Bound in The Bloodmoon Campaign
Bound in The Bloodmoon Campaign
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
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
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
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.
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
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
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.
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.
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.
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
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
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.
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.
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
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
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.
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
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
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.
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).
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)
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
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)
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.
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:
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)
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.
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
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.
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.
Skull Digger
Tier 1 Martial Weapon (War Pick)
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.
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.
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)
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)
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.
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:
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.
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)
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.
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.
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)
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)
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:
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)
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:
Moonrend
Tier 2 - Martial Weapon (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.
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.
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
Bloodletter
Tier 2 - Martial Weapon (longsword)
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)
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
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:
• 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.
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 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
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:
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)
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.
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
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.
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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