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Bloodsuckers
an Adventureaweek.com mini-dungeon by Colin Stricklin
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Author: Colin Stricklin version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, Games, LLC game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d).
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Cartography: Justin Andrew Mason been designated as Open Game Content or are in the public domain are not included in this declaration.) without written permission.
Andreas Blank (Order #26873203)
Layout: Roxanne Thompson
#156 Bloodsuckers For 4 Characters Level 8
a fluffy white rabbit, a pair of songbirds, a bat, a rat, and a crab Vrithas has conjured another blood elemental (CC) to assist
holding a gold piece in one claw. They gather around the corpse with the digging, but it is slow work without proper tools. If the
of an exsanguinated halfling mage. In addition to the listed spells, characters agree to aid Vrithas in his tomb-robbing efforts, he
this wizard’s spellbook contains the find familiar spell. proves a capable (if somewhat macabre) ally.
Despite appearances, these creatures are not abandoned familiars. 5. Vampire Deterrents
Neither was the cat or the holy symbol. They are eight treacles
(ToB) attracted by the blood-scent of Carmilla’s corpse. This hallway is filled to bursting with vampire deterrents. Poison
darts line the walls 10 feet from the eastern door, infused with
2. Hag-in-the-Box garlic instead of poison. A DC 10 Wisdom (Perception) check
notices the smell and traps. The darts only deal poison damage to
Hiding in this chamber is the source of Mora County’s woes. the undead.
The blood hag (ToB) who sold the countess her cursed ring has
come to feast on Carmilla’s well-seasoned corpse. Unfortunately In addition, a pressure plate at the center of the hallway causes a
for the hag, the deceased noblewoman’s retainers have taken the 1-foot chunk of masonry to fall from the ceiling (as a collapsing
precaution of casting a hallow spell in Area 6. They meant to keep roof, but dealing only 5 [2d4) bludgeoning damage). If it is
their mistress in, but inadvertently succeeded in keeping the hag daytime, a shaft of sunlight streams in afterwards.
out.
Finally, a hidden pit 10 feet from the western door opens onto an
This loathsome creature now bides her time, waiting within the underground stream. The running water and 5-foot drop do little
southernmost sarcophagus on the room’s eastern side. She hopes more than drench the characters.
for some other bloodsucker to retrieve Carmilla’s body, then
eliminate the competition. 6. Blood and Ooze
In the meantime, the hag has busied herself with her Face Peel This entire area is under the effects of a hallow spell with the
collection, placing her grisly trophies in five other sarcophagi. Everlasting Rest effect. This powerful magic does nothing to deter
These animated objects provide line of sight for the hag’s misty the pair of blood oozes (CC) that killed the countess.
step, allowing her to teleport between sarcophagi if any would-be
vampire hunters come too close. A DC 15 Wisdom (Perception) Attracted to the noblewoman’s blood-scent as microscopic larvae,
check is enough to hear the faint sound of the animated faces these parasites have grown fat on her magically-enhanced blood,
shuffling in their prisons. If the characters investigate, the hag uses leaving the body little more than a desiccated husk and a collection
her Call the Blood to discourage further exploration. of magic items: the cursed ring of the pureblood, as well as the
countess’s beloved eyes of charming, cloak of the bat, and signed copy
3. Refreshments of Feral Midnight.
The blood mage in Area 4 has left an unconventional peace Carmilla’s body lies in northwest sarcophagus, along with one
offering for the hag in Area 2. One of his bound blood elementals nibbling blood ooze. The second ooze emerges from the southwest
(CC) waits here (48 hit points due to the hag’s predations). This corner once combat begins. Having fed on the countess’s blood,
unhappy elemental has been instructed to offer itself to anyone both oozes have taken on the enhanced flavor of her blood,
who approaches. It proffers a goblet of its own viscous substance making them sought-after specimens for Vrithas Kane and
when the heroes arrive. Anyone who drinks must make a DC 14 gourmet meals for the blood hag.
Constitution saving throw or be poisoned for 1 minute.
Vrithas managed to talk his way past the blood hag in Area 2,
but it is an uneasy truce. The mage knows he will be attacked
if he emerges from Area 6 with Carmilla’s body, and so he is
attempting to stealthily tunnel through the northwest wall of
this side-crypt. He plans to retrieve his prize, dig another tunnel
through the northeast wall of Area 6, and so escape into the
stairwell in Area 1. Sketched plans on the floor reveal his plan.
Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, ToB = Tome of Beasts, CC = Creature Codex, Kobold Press
Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.
Andreas Blank (Order #26873203) The OGL for this product is available here: http://adventureaweek.com/ogl/