transforming the
onto them, resulting in most evenings
creatures. Though it is in this time the
reaching freezing temperatures, though
party is approached by Arthur Belfrie
the days provide some reprieve and milder
himself, who explains he has been
temperatures.
watching the party since they arrived on
the isle. He explains he was sending the
Under the Bloodmoon begins two months
Corpse Mounds out to amass souls as a
after the cataclysmic Rupture tore a
way to cure the vampirism of his coven, but
gargantuan chasm through the earth in
he believes there are dissenters plotting
Tharador, stretching from the city of Szeles
against him, coupled with a planned attack
in Abunos to the Katarn Sea in Dornat Al
by the Werewolves.
Karit.
Arthur says he no longer wishes to use the
If continuing from Part II of this saga,
souls as it will only lead to suffering. He
the party has been recruited by Tharia
thinks the dissenters will use the souls to
Moonshadow after the events of that
try ascend to forms as higher vampires,
campaign, otherwise they are employed
and the Werewolves will only muddle the
by the World Explorer’s & Hunter’s League
mixture, accelerating their plans. He wants
(WEHL) to aid her in her expedition. The
the party to help him by stopping both
party is sailing on a small boat to the
factions.
shores of Saltmist Isle, and once they arrive
the boat will return to pick them up in the
From here the adventure splits, as the
same spot within a week.
party can choose to side with Arthur or the
Werewolves (or the dissenting vampires if
Shortly after they arrive, the party is
they really want to, but the module won’t
approached by a group of Men in ragged
account for this).
clothes. Perceptive party members can
tell these men are victims of lycanthropy.
If siding with Arthur, the party will find
They ask the party what they’re doing on
themselves with a powerful ally, though
the isle. If they’re truthful, the men explain
some of the NPCs might not agree with
that the island is inhabited by a vampire
that alliance. They will also be pitted
coven that uses them as cattle and game,
against both Vampires and Werewolves. If
hunting them for food. They want to use
siding with the Werewolves, the party will
the party’s boat to escape, in exchange for
have Arthur as an enemy instead, as well
giving up information that the tyrant that
as the rest of the vampire coven.
leads the vampires is none other than the
historical figure Arthur Belfrie.
The finale of the module takes place in the
depths of an old temple in the Vampire’s
They give the party directions to their
village of Springhaven. There Celine will
village, and tell them to meet with their
attempt to ascend to a Higher Vampire as
leader Corsicus there. As the party moves
the party battles against her. The ultimate
on, if they saw the men were werewolves,
15

fate of the bountiful souls is given after


she is defeated the party is victorious,
with a Selvaneri of Namneri appearing
afterwards. He claims the souls for himself
so they can be returned to rest, thanking
the party for their work.

The Selvaneri explains that Namneri’s


Chalice was destroyed three months
prior, and all souls are now wandering
the Spiritual Plains unchecked. This was
responsible for the Rupture, and was
how the vampires aimed to ascend to
become Higher Vampires. He says the
chalice is being rebuilt, but may take a
few more months. He advises the party to
do their best to stay alive in that time, for
no afterlife awaits them in this time, and
many of the souls are now being used to
fuel the armies of the Nocturnal Abyss,
with Nosmarka lurings thousands of the
wayward souls to her hells.
16

ii. Historical Overview


T his section provides a brief history
on Tharador for the context of the
campaign, particularly focusing on
the history of Belfrie and Vampirism.
This is mostly to give context to Arthur
Belfrie and his coven, with the events
surrounding them.

[NOTE ON DATES]: Dating conventions are


done in eras on the Tharadori Calendar. E.g.
2E123 = 2nd Era, 123rd Year. The Tharadori
Scholarly Assosciation can retrospectively
mark Era’s ends based on events considered
extremely significant to Tharador.

0E - Age of Creation
Myrothlir, the Harbinger of Undeath
ensnares six elite Beremeni warriors to
become the commanders of his undead
armies. These become the Felanhiér,
the first vampires from which all other
vampires are descended. Most notable
of these is Almênhiér whose bond to
Myrothlir is broken after he is slain by
Tharador and his children. Almênhiér
and his descendents of the Thrasliche
vampire clan are the only vampires
who truly have free will, though their
insatiable thirst for blood remains.

1E1770
Tharador gives life to the Race of Men
after pleas from his children to aid in
their situation. Three-hundred-million
souls are formed in the divine tower of
Syelden, and one-hundred thousand
are placed on The Arm Coast in modern
Draksborne, an area yet untouched by
the Colossal menace.

1E2122
Almênhiér takes on the thrall Carys, his
first devout follower that did not try
betray or overthrow him. Together the
two form the Thrasliche Creed with which
17

they devise for a way for all Thrasliche marking the end of the Second Era as the
vampires to exercise their free will in a Empire quickly falls into freefall decline
way that would not isolate them from soon after. The lapse of power in the
the divine, and corrupt their souls or West sees trade become centralized in
instill suffering onto the innocent. This the East, Baldur now acting as a trade
becomes known as the Thrasliche Creed. hub for many kingdoms and Dornat Al
Karit reaping the benefits too.
1E2292
Four large ships filled with colonists 3E25
leave the early human settlement of Arthur Belfrie, brother to Jochen Belfrie
modern-day Sundestra in Draksborne, and co-founder of Belfrie Sovereignty
sailing across the Grey Sea to virgin land travels to Duskweave. Stricken with
to the east. Reaching shore in an empty vampirism in the closing days of the
land known as Baladir, the colonists Second Era, he and his vampire coven
founded two towns: Grimhelm in the move to the penal colony in a chance to
north and Grimgate to the south. avoid the constant pursuit of vampire
hunters. He and his followers vow to
1E2409 never again feast on human blood,
End of the Colossal War and Second aiming to drink the blood of animals
Era. The Colossals of Oldavor are utterly and other beasts on the isle instead.
defeated after misfiring their own
superweapon: the Vavanasai. This leaves 3E104
their homeland a frozen wasteland for all Duskweave Isle, a mining colony of
of time. Baldur and the sole source of the anti-
magic material Liturium is lost after
2E156-2E203 one of the residents descends into
First attempt to colonise Saltmist Isle madness. Turning themselves into a lich
by explorers hailing from the lands that over decades, they unleash an army of
are now Alimroth. The colony fails after undeath on the isle. Arthur Belfrie, who
multiple failed harvests and epidemics of had been living on the isle at the time
dysentery from the local water supplies. alongside many of his followers, are
given amnesty by the lich, who lets them
remain on the isle provided they pledge
2E731-2E739
loyalty to him.
A mining company from Baldur attempts
to establish a colony on the isle after it is
suspected to hold deposits of rare gems 3E202-3E252
and metals. The expedition fails after In the wake of losing the mining colony
only eight years from several structural of Duskweave, Baldur attempts to
collapses within the mines and a toxic colonise Saltmist Isle again, though
water supply. Several attempted mutinies now with the full backing of the crown.
also result in the deaths of workers and Though this colony lasts longer and sees
officials. growth through several small townships
and villages, it begins quickly falling
apart as a plague of Bloodlung erupts
2E750/3E1
on the isle, tearing through its populace
The human Draksborne Empire is
and forcing the crown to quarantine the
defeated by the Belfrie Rebellion,
18

isle. The survivors perish soon after the Tharador. They agree to this condition
quarantine is placed, and it becomes the and sail south, though their destination is
last time anyone tried to bring civilisation originally the Bloodtrail Isles, they change
to the island. course after one of Arthur’s followers
mentions Saltmist Isle in the Katarn Sea.
3E300
A ship enroute from Baldur to 3E310
Draksborne shipwrecks upon the coast. A small invasion force from Abunen
In the group of survivors is Yinsylim Kolden arrives in the lands of Abunos.
of Erdrydion, a powerful Paladin. The The defending Air Elemi slew a powerful
survivors slowly uncover the nature and Fire Elemi monk who claimed herself to
history of the isle, encountering werewolf be an Incarnation of Maethromin. Her
packs who try to bargain with them death caused the Rupture, an enormous
to kill Arthur Belfrie in exchange for flurry of elemental catastrophes that
information on how to leave the isle. battered Tharador’s southeast and tore
Arthur Belfrie instead convinces the a gaping chasm through the earth from
group of the contrary, and after killing Abunos to Dornat Al Karit. Coupled with
off the werewolf pack that originally this few months earlier, and unknown
tasked them, the heroes are informed to many is the destruction of Namneri’s
that the only way to leave the isle is by Chalice during the events of the
killing the Lich Kelathar. The heroes Dragonblight Plague in Draksborne. The
unable to completely kill the Lich Chalice was the housing place for all lost
instead temporarily disable him with souls on Tharador. With this destroyed,
Liturium arrows and dust, rendering the afterlife that was once given to
him temporarily dead and giving them worthy souls is no more, and tens of
enough time to destroy his lair and millions of souls that it once housed
leave the isle on a makeshift boat, wander the plains of Tharador aimlessly.
sailing to Volosvio in Belfrie. The heroes
inform Belfrie, who call in the alliances
of Formen and Nan Thalias. The Nan
Thalians unsure if they can best the
reported armies of the Lich with only
martial power, beg their Leacianan kin to
the north to join the war with them using
their supreme arcane skills. The four
kingdoms assault Duskweave together,
taking heavy losses from the huge
armies the Lich has amassed over the
years. Kelathar is slain in a ruin beneath
Lakeshire, his body and phylactery being
destroyed by Yinsylim.

Arthur Belfrie and his vampire coven,


having betrayed Kelathar during the
battle are given pardons by the armies of
the living to leave Duskweave, under the
condition they do not return to mainland
19
20

iii. Allies & Adversaries


This section is to detail the key characters of the campaign, providing context to their
own motives, drives and thoughts about the situations each of them find themselves in,
as well as to provide personal motives for some of them through the campaign.

In this section characters and adversaries will be broken up into two sections:

Allies - Friendly NPCs who will join the party on their journey for the most part.
Some of these also come with character sheets, allowing them to be played as Player
Characters instead.

Adversaries - All potentially hostile characters. Not all of them are hostile to the
party from first meeting, but may turn hostile if events go southwards through the
progression of the story based on choices made by the party.
21
22

Allies guidance of the Priestesses of Glanbeli.

T
She was sent to Lo Fuin to serve under
he NPCs (or player characters, if your the tutelage of Kadna Glydrin, where she
party wishes) of the module. They act became an anointed Cleric in the Grand
as allies to the party accompanying them Temple of Glanbeli. Now she is overseeing
along the adventure, each with their her own operation after guiding a group of
own motives and wishes, and thoughts Dark Dwarves to refuge, seeing a troubling
about certain events. Some can act as sight before her.
mouthpieces for the DM to guide or hint
at things for the party.
Adversaries
For full character descriptions and stat
blocks, please refer to Appendix A. For T he main antagonists and enemies of
the module, though some of these
might only become hostile if things were
character sheets, please find them in the
folder included in the .zip file this PDF came to go south with the party. This includes
with. all undead and Werewolf creatures of the
pack.
Cahira - Elven Sun Dancer [Character
Sheet]: A Sun Elf of Hinatal who left her For full character descriptions and stat
home three years ago after it was besieged blocks, please refer to Appendix B.
by the marauding armies of Sultan Hakim.
Wandering the lands of Dornat Al Karit, Arthur Belfrie - Lord of the Coven: The
Cahira found herself forming an unlikely twin brother of Jochen Belfrie, the first
bond with Tharia, a Cleric of the Moon. king of the Belfrie Sovereignty. Arthur is
During the Autumn of the Falling Moon, the lesser-known twin who was expunged
the two travelled together in a bid to aid in from all historic records, owing to his
preventing the calamity, and have stayed vampiric nature. His existence turned
together as companions since. to myth, though the actions he took
during the Belfrie Rebellion still echo
Dane - The Masketta Man [Character through history. Now he leads one of the
Sheet]: A man of Brightstone with a largest covens of Thrasliche Vampires
mysterious ailment. One that sees him on Tharador, attempting to guide them
constantly donning a haunting mask. The through the teachings of Almenhier,
truth of his affliction is seldom shared, though persecution seems to follow them
those who have travelled with him have everywhere.
noted he constantly rebandages himself
twice a day, hiding a grimace of agony Bloodclaw - Abominable Werewolf: A
beneath his mask. Despite the extreme Werewolf that was the subject of much
pain, he is a formidable fighter and an experimentation while held captive by
expert vampire hunter, one of the best in Celine de la Rouge. Pushed to extreme
Tharador. physical limitations, Celine was able to
force this poor Werewolf to undergo
Tharia Moonshadow - Cleric of Glanbeli permanent transmogrification into his
[Character Sheet]: Few Nosmeni find lycanthrope form. There is little left in
themselves tied to Glanbeli. Yet fate would his mind, and even his own kin fear his
bring a young wayward girl on a path of
endless bloodlust. Killing the beast would
self-destruction to find hope in Glanbeli’s
be a mercy.
life, and turn her life anew. Tharia was
thus reborn in her new name under the
23

Celine de la Rouge - Vampire methods, they gave Gaston a chance


Hemomancer: The mistress of Arthur at mercy, exiling him to Arthur Belfrie’s
Belfrie. A half-elf woman stricken with Coven where he might learn the ways of
vampirism that has been his lover for over modesty and temperament with his dark
a century, With the coven in a time of a gift, though these lessons have yet to sink
crisis, and a window of opportunity open in.
for her to overthrow him, she has begun
to scheme against her lover. Should she Shambling Corpse Mound: Wretched
succeed, it may spell doom for thousands creations devised by Celine to gather
along the coast of the Katarn Sea. corpses across Tharador in the wake
of the destruction of Namneri’s
Corsicus - Werewolf Knight: Once a Chalice. Created with the single goal of
knight in the kingdom of Mayreth: that empowering them through thousands
is a life now long behind him. During the of souls still trapped in the husks of their
Autumn of the Falling Moon, Corsicus was mortal coils. Each of these creations
beset by a group of Werewolves who were carries the souls of dozens of the dead
permanently changed during the three upon their back.
months of the full moon. He was infected
with Lycanthropy, and quickly became Vampire Thralls of the Coven: Thralls
part of their pack. Now he finds himself ensnared into the Coven by various high
bonded to them, and aims to aid them in ranking members. Seen mostly as useful
overthrowing their vampiric tyrants on idiots, they are bound in chains for most
Saltmist Isle. of their time, driven to starvation. The rare
times they are set loose is when they turn
Dreadclaw - Werendigo Monstrosity: ravenous, willing to feast on whatever
A monstrous ancient abomination: creatures they first find in a blood-crazed
a relic of darkness from the Age of frenzy. On the isle, these are usually the
Creation that has called Saltmist Isle its Werewolves plotting to overthrow their
home for millennia. This dark creature vampiric hunters.
of burden was responsible for the
many failed colonies that tried to gain Werewolf Warriors: Werewolves trapped
a foothold on the isle, only to be met on Saltmist Isle. All were once captives
with famine, disease and death. Though of the Arthur Belfrie’s Coven, with
these afflictions hold little sway over the some brought their after the Coven left
Vampire Coven of Arthur Belfrie, which Duskweave, and others rounded up from
have regrettably made the isle their the mainland and brought there after.
home. They served as cattle, blood bags for the
Coven to feed upon at will. Yet some have
Ser Gaston - Vampire Knight: A been able to escape, with tribes and clans
relatively new addition to the ranks setting their differences aside to unite
of Arthur Belfrie’s Coven, Ser Gaston against their common enemy.
was a knight in Greypeak, under the
employ of Duke Strauss, the ruler of
Strassen. Gaston volunteered himself to
receive his lord’s dark gift and embrace,
becoming an enforcer of his nebulous
will within the city. When Almenhier and
Etherian challenged the Duke and his
24
25

iv. Locations: Springhaven & Rorik Farms


T his section’s purpose is to describe an overview of the settlements of Springhaven
and Rorik Farms during the events of the campaign. This is merely a brief overview,
and should give the DM a base to work off for anything additional they want to add.
Additional Happenings/Side Quests can be encountered throughout the city while the
party is present there.
26

Full Size Map Available in DM Stash Pack 43 (October ’24) An abandoned Baldurian colony left to rot over fifty years ago.
Arthur Belfrie’s vampire coven moved in a decade ago and have done what they can to make it their home.

Springhaven what they can to try restore the town into


something befitting them. Buildings have
When Baldur attempted to colonise Saltmist been repurposed for the coven’s dark needs,
for the second time, Springhaven was the namely the dungeon below the town hall
administrative centre of the isle, a few miles being used to house their food in the form
away from the deep mines that promised of the Werewolves the coven refers to as
fortune for Baldur’s crown. When Bloodlung “cattle.”
gripped the isle, the town hall was used as a
makeshift hospital to treat the infected, but Still, there is a semblance of civilisation here,
quickly the disease overtook the town and its and if the party is allied with Arthur Belfrie,
inhabitants all perished after quarantine left they can walk around and explore this small
them without any further food or medical settlement like it was any other, save for the
supplies. constant paranoia that a dark denizen might
sink their fangs into their necks. Though
The island was condemned and Springhaven Arthur assures them this is highly unlikely. All
fell into disrepair for almost five decades the windows in the buildings are blocked out,
before the township was found and resettled meaning the interiors are all in darkness or
by Arthur Belfrie and his coven. The town dim light.
bore a resemblance to their old home on
Duskweave Isle, so it was fitting that they Beneath the town is a network of tunnels
chose this place to rehome. That was ten connecting all the buildings, allowing
years ago, and since then they have done the town’s inhabitants to move between
27

buildings in the day without worry of the 4. Night’s Embrace Inn


deadly sunlight. With a population of about
A cozy spot to spend the night, if you’re fine
thirty vampires in total, it is a thriving, but
with sleeping among a den of vampires.
small community.
Though there’s a few rooms for board here
that have been maintained by the innkeep
1. Springhaven Hall Dorothy Potts simply out of pride, she does
The old town hall of the city. It’s been give the party the foreword that a large
repurposed to act as the home for Arthur amount of the townsfolk spend their rest in
Belfrie and his closest associates. Here is an the wine cellar of the inn. She is mostly their
audience hall acting as a makeshift “throne attendant, mixing bloodwine for them and
room” for the lord, as well as a few offices hosting small banquets every few weeks.
and a makeshift war room for where they She allows the party to stay here free of
plan their hunts against the Werewolves of charge, on the condition they simply regale
the isle. her stories of the outside world and current
affairs as she has not spoken to a living
Beneath the town hall is the jail/dungeon mortal in two centuries.
which is used to keep the majority of their
cattle (werewolves) captive where they are 5. Springhaven Square
fed upon at leisure by Arthur and those who
The main square. The water fountain here
reside in the hall. The dungeon may also be
is stagnant and wretched, filled with murky
accessed from the exterior of the hall on the
water and algae. A few stalls are propped on
building’s west side.
the side of the square. One is selling Tier 2
Magic Items from Appendix D, though each
2. The Crypts item costs 10-15 vials of blood. For a party
Once a chapel dedicated to the Tharameni, member to fill a vial of blood, they must
though no prayers have been given to the roll a hit dice and take that roll as slashing
divine here for a half-century. The chapel has damage.
a small undercroft which is used as bedding
by a large amount of the coven’s members. During daylight the square is completely
The depths of the undercroft are hidden empty as all the townsfolk are indoors,
behind a secret wall, and it is here that the sleeping or working.
corpses carried by the Corpse Mounds are
being stored. This is the final arena where
the party will fight Celine de la Rouge and
any other enemies that are still alive and
sided with her.

3. Blood Money General Store


A small storefront that sells general goods
to the vampiric populace, though these are
things mostly suited to vampires, including
things like blood vials, glasses, coffin linens,
syringes and scalpels and the like. Though
they might have old stock of items left from
five decades prior, though there’s no chance
they’ll have food however. All items are sold
with their price tags in vials of blood, with a
half vial being the lowest price.
28

Full Size Map Available in DM Stash Pack 43 (October ’24) An abandoned farmstead used as a home for several werewolf
packs on the isle. It is here that Corsicus calls home as he tries to unite the various lycanthropes of the isle.

Rorik Farms Corsicus believes this is because the


vampires are simply awaiting either for all
An abandoned barn on a plot of land that their eggs to fall into one basket before
was once a farm some fifty years ago. crushing them, or they dare not try eliminate
Though the farmhouse perished from their sole food source. He is banking on it
age and weather, the barn has remained being the latter, which is why he believes
standing strong in all this time. The they have nothing to lose by engaging in an
Werewolves that have settled here have used all-out assault on Springhaven.
the barn as shelter and a place to house their
women and young. Through the farmstead the party can see
signs of life and normalcy, washing hung
Meanwhile the men sleep in a makeshift out, children playing and running through
tent city beyond the wall, and from here the field, and the farms being worked and
they have begun slowly growing as various tilled by the men in their humanoid forms.
other werewolf clans from the isle are being It feels like a thriving small community, but
united under the banner of Corsicus, all with one with the thumb of a dark force pressed
the hope that their Alpha will be able to cast down on their neck. They’re aware that if
down the tyrannous reign of the vampire they don’t act soon, they will eventually run
coven. This farmstead is their last bastion out of their food stores or have more of their
of hope, and though the vampires are members snatched up as meals for the coven
seemingly aware of it, they haven’t made any in Springhaven.
moves to dismantle or destroy it.
29

The Barn
A two-story barnhouse that’s being used
for bedding for the women and children of
the werewolf camp. They sleep on bedrolls
and mattresses, though on the dirt floor of
the old barn. Beneath the stairs is a small
store room with food stocks that can last for
a few months, including salted meats and
vegetables from current harvests.

Upstairs is more bedding, with a crane


holding a crate full of supplies suspended in
the void above.

The Camp
Here the majority of the warriors of the
united werewolf clans reside. About sixty in
total, they’re strewn throughout the small
tent city in one of the fallow fields of the
farmlands, sharpening weapons, fitting
armour and generally preparing for war. The
tents each house 3-4 fighters, with Corscicus
residing in a common tent alongside the
warriors he aims to lead into battle.
30

V. Quest: Under the Bloodmoon


T he main quest and drive of the campaign. This is structured into three acts that
follow a semi-linear progression. Though the quest’s progress is driven by the
main story, the party may opt to prioritise side objectives within the settlements of
Springhaven or Rorik Farms. Events progress independent of player interaction in some
cases however, emphasising to the party the dynamics of the region and the situation
they are entwined in. This section does not account for any wildcard decision making
enacted by a party, and instead follows story beats related to the main quest.

Prologue Act
Moonshadow, a Priestess of the Moon, Glanbeli.
Introduction
You and those around you are joining her on
an expedition to an unknown isle, after she
[DM Notes]: You may tailor this section how
witnessed grotesque Corpse Mounds hauling
you wish. The objective of this section is to
bodies from across the Dwarven land of Dornat
have the party brought together and tied
Al Karit to the shores of the Katarn Sea, where
into the hook of the adventure. The party is
they were loaded onto boats in the cover of
part of a group hired by Tharia Moonshadow
night and sent beyond the veil of the horizon.
to investigate abominable creatures
collecting corpses and piling them onto
Now you are the expedition force travelling to
boats in the Katarn Sea. Whether they have
these ship’s destination with the priestess to
worked together previously or all been hired
uncover what evil drives these creatures and
independently is up to you. Ultimately they
what it wishes to do with the piles of bodies
should be somewhat seasoned adventurers
they have procured. She suspects necromancy
to accept a job like this, where’s they’ve been
may be at play, so for precaution she has
told there’s a high probability of combat.
requested that you all are simply dropped on
the isle to begin the expedition, with the boat
If the party is continuing from Part II,
returning in a week to retrieve you. You have
they saw the Corpse Mounds themselves in
enough supplies for ten nights, worst case
Delvdor. Tharia conducted investigations to
scenario. Finally as the sun begins to plot its
follow them in the last few weeks, and has
path beyond the horizon ahead of you, the
since returned, asking the party for their
sight of the elusive isle begins to rise beneath
assistance in an expedition to the isle that
the sun’s glare. Saltmist Isle, from what Tharia
serves as the destination of the corpse-
could research, the isle was home to three
loaded boats. They are already familiar with
failed colonies from what history can record.
Tharia, and she has hired Dane as help while
The most recent attempt at a mining colony
also calling upon her companion Cahira for
collapsed about fifty years ago after Bloodlung
aid as well.
saw the isle quarantined until all its inhabitants
perished. Since then the isle has been
[Read to the party]: You’ve spent the last
uninhabited, until whatever dark presence lurks
several days aboard a rickety Dwarven sloop,
there now, shipping corpses by the boatload.
set sail for an unknown isle in the Katarn Sea.
Though this ocean is infamous for pirates
[DM Notes]: At this point the party has
and gargantuan sea creatures, your journey
control of the story. They can prepare
has thankfully been uneventful. The crew on
themselves for going ashore shortly. They
the boat is minimal, about four crewmen and
will be taken by rowboat to the shore while
your captain, Matthews. Alongside you in your
the main sloop drops anchor a few hundred
voyage you’re joined by your employer, Tharia
metres from shore. As two crew members
31
32

row the party to shore, a party member with


keen sight (Passive Perception DC 18) can
see there appears to be a small group of
men watching them from a treeline by the
shore.

As they arrive on the dark sandy shore,


they are approached by this group of men,
wearing rather tattered and almost tribal-
like tunics. Characters with a DC 15 Passive
Perception can notice strong canine teeth in
their mouths as they talk, as they introduce
themselves as natives to the island, asking
the party what their business is there.

If party members cannot deduce them to be


werewolves from this, a character can make
a DC 13 Intelligence (Arcana) Check to do
so, judging on the fact they are standing in
the afternoon sun and not burning up like
Werewolves, and also perhaps owing to their
ragged clothing and bare feet.

Dark Shores
As the party steps onto the shore for
the first time, a group of four men in
tattered hand-made clothing approaches
them. Their bodies bare scars and their
hair is long and unkempt. They are each
carrying spears and walking barefoot.
They ask the party what their business is
on the isle, and their names.

Tharia is hesitant to quickly give out


such info to these strangers, ultimately
bouncing the question back on them.
This results in an awkward stalemate
where neither party concedes
information. A party member can resolve
this with a DC 14 Charisma (Persuasion)
Check to convince either party to divulge
their information first, though if that
check fails whoever they tried to convince
will be less trusting of the party, resulting
in higher DCs for future Charisma related
checks against them.
33

Getting across the ravine, though more


plausible down here, is still difficult.
Uneven outcroppings bring the ravine
closer together at parts, with the closest
point being a few hundred feet down
the side of the ravine, with two outcrops
pushing towards each other. The gap
between these is only about sixty feet,
and could be crossed with the right
equipment or spells.

[DM Notes]: This point is very much up to


the party’s creativity as to how they might
cross the ravine. Sixty feet is still a long way
but very doable with the right party make up.

If they do not have any equipment or spells


capable of transporting them across the gap,
they can climb back up the ravine and barter
with traders to buy a spelunking kit from one
of the merchants and us it to create a means
of traversing the gap.

Party members with a DC 14 Passive


Perception can also notice spelunking
equipment set up another thirty feet below
them at another crossing. This was left
by the Dark Dwarves who they will later
encounter in the tunnels who used it to
cross.

If the party sees this, they can use it with


any ropes they have, instead of having to go
purchase spelunking equipment. However
if they use spelunking equipment to cross
it is unlikely they’ll be able to transport
Larry’s goat and most of his wares, to his
disappointment. If the party does manage to
bring the goat over, they will receive a bonus
reward in Act B when Larry gives the party a
profit share after he made his fortune with
the wares, paying them each 2d4x2 gold
pieces.
34

Should the men be privy to giving their A Matter of Persuasion


names, they introduce themselves Regardless of the outcome with the
as Troy, Hannes, Bjorn and Derick. men on the beach, as the party proceed
Characters can make a DC 10 History inland, with Tharia suggesting they try
Check to determine these names bare find tracks or signs of the corpses near
mixed heritage, some being names of the shore. However as their search draws
Deldonic cultures in the north, while into dusk Cahira suggests they either
others are Centrali names from Baldur head to the farms or make camp for
and Belfrie. They each also speak with the night. As night encompasses them,
distinct accents hailing from those they party is approached by a man from
regions, indicating the group probably the dark of the shadows. Characters
hail from those regions individually, and should instantly be able to identify him
aren’t natives to the island. as a vampire, for his skin is pale, his iris
is crimson and his pupils are slits like a
Asking them that confirms this. They feline.
explain that each of them came to the isle
one way or another, but won’t specify in He introduces himself as Arthur, telling
what means. They warn the party that the the party he means them no harm.
isle is ruled by a tyrannous vampire coven
that hunts them and captures them like
cattle, drinking on their blood when they Arthur Belfrie [spoken]: Well, ‘tis a strange
deem fit. They admit they spotted the sight indeed to see a group such of yourselves
sloop that brought them here and hoped upon my home. I’ve heard tell you consorted
with the beasts upon the shore, what exactly
it might be a chance for freedom and a
did they tell you? I dare say they didn’t share
means for them to leave the accursed
that they were lycanthropes with you, did they?
isle.
My name is Arthur, and yes, my ghastly
If the party gives the group reason to form is that of a vampire. Yet you’ve naught
trust them, they invite the party to join to fear, I don’t thirst for your blood, unlike
them at Rorik Farms, a homestead inland those mongrels I have control of my darker
that houses about a hundred other desires. They, however, are little more than
survivors who are hunted by the vampiric rabid animals when the full moon sets in. I’m
beasts. They tell the party their leader, sure you know as a priestess of Glanbeli that
Corsicus, will gladly welcome them, the night after this will be a rare lunar event
and explain Corsicus can provide the indeed, for the sun and moon will intertwine
and a blood moon will hang in the sky for three
information they’re seeking from the isle,
nights. I dare say they won’t have much control
in exchange for the party allowing some
of themselves in that time, so wouldn’t make for
of their women and children to leave on powerful allies.
their boat when it returns to pick them
up. You come here seeking answers, correct? Why
would we ferry corpses by the boatload to our
They excuse the party telling them they little isle? Well, I have the answers you seek.
will need to leave to return to their The true answers, not whatever lies Corsicus is
hunt, but give them directions eastward going to peddle to you in exchange for shipping
following an overgrown road that will his mangy children to shore, where they get set
lead them to Rorik Farms. loose like rabid hounds upon the populace of
Tharador’s mainland.
35

I brought them here, one way or another. ‘Tis a


service to Tharador and to my own coven that
they are confined to this isle rather than be left
to wander the wilds of the mainland.

I digress, I am willing to give you the


information you seek, if you would agree to not
ally yourselves with those mutts. Feel free to see
for yourself the dilapidated state that they live
in. I, in truth, commissioned those creatures to
collect the corpses you saw brought here, but
my intentions were noble, I assure you.

Though it seems now things have indeed gone


awry, and my own people conspire against me.
So with little else to turn to, I admit I do indeed
need you. If you’d agree to it, I’d gladly to escort
you to my town of Springhaven, and we can
discuss matters further there.

Depending what the party agrees to


here and ultimately decides will greatly
impact the course of the narrative, as the
go down either a Arthur Belfrie Path
(Path A) or a Werewolf Path (Path B).
There are a few constants that remain
the same, though the way the rest of the
campaign plays out will differ greatly.
There is also the Smite Them All path
which is fairly straightforward as the
party won’t side with any creatures. This
path doesn’t have its own section written
out as the DM will simply just need to
adapt and combine sections from both
Path A and Path B.

Tharia is open to siding with either


the Werewolves or Arthur, whilst Dane
does not wish to side with either and
Cahira feels similar, though would prefer
having some kind of ally, but trusts the
judgement of the party and Tharia as to
who that might be.

The party can still chose to see Corsicus


at Rorik Farms without fully committing
to Path B, and the same is true for seeing
Arthur at Springhaven.
36

Path A: Bound By Blood He pulls on a shackle tied to the wall in


the dungeon’s back-most cell, empty
with several other empty cells near it. A
[DM Notes]: This is the path if the party
chooses to side with Arthur Belfrie. Note
wall clicks out of place, revealing a small
that the party can still go see Corsicus study of some kind behind it, with several
and interact with him, and may even find beakers, flasks and alchemist’s tools
it prudent to do so to see what it is the strewn about it.
Werewolves are plotting.
He closes the false wall behind the party
Regardless, this chapter starts when the as they enter, offering two loungers to
party arrives at Springhaven. If they accept those who might take them while he
Arthur’s offer on the spot, he offers to guide sits in an ornate timber chair behind the
them there, otherwise he provides direction desk. Tharia is visibly nervous being here,
to find it if the party chooses to go there and if Dane was convinced to stay by the
later, telling them to follow the same road to
party, he may need another persuasion
Rorik Farms but to take the first turn north,
and that the road leading to Springhaven is
check (DC 14) to be convinced to enter
well kept by comparison. this room. Being in Springhaven already
makes him want to unleash a storm
of eradication on the entire town’s
A Town of Killers populace.
As the party arrives in Springhaven they
note that it almost feels like a regular Arthur Belfrie [spoken]: I appreciate each
town, vendors in the square, people of you coming here of your own will. Now
walking the streets, though every window that you’re here, and it seems I can trust you,
is boarded up. Every eye on the town is I’m willing to share why those creatures were
collecting bodies at my behest, which in turn
locked to the party. If they travelled with
will reveal why I now need your help.
Arthur to the town he will escort them
through it, perhaps providing a sense of I was stricken with this foul curse three-
ease to the party (as Arthur should feel hundred and ten years ago, at the turn of the
like a trustworthy and charismatic figure) Third Era. Since then I’ve lived like a dog on the
otherwise as they approach the outskirts run, hunted as a beast while the world passed
of the town he will appear before them, me by. I would only hear news of the deaths of
still providing escort. my children and kin as passing tales in taverns
after midnight. I found a home in Duskweave,
He leads them to Springhaven Hall, and learnt to live with this burden in a way that
down into a dungeon, passing a group I didn’t forsake my humanity, but again it
of Men (werewolves) held in captivity, seemed the Divine had other plans.
as well as some feral looking Vampire
So my coven has ended up here, driven to the
Thralls chained and bound. He explains borderlands of nowhere on an accursed isle,
the Werewolves as their food source, haunted by an eldritch beast that’s existed since
citing their lycanthropy as marking them the dawn of darkness. I felt a surge of power
as cattle, and inhuman. He explains the break into Minera’s Breath some months ago,
Thralls are those of his coven who have as thousands of souls seemed to break free
not yet accepted the Creed, and must be of their afterlife, or as if the afterlife itself had
bound until their minds can heal. simply vanished. I thought that perhaps I could
find a way to harness this power, and had my
concubine, Celine, bend some of the creatures
37

of this isle to her will, and send them out to


gather corpses with the souls still trapped
within. It was my hope and theory that I might
harness these souls as the gods of old did, and
use it to cure the blight upon myself, and my
people, so that we might be free to return to a
life of normalcy, without this insatiable thirst
constantly driving us to darkness.

Yet when Celine learnt of my true intent, she


acted against me. The bodies are now being
piled in a place unknown to me, and Celine
hints at her intent to instead use the souls to
ascend herself and others to become Higher
Vampires. Doing so would be disastrous for the
entire coastline of the Katarn Sea, and perhaps
beyond. Their lust for blood and power would
know no bounds, and thousands might perish
before any heroes can arrive to stop them.

So I ask you, to help me stop them now. I’ve


given up hope on them, and decided there’s no
need to try bring salvation to them. They’re lost,
all of them, and I have failed. I need you to act
for me, find the stash of corpses and set them
ablaze, so that Celine cannot use them.

Similarly, I will need you to slay Corsicus, leader


of the Werewolves plotting against me. I know
he plans to attack Springhaven in the coming
days. If he succeeds, it may accelerate Celine’s
plan. It would be best if he were out of the
picture

Finally, you may also need to seek out and


slay Dreadclaw, the eldritch beast I mentioned
earlier. It is the haunting presence which has
left this isle derelict and dead each time Man
has tried to claim the land. I fear if it gains
control of the corpses, it could turn into a
calamitous creature more powerful than even
the strongest heroes of your time.

Your first task should be removing Corsicus


from the picture, then Dreadclaw. I will search
for the location Celine has stored the corpses in
the mean time, and hope that I might uncover
them. My town is yours to use in whatever
capacity, and the townsfolk should leave you
well enough alone, though you should keep
your task a secret.
38

From here he dismissed the party, telling Heading to Rorik Farms based on the
them to use a story of them being lost-at- directions of the Werewolves when they
sea adventurers in the meantime, should first arrived on the isle requires the party to
any townsfolk ask their purpose there. make a DC 13 Survival Check to translate
the directions given to them to make sense
if approaching from Springhaven instead.
The party can progress in any order
Otherwise if the party has already visited
they wish between killing Corsicus and Rorik Farms, they do not need to make this
Dreadclaw, and meeting with Corsicus check.
may still turn the party onto the
alternative path in which they side with Arriving at the farms, their greeting will
him. depend on the circumstances. All evenings
after the first will be under the Bloodmoon,
Cut off the Snake’s head and the Werewolves be feral and ready to
Killing Corsicus and a large contingent of his attack on sight. Otherwise if they visit in the
Werewolf Warriors will ensure a diminished day, before the Bloodmoon takes grasp, they
Werewolf presence on the isle, with the will be extremely suspicious of the party,
packs demoralised and pulling out from their claiming they can smell that they’ve been
plans to attack Springhaven. If they for some in Springhaven and that the scent of Arthur
reason do still attack Springhaven, it will be Belfrie is stained on them.
a slaughter and will not accelerate Celine’s
plans as the lycanthropes are easily dealt Unless the party can soothe things over with
with without proper leadership. some clever dialogue choices and a DC 17
Charisma Check (Persuasion/Deception/
Intimidation) they will be attacked by 6x
Werewolf Warriors (Appendix B) in their
humanoid form. Corsicus (Appendix B) is in
his tent in the Camp, adjacent to the barn.
He hears the commotion of battle and exits
after 3 turns of initiative, joining the battle
alongside 10x Werewolf Warriors (Minions)
(Appendix B) as they desperately try slay the
party.

[DM Note]: To add extra flavour into the


fight, have the Werewolves transform into
their Werewolf Forms as a trigger if Tharia or
another party member casts a spell such as
Moonbeam, or Tharia uses her Lunar Flare
or Lunar Phase Full Moon abilities. It is up
to you if you want this to only transform a
localised group of the werewolves, or trigger
the entire camp in Rorik Farms.

If they successfully persuade themselves


past the guards, they can seek out an
audience with Corsicus instead, and if
they wish to take a non-violent route, can
convince him to stave off his attack with
39

a DC 20 Charisma Check (Persuasion/


Deception). Doing this will ensure no
bloodshed with the Werewolves, and though
Arthur might be disappointed that Corsicus
lives, he will accept their course of action,
saying that it probably won’t matter after,
but he does ask the party to not uphold their
deal with the Werewolves to transport them
to the mainland. He says that it will only
bring death upon the mainland, and they
should be left here regardless, as they will be
safe once Celine and his kin are defeated.

If the party killed Corsicus and the


Werewolves, they will be attacked by
Bloodclaw (Appendix B) in the forest as
they return to Springhaven. It will stealthily
stalk them, before roaring to make itself
known and attacking them.

An Ancient Sleepless Evil


With Corsicus and his brood dealt with, the
next target for the party is the shapeshifting
creature Dreadclaw (Appendix B), current
mixed in form as a Werewolf. This creature
will reveal itself to the party during the
Bloodmoon as they search for it in the forest.

The creature will be prowling and watching


them. The party must detect it with a DC 17
Perception Check, otherwise it will attack
them with a Surprise Round (PHB p. 189)
against them.

[DM Note]: Dreadclaw is the source of all evil


on the isle. If you want to increase difficulty
for your players, you can have Dreadclaw
be manipulating the moods of their allies
and the Werewolves on the isle, resulting in
disadvantage on all Charisma Checks against
those characters until Dreadclaw is slain. You
might also decide to give the party disease or
ailments shortly after they arrive on the isle,
only cured when Dreadclaw is killed. These
are optional, and should only be employed
if you feel your party is finding their time on
the isle too easy, or your party is one that
likes a bit of extra challenge.
40

The Unmarked Tomb and rule Tharador alongside her as her new
After Corsicus and Dreadclaw are dealt lover. Battle starts and Gaston is ferocious,
with, Arthur reveals to the party he believes though his attention is primarily focused on
he has located the place in which Celine is Arthur while the Thralls attack the party.
storing the corpses, believing it to be hidden
beneath one of the tombs in the graveyard With him disposed of, the party is presented
outside of town. with the two tombs in the graveyard. Each
seems quite similar, though the party must
In the cemetery they will find Ser Gaston try figure out which holds the secret lair
(Appendix B), along with 5x Vampire Celine has been using. Inside the tombs
Thralls (Appendix B) he has bound to his is also similar, one tomb appears to be
will. Some more perceptive characters (DC dedicated to the Voskarth family, while
12) may recognise him as one of the guards another is dedicated to the Gilmere family. In
in Springhaven Hall. Arthur thought he was the Gilmere family tomb, a DC 16 Perception
a loyal follower, but it seems Celine has Check can notice that the sarcophagus of
swayed his cold, unbeating heart, with Ser the central tomb is holding a goblet, while
Gaston confirming as much as he taunts in the Voskarth tomb it is holding a sword.
Arthur. He tells his lord that Celine’s plans Filling the goblet with blood will result in
will come to fruition, and Arthur’s plans the sarcophagus sliding to the side, with a
were idiotic, and that he can’t wait to ascend staircase leading downwards below.

Full Size Map Available in DM Stash Pack 43 (October ’24) An abandoned cemetery outside Springhaven. Long has it been
disused, yet the burning torches in its ground now mark something sinister happening within.
41

A Final Confrontation concentration of her task as she addresses


The stairs beneath the tomb lead to a the party and Arthur as they enter. She calls
macabre temple. Though it was once Arthur a moralistic fool, and says his way
perhaps a place of worship for the has always limited their people, and instead
Tharameni, it seems now twisted and starved them for centuries as they were
corrupt, inteded for worship of the Dark forced to feed on foetid Werewolf blood.
Divine.
The party has a chance to try convince her
In the lowest part of the church lies several to stop what she is doing and burn the
enormous corpse piles, blood seemingly corpses instead to try free the souls, but this
strewn around in a ritualistic fashion requires a DC 25 Charisma (Persuasion)
between each pile. Celine stands in its Check and the party attempting to appeal to
centre, with a Corpse Mound and 10x her sense of decency and humanity, things
Vampire Thralls (Minions) also there deep buried in the heart of a vampire such
(Appendix B for all statblocks). She seems as her. They could also instead convince
to be commanding them to sort through her she will be quickly killed by a powerful
the bodies, though it’s unclear exactly what hero instead, after she kills a few thousand
they are doing, though bodies are being people. If she decides to surrender, Arthur
dragged from the central pile into smaller will embrace her and ask the party’s
surrounding piles. She does not break her permission to use the souls to try reverse

Full Size Map Available in DM Stash Pack 43 (October ’24) An abandoned cemetery outside Springhaven. Long has it been
disused, yet the burning torches in its ground now mark something sinister happening within.
42

their vampirism, resulting in the best ending


for the pair. Though if the party tells him not
to (all three allied NPCs oppose this), he will
understand and decide to burn the corpses
with the sconces on the wall, telling Celine
they should simply leave and travel to the
Bloodtrail Isles as they always planned.

Otherwise if they are unsuccessful in


convincing Celine and have to fight her,
they will have a very difficult fight on their
hands, though Arthur will prove a powerful
ally. With Celine slain, her form retreats to
its coffin, which the party can deduce with
a DC 14 Intelligence Check or follow the
dark essence fleeing the tomb. It will simply
move to the sarcophagus in the centre of the
Voskarth tomb next door, and the party may
slay her there to stop her from regenerating,
resulting in her permanent death.

Just Rewards
Arthur thanks the party for their help either
way, and rewards them each with a Tier 1 or
Tier 2 item of their choice from Appendix D,
as well as a large store of gold coins from the
vault in Springhaven Hall, making up almost
five thousand gold pieces for the party to
split amongst themselves.

Tharia will only reward the party if they did


not let the vampires use the souls, and will
reward the party by giving each of them
the Moon’s Blessing (from her statblock in
Appendix A) as a permanent feat for them to
use.

When Tharia releases the souls, a Selvaneri


(angel) of Namneri the Divine of Death
appears, claiming the souls for themself.
They tell the party that Namneri’s Chalice,
the font of the afterlife, has been destroyed,
thus the calamities that have occured
because of it. They say they are safeguarding
the souls, and that the relic should be
reconstructed, but it it taking them time to
find the shards scattered across Tharador.
End of Path A
43

Path B: Pack Mates the next 72 hours) if they fail a DC


14 Constitution Saving Throw while
The party’s journey to Rorik Farms,
consuming it. This method results in
following the directions given by the
the party being able to fight alongside
werewolves they encountered on
Werewolves and communicate with them
the shore, is marked by a sense of
as allies. However the party will need to
foreboding. As they approach the
try find Moonshade, which only blooms
farmstead, they notice the signs of
under moonlight. They can use Tharia’s
life and community despite the grim
moon-related abilities to find it in the
circumstances. A warrior steps forward
day, otherwise they must make a DC 15
from the gathering at the farm, his gaze
Nature/Herbalist and DC 16 Perception
stern and piercing. This is Corsicus, the
Check to find it.
Werewolf Knight.
2. A camouflaging fragrant salve that
[DM Note]: Corsicus should be portrayed as has to be consistently applied (every
a leader with a deep sense of duty toward
12 hours) to hide the party’s fragrance
his people. His stoic demeanour masks
the rage he feels against the vampires and
as prey. This consists of wolfsbane and
the desperation of his people’s plight. He silver dust (can be grinded from a silver
respects strength and will only accept the coin). This makes the party essentially
party as allies if they prove themselves invisible to the Werewolves during their
competent and loyal. bloodlust, though if the party attempts
to communicate with them, it may invoke
Corsicus [spoken]: You’ve come to us at a their ire. In this path the party cannot
time of peril. The Bloodmoon, I’ve been told, is fight directly alongside the Werewolves
upon us, and it brings with it a madness that except during the days when the
threatens to overtake even the strongest among Bloodmoon has receded, along with their
us. We need allies; those who will stand beside insanity.
us when the bloodlust comes, not as prey, but
as comrades. Help us, and we will share the
knowledge you seek of the vampires and their
Should the party do either of these
dark schemes. things, Corsicus will note their saviness
and feel he can trust them.
Bound by the Bloodmoon
With the Bloodmoon taking effect The Dead Walker
the following night, the party has the Corsicus explains that to discover where
day before to quickly come up with a the vampires are storing the collected
means to be seen as kin or allies by the corpses, the party must kill a Corpse
Werewolves, or simply be invisible. A DC Mound. These grotesque abominations
14 Intelligence (Nature/Arcana Check) wander the island, carrying the remains
determines two ways to do this: of the dead on their backs. By tracking
down and killing one, the werewolves
1. Consuming a draught of Werewolf can sniff out the location of the vampire’s
Blood & Moonshade will send the hideout.
lycanthropy disease through one’s body,
but counteract the disease so it does The party sets out with a group of
not take root. During this attempted Werewolf Warriors (Appendix B) to
gestation period, party members hunt the Corpse Mound. This hunt is a
may fall ill (1 level of exhaustion for dangerous encounter, as the Corpse
44

Mound (Appendix B) is surrounded by the coming battles, and asks that the
6x Vampire Thralls (Appendix B). The party find the beast and mercy-kill it.
party must strategically break through
the defenses and bring down the Though he notes that the beast may be a
Collector. Upon its death, Corsicus and powerful ally if the party finds a means to
the werewolves sniff the air, their senses quiet its rage and break whatever bonds
leading them to the vampires’ storage the vampires have over the creature.
site in the cemetery outside Springhaven.
They note that it would be dangerous to [DM Note]: This encounter can be
assault it now, especially with the wounds approached in multiple ways. The party
suffered by the fight with the Corpse can choose to kill Bloodclaw to end his
Mound. They recommend returning to suffering, which requires a brutal and
Rorik Farms to rest and coming back the direct confrontation. Alternatively, they
following day or evening. might attempt to calm and tame him,
which would involve a series of successful
Wisdom (Animal Handling) checks (DC 18)
A Mercy Killing and the use of calming magic or potions.
With the Corpse Mound defeated, Using detect magic confirms that there
Corsicus reveals the next obstacle: is no apparent means of the beast being
Bloodclaw (Appendix B), a werewolf controlled by the vampires. The times
warped and twisted by the vampires’ they saw this was simply Celine using her
eldritch experiments. Bloodclaw is a Hemomancy which could be used on any
symbol of the vampires’ cruelty, a once- creature, including the party. If Bloodclaw
is recruited he will join the party in the final
proud warrior now reduced to a beast of
assault on Springhaven and/or the Cemetery
endless rage. Corsicus worries that they Showdown.
might use the creature against them in
45

Cemetery Showdown they are mortals, she attempts to charm


Returning after dealing with Bloodclaw, the most susceptible party members
the party will find Ser Gaston on the using her Sanguine Domination ability,
outside. The fight here is the same as as well as appearing alluring and
the fight in the Vampire Path, though charismatic. When this fails, she will
the party has Corsicus and 2x Werewolf simply move to combat. In this fight she
Warriors (or Bloodclaw) as allies instead. will not have the Corpse Mound as it was
Alternatively if the party comes here in the one the party killed in the forest.
the day, they won’t find Ser Gaston as he
will be inside with Celine. She will instead be joined by the 10x
Vampire Thralls (Minion) and potentially
The party needs to solve the same riddle Ser Gaston as well if they came during
to enter between the Voskarth and the day time.
Gilmere tombs, and once blood is poured
into the goblet on the Sarcophagus, they With Celine defeated, the Werewolves
are led down into the same antechamber recommend burning the bodies, not
below the tomb. Here Celine de la Rouge knowing what foul need they had of
(Appendix B) will simply be confused at them. This pleases all allied NPCs,
the presence of the party, demanding to including Tharia who completes a ritual
know who they are. When she realises to free the trapped souls from the

Full Size Map Available in DM Stash Pack 43 (October ’24) An abandoned cemetery outside Springhaven. Long has it been
disused, yet the burning torches in its ground now mark something sinister happening within.
46

corpses. She now feels her mission is concludes with the party having made a
complete, though her and Dane both significant impact on the fate of Saltmist
feel they cannot leave the isle in good Isle. Corsicus plunders the depths of the
conscience with a coven of vampires on vault, giving each of the party members
it. a Tier 1 or Tier 2 item of their choice from
Appendix D, plus a share of 2000 gold
The Battle of Springhaven pieces from the vault.
Corsicus informs the party it is definitely
not the end. With Celine defeated the He asks the party if they aim to uphold
Vampires have lost a powerful ally, and their end of the bargain by bringing
now they are vulnerable in the full assault his people off the isle. All NPC party
he was hoping for. The party leads a small members argue it as a bad idea, though
werewolf army, consisting of about four if the party does decide to help them, he
dozen Werewolf Warriors facing down will give them a further 3000 gold pieces.
the vampire forces in a brutal and chaotic
battle. The climax comes when they If they go back on their word he will be
confront Arthur Belfrie (Appendix B), who disappointed, but notes that with Arthur
unleashes his full power to defend his slain and the vampire coven in ruins, his
coven. people might be able to live freely on the
isle.

[DM Note]: Arthur should be portrayed Tharia also gives her Moon’s Blessing
as being disappointed in the party for not ability to all party members in this ending
heeding his advice. He fights them out of as thanks for aiding her in her venture.
self-defence rather than bitter hatred. He is a
tragic, yet formidable adversary. The battle is If Tharia releases the souls, a Selvaneri
fierce, with Arthur using his vampiric abilities (angel) of Namneri the Divine of Death
to full effect. Though he might provide mercy appears, claiming the souls for themself.
to the party, he will not show any to Corsicus They tell the party that Namneri’s Chalice,
or the other Werewolves. the font of the afterlife, has been destroyed,
thus the calamities that have occured
For the purpose of the battle in Springhaven, because of it. They say they are safeguarding
the party’s combat should focus solely on the souls, and that the relic should be
them and Corsicus fighting against Arthur reconstructed, but it it taking them time to
and 3x Vampire Thralls (Appendix B).
find the shards scattered across Tharador.
When Arthur is slain, his dark essence can be
followed back to his coffin in the dungeons
beneath Springhaven Hall. They will know Note: if the party started this saga with
this room if they went with him into it, Act I, they can return to Kitarlia in Szeles
otherwise they will need to find it with a DC at this point, giving her a rundown of
16 Investigation Check. There in his coffin their adventures for a sizeable reward,
they can put his curse to an end, killing him being given a small manor in the Elemi
for good. Capital City of Beke to be used as a player
home, as thanks for their service to
Greater Abune.
Once Arthur falls, the werewolves
howl in victory. Springhaven burns, End of Path B
the flames symbolizing the end of the
vampires’ reign on the isle. The campaign
47
48

Appendix A: Allies Statblocks


49
CAHIRA - ELVEN SUN DANCER Sunlit Dance (1/Day). As a bonus action Cahira begins
her Hinatali dance, causing her movements to become a
Medium Humanoid (Elf, Sun), Chaotic Good
hypnotic blur for 1 minute. While dancing, her unarmed
strikes deal an additional 1d4 fire damage on a hit.
Additionally, the air around Cahira shimmers like a heat
Armor Class: 18 (Unarmoured Defense) mirage, distorting her form. She can use a bonus action
Hit Points: 78 (6d10+18) on her turn to expend up to half of her movement speed
Speed: 50 ft. (rounded down) and teleport an equal distance to an
unoccupied space she can see.

STR DEX CON INT WIS CHA


10 (+0) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 16 (+3) Born into a life of piety in Hinatal, Cahira was the youngest
daughter of six to a pious Sun Cleric and his merchant wife.
Though her mother often attempted to push her into the
Proficiency Bonus +3 same life of piety she followed, her merchant father was able
Saving Throws Dex +9, Wis +8 to convince Cahira’s mother that not all six of her children
walk the same path as her. Thus a compromise was reached,
Skills Acrobatics +9, Performance +7, Stealth +9,
for Cahira always had a great love of dance and fighting,
Perception +8 and the path of the Sun Dancers of Hinatal was pious enough
Damage Resistances Radiant to sate her mother’s wish for all her children to be children of
Senses Darkvision 60 ft., Passive Perception 18 Glanion.
Languages Common, Elvish, Sylvan
Thus she was inducted into the marshal order of monks,
Challenge 6 (2,300 XP)
whose purpose during the centuries Hinatal was buried
beneath the desert was mainly performative and for morale,
more than they were an active fighting force as was per their
Sun Elf Lineage. Cahira had advantage on saving throws
ancient tradition and purpose. So when war came to the
against being charmed, and she cannot be put to sleep
city of Hinatal after it emerged from the dunes that covered
by magic. She can survive in extreme heat, ignoring the
it, her order was called to their ancient duty of protecting
effects of temperatures up to 120 degrees Fahrenheit
it. Though Cahira, like many of her kin, had never seen real
and can endure even hotter conditions without suffering
battle. In the Siege of Hinatal, they were slaughtered by the
additional effects as long as she has access to ample
Sultan’s army, with Cahira herself barely escaping with her
water. Additionally, she has resistance to fire damage.
life after suffering a grievous wound. Though ultimately her
city was saved, Cahira was distraught by her brush with
Dancing Mirage (1/Day). Cahira can cast the Mirror
death, and the deaths of dozens of her friends and two of her
Image spell without expending a spell slot. Wisdom is
siblings. Her home was now tainted by grief, and she could
her spellcasting ability for it.
not bare to remain there, smothered by it every waking hour.
Evasion. If Cahira is subjected to an effect that allows
She took off north several months after the siege, walking the
her to make a Dexterity saving throw to take only half
dunes until they gave way to the savannah of the Dwarven
damage, she instead takes no damage if she succeeds
lands of Dornat Al Karit. She underestimated her food stores,
on the saving throw, and only half damage if she fails.
and life was sparse in the savannah; there was little to hunt
or forage. So fortune favoured her one evening when a
ACTIONS tiefling girl happened by Cahira on the roadside, Tharia. The
two exchanged stories, finding humour that they each bound
themselves to the sun and moon, jesting that perhaps fate
Multiattack. Cahira makes three unarmed strikes. brought them together. Yet in the voice and warmth of the
moon priestess, Cahira found a friend and a mentor who
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach might teach her of the way of the world beyond the confines
5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage of Hinatal. So the two travelled in tandem, sun and moon
plus 4 (1d6) radiant damage. bound together. During the Autumn of the Falling Moon, they
travelled the coastline of the Katarn Sea aiding all they could
Sunflare Kick (Recharge 5-6). Melee Weapon Attack: +9 to in wake of the surging tides and roaming monsters, and the
hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning two forged an unbreakable bond.
damage plus 9 (2d8) radiant damage. If the target is a
creature, it must succeed on a DC 16 Constitution saving Now they are joined once more, as Tharia summons Cahira
throw or be blinded until the end of its next turn. If for her aid in her expedition to the forgotten isle. She hopes
Cahira hits with three unarmed strikes in the same turn, that her powers of the sun will be useful in their battle
she can Sunflare Kick as a bonus action. against lycanthropes and vampires.

Step of the Sand. Cahira can take the Disengage or


Dash action as a bonus action on her turn, and her jump
distance is doubled for the turn.
DANE - THE MASKETTA MAN Burst Fire (Recharge 5-6). Dane can fire his Gunblade in
a rapid burst, spraying bullets in a 15-foot cone. Each
Medium Humanoid (Human), Chaotic Neutral
creature in the area must make a DC 14 Dexterity saving
throw, taking 18 (4d8) piercing damage on a failed save,
or half as much damage on a successful one.
Armor Class: 18 (Half Plate, Shield)
Hit Points: 78 (6d10+18) Bulwark Charge (Recharge 5-6). Dane charges forward
Speed: 30 ft. with his shield raised, using it as a battering ram. He
moves up to 20 feet in a straight line and makes a
shield bash attack against one target within range.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA Hit: 13 (2d8 + 4) bludgeoning damage, and the target
18 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 10 (+0) must succeed on a DC 16 Strength saving throw or be
knocked prone and stunned until the end of Dane’s next
turn. If the target is undead, it has disadvantage on the
Proficiency Bonus +3 saving throw.
Saving Throws Str +8, Con +7
Skills Athletics +8, Perception +6, Intimidation +4,
Born in a small village in the shadow of Brightstone’s Havel
Survival +6 Range, Dane’s childhood was mostly remarkable. His father
Damage Resistances Poison was a miner, who would spend weeks at a time in the mines
Senses Darkvision 60 ft., Passive Perception 16 of the mountains, whilst his mother was a potter. This life was
Languages Common, Abyssal the norm for as long as he could remember until a fateful
day when his father returned from the mines. That night
Challenge 6 (2,300 XP) as his parents lay in bed, Dane heard his mother scream in
agony, rushing into the room he witnessed his father sinking
his fangs into her neck, draining her dry completely. As he
Hunter’s Resolve. Dane has advantage on saving throws begged his son to understand, Dane sprang into action by
against being charmed, frightened, or paralyzed by throwing a handful of silver coins at his father, driving him
undead creatures. away as he screamed for help. His life was shattered in an
instant, he was an orphan now, and the spawn of a vampire
Vampire Slayer’s Tactics. Dane deals an extra 1d6 at that.
damage to undead creatures with his weapon attacks.
He also has advantage on Wisdom (Survival) checks to The village had no place for him. No orphanages were there,
track undead and can sense their presence within 60 and he was given the choice to be sent to Flussende as an
feet, even through solid objects. orphan, or to Zwilling Zwei where he would be inducted
into the Hex Hunters. With what little he knew of the Hex
Deadeye Marksman. Dane is a master of firearm Hunters, Dane chose them, for he believed it would give him
combat, and his experience has made him exceptionally the skills to find, hunt and kill his father. Though right with
quick on the draw. He ignores the loading property of this belief, he would quickly learn the training and initiation
firearms with which he is proficient, and being within 5 of Hex Hunters was a gruelling process, and finalised with
feet of a hostile creature doesn’t impose disadvantage the imbuing of arcane crystals into ones skin to give them
on his ranged attack rolls. Additionally, his ranged superhuman abilities. Though many perished from this, and
weapon attacks score a critical hit on a roll of 19 or 20. after five years of training, fighting and bleeding it was his
time to complete his initiation with the crystal imbuement.
Precision Slicer. Dane’s skill with his blade allows him Though the first seemed to work fine, giving him heightened
to deliver precise, crippling strikes. Once per turn when reflexes and speed, the second crystal which intended to give
he hits a creature with a melee weapon attack using him command of Minera’s Breath went awry.
his Gunblade, he can reduce that creature’s speed by
10 feet until the start of Dane’s next turn. Additionally, As it was placed in his skin, he was engulfed in flame, his
when Dane scores a critical hit with a melee weapon, the skin melting away as agony overwhelmed him. The flames
target has disadvantage on all attack rolls until the end were doused, and the boy was tended to by a cleric who
of its next turn. pronounced he would die within a few hours, lest a miracle
were to save him. Yet it seemed perhaps not a miracle, yet
vampiric blood that dwelt within him, as small as it might be.
ACTIONS He began to slowly regenerate, yet it seemed for only enough
to keep him alive. His skin constantly peeled back every few
days, a constant process of decay and regeneration he was
Multiattack. Dane makes two attacks with his Gunblade.
now trapped in. For this, and all other evils in his life, Dane
blamed his father.
Gunblade. Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft., range 30/90 ft., one target. Hit: 11 (1d10 +
Thus he left the Hex Hunters, donning a haunting mask
4) slashing or piercing damage. If the target is undead,
to hide his ghastly condition and ensuring he was always
they take an additional 3 (1d6) fire damage.
fully covered from head to toe. Few were able to see what
was beneath the mask and live, and often those that did
were vampires. Any he spoke to as a means to
interrogate his father would see his charred,
horrible visage as he spoke to them, commanding
them to tell him what they knew of his father
Aidan, looking for a morsel of a clue to put him
on his journey. Quickly he earned a reputation
across Tharador’s occult circles as a proficient
vampire hunter, and this reputation drove
Tharia Moonshadow to reach out to him whilst
he was in the city of Varekan, asking him to
join her expedition to a vampire coven in the
Katarn Sea. He had never set foot in a whole
coven before, and gladly chose to take the
opportunity. One of them would be bound to
know something of his father’s whereabouts,
and he would slowly torture every single one
of them until he got his answer.
THARIA MOONSHADOW - Lunar Flare (Recharge 5-6). Tharia channels the power
of the moon into a blinding flare of light. All creatures in
CLERIC OF GLANBELI a 20-foot radius must make a DC 16 Constitution saving
throw or take 21 (6d6) radiant damage and be blinded
Medium Humanoid (Tiefling), Lawful Good until the end of their next turn. Creatures who succeed
take half damage and are not blinded.
Armor Class: 12 (14 with Mage Armor)
Lunar Phases (1/Day). As a bonus action, Tharia can
Hit Points: 84 (6d10+24) invoke the power of the moon, activating a specific
Speed: 30 ft. lunar phase for 1 minute (or 10 minutes if she is in direct
moonlight). During this time, she gains one of the
following benefits based on the chosen phase:
STR DEX CON INT WIS CHA • Full Moon. All spells cast by Tharia that restore hit
points restore an additional 1d8 hit points.
10 (+0) 14 (+2) 18 (+4) 12 (+1) 18 (+4) 16 (+3)
• New Moon. All spells cast by Tharia that deal
necrotic damage deal an additional 1d6 necrotic
damage.
Proficiency Bonus +3
Saving Throws Wis +8, Cha +7 • Crescent Moon. When Tharia casts a spell that
creates light, the radius of the light is doubled, and
Skills Arcana +5, Insight +8, Religion +8, Perception +8 creatures in the light have disadvantage on saving
Damage Resistances Fire, Radiant throws against being frightened.
Senses Darkvision 60 ft., Passive Perception 18
Languages Common, Dwarvish, Elvish, Celestial, Infernal Tharia can use a bonus action on her turn to switch to
Challenge 6 (2,300 XP) another lunar phase while the effect is active.

Infernal Lineage. Tharia has resistance to fire damage


and can cast the Thaumaturgy cantrip at will. Once per The daughter of a mistress of a backwater Belfrian bordello,
long rest, she can cast Hellish Rebuke as a 2nd-level Eldrana was an outcast in her small town for being one of the
spell using her Charisma as the spellcasting ability. few Nosmeni, even in the diverse backdrop of the “Melting
Pot” kingdom. Every insult under the sun came to her and
Moon’s Blessing. Tharia gains a +2 bonus to saving her mother, and those insults followed them even when
throws against spells and magical effects when they would move to the city of Velandria to try start anew.
under the light of the moon. Additionally, during the Though her mother left without her, and Eldrana was left at
night or when the moon is visible, she can use her the mercy of the townsfolk, where few took pity on her. As
Wisdom modifier instead of her Charisma modifier for a result she was forced to life of petty crime as an urchin,
Persuasion and Intimidation checks. begging when she could and stealing when she could no
longer beg. She was fortunate enough to catch the eye of a
Spellcasting. Tharia is a spellcaster. Her spellcasting priestess of Glanbeli, who was passing through town and
ability is Wisdom (spell save DC 16, +8 to hit with spell felt her heart bleed for the abandoned child. She offered to
attacks). She has the following cleric spells prepared: take Eldrana to Velandria to find her mother, but the young
Nosmeni knew that even if they did find her in that sprawling
Cantrips (at will): Sacred Flame, Thaumaturgy, Light, city, it was unlikely she would want anything to do with her
Spare the Dying daughter.
1st Level (4 Slots): Cure Wounds, Guiding Bolt, Faerie Fire,
Mage Armor Thus the priestess offered the bright moon Glanbeli as her
new mother, should Eldrana wish to accept and give her
2nd Level (3 Slots): Moonbeam, Lesser Restoration, See
life in servitude to the unborn goddess. Though she knew
Invisibility
little of Glanbeli save for folk tales, she took on the Moon as
3rd Level (2 Slots): Dispel Magic, Spirit Guardians, Mass her patron, with the belief that if her followers were as kind
Healing Word as this priestess, she would find a warm home for herself.
4th Level (3 Slots): Guardian of Faith, Banishment, Death Though never would she imagine that home would be on
Ward the other side of the continent, thousands of feet below
5th Level (1 Slots): Greater Restoration, Dawn, Scrying the surface in the depths of the Underground, the home
of the Drow. Though she felt uneasy there, surrounded by
exotic Elves speaking a strange and guttural tongue, she
ACTIONS soon found the tongue would come to her naturally and the
Drow there saw her as their sister and daughter, regardless
of her infernal features. She was accepted amongst them,
Lunar Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., and ordained as a Cleric of Glanbeli after several decades
one target. Hit: 6 (1d6 + 2) bludgeoning damage plus 4 of training under the tutelage of Kadna Glydrin, the High
(1d8) radiant damage. Priestess. It was in this time she took on her new name as
Tharia, forgoing any final connections she had to her past
life.
Now after guiding a group of Dark Dwarves
to sanctuary in their kin’s homeland of
Dornat Al Karit, Tharia finds herself in a
precarious position. A group of unholy
creatures were collecting the corpses of
fallen Dwarves and Troggs in the wake of
the Rupture and its subsequent battles, and
after following the creatures she espied
them loading the bodies onto boats in the
dead of night, where they were thus taken
somewhere over the horizon in the Katarn
Sea. Now Tharia leads an expedition to
the isle where they believe the bodies were
transported, aiming to uncover what foul
manner of dark magic is using the corpses,
and for what purpose.
56

Appendix B: Adversaries Statblocks


57
ARTHUR BELFRIE Ancient Command. Arthur’s presence is commanding and
almost impossible to resist. He has advantage on Charisma
Medium Undead (Shapechanger), Lawful Neutral (Persuasion) and Charisma (Intimidation) checks. In addition,
once per day, Arthur can issue a single command to any
creature within 60 feet that can hear him (no action required).
Armor Class: 18 (Plate Armor) The creature must succeed on a DC 18 Wisdom saving throw or
be compelled to follow Arthur’s command as if under the effect
Hit Points: 180 (9d10+90) of the Command spell.
Speed: 30 ft., fly 40 ft.
ACTIONS
STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 18 (+4) 16 (+3) 16 (+3) 22 (+6) Multiattack. Arthur makes three attacks: two with his
Greatsword or Vampiric Claws and one with his Bite.

Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one


Proficiency Bonus +4 target. Hit: 16 (2d6 + 9) slashing damage plus 8 (2d8) necrotic
Saving Throws Str +10, Dex +8, Wis +7, Cha +10 damage. The target’s hit point maximum is reduced by an
amount equal to the necrotic damage taken.
Skills Perception +7, Stealth +8, Persuasion +10, Insight +7
Damage Resistances Necrotic, Poison; Bludgeoning, Vampiric Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Piercing, and Slashing from Nonmagical Attacks target. Hit: 15 (3d4 + 6) slashing damage plus 11 (2d8) necrotic
damage. Arthur can choose to grapple an enemy struck by this
Condition Immunities Charmed, Exhaustion, attack (escape DC 18). While grappled, the target is restrained,
Frightened, Paralyzed, Poisoned and Arthur can drain its blood as a bonus action on subsequent
Senses Darkvision 120 ft., Passive Perception 17 turns, dealing an additional 13 (3d6) necrotic damage.

Languages Common, Abyssal Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing
Challenge 9 (5,000 XP) creature, or a creature that is grappled by Arthur, incapacitated,
or restrained. Hit: 16 (2d6 + 6) piercing damage plus 8 (2d8)
necrotic damage. The target’s hit point maximum is reduced
Legendary Resistance (2/Day). If Arthur fails a saving throw, he by an amount equal to the necrotic damage dealt, and Arthur
can choose to succeed instead. regains hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if this effect
Shapechanger. If Arthur isn’t in sunlight or running water, he reduces its hit point maximum to 0.
can use his action to polymorph into a Medium bat or a cloud
of mist, or back into his true form. While in bat form, Arthur My Bidding (Recharge 6). Arthur’s command over lesser undead
can’t speak, his walking speed is 5 feet, and he has a flying is absolute. As an action, Arthur can target up to three undead
speed of 40 feet. His statistics, other than his size and speed, creatures within 60 feet that he can see. The targeted creatures
are unchanged. Anything he is wearing transforms with him, must succeed on a DC 18 Charisma saving throw or fall under
but nothing he is carrying does. He reverts to his true form if he Arthur’s control for 1 hour. Undead creatures under Arthur’s
dies. While in mist form, Arthur can’t take any actions, speak, control will obey his commands without hesitation, even if it
or manipulate objects. He is weightless, has a flying speed of means their destruction. If the controlled undead are reduced
20 feet, can hover, and can enter a hostile creature’s space and to 0 hit points, Arthur gains temporary hit points equal to their
stop there. In addition, if air can pass through a space, the mist combined hit points before they were destroyed.
can do so without squeezing, and he can’t pass through water.
He has advantage on Strength, Dexterity, and Constitution
saving throws, and he is immune to all nonmagical damage, LEGENDARY ACTIONS
except the damage he takes from sunlight.

Misty Escape. When at 0 hit points outside his resting place, Arthur can take 3 legendary actions, choosing from the options
Arthur transforms into a cloud of mist (as in the Shapechanger below. Only one legendary action can be used at a time and
trait) instead of falling unconscious, provided he isn’t in only at the end of another creature’s turn. Arthur regains spent
sunlight or running water. If he can’t transform, he is legendary actions at the start of his turn.
destroyed. While at 0 hit points in mist form, he can’t revert
to his vampire form and must reach his resting place within 2 Move. Arthur moves up to his speed without provoking
hours or be destroyed. Once in his resting place, he reverts to opportunity attacks.
his vampire form. He is then paralyzed until he regains at least
1 hit point. After spending 1 week in his resting place with 0 hit Charm (Costs 2 Actions). Arthur targets one humanoid within
points, he regains 1 hit point. 30 feet that he can see. The target must succeed on a DC
18 Wisdom saving throw or be charmed for 1 minute. The
Unholy Resistance. Arthur has advantage on saving throws charmed target is under Arthur’s control and cannot harm
against effects that turn or control undead. him or target him with harmful abilities or magical effects. The
target can repeat the saving throw at the end of each of its
Elder Vampire Regeneration. Arthur regains 25 hit points at the turns and each time it takes damage, ending the effect on itself
start of his turn if he has at least 1 hit point and isn’t in sunlight on a success.
or running water. If Arthur takes radiant damage or damage
from holy water, this trait doesn’t function at the start of his Bite (Costs 2 Actions). Arthur makes a bite attack.
next turn.
Dominate (Costs 3 Actions). Arthur casts Dominate Person on a
creature he has charmed. The creature must succeed on a DC
18 Wisdom saving throw or be dominated for 1 minute.
Arthur Belfrie was a hero of his time, leading
the armies of Mistrath and East Draksborne in rebellion
against the imperial crown alongside his twin brother Jochen.
Yet Draksborne’s emperor fell desperate in the final years of the
prolonged war, resorting to dark arts and unholy allies to try to
turn the tide of the war. It was during the Siege of Limlight that
Arthur discovered this, with his siege camp beset by a horde of
vampires in the dark of night as the army slept. Though the alarm
was sounded, there was little time to prepare for a response against
the bloodlusting fiends.

Arthur was gravely wounded by one of the fiends during the battle, succumbing to his wounds as his men
surrounded him, trying to protect their general and lord. When he awoke several hours later, he found
himself alive, his wounds healed. Yet a mind-numbing fever now held him, and an insatiable desire for blood.
Among the battlefield he found several of his soldiers slowly dying to their own wounds, though with no
control, Arthur feasted upon his loyal subjects. There were some who rose from this, joining Arthur again in
undeath, though many perished and when Arthur’s bloodfrenzy ended, a wave of guilt washed over him.

He travelled to his family vineyard: Vyncourd Manor outside the town of Volosvio. There he and the
followers he had brought with him began to make sense of their situation, planning what to do next.
Arthur decided to leave his followers there, begging them to feast only upon animals or the like in his
absence as he travelled to Mistrath to find his brother and inform him of the blight that now grasped
him. Jochen was horrified by his brother’s fate, yet understanding that he had kept his sanity, for
the most part, and it was still his brother. However, Jochen was a diplomat and Arthur was the
commander, Jochen weighed the thought that if Arthur’s affliction became known, it would result in
the cause wavering as nobles would not want to send their men to their death’s for a vampire. So
Jochen’s plan was to use his brother’s dark curse to put an end to the war, swiftly. Arthur and his
other afflicted men were to traveld to Sundestra and use their powers to infiltrate the keep and
force the surrender of the emperor, or slay him.

Though their mission was a success, word quickly travelled that Arthur Belfrie was a
darkspawn and had slain the emperor in bloodlust and forced the surrender to be
signed by his heir. With little other choice, Jochen was forced to denounce his brother,
enlisting paladins of Erdrydion to pursue him and purge his cursed soul so it might
journey onwards. Yet Arthur eluded them, fleeing along with many of his soldiers
to Baldur and joining the colony on Duskweave Isle, where they lived as recluses,
feasting upon wayward travellers, guards and outlaws. It was at this time they were
approached by Almenhier Thrasliche, the first Vampire and the founding ancestor of
the Thrasliche clan, the only vampires whose wills were their own. He instilled upon
them his mantra and creed, teaching them means of feeding on animals, or seeking
out and feasting on the wicked; in the penal colony of Duskweave there were plenty to
choose from.

When the Isle was condemned by the Lich Kelathar, Arthur and his vampiric followers (whose
numbers had bolstered on the isle) were spared, so long as they devoted themselves to him. Thus
this was true for two centuries, until Arthur sought out the god Seroca to erase the isle from history,
ensuring it was removed from all maps and text. By doing this he limited the forces that would be added to
the lich’s armies, and when the isle was rediscovered again and the heralds of his brother’s kingdom came to
claim it, he and his coven joined them. The Paladin Yinsylim who slew Kelathar gave Arthur and his coven one
chance to exile themselves from Tharador, never to return. Though Arthur agreed to this, his followers bade
they instead find a new home in the sea on the other side of the continent, in the Katarn Sea.

There history seemed to repeat itself, as they happened upon another isle, with several abandoned colonies
dotting its shores, varying in origin from Sea Elf, Alimrothi, Baldurian and even Mayrethi. It seemed to be their best
option for a new home without travelling far across the sea, and they quickly settled there, bringing their Werewolf
cattle with them. Now Arthur is content with their new home, though he sees that others question his leadership
after their exile from Duskweave. He can sense their plotting to overthrow him,
though he wishes to keep the peace for as long as he can.
BLOODCLAW - ABOMINABLE Blood Burst (Recharge 5-6). Bloodclaw releases a burst
of corrupted blood from its body. Each creature within
WEREWOLF 15 ft. of Bloodclaw must make a DC 16 Dexterity saving
Medium Humanoid (Shapechanger), Chaotic Neutral throw, taking 21 (6d6) necrotic damage on a failed save,
or half as much on a successful one. Bloodclaw regains
hit points equal to half the total necrotic damage dealt.
Armor Class: 16 (Natural Armor)
Devour Flesh (Recharge 5-6). Bloodclaw lunges at a
Hit Points: 120 (6d10+60) creature within 20 feet, attempting to tear a chunk of
Speed: 40 ft. flesh away to devour. The target must make a DC 16
Dexterity saving throw or take 18 (4d8) slashing damage
and be grappled (escape DC 16). While grappled in this
way, Bloodclaw can use a bonus action on subsequent
STR DEX CON INT WIS CHA
turns to deal 13 (2d8 + 4) necrotic damage as it devours
22 (+6) 14 (+2) 20 (+5) 8 (-1) 12 (+1) 7 (-2) the creature’s flesh, healing for the amount of necrotic
damage dealt.

Proficiency Bonus +3
Saving Throws Str +9, Con +8
Skills Perception +5, Athletics +9 As Celine de la Rogue furthered her skills with hemomancy,
she began to test her powers on other beings to understand
Damage Resistances Bludgeoning, Piercing, and
what ways they could be enhanced or diminished by her
Slashing from Nonmagical Attacks that aren’t Silvered powers. Bloodclaw was one unfortunate captive held in
Condition Immunities Charmed, Frightened the feeding stocks which Celine chose as her subject. He
Senses Darkvision 60 ft., Passive Perception 15 was of no note, no importance. She did not know his name,
Languages Common (cannot speak) nor did she care for it. The subject was simply the most
healthy, having only been captured a few days prior, and
Challenge 6 (2,300 XP)
was mostly unbled, having only been fed on
once before.
Blood Infusion. The blood of those Bloodclaw consumes
With the subject strapped to powerful bonds
strengthens its twisted form. Each time Bloodclaw
of silver and in the light of the full moon, Celine
reduces a creature to 0 hit points with a melee attack, it
began experimenting on him, empowering his
gains a +1 bonus to its attack rolls and damage rolls for
mutagens with a mix of her own blood to engorge
the next minute. These bonuses stack, to a maximum of
his physical form, forcing his lycanthropy
+3.
transformation to be permanent. This was
merely the start of the experiments however,
Bloodlust. Whenever Bloodclaw reduces a creature to 0
and for months they continued as she began
hit points with a melee attack, it can immediately move
twisting and butchering his physical form in
up to half its speed and make a Bite attack against a
the name of progress, hoping that she might find a
different creature within range.
way to empower their thralls in a similar way.
Supernatural Senses. Bloodclaw has advantage on
The experiments finally came to a head after
Wisdom (Perception) checks that rely on smell.
Bloodclaw broke free of his bondage, tearing
Celine to shreds before scampering off into the
Grotesque Regeneration. Bloodclaw regains 10 hit
dense forests of the isle. Though Celine was quick
points at the start of its turn if it has at least 1 hit point
to regenerate from her wounds, Bloodclaw’s scars
and isn’t in sunlight or running water. If Bloodclaw takes
from her experimentation were permanent. Even
radiant damage or damage from a silvered weapon, this
his kin no longer recognised him, and feared him.
trait doesn’t function at the start of its next turn.
Now he prowls the woods, feasting upon whatever
unfortunate creature might fall into his gaze, or
ACTIONS unfortunate souls that land upon the isle’s shore.

Multiattack. Bloodclaw makes two attacks: one with its


Claws and one with its Bite.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6)
necrotic damage.

Bite (Werewolf form). Melee Weapon Attack: +9 to


hit, reach 5 ft., one target. Hit: 14 (2d6 + 6) piercing
damage plus 7 (2d6) necrotic damage. If the target is
a humanoid, it must succeed on a DC 16 Constitution
saving throw or be cursed with werewolf lycanthropy.
CELINE DE LA ROUGE - 1st Level (4 Slots): Shield, Ray of Sickness, Magic Missile
2nd Level (3 Slots): Mirror Image, Hold Person, Melf’s Acid Arrow
VAMPIRE HEMOMANCER 3rd Level (3 Slots): Counterspell, Vampiric Touch, Animate Dead
Medium Undead (Shapechanger), Neutral Evil 4th Level (3 Slots): Greater Invisibility, Phantasmal Killer, Blight
5th Level (2 Slots): Cloudkill, Dominate Person
6th Level (1 Slots): Circle of Death
Armor Class: 17 (Natural Armor)
Hit Points: 140 (7d10+70)
Speed: 30 ft. ACTIONS

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


STR DEX CON INT WIS CHA Hit: 13 (2d8 + 4) slashing damage.

16 (+3) 18 (+4) 14 (+2) 20 (+5) 16 (+3) 18 (+4) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by Celine, incapacitated,
or restrained. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6)
Proficiency Bonus +3 necrotic damage. The target’s hit point maximum is reduced
by an amount equal to the necrotic damage taken, and Celine
Saving Throws Int +9, Wis +7, Cha +8 regains hit points equal to that amount. The reduction lasts
Skills Arcana +9, Deception +8, Perception +7 until the target finishes a long rest. The target dies if this effect
Damage Resistances Necrotic, Poison; Bludgeoning, reduces its hit point maximum to 0.

Piercing, and Slashing from Nonmagical Attacks Animate Blood (Recharge 5-6). Celine channels her blood
Condition Immunities Charmed, Exhaustion, magic to raise the dead. As an action, Celine targets up to
Frightened, Paralyzed, Poisoned three corpses of Medium or smaller creatures within 30 feet of
her. These corpses rise as Bloodbound Thralls under Celine’s
Senses Darkvision 120 ft., Passive Perception 17 control. The thralls have the same statistics as Zombies (MM,
Languages Common, Abyssal p. 316) but deal an additional 1d6 necrotic damage with their
attacks. The thralls remain animated for 1 hour, until Celine
Challenge 7 (2,900 XP)
dismisses them as a bonus action, or until they are destroyed.
Celine can communicate telepathically with her Bloodbound
Thralls as long as they are within 60 feet of her.
Shapechanger. If Celine isn’t in sunlight or running water,
she can use her action to polymorph into a Medium bat or a Sanguine Domination (Recharge 5-6). As an action, Celine can
cloud of mist, or back into her true form. While in bat form, attempt to control the blood of a creature within 60 feet of her.
Celine can’t speak, her walking speed is 5 feet, and she has a The target must make a DC 17 Constitution saving throw. On a
flying speed of 40 feet. Her statistics, other than her size and failed save, the target is charmed by Celine and must follow her
speed, are unchanged. Anything she is wearing transforms telepathic commands to the best of its ability. The charm lasts
with her, but nothing she is carrying does. She reverts to her for 1 minute, but the target can make a new saving throw at the
true form if she dies. While in mist form, Celine can’t take any end of each of its turns, ending the effect on a success. If the
actions, speak, or manipulate objects. She is weightless, has target takes damage, it can immediately make another saving
a flying speed of 20 feet, can hover, and can enter a hostile throw to end the effect.
creature’s space and stop there. In addition, if air can pass
through a space, the mist can do so without squeezing, and
she can’t pass through water. She has advantage on Strength, LEGENDARY ACTIONS
Dexterity, and Constitution saving throws, and she is immune
to all nonmagical damage, except the damage she takes from
sunlight.
Celine can take 2 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and
Hemomantic Resilience. Celine regains 15 hit points at the start
only at the end of another creature’s turn. Celine regains spent
of her turn if she has at least 1 hit point and isn’t in sunlight or
legendary actions at the start of her turn.
running water. If Celine takes radiant damage or damage from
a silvered weapon, this trait doesn’t function at the start of her
Move. Celine moves up to her speed without provoking
next turn.
opportunity attacks.
Bloodweaver. Celine’s blood magic grants her the ability to
Blood Drain. Celine makes a Bite attack.
manipulate the lifeblood of others with terrifying precision.
When she deals necrotic damage to a creature, she can reduce
Siphon Vitality (Costs 2 Actions). Celine targets one creature
the creature’s speed by 10 feet until the end of her next turn.
she can see within 30 feet. The target must make a DC 17
If a creature affected by this ability is reduced to 0 hit points,
Constitution saving throw or take 10 (3d6) necrotic damage.
Celine can immediately gain temporary hit points equal to her
Celine regains hit points equal to the necrotic damage dealt.
Intelligence modifier (+5).

Spellcasting. Celine is a spellcaster. Her spellcasting ability is


Intelligence (spell save DC 17, +9 to hit with spell attacks). Celine
has the following spells prepared:

Cantrips (at will): Chill Touch, Mage Hand, Prestidigitation, Toll


the Dead
Born in Baldur at the turn of the Second Era, Celine
was raised in the eaves of the Fringe, the spawn of
forbidden love between Elf and Man in a time where
racial tensions were high from skirmishes between
Nan Thalias and Baldur in the Fringe. Celine’s
early life was filled with turmoil, for her parents
and herself were hated by all their kin. They would
eventually find an escape by retreating into the east
of Baldur, in the foothills near Arvere where they
would build a cottage and live off the land, with her
mother’s druidic abilities providing for them. She
was joined by three younger siblings in that time,
and though their father passed on, her mother and
siblings continued their sheltered life. Though this
fairytale came to a bitter end in Celine’s thirtieth
summer. She had left for town in the day to procure
tools and sell off some of their harvest, though
she returned to tragedy that evening: her mother
and siblings had all been feasted upon by a set of
brigands instilled with vampirism. Having had their
filling, they chose to instead enthral Celine, feeding
upon her and cursing her with the dark affliction.

For years she was bound to their will, though she


noted a unique property within her that seemed to
rise from the affliction: the ability to manipulate
and control blood using Minera’s Breath, and with
this she broke her thraldom and slaughtered her
family’s killers in their sleep. She had overheard talk
from them, mocking of a coven of vampires in the
penal colony on Duskweave led by an old Belfrian
noble. With little other knowledge of what that
might entail, she travelled there, quickly becoming
smitten with the coven’s leader, who in turn became
infatuated with her.

Though when the coven was exiled from Duskweave


following their betrayal of Kelathar, an inkling of
resentment was planted in Celine’s heart for her
lover’s ineptitude to safeguard his family. This
seedling was watered over time by his inaction and
reactive leadership style, only making decisions
when cruxes had come to a head, rather than
preparing for whatever crisis might befall them.
CORSICUS - WEREWOLF KNIGHT Bite (Werewolf form). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Medium Humanoid (Human, Shapechanger), Lawful Neutral
If the target is a humanoid, Corsicus can choose to force
the target to make a DC 16 Constitution saving throw.
On a failure, they are cursed with lycanthropy.
Armor Class: 18 (Plate Armor)
Hit Points: 140 (7d10+70) Howl of Command (Recharge 5-6). Corsicus releases
Speed: 30 ft. (40 ft. in Werewolf form) a powerful howl that inspires fear and aggression. All
enemies within 30 feet must make a DC 16 Wisdom
saving throw or be frightened for 1 minute. Up to 3
allied werewolves within 30 ft. of Corsicus that can hear
STR DEX CON INT WIS CHA him use their reaction to move up to 30 ft. and make
20 (+5) 14 (+2) 18 (+4) 12 (+1) 16 (+3) 16 (+3) one melee attack.

Shapechanger. As a bonus action, Corsicus can


Proficiency Bonus +3 transform into his werewolf form or revert to his human
Saving Throws Str +9, Con +8 form. While in werewolf form, his speed increases to 40
feet. His statistics remain the same. Any equipment he is
Skills Athletics +9, Intimidation +7, Perception +7, Survival +7
wearing or carrying isn’t transformed. He reverts to his
Damage Resistances Bludgeoning, Piercing, and human form if he dies.
Slashing from Nonmagical Attacks that aren’t Silvered
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 17
Languages Common A knight of Mayreth’s heavy cavalry, Corsicus was one of the
frontline fighters who put his life on the line in defense of
Challenge 7 (2,900 XP)
the frontier lands that were being ravaged by the raiders
of Alimroth. Often his patrols saw him During the Autumn
of the Falling Moon two years ago Corsicus was beset by a
Alpha’s Might. Corsicus’ presence ignites fury within his
horde of Werewolves: vagabonds forced into permanent
kin. All werewolves of Corsicus’ choice within 30 feet of
transformation under the fixed full moon. Though he was
him gain a +2 bonus to their attack and damage rolls.
able to slay half a dozen, their numbers were too many. He
retreated, but was hounded by them until his consciousness
Royal Aura. Corsicus commands respect and fear. He
faded as a stream of blood gushed from his side.
has advantage on all Charisma checks, and creatures
of his choice within 10 feet of him have advantage on
He was surprised to awake, having made peace with his
saving throws against being frightened.
gods as the light faded from his eyes. There was no sense in
him for how much time had passed, but he found himself
Supernatural Senses. Corsicus has advantage on
surrounded by men instead of ravenous Werewolves, yet he
Wisdom (Perception) checks that rely on smell or
found their scents familiar. They would introduce themselves
hearing.
as the Wardens, a group of Werewolves that would usually
aim to keep their kin in check, though they lost themselves
Feral Instincts (1/Day). As apart of rolling initiative,
during the constant full moon that loomed above for three
Corsicus can enter a feral state. While going feral, he has
months, for which they apologised. They offered Corsicus a
advantage on all melee attack rolls he makes, but attack
place among them, noting that he would have little chance at
rolls against him are made with advantage. The feral
a normal life again. Feeling he had little other choice, he took
state lasts for 1 minute or until he is incapacitated.
their offer, roaming with their pack.
ACTIONS
They have since left to Saltmist Isle, where Corsicus has taken
a somewhat authoritative position as a symbol of hope
Multiattack. In human form, Corsicus makes two for the Werewolves there, who have been the subjects and
Greatsword attacks. In werewolf form, Corsicus can food of Arthur Belfrie’s vampire coven for years. Corsicus
make two attacks with his Greatsword, or one attack promises to free his brethren, even if it means freeing Arthur
with his Claws and one with his Bite. Belfrie’s head from his shoulders beforehand. By uniting
various clans and tribes split across the isle, Corsicus has
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., formed a formidable army to rival the vampires, though they
one target. Hit: 11 (2d6 + 5) slashing damage. seemingly are undeterred by this and the looming threat of
an assault on their township.
Claws (Werewolf form). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
The target must succeed on a DC 16 Strength saving
throw or be knocked prone.
DREADCLAW - WERENDIGO Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6)
Medium Monstrosity, Chaotic Evil
cold damage. If the target is a humanoid, it must
succeed on a DC 15 Constitution saving throw or be
cursed. The cursed target loses 1d4 hit points at the
Armor Class: 15 (Natural Armor) start of each of its turns as its body begins to wither and
Hit Points: 120 (6d10+60) decay. The curse lasts until it is lifted by a remove curse
Speed: 40 ft., climb 30 ft. spell or similar magic.

Predatory Leap (Recharge 5-6). The Werewolf Wendigo


leaps up to 20 feet in any direction, landing in an
STR DEX CON INT WIS CHA unoccupied space. Each creature within 5 feet of where
20 (+5) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 7 (-2) it lands must succeed on a DC 15 Dexterity saving throw
or take 14 (4d6) slashing damage and be knocked prone.

Proficiency Bonus +3 Wendigo Howl (1/Day). The Werewolf Wendigo lets out
Saving Throws Str +8, Con +6 a blood-curdling howl that can paralyze creatures with
fear. All creatures within 30 ft. of the Werewolf Wendigo
Skills Perception +4, Stealth +6, Survival +4
that can hear it must make a DC 15 Wisdom saving
Damage Resistances Cold; Bludgeoning, Piercing, and throw or be paralyzed with fear for 1 minute. A creature
Slashing from Nonmagical Attacks can repeat the saving throw at the end of each of its
Condition Immunities Charmed, Frightened turns, ending the effect on itself on a success. Creatures
Senses Darkvision 60 ft., Passive Perception 14 that succeed on the saving throw are immune to the
Wendigo Howl for the next 24 hours.
Languages Understands Common and Abyssal but can’t
speak
Challenge 6 (2,300 XP)

An ancient being that has prowled the forests of


Chilling Aura. The air around the Werewolf Wendigo is Saltmist Isle millennia before Men first walked upon the
unnaturally cold, and it chills the bones of those who planes of Minera. A ravenous creature with a hunger for
come too close. Any creature that starts its turn within flesh and misery, Dreadclaw was a device of Idinhelieth
10 feet of the Werewolf Wendigo must succeed on a abandoned during Mindoriel’s defeat. It has ever since
DC 15 Constitution saving throw or take 7 (2d6) cold remained trapped on the isle it now sees as its domain,
damage and have its speed reduced by 10 feet until the slumbering for centuries at a time before it is woken by
start of its next turn. trespassers to its home. Any unfortunate beings who
might find themselves in its sights were doomed to die,
Relentless Tracker. The Werewolf Wendigo has as it would either consume their flesh or their sanity.
advantage on Wisdom (Survival) checks to track
creatures that are wounded or bleeding. Additionally, When the first colony was built on the isle by Elves
the Werewolf Wendigo can sense the presence of of Nan Thalias in the First Era, the creature was
any creature within 60 feet that has less than half its quick to drive them against each other, the
maximum hit points. This sense can penetrate most colony ending in a bloodbath as the isolation
barriers, but it is blocked by 1 foot of stone, 1 inch of took over them and Dreadclaw pressed this
common metal, a thin sheet of lead, or 3 feet of wood or paranoia to its advantage. Within decades
dirt. the colony burnt to the ground and he
feasted upon the misery and corpses of its
Feral Regeneration. If the Werewolf Wendigo has at inhabitants. The Elves from then on felt the
least 1 hit point, it regains 10 hit points at the start of its isle was cursed, but for the deaths of their kins,
turn. If the Werewolf Wendigo takes radiant damage, rather than any creatures of Mindoriel that
this trait doesn’t function at the start of its next turn. might lurk there.

Over the millennia a dozen attempts were made


ACTIONS by various factions to colonize the isle, from Sea
Elves to Men of Baldur and Alimroth. All of these
attempts were doomed to fail with Dreadclaw watching
Multiattack. The Werewolf Wendigo makes three and manipulating from afar. Now the Vampire Coven of
attacks: one with its Bite and two with its Claws. Arthur Belfrie seeks to make its domain their own, and
while aware of the beast, they seem to be impervious to
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one its effects, much to its frustration and detriment. Its only
target. Hit: 14 (2d8 + 5) slashing damage. hope is to manipulate the Werewolves they have brought
as cattle to do its bidding.
SER GASTON - VAMPIRE ACTIONS
KNIGHT
Medium Undead (Shapechanger), Lawful Neutral Multiattack. Ser Gaston makes two attacks with his
Greatsword.

Armor Class: 18 (Plate Armor) Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 15 (2d6 + 8) slashing damage plus 7
Hit Points: 120 (6d10+60)
(2d6) necrotic damage.
Speed: 30 ft.
Blood Drain (Recharge 5-6). Ser Gaston draws blood
from nearby enemies to fuel his strength. All creatures
STR DEX CON INT WIS CHA within 20 feet of Ser Gaston must make a DC 15
Constitution saving throw. On a failed save, each
20 (+5) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 18 (+4) creature takes 14 (4d6) necrotic damage, and Ser Gaston
regains hit points equal to the total necrotic damage
dealt. On a successful save, the creatures take half as
Proficiency Bonus +3 much damage, and Ser Gaston does not regain hit
Saving Throws Str +8, Con +7, Wis +5 points. A creature without blood is unaffected by this
Skills Athletics +8, Intimidation +7, Perception +5 ability.
Damage Resistances Necrotic; Bludgeoning, Piercing,
Unholy Speed (Recharge 5-6). Ser Gaston can take the
and Slashing from Nonmagical Attacks Dash action as a bonus action on his turn. Additionally,
Condition Immunities Charmed, Frightened until the end of his turn, he can move through other
Senses Darkvision 120 ft., Passive Perception 15 creatures’ spaces as if they were difficult terrain. Any
Languages Common, Abyssal creature he moves through takes 7 (2d6) necrotic
damage, and Ser Gaston regains hit points equal to half
Challenge 6 (2,300 XP)
the damage dealt. A creature can only take this damage
once per turn.
Shapechanger. If Ser Gaston isn’t in sunlight or running
water, he can use his action to polymorph into a
Medium bat or a cloud of mist, or back into his true
form. While in bat form, Ser Gaston can’t speak, his Ser Gaston was once a proud knight, serving the Duke of
walking speed is 5 feet, and he has a flying speed of 40 Strassen with unshakable loyalty. A man of unwavering duty,
feet. His statistics, other than his size and speed, are he believed in the power of order, in the strength of hierarchy
unchanged. Anything he is wearing transforms with and the dominion of nobility over the land. Duke Strauss,
him, but nothing he is carrying does. He reverts to his ruler of Greypeak, was more than a mere lord to Gaston—
true form if he dies. While in mist form, Ser Gaston can’t he was the embodiment of those ideals, a man whose will
take any actions, speak, or manipulate objects. He is should never be questioned. So when whispers of the Duke’s
weightless, has a flying speed of 20 feet, can hover, and dark powers and unnatural ambitions crept through the
can enter a hostile creature’s space and stop there. In city, Gaston volunteered without hesitation. The offer of
addition, if air can pass through a space, the mist can immortality, to be among the chosen who would enforce his
do so without squeezing, and he can’t pass through lord’s vision with strength beyond the mortal coil, was more
water. He has advantage on Strength, Dexterity, and enticing than any oath he had ever sworn. The embrace
Constitution saving throws, and he is immune to all granted him formidable power, but it also tethered his fate
nonmagical damage, except the damage he takes from to Strauss’s shadowy schemes, pushing him to enforce the
sunlight. Duke’s often ruthless policies with an iron fist. As Ser Gaston
navigated his new existence, he grappled with the loss of
Vampiric Resilience. Ser Gaston regains 10 hit points at his mortality and the moral ambiguities that came with his
the start of his turn if he has at least 1 hit point and isn’t enhanced abilities.
in sunlight or running water. If Ser Gaston takes radiant
damage or damage from holy water, this trait doesn’t The fragile balance of power in Strassen was shattered
function at the start of his next turn. when Almenhier and Etherian, powerful Elder vampires
who made it their task to quell their clansmen who broke
Bloodthirst. When Ser Gaston deals necrotic damage, he their creed, rose to challenge Duke Strauss’s oppressive
gains temporary hit points equal to the necrotic damage methods. When they defeated Strauss, they turned to Gaston
dealt. with an offer: exile, not execution. In their eyes, there was a
chance for redemption, though Gaston had done nothing
to deserve it. They cast him to Arthur Belfrie’s Coven, a place
where perhaps, under new guidance, the monstrous knight
might learn restraint, might curb his unbridled thirst for
dominance.
Yet, in the coven, Ser Gaston remains unyielding. He has
little patience for Arthur Belfrie’s “lessons” of modesty
and balance. The old teachings of submission and
control do not sit well with a soul so eager for conquest.
His time in the coven is meant to temper him, to humble
him before his dark power, but Gaston clings to his
former glory. He is a knight still, in his mind, bound by
an oath not to the whims of mercy, but to the iron rule
of those who claim what is theirs by might. Whether he
will learn from the coven’s teachings or eventually rebel
against them remains uncertain, but one thing is clear:
Ser Gaston is far from broken.
SHAMBLING CORPSE MOUND Corpse Volley (Recharge 5-6). The Corpse Mound can
hurl the corpses impaled on its back as weapons. As
Huge Undead, Unaligned
an action, it targets up to three creatures within 30
feet, making a separate ranged weapon attack for each
corpse. Ranged Weapon Attack: +8 to hit, range 30/60 ft.,
Armor Class: 16 (Natural Armor) one target. Hit: 14 (2d8 + 5) bludgeoning damage. The
Hit Points: 140 (6d10+80) hurled corpse is destroyed in the process.
Speed: 30 ft.
Earthshattering Slam (Recharge 5-6). The Corpse
Mound raises its massive fists and slams them into the
ground with tremendous force. Each creature within 15
STR DEX CON INT WIS CHA feet of the Corpse Mound must make a DC 18 Dexterity
22 (+6) 8 (-1) 22 (+6) 6 (-2) 10 (+0) 5 (-3) saving throw. On a failed save, a creature takes 22
(4d10) bludgeoning damage and is knocked prone.
On a successful save, the creature takes half as much
Proficiency Bonus +3 damage and isn’t knocked prone. The ground in the
Damage Resistances Necrotic; Bludgeoning, Piercing, area becomes difficult terrain for 24 hours.
and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Abominations born of a singular, twisted purpose.
Frightened, Paralyzed, Poisoned Devised by Celine, these monstrosities were created
Senses Darkvision 60 ft., Passive Perception 10 to scour the land, gathering the remains of the dead
in the wake of Namneri’s Chalice’s destruction. These
Languages Understands Common but can’t speak grotesque creatures lumber across the devastated fields
Challenge 6 (2,300 XP) of Tharador, their hulking forms stitched together from
the remains of countless bodies. Each mound is a mass
of writhing, rotting flesh, dragging with it the weight of
Corpse Collector. The Corpse Mound can carry up to 10 dozens, sometimes hundreds of corpses, fused into its
corpses of Medium or smaller creatures impaled on the hide.
spikes protruding from its back. These corpses remain
attached until they are removed by another creature These creatures are not merely mindless collections of
(using an action) or until the Corpse Mound chooses to dead matter. Within each one, the souls of the deceased
release them. As an action, the Corpse Mound can slam remain trapped, bound to their mortal coils even after
its back into the ground, dislodging the corpses and death. The mounds carry these souls upon their back like
dealing 2d6 bludgeoning damage to all creatures within a cursed burden, using them to empower their grotesque
10 feet. form. These souls, tethered by Celine’s dark magic, are
neither free nor at peace. They are prisoners, forced to
Undead Fortitude. If damage reduces the Corpse Mound continue a grim parody of life as the mound consumes
to 0 hit points, it must make a Constitution saving throw more corpses, adding to the twisted mass.
with a DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the Corpse Driven by the singular goal of gathering more dead, the
Mound drops to 1 hit point instead. Shambling Corpse Mounds act with eerie determination.
Wherever there is battle, wherever destruction
has claimed lives, the mounds appear, slowly and
ACTIONS methodically collecting the dead in their relentless march.
As they grow, they become stronger, the multitude of
trapped souls feeding their dark strength, driving them
Multiattack. The Corpse Mound makes two Slam to seek out ever more corpses to add to their bloated,
attacks. shambling mass.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one In the eyes of Celine, these creations are nothing more
target. Hit: 16 (2d10 + 6) bludgeoning damage. If the than tools:vessels for the trapped souls of Tharador, each
target is a creature, it must succeed on a DC 18 Strength one a grotesque monument to her dark ambition. But to
saving throw or be knocked prone. those who face them, they are nightmares made flesh,
unstoppable collectors of death and ruin.
Spike. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 19 (3d10 + 6) piercing damage. If the target is
a Medium or smaller creature and this attack reduces it
to 0 hit points, the Corpse Mound can impale the corpse
on its back as a bonus action.
VAMPIRE THRALL VAMPIRE THRALL (MINION)
Medium Undead, Chaotic Evil Medium Undead, Chaotic Evil

Armor Class: 14 (Natural Armor) Armor Class: 12 (Natural Armor)


Hit Points: 40 (3d10+10) Hit Points: 6
Speed: 30 ft. Speed: 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 14 (+2) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 6 (-2)

Proficiency Bonus +2 Proficiency Bonus +2


Damage Resistances Necrotic; Bludgeoning, Piercing, Senses Darkvision 60 ft., Passive Perception 10
and Slashing from Nonmagical Attacks that aren’t Languages Understands Common but can’t speak it
Silvered Challenge 1/4 (10 XP)
Senses Darkvision 60 ft., Passive Perception 14
Languages Common (cannot speak in Werewolf form)
Challenge 3 (700 XP)

Blood Frenzy. The Vampire thrall has advantage on Minion. If the Vampire thrall (Minion) takes damage
melee attack rolls against any creature that doesn’t have from an attack or as the result of a failed saving throw,
all its hit points. its hit points are reduced to 0. If the Minion takes
damage from another effect, it dies if the damage
Regeneration. The Vampire thrall regains 5 hit points at equals or exceeds its hit point maximum; otherwise, it
the start of its turn if it has at least 1 hit point and isn’t takes no damage.
in sunlight or running water. If the Vampire Thrall takes
radiant damage or damage from holy water, this trait Blood Frenzy. The Vampire thrall (Minion) has advantage
doesn’t function at the start of its next turn. on melee attack rolls against any creature that doesn’t
have all its hit points.
Sunlight Sensitivity. While in sunlight, the Vampire
thrall has disadvantage on attack rolls and on Wisdom Sunlight Sensitivity. While in sunlight, the Vampire
(Perception) checks that rely on sight. thrall (Minion) has disadvantage on attack rolls and on
Wisdom (Perception) checks that rely on sight.

ACTIONS
ACTIONS
Multiattack. The Vampire thrall makes two attacks: one
with its Claws and one with its Bite. Claws (Group Attack). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 2 slashing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 3) slashing damage. If the target is a
creature, it is grappled (escape DC 13). Until this grapple
The vampire thralls of Arthur Belfrie’s Coven are not creatures
ends, the target is restrained, and the Vampire thrall
of elegance or grandeur. They are the castoffs, the discarded
can’t use its Claws on another target.
remnants of those once promised power, now reduced to little
more than tools of blood and desperation. Ensnared by various
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
high-ranking vampires, these thralls live in chains, bound
willing creature, or a creature that is grappled by the
not just by iron but by the ceaseless hunger that gnaws at
Vampire thrall, incapacitated, or restrained. Hit: 7 (1d6
their minds. Their days blur into one long, agonizing torment
+ 3) piercing damage plus 2 (1d4) necrotic damage,
as they are driven to starvation, their senses dulled and
and the Vampire thrall regains hit points equal to that
sharpened all at once by the relentless craving for blood that is
necrotic damage dealt.
never satisfied.

Rarely are these thralls set loose, and when they are, it is not
to fulfill some noble purpose. No, they are released only when
their bodies have become so ravenous, so desperate, that they
become nothing more than rabid animals. When their chains
fall away, they are not hunters but scavengers, willing to tear
into anything that crosses their path. The first scent of blood,
the first glimpse of warm flesh, sends them into a frenzy. • Ranged Overkill Attacks: Additional targets
They do not discriminate in these moments of madness: must be within a line from the attacker up to the
vampire, mortal, or otherwise; all are prey. weapon’s short range.

On the Isle, this bloodlust is most often directed toward


the Werewolves, the bitter rivals of their vampiric masters. Group Attacks
The coven sees the thralls as weapons, something to be
If there are two to five Vampires (Minions) in a group,
pointed in the direction of their enemies. When the time
they can combine their actions into a single powerful
comes, these poor souls are loosed upon the Werewolves,
group attack, provided the target is within each
the clash of fang and claw nothing more than sport for
vampire’s reach or range. The group makes a single
their vampiric overlords. For the thralls, there is no honor
attack roll, with a bonus to the attack roll based on
in this, no glory, only a brief respite from the torment of
the number of participating vampires. If the group
starvation. But their moments of freedom are fleeting,
attack hits, the damage is multiplied by the number
and once the blood has been spilled and the frenzy sated,
of vampires in the attack. A group attack is made with
the chains return. The cycle begins anew.
advantage or disadvantage only if all vampires in the
group share that condition. Otherwise, it is made as a
Minions normal attack.
The Vampires (Minions) in this adventure are designed
as weaker foes that allow you to craft dramatic combat
scenarios involving large numbers of enemies without
overwhelming the player characters. They’re a tool to
make players feel heroic as they can face and defeat
multiple opponents simultaneously. Despite their
weakness, Vampires (Minions) pose a real threat; they
require strategic handling as their attacks still deal
damage and can’t be ignored.

The goal is to have them require minimal setup,


to not bog down initiative, and to make the
players feel powerful when facing large groups
of them. The core mechanics of the Vampires
(Minions) are that if they take any form of
damage from an attack or a failed saving throw,
they are instantly brought to 0 hit points. If
they are hit by any other damage source, the
vampire will only die if the damage meets
or exceeds their hit point maximum—
otherwise, they take no damage.

Vampires (Minions) have no hit dice, they


cannot crit on their weapon attacks, and
they have static damage numbers on their
attacks. To streamline combat, a group
of vampires will be counted as one entity
for initiative, based on the lowest initiative
roll of the group. To form a group, there must be a
minimum of two Vampires (Minions), and the group
is formed at the beginning of the round of combat
if the vampires are adjacent to one another.

Overkill Attacks
In order for the party to deal with the large groups of
Vampires (Minions), they will gain access to overkill
attacks. An overkill attack is a powerful attack that can
defeat multiple vampires in one attack. If a weapon
attack’s damage surpasses a vampires hit point
maximum, the excess damage (overkill damage) can
transfer to another vampire within range. The distance
within which additional vampires can be affected
by overkill damage depends on the type of
attack:

• Melee Overkill Attacks: Additional


targets must be within the attacker’s
reach.
WEREWOLF WARRIOR
WEREWOLF WARRIOR
Medium Humanoid (Shapechanger), Unaligned (MINION)
Medium Humanoid (Shapechanger), Unaligned

Armor Class: 13 (Natural Armor) Armor Class: 12 (Natural Armor)


Hit Points: 40 (3d10+10) Hit Points: 8
Speed: 30 ft. (40 ft. in Werewolf form) Speed: 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 8 (-1) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 11 (+0) 8 (-1)

Proficiency Bonus +2 Proficiency Bonus +2


Skills Perception +4 Senses Darkvision 60 ft., Passive Perception 14
Damage Resistances Bludgeoning, Piercing, and Languages Common (cannot speak in Werewolf form)
Slashing from Nonmagical Attacks that aren’t Silvered Challenge 1/4 (10 XP)
Senses Darkvision 60 ft., Passive Perception 14
Languages Common (cannot speak in Werewolf form)
Minion. If the Werewolf (Minion) takes damage from
Challenge 3 (700 XP) an attack or as the result of a failed saving throw, its
hit points are reduced to 0. If the minion takes damage
from another effect, they die if the damage equals or
Shapechanger. The Werewolf can use its action to exceeds their hit point maximum; otherwise, they take
polymorph into a werewolf, or back into its true form, no damage.
which is humanoid. Its statistics, other than its AC (which
is 10 in it’s true form), are the same in each form. Any Keen Hearing and Smell. The Werewolf (Minion) has
equipment it is wearing or carrying isn’t transformed. It advantage on Wisdom (Perception) checks that rely on
reverts to its true form if it dies. hearing or smell.
Keen Hearing and Smell. The Werewolf has advantage Pack Tactics. The Werewolf (Minion) has advantage on
on Wisdom (Perception) checks that rely on hearing or an attack roll against a creature if at least one of the
smell. Werewolf (Minion)’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.
Pack Tactics. The Werewolf has advantage on an attack
roll against a creature if at least one of the Werewolf’s
allies is within 5 feet of the creature and the ally isn’t ACTIONS
incapacitated.

Claws (Group Attack). Melee Weapon Attack: +4 to hit,


ACTIONS reach 5 ft., one target. Hit: 2 slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one


Multiattack. The Werewolf makes two attacks: one with target. Hit: 1 piercing damage.
its Bite and one with its Claws.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one


The Werewolves of Saltmist Isle are not the noble hunters they
target. Hit: 8 (2d4 + 3) slashing damage.
once were, but survivors, hardened by captivity and driven by
the need for vengeance. Once captives of Arthur Belfrie’s Coven,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
these werewolves were rounded up like cattle—some taken
target. Hit: 7 (1d8 + 3) piercing damage. If the target is
from the mainland, others seized after the Coven’s departure
a humanoid, it must succeed on a DC 12 Constitution
from Duskweave. They were not valued as warriors, but as
saving throw or be cursed with werewolf lycanthropy.
blood bags, living stores of lifeblood to be drained at the whim
of their vampiric masters. Trapped in iron cages, their howls
echoed through the dark halls of the coven, but their rage
remained unbroken, simmering beneath the surface.

For years, they lived under the yoke of the vampires, their
existence reduced to little more than fodder for their captors.
Yet not all were content to languish in chains. Through
cunning, desperation, and sheer force of will, some of the
werewolves managed to break free from their shackles,
escaping into the wilds of Saltmist Isle. These escapees, though
scarred and weakened, found a new sense of purpose beyond overkill damage depends on the type of attack:
mere survival. No longer willing to be prey, they banded
together, forming tribes and clans that set aside their internal • Melee Overkill Attacks: Additional targets must be
feuds to unite against their common enemy. within the attacker’s reach.

Now, these Werewolf Warriors prowl the fog-shrouded forests • Ranged Overkill Attacks: Additional targets must be
and cliffs of Saltmist Isle, seeking vengeance on the vampires within a line from the attacker up to the weapon’s
who enslaved them. Each one bears the marks of their short range.
captivity; scars from shackles, burns from silver, and a deep
hatred for the coven that sought to break them. Their alliance
is fragile, born of necessity rather than trust, but their shared Group Attacks
rage fuels their relentless campaign against the vampires.
If there are two to five Werewolves (Minions) in a group,
they can combine their actions into a single powerful group
The warriors move with a feral grace, their senses heightened
attack, provided the target is within each werewolf’s reach
by the island’s fog and shadows. They strike swiftly and without
or range. The group makes a single attack roll, with a bonus
mercy, seeking to liberate their kin still held captive or to tear
to the attack roll based on the number of participating
down the coven one vampire at a time. For the werewolves,
werewolves. If the group attack hits, the damage is
this is more than a rebellion: it is a war for survival, a fight
multiplied by the number of werewolves in the attack. A
to reclaim the pride and freedom stolen from them. The
group attack is made with advantage or disadvantage
blood they once shed unwillingly will now fuel their fight for
only if all werewolves in the group share that condition.
vengeance.
Otherwise, it is made as a normal attack.

Minions
The Werewolves (Minions) in this adventure are designed
as weaker foes that allow you to craft dramatic combat
scenarios involving large numbers of enemies without
overwhelming the player characters. They’re a tool to make
players feel heroic as they can face and defeat multiple
opponents simultaneously. Despite their weakness,
Werewolves (Minions) pose a real threat; they
require strategic handling as their attacks still
deal damage and can’t be ignored.

The goal is to have them require


minimal setup, to not bog down
initiative, and to make the players feel
powerful when facing large groups
of them. The core mechanics of the
Werewolves (Minions) are that if they
take any form of damage from an
attack or a failed saving throw, they are
instantly brought to 0 hit points. If they are
hit by any other damage source, the werewolf will
only die if the damage meets or exceeds their hit
point maximum—otherwise, they take no damage.

Werewolves (Minions) have no hit dice, they cannot


crit on their weapon attacks, and they have static
damage numbers on their attacks. To streamline
combat, a group of werewolves will be counted as one
entity for initiative, based on the lowest initiative roll of
the group. To form a group, there must be a minimum of
two Werewolves (Minions), and the group is formed at the
beginning of the round of combat if the werewolves are
adjacent to one another.

Overkill Attacks
In order for the party to deal with the large groups of
Werewolves (Minions), they will gain access to overkill
attacks. An overkill attack is a powerful attack that can
defeat multiple werewolves in one attack. If a weapon
attack’s damage surpasses a werewolve’s hit point
maximum, the excess damage (overkill damage) can
transfer to another werewolf within range. The distance
within which additional werewolves can be affected by
76

Appendix C: Monk Subclass


78

MonastiC
tradition
The following option is available to monks upon reaching 3rd level. Inner Oasis
6th-level Sun Dancer feature

sun danCer Drawing upon the wellspring of endurance deep within, you
fortify yourself against the trials of battle. As a bonus action,
Monks of the Sun Dancer tradition tend to hail from the desert city of
you can expend 2 ki points to roll your Martial Arts die and
Hinatal, nestled deep within the vast, sun-scorched expanse of Sudd
Tohst. These monks are known for their worship of Glanion the sun,
add your Wisdom modifier to the result. You gain a number
viewing it as the ultimate source of life and power. As they move, their of temporary hit points equal to the total.
figures seem to shimmer and blur, like the mirages that dance on the
horizon of the endless dunes. Trained to navigate the harshest terrains
and to confuse and mesmerize their foes with their ethereal presence,
these monks become living illusions, elusive and untouchable. Their art Mesmerizing Dervish
is one of deception and control, where every step taken is a blend of 11th-level Sun Dancer feature
grace and power, designed to draw the gaze of their enemies, only to
slip through their grasp like the sands of the desert. The Sun Dancers
Your movements mesmerize, compelling creatures to
embody the dual nature of the desert: serene and unyielding, beautiful
and deadly, and their mastery of this balance is reflected in every focus on you as the center of their attention. While you are
movement they make. under the effects of your Shifting Sands or Flicker features,
any creature within 5 feet of you that is hostile to you has
disadvantage on all attack rolls against targets other than
you or another character with this feature. The enemy
danCer’s stride is immune to this effect if it can’t see you or if it can’t be
3rd-level Sun Dancer feature charmed.

At 3rd level, you gain proficiency in the Performance skill


if you don’t already have it. Additionally, you can move
through non-magical difficult terrain without expending any
Mirage’s Embrace
17th-level Sun Dancer feature
additional movement.
At 17th level, your mastery of illusion and movement allows
you to twist reality itself, drawing your foes into a mirage
where you are the sole figure in a world of swirling sands
sandstep and shifting shadows. As an action, you can target a number
3rd-level Sun Dancer feature
of creatures up to your Wisdom modifier (minimum of one)
within 60 feet that can see you. Each creature must make a
Your graceful footwork and fluid movements make you Wisdom saving throw against your Ki save DC. On a failed
appear like a mirage on the battlefield, an ever-shifting save, the creature becomes ensnared in an illusory mirage
image that eludes your enemies’ grasp. You gain the for 1 minute, during which it can no longer perceive any
following benefits: other creatures or objects of your choice, seeing only the
• Shifting Sands - When you use Step of the Wind, or flickering image of you surrounded by swirling sands.
take the Dash or Disengage actions, you become
lightly obscured until the start of your next turn. While trapped in this illusion, the creature cannot willingly
During this time, you can move through creature’s move away from you, as your form seems to dance and
spaces without expending additional movement. If shift through the desert haze, compelling their attention
you end this movement in another creature’s space, and focus. Additionally, your Inner Oasis feature’s cost is
you are pushed to the nearest unoccupied space of reduced to 1 ki point while a creature is affected by the
your choice. Additionally, if a creature misses you with mirage.
an attack during this time, you can use your reaction
to immediately move up to half of your walking A creature affected by this illusion can make another
speed (rounded down) without provoking attacks of Wisdom saving throw at the end of their turn to end the
opportunity. effect. This saving throw is made with disadvantage if no
other creature other than you has damaged it since the end
• Flicker - When you use Patient Defense or take the of it’s last turn.
Dodge action, your twisting movements create an
illusory duplicate of yourself that moves alongside Once you use this feature, you cannot use it again until you
you, lasting until the start of your next turn. Creatures finish a long rest.
that can see you must make a Wisdom saving throw
against your Ki save DC when they attempt to target
you with an attack or a harmful spell; on a failure, they
target the illusion instead. The illusion vanishes if you
are successfully attacked, caught in a damaging area of
effect spell or ability, or at the start of your next turn.
80

Appendix D: Magic Items


81
Shadowbow
Tier 1 Weapon (Shortbow)

Type: Ranged Weapon


Rarity: Rare (requires attunement)
Weight: 2lb

1d6 piercing – ammunition (80/320ft.), two-handed

You gain a +1 bonus to attack and damage rolls made with this magic
shortbow. While attuned to this bow it begins each day with 1d4+2
charges, resetting at midnight.

When making a weapon attack with the bow, an attuned wielder can
choose to expend a charge to make wreathe their arrow in shadows.
If their weapon attack is successful and damages the target, the
creature must succeed on a DC 14 Wisdom Saving Throw, or become
blinded until the end of their next turn as the shadows wreathed
around the arrow sink into the creature’s eyes, obscuring their vision.

If a shadow-wreathed arrow is able to be retrieved, the shadows sink


back into the bow, returning a charge to it. Any shadow-wreathed
arrows lose this property when the bow’s charges reset.

Skull Digger
Tier 1 Martial Weapon (War Pick)

Type: Melee Weapon


Rarity: Rare (requires attunement)
Weight: 4lb

1d8 piercing

You gain a +1 bonus to attack and damage rolls made with this magic
war pick. The war pick begins each day with 3 charges.

When making a successful melee attack with this war pick, you can
choose to expend a charge to unleash a concussive force. The target
must succeed on a DC 13 Constitution Saving Throw. On a failed save
the target has disadvantage on attack rolls and ability checks until the
start of your next turn, and is pushed back 10 feet unless it is two sizes
larger than the wielder.

If a creature fails the saving throw by 5 or more, it is also stunned until


the end of your next turn as the force of the blow rattles their senses.
Tower Shield of Regret
Tier 1 - Armour (shield)

Type: Armour
Rarity: Rare (requires attunement)
Weight: 10lb
AC: +2

A large intimidating shield lined with spikes along its front, crafted with
dark iron and solid oak. When held, the intimidating spikes threaten any
who dare engage its wielder in close combat.

You gain a +2 bonus to AC while you wield this shield.

While wielding this shield, if a creature within 5 feet of you makes a


melee attack against you and misses, the creature takes 1d4 piercing
damage. If this damage reduces an enemy’s HP to 0, you may make a
melee attack against another enemy as a reaction.

When you take the Dodge action while wielding this shield, you can force
each creature of your choice within 5 feet of you to make a Dexterity
saving throw (DC 14). On a failed save, a creature takes 1d6 piercing
damage.

Dragon’s Hex
Tier 1 Martial Weapon (pistol)

Type: Ranged Weapon


Rarity: Rare (requires attunement)
Weight: 2lb

1d10 piercing – ammunition (30/90ft.), loading (6 shots)

You gain a +1 bonus to attack and damage rolls made with this magic
pistol. While attuned to the weapon, you gain the following benefits:

Sixfold Shot: As an attack action, you can fire three of the six barrels
at once. Make a separate attack roll for each barrel. If at least two of
the shots hit the same target, the target is subjected to the Hexfire
effect.

Draconic Elemental Burst: If at least two shots hit the same target,
the target takes an additional 1d6 damage of the chosen elemental
type (acid, cold, fire, lightning or poison) and must succeed on a DC
13 Constitution Saving throw or suffer an ongoing effect for thirty
seconds based on the chosen element:

• Acid: The target takes 1d4 acid damage at the start of each of its
turns.
• Cold: The target’s speed is reduced by 10 feet.
• Fire: The target takes 1d4 fire damage at the start of each of its
turns.
• Lightning: The target cannot take reactions.
• Poison: The target is poisoned.

The effect can be ended early if the target uses an action to cleanse
the element from their body. Only one effect can be active on a target
at a time.
Lantern of Glyphs
Tier 1 Wondrous Item (spellcasting focus)

Type: Wondrous Item


Rarity: Rare (requires attunement by a spellcaster)
Weight: 2lb

An ancient Dwarven lantern that seems to be snuffed of any oil, but also
seems to hold no obvious way to refill it. Inspecting closer, it reveals itself
to be a spellcasting focus for Symbolomancers, but its properties can be
used by other spellcasters as well.

While holding the Lantern of Glyphs, an attuned wielder can choose to


cast a spell of 1st to 5th level into it. The spell has no immediate effect,
instead it is stored within the lantern. Up to one spell can be stored at a
time, and the stored spell remains in the lantern for up to 1 hour or until
it is released. If it is not released, it will automatically be cast out of the
lantern after an hour has passed, centred on the wielder.

As a bonus action, you can release the stored spell. The spell is cast as
if using your spellcasting ability or spell save DC at the time you initially
cast it into the lantern.

The lantern glows with a soft light corresponding to the level of the
stored spell:

Cantrips: Flickers with dim light in a 5 foot radius.

1st to 3rd level spells: Emits a bright light with a 15 foot radius.

4th and 5th level spells: Emits a very bright light with a 30 foot radius.

Bag of Many Blades


Tier 1 - Wondrous Item

Type: Wondrous item


Rarity: Rare (requires attunement)
Weight: 10lb

This rugged leather bag appears mundane at first, though a swirl of


Dwarven runes glowing from it betrays that illusion. This bag feels
naturally light, no matter how many weapons it holds, though the slots
within make it only able to hold weapons.

The Bag of Many Blades can hold up to 50 weapons of any type, provided
they don’t exceed six feet in size in any direction. No matter how many
weapons the bag contains, it weighs no more than 10 pounds.

As a bonus action, you can phase out a weapon from the bag into your
hand, and you may simultaneously stow a weapon in the same action if
you wish.

If a weapon enters the bag, it becomes bound to the bag and can be
recalled to it as an action, even if it is not currently in the wielder’s
possession. This can only be done once per day.
Quarterstaff of the Incarnate
Tier 1 Simple Weapon (quarterstaff)

Type: Melee Weapon


Rarity: Very Rare (requires attunement)
Weight: 2lb

1d6 bludgeoning – versatile (1d8)

You gain a +1 bonus to attack and damage rolls made with


this magic quarterstaff. While attuned you gain may use a
bonus action action to change its Elemental Attunement,
giving it access to the following elemental abilities of air,
earth, fire and water:

Air: You can cast the Feather Fall spell and Gust cantrip at
will. As a reaction you can negate fall damage to yourself or
another creature within 30 feet of you.

Earth: You can cast the Mold Earth cantrip at will. As an


action you can use the staff to lift and hurl a boulder (up to
300 pounds) up to 30 feet. Any creatures that would be struck
by the boulder must make a DC 14 Dexterity Saving Throw
or take 4d6 bludgeoning damage. This ability may be used
a number of times equal to your proficiency bonus per long
rest.

Fire: You can cast the Produce Flame cantrip at will. Once
per short or long rest you can imbue the staff in a wreath of
flame, dealing an extra 1d6 fire damage on each successful
hit for 1 minute.

Water: You can cast the Shape Water cantrip at will. As a


bonus action while swimming with the staff you can increase
your swimming speed to 60 feet.

Lone Dragon Pauldron


Tier 1 - Wondrous Item (Medium Armour Pauldron)

Type: Wondrous Item (Medium Armour Pauldron)


Rarity: Very Rare (Requires Attunement)
Weight: 4lb

A pauldron from a far off land, adorned with an ornate carving of a dragon
upon its crest.

While wearing and attuned to this pauldron, you gain a +1 bonus to Dexterity
and Constitution Saving Throws and are immune to the Frightened condition.
Additionally you can use its innate ability of the Dragon’s Tempest.

Dragon’s Tempest (1/day): As a bonus action, you unleash the fury of the
Dragon within, letting loose a storm of swords against your foes. When you
activate Dragon’s Tempest, you can make a number of melee weapon attacks
equal to the number of hostile creatures within your melee range. You can
choose how to distribute these attacks among the creatures within range,
targeting one or multiple foes, to a maximum of five attacks per foe. Each
attack is made with your melee weapon and follows the normal rules for
weapon attacks.
Bloodthorn Dagger
Tier 2 Simple Weapon (dagger)

Rarity: Very Rare (requires attunement)


Value: 3500gp

1d4 piercing – thrown (20/60ft.)

You gain a bonus of +2 to attack and damage rolls made with this magic
dagger which count as magical damage for the purpose of overcoming
resistances. The dagger begins each dawn with 3 charges.

While attuned to this dagger, the wielder has a +1 bonus to spell attack
rolls and their spell saving throw DC is increased by 1.

Bloody Strike: When you hit a creature with this dagger, you can expend
a charge to turn the hit into a critical hit. Once this ability has been used,
it cannot be used again until the next dawn.

Silencing Strike: When you hit a creature with this weapon, you can
choose to expend a charge to silence the creature. They must succeed on
a DC 15 Constitution Saving Throw. On a failed save they are unable to
cast spells or speak for 1 minute.

Bloodhound’s Helm
Tier 2 Wondrous Item (Helmet)

Type: Wondrous Item


Rarity: Very Rare (requires attunement)
Weight: 3lb

Found on the body of a brutal knight who fought tooth and nail, this
helm exudes an aura of savagery.

While attuned to this helmet, the wearer gains the following properties:

Bloodhound’s Mark: When you deal damage to a creature, you can


smell their blood to track them. After dealing damage to a creature with
a weapon attack, you always know the location of the creature while they
are within 60 feet of you. This bonus lasts for 1 minute or until the target
is restored to maximum hit points.

Predator’s Instinct: You gain darkvision up to 60 feet. If you already


have darkvision, its range increases by 30 feet.

Rending Blow: When you score a critical hit with a melee weapon attack,
the target takes an additional 1d10 slashing damage and must succeed
on a DC 15 Constitution saving throw or suffer a lingering wound. At the
start of each of its turns, the target takes 1d6 slashing damage until it or
another creature uses an action to staunch the wound.
Pauldron of the Steady Arm
Tier 2 - Wondrous Item (Heavy Armour Pauldron)

Type: Wondrous Item (Heavy Armour Pauldron)


Rarity: Very Rare (Requires Attunement)
Weight: 5lb
Value: 3000gp

An ornately crafted pauldron with religious filigree and runes enscribed on it.
When you don this pauldron, you feel a surge of protective energy and your
arm grow lighter and steadier.

While wearing this pauldron, you gain a +1 bonus to Armor Class. The
pauldron has 5 charges for the following property:

Precision Strike: As a bonus action, you can expend 1 charge to grant


yourself advantage on the next weapon attack roll you make before the end
of your turn. If this attack hits, the target also takes an extra 1d6 damage of
the weapon’s type.

The pauldron regains 1d4+1 expended charges daily at dawn. Additionally, if


you deal the killing blow to a hostile creature, the pauldron regains 1 charge.
The pauldron can have a maximum of 5 charges.

Moonrend
Tier 2 - Martial Weapon (greatsword)

Type: Melee Weapon


Rarity: Very Rare (Requires Attunement)
Weight: 15lb
Value: 1250gp

2d6 slashing – heavy, two-handed


A greatsword with the phases of the moon adorned upon its hilt and
crossguard. You gain a bonus of +2 to attack and damage rolls made with
this magic greatsword.

When you hit a creature with this weapon, you can choose to channel the
power of the moon, causing the blade to glow with a silvery light. The target
takes an extra 2d8 radiant damage, and you regain hit points equal to the
radiant damage dealt. Once you use this feature, you can’t use it again until
the next dusk. If this attack reduces a creature to 0 hit points, you can use this
feature again immediately or on your next turn. After this additional use, the
feature cannot be used again until the next dusk, regardless of any further
kills.
Aegis of the Lionheart
Tier 2 - Armour (shield)

Type: Armour
Rarity: Very Rare (requires attunement)
Weight: 5lb
AC: +2

This shield, adorned with the roaring visage of a lion, holds a shortsword
concealed within its sturdy frame. Crafted by a master artisan, this shield
is not only a symbol of protection but a cunning tool of defense and
retaliation.

You gain a +2 bonus to AC while you wield this shield.

When a creature hits you with a melee attack, you can use your reaction
to release the concealed shortsword and make a melee weapon attack
against the attacker. This attack has a +1 bonus to attack rolls and deals
1d6 piercing damage on a hit.

The shield has 4 charges. When you use your Sword Release reaction,
you can choose to expend 1 charge to add an additional 2d6 piercing
damage to the attack. If this damage reduces the attacker to 0 hit points,
you can immediately make another attack with the shortsword as part of
the same reaction against a different creature within reach.

The shield regains 1d4 expended charges daily at dawn.

Trident of the Glorious Tide


Tier 2 - Exotic Weapon (trident)

Type: Melee Weapon


Rarity: Very Rare (Requires Attunement)
Weight: 5lb
Value: 1950gp

1d8 piercing – thrown (30/120ft.)


A trident forged in the Dreamscape of Maethromin. Its handle is wet to the
touch and the swelling sound of the ocean murmurs from its core if one
listens carefully.

You gain a +2 bonus to attack and damage rolls made with this magic
weapon. The trident begins with 5 charges. A charge can be replenished
by fully submersing the trident in water for 10 minutes. Additionally once
attuned you gain access to the following features.

Ebb and Flow: When you hit with a ranged attack using this trident, you can
expend 1 charge to summon the trident’s tidal might. Choose either Ebb or
Flow:

• Ebb: The target and any number of creatures you choose within 5 feet of
it must succeed on a DC 15 Strength saving throw or be pulled up to 10
feet toward you and be knocked prone.
• Flow: The target and any number of creatures you choose within 5 feet
of it must succeed on a DC 15 Strength saving throw or be pushed up to
10 feet away from you and be knocked prone.

Conduit of the Depths: While wielding this trident, you can cast the control
water spell (Spell Save DC 15) once per long rest without expending a spell
slot. The trident must be in contact with a body of water to use this feature.
Kite Shield of Unburdened Truth
Tier 2 - Armour (shield)

Type: Armour
Rarity: Very Rare (requires attunement)
Weight: 200lb
AC: +2

A shield adorned with the iconography of Erdrydion. If a Lawful Good or


Lawful Neutral character lifts this shield, it weighs nothing.

When making a successful melee attack against a creature within 5


feet, you can use a bonus action to attempt to pin them down with its
immense weight. The creature must make a DC 16 Strength Saving
Throw or be knocked prone and restrained beneath the shield. A
restrained creature can repeat this saving throw as an action on each of
its turns to try free itself from the shield, ending the restrained condition
on a success.

The shield additionally maintains its weight if being dropped from a


height, so can be used as a deadly weapon, dealing 1d6 bludgeoning
damage to a creature for every 10ft it falls before making contact with
them.

Bloodletter
Tier 2 - Martial Weapon (longsword)

Type: Melee Weapon


Rarity: Very Rare (Requires Attunement)
Weight: 5lb
Value: 1500gp

1d8 slashing – versatile (1d10)

A longsword humming with red dark magic, with intricate runes inscribed
upon the dark steel blade.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.
While attuned to the weapon, you gain access to the following properties:

• Vampiric Strike. When you hit a creature with this weapon, you can
choose to regain hit points equal to half the damage dealt (rounded
down). You can use this property a number of times equal to your
proficiency bonus, regaining all expended uses when you finish a long
rest.
• Bloodlet. If you score a critical hit with this weapon, the target must
succeed on a DC 15 Constitution saving throw or take an additional 2d6
necrotic damage at the start of each of its turns. The target can repeat
the saving throw at the end of each of its turns, ending the effect on itself
on a success.
• Dark Boon. While attuned to this weapon, you have resistance to
necrotic damage.
Verdant Guardian’s Belt
Tier 3 - Wondrous Item (Belt)

Type: Wondrous Item


Rarity: Very Rare (requires attunement)
Weight: 2lb

A belt afforded to high ranking members of the Ten’gwael across


Tharador. Its leaves hum with a magical aura, retaining their colour and
suppleness as if they still live.

While attuned to this belt, the wearer’s Constitution score is increased by


2, up to a maximum of 20. Additionally they gain the following properties:

Rooted Stance: When an effect would knock you prone or cause you
to be moved against your will, you can use your reaction to cause roots
and vines to sprout from the belt, anchoring you firmly in place. When
activated, this feature negates the movement or the effect that would
make you prone. After using this feature, you can’t use it again until you
finish a short or long rest.

Diplomat of the Woods: While wearing this belt, you have advantage
on Charisma (Persuasion) and Wisdom (Animal Handling) checks when
interacting with beasts and plant creatures. The belt’s enchantment
allows you to empathize more deeply with natural beings, often allowing
for nonverbal communication of simple concepts to them.

Nature’s Whisperer
Tier 3 - Wondrous Item

Type: Wondrous Item


Rarity: Very Rare (requires attunement)
Weight: 2lb

A flute carved from the branch of an ancient Estel tree. It is harder


than steel, and each not that rings from it echoes with harmony and
reverance.

The flute begins each day with 1d6+2 charges, resetting at dawn.
Nature’s Whisperer is a flute that can only be wielded by a character
proficient in flutes, and when attuned gains the following properties:

• Song of Growth: As an action you can expend a charge to play a


sweet melody which mimics the effects of the Plant Growth spell.
• Song of Soothing: As an action, you can expend one charge to
play a melody that calms creatures within 300 feet that can hear
the performance. Each creature that can hear you must succeed
on a Wisdom saving throw with a DC equal to the result of your
Performance check or be calmed for 1 minute. Calmed creatures are
not hostile towards you and your allies unless they are attacked or
witness you attacking their allies. This effect ends immediately if a
calmed creature is damaged or if it sees its allies being harmed.
• Song of Storms: As an action you can expend 2 charges to play
a haunting melody which replicates the effects of the Control
Weather spell. This can only be used to create rain or storms, and
the effect takes place immediately rather than gradually. The storm
encompasses a 500-foot radius centered on the user and lasts for
1 hour or until dismissed by the user (no action required). The
storm acts as heavy rainfall with all accompanying effects, such as
extinguishing unprotected flames and potentially hindering the
vision of creatures within its area.
Shiva’s Tome
Tier 3 - Wondrous Item

Type: Wondrous Item


Rarity: Very Rare (requires attunement by a spellcaster)
Weight: 2lb

An ancient Colossal spellbook bound in ice and leather. Budnal runes


are etched into its spine, glowing a light blue hue, reading “Shiva’s
Spellbook.” It is constantly cold to the touch, and can be used to lightly
cool one when in Extreme Heat, or even chill food or drink.

Shiva’s Tome offers the following benefits to a spellcaster attuned to it


and using it as their spellcasting focus:

• Aura of Frost: While holding this tome, you exude an aura of bitter
cold. Any enemy that makes a melee attack against you has its
movement speed reduced by 10 feet until the end of its next turn.
This effect can stack.
• Arctic Blast: As an action, you can slam the tome shut, releasing
a wave of frost in a 20-foot radius centered on you. Each creature
in that area must make a DC 17 Constitution saving throw, taking
3d8 cold damage on a failed save, or half as much damage on a
successful one. Additionally, their speed is reduced by half until the
end of your next turn. Once used, this ability cannot be used again
until you finish a short or long rest.
• Frostwarden’s Insight: While attuned to the tome, you gain
resistance to cold damage and your spells that deal cold damage
are more potent. Whenever you roll damage for a spell you cast that
deals cold damage, you can treat any 1 on a damage die as a 2.

Cursed: Tome of Frostwarden is cursed, and this curse manifests


when you first use the Arctic Blast. While cursed, you find the tome’s
cold comforting and refuse to use any other spellcasting focus. You
respond with violence to anyone who attempts to take the Tome from
you, and you become visibly distraught and uncomfortable in any warm
environments or climate. Additionally, whenever you take fire damage,
you must succeed on a DC 15 Wisdom saving throw or be frightened for
1 minute by the flame that caused the damage.

Destroying the Curse: The curse of the tome prevents the wielder from
wanting to lift it, however if their allies are able to subdue them to lift
the curse, they can do so by igniting a melting a Fire Opal and pouring it
over the book. This ritual can be recalled with a DC 18 Arcana Check, or
uncovered in a local library with a DC 16 Investigation Check.

Boots of Inverted Gravity


Tier 3 - Wondrous Item (Boots)

Type: Wondrous Item


Rarity: Legendary (requires attunement)

Boots used by Psithars as a means to ration their psionic powers, allowing them to
conserve energy for matters more important than movement. While attuned to these
boots the wearer gains the following properties:

Spider Climb: You can move up, down, and across vertical surfaces and upside down
along ceilings, while leaving your hands free. You have a climbing speed equal to your
walking speed.

Invert Gravity (3/day): As an action, you can invert gravity around you. This spell has the
same effects as the Reverse Gravity spell, though with a reduced radius of 30 feet within
a 30 foot cylcinder. The spell save DC is 18. Due to the spider climb property of the boots,
the wearer does not need to make this saving throw.
Mask of Dominion
Tier 3 - Wondrous Item

Type: Wondrous Item


Rarity: Very Rare (requires attunement by a spellcaster)
Weight: 2lb

An ornate mask carved from dark polished obsidian and ivory, adorned
with intricate engravings and strange inscriptions of no apparent
meaning. It covers the wearer’s entire face, with eye slights cloaked in
darkness. The Mask grants the wearer the power to dominate and bind
other creatures to their will, but it is not for the weak minded.

At midnight the mask begins the day with 1d4 + WIS modifier charges,
resetting at midnight the next day. The spell save DC for the mask’s
abilities is shared with the wielder’s spellsave DC. A charge can be used
for the following:

• Dominate Beast: You can expend 1 charge to cast the Dominate


Beast Spell at 4th level. You may spend 1 additional charge per each
level higher it is cast at.
• Dominate Person: You can expend 3 charges to cast the Dominate
Beast Person at 5th level. You may spend 1 additional charge per
each level higher it is cast at.
• Dominate Monster: You can expend 5 charges to cast the
Dominate Beast Spell at 8th level. You may spend 3 additional
charges per each level higher it is cast at.
• Mass Dominion: You can expend 7 charges to cast Dominate Beast
at 4th level against up to six creatures, or expend 9 charges to cast
Dominate Person at 5th level against up to four creatures. The
standard effects of the spell still apply, but held under one instance
of concentration.
• Aura of Dominion: Hostile creatures that can see or hear you within
30 feet have disadvantage on saving throws against charm spells.

Curse: The mask hums with taunting and dark energy. When equipping
the mask for the first time, you must succeed on a DC 17 Wisdom Saving
Throw. On a failed, the mask controls you. You lose control of your
character and hand over your character sheet to your DM. Your character
is bound to the will of the mask, whose sole objective is to find and
dominate a powerful artificer or wizard to make copies of itself infinitely.
This curse can be removed only through the use of a remove curse spell
or similar magic as the mask becomes bound to the wearer’s head and
cannot be physically removed without killing the wearer. If the curse is
removed, the wearer will regain control of themselves.
Liturium Hilted Dagger
Tier 3 - Simple Weapon (Dagger)

Type: Melee Weapon


Rarity: Very Rare
Weight: 2lb
Value: 9950gp

1d4 piercing – thrown (20/60ft.)


This finely crafted dagger has a hilt forged from Liturium, a rare and powerful
antimagic alloy. The blade itself is made of sharp, durable steel, but it is
the hilt that sets this weapon apart. The Liturium constantly emanates a
disruptive field, nullifying magic within its vicinity.

The Liturium hilt creates a constant antimagic field in a 5-foot radius sphere
centered on the dagger. This field works like the antimagic field spell,
suppressing all magic within the area except for psychic or psionic effects.

Spells and magical effects within the sphere are suppressed. Magic items
within the sphere become nonfunctional until they leave the sphere’s
influence. Any active spells cast from outside the sphere that enter it are
suppressed while they remain in the area.

Spells and effects that are psychic or psionic in nature are not affected by the
antimagic field. This includes spells that deal psychic damage or have purely
mental effects.

Third Time’s the Charm


Tier 3 Weapon (pistol)

Type: Ranged Weapon


Rarity: Rare (requires attunement)
Weight: 2lb

1d10 piercing – ammunition (30/90ft.), loading (3 shots)

You gain a +3 bonus to attack and damage rolls made with this magic
pistol. While attuned to the weapon, you gain the following benefits:

Triple Shot: As an action, you can expend all three of the pistol’s
loaded shots to fire at a single target. Make a separate attack roll for
each barrel. If all three shots hit and damage the same target, the
target takes an extra 1d8 piercing damage from the sheer force of the
simultaneous impacts.

Third Time’s the Charm: If you miss your target with both of the
first two shots made with this pistol while it is fully loaded, the third
shot automatically hits the target, regardless of the attack roll and the
target’s AC. If the attack roll for this shot would result in a critical hit,
the damage is doubled again. This effect can only be used again after
the weapon has been fully loaded.
94

Appendix F: Encounter Table


95

Encounter Tables
When the party travels through the lands of Saltmist Isle, they must roll on the random
encounter table once every ten kilometres, unless they move stealthily with a group DC 12
Dexterity (Stealth) check. Once the party has travelled a path, they do not need to roll for
an encounter to travel that path again for the next 24 hours. The same encounter cannot
be encountered twice in a campaign, and should be re-rolled.

Encounter Table A: Saltmist Isle Encounters

Roll(d10) Encounter
1-2 Wild Vampire Thralls: Enemy Encounter – As the party makes their way through a dense forest, they hear the guttural
growls and erratic footsteps of starving Vampire Thralls. A pack of 3d4 Vampire Thralls (Minions) (Appendix B) charges
at them in a blood-crazed frenzy. Each party member must succeed on a DC 15 Perception check to react in time;
otherwise, the Thralls gain a surprise round.

3-4 Rabid Werewolves: Enemy Encounter – As the bloodmoon pierces through the clouds, a chilling howl echoes across
the land. From the shadows, 4 Werewolves (MM p. 211) leap out to ambush the party. The Werewolves are maddened,
attacking indiscriminately. If the party had undergone preparations to mask themselves during the Bloodmoon, these
Werewolves have disadvantage on attacks against the party in the first round of combat.

5-6 Fading Lanterns: Neutral Encounter – The party stumbles upon an abandoned campsite, the remnants of a failed
vampire hunting expedition. Several bloodstained silver weapons are scattered about. A successful DC 12 Investigation
check reveals a hidden Silvered Dagger and a journal detailing the expedition of a group of vampire hunters from
about five years ago. It gives insight that Arthur Belfrie’s coffin is in the jailhouse beneath Springhaven Hall.

7-8 Ravenous Undergrowth: Terrain Encounter – A thick fog descends upon the forest, and the vegetation around the party
begins to writhe. They’ve entered an area haunted by vampiric plants. Each party member must make a DC 15 Dexterity
saving throw to avoid grasping vines. On a failed save, a character takes 3d6 piercing damage and is restrained. They
must continue to make saving throws until the break free, taking an additional 1d6 piercing damage each time they fail.
This area becomes difficult terrain for 1 hour.

9 Quiet Journey - The party avoids encounters and wanders without hindrance to their destination. This cannot be rolled
consecutively and must be rerolled if rolled twice in a row, unless all other counters have been expended.

10 Lair of the Bloodmoon: Positive Encounter – The party finds a hidden cave illuminated by a faint crimson glow as
the moon hangs above. A successful DC 13 Arcana check reveals it to be a shrine dedicated to Glanbeli, constructed
hundreds of years ago. If the party spends 10 minutes meditating at the shrine, they receive the Blessing of the
Bloodmoon, granting them temporary resistance to necrotic damage and advantage on Wisdom saving throws against
fear and charm effects for 24 hours.
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