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Return to Ravenloft to experience

an entirely new Gothic


Horror Adventure!
Featuring:
• A new Dread Realm that
twists nature itself into
something monstrous!
• A Vampire Queen unmatched by
any other Dark Lord!
• A bone chilling campaign that takes
adventurers from levels 1 - 5!
• Over 100k words of Dark Fantasy
Horror, complete with 28
full color maps!
• 6 Legendary Scaling Magic Items!
• New Character Creation Options!
• New Monsters and Villains!
So gather your party and
venture forth into a twisted
new Campaign that you will
never forget!

CHAPTER | SUBCHAPTER
2
Realm Volume 1
of the By

Blood Cayce Corday

Queen

CHAPTER | SUBCHAPTER
3
Credits
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such
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Artists:
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Albu Alexandra - Mata Yezinka, The Cairn, Ruins of Nemeth, Mad Alchemist
Ralph Barrientos - Cover 2, Margins, Corpse
Manuel Dikrán Delgado Olivares - Inbarev
Vojislav Vasiljevic - Silver Graves, Garden of Evil
Jozef Boza - Abbey, Raffenburg, Revolution, Garden of Evil 2

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INTRODUCTION|
4
Contents The Cult of Decadence - PG 220
The Church of the Morning Lord - PG 221
The Reinwalds - PG 222
Introduction - pg6 City Events - PG 226
Campaign Overview pg 7 R1 City Gates - PG 232
How To Use This Book pg 8 R2 Grand Marketplace - PG 235
R3 House of the Drowning Sun - PG 236
The Three Elements of Fear pg 10 R4 Skalek’s Icy Delights - PG 245
Player’s Guide to Wreythau - pg 12 R5 Menagerie Livestock Market - PG 247
R6 Reinwald Estate - PG 249
Advanced Character Creation Options pg 13 R7 University of Raffenburg - PG 266
Character Creation Feats pg 15 R8 University Prosthetics Department - PG 276
Character Motivation pg 17 R9 The Grand Theatre - PG 277
Background Hooks pg 19 R10 House of Gisella - PG 285
Class Hooks pg 22 R12 Banka de Borostok Paternalis - PG 286
Making the Best of a Bad Situation pg 23 R13 Wreythian Courier Service - PG 286
R14 Mercenary Guild - PG 287
Chapter 1 - Welcome To Wreythau - pg 24 R15 Hunting Guild - PG 288
The Dark Power pg 25 R16 Brewers Guild - PG 289
The Dark Lady: Czerina Gavranova pg 26
Czerina’s Goals pg 30 Chapter 6 - Revolution -Pg 290
Roleplaying Czerina pg 31 Solstice Masquerade - pg 290
Czerina’s Statblock pg 36 City Revolution Events - pg 304
Encounters with the Blood Queen pg 37 Revolution HQ - pg 390
History of Wreythau pg 39 Morning Lord HQ - Pg 309
Glimpses of Wreythian History pg 41 Cult HQ - pg 310
The People of Wreythau pg 50 Reinwald HQ - pg 314
The Beastfolk pg 52 Authority HQ - pg 314
The Inquisition of the Morning Lord pg 58
The Order of Blood pg 63
Chapter 7 - Inbarev - pg 316
The Wreythian Merchant Consortium pg 66 Iv1 - City Gates - pg 321
The House of Reinwald pg 70 Iv2 - Baron’s Mansion - pg 325
The Court of the Blood Queen pg 70
Encounters in Wreythau pg 73 Iv3 - Crafted Sewer Hideout - pg 328
Scaling Relics of Legend pg 78 Iv4 - Zlattov House - pg 329
Dealing with Death 82 Killing the Mad Alchemist - pg 331
Chapter 2 - The Drowned Dead - pg 85 CH 8 - The Silver Graves - pg 334
Act 1: The Flowers of Evil pg 86 Entrance - pg 336
Act 2: The Voyage pg 99 Exploring the Graves - pg 339
Act 3: The Storm pg 114 The Guardian’s Lair - pg 341
Act 4: The Wrecks pg 117 The Forge of the Ancestors - pg 343
Act 5: The Shore pg 139 CH 9 - The Ruins of nemeth - pg 351
Chapter 3 - Leshehoff - pg 140 The bagnytsa Ferry - pg 352
A Babe in the Woods pg 141 The court of Corrupted Sidhe - pg 353
Caeltos Village pg 144 CH 10 - The Cairn - Pg 361
Caeltos Village: Quests pg 148
Leshehoff pg 152 Appendix 1 - The Mirror of Czerina
L1 - Town Gates - pg 155
L2 - Barony Mansion - pg 156
L3 - The Market - pg 166
Gavranova - pg 368
L4 - Copper Crown Tavern - pg 167 Entry 1 - pg 369
L5 - Consortium Outpost - 173 Entry 2 - pg 370
L6 - Alchemist’s Shop - 178
Entry 3 - pg 373
L7 - The Blacksmith’s Guild - 179
L8 - The Tailor’s Shop - 180 Entry 4 - pg 374
L9 - The Abbey of St. Zharkov Entry 5 - pg 377
L10 - The Catacombs pg 188 Entry 6 - pg 378
Special Events pg 194
Entry 7 - pg 379
Sir Constantin Arrives pg 195
The Baroness’ Dinner pg 195
Meeting at the Crossroads pg 196
Sample Quest Trajectory pg 198
Chapter 4 - Blood Queen Awakens - pg 199
Czerina Awakens pg 205
Chapter 5 - Raffenburg - pg 207
Encounters with the Awoken Blood Queen - PG 208
City of Raffenburg - PG 209
Signs of Tension - PG 214
The Authority - PG 215
The Revolution - PG 218

INTRODUCTION|
5
Introduction

R
avenloft: Dread Realm of the Gothic horror is a genre with a rich
Blood Queen is a campaign module history that has been expanded upon for
that will take you on a spine chilling hundreds of years, and as magnificent as Curse of
journey through a new Domain Strahd is, one module can only explore so much.
of Dread, one filled with fresh Why else would Van Richten’s Guide and the
monstrosities, brutal encounters, and Ravenloft Domains of Dread be such thrilling
sickening lore that will thrill and inspire fans of editions to the world’s most popular role-playing
gothic horror on both sides of the table. And yet, game, after all?
this campaign is also a module which will delve
into many of the shadows cast by the legendary In particular, this first part of the
Curse of Strahd module, shadows that were module will emphasize the horrors of religion,
never fully explored, never given that deliciously transforming the Church of the Morning Lord
visceral flesh needed to really sink your teeth into the fanatical, witch-burning inquisition
into. Those half-formed shadows have since it was always meant to be, along with adding
haunted me, echoing in my dreams and mixing mysteries and depth to the Old Faith: the
with the strange alchemy that is my love of gothic worship of nature, the Fey, and all else that a
horror, and have since formed the monstrous domineering religious monolith might wish to
creation you see before you. destroy. Of course, the Fey are not without their
The Name of the Dread Realm own horrors, and thus the players will encounter
all manner of grim terrors wrought by the Fair
Wreythau. Pronounced Ray -thauw.
Folk and their dark courts. Yet, all this and more
That last part is a little tricky. Think of are nothing but the malevolent fruits born from
what you say when you hurt yourself: the rule of the dreaded Vampire Queen, Czerina
“Ow!” Now just add Wrayth in front of Gavranova, herself. Born the daughter of cruel
it and you’ve got it! As for what to call nobles, her very name was uttered as a curse on
the people of the realm, Wreythian, the the night of her birth. Raised a pariah, hated and
abused, she nonetheless rose as the champion her
pronunciation is Ray -thee -in.
INTRODUCTION|
6
people needed as the extinction of her kingdom hapless travelers that cross their path into their
drew near. Yet, even as she rose as a savior, the prey. Only the settlements offer safety, though
forces of darkness found a way to spread their safety is perhaps a relative term as ruthless
roots, and upon the eve of a profound betrayal, factions plot and scheme to fill the void created
the darkness began to blossom. In the centuries by Czerina’s absence. Spreading from the town
since, Czerina has reigned as an immortal of Leshehoff are the fanatical ranks of the
Queen of Blood, the tortured tyrant of twisted Inquisition of the Morning Lord, an order of
land that would make Barovia seem pleasant in religious zealots that torture and burn all those
comparison. who oppose their theocratic reign. Then there
is the Wreythian Merchant Consortium, an
If this entices the horror fan and organization that dominates all trade and uses as
roleplayer within you, then read on! Delve inside much cruelty and guile as any guild of thieves.
these pages and discover a campaign that will Of course, Czerina’s servants also stalk the land,
guide you and your players through a bleak, and none are more notorious or feared as her
inhospitable landscape and send them hurtling collector of taxes and tithes: the ancient Beleroth
into a desperate battle against a supernatural evil Haar an Thell.
so great that it may devour their very souls. Or,
should you wish it, raid and pillage the contents This tension between the factions will finally
of these pages for dungeons, encounters, and come to a head in the mighty city of Raffenburg,
twisted lore to add to your own Domain of where the harsh taxation spurs a violent
Dread. No matter how you use this book you will revolution that leaves the city caught in the
find a trove of dark delights and thrilling dangers throes of bloody clashes in the streets. Navigating
to enhance your games! these new dangers, the adventurers will catch
Beleroth’s attention, who will extend to them
Campaign Overview an invitation they cannot refuse. He will take
them to the heart of the domain, to the towering
In the Domain of Dread known
castle known as The Cairn, and it is there they
as Wreythau, the vampire queen Czerina
shall awaken the dreaded vampire queen, Czerina
Gavranova slumbers, tormented by fragmented
Gavranova. When she rises, she will turn her
dreams and the horrors of the past. Seeking to
attention upon the adventurers themselves,
awaken their mistress, the servants of Czerina
keen to torment and corrupt them so that they
send forth their fleet of merchant ships to
might become her champions, her agents that
spread the cursed flowers of Gulthias and lure
will spread her influence upon the Material
fresh blood back to their dark realm. Czerina
Plane once again.
senses the coming of the adventurers and in
her troubled sleep summons a storm that leaves
Faced with such a threat, the heroes must
them shipwrecked. Battling ashore, the brave
brave the deadly reaches of the land, exploring
adventurers find themselves trapped in a deadly
ancient ruins and battling the abominations
and unnatural land.
that lurk within. From undead monstrosities, to
manufactured abominations, to grim creatures
The forests are filled with horrible
from the depths of the Feywilds, the adventurers
creatures, cursed and twisted into parodies of
must triumph over all in their quest to free the
human and beast. These are the beastfolk of
land of evil. And the further they delve into
the Old Faith, the persecuted and hunted tribes
danger, the further they’ll unravel the eldritch
forced to raid and pillage and to conduct their
mystery surrounding the land of Wreythau and
obscene rituals in the shadows of the woods. Of
its ruler, until at last they are ready to confront
course, there are other unnatural horrors that
her once and for all...
lurk along the highways and in the darkened
corners of the wilderness, eager to make any

INTRODUCTION|
7
Campaign Structure That said, the natural progression would
be the following:
Ravenloft: Dread Realm of the Blood
Queen, is a campaign module that will take an Volume 1
adventuring party of 4-5 players through levels
1-12. It is designed to allow as much freedom as Level 1-3 Ch 2. The
possible, while still acknowledging the mechanics Drowned Dead
of the game, namely, that being challenge rating. Level 3-5 Ch 3. Leshehoff
Dungeon Masters and players should read
through The Player’s Guide to Wreythau to Level 5 Ch 4. The
determine what character options are allowed Cairn (visit)
and which hooks best suit the party. Chapter 2. Volume 2
The Drowned Dead begins the adventure taking
the characters on a harrowing journey from level Level 5-6 Ch 5 - 6. Raffenburg
1 to level 3. Chapter 3. Leshehoff, picks up where + Revolution
Chapter 2 ended, and introduces the Beastfolk, Level 6 - 8 Ch 7. The
the Inquisition, and the Court of Czerina itself. Silver Graves
At the end of Chapter 3, the adventurers will Level 8 - 9 Ch 8. Inbarev and
have reached level 5, and will be taken to the the Drowned Basin
Cairn, Czerina’s castle lair, where they will Level 9 - 10 Ch 9. Wolf Lake and
awaken the Blood Queen and begin their danse Ch 10. Frey’s Rest
macabre. This is where Volume 1 ends. Level 11-12 Ch 10. The Cairn
In the second volume (which will be
published shortly after the first), the campaign
opens up, presenting several new areas, each
with their own wicked factions and brutal
HOW TO USE THIS BOOK
storylines, including a city gripped in the terror
of revolutionary fervor, a town beset by the In the Players’ Guide To Wreythau, you will find
creatures of a mad alchemist, the haunted ruins of optional character creation rules as well as story
a dwarven city filled with undead monstrosities, a hooks for character’s backgrounds and classes,
county ruled by werewolves, a fortress filled with providing a host of options and inspiration to
vampiric knights, and the rest of the magnificent meaningfully tie characters to the setting and
Cairn itself. Additionally, antagonists will be story of the campaign. Additionally, players
presented with scaled stat blocks in Volume 2 to will find advice on creating positive character
help transform Ravenica into a sandbox rather motivations and dealing with the dark and deadly
than a group of areas blocked by Challenge challenges of the campaign.
Rating requirements.
In Chapter 1, Welcome to the Dread Realm of
Milestones will be given for character Wreythau, you will be introduced to the Domain
progression, and it is highly recommended of Dread itself. At the start of the chapter you’ll
that milestone advancement is used instead of be introduced to Wreythau’s Dark Power and
tracking experience. This way, the focus is on it’s Dark Lady, with a summary of their history,
the narrative, and doesn’t penalize exploration psychology, and how they interact with the
or roleplaying. Ultimately it is at the Dungeon players. This is followed by a detailed timeline of
Master’s discretion, though adapting to the flow the Domain to help you learn it’s history, along
of the narrative with milestones usually makes with more focused glimpses into the Domain’s
for a better experience. history to help flesh out important events,
organizations, and places. This leads into an
exploration of the people of Wreythau and the
INTRODUCTION|
8
important factions that have formed through the
centuries, and ends with a curated selection of
encounters that will help bring Wreythau to life.

Chapter 2, The Drowned Dead, will guide


you through an introductory adventure that helps
establish the Blood Queen, Czerina Gavranova,
and helps set the tone and atmosphere of the
campaign. This adventure will open with
the introduction of a supernatural plague, a
deliberate attack upon the material plane. As
the characters follow the trail of evidence they
will board a ship that secretly belongs to their
enemies, followed by a supernatural storm that
shipwrecks the players and forces them to cross
a haunted ship graveyard in order to find safety
ashore. And all the while the haunted echoes of
the bloodstained past craft the mystery of the
Dark Lady responsible for it all. This chapter will
take adventurers through levels 1 to 3.

Chapter 3, Leshehoff, and will introduce


the first major region of Wreythau, as well
as feature all of its plot-hooks, encounters,
dungeons, and lore. The adventurers will greater insight into the history of the Dark Lady,
discover a region beset by conflict and hidden as well as come to understand the true nature of
plots. A village of part human, part beast outcast the evil controlling the land.
lurks in the midst of the wilderness, an eldritch
protector trying to save them from the coming WHY DO PEOPLE LIKE
fires of war. Meanwhile, the only bastion of
civilization in the region, a town ruled by a HORROR ANYWAYS?
militaristic Baroness, is plagued town plagued
from without by marauders, and plagued There’s a lot of research that’s been done on the
from within by the presence of the forces of a question why people like horror, but of all the
bloodthirsty Inquisition. As tensions mount, explanations I’ve read, my favorite two are below:
the adventurers must choose sides, deciding the
fate of the region itself. This chapter will take Excitation Transfer: Scary stuff tugs at our
adventurers through levels 4 and 5. fight-or-flight response, which releases various
chemicals such as adrenaline, endorphins, and
Chapter 4, The Cairn, presents an epilogue for dopamine. These powerful chemicals stew
Volume 1, bringing the adventurers to a dramatic together in our brains and make us feel excited,
confrontation with Czerina Gavranova, the and on edge, but when our brains recognize that
Blood Queen herself. The adventurers will gain a we’re not actually in any danger because that the
threat isn’t real, that’s when we relax and are left
with all those “feel good” chemicals still in our
brain. Obviously, everyone’s brain is different,
but for some, this is why horror is such a fun
genre to explore!

INTRODUCTION|
9
Catharsis: That’s right, it’s not just for sadness, evil you’ve fought so hard to establish might end
anger, or grief! Sure, catharsis is great for those up looking like a guest star on What We Do in
emotions, but it applies to other emotions, too. the Shadows, and as entertaining as that might
When we encounter a story, or other work of art, be, it’s really only fun if that’s what you intended.
that evokes something that we are struggling to Otherwise...it’s disappointing, to say the least.
process, that is when catharsis kicks in and helps
us to experience what has been troubling us in a Thankfully, though, atmosphere isn’t just
safe and controlled way. This allows us to process something you have to achieve, it is also a tool
it in a new context, one more removed from the that you can use, and a very powerful one at that.
reasons why we’re struggling in the first place, For a gothic horror adventure, the atmosphere
and that helps us to work towards a resolution. that you want to create is simple: an atmosphere
This applies to horror, where catharsis helps us of fear. But what is fear? Ultimately, fear is
to process our anxiety, trauma, and other forms about the stress that builds in response to a
of stress. The world can be a horrible place in threat. Everything from economic troubles, to
a lot of ways, so having a genre that helps us to relationship doubts, or even the possibility of
process our experiences is incredibly important. bloody dismemberment: all are threatening in
For a roleplaying game, that can be even more their own way and all create varying degrees
powerful, as rpgs have been reported by many of stress that we must cope with. Thus is fear.
people to have wonderfully therapeutic aspects all But, by playing with the nature of the imaginary
on their own. threats your party faces, you’ll be able to not
only create stress, but manage it as well, turning
Additionally, as Stephen King once the atmosphere itself into a potent tool for your
conceptualized it, horror also allows us to games. Just remember, too little stress and the
experience catharsis for that primeval part of our atmosphere becomes laughable, too much stress
brains that were once hunter and hunted. It taps and you start to lose the fun.
into that visceral aspect of our psyches that told
our ancestors to pick up branches and stones and But don’t worry, there is a framework and a
go bring down animals, as well as the part that system that you can use to help you harness and
knew we could also become prey for animals red navigate this atmosphere of fear, so take heart
in tooth and claw. That’s just a theory, of course, and read on!
but either way, it’s one more example of why
catharsis is an important aspect of why we love
horror stories.
THE THREE ELEMENTS
OF FEAR
ATMOSPHERE
1. Unease: the first element of fear, the sense
An overwhelming, supernatural evil. A dark, that something is VERY WRONG. This is when
oppressive, and deadly landscape. These are the the stress begins to build. Subtle clues are used to
foundations of gothic horror, but also happen to hint at a threat, and as the players recognize and
appear in many other D&D adventures. What is respond to this threat the stress grows.
a dungeon, after all, if not a dark and oppressive
landscape hiding some foul evil within? 2. Dread: the second element of fear, building
Obviously, though, there’s a big difference off of the first, is based on finding evidence that
between a horror adventure and your typical high YES, something is VERY WRONG, and danger is
fantasy fare, and that difference is always due (at near. This is the confirmation of unease, finding
least in part) to the atmosphere. The atmosphere clear evidence that a threat is near. This is where
(or mood, as it’s often known) is absolutely the stress begins to near its peak.
essential for evoking the right experience for you
and your group. Without it, the soul wrenching 3. Resolve: the third and final element of fear is
when the danger is finally upon you! The stress
INTRODUCTION|
10
spikes, but is quickly resolved as the party copes important dynamics of the story and their party
with the situation at hand. If this is in response cohesion, and otherwise have some fun. If not,
to a physical threat, the party will likely cope you’ll be facing severe burn out. Remember,
with their terror by brutally killing the threat, contrast is good. Let your group relax at times,
or perhaps running away. If this is a more and then use unease and dread to ease them back
existential threat, then horror will settle in over into the atmosphere of fear for the campaign.
a longer period as the party plots and strategizes. Having a variety of stress is much, much, much
Regardless, you’ll need to return to using unease more important than having really high levels
and dread to once more generate stress. all the time.

Personally, I like to think back to The


The Importance Fellowship of the Ring (2001) film as an example.
of Normality After almost getting brutally murdered by
• One incredibly important thing to ancient, cursed wraiths, Frodo and company
understand about the elements of fear is that get to chill in Rivendell with the elves before
they rely upon a foundation of “normality”. setting off again. Then you get an increasingly
Or, to put it another way, the story needs to harrowing journey, culminating in the shadowed
start out grounded in a sense of the ordinary. halls of Moria, a party member is cut down, and
Then, as the players pick up on the unnatural then you get Lothlorien and Galadriel before they
hints and clues around them, this will create face more violence and betrayal. In other words,
a contrast that induces stress. This is why by allowing moments of wonder and relaxation
there’s such an obsession with ‘realism’ in you’ll help re-invigorate your party as well as
‘dark and gritty’ stories. By establishing create contrast that keeps the horror refreshing!
a sense of the real, or ordinary, there is a For a more detailed example of this process at
greater contrast and thus greater stress. This work, read Ch. 2 The Drowned Dead.
is also why many horror movies begin by
featuring the very ordinary aspects of the The Genius of Ash
setting and the characters before introducing Law
all the creepy children, unsettling music cues, • For those wishing for a more
and other techniques that create unease. detailed analysis of how to use fear
• Obviously, for a fantasy adventure in roleplaying games, find a copy of
game, “ordinary”, “normal”, or “real” looks Ash Law’s “The Trajectory of Fear -
a little bit different than it does in our How to Use Horror Tropes Effectively
daily lives. What’s important, however, is in your Game”. The elements below
establishing a baseline before you introduce were inspired by Law, although
the unnatural and unsettling. See Ch. 2 for a she provides a different conception
more detailed example. than what you’ll find in this book.
Nonetheless, it is an excellent read
Remember, the purpose of this and gives very detailed examples and
framework is to help you create and manage a more in-depth look at the aspects of
stress for your players, thus heightening the fear and stress. Highly recommended.
excitement and thrills of the campaign, as
well as establishing a spooky, frightening, and
otherwise horrifying atmosphere. Just remember,
this process isn’t as simple as 1, 2, 3. Element
one, unease, is always first, but you’ll want to
alternate between dread and unease to build
and manage stress during the adventure. Stress
shouldn’t be near the peak all the time, after all.
Players need a chance to relax, to explore other
INTRODUCTION|
11
Player’s Guide to
Wreythau
Mayhaps you’ve seen it out there in the horrors just waiting to peel back their masks and
deeps, an island, floating where none should be, laugh as we cower before their true faces?
shrouded in fog and crowned with a writhing
mass storm clouds blacker than night. They say I’ve heard many things about that island
it is a cursed island, a foul land that hungers for that appears like a wave of fog itself, an island
the very souls of all who dare set foot upon it. ringed with jagged cliffs and bristling with
Mayhaps those are just tales, aye, but such tales woods as thick and dark as the most inhospitable
are told far beyond this land, here. In every port wilderness you’ve ever seen. I’ve heard that there
they whisper of that blasted island, wreathed in are things in those woods that would empty the
crackling lightning and the howl of storm winds. bowels of even the most battle-scarred warrior,
They say that under the light of the moon, a fleet unnatural creatures twisted and warped by a
of ships sail from there, carrying wonders and power so foul that not even the devils themselves
riches fit for kings in their holds, all meant to will treat with them. But what secrets do they
tempt the unwary and curry favor with those in guard? What treasures might lurk at the heart of
power. But for what purpose, you must ask, do the island?
these ships sail from an island that drifts ‘round
the world? What purpose do they have, selling They say there is a palace there, as well. A
their marvels and curiosities? Be they traders grand structure the like of which has never been
of beauty and wonder, marvelous beings from seen anywhere else, and that a river of silver and
beyond our ken? Or be they monsters in disguise, platinum flow ‘round it in a mighty moat. It is
PLAYER’S GUIDE TO WREYTHAU|
12
like to just be a story, aye, though I’ve seen the yet how many of those who have ventured to its
ingots that come from the holds of those ships. shores ever come back? Can anyone say?
Oh, aye, I have. I used to work as a stevedore in
Waterdeep, I did, and I saw them with my own All that is known is that the island is
eyes, big, fat ingots shining like the scales of known as Wreythau to those who call it home,
Bahamut himself, and stamped with the face of a and that trouble often appears in the ports that
Raven. They say that’s the sign of their Queen, a its merchants visit, yet its goods are so rare and
great sorceress and warrior as old as time itself, valuable that the trouble is often overlooked.
that she moves the island and wields the power Will you be brave enough to investigate what
of nature for herself. Those are like to just be others don’t dare? Will you take up the sword
stories, of course, told to a gullible stevedore, with an oath against evil upon your lips, or
though I’ve always wondered what other dreams of mystical power swirling through
mysteries and secrets must lurk in that land. your mind? In short, will you embrace the call
of adventure?
Of course, I’m not the sort brave enough
to venture forth and sail to that land. Aye, and If so, then venture forth, for the Dread
then there’s me hands, too. Lost them I did, near Realm of the Blood Queen awaits! In this
a week after those ships sailed into port. Helped player’s guide you’ll be provided with alternate
unload crates and crates of flowers, brilliant character creation options, hooks for character
crimson things, though foul with pollen they backgrounds and classes, a preview of powerful,
were. It was red as blood, that pollen, and it scaling relics, and tips on writing character
stained my fingers and palms for days. My skin motivations and other roleplaying advice to help
began to itch, and over the days my flesh began to you on your adventure!
rot before me eyes. Lost them both, I did, though
I was saved the worst of it. My mate breathed in
a lungful of the stuff, and they say he went mad.
Advanced Character
Attacked a man in a tavern, sinking his teeth into
that poor sods neck, and that the guards had to
Creation Options
behead him as he rampaged through the tavern,
Characters that venture forth into
a dozen knives already in his back. Horrible,
Wreythau will face great evils and powerful
horrible way to go. Worse, too, because of the
foes, and as such, must be powerful exemplars
widow and children he left behind. I suppose
of might and magic in their own right. For this
losing a pair of hands is nothing next to that,
reason, it’s recommended that the following
though should you ever see that island appear, or
optional character creation rules are used, though
see those ships sail into the harbor, a Raven with
only with your
its wings spread in flight upon the sails, well, take
DM’s permission.
care, lest you meet a dark fate.
These rules
are designed to
Now, how about another round for a poor
help establish
old stevedore, eh? My throat is dry, and I have
an even balance
many more stories to tell!
between party
members as well
- Brontus Colfax, wandering storyteller
as provide better
There are many legends that float across the odds for survival
lands of a mysterious island ruled by an Undying in the deadly
Queen. They say it is a land of great treasures and challenges and
mysteries, offering power and wealth to those trials to come.
with the courage and determination to claim it,

PLAYER’S GUIDE TO WREYTHAU|


13
Ability Scores An Adventure born, or
Instead of having your party roll for an Adventurer forged…
stats, it is encouraged that you use the following With the release of Tasha’s Cauldron
modified standard array: 18, 16, 14, 12, 10, 8. of Everything, modular character creation
Players will distribute these scores as they see fit, options for lineages in D&D have finally become
prioritizing the abilities most important for their official! Of course, there are those who dislike
character. This is a notable powerful array, but this flexible, complex means of generating their
given the high stakes of the campaign, this will character’s racial abilities and bonuses, but this
provide players with the most balanced challenge. section isn’t written for them. If you like using
standard D&D lineages, then please use what you
For those that prefer to roll their ability find the most enjoyable. For those that prefer
scores, it is suggested that they still begin with having more diversity in your games, however,
one score at 18, and then roll for the other then modular racial design is an exciting new
five ability scores using the standard 4d6, drop option, and for this module customization is
the lowest, though with the additional rule of greatly encouraged. Remember, more options
re-rolling any dice roll that results in a score not only means more mechanical synergy, it
below 8. Luck is fickle, after all, and a score of can also mean more options that will enhance
5 or 6 in an ability will likely mean death for roleplay, too. After all, mechanics are what help
that character. us to interact with the world of the game itself!
Sure, you don’t need mechanics to interact with
Finally, for those that prefer to instead the world, but they can provide us with exciting
use the point buy method, it is still suggested that opportunities that help us and inspire us to use
one ability score starts at 18, and the following our imaginations in new ways.
five ability scores are purchased using a pool of
27 points, with the cost for each score listed in So, if you’re intrigued, read on! If not,
the table below. then feel free to skip the following section. It’s
an experiment, if nothing else, and is by no
For example, this could provide a stat means required.
array of: 18, 15, 15, 13, 12, 8 or even 18, 14, 14,
13, 12, 12, 8. However, if your Dungeon Master
Score Cost has given you permission, and you’d like
to experiment, then first, use the Custom
8 0
Lineage options presented in Tasha’s Cauldron
9 1 of Everything.
10 2
11 3 Secondly, each player will also choose one
12 4 character creation feat. Character creation feats
13 5 are feats that can only be chosen during character
14 7 creation, and are meant to provide characters
with abilities that are commonly found as part of
15 9
standard racial bonuses (like fly speed), but are
For DM’s wary about how powerful this not part of standard feats. This will allow players
will make the players, fear not, this has been to further customize their characters, coming
accounted for in the design of the module. And, up with new and fantastical creatures that they
for those DMs that prefer to make things even can play as, or allowing for more fantastical
more challenging for their party (and this will backstories, while also helping to provide more
make things more challenging), then standard balance for the party itself. Not all features are
ability score generation can be used. created equal, after all, and yet character creation

PLAYER’S GUIDE TO WREYTHAU|


14
feats have been tailored to provide parity as much You were raised in an aquatic environment that
as possible while still remaining unique and allowed you to develop the ability to traverse
useful for every player. aquatic environments like the creatures of
the deep. Or, perhaps your parents or distant
CHARACTER CREATION ancestors were creatures of the deep themselves,
or you gained the blessing of a supernatural being
FEATS tied to aquatic environments.
• Activating this ability takes 1 action. This
Flight Adept: ability lasts for 1 hour and can only be used
Your character has been blessed with the ability again after a long rest.
to fly, whether due to possessing literal wings, • When this ability is active you gain the
such as those of a bird, butterfly, or pixie, or ability to hold your breath for as long as the
they’ve been blessed with an enchantment that ability lasts.
allows them to temporarily escape the tyranny • When this ability is active you gain a
of gravity. swimming speed equal to your walking
• Activating this ability takes speed. The duration of the ability increases
1 action. This ability lasts for to 8 hours at 5th level. At 12th level this
1 hour, and can only be used ability is considered always active, and no
again after a long rest. longer requires resting.
• When this ability is active • You can use the dash action to double your
you gain a flight speed equal swimming speed.
to 10ft. This increases to
20ft at 5th level, and 40ft A Dash of Magic:
at 12th level. Whether you learned this trick from a mentor,
• You can use the dash a tome, or observation, or whether it is an innate
action to double your flight ability granted by your ancestry or some higher
speed for that turn. power, you can perform a dash of magic. How
this magic appears depends on the origin of
Climbing Adept: the ability. A magical creature might cast ray of
Your character has been
blessed with the supernatural
ability to climb almost any surface. Perhaps you
were raised by creatures dwelling among the
trees, or on the faces of perilous cliffs and have
learned special techniques and tools that allow
you to scale most any obstacle. Or, perhaps
this ability is the result of a blessing from some
divine or eldritch being, or the result of magical
contamination seeping into your body.
• Activating this ability takes 1 action. This
ability lasts for 1 hour, and can only be used
again after a long rest.
• When this ability is active you gain a
climbing speed equal to 15ft. This increases
to 20ft at 5th level, and equal to your
walking speed 12th level.
• You can use the dash action to double your
climbing speed for that turn.
Swimming Adept:

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15
frost as a breath weapon, or shocking grasp as
a natural ability. Let your imagination set the
limits, though be consistent once the origin and
manifestation of this ability is chosen.
• You learn one cantrip from the Wizard spell
list. Choose between Intelligence, Wisdom,
or Charisma as the spellcasting ability for
this cantrip.
• This cantrip improves for you at 5th,
11th, and 17th levels just as it would for a
magic caster.
Dangerous over short distances:
You’ve become a natural sprinter, whether due
to extensive training, your natural physiology, or
adapting to extreme environments.
• In combat, you can double your movement
speed for one round.
• This ability refreshes after you have not
moved for one round.
Natural Resistance:
You are able to withstand adverse conditions
that would put other creatures into a fresh grave. scales, horns, bony protrusions, or other
means of natural defense, you’ve become very
hard to hit.
• You gain +1 to AC.
Blind Sense:
Either as a physiological response to total
darkness, or advanced sensory training, you have
developed the ability of limited Blind Sense.
• At first level, you have 10ft. of Blind Sense.
This increases to 15 ft. at 5th level, and 30
feet at 10th level.
Haunted By a Past Life
Through deep meditation and connection to the
cosmos, a freak magical accident, possession, or
having been resurrected, you have a connection
to a past life that haunts you.
• At character creation, choose one additional
Background. You gain all the benefits of this
Background.
• You gain resistance to one elemental Martial Training
damage of your choice from the following Due to brutal military training or a martial
list: fire, cold, acid, lightning, or poison. upbringing you have become a proficient warrior.
• You become proficient in one Fighting Style
Tough Hide:
of your choice.
Whether due to a hyper-developed survival
instinct or an altered anatomy that includes Relentless Endurance
PLAYER’S GUIDE TO WREYTHAU|
16
Due to physiological resilience, the result of average adventurer gallivanting around the
merciless training, or supernatural willpower, Sword Coast. In fact, that’s one of the major
you didn’t hear no bell. differences between a Gothic Horror campaign
• Whenever an attack would bring you to 0 and a more standard high fantasy one: the sense
hp, you instead drop to 1 hp instead. You of alienation. The world your character will step
cannot use this ability again until you finish into will be strange and hostile and entirely not
a short or long rest. the kind of place any sane person would want to
be. So, the question is, what kind of characters
Natural Jumper
thrive in Gothic Horror settings?
Are your legs made of springs? Perhaps. Most
likely, you’re simply a highly evolved or highly
Obviously there are many answers to
trained jumper.
that question, but if you’re not sure how to
Your long jump and high jump distances
answer that question, then allow me to offer a
are doubled.
good rule of thumb: desperate characters do well
in a Gothic Horror setting. Characters that are
desperate are characters that are willing to face
Character Motivation in a hardship and overcome failure. Characters that
Gothic Horror Setting are desperate are willing to see just how deep the
rabbit hole goes, and desperate characters are
Horror campaigns are strange beasts that also those who don’t rely upon the status quo to
require a little more thought than your average protect them. Desperation can also manifest in
campaign. While your character is still a hero, many different ways. A desperate character can
they’re also a hero that should react to creatures also appear as a very driven character, or even a
and events that invoke dread, and abhorrence, very naive character. Someone suddenly forced
and disgust. Your character is a hero, but also out of their life and forced to adapt to a new
a hero that will taste failure, and that will have reality can be an excellent character for a horror
to cope with more danger and gloom than your game, as there is a great deal of room to grow and
react to dreadful events as they happen.

Alternatively, a very curious character


can also make for a wonderful adventurer in a
horror game. Sure, they say that curiosity killed
the cat, but that’s kind of the point of a horror
game, isn’t it? Something is trying to kill you. So,
congratulations, you’re already leaning into the
setting. What’s more, there’s a lot of similarities
between a driven character and a curious
character. There are a lot of things that can make
a person driven or curious, whether it’s boredom
or there’s a specific threat pushing them in one
direction or another.

Lastly, ensure that, whatever your


character motivations are, they amount to
something more than escape. Gothic Horror
is all about exploring a mysterious, alienating
landscape. The want to run away from that
landscape makes perfect sense, but is also
absolutely terrible for the game itself. This
includes having strong backstory ties to
PLAYER’S GUIDE TO WREYTHAU|
17
something besides the campaign. Have an
archnemesis that’s just part of your backstory
and not in the game? Surprise, you’re gonna
have a bad time, your DM is gonna have a bad
time, everyone is going to have a bad time.
Ensure that your motivations directly tie into the
campaign itself. Ensure that your motivations
encourage you to engage with the campaign and
the other players and characters at the table. At
the end of the day, that’s the most important
thing: engagement. As long as your motivation
encourages you to be engaged, you’re gonna have
a good time.

Take a look at the character hooks below


to get a better idea of the points illustrated
above, as well as inspire you as you think up
your character. The hooks are organized by
background and class. Feel free to choose one, or
both, or neither. Whatever inspires you. And,
once you’ve chosen a hook, or thought of one
on your own, make sure to coordinate with your
DM so that you can collaborate on an engaging
story for the whole group.

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18
CHARACTER BACKGROUND
HOOKS
Acolyte The god, pantheon, or divine being you’ve spent your life in service to
has begun to send you an endless stream of apocalyptic nightmares. Every
night you awaken with the screams of entire civilizations ringing in your
ears. You see legions of the dead marching upon cities, you see some
foul corruption warping the forests and fields, twisting the animals into
horrible perversions of themselves, and at the center of all of it are the
crimson petals of a flower you’ve never seen before. You don’t understand
this warning, but have begun to follow the trail of this strange flower,
and have heard that it grows in only one place: a mysterious island
known as Wreythau.
Charlatan Someone has begun to impersonate you! Or rather, to impersonate your
false identity, and you’ve been framed for a series of terrible crimes.
All you know is that you’re now wanted in several kingdoms, and that
the villain behind this all is a part of something called “The Wreythian
Merchant Consortium”. If you have any chance of clearing your name or
putting a stop to this, you must find out what’s going on.
Criminal Maybe you stole from, or accidentally killed the wrong person. Maybe
you betrayed a powerful friend, or a crime lord simply wants to make an
example of you. Now there’s a massive bounty on your head and “alive”
wasn’t listed as an option. You know that your only hope of evading the
assassins on your trail is to get off the continent by any means necessary.
Criminal (Spy) Your employer was killed. Assassinated by a poison laced into a bottle of
ink. The trail is cold, but you have one clue: the merchants who sold the
ink. They call themselves the Wreythian Merchant Consortium, though
you suspect there’s more lurking behind that facade.
Entertainer You’ve struggled for years to get noticed, to play somewhere fitting to
your talents and scrape in a living better than a few handfuls of copper
every now and then. And it’s finally happened! You attracted the notice of
a Queen! She wants you to come and play for her and her court, except...
you’re not sure how to get there. Where the hell is Wreythau, anyways?
All you know is the messenger who gave you the offer of patronage also
presented you with a real signet ring and a downpayment of 50 gold for
travel expenses, so it has to be real, doesn’t it?
Entertainer (Gladiator) You made a name for yourself protecting your village from monsters,
until one night under the full moon. You were bitten by a werewolf, and
though a local healer’s herbs have helped you delay your transformation,
you desperately search for a cure. You’ve heard of a noble family in the
foreign land of Wreythau that might have what you seek: the Reinwalds.
Folk Hero You made a name for yourself protecting your village from monsters,
until one night under the full moon. You were bitten by a werewolf, and
though a local healer’s herbs have helped you delay your transformation,
you desperately search for a cure. You’ve heard of a noble family in the
foreign land of Wreythau that might have what you seek: the Reinwalds.
Guild Artisan You were a simple apprentice in a guild, but now you’re a criminal on the
run from the law. You built something using special materials found only
in Wreythau and your creation turned into something monstrous! You
were blamed for the deaths, and now your life is in ruins.
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Guild Artisan Your entire guild was slaughtered. They said it was just a fire, but you were
(Guild Merchant inside the building as it burned, you knew someone had been blocking
the doors. And then there was the message: a single coin from the land of
Wreythau. Your guild had been having trouble with some sort of Merchant
Consortium flying the colors of Wreythau, and you’re positive those
murderous cheats must be behind this.
Hermit You lived a peaceful life in the wilderness. That is, until you started to notice
that something was amiss. The animals and plants had begun to act strangely.
Something was corrupting them, turning them into monstrous perversions of
all that you loved. Unable to find the source, you knew the only way to stop
the spread was to burn all that you loved. Now, you search for the source of
that which destroyed your home.
Noble You’ve been married off. You don’t want it, but you’re a noble, and arranged marriages
are the key to securing your family’s wealth and power, so who cares what you want?
Well, obviously, you care, and now you’re on the run, forced to confront a world
without all the wealth and privilege you’re used to, all in the name of freedom itself.
You know your family has hired bounty hunters to drag you back in chains, no
matter how gilded they might be.
Noble (Knight) Your honor has been stained, your order and your family shamed. You ran from a
duel. No matter that you had skewered your opponent and all they did was laugh. No
matter that to stay was to surely die. You ran, and that’s all that matters. Now the only
way to reclaim your honor is to defeat the champion of that dark knight’s Order, and
that means traveling to Wreythau.
Outlander You’ve heard of a land filled with flora and fauna unlike anywhere else. But
why? What’s caused this strange land of Wreythau to produce such strange
wildlife? The only way to find out is to venture there and discover the secrets
of the land for yourself.
Sage You’ve been on the hunt for the Book of Vile Darkness for the majority of
your life. Perhaps you seek to destroy it, or lock it away where it can never
harm anyone ever again. Or, perhaps you seek to unlock its mysteries and
take its power for yourself, power that could unlock even greater secrets of
the multiverse. Either way, you’ve finally tracked it’s last known location
down: the fabled island kingdom of Wreythau.
Sailor/Sailor (Pirate) You thought it was just the stuff of legend, one of the many tall tales that float
across the seas. But then an old crewmate contacted you. Said they’d found
it, that Wreythay was real, and that fantastic treasures awaited any brave
enough to sail to it. They told you to find a ship, The Pelican, and that it
would be your best chance to find the mythical isle of Wreythau.
Soldier Your unit has been disbanded. Too many casualties. You helped fight off a
plague, but now that the mass graves have been dug and the kingdom is left
in shambles, there’s no more place for you. But your duty hasn’t ended. You
know that plague wasn’t natural. No disease makes the dead walk. No disease
spreads that quickly. No simple disease is responsible for all the death you
witnessed. Someone, or something, else is responsible, and you’re going
to find them.
Urchin Law, Honor, Good, Evil, they’re all just meaningless words when you’re
starving to death in the gutter. You do what you need to do in order to
survive, and damn those who would judge you for it. If there’s a chance to
make money, a chance to find a way to do more than survive, well, you’ll grab
it with both hands, nevermind the consequences.

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PLAYER’S GUIDE TO WREYTHAU|
21
CHARACTER CLASS HOOKS
Artificer You’ve heard rumors about an artificer that can do what others cannot. A true master of
alchemy and engineering, the wonders he crafts far surpass any master still living. He dwells in
a Barony known as Inbarev on the mythical island of Wreythau.

Barbarian You know not peace. No matter how hard you might try, your life will be one of rage and
bloodshed and until the day you die. Why not venture into a land cursed with violence and
terror? Why not brave the dark and see how many monsters you can take with you?

Bard Over a thousand years ago an entire empire was wiped off the map. What was the cause, and
what other secrets, mysteries, and stories might lie between here and the answer? As far as you
can tell, the mythical island of Wreythau holds all the answers you seek.

Cleric Your god or goddess has heard a cry for help, and sent you in answer. Are you prepared for
this sacred duty, or do you feel as though you will buckle beneath the weight?

Druid The spirits of the wild have begun to grow troubled. Unnatural corruption has begun to
spread across the world. For now it is contained, but if the source is not found, all could
be threatened.
Fighter You’ve heard of a legendary weapon of great power, long thought to be lost. But a drunkard
you met in a tavern knew of this weapon, claimed to have seen it with his own eyes in
the bowels of a wrecked ship. You travel to Wreythau to claim it for your own and forge
your own legend.
Monk Your master has been brought low, their meditations corrupted by some eldritch force you do
not understand. You gathered bits and pieces of information from the ramblings that spilled
from between their cracked lips, and now you search for the danger they spoke of, the dark
spirit known as Czernobog.
Paladin Vampires. Werewolves. Monsters crafted from flesh. They’ve begun to appear along
the coasts, brought to the continent by a mysterious fleet of Merchant ships, though for
what purpose?
Ranger You hunt monsters. The more dangerous, the more rare, the better. It just so happens you’ve
heard of a kingdom absolutely full of them, and you’re eager to get there.

Rogue Though you might not work a trade as others would understand it, you’re a professional, and
you can’t help but recognize the work of others like yourself. Recently, you’ve been stumbling
onto a lot of their work, a floating thieves guild disguised as a merchant fleet. They call
themselves a Merchant Consortium, but you know what they really are.
Sorcerer You were found as an orphan, washed up on the tide, clutching a coin with a raven stamped
upon it. You’ve never known where the coin was from until recently when a shopkeep handed
one back to you. Now you know: you hail from a land known as Wreythau.

Warlock Your soul is forfeit. You struck a bargain you shouldn’t have, and have searched long and hard
for a way to save your soul. Finally, you’ve found it, a tale of a Queen that cheated the fey
themselves of what they are owed. Certainly if she could do it, you could, too. All you have to
do is hope she left a record of how she accomplished this so long ago, and what better place to
look than her kingdom, the island of Wreythau?
Wizard You’ve heard the tales of Wreythau and believe there is more truth to them than most believe.
Obviously, there is great magic at work, magic that can be studied, learned, and known. All
you have to do is travel there to witness it for yourself.

PLAYER’S GUIDE TO WREYTHAU|


22
Making the Best of a Bad family of heroes and misfits that must rely on
each other in order to succeed. This makes
Situation the bond that your characters have with one
another incredibly important, and it means that,
One final point that I want to discuss is in addition to thinking about how awesome
that being a player in a horror game, especially our characters are, we also need to answer the
a gothic horror game, is not only about being a question of what’s awesome about the other
hero, it’s also about making the best out of a bad characters, as well. When we have that answer,
situation. You will face horrendous challenges. that helps us form a strong and positive dynamic
Your characters will experience suffering. The that truly makes the game more fun. That’s the
path forward will often be clouded and uncertain. beauty of pen and paper roleplaying games, after
What’s important is recognizing that, at the all: we get to tell stories with our friends instead
end of the day, you are meant to overcome of by ourselves. So put effort into your character,
those challenges, you are meant to find the path but also put effort into the other characters, and
forward, but that doesn’t mean that you won’t this will make your party all the stronger. Soon, it
struggle along the way. And that struggle is good. doesn’t matter how brutal the struggle is, as you’ll
What good is a hero without struggle? Without have the support of each other.
danger? Or, more importantly, without failure?
After all, failure is how we learn. It’s by failing So, remember to make the best of a
that we figure out what we need to do to succeed. bad situation. Plan for failure and learn from
So don’t look at failure or challenge as negative it. Take heart, work with your fellow players,
things. Look at them as part of what makes your and remember that the harder the struggle, the
character a hero. sweeter the victory.

For instance, say that you and your fellow Enjoy exploring the wonders and horrors
adventurers run into a powerful villain that just of Wreythau!
seems to be begging for a beatdown. Immediately
picking a fight would probably lead to failure,
though that failure would teach you about that
villain and what they’re capable of. It would give
you a chance to plan for your next encounter, as
well as gain more strength until you go back to
fight them again. It was that failure that allowed
you to learn about the villain and that failure that
made that villain all the more important because
they already triumphed once before. So as you
walk into the game, plan for failure. Think about
how your character might react to losing a fight,
or failing to achieve an objective. How would
they react and how can that reaction make the
story all the better? If you can do that, you’re
going to have an awesome time, even as your
characters are scarred by the brutal story they’re
delving into.

Lastly, one other thing to consider is that


it is the times when we struggle that we most
need the support of those around us. Thankfully,
Dungeons and Dragons is a game built around
the concept of the adventuring party, a found
PLAYER’S GUIDE TO WREYTHAU|
23
D
ark storm clouds
roil and loom over
Chapter 1 As thunder booms and echoes
across the land, furious strikes of

Welcome to
the island kingdom of lighting tear down from the blackened
Wreythau, threatening sky as freezing sheets of rain begin to
to unleash a torrent pound down into the churning surf
of driving rain and
merciless lashes of lightning and thunder. Wreythau and over the mud, rock, and mortared
stone of the island itself. As the storm
The freezing seas seeth around it, jagged rages, a voice can be heard riding upon
rocks jutting from the surf like the broken teeth of a foul the wind. Faint and ethereal, and just at the edge of hearing,
beast from the beneath the sea. The wind begins to rise, whispering fell musings to all with the courage and the
tearing across the land in a furious gale, rattling shutters and will to listen.
tearing shingles from roofs as it sweeps through the city and
villages, sending the populace scurrying for cover like too This is the voice of Czerina Gavranova, the Dark
many rats. Even the great timbers of the island’s dense forests Lady of Wreythau and its reigning vampire queen. Lost in
groan and tremble as they’re buffeted by the wind, a furious the depths of an unnatural slumber, Czerina beholds all,
green wave writhing across their canopies with the fury of and yet dreams, her restless mind stirring the elements of
the storm. rain and wind, lightning and tide, into an unnatural tempest
across her dread domain.
Something is stirring.

Something that has long slumbered is beginning Welcome to Wreythau.
to come awake.

CH 1 WELCOME TO WREYTHAU
24
The Dark Power well as wood and stone, and fuel, metal, gems,
Why not Vampyr?
The Dread Domain of Wreythau is ruled • Czerina Gavranova is the Vampire Queen,
not just by its dark mistress, but also twisted right, so why isn’t the Dark Power just
and influenced by the Dark Power known as Vampyr? Well, who says all vampires are
Czernobog. Long ago, before cities were built of the same? Instead of attempting to define
stone and forges tasted metal, Czernobog was a that which was left intentionally vague, I
dark spirit of field and forest, hated and feared. turned to a different Dark Power, one that
It was the reason why hunters disappeared into still belongs in Ravenloft, yet one which
the depths of the woods, never to return. It was we could explore in as much depth as we
the reason crops became blighted, why livestock wanted. I, personally, always wanted better
would turn upon their owners with crushing descriptions of the dark powers so that I
hooves and gnashing teeth. It was the terror of could gain a better understanding, though
the wilderness and the wrath of nature combined. I recognize it is important to leave room
All feared it, yet almost none understood it, and for ambiguity so that others can create and
for ages it grew in power, feasting off of the death fill in the gaps that they see. So it is that
and suffering it caused. Czerina’s vampirism comes from a dark
power tied to nature, death, and suffering,
Thus, in some ways, the rise of emphasizing the cruel and predatory aspect
civilization was itself a devastating blow against of the vampire rather than the undead
Czernobog, diminishing its power. With the rise portion. Of course, as the one running the
of the first cities, it seemed as though the peoples module, it’s really up to you. If you prefer
of the land would find safety from this dark spirit. Vampyr, there’s nothing stopping you.
No longer was it a cursed name whispered in
fearful prayers, and soon it became nothing but
a myth often forgotten. And yet, even though and all that makes civilization possible. And,
it was weakened, Czernobog did not go away. when a civilization demands more and more
Instead, it learned of new ways to feed and thrive. of these things, with no regards for the cruelty
When dwarves and gnomes carved into the earth or suffering that is caused, well, that is when
with greed in their hearts, Czernobog was the Czernobog is at its strongest. It imbues itself into
stone waiting to fall and crush their skulls. When all of these things, its corruption thriving even
humans and orcs brought axes to the forests, as they are refined, processed, and turned into
Czernobog was there, waiting to drink the blood something else. It becomes the knife that always
spilled by elven arrows and the beasts of the seems to cut its owner. The painting which
land. And, when great armies met in the field to inspires insanity. The cobblestones stained with
stain the soil red, Czernobog feasted and only years of blood from the headsman’s axe. It is all of
grew stronger. these things and more.

Now, as with many of the Dark Powers,


the exact nature of Czernobog is hard to define, Of course, there are other Gods, along
but a few things are clear. For one, it is a being with any number of other powerful forces
that feeds off of death and suffering, and has throughout the planes, all of whom help to limit
grown immensely powerful. For another, it is Czernobog’s influence. Thus the Dark Power is
tied in some fashion to nature and creation itself. actively suppressed and pushed to the fringes of
Bough and stone, fang and thorn, this is where the cosmos, and that is why it sought to create
Czernobog’s influence is most often felt, but not its own dark realm, a place where it could reign
exclusively. Which is to say, its influence extends supreme, or at least, that was its wish. The other
farther than most would dare dream. Even the Dark Powers also vie for influence and control
mightiest of cities rely upon grain and meat, as of its Dread Domain, and ultimately, it is the
material plane which hosts the greatest amount
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25
of souls ripe for the taking. Thus, ultimately, very much her own dark champion, driven by a
Czernobog’s goal isn’t to dwell only within its unique psychology and obsession with her own
own demiplane, but rather to gain access to ambitions, and so it is my delight to introduce her
the material plane once again and continue to to you: Czerina Gavranova, the Blood Queen of
feast off of the suffering and death until it can Wreythau, herself!
challenge and consume the gods themselves.
Czernobog in a nutshell
(of infinite space)...
• Czernobog needs suffering and death in
order to feast upon souls and grow ever
stronger. In order to make this happen,
Czernobog will twist and pervert nature
and creation to meet these ends.

• Czernobog will create horrors such as:


horses and elk that feast upon meat. Burrs
that dig into the skin to leech away blood.
Pollen and seeds which infects and takes
root in the host, transforming them into an
undead meat puppet with roots threading
through their veins. Clothing dyes that
leach toxins into the bloodstream and drive
the wearer insane.

• Or, you know, any other horrific


abomination that might come to mind.
There really is no limit beyond your
imagination and the scope of your game,
so feel free to adapt Czernobog to fit your
needs! In the meanwhile, I’ve attempted to
provide a helpful framework for you, but
ultimately Czernobog is an alien being of
immense power and evil, and such never
truly bends to our simple conceptions of Below you will find a section
them. So, lean into the ambiguity and make summarizing Czerina’s history, a section on her
it your own Dark Power! goals and roleplaying advice for DMs.
The Blood Queen’s History
The Dark Lady: Czerina
In the now dead kingdom of Nostrovishte,
Gavranova there a daughter was born to two cruel nobles,
Originally, Czerina Gavranova was the Boyar Gavran I and his wife, Boyarina
conceived as a female equivalent to Strahd von Evengja III. This was a great shame for both,
Zarovich, and while she can absolutely still as in their barbaric, patriarchal kingdom, only
serve that purpose for your Curse of Strahd men could inherit titles and land. Only through
games, the more I delved into her history, and marriage could this daughter secure her power,
the more I delved into all of those half formed and yet, in truth, that power would only belong
shadows that I wanted to explore, the more to the husband and all of their lands and riches
Czerina became something far more. Now, she is would pass on through his family line. Thus, in
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26
a moment of profound anger, humiliation, and would ride out of the castle under the cover of
spoiled ambitions, Evengja III cursed her own night and stalk the highways of the oblast, setting
daughter. She named her Czerina, a perversion upon any knights or warriors that she found
of the title of Tsarina which Evengja so coveted upon the road. Hidden beneath the guise of a
with the profane spectre of Czernobog, a dread spirit she dueled dozens of other warriors
reviled spirit of darkness that haunted folk tales and claimed their heads, unknowingly spreading
and legends. It was a name meant to inspire the grim legend of a bloodthirsty evil spirit
revulsion and fear, a name meant to wreak throughout the kingdom. Soon, warriors of every
unending misery upon the innocent child description flocked to the southern oblast, heads
she’d born. Perhaps, then, it is no surprise that full of foolish bravery and the desire to become
Czerina eventually became the champion of legends of their own. Whoever could kill the
the very abomination she was named after, spirit of the Dark Rider would have their name
though whether this was due to having drawn praised across the land, and many rode to their
Czernobog’s attention, or due to the monstrous deaths with visions of glory dancing through
natures of her own parents, none can say. their heads. As for Czerina, she soon tired of the
slaughter and began to ride out with only the
Regardless of fate or mere happenstance, hope of finding death on the edge of a blade, but
what is clear is this: she was doomed to a life of it was not to be so.
torment from the moment she first drew breath.
Her upbringing was one filled with pain and Yet, after almost two years of her
death. The servants and nobles always feared and bloody midnight rides, everything changed.
distrusted her as a child due to her cursed name, Her kingdom, Nostrovishte, was invaded by a
yet when tragedy struck and her lone friend and powerful alliance formed by Bacia and Gronturia,
companion was found dead in the gardens, she two rival kingdoms. With their combined might,
truly became loathed and abhorred. To be raised defeat was certain. The Northern, Western, and
in such hostility only led to shameful displays Eastern Oblasts had all fallen and the Tsar and his
of grief and rage which only fueled the rumors family had already been put to the sword. Only
surrounding her. Then, by the order of her very her father, a famed warleader, and his army had
own mother and father she was imprisoned survived, though they were soon trapped in a
and tortured until that terrible abuse became siege doomed to end in defeat. With no hope, the
politically inconvenient. From then on, she was people of Nostrovishte despaired. It seemed that
forced to train as a warrior, a path which would all hope was lost. That is, until the Dark Rider
not only lead to further disgrace, but which emerged again, that fearsome spirit that had
became a foul excuse for further violent abuse. haunted their highways and killed so many brave
Nevertheless, it was through this crucible of and foolish souls now began to harry and kill
terror, grief, and pain that Czerina transformed their enemies. Stealth, terror, and bloodied steel
into a fell warrior with the knowledge, skills, gave rise to a new legend, and the Dark Rider
and perspective that would both save and became known as a spectral protector of the land.
doom her land. The Dark Rider became a symbol to her people,
and so it was that under this guise Czerina was
By the time she was in her twenties, able to raise an army of the people. Brawny
Czerina seemed doomed to live a life of infamy farmwives, shrewd hunters, dedicated smiths,
and dishonor, with no chance at a future let alone and all those willing to pick up an axe or a spear
hope for one. She’d been raised by the sword but were welcomed to her banner. Yet, even with
was banned from both tournaments and military thousands of callused hands and desperate hearts
service, and marriage didn’t appeal to her, which at her back, it was another group of allies that
was fortunate due to her utter lack of suitors. So, truly gave them hope for victory: the worshippers
overcome with bitterness and rage at the state of the Old Faith. The druids, witches, and hedge
of her life, she came upon a devious scheme, and wizards of Nostrovishte had been persecuted
began to engage in illegal, midnight duels. She and pushed to the fringes of the kingdom long
CH 1 WELCOME TO WREYTHAU
27
ago, yet they had never been driven out entirely,
and it was with their knowledge of magic and of The Temple and the
healing that allowed Czerina’s army to triumph Nemeton
in the end. And Czerina was more than happy to • What’s the difference between the Old
welcome them into the fold. She’d been reviled Faith and the worshippers of the rest of the
and shunned by those wearing the vestments of Pantheon? Like, isn’t Lathander a sun god?
Lathander and Bahamut alike, so she had no love That’s nature, right?
for the clerics and temples of the land. She found
kinship in the Outcasts of the Old Faith, and so • Well, of course, but the main difference
she became one of them and began to learn many lies in how the faiths perceive the world.
of their lessons and mysteries. Clerics and their temples represent an
anthropocentric faith. That is, a faith that
So it was that she became a champion of believes the universe is centered around
the people and managed to not only crush the humanity (and elves, halfings, etc). Either
armies of their enemies and drive them back, but the gods created everything for the sentient
to conquer their kingdoms in an act of vengeance. beings, OR those sentient beings are
Her parents were crowned as Tsar and Tsarina their most important creations. In other
of this massive, if war-torn, kingdom, and yet words, it is the needs of civilization that
she soon learned nothing had truly changed. She are most important, since it is the societies
would still never inherit land or title no matter of sentient creatures that are at the center
what she had accomplished. They would not of existence.
change the laws. Her fame and prowess only
seemed to make her parents revile her more than • For the Old Faith, it is the natural world
before and soon all this became more apparent that is at the center of everything. Sentient
on the day when Czerina presented her mother beings like humans and orcs, are simply
with an enchanted gem of great power. This a part of the natural world. What’s more,
gift had been taken from the broken crown of they view all life as having a spirit. All life
Bacia and was symbolic of the new kingdom she’d is sacred and divine, and it is finding a
gifted to her family. More importantly, the gem way to exist with all other life that is most
was said to grant a single wish to each monarch important. That doesn’t mean that you can’t
it was presented to, and as Evengja took hold of have civilization, of course, just that the
the gem, her eyes avoiding those of her daughter, civilization will look much different than
she loudly proclaimed for all the court to hear your average fantasy kingdom with its gods
that what she wished for beyond all other things and temples. Furthermore, it also doesn’t
was for the birth of a son. Only a son could carry mean that the followers of the Old Faith
on their familial line, only a son could take the don’t worship Gods and Goddesses, but
crown after they died, and so, feeling utterly that worship is usually directed towards the
betrayed, Czerina fled from the capitol and natural manifestations of those Gods and
sequestered herself among those of the Old Faith Goddesses. That is why the druid’s place of
for years afterwards. worship is the Nemeton, a sacred glade of
trees or stones, rather than a temple
Less than a year after Evengja had made
her wish, Czerina’s brother was born. The babe
was dubbed Alexandros and he grew as the and twisted army led by the dreaded Gulthias,
seasons came and went in their endless dance. the fabled champion of Czernobog. The Old
Czerina had resigned herself to living with the Faith remembered Gulthias, remembered how he
followers of the Old Faith until the end of her had terrorized the Elven kingdom that had once
days, but then the lands of Nostrovishte came existed where Nostrovishte now stood, and they
under threat once again. A horrible plague was realized that Gulthias had escaped his exile in
spreading, heralding the arrival of an unnatural order to conquer and reclaim his ancient home.
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Gulthias proved himself to be as Filled with grief and rage, Czerina called
terrifying and vile as the legends foretold, upon her most dangerous of allies: those of the
though Nostrovishte was far from defenceless. Fey. Long ago she’d bargained for aid from the
Czerina raised her banners once more, attracting Court of Night and Twilight and had formed
a new army of the people, and eventually they an alliance with vassals of their great ruler, the
pushed Gulthias’ forces back into the sea. For Archfey known as the Queen of Terror. Now, in
all his profane might and ancient knowledge, this hour of her most anguished need, she sought
it was clear Gulthias was unprepared for just an audience with the Queen of Terror herself.
how numerous his new enemies turned out Czerina was prepared to offer anything in order
to be and his followers realized that he would to save her kingdom and the people who had
be defeated once more. Thus, Gulthias’ most pledged their allegiance to her rule. No matter
cunning followers deserted, joining with Czerina what it might cost, it would be worth it to save
and secretly marking her as Czernobog’s next her people from annihilation, and this is what
prey. They came to believe that Czerina had the Queen of Terror preyed upon. There was,
been chosen to become the next champion of in fact, a way for Czerina to save her people and
Czernobog on the day that she was born. Clearly, destroy her brother’s armies, though it would not
Gulthias had been abandoned, manipulated and come without grave risk. Should Czerina fail, it
coerced decades ago and his recent defeat surely would mean the death of all who stood upon the
proved that she was destined to replace Gulthias. island of Wreythau, her people and the invaders
And while that might, perhaps, have been true, alike. But considering the alternative, which
all that can be truly known is that Czerina did was watching as her people were cleansed from
become the next champion of the Dark Power. the land with sword and spear and fire, Czerina
felt she had no choice. She had no illusions
With new allies at her back, Czerina conquered that clemency or quarter would be granted
Gulthias’ lands and cast his lifeless body into the to her people, and so she agreed to the plan,
dirt, building a new kingdom atop the bones of understanding that even if she were successful,
the old. For Czerina, it seemed as though fate her own soul would be forfeit to the Fey.
had finally seemed fit to bless her with hope for
a new future. It seemed that, at least, she had So it was that Czerina Gavranova, Queen
found a home that would be all her own, a home of Wreythau, began the Fey’s fell ritual, one
that could be built into something so much better that would pull upon the skein of the land itself
than that which she was born to. For a time, to bind earth and stone, lighting and rain, surf
she had at last found some happiness, though it and tide to Czerina’s very soul itself. She would
was not to last. The day came when her rule and become as the land, and as such, could turn
her life itself were once again to be challenged. the very elements against Alexandros and his
Her brother, who had assumed the crown of the army. In turn the Queen of Terror would gain
Tsar upon her parents’ mysterious passing, had a permanent foothold onto the material plane.
sailed for his sister’s kingdom with an army at his The soul of the land would be bound to the Fey
command. He was intent upon winning glory for because Czerina’s soul and that of the land would
himself and surpassing his sister’s fame. He had be one and the same. Czerina might have realized
been raised to view her as a stain upon the honor the implications of this, but the constant reports
of the family, a black mark that he was destined that the blood of her people now ran in crimson
to erase, and so it was that the two siblings met rivers across the land convinced her that there
in battle. Though her new kingdom was hardy, was no choice.
Czerina’s forces were no match for the sheer
numbers Alexandros had brought to the shores Blinded to the motivations of her so-
of her new land. Shields splintered, spears were called ally and blind to its future cost, Czerina
shattered, and bones were broken. Defeat seemed struck the bargain and led the priests and
inevitable. priestesses of the Old Faith in this mighty ritual.
Yet, as the ritual neared its end, it became clear
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29
that something was wrong. Alexandros’ most 1. Find and Corrupt Champions:
powerful mages had detected the ritual and had
formed a mighty circle of their own to strike This is by far the most important step in
out at Czerina and her allies. Her mentors and Czerina’s overall plan. Without powerful
spiritual guides were claimed by death before champions to carry out her will beyond the
her very eyes, struck down by her brother’s foul bounds of her prison, she will doubtlessly
servants. Their bodies crumbled to blackened succumb to the foul influence of Czernobog. Her
ash and as her terror and despair grew, a new most trusted servants know this, too, though all
voice echoed out into Czerina’s mind. It promised are aware she seeks to draw fresh blood into her
salvation and power, but only if she would make realm (even if they know not the true reasons
one more bargain. In the grip of hopelessness, why). Czerina sees the adventurers as potential
Czerina accepted. allies at best, and useful puppets at worst. No
matter how violently they despise or oppose her,
This new voice did not belong to one of Czerina knows that she can corrupt them if given
the fey, but to Czernobog, the Dark Power itself. enough time and leverage. She’s done it before.
With this new bargain, the ritual was completed, She twisted and warped an angel in service to
but that meant that the land of Wreythau and Lathander into an abomination of hate and fire,
its queen were ripped free from the material and turned a holy order of paladins into a foul
plane and joined with the Domains of Dread. mockery of their faith, now devoted solely to her.
Finally, Czernobog had stolen a domain of its The concept of failure hasn’t even crossed her
own, a domain that could be controlled by its foul mind. For Czerina, the idea that the adventurers
whims, with a dark Champion at its beck and will become her creatures in body and soul is
call. A thousand years passed with Czernobog’s a foregone conclusion, and it is this arrogance
influence worming its way in Czerina’s psyche, which could very well be her downfall.
along with the pain that comes from the
unnatural fusion of her soul and that of the Nevertheless, despite her arrogance,
land itself. Czerina is a master manipulator, and bends all of
her attention upon the adventurers themselves.
Czerina’s Goals She will compliment them, laude them, offer
gifts and rewards, and most importantly, cause
Above all, Czerina seeks to preserve herself
them to question their own morals and beliefs.
and her rule from the corrupting influence of
By venturing through her land their swords will
Czernobog. She believes that, should she manage
be wetted with blood and the ground scorched
to gain a foothold back upon the material plane,
and broken by the might of their spells. They will
she might be able to find a way to sever the ties
leave death in their wake, and not all will deserve
that bind her and her land to the Dark Power,
it. This, coupled with the powerful temptations
and so she bends her every effort in this regard.
she will dangle before the party, will challenge
Little does she know, however, that spreading
their righteousness and, perhaps, corrupt them
influence onto the material plane is something
far enough to bend to her will.
that Czernobog greatly wishes for, too, and
so it has subtly twisted Czerina’s attempts to 2. Test the strength of her Servants:
benefit itself instead. This is why Czerina needs
new heroes to join her cause and rise as her Czerina has become a monster that was forged
champions, acting as bulwarks against Czernobog through suffering, and in her distorted world
as well as agents that can do her bidding beyond view she believes that suffering is the key to
the boundaries of her realm. So it is that Czerina growth. She knows the importance of testing
has come to form the following objectives: the strength of her servants and of learning
from their defeats. In essence, she is keen on
using the adventuring party to help her test and
troubleshoot her own minions and tactics. Thus,
CH 1 WELCOME TO WREYTHAU
30
when the adventurers are ready to become her Roleplaying Czerina
champions, they will have forged a far more Ultimately, Czerina Gavranova was
powerful collection of monsters, abominations, once a great heroine to her people, but has since
and psychotic killers to call their allies. fallen to darkness and become a brutal tyrant and
sadistic killer. This is partly due to Czernobog’s
The Blood Queen is delighted when the party insidious connection to her, but is also largely
triumphs, as it not only proves their strength but due to the torturous connection she shares with
gives her yet more knowledge and insight into the land. The human mind was never meant to
how to succeed. She is an ageless being, after all, experience the feeling of tectonic plates shifting
and so the thought of needing a few centuries against one another with such force that rock
to build up her forces again is hardly a concern. itself is liquefied. The human mind was never
Even losing her most trusted allies and servants, meant to experience the collective mind of every
such as Beleroth Haar An Thell, will ultimately insect hive in the land, let alone the sway of the
be seen as a necessary sacrifice, though Czerina leaves, or the last gasps of an elk as its throat is
will never waste the resources at her disposal. torn open by bloodied fangs. All of this, at once,
But, most importantly, this conflict must be a is what Czerina now experiences, and though
challenge, and so she will not shy away from she’s found the strength to cope, the experience
making things even more difficult for one side or has no doubt left her warped.
the other should she feel the need.
3. Strengthen her realm: Where once there was an icon, now there is a
monster given human form, her soul having been
In the long centuries during which twisted and warped by countless acts of cruelty
Czerina has slept, her kingdom has changed and and murder, many of which were performed
evolved. On the whole, Czerina has delighted in by her own hand, and many of which she was
this, as it is endlessly entertaining to see how the forced to witness through her connection to
political and mystical landscape blossoms into the land. Now, she is very much a monster,
something new, but at the end of the millenia, though an intelligent monster does not readily
she still wishes for her kingdom to be united and show its true face. Instead, it hides behind a
solidified under her rule. Somewhere, buried veneer of humanity, wearing a mask stitched
deep in her heart, is a love of her people, and together from echoes of the past. This is the
she believes that it is only through strength that key to accomplishing her goals. If she truly is to
they can be saved, and only through suffering tempt, entice, and manipulate the adventurers
can strength be built. Thus the adventurers will into becoming her corrupted servants, then she
become the main tool that she uses to accomplish must first charm, fascinate, and entice them.
this, preying upon their greed, morality, and Which means, in essence, Czerina must come
valour to snuff out those that challenge her rule off as a compelling character to the players. This
and thereby unite her people once again. If that is always a tall order, but by following the guide
means that the people of her realm will unite below you’ll find it much easier to achieve.
against her for a time, so be it. That simply
means the loyalty of her people hinges upon To begin, you must understand Czerina
the adventurers themselves, and once they are herself, who she was, who she is, and what lies in
corrupted, her people will fall in line. In the end, store for those she interacts with. We’ve already
the would-be heroes will have done the work covered her history and goals above, so let’s delve
of uniting the land for her, and what’s not to more deeply into her current psychology and
love about that? explore how that will shape her interactions with
the adventuring party. First, we’ll cover the more
admirable parts of her personality, followed by
her more monstrous traits, and finally, discuss
the cracks which might show through her facade.

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This will help you understand how to roleplay might, instead, only be given a minor curse.
Czerina, but of course, these are only suggestions. Perhaps their mouths will seal shut (matrix
Feel free to alter or add to traits below in order to style) whenever they attempt to speak an
make Czerina a compelling character of your own insult, but the effect would only be temporary,
as you guide the players through the campaign. and multiple opportunities would be given to
release them from the curse. Even an outright
Admirable Traits hostile adventurer wouldn’t be killed. Czerina is
impervious to harm until much further into the
The Charismaniac campaign, and even being beheaded is nothing
• Czerina is meant to be magnificently evil, more than a minor inconvenience for her.
a charismatic villain that should tempt the
party almost as much as she repulses them. Czerina doesn’t need to lord her power over
Such is a very tricky balance to strike, but anyone, she knows exactly who and what she
with the help of the Charismaniac trope, is, and so she chooses to offer a facsimile of
it gets a bit easier. You see, a charismaniac kindness to the adventurers, all for the purpose
(also known as a magnificent bastard), of drawing them to her side. Keep this in mind
is essentially a villain that possesses when the party interacts with her, but remember
undeniably admirable traits, thus making that Czerina merely hides her teeth, not that she
them enticing and sympathetic even doesn’t have them. She has no qualms about using
as they go about their dastardly plans. her servants to brutalize or torment the party, so
Usually, these traits form a sort of ‘Code of long as they don’t realize it’s really her holding
Conduct’ that adds a sense of familiarity the strings.
even as the villain matches wits against the
players. If you find it helpful, feel free to
She’s generous:
research and incorporate other elements of
Czerina knows that rewards are most important
this trope into your version of Czerina to
when trying to encourage (and corrupt) the
thrill and entertain your party.
adventurers. She will offer the adventurers
positions of power (such as the rule of
Raffenburg, see Ch 5. Revolution of Raffenburg),
There are certain characteristics which along with wealth, magic items, or even the
most people will aspire to have, or at least enjoy deaths of others should the party wish it (High
their presence in the company of others. The Inquisitor Tarasov is perhaps a likely candidate).
following list emphasizes which of those traits These gifts are always posed as rewards. Rewards
Czerina appears to embody to entice and fascinate for amusing her, for having solved a problem,
your players. or to recognize a great accomplishment. Czerina
wants the party to feel that they’ve earned these
She’s charming: Overall, Czerina is rewards, after all, so that she might appear to
polite and complimentary. She respects the party, them more as an ally and less as the damning
and wants them to know it. They delight and influence that she wishes to be. Bribery, after
amuse her, and more importantly, they can be all, is much harder to resist if it’s wrapped in a
shaped into very useful tools, so she wants them different package.
to know how valuable they are. Even if they
are rude to her, Czerina will most often laugh She never breaks her word:
it off, or at worst, assume they must be taught Czerina is like the Fey. She’ll deceive you, but
better. Her lessons, however, are not intended as will never, ever go back on her word. As such,
punishment, or even necessarily a consequence, she’s very, very careful with the promises she
but rather as a source of motivation. Even makes, but should she trip up and make a promise
the most disrespectful and outright insulting that puts her at a disadvantage, well, then she
adventurer will not be struck or tormented, but will live up to her word no matter how painful

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it might be. Of course, this doesn’t mean that That’s right, was. Now, she’s essentially a
Czerina won’t set something else in motion to godlike being that can eat 9th level fireballs for
make up for this setback. After all, if one of her breakfast, but when she was still a mortal she was
many servants gets an idea into their heads and as brave, skilled, and determined as they come.
decides to act upon it, well, that can’t always be As players explore the dreams of the past (see
helped, now, can it? the interactive encounters in App 1. The Mirror
of Czerina) and see or hear evidence of her past
She’s brilliant: exploits, they’ll hopefully see a sympathetic
A master strategist and tactician, Czerina heroine that was tragically corrupted, a history
should be able to earn the party’s respect. meant to make her even more compelling. This
Obviously, this is a fine tightrope to walk, but it’s will also shine through in the final battle against
helped by the fact that Czerina has countless spies her, when much of her protections are stripped
and even more divination magic at hand. Except away and she’s forced to confront the party on
for what happens in consecrated spaces, Czerina more even footing, though still as an unholy
will know the party’s every move and hear every being of tremendous power.
word that passes their lips. To her, watching the
adventurers’ journey through her land is more
entertaining than anything you’d find on TV,
so she’s always tuning in and is almost always
able to plan ahead. Beyond that, her entire
realm is essentially constructed as a trial to test
her future champions as well as her servants,
so almost every scenario is a win-win for her.
Every victory and defeat provides her with more
insight into how to improve and grow her power
for next time. This makes the party one of her
greatest tools, whether they wish to be or not,
and that alone is pretty brilliant.

She is willing to learn:


Well, that’s not entirely true. Czerina has
become profoundly egotistical and arrogant,
mostly in response to her hatred for the flaws she
sees in others, but she knows that there is always
more knowledge to gain, more skills to learn,
and most importantly, she knows that other
people enjoy being able to mentor and guide
others. When it comes to the party, Czerina will
exploit this fact should they point out her flaws
(depending on what the flaws are, of course).
Should she see an opportunity she’ll admit to her
ignorance of morality, or to having forgotten
what it’s like to be mortal over the centuries, and
feign a desire to improve under the adventurer’s
guidance. Such can be a powerful tool of
manipulation, particularly for religious or highly
principled characters.
She was a total badass:

CH 1 WELCOME TO WREYTHAU
33
Monstrous Traits She revels in perverse creation:
As mentioned above, Czerina is no longer The more warped and twisted something can
a troubled paragon, or a flawed heroine. Now, become, the more Czerina enjoys it. Once upon
she has descended into darkness, though it is a a time, she was simply a lover of art and music,
darkness tinged by her past while she still drew architecture and poetry, drama and sculpture,
breath. The following monstrous traits will help but due to Czernobog’s influence, this love of
you understand what other motivations lurk creation and artistry has been warped. Hence the
within her mind. curse upon the Beastfolk, her patronage of the
Mad Alchemist of Inbarev, and most of all, the
unnatural horrors the party comes across.
She feeds off of suffering:
No matter how charming or generous she may
be, Czerina feeds on suffering. As the champion She is full of hubris:
of Czernobog, suffering is a great source of Czerina’s life was full of trauma and suffering,
her unnatural power, though the psychological and she knows it is the same for countless
scars she bears from life have also twisted her others. The gods allow the world to be like
into a cruel and hateful mockery of the once this, no matter what their hypocritical and
sympathetic warrior-queen. As such, she finds disingenuous priests and priestesses might say,
it most delightful to engineer moments of and thus she considers herself to be no worse
emotional torment just as much as she revels in than the gods themselves. They cause pain and
physical pain. Obviously, she doesn’t wish for suffering, she causes pain and suffering. They
the adventurers to know this, and will attempt to have tremendous power, she has tremendous
deceive them through deflection, justification, or power. It is all one and the same, except that
outright blame placed upon her servants (who, to Czerina recognizes there is a slight difference in
be fair, are usually responsible). This will likely scale and hopes to one day surpass them. Such is
make her come across as a negligent Queen at a terrifying arrogance, true, but it is also a desire
best, but considering the terrible boredom which to flout all of the divine laws of the universe as
comes from being an immortal being, such might well as she may.
be forgiven should she feign the desire to learn
from the party themselves (see She is willing to The cracks in the facade
learn above).
As consummate a manipulator as Czerina
She feeds off of death: might be, there is still an element of humanity
Due to her connection with Czernobog, every buried inside her monstrously tormented spirit.
death that happens by her hand or within her This inevitably leads to cracks which might show
realm grants her more power. This is yet another through. These cracks present opportunities for
reason why she delights in the presence of the crafty players to manipulate Czerina in turn,
adventuring party, and why she has designed though this might also expose them to danger
her realm to be as violent and brutal as it is. The that they would not have found otherwise. So,
Silver Graves, in particular, are testament to below you will find a list of the most obvious
this, although being a brilliant strategist, Czerina cracks in her facade. This isn’t a complete list, of
knows that death is a resource that must be course, and you’re encouraged to come up with
carefully managed. Too much death and she will more if you so desire.
ultimately be weakened. Do to this, she carefully
considers just how much murder she can allow, Blaming Czerina for Teadora’s Death:
and is yet another reason why she is fond of The deepest wound Czerina carries is still the
undead servants: what is already dead cannot be murder of her friend and the blame which she
killed twice. received for it. Depending on the information
they gather from the first entry of The Mirror
(see App 1), the players might surmise that
CH 1 WELCOME TO WREYTHAU
34
Czerina was responsible. Or, perhaps they might Supporting Alexandros’ claim to the throne:
simply wish to lash out and wound her with their Unlike the previous crack in the facade
words, or simply manipulate her. Regardless, discussed on this page, should the adventurers
they would reveal a peak at the monster hiding claim that Alexandros did, in fact, have a
beneath her facade. Should they blame her in legitimate claim to Czerina’s throne, she will
secret, she would plan a hidden reprisal for the not explode into anger. Instead, the charm,
party. Remember, unless the adventurers are generosity, and feigned kindness will slip and
standing upon consecrated ground (and good she will begin to ridicule and insult the party,
luck finding that), Czerina would most likely demanding they prove why their opinion matters
hear the conversation. The land itself, the sky, at all. She would attempt to poke holes in their
the creatures, all act as her eyes and ears. Thus, argument in the most biting and vicious ways
a reprisal would be iminent, and most likely that she knows how. This will show the party
Czerina would respond by framing a member of some of Czerina’s true face, and might well
the party for the murder of someone they cared sway her in favor of throwing just a bit more
about (altering her own appearance, or that torment their way.
of a servant to mimic that of the adventuerer,
for instance). Czerina Gavranova’s
However, should the party blame Czerina Statblock
to her face, that is when the crack would break Psychology is well and good, but you also
wide open and tear through her composure. need to know what Czerina is capable of, too!
Her eyes would blaze with almost unfathomable Which is actually everything...up to a point. For
rage, tears of blood shining at the corners of much of the campaign, Czerina’s powers will
her eyes, lips peeled back in a snarling display operate on a scale of “whatever the DM needs
of bared fangs. That is when she would threaten or thinks is cool for the narrative”. This isn’t
the adventuerers, using a portion of her power an excuse to flout mechanics, of course, but is
to try to strike fear into the hearts of the party encouragement to think outside the box and not
and demand that they take their words back. to let the question of “...wait, but what spell does
Regardless of what they do (assuming it is not that?” get in the way. Being creative is much
the final battle), she will manage to restrain more important than placing arbitrary limitations
herself, fleeing in a cloud of bloody mist and upon yourself. As long as you do this to make
swirling ravens. Later, she would apologize for things more enjoyable for the players and their
the outburst, and explain why it troubles her, experience, you’ll have a wonderful time.
though the party would occasionally catch her
glaring death at whoever uttered the accusation That said, eventually the party will
every so often. And, of course, should the accuser uncover powerful means to fight Czerina directly,
repeat the claim to her face, well...at that point, and when that night comes, you’ll need her stats.
use your best judgement. She has the ability to Besides, knowing what she can mechanically do
raise the dead back to life, so she might decide might provide inspiration for her interactions
to vent her anger more directly after repeated with the party and the story itself. So, good
accusations (see Dealing with Death at the end of thing her stat block is listed, take a look at
the chapter). the next page!

Should this accusation be thrown during


the final battle Czerina will solely focus upon the
character to issue the claim first. No matter what
else is happening, she will attempt to kill them,
and perhaps lose the advantage as a result.

CH 1 WELCOME TO WREYTHAU
35
Czerina Gavranova,
The Blood Queen
Medium Undead (shapechanger), Neutral Evil


Armor Class 20 (Natural Armor)
Hit Points 495 (30d12 + 300)
Speed 50 ft. Fly 60 ft.
.

STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 24 (+7) 20 (+5) 20 (+5) 24 (+7)

Saves Str +8, Dex +10, Con +15, Int + 11, Wis +11, Cha +7
Skills Arcana +11, Athletics +14, Deception +13, Stealth + 10,
Perception +11
Damage Resistances necrotic, poison
Damage Immunities All sources not enchanted by the Forge of
Ancestors (See Ch 8 The Silver Graves)
Condition Immunities exhaustion, petrified, charmed,
frightened, poisoned
Senses True Sight 120ft, Tremorsense 60 feet, passive
Perception 21 Spells Continued...
Languages Common, Sylvan, Druidic, Draconic, Elvish, Dwarvish, 7th (2 slots): Finger of Death, Fire Storm, Whirlwind
Goblin, Celestial, Infernal, Abyssal, Undercommon, Deep Speech • 8th (1 slots): Feeblemind, Tsunami
Challenge 26 (90,000 XP) • 9th (1 slots): Storm of Vengeance


Legendary Resistance (3/Day). If Czerina fails a saving throw, Czerina has access to every Druid spell (including expanded
she can choose to succeed instead. druid spell lists). The above list is suggested but can be modified.

Magic Resistance. Czerina has advantage on saving throws Actions


against spells and other magical effects. Multiattack. Czerina makes 3 attacks, chosen from the
options below.
Magic Weapons. Czerina’s weapon and unarmed attacks
are magical. Greatsword. Melee weapon attack. +14 to hit. One target. Deals
14 (2d6 + 8) slashing damage and 26 (4d12) necrotic damage.
Czernobog’s Blessing: As the champion of Czernobog,
Czerina’s magical abilities are augmented, allowing her to bypass Unarmed Attack. Melee weapon attack. +14 to hit. One target.
the need for material components for even the most powerful Deals 12 (1d8 + 8) bashing damage OR Czerina can choose to
spells. Additionally, she has +2 to spell attacks (added above) grapple the target.
and her spell save DC. Furthermore, this blessing provides
natural armor and the resistances and immunities listed above Bite. Melee weapon attack. One willing creature, or one creature
(which are separate from the Immunity granted by the Mantle of grappled by Czerina. Hit: 11 (1d6 + 8) piercing damage plus
Wreythau). 13 (2d12) necrotic damage. The target’s hit point maximum is
reduced by an amount equal to the necrotic damage taken, and
The Mantle of Wreythau: Long ago, when Czerina forged Czerina regains hit points equal to that amount. The reduction
her bond with the land itself, she gained a tremendous mantle lasts until the target finishes a long rest. The target dies if this
of power. She is immune to all sources of damage. Only with effect reduces its hit point maximum to 0. A humanoid slain in
the enchantment found in the Forge of Ancestors in the Silver this way and then buried in the ground rises the following night
Graves can she be harmed, though she still retains resistance to as a vampire spawn under Czerina’s control.
necrotic and poison damage due to her vampiric nature.

Spellcasting. Czerina’s spellcasting ability is Wisdom (spell save Legendary Actions


DC 21, +13 to hit with spell attacks). She can innately cast the Czerina can take 3 legendary actions, choosing from the
following spells, requiring no material components: options below. Only one legendary action can be used at a
time and only at the end of another creature’s turn. Czerina
• At will: Misty Step regains spent legendary actions at the start of its turn.
• Cantrips: All Druid cantrips (cast at 17th level)
• 1st (4 slots): Entangle, Faerie Fire, Fog Cloud, Ice Attack. Czerina may make one weapon attack.
Knife, Thunderwave Fey Movement. Czerina may cast Misty Step.
• 2nd (3 slots): Heat Metal, Moonbeam, Pass Without Trace Cast (Cost 2). Czerina may cast one spell
• 3rd (3 slots): Call Lightning, Counterspell, Dispel Magic, Lair Actions
Tidal Wave
• 4th (3 slots): Blight, Guardian of Nature, Wall of Fire On Initiative count 20 (losing initiative ties), Czerina can take a
• 5th (3 slots): Geas, Insect Plague, Maelstrom, lair action to cause one of the following effects, based on which
Scrying, Steel Wind Strike room she is in.
• 6th (2 slots): Harm, Wall of Thorns • Lair Actions listed in each room below.

CH 1 WELCOME TO WREYTHAU
36
ENCOUNTERS WITH THE ENCOUNTERS WHILE
QUEEN OF BLOOD CZERINA SLUMBERS
In many ways, this campaign has a A Soul Tortured For All Time
number of main characters, those being the
player characters and their archvillain, Czerina After her brother sailed with an army at
herself. Czerina will need to interact with the his back to kill her, Czerina finally abandoned the
party frequently, almost as a representative of the last shred of misguided love that she once held
DM and the narrative, just as the adventuring for her family. With the powers granted to her
party is representatives of the players and their by her ascension as Czernobog’s champion, she
role in the narrative, too. In other words, Czerina reached out and ripped her fathers soul from the
needs to be a presence in the campaign, though depths of the abyss so that she could personally
the ways in which this presence can be felt is torture him for all time. She forced his soul to
almost infinite, and all of them should provide reincarnate, to live his life afresh, from birth to
engaging moments for the player characters to death, tormented all the while by his immortal
shine. What hero is a hero without a challenge daughter. With every rebirth she forced his
to overcome or a villain to defeat, after all? new parents to name him Gavran, and through
The encounters below will help you provide each phase of his life she found ways to cause
creepy, fascinating, and brutal encounters him anguish. And, to her horror, she found that
for your players as well as navigate the ways Gavran was capable of being something besides
in which Czerina makes her presence felt a monster. If given a different life, with different
throughout the story. experiences, he could become a loving father and
a good man. It was only the life he’d lived before
In the early parts of the campaign, these becoming her father that had twisted him into
encounters will primarily manifest in the way such a vicious and hateful man.
Czerina’s psyche affects the land as she fitfully
dreams. These encounters will help create dread Such a revelation might have brought
and unease, as well as add more character to the solace to some, but it only filled Czerina with
setting. Later on (in Volume 2), these encounters more hatred and for centuries she redoubled
become much more personal. her efforts to bring as much pain, fear, and grief
into his many lives as she could. By the time the
adventurers encounter Gavran, he will have been
A Queen of Many Names reincarnated so many times, and have lived so
many horrible lives that a deep sorrow has settled
• As a godlike being of immense power, into his soul even though he has no memory of
Czerina goes by many names including: his past lives. That is to say, he only has fleeting
memories, echoes that little more than dreams.
The Queen of Ravens, The Blood Queen, The When the adventurers come across Gavran
Lady of the Cairn, The Voice of the Storm, The (which can be wherever you wish, essentially),
Land’s Bride, She Who Never Dies, The Queen describe the following:
of Beasts, and The Endless Hunger. You come upon a small hut that sits to the
left of the path. Smoke rises from the hut’s
Sprinkle these sobriquets throughout the story, chimney, and firelight blazes through the
whenever an NPC is discussing Czerina. Each windows. Yet, as you approach, the sound of
name reveals a new dimension of the Dark Lady weary sobs reaches your eyes from around
and adds to the sense of mystery. the back of the hut. As you round it, you see
a large bear of a man down on his hands and
knees, sobbing over three fresh graves.

CH 1 WELCOME TO WREYTHAU
37
If the adventurers speak to the man, they will Dream Visitations:
learn that his name his Gavran. He appears just This encounter is a reflection of the
as he does in the portrait hanging in the library dream encounters the adventurers will unlock
of The Cairn, as well as his appearance in the once they retrieve Czerina’s autobiography (see
Mirror of Czerina: he stands over six feet tall App 1. The Mirror of Czerina). Essentially,
with a large, musclebound frame. He has a large as Czerina slumbers, her mind will reach out
black beard and long black hair threaded with into the dreams of the adventurers, leading to
grey. Unlike the ancient portrait, however, he strange nightmares exploring the adventurers’
now wears simple peasant’s garb. pasts. These encounters can take place any time
after the Shipwreck in Chapter 2, The Drowned
This incarnation of Gavran was raised Dead, and should happen at least once for each
in Leshehoff, though his parents died in a house player character.
fire. He was taken in by a Town Watch Captain
and later joined the Watch, though every friend In order to properly execute these
he made was cut down in the line of duty. encounters, you need to do a little bit of planning
Eventually he married, though his wife bore two with the players before the session starts. Either
Beastfolk children. In order to take care of their have a brief discussion with the players or ask
children, they fled into the woods, eking out a them to send you an answer to the following
dangerous living as woodcutters, herb gatherers, questions: what is one of your character’s
and trappers. Yet, for all the horror they endured happiest memories, and what is one of your
in order to survive in the woods, a sickness struck character’s most traumatizing memories? These
and proceeded to kill his family over long and questions are just starting places, of course,
grueling months. and you’re encouraged to choose other parts of
the characters’ backstories if you see fit. Either
Of course, that’s just a suggestion. You’re way, having a baseline for a happy moment,
welcome to invent an even more horrible life and a terrible moment will furnish you with the
if you’d like. The point of this encounter is to information you need to craft these personalized
emphasize Czerina’s past and how it’s shaped encounters.
the present. The adventurers won’t understand
this at first, but once they reach the Cairn at Once the encounters begin, each
the end of Volume 1 it will become apparent adventurer will receive a dream visitation.
and the characters could use this knowledge in The dreams will mimic the memories of the
several ways. If you wish to emphasize a theme characters, but with the subtle differences and
of redemption, they could attempt to finally sense of the surreal that surrounds all dreams. As
mediate a reconciliation between Gavran and the memory plays out, Czerina will insert herself
his daughter. This would require awakening into it. For some she might merely be an ominous
Gavran’s spirit to all of his past lives, though this observer, lurking in the background. For others,
could be done with by performing the Ritual of she might replace an important person in the
the Underworld (see Caeltos Village). character’s life, such as a mother, sibling, spouse,
or even an enemy. If the dream starts out as
Alternatively, Gavran could be used as something happy, then Czerina will twist the
a distraction or bargaining chip, depending on dream into a nightmare. If the dream begins as a
the goals of the adventuring party. Or, at worst, nightmare, she’ll simply twist it further, adding
he simply helps illustrate a key part of Czerina’s her own little spin where appropriate (this is also
history. Either way, this is a chilling encounter a good way to add foreshadowing for the other
the players won’t want to miss. dangers in the realm). Have fun with this! Make
sure not to cross any lines that your players have,
but try to push the characters buttons. Not the
players, but the characters.

CH 1 WELCOME TO WREYTHAU
38
This will ensure that the story feels Yet, she was not the first to become the
more personal for the adventurers and the champion of the Dark Power known as
players, and will add a deeper dynamic to their Czernobog, and to the torment of many, she
interactions with Czerina once she awakens. likely will not be the last.
Furthermore, you can continue to intersperse
the dream visitations throughout the rest of the Below is a detailed timeline of Wreythau
campaign, using more recent events rather than that will help illustrate how the insidious
aspects of the characters’ pasts. This could be influence of Czernobog first began to warp the
to point out mistakes or flaws, or to celebrate land of Wreythau and eventually culminated in
the more disturbing aspects of their victories. the rise of its dark lady. More detailed historical
There’s a whole lot of death in the adventurers’ glimpses follow the timeline, expanding upon
futures, after all. important details and illuminating plot hooks
that will appear later in the module.
Murder Presents:
This last encounter with the Blood Timeline of Wreythau
Queen’s subconscious is my personal favorite. In
Long forgotten past: When the fangs of an animal
essence, as Czerina sleeps, her subconscious will
met the flesh of another and blood was first spilt,
recognize the presence of the adventurers are
seeping down into the soil to nourish buried
develop an appreciation for them, an appreciation
seeds and roots, something in the weave and weft
that manifests as the delivery of murder presents
of the cosmos began to stir.
for them. These murder presents could start out
as something cryptic and unsettling, such as the
Then, when blood was spilt in the name of
adventurers finding the corpses of rats impaled
murder, it began to awaken.
on splinters of wood poking up from the floor, or
having birds crash through their windows only to
Finally, rivers of blood first seeped into the
die in a bleeding mess upon the floor with shiny
battlefield, it gained a name:
objects clutched in their talons, such as coins or
jewelry. As the adventurers continue on through
Czernobog.
the campaign and achieve more victories, the
form of the murder presents might escalate to the
Approx. 2300 years ago: The Archdruid Gulthias
level of staged corpses recreating scenes of the
begins to recognize strange emanations echoing
adventurers’ victories.
in his dreams. Determined to learn more, he
enters deep meditation for over 100 years to
In addition to just being entirely macabre,
commune with the entity and learn eldritch
these encounters should also help establish some
secrets about the cycles of life and death.
paranoia. The presents suggest that there is
something very powerful and very dark watching
Approx. 2200 years ago: Gulthias ends his
the characters, something that is apparently able
meditation, enthralled with the dark knowledge
to reach out and affect the world near them.
gleaned from Czernobog. Gulthias begins to
This will create tension and help establish an
recruit followers and teach them this new,
atmosphere of horror, as well as help the events
corrupted form of druidism. So begins the
of the campaign feel more personal for the
struggle between Czernobog and the Old Faith.
adventurers themselves.
Approx. 2000 years ago: Horrified by the
HISTORY OF WREYTHAU unconscionable acts and brutal sacrifices
Just as Strahd von Zarovich was bound to performed by Gulthias and his followers, they are
a Dark Power and ascended as the Dark Lord of exiled from their home among the wood elves
Barovia, so too has Czerina Gavranova come into and imprisoned upon a remote island populated
her unholy powers. by primitive human tribes. Gulthias and his

CH 1 WELCOME TO WREYTHAU
39
followers forge prey upon the tribes and forge the the Old Faith recognize this threat as the Ghul
kingdom of Ghul Sildreth from their blood. Sildreth and urge her to raise an army to crush
them. Allied with a dwarven kingdom she enters
Approx. 1500 years ago: Humans, orcs, dwarves, into battle with the Ghul Sildreth and pushes
halflings, gnomes, goblins, hobgoblins and many them back into the sea.
other briefly lived creatures continue to populate
and expand outward, displacing the kingdom 1019 years ago: Leading her army into self-
of the wood elves. Three of the most powerful exile, Czerina invades the kingdom of the Ghul
allied kingdoms form: Nostrovishte, Bacia, and Sildreth. Frustrated by Gulthias’ power, Czerina
Gronturia. With their founding, the Old Faith is searches for a way to defeat him. Sensing the
pushed to the margins of the kingdoms by more potential of this new champion, Czernobog
militant clergies. betrays Gulthias and sends servants to ally with
Czerina and begin to corrupt her.
1050 years ago: In the war torn kingdom of
Nostrovishte, the brutal warlord Gavran I gains 1018 years ago: Aided by her new allies among
the title of Boyar and the reign of the southern the Ghul Sildreth, Czerina kills Gulthias and
oblast. He marries the bewitching courtier establishes a new kingdom. She names the
Evengja, creating a powerful alliance. However, land Wreythau, after the symbol of her family,
after several failed attempts, Evengja finally bears and to pay homage to the Old Faith and the
an heir, a daughter, and in a fit of resentment, Queen of Terror.
names her Czerina.
1005 years ago: Gavran and Evengja mysteriously
1025 years ago: Nostrovishte is invaded by Bacia die. Alexandros is crowned Tsar, and he
and Gronturia. When it seems all hope is lost, publically embraces the faith of Lathander in an
Czerina raises an army of the common folk effort to erode the power of the Old Faith, and by
and begins a campaign of resistance. Aided by extension, that of his sister.
followers of the Old Faith, Czerina allies with
the Queen of Terror, a powerful Fey. With the
support of Babd, Macha, and Nemain, vassals 1001 years ago: Alexandros, Tsar of Nostrovishte,
of the Queen of Terror, Czerina wins several sails with an army for Wreythau, determined to
tremendous victories and pushes the invaders strip his sister of her lands.
out. Then, determined to crush those who
had threatened her people, Czerina goes on 1000 years ago: After a year besieged by her
to conquer Bacia and Gronturia. Her parents brother, Czerina is desperate for a way to save
are crowned Tsar and Tsarina of the newly her people. She bargains with the Archfey known
conquered lands. as the Queen of Terror and learns of a dangerous
ritual which might save her. By tying her soul
1022 years ago: After having long since given up to the land, she could command the elements to
hope of bearing a suitable heir, Czerina presents crush Alexandros and his army, but in doing so
Evengja with a magic gem that can grant a wish. would be forever bound to the Fey. Uncaring
In return, Evengja wishes for a son and soon for the cost, Czerina agrees, but the ritual goes
gives birth to a male heir named Alexandros. Due wrong. Sensing an opportunity, Czernobog
to the archaic laws of their kingdom, Alexandros presents an offer, and desperate to save her land,
will inherit everything and Czerina will be left Czerina accepts Czernobog’s offer of power, but
with nothing once again. is betrayed. After the death of her brother and his
army, Wreythau is ripped free from the Mortal
1020 years ago: Strange raids begin along the Plane and joins the Domains of Dread.
coast. Unnatural deaths and brutal sacrifices are
found in ransacked villages. An unnatural plague 900 years ago: A merchant fleet arrives from
begins to spread. Czerina’s mentors among seemingly nowhere, bearing the name of
CH 1 WELCOME TO WREYTHAU
40
the Wreythian Merchant Consortium. They 350 years ago: An incredibly skilled alchemist
recruit famous artisans, architects, musicians, comes to Wreythau. Driven insane by Czerina,
playwrights, and others blessed with genius to he usurps control of the town of Inbarev and
sail with them back to their kingdom. None torments the populace.
ever return...
300 years ago: Czerina betrays the descendents
600 years ago: Czerina’s magnificent new of her dwarven allies and kills many in a brutal
castle, known by Wreythians as The Cairn, genocide. The dwarven diaspora flees from the
is completed. newly minted Silver Graves. Czerina raises their
corpses to serve as a tireless workforce and to
598 years ago: The Wreythian Merchant fund the Wreythian Merchant Consortium’s
Consortium begins to entice, kidnap, and bring influence on the material plane.
fresh blood into Wreythau…
150 years ago: Czerina falls into slumber deeper
500 years ago: Legendary paladin of Lathander, and longer than any before.
Frey, leads a crusade into Wreythau to destroy
the evil found there and avenge all those who Present Day: The Wreythian Merchant
have disappeared. Consortium begins to sell the Flowers of Gulthias
on the Material Plane, spreading an undead
478 years ago: Frey summons the angel Temelloth plague and further extending Czerina and
in an effort to kill Czerina once and for all. Czernobog’s influence.
Czerina corrupts many of Frey’s followers,
crushes his army, and imprisons Temelloth.
Glimpses of Wreythian
400 years ago: A newly released Temelloth,
brutally tortured by Czerina and driven insane,
History
begins the Church of the Morning Lord, a
Gulthias
horrific perversion of the Church of Lathander.
Long ago, in an ancient forest kingdom of the
This allows a new Dark Power, a power that
wood elves, the Archdruid known as Gulthias
feeds off of death by fire, to establish a foothold
was disturbed in the night. His dreams echoed
into Wreythau.
with strange emanations and utterances of things
CH 1 WELCOME TO WREYTHAU
41
he’d never conceived, challenging much of what Even rabbits became terrible beasts that hunted
he’d come to believe in his long life. He entered in packs, their mouths like lampreys, latching
onto anything with a pulse, one by one, until
their hapless prey was brought down by added
weight and blood loss. New species of plants
were bred, many of which were meant to live
inside the body, growing beneath the skin or
twining around organs. Even the wind became a
grave threat, sweeping across the land, carrying
a terrible, incessant frequency that drove many
who heard it insane. Suffering became the goal
rather than harmony, and for those enthralled
by Gulthias’ teachings, great power was found.
So his legion of followers grew, but so, too, did
their enemies.

Eventually, it became clear just what a


monstrosity Gulthias’ teachings represented, and
the kingdom of the wood elves called the clans
together, raising the banners and assembling an
a deep state of meditation in order to commune army to drive this new terror from their lands.
with the mysterious entity that had brushed Many advised that these horrible teachings
against his dreams, and so began his dark tutelage should die with Gulthias, but ultimately, it was
under Czernobog. decided that exile and imprisonment was the
For a century Gulthias meditated beneath the most fitting punishment. To kill a weed, one
boughs of a sacred dragonwood tree, vines must attack the roots, after all, and Gulthias
twining around him, moss growing across his was perhaps only the tendrils sprouting from
skin. His acolytes would join him in meditation the surface. So they choose to imprison and
before going about their other tasks. All watch over Gulthias and his corrupted druids.
wondered at what captured the thoughts of This allowed the exiled to begin to regain their
their holy teacher so, and all became worried strength, and they soon renamed themselves the
when the sacred tree began to die. Yet Gulthias Ghul Sildreth to mark their flourishing power.
continued to meditate, his body untouched by
thirst, hunger, or age, and just as things seemed
lost, the tree withering into a husk of its former The Ruins of Nemeth and the Queen
self, leaves the color of horrid blood began of Terror
sprouting once again. The bark grew twisted, and
the boughs began to grow thorns. By the time the The island that became the Ghul Sildreth’s prison
tree had completed its transformation, Gulthias was not uninhabited. Tribes of humans and orcs
awoke, a horrid new knowledge burning in his had settled it decades before, but this wasn’t a
mind, knowledge he was eager to teach. concern for the kingdom of the Wood Elves, as
they had more pressing issues rising to confront
Druids, clerics, monks, and other religious them. Though they had defeated a threat from
devotees flocked to Gulthias, and over the within, threats from without, namely the human
decades, many converted, while others watched kingdoms, soon began to encroach upon their
on in slowly dawning horror. What Gulthias territory, leaving the Ghul Sildreth effectively
taught was a perversion of the cycles of nature. alone. This delighted the Ghul Sildreth, and they
The relationship of plant, predator, and prey soon began to build their foul kingdom with the
were all but evaporated. Everything became blood and bone of their neighbors. They built
red in tooth and claw, everything became cruel. a mighty capitol from the earth itself, raising
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42
massive pillars of warped stone that rose high most, striking back at the Corrupted Sidhe
above the trees, ringed and arranged like a circle with the promise that Nemeth would one day
of sacred standing stones, except the alignment become theirs. When Gulthias was finally slain
was far, far different. From this new place of and thousands of his followers put to the sword,
power, the land itself would be bent to their Czerina held up her end of the bargain, and for
whims, the ordinary cycles of nature perverted a time Nemeth became the home of the Court
into a mockery of what it once was, and that of Night and Twilight. For decades, this was a
included the spirits of nature, the Fey, as well. place of diplomacy and trade between her people
Any of the Fey that were drawn to this strange and the Fey, though that was soon to end. When
place of power were soon corrupted, slowly Alexandros came with his fleet of warships and
forming a new Court of the Sidhe dedicated to thousands of soldiers at his command, even the
Czernobog and it’s horrible visions for the world. Fey realized all this could change. So it was that
the Great Queen of the court came to Nemeth.
Almost a millenia later, when Czerina She was a dreaded and mysterious being known
and her allies stormed what would later be only as the Queen of Terror, and only Czerina
named the Bay of Raffen, it was from Nemeth herself was able to meet with her, engaging
that Gulthias and his followers mounted their in a furious negotiation that lasted over two
defense. Unfortunately for them, Czerina had straight days.
many powerful allies amongst the Old Faith
and the Fey, and thus they were able to fight When Czerina finally left Nemeth, a new pact
back against the corrupted influence that the had been forged, one with an ocean of blood
depraved Ghul Sildreth wrought upon the land. as the cost. The Queen of Terror had shown
In particular, it was the Fey from the Court Czerina how to conduct a horrible ritual, one
of Night and Twilight that helped Czerina the forged in aeons past. She could tie herself to the
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43
land, her soul bound to the elements themselves,
yet her soul would no longer be her own. The
Fey would own it, yet what that would mean for
her people was banished from thought. So she
agreed, but unfortunately for the Fey, Czerina
failed during the ritual. Death was approaching,
and sensing its opportunity, Czernobog offered
another bargain, one that resulted in Wreythau
being pulled into the Domains of Dread.

When this happened, all of the remaining


Fey residing in Nemeth were trapped inside along
with the rest of the island’s inhabitants. One by
one, they fell to the predations of the Corrupted
Sidhe, the court Czernobog had built around
itself, until only a handful remained. These few
remaining Fey loyal to the last to the Queen
of Terror allied themselves to those of the Old
Faith, and together they miraculously managed
to create a refuge that preserved the true tenets
of the Old Faith. Nevertheless, the influence of
Czernobog and the Corrupted Sidhe continue to
help her conquer this new land and create a new
chip away at them, slowly siphoning followers
home. They fought valiantly, and after Gulthias
and power away with the passage of the years.
and his followers were struck down, Czerina
gave them reign over an entire mountain range.
The Silver Graves of Barrukhirrim Soon the lost dwarven kingdom of Barrukhirrim
was formed. A great mining city was dug into a
Over a millenia ago, when the land of mountain rich in valuable gems and minerals,
Nostrovishte was still in the jaws of an invasion, and for decades they flourished. When Wreythau
Czerina sought out allies from a kingdom of was invaded again, they once more took up arms,
the dwarves. Her father had fought beside their but the dwarves were horrified by what they saw
people at the order of the Tsar decades ago, and Czerina become. They despaired as they, too,
so she sought to draw upon a possible alliance were ripped away into the Domains of Dread,
that might have existed. Ultimately, she was and began to plot a way to slay the monster
turned away, though the dwarves acknowledged their ally had become and, perhaps, find a way
that by doing so, they were creating debt which to escape. This did not go unnoticed by Czerina,
they would eventually have to repay. The who had put eldritch spies in place, and when
kingdom of Nostrovishte had ridden to battle it became clear that the people of Barrukhirrim
beside them, after all, and that created a bond of had managed to actually become a threat, she
honor between them that couldn’t be ignored. marched upon them.
Nevertheless, the battle against the invaders
seemed impossible to win, and so they were Great legions of the undead and foul,
reluctant to enter a war which could doom their warped monsters besieged the mountain
own kingdom. Thus, the debt was forged, and kingdom and ruthlessly butchered everyone
decades later Czerina came calling. they found inside. Only a few hundred dwarves
survived, those who did business and traveled
So it was that when Czerina sailed to throughout the land, and none who realized the
the island of the Ghul Sildreth, she did so with true extent of the atrocity that had befallen their
a detachment of dwarves at her side, eager to kingdom. Many suspected, but misinformation

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44
spread like wildfire, and now the lost kingdom plant her own servants amongst his recruits,
of Barrukhirrim is simply known as the Silver so fertile were those sinful fields of damaged
Graves, a place of horrible secrets and misfortune souls. Through her subtle urgings, dissent began
to all who venture there. Nevertheless, many to fester within the Order of the Sun. Fearing
dream of retaking their ancestral home, dreams that the tide had begun to turn upon him,
fueled by evidence that silver, platinum, and Frey reached out to his god for a blessing of
jewels still make their way up out of the mines, inspiration and hope, and was amazed when an
though who now digs them from the earth Angel came in answer to his prayers. Perhaps it
remains a mystery... was a blessing given due to his years of faultless
service, or perhaps it was Lathander’s last attempt
The Fall of Frey to save his faithful priest, though it was the last
miracle the Morning Lord granted the blighted
Not long after the completion of The land for centuries to come.
Cairn, Czerina’s monstrous palace, a legendary
Paladin of Lathander found his way into her The Angel’s name was Temelloth, and it
Domain. The question of how, or why, has been joined Frey’s side as he began to lead his crusade
intensely debated among Czerina’s followers, against the foul monster that ruled those lands.
many speculated that perhaps the deaths of so Unfortunately for Frey, Czerina was ready, and
many magnificent artisans had captured the her servants fell upon the still-born crusade in
notice of the Gond, Lathander, and Sune, who all their unholy fury. Ironically, if Frey had had
had conspired to send a champion when the less faith in the purity of his followers, perhaps
opportunity finally arose. Whatever the reason, he could have triumphed, during a key moment
the paladin, known as Frey, found his way into of the battle, he was betrayed by his own second
Wreythau and set out to right the wrongs he in command, Lady Oksanna Jehanette Delora
witnessed all around him. He worked carefully, Ysemgrin, who had hungered more for power
becoming a leader of the people rather than a than faith. Temelloth set upon her in a rage, but
lone avenger, building a following that could with their messiah fallen the crusade crumbled
one day rise up in a holy crusade against the dark and Czerina herself subdued the Angel, binding
Queen of the land. its wings and dragging it deep into The Cairn to
enjoy her tender mercies for nearly eight decades.
Czerina, for her part, simply watched
and waited, amused by this self-righteous upstart In the meanwhile, Lady Ysemgrin rose as the
that had come into her kingdom, spewing the grandmaster of a new knightly order, the profane
promises of the faithful just as all the hypocrites Order of Blood, sworn to serve their new queen
of her homeland had done. Through her veil of and goddess. Frey’s fortress became the seat
contempt, Frey was yet another fraud disguising of their new commandery, mockingly dubbed
power as righteousness, and so she began to Frey’s Rest as a final sign of disdain for their
search through his followers’ ranks, hunting former leader and his pledge to never tire until
for soil ripe and ready to accept the seeds of evil was purged from the land. Together with
corruption. Even as Frey began to construct a the servants of Beleroth Haar an Thell, Czerina’s
fortress for his growing army, Czerina and her most skilled general, the Order of Blood became
servants circled like hawks upon the wind, ready Wreythau’s standing military force and a symbol
to dive upon their unsuspecting prey. of oppression for the land.

By the time Frey’s fortress was completed and a The Rise of the Inquisition of the
holy order of knights had been formed, Czerina’s Morning Lord
influence had already taken root. Just as she’d
suspected, those impure of heart had also been Bound in the dungeons beneath the Cairn
drawn to Frey’s banner, thirsty for recognition, for decades, the Angel Temelloth was tortured
revenge, and blood. She’d hardly needed to and driven insane by Czerina’s own hand, forced
CH 1 WELCOME TO WREYTHAU
45
as the Church became as great an evil as all else
within Czerina’s domain.

The Founding of the Merchant


Consortium
Of all Czerina’s servants, none are perhaps
more foul than the Merchant Consortium, for
there is no supernatural coercion forcing them
into a life of deception, extortion, and murder. It
is simply the result of disgustingly benign greed,
the very same greed that would bind sentient
beings in chains or let poison seep into the town
water supply. It is all for profit. All for personal
gain and enrichment at the expense of all others.
Whatever might be said of the vampiric knights
of the Order of Blood, or even the zealots of the
Inquisition, they at least can claim they seek a
higher truth, or a more evolved state of being.
The Merchant Consortium, however, simply
to endure suffering unimaginable for any being lusts for gold, though perhaps that in itself is
with a mortal frame, let alone mind. Countless a form of unnatural evil. Perhaps there truly
victims were used to toy with the Angel, killed is another Dark Power at work, so subtle and
or tortured before his eyes, or worse yet, insidious that not even Czernobog’s servants
encouraged to torture and betray him in turn. For realize this...
an entire human lifetime, Czerina spent every
moment, without rest, without end, torturing Regardless, the Wreythian Merchant
and corrupting the Angel, transforming into a Consortium wasn’t always this way. In the
broken reflection of what it once had been, and beginning the Merchant Consortium was formed
then she released it back into the world, keen to as a result of a royal decree that was intended
watch what it would do. to allow for the efficient management of the
Wreythian Economy. As a new kingdom, it
Steeped in a hatred so dark and complete would take all of the people working together as
it transcended mortal comprehension, Temelloth one to lay the foundations of their new home.
began to wage a holy war on Czerina and her Many could say that it was this decree, in fact,
servants, its corrupted spirit severed entirely which helped Wreythau to flourish in the
from Lathander’s service and, instead, pledged to decades before it was stolen by darkness once
a new master, a Dark Power of wildfire and arson again. Now, however, it is simply a financial
and death by flame. The horrifying miracles of conglomerate that would be the envy of any
immolation that Temelloth performed soon modern corporation. Now, the entire economy
gained it a following of its own/ Preaching this of the nation is controlled by a single entity, and
new, tainted faith, Temelloth built a religion one that is largely left to do as it will. Czerina and
around itself: the Church of the Morning Lord. her court are no longer to be bothered with such
Complete with its own saints and priesthoods, material, pedantic concerns, which means there
the Church soon evolved into an Inquisition is nothing to stop the Consortium from doing
sworn to purge the corruption and evil from the what it wants.
land, though what was considered corrupt and
evil soon became any and all that opposed them That’s not to say, of course, that the
Consortium is separate from Czerina’s rule. No,
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46
rather, they are firmly at the beck and call of
their Queen. Their true purpose is no longer
to manage the Wreythian economy (though
they still fulfill this role), but rather to carry out
the edicts and commandants which she places
upon them. They are her agents, utterly and
completely, yet outside of this dury they have
free reign to exploit the people of Wreythau. All
of the goods that are produced must be sold to
them before they can be distributed around the
kingdom or readied for export. All of the trades
and artisans must be registered to guilds which
the Consortium manages. And, as they are in
charge of maintaining the kingdom’s roads, all
courier and travel services are overseen by them.
Most importantly, however, it is their control
of the ports and their ability to sail beyond the
bounds of the Domain and into the seas of the
Material Plane that gives them their greatest
amount of profit and power.

In fact, it was once the Consortium


was able to sail out from the freezing waters of
Wreythau to ply the seas of the Material Plane
once again that the organization began to shift. offering their goods and services to all with
This was over a century after Wreythau had the gold to pay, and ever eager to strike when
been ripped away to join the Domains of Dread, the opportunity presents itself. They’ve made
a century of complete isolation, and so it is alliances with others driven by a lust for gold, be
perhaps understandable why the Consortium they corrupt officials or brutal criminals, and so
was at first desperate for gold and trade goods. the Consortium has spread its creeping tendrils
Or, perhaps was it also due to the nature of as far as they can possibly go. Were it not for
their other mission: to collect the finest artisans, the limited size of the Consortium, they might
architects, artists, musicians, and other geniuses perhaps become a significant threat in their own
of the lands and bring them back to Wreythau. right, but as they are bound to Wreythau, they
Many came with the promise of vast fortunes or are simply like a weed or infestation of vermin
lands, yet others had to be convinced through that is particularly difficult to stamp out.
more persuasive means, such as strong rope
and a ride on a Consortium ship. This began On the next page you’ll find a summary
to make the Consortium enemies amongst the of the goods and services they offer (notably,
kingdoms of the Material Plane, and soon they outside of Wreythau), along with a small
began to operate well outside of any respect for explanation for each:
morality or the law.

Thus the Consortium adapted its


function, both in and outside of Wreythau, over
the millenia transforming into something to rival
the most cunning of merchants and the most
ruthless of thieves guilds alike. All throughout
the material plane, in each of the iterations that
it exists, the Consortium sails from port to port,
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47
Most Profitable Wreythian Exports
1. Clothing Dyes:
Using the profane influence of Czernobog, Czerina has twisted many of the plants in her
kingdom into unnatural organisms found nowhere else in the planes. This has led to the
discovery of dozens of incredibly rare clothing dyes that fetch tremendous prices in the markets
of the Material Plane. Whether it be the foul sap running through the stalks and boughs of the
plants, the intoxicating juices of its berries, or the brilliantly colored petals of their flowers, these
dyes are truly magnificent and are famous among the textile industries of many kingdoms. Of
course, not all of the dyes are safe, a truth the Consortium has used to great advantage when
dealing with uncooperative monarchs or officials
2. Alchemical Reagents:
Just as the beautifully horrible plants of Wreythau have led to the creation of rare clothing dyes,
so too has it also led to the discovery of tremendously powerful alchemical reagents. These potion
ingredients are not only rare, but many of them are unique (not to mention highly dangerous),
leading to the creation of an almost entirely new market for Wreythian reagents. Much of this is
due to the famed Alchemist of Inbarev, who has allowed many of his more harmless secrets to be
passed onto the Consortium, though what wonders still lurk within his workshop few can dare to
comprehend even in their nightmares.
3. Refined Platinum:
The mines of the Silver Graves are filled with rich veins of platinum that run deep into the
mountains. Nevermind that the Graves themselves are little more than a tomb, cart after cart of
platinum somehow finds its way to the surface...
4. Spices:
Less profitable than the dyes and reagents, the flora of Wreythau has also led to the proliferation
of new spices, as well as more common staples such as salt, pepper, ginger, and cinnamon. Unlike
some of the dyes and reagents, the Consortium is careful to only sell those spices safe for human
consumption, as the more poisonous variety is much more valuable sold upon the black market.
5. Cloth:
Wreythian wool is particularly magnificent, as are many of the plant based textiles that come out
of the weaving houses of the cities or off the looms of the farmers in their cottages. Nevertheless,
these textiles have rivals from many other kingdoms, and as such are merely a staple of trade
rather than a foundation of the Consortium’s wealth.
6. Refined Silver:
There is a reason why the tomb of Barrukhirrim was renamed the Silver Graves. Vast quantities
of silver lurk beneath the mountains of Wreythau, and a river of ingots regularly makes its
way to the surface and then out to sea where it is later minted and pressed into service by the
Kingdoms of the Material Plane.
7. Ink and Paper:
Almost as profitable as the silver the Consortium ships, the ink and paper from Wreythau is of
a particularly fine quality, made from special tree bark and plant fibers, along with a variety of
dyes, making many scholars and wizards quite happy to hear the Consortium has come to town.
8. Refined Iron and Tin:
Just as with the Platinum and Silver from the Graves, Iron and Tin flows in great quantities
from Wreythau. Much less profitable due to the long shipping voyages, it nonetheless brings a
significant profit.

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48
9. Furs:
Luxurious furs also find their way from Wreythau, though few realize just what sort of creature
they now wear about their necks. Most all animals in Wreythau have been disturbingly altered,
after all, from the softest bunny to the largest bear. This has made the fur trade conducted by the
Consortium more niche, though many nobles prize their Wreythian mink, fox, blepas, and giant
bat cloaks and stoles for their softness and shine.
10. Alcohol:
Wreythian brews are certainly not unique, but there are few who’ve tasted a brew, wine, or
distilled spirit from the mysterious Island that wouldn’t wish to have a second mug. In particular,
there is a spirit from Wreythau known as the Sangecopac that is as nuanced and powerful as any
other and is a popular export.

Most Valuable Wreythian Services


1. Banking (Loans):
Having large quantities of platinum and silver, along with revenue from all of their other
exports, the Consortium has become a prolific lender considering the size of its operations.
Many kingdoms hold small loans with the Consortium, though primarily the loans are used as
leverage to advance their other trade goods or criminal activities.
2. Extortion:
Just as their loans are often used purely for the leverage and access that they can grant, the
Consortium uses threats and cunning schemes to ensure their interests aren’t opposed. Less
a generator of profit, and more of a pro-active insurance policy, the Consortium’s practice
of foreign extortion has helped their operation expand deep into many kingdoms of the
Material plane.
3. Information and Blackmail:
Beyond just furthering their own interests, one of the Consortium’s orders is to gather
knowledge of the worlds outside Wreythau, and as such they devote significant resources to
gathering information and conducting espionage, although they aren’t shy from using these
resources for their own ends and profit as well.
4. Piracy:
Though the Consortium fleet is small compared to many Navies or trading armadas, it is
nevertheless well armed. There are many dangers in the waters around Wreythau, after all,
though beyond that they are always eager to make a profit, and what is more profitable than
simply taking what they wish? So much the better if there are no witnesses, although the
Consortium will usually partner with other gangs of pirates and obey the rules of their alliance.
5. Assassination:
Due to their profoundly vast repertoire of poisons, toxins, and mind altering substances,
the Consortium is eager to ply their trade in the business of death, building a reputation as a
dependable contractor for others, and a fearsome enemy for those who cross them.

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The People Of Wreythau found in the villages or city, except, of course, for
those inflicted with the curse.
Long ago, the people of Wreythau
were a diverse group of immigrants from many Otherwise, the people of Wreythau are
kingdoms, all seeking the opportunities that came a rather homogenous lot within the cultures of
with the founding of a new land and the building their own communities. The dangers of their
of new lives. The fact that this new land would be land encourage unity and conformity, though
built upon the bones of the old troubled very few, the relative isolation between settlements has
as even the Ghul Sildreth had been conquerors led to a smattering of different holidays, rituals,
in ages past. Nevertheless, when Wreythau was and beliefs. That said, most Wreythians share
ripped out of the sea and dragged across The common beliefs and superstitions that guide
Great Wheel, the kingdom was irrevocably them through their lives, many of which have no
changed. No longer did trade flow through the basis in reality. Many, but not all. There are some
ports. No longer was the land safe for tilling, true gems of mystical wisdom hidden within
planting, and settling as even the most harmless their labyrinthine collection of practices and
of plants and animals became deadly predators convictions.
in their own right. Resources became scarce,
and as the pressure of necessity crushed down Prejudice among Wreythians
upon them, the people of Wreythau turned upon Few characters will arouse the ire and suspicion
themselves. Neighbor turned upon neighbor and of the Wreythians based on something besides
society devolved back into desperate tribes with their actions and mannerisms. Note: classes and
wary eyes and hands clasped upon the handles subclasses fall under the ‘actions and mannerisms’
of blades. Violence between groups became category. After all, just being strangers traveling
common, though an age of terror truly descended through the land has made the adventurers
when the people became struck with a foul curse. a wondrous curiosity, though there are a
few exceptions:
None but the Blood Queen know the true
origin of the curse, though even she only has her Aasimar: Depending on the visibility
suspicions. Regardless of whoever called it into of their divine heritage, Aasimar are greatly
being, though, it is certainly Czernobog’s doing. feared by the common folk. They are seen as
For, almost a decade after it joined the other manifestations of the Morning Lord’s Will,
Dread Realms of Barovia, half of the babes born divine avengers come to punish the wicked and
in Wreythau, whether to human and orc, elf and root out corruption and weakness wherever it
halfling, and all but the dwarves, was twisted into is to be found. Any word or action might bring
a horrendous blend of sentient being and animal. down a terrible wrath upon them or their loved
From that moment on, only the most quickly ones, and so all but the most faithful adherents
breeding of creatures, the humans, were able to to the Church will avoid the aasimar and say as
grow and thrive, pushing everyone else to the little as possible in their company. Great acts
fringes of the community. Then, centuries later of compassion are necessary to overcome this
when the Dwarven kingdom of Barrukhirrim fell, superstition, although word won’t travel very far,
even the sole community unaffected by the curse making each new settlement its own challenge.
became a minority in Czerina’s dark land. So it
is that while halflings, gnomes, orcs, dwarves, As for the Church of the Morning Lord
and elves are not uncommon in Wreythau, and its Inquisition, the aasimar will become a
they’ve merely been absorbed into the fringes of focus of their attention almost immediately. At
human settlements and societies. After nearly a first, they will be seen as a tool at worst, and
millennium, a measure of harmony has descended an ally at best, though should the aasimar fail
once again, with people of every description to be to live up to their strict expectations for how a
holy being should act, the aasimar might quickly

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become accused of being evil in disguise and cunning adventurers this could present quite the
“righteous vengeance” would quickly follow. opportunity, though not without its risks.

Tieflings: Like their more angelic cousins, Any creature with animal
Tieflings do not have an easy time in Wreythau. characteristics: Despite the hardship that
Seen as literal demons and devils, violent mobs the creatures above will face, no adventurer
will often chase tieflings from their towns, and will have a more harrowing journey than the
few business owners or other public figures Tabaxi, Aarakocra, Tortles, or any other creature
will have anything to do with them out in the with dominant animal characteristics. In the
open. In private, other accomodations could settlements they will be treated as Beastfolk
be made, particularly if they think the Tiefling and immediately regarded as hostile and evil,
has something to offer. There are exceptions, no matter what they do. Among the Beastfolk,
of course. The Consortium, in particular, however, they will be revered as something
will openly do business with anyone and beyond kin, as the ideal manifestation of what
anything, though an association with this brutal they should become, which presents its own
organization won’t win any more friends. As hardships. In some ways, they’re like the Aasimar
for the Church, well, nothing quite inspires the of Beastfolk, seen as semi-divine and looked up
faithful like a public execution, and so there is to, though even the Beastfolk aren’t a monolithic
virtually no hope of peace should they discover culture. Some might resent the adventurer for
there is a tiefling among the adventurers. being so free of disability, and the Followers of
Agrona might even become hostile, viewing them
Fey/Feytouched: Those touched by as living challenge to their belief that strength
the Fey have a much more interesting, if no and enlightenment come from suffering and
less difficult time in Wreythau. Many of the imperfection.
townsfolk will fear and revile them, while others
will be enchanted with them and see them as As always, this is up to DM discretion,
magical, wish granting creatures that can be though these prejudices could lead to fascinating
bargained with. This leads to many awkward and powerful roleplay moments.
and strange encounters when interacting with Make sure that players understand and
commoners, although most NPCs are simply agree to having this in the game, however,
careful not to strike any but the most carefully as few things are more stressful than dealing
worded bargains with Fey characters. with traumatic echoes while you’re trying to
relax and have a good time.
Warforged: For those characters created rather
than born, the Wreythians will regard them as
little better than animate tools or mechanical
pets at worst. That doesn’t mean they won’t
marvel at the amazing engineering and artistry
that went into the creation of the character, but
it does mean that they will assume that there
must be someone in charge of the Warforged,
or in other words, someone responsible for the
Warforged’s actions and that the Warforged has
no more agency than a well trained animal, for
instance. Essentially, this means the Warforged is
considered property, dangerous to some, and very
valuable to others. The Merchant Consortium,
in particular, would be keen in acquiring the
Warforged as one of their own servants, and for

CH 1 WELCOME TO WREYTHAU
51
Most Common 18 Blood must always be washed away with
Wreythian Superstitions saltwater or else it will attract monsters.
Roll 1d20 Or Choose From The Table Below: 19. A new round of drinks must always be
1. Mirrors must always be covered when not accompanied by a toast or else it will
in use. To leave a mirror uncovered is to invite bad luck.
invite evil spirits into your life. 20. If you see someone you met in a dream
2. Bathe with saltwater after touching you must throw salt on them.
anything dead, whether a corpse or a cut
of meat, lest you attract evil spirits. Of course, being a land beset by many shades
3. Never whistle or sing indoors without the of evil, steeped in curses and thousands of
sound of a drum to scare away evil spirits. years of history, several powerful groups have
arisen among the populace, spanning the entire
4. Never sleep facing the Cairn, or else you
island and vying against one another for power.
invite nightmares and other evil spirits
Much of this is due to Czerina’s design, the
into your dreams.
Vampire Queen having intentionally created
5. Never put your shoes on the table or a landscape torn by constant strife so that the
you’re inviting an early death. strength or weakness of her dominion might
6. Crafting something outside will invite a become known. In other words, it’s all a crucible
curse upon the object. meant to produce the strongest servants and
7. Always offer thanks to your shadow after most durable and efficient subjects for her rule.
returning home lest it feel unappreciated Traces of her involvement can be found as the
and stop watching your back. adventurers pursue quests or experience the
8. Only people possessed by evil spirits autobiographical dreams from the Mirror of
walk backwards. Czerina (see Volume 2).
9. Never go outside during a full moon or
else you’ll be marked for the hunt. Below, you’ll find an overview of each
10. Always enter and leave a room with your organization or group, along with a summary
right foot. Only servants of evil enter of their outlook and how they operate, as well
with their left foot. as their internal factions, and lastly information
on important NPCs, their stat blocks, and the
11. Never harm or insult a raven or you’ll
stat blocks for the average creatures found
attract the attention of evil spirits.
within each organization. Lastly, any named
12. Don’t knock on wood lest you anger the NPCs without stat blocks will be encountered
wood spirits. in Volume 2, though a description has
13. Never give payment, gifts, or goods in been provided to help explain their place in
groups of 13 or else you’ll invite bad luck. the campaign.
14. Never give away your last copper or you’ll
invite bad luck. The Beastfolk
15. Always cross your fingers to seal a
deal or a pact or else you wish the
Almost a thousand years ago a
other person ill.
terrible curse struck the people of Wreythau,
16. Anything that comes in groups of nines transforming vast swaths of the population into
will bring good luck. warped mockeries of sentient beings and beasts.
17. Protective amulets and charms must On the surface, at least. Beneath their twisted
be set above the doors, windows, and flesh lurks the same mind and soul as is to be
mantle places of a home or evil spirits will found in anyone else, and yet how often do the
get inside. common folk truly try to look beyond what their
eyes can see? As newborn after newborn came

CH 1 WELCOME TO WREYTHAU
52
into the world with their features blended and influence of Czernobog, but not without its uses,
fused with those of beasts and insects of every and soon small enclaves were built beneath the
variety, a terrible panic swept the land. Neighbor shadow of the trees, encampments and holds that
turned upon neighbor, lords were cast down, allowed the Cursed and the Old Faith to flourish
and mobs howling for blood rampaged through and grow once more. As the ages passed, more
the streets. The blades of axes were wetted red, came to join them, desperate mothers and fathers
houses burned, and many were chased from their with their afflicted children in tow, and as the
homes, their helpless infants clasped desperately children grew into adults, they too had children
in their arms. They fled to the woods in ragged of their own, and so their numbers grew. A new
numbers, taking refuge far from the safety offered society came into being, there in the depths of
by milled timber or cut stone. The bloodthirsty that most brutal wilderness.
mobs would not pursue them there, though
with good reason, for it was in the depths of the Those who still dwelt in the settled parts
wilderness that countless foul things waited, of Wreythau also multiplied and their villages
drool spilling from eager jaws, vines and roots grew, and as they grew, so too did their needs.
creeping and restless in anticipation of this new More mouths meant more forest needed to be
feast that had come into their midst. raised for new farmland and cattle pastures,
more prey needed to be killed to provide meat,
more fish taken from the rivers and streams.
Soon contact between the ‘civilized lands’ and
those they had killed and driven out led to rising
conflict, and stories began to spread of bestial
monsters lurking in the woods, eager to rend and
eat their flesh. Hunting parties and militias began
to venture forth with nothing but death in their
minds, and so was sparked between the citizens
of Wreythau and those cursed peoples they had
come to call the Beastfolk.

The priests and priestesses of the Old


Faith were painted as servants of demons
and devils, vile worshippers of darkness that
conducted foul sacrificial rites and wrought
horrible curses against their foes. Any sickness
or turn of bad luck was blamed upon them, and
hatred for those that lived in the woods grew
and grew. More and more men and women
took up the sword and spear, venturing into the
wilderness to exterminate the evil vermin that
they imagined plagued them, and more blood
Countless refugees died, their bodies came to soak the roots of the forest. Soon, the
disappearing into the hungry wilderness, though Beastfolk came to know their own hatred as
not all became victims to that hostile land, for they watched encampment after encampment
there were others amongst their number who had wiped out and heard of peaceful hunters and
also been cast out. The followers of the Old Faith foragers that were captured and dragged off to
were among the first to be blamed for the Curse horrible deaths. Their own axes and spears were
when it struck, and many of their number had forged, and war was brewed. Raiding parties set
been driven out along with the Cursed, forced out to massacre and burn farmsteads, and peace
to flee back into the depths of the woods. Their was no more.
knowledge and magic was weakened by the foul
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53
Outlook and Life Among the
Beastfolk
In the thousand years since they first came
into being, the Beastfolk have come to comprise
almost the entirety of the Old Faith in Wreythau,
and have flourished in their own ways. They
group themselves into a confederacy of tribes,
with their own holy sites and centers of trade
scattered throughout the woods, though their
lives are hard and filled with peril. The curse that
affects the Beastfolk leaves many with painful
disabilities that make life even more difficult for
a group of persecuted people forced to live in
an incredibly hostile wilderness. Nevertheless,
in order to survive they’ve actually become an
incredibly compassionate and creative peoples,
organizing their society around accommodating
those troubled by their animal features and the twisted the cycles of the wild is profound, and
other hardships of life. For instance, harnesses as the remaining bastion of the Old Faith, they
and pulleys were created for those with hollow alone know of one of the only things that can
bones like that of birds, lines of rope stretching actually threaten Czerina (see Volume 2).
across every settlement to help facilitate their
ease of movement. They’ve also created special Unfortunately, however, even the
tools for those with hooves or claws instead Beastfolk are not immune to the insidious
of fingers, and have even developed a special influence of Czernobog, and over the past few
variation of Sylvan to accommodate those centuries, a tribe of Beastfolk has begun to
with teeth and fangs that snarl their lips. This break off from the rest, preaching a distorted
means that adventurers who speak Sylvan can philosophy that threatens to undermine the rest
communicate with the Beastfolk, though not of Beastfolk society in many important ways.
perfectly, as sign language, whistles, and other
glottal noises have come to replace common Internal Factions
words and thus bridge the language gap that
comes with such a diverse array of anatomy and
The Tribes of Caletos:
physiology.

The Tribes of Caletos comprise the tribal
On the whole, the Beastfolk are a people
confederacy of the Beastfolk and thus the
interested in living well and harmoniously
dominant society that most live under. They
with one another and with nature, devoting
believe in compassion and harmony, though
themselves to helping one another cope with
out of necessity have become very wary of
their cursed forms and banding together to
outsiders and do not shy away from violence
survive in the harsh landscape they’re forced to
if it means protecting their own. The Tribes
call home. As such, they have a very communal
follow communal leaders, as well as spiritual
mindset, and have many ways to resolve conflicts
leaders from among the Old Faith, and focus
between themselves. They celebrate art and
upon improving their communities and acting as
music, as well as the spiritual journey that each
shepherds of nature, as well as they can. A central
must undertake. There are many druids among
council gathers every year before the summer
the Beastfolk, as well as skilled hunters, gatherers,
solstice, resolving issues and making plans for
and crafters. Their study of nature is also without
how to improve encampments and trading
peer, their knowledge of how Czernobog has
CH 1 WELCOME TO WREYTHAU
54
outposts. They prefer to focus upon building
up their own communities and managing the
wilderness around them than making war.

The Followers of Agrona

Unlike the Tribes of Caletos, the Followers of


Agrona are those Beastfolk ruled by their rage
and their contempt for outsiders. They believe
that raids and battle help their people more
than hiding in the forest, and that the land will
one day be theirs once those who persecute
them have been driven out. Their leaders have
fallen under the influence of Czernobog itself,
their philosophies having been perverted into a
worship of pain and struggle, believing that it is
through suffering that they are able to grow, and
so embrace cruelty, though it is cruelty with a
purpose. Many of their Druids favor the Circle of
Wildfire or Spores, and they value warriors over
crafters or artists.

Though few in number compared to the Tribes


of Caletos, the Followers of Agrona are the most
well known to the rest of Wreythau as they are
even lovers for a time, though it was clear that
the ones conducting raids upon settlements,
their paths were not to stay the same. Moshka’s
burning farmsteads and pillaging what they may.
eyes were fixed upon the canopies of the trees
And for every victory they gain new followers,
and the flowing rivers, the lives of the animals,
even as they attract more and more hostility
and the mysteries of the stars, while Czerina’s
towards the Tribes. As a result, the Tribes have
were fixed upon the throne. Nonetheless, when
grown to despise the Followers of Agrona,
Czerina called upon the Old Faith to join her
though the thought of making war against their
against Gulthias, Moshka came to stand by her
own people is so foreign to them that they feel
side once again. For decades they were reunited,
powerless to do anything about it. So, as the
though when Alexandros and his army came to
years have turned, more and more of the young
invade the land and Czerina turned to bargain
have defected to join with the Followers. As their
with the Fey, Moshka begged her not to. Moshka
numbers swell, the Followers have grown bolder,
told her that all things have their time and all
and ultimately drawing more attention, and more
things come to an end. Even if Wreythau had
danger, to all of Beastfolk.
only lived for a while, it had still lived, and
Moshka pleaded with Czerina to accept this. The
Dramatis Personae cost of the Fey’s bargain was simply too great,
Below, you’ll find a listing of important NPCs
far greater than either of them could ever hope
as well as the creature stat blocks that belong to
to imagine. But Czerina was not to be persuaded
the Beastfolk.
and so Moshka fled to the woods, watching with
Mata Yezinka horror at everything that transpired thereafter.
Long ago, when Czerina still drew breath, she
befriended a young acolyte of the Old Faith, a Over a thousand years later, Moshka still
woman about the same age who was known as lives, a powerful Archdruidess respected and
Moshka. Their friendship ran fast, and they were feared by all who know of her. Those among

CH 1 WELCOME TO WREYTHAU
55
the Tribes of Caletos view her as their most Beastfolk Warrior
holy spiritual leader, and call her Mata Yezinka, Medium Humanoid, Alignment varies
or Mother of the Wilds, and heed her words as —
Armor Class 13 (hide armor)
gospel. That said, they also know that she can Hit Points 15 (2d8 + 6)
be dangerous. Thou wilt receive what thou has Speed 30 ft.
—DEX
STR CON INT WIS CHA
wrought has become her philosophy. Often, this 16 (+3) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 10 (+0)
means lending healing and aid to those who need —
Saves Wis +2, Con + 5
it, but it also means lending death to those who Skills Perception +2, Stealth +3
cause more suffering than they ease. This has Senses Darkvision 60 ft.
Languages Sylvan
turned her into a protector as well as a guide, Challenge 1/2 (100 XP)
so she’s taken to visiting the Tribes every year

during the Summer Solstice before returning Actions
to roam the woods from thereafter, teaching, Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.
counseling, and aiding any that she comes across.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
The Followers of Agrona hate her in
particular, for she is not like them, though even
they respect and fear the power and knowledge
she wields. Even her mount, a gigantic rooster
known as Autumnos, is a fearsome combatant
that knows the heart of all who approach it, and
many intrepid Followers have had their intestines
spilled by is talons and their heads torn free by
its beak, a far cry from the lovable bundle of fluff
that Beastfolk children crowd around during
the Solstice.

Ambigatus and Louhi


The Followers of Agrona have changed
leaders as the trees change leaves, though through
the centuries of conflict and infighting, a true
champion of bloodshed has risen with a deadly
Druidess as his advisor. Ambigatus (he who fights
on all sides) and Louhi (the sickness) form a Beastfolk Scout
deadly pair, and have turned the Followers into a Medium Humanoid, Alignment varies
formidable army that can challenge even the walls —
Armor Class 13 (hide armor)
of Raffenburg should they wish it. Thankfully, Hit Points 15 (3d8 + 3)
they are more interested in building their Speed 30 ft.
STR —DEX CON INT WIS CHA
strength at the moment, gathering deadly allies 11 (+0) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 10 (+0)

Saves Wis +3, Dex + 5
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses Darkvision 60 ft., passive perception 15
Languages Sylvan
Challenge 1/2 (100 XP)
Keen Hearing and Sight. The scout has advantage on Wisdom
(Perception) checks that rely on hearing or sight.


Actions
Multiattack. The scout makes two melee attacks or two
ranged attacks.

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


target. Hit: 6 (1d6 + 3) piercing damage.
CH 1 WELCOME TO WREYTHAU
56 Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
Mata Yezinka Autumnos
Medium Human, Neutral Good Large Fey Spirit, Neutral Good


Armor Class 16 (hide armor, shield) —
Armor Class 18 (natural armor)
Hit Points 180 (24d8 + 74) Hit Points 178 (17d10 + 85)
Speed 30 ft. Speed 40 ft., climb 40 ft

STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 14 (+2) 20 (+5) 18 (+4) 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

Saves Int +6, Wis +9 —
Saves Dex +4, Con +9, Wis +4, Cha +8
Skills Arcana + 8, Medicine +11, Nature +8, Perception +11 Skills Perception +8, Stealth +4
Senses Darkvision 60ft Senses blindsight 30 ft., darkvision 120 ft., passive Perception
Languages Common, Sylvan, Druidic, Elemental, Draconic 18
Challenge 13 (10,000 XP) Languages Druidic, Sylvan
Challenge 10 (5,900 XP)

Spellcasting. The archdruid is an 18th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with —
spell attacks). It has the following druid spells prepared:
Actions
Multiattack. Autumnos makes three attacks: one with its bite
Cantrips (at will): druidcraft, mending, poison spray, and two with its claws.
produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
with animals target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6)
2nd level (3 slots): animal messenger, beast sense, heat metal, lightning damage.
pass without trace
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
3rd level (3 slots): conjure animals, call lightning, plant growth
Hit: 13 (2d6 + 6) slashing damage.
4th level (3 slots): dominate beast, locate creature, giant insect,
wall of fire Lightning Breath (Recharge 5–6). Autumnos exhales fire in
5th level (3 slots): commune with nature, insect plague, a 30-foot cone. Each creature in that area must make a DC 17
tree stride Dexterity saving throw, taking 56 (16d6) lightning damage on a
6th level (1 slot): heal, heroes’ feast, sunbeam failed save, or half as much damage on a successful one
7th level (1 slot): fire storm
8th level (1 slot): tsunami Tactics: When provoked, Autumnos is as fierce as any dragon,
9th level (1 slot): foresight and will use it’s lightning breath to devestating effect before
diving in to claw and bite its enemies to death.
Actions
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.

Change Shape (2/Day). The archdruid magically polymorphs


into a beast or elemental with a challenge rating of 6 or less, and
can remain in this form for up to 9 hours. The archdruid can
choose whether its equipment falls to the ground, melds with
its new form, or is worn by the new form. . When the archdruid
reverts to their normal form, they return to the number of hit
points you had before you transformed. However, if they revert
as a result of dropping to 0 hit points, any excess damage carries
over to their normal form. The archdruid can revert to its true
form using a bonus action on its turn.

While in a new form, the archdruid retains its game statistics


and ability to speak, but its AC, movement modes, Strength, and
Dexterity are replaced by those of the new form, and it gains any
special senses, proficiencies, traits, actions, and reactions (except
class features, legendary actions, and lair actions) that the new
form has but that it lacks. It can cast its spells with verbal or
somatic components in its new form. The new form’s attacks
count as magical for the purpose of overcoming resistances and
immunity to nonmagical attacks.

Tactics: Mata Yezinka, while a formidable opponent on her


own, is truly fearsome with the aid of Autumnos. By casting
foresight on Autumnos, and allowing him to act as a frontline
combatant, she can wreak havoc with her powerful spellcasting.
However, if cornered, she would use her shapechanging to either
fly away, or become a dangerous beast to fend off attackers or
help Autumnos.

CH 1 WELCOME TO WREYTHAU
57
Beastfolk Juggernaut
Large Humanoid, Alignment varies


Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR —DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 10 (+0) 16 (+3) 10 (+0)

Saves Wis +5, Con + 5
Skills Perception +7
Senses Darkvision 60 ft., passive perception 17
Languages Sylvan
Challenge 3 (700 XP)
Charge. If the juggernaut moves at least 10 feet straight toward
a target and then hits it with a gore attack on the same turn, the
target takes an extra 9 (2d8) piercing damage. If the target is a
creature, it must succeed on a DC 14 Strength saving throw or
be pushed up to 10 feet away and knocked prone.

Reckless. At the start of its turn, the juggernaut can gain


advantage on all melee weapon attack rolls it makes during that
turn, but attack rolls against it have advantage until the start of
its next turn. from among the Corrupted Sidhe to stage their
coming campaign of pillage and slaughter.

Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 17 (2d12 + 4) slashing damage.
The Inquisition of the
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage. Morning Lord
BEASTFOLK WITCH The Morning Lord is known as a symbol
Medium Humanoid, Alignment varies
of kindness, love, fertility, and healing for most

Armor Class 13 (studded leather armor) across the Planes, but not so in Wreythau. In
Hit Points 45 (7d8 + 14)
Speed 30 ft.
Wreythau, the Morning Lord is synonymous
STR —DEX CON INT WIS CHA with mourning, with fire and terror, pain and
12 (+1) 12 (+1) 14 (+2) 13 (+1) 18 (+4) 14 (+2) oppression. The Inquisition is focused upon

Saves Wis +5, Con + 5 stamping out all that it perceives as evil, ruled by
Skills Arcana +5 hate and fear as much as by the dogma spouted by
Senses Darkvision 60 ft., passive perception 14
Languages Sylvan their religious leader, the mysterious Abbot, who
Challenge 4 (1,100 XP) is really the insane angel Temelloth in disguise.
Herd Arcana. When the witch casts a spell that causes damage
or that forces other creatures to make a saving throw, it can
They preach and proselytize, true, and attempt to
choose itself and any number of allies to be immune to the spread their faith, but it is the destruction of all
damage caused by the spell and to succeed on the required who oppose them that truly guides their actions.
saving throw.
Anyone who speaks out against them risks having
Spellcasting. The beastfolk witch is a 7th-level spellcaster. Its their door kicked down in the middle of the night
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). It has the following druid spells prepared: and being dragged screaming through the streets
to a waiting pyre or a secluded torture chamber
Cantrips (at will): Shillelagh, Create Bonfire,
Druidcraft, Infestation with the Inquisitions finest waiting inside.
1st level (4 slots): Cure wounds, Entangle, Faerie
Fire, Goodberry
2nd level (3 slots): Barkskin, Heat Metal, Spike
The Inquisition has spread from the
Growth, Moon Beam Abbey in Leshehoff to ther grand Cathedral in
3rd level (3 slots): Conjure Animals, Call Lightning, Raffenburg and a formidable Shrine in Inbarev.
Erupting Earth
4th level (1 slot): Ice Storm From all three locations the Inquisition sends
crusades and patrols throughout the kingdom.
Actions They fervently battle the Beastfolk, the Order of
Quarterstaff (Shillelagh). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Blood, and the servants of Czerina wherever they
CH 1 WELCOME TO WREYTHAU
58
are found, though have been locked in perpetual
3. Fear of Fire:
stalemate against their foes for centuries. This
To the servants of the Morning Lord, fire
is something the people of Wreythau are very
is the most sacred element, righteous and
thankful for, for most of those wary of the faith
purifying, and anyone afraid of flame will
recognize that if there were no enemies without
be considered suspect.
the Inquisition would gleefully turn upon
‘enemies’ within. 4. Fear of Holy Water:
It is not uncommon for an Inquisitor to
Signs of Corruption give impromptu blessings with holy water,
sprinkling water from an aspergillum
As the holy warriors of the Morning Lord, the or flicking it from their fingers. Anyone
Inquisition is always on the lookout for the subtle who recoils is considered suspect. (A
signs of corruption that might lurk beneath the DC 10 Concentration check might be
surface. Ever vigilant, ever zealous, none are safe reasonable for a character not to react
from the scrutiny of their gaze, or the depth of when suddenly having water splashed in
their inquiries. Nonetheless, there are 7 common their face).
signs of corruption that Inquisitors will check 5. The Color of Blood:
for first, signs that a canny adventurer could A common tool among the inquisition is
use to manipulate the Inquisition, or plunge the a spiked ring that can prick the flesh of
adventurers further into peril. the unsuspecting and draw their blood.
Any blood that flows a different color
1. The Mark of Corruption: than red would be considered a mark of
Inquisitors will examine all those they corruption. As such, the Inquisition is not
come across for physical manifestations fond of anyone wearing gloves, and will ask
of evil. Most notably this would be signs adventurers to remove them. As the mark
of the Curse that created the Beastfolk, of corruption is also common upon the
but this also applies to Tieflings, Aasimar, hands, this serves two purposes.
or characters with remarkable physical 6. The Reflection of Evil:
features like birthmarks, milky eyes, Almost all Inquisitors carry hand mirrors
uncommon numbers of fingers, or even with them, believing that evil will appear
oddly colored hair. Should the mark be distorted, or even not at all in their
obvious, such as a Tieflings horns or tail, reflections. Of course...not all mirrors
then the shackles will come out. Should are created equal, and some of the more
the mark be more celestial in nature, the psychotic inquisitors (like Vellekov) carry
inquisition will interrogate the adventurer flawed mirrors
to learn if they are truly an agent of 7. Holy Deception:
the divine or if they are some demon It is not evil to trick the agents of evil into
in disguise. revealing their true natures. Should an
2. Foul Speech: inquisitor suspect, but otherwise have no
Anyone who does not offer praise to the other proof of corruption, they will lie and
Morning Lord is suspect. Anyone who attempt to trick a confession from their
outright refuses to praise the Morning chosen target. Perhaps they will claim to
Lord, even when pressed, will be assumed detest the Church, or that they themselves
to be incapable of pronouncing that which are an agent of evil to see the kind of
is sacred, and must therefore be corrupt. response this prompts.

Internal Factions

The faith of the Morning Lord has two


main branches:
CH 1 WELCOME TO WREYTHAU
59
The Church
Headed by Father Lorreus, the Church of the
Morning Lord is composed entirely of clergy,
men and women of the cloth dedicated to
scripture, theological debate and artistry, and
charitable work. Notably, however, only the
faithful are able to receive charity, a form of
extortion that has forced many of the desperate
into the ranks of their congregations.

The Inquisition:
Headed by High Inquisitor Viktor Tarasov, the
Inquisition is the militant branch of the church,
leading crusades and sending witch hunters to
sniff out blasphemy throughout the kingdom.
Tarasov is a cunning zealot, a man obsessed
with power and his own importance, and yet his
insane belief in the glory of the Morning Lord torturing the unfaithful and musing upon the
cannot be denied. Together with his right hand state of the universe in the way that inhuman,
man, The Blade of the Sun, Anatole Vellekov, eldritch beings do. It is not a mortal and does
Tarasov has brought death and suffering to every not perceive things upon the same scale. What
corner of the land. Any evil they actually killed compassion it once had has been erased, and
was mostly just coincidence. though Temelloth could theoretically become an
ally, it has become more like a demon, twisted
Dramatis Personae by a hatred so profound it is incomprehensible.
Temelloth is not something to be saved, it is
The Abbot (Temelloth): something to be struck down and freed from
the torment its existence has become. The Dark
Released from his torment a broken Power of Fire and Death has claimed it, and it is
wreck of the divine being it had once been, now a creature of evil as much as it had ever been
Temelloth rampaged through the land, smiting one of good. See L9M in Chapter 3, Leshehoff,
the innocent and raising great swaths of the for Temelloth’s stats.
land. When it calmed and saw the terror it had
wrought, a poisonous idea, one that had been High Inquisitor Viktor Tarasov
planted long ago in Czerina’s dungeons bore
fruit, and the angel assumed the form of a man, Tarasov wasn’t always a cruel, predatory
climbing inside a body to wear like a skinsuit, man, though he was raised as an orphan by the
and then went out among the people preaching Church, and that meant from a young age he was
of the Morning Lord’s light. Their wickedness fed a steady diet of uncompromising scripture
had brought down this holy wrath upon them, and brutal punishment, and this has forged him
and only his teachings could save them. Only into the vile, manipulative, zealot that he has
the light of the Morning Lord could banish the become. Above all, however, Tarasov is cunning.
darkness and provide safety and hope in their His faith consumes his mind and blinds him
pitiful lives. So it was that Temelloth gained his to certain truths, true, but he is also a brilliant
following, and over the centuries shaped it into schemer and a survivalist, recognizing that
the abomination that the Inquisition has become. discretion is the better part of valour...at least
where he, himself, is concerned. As the head of
Now, Temelloth spends decades the Inquisition, he has dozens upon dozens of
sequestered beneath the Abbey in Leshehoff,

CH 1 WELCOME TO WREYTHAU
60
pawns to play, and even more of the faithful that
would come running at his call. High Inquisitor Viktor
Nevertheless, Tarasov’s highest
Tarasov
Medium Human, Neutral Evil
priorities are the preservation and prosperity

Armor Class 16 (breastplate)
of the Inquisition and the destruction of evil,
Hit Points 140 (15d8 + 75)
and he does his best never to let one priority Speed 30 ft.
endanger the other. This makes him a foe that STR —DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 18 (+4)
can be bargained with, though only with a

great deal of leverage. Even then, he just might Saves Con +6, Wis +6, Cha +6
Skills Insight +7, Perception +7, Persuasion +7, Religion +5,
very well find a way to weasel out of it, as he Stealth +7
only considers oaths made to the Abbot and Senses Passive Perception 16
Languages Common, Celestial, Infernal, Abyssal
the Morning Lord to be sacred, and all else is Challenge 10 (5,900 XP)
but shadows and false promises. What’s more, Spellcasting. Trasov is a 10th-level spellcaster. His spellcasting
Tarasov’s ego places him as only second to the ability is Wisdom (save DC 14, +6 to hit with spell attacks). All
radiant damage is converted to fire damage that bypasses
Abbot, and as such views the preservation of his resistance. Tarasov has the following cleric spells prepared:
own life as the preservation of the Church itself,
Cantrips (at will): guidance, poison spray, resistance, spare the
and will only fight to the death if it is apparent dying, thaumaturgy, sacred flame
he cannot escape. Of course, should he live, 1st level (4 slots): inflict wounds, guiding bolt, shield of
faith, sanctuary
2nd level (3 slots): hold person, spiritual weapon, zone of truth
3rd level (3 slots): bestow curse, feign death, spirit guardians
4th level (3 slots): locate creature, guardian of faith, death ward
5th level (2 slots): flame strike, insect plague

Actions

Attack. Tarasov makes one scourge attack.

Scourge +1. Melee Weapon Attack: +8 to hit, reach 10 ft.,


one target. Hit: 5 (1d6 + 5) piercing damage plus 17 (5d6)
fire damage.

Legendary Actions

Tarasov can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time
and only at the end of another creature’s turn. Tarasov regains
spent legendary actions at the start of its turn.

Move. Tarsov moves up to his speed without provoking


opportunity attacks.

Attack. Tarasov makes one attack.

Tactics: In combat, Tarasov is ruthless, but is also most


interested in self preservation. If he believes that he is facing
significant risk of death (such as being brought to half health)
he will simply try to leave. Otherwise, he prefers to stand behind
his minions and use spiritual weapon, flame strike, guiding bolt,
or his scourge on his adversaries. His fallback is then Spirit
Guardians, using his movement to bring new enemies into range
of the guardians and their damage, and then follow it up with
Inflict Wounds.

CH 1 WELCOME TO WREYTHAU
61
righteous vengeance would follow as soon as the
opportunity presented itself. Inquisition Acolyte
Medium Humanoid, Neutral Evil


Armor Class Armor Class 12 (leather armor
Blade of the Sun, Anatole Vellekov Hit Points 9 (2d8)
Speed 30 ft.
—DEX
The Blade of the Sun, Tarasov’s right STR CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
hand, is a brute of a man. Cruel and bloodthirsty, —
Skills Deception +2, Religion +2
Vellekov cares only for the destruction of evil, Senses passive Perception 10
which is everything that is not part of the Church Languages Common
and the Inquisition. That does not mean Vellekov Challenge 1/4 (50 XP)
Dark Devotion. The acolyte has advantage on saving throws
is stupid, however. He is clever in his own way, against being charmed or frightened.
an able tactician, and will not waste an advantage
or throw his life away needlessly. Otherwise, he —
Actions
is as monstrous as any creature the adventurers Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
would encounter. Perhaps this is because he is creature. Hit: 4 (1d6 + 1) slashing damage.

Sacred Fire Flask. Ranged Weapon Attack: range of 15ft. All

Anatole Vellekov creatures within 5 feet of the impact site must succeed a DC 13
Dexterity save or take 1d4 fire damage and be lit on fire. Any
Medium humanoid (half orc), Chaotic Evil creature lit on fire takes 1d4 fire damage per round until they, or
another creature, spend an action to extinguish the flames.

Armor Class 15 (Half Plate)
Hit Points 100 (12d8 + 46)
Speed 30 ft.
STR —DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4) INQUISITOR
— Medium Humanoid, Neutral Evil
Saves Wis +4, Cha +7
Skills Arcana +4, Deception +7, Medicine +4, Persuasion +7, —
Armor Class Armor Class 16 (Breastplate)
Religion +4
Hit Points 33 (6d8 + 6)
Damage Resistances slashing from nonmagical attacks not
Speed 30 ft.
made with silvered weapons —DEX
STR CON INT WIS CHA
Senses darkvision 60 ft. (pierces magical darkness), passive
14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
Perception 11
Languages Common, Celestial, Infernal, Abyssal —
Skills Deception +4, Perception +3, Persuasion +4, Religion +2
Challenge 7 (2,900 XP) Senses passive Perception 11
Blessed of the Morning Lord (Recharges after a Short or Languages Common
Long Rest). When Anatole makes an ability check or saving Challenge 2 (450 XP)
throw, he can add a d10 to the roll. He can do this after the roll is Dark Devotion. The acolyte has advantage on saving throws
made but before any of the roll’s effects occur. against being charmed or frightened.

Spellcasting. Anatole is a 17th-level spellcaster. His spellcasting Spellcasting. The inquisitor is a 4th-level spellcaster. Its
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). spellcasting ability is Wisdom (spell save DC 11, +3 to hit
He regains expended spell slots when he finishes a short or long with spell attacks). The Inquisitor has the following cleric
rest. He knows the following warlock spells: spells prepared:
Cantrips (at will): fire bolt, friends, prestidigitation,
shocking grasp Cantrips (at will): light, sacred flame, thaumaturgy
1st-5th level (4 5th-level slots): hellish rebuke, wall of fire, 1st level (4 slots): command, inflict wounds, shield of faith
armor of agathys (fire instead of ice), dream, vampiric touch 2nd level (3 slots): silence, spiritual weapon

Actions —
Actions

Multiattack. Anatole Vellekov can make two attacks. Multiattack. The fanatic makes two melee attacks.

Longsword +1. Melee Weapon Attack: +8 to hit, reach 5 ft., Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one target. Hit: 10 (1d10 + 5) slashing damage plus 10 (3d6) creature. Hit: 6 (1d8 + 2) piercing damage
fire damage

CH 1 WELCOME TO WREYTHAU
62
instead chose to embrace the wisdom of hiding
INQUISITORIAL OFFICER behind their very firmly locked front doors,
Medium Humanoid, Neutral Evil well, they might meet a similar fate, devoured

Armor Class Armor Class 16 (Breastplate)
by carnivorous swarms of rats that had been
Hit Points 63 (6d8 + 30) hiding in the walls. Such a deadly land breeds
Speed 30 ft. desperation and fear, and with desperation and
STR —DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 14 (+2) fear comes a thirst for power, for with power
— comes safety for themselves and their families. So
Skills Deception +4, Perception +3, Persuasion +4, Religion +2
Senses passive Perception 11 it was that Oksanna Jehanette Delora Ysemgrin,
Languages Common daughter of the Baron Ysemgrin, rode out from
Challenge 3 (700 XP)
Dark Devotion. The acolyte has advantage on saving throws the village of Inbarev in search of the strength
against being charmed or frightened. necessary to defend her people.
Spellcasting. The inquisitor is a 4th-level spellcaster. Its
Frey welcomed Oksanna, as he welcomed
spellcasting ability is Wisdom (spell save DC 11, +3 to hit all those who came to his banner, but as she
with spell attacks). The Inquisitor has the following cleric was one of the first to heed his call she earned
spells prepared:
a special place by his side. In time, however,
Cantrips (at will): light, sacred flame, thaumaturgy it became clear that she and Frey had a very
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): silence, spiritual weapon different understanding of the land. Oksanna
had grown up listening to her father lamenting
— over the safety of their village, agonizing over
Actions
Multiattack. The fanatic makes two melee attacks.
each and every death that filled their modest
graveyard to overflowing, year after year. She did
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one her best to learn and understand the lessons that
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands. Frey taught, though he had come from a much
softer world, a world where spring and summer
simply a body without a soul, a puppet of the brought bounty and hope to the people, a world
Dark Power controlling the Inquisition. Or, where brave heroes like himself were almost
perhaps he is simply an extremely chaotic evil thought of as common, and his esoteric teachings
on the glory of Lathander and the strength of
man. Only the DM can decide. light and joy felt foreign to her, like a language
she just couldn’t quite understand.

Czerina, ever watchful, recognized the


spark of doubt in Oksanna’s eyes, and with
predatory mirth descended to entice her away
from the would-be messiah of Lathander.
Czerina came to Oksanna in many guises and
The Order of Blood showed her dark miracles of terror and wonder,
and planted the seeds of doubt. She tutored and
Centuries ago, when the holy paladin mentored Oksanna when Frey’s attention was
Frey built his crusade upon the very cursed soil turned towards his other disciples, and so she
of Wreythau itself, he failed to account for the shaped Oksanna into a knight that Wreythau
centuries of bloodshed and struggle that already would be proud of. A knight that prized suffering
weighed upon the people of the land. Just to as the path to strength and glory, a knight that
venture out beyond your front door might lead knew the call of bloodlust, a knight entranced by
to a horrible death, as the very ground beneath the mystical properties of death. So it was that
your feet, ground you had tread countless times Oksanna’s sword pierced Frey’s back when his
before, one day decided to swallow you in a crusade needed him most, and in the wake of
grasping pit of drowning mud. And for those that his death, it was Lady Oksanna Jehanette Delora
Ysemgrin that arose as Grandmaster of a new
CH 1 WELCOME TO WREYTHAU
63
Order, one dedicated to the dark goddess Czerina
3. Seek Knowledge in Blood:
and all that she had taught.
Blood is life, yet it is also the herald
of death. Within the crimson sea is
In the centuries since the Order of Blood
enlightenment, but only for those who
was founded, Grandmaster Ysemgrin has joined
savor it. To feast is to become its slave,
Czerina’s court as one of her brides, and has
to waste it upon the soil is to embrace
worked with Beleroth Haar An Thell to forge a
oblivion. Spill blood with purpose, drink
standing army their mistress might be proud of.
it with reverence. Meditate upon the
Countless undead horrors dwell in the halls of the
crimson tides and unlock the secrets
fortress that has come to be known as Frey’s Rest,
hidden within.
though it is the knights of the Order themselves
that are known and feared throughout the land. 4. Destroy All Who Challenge You:
Whoever approaches you with steel in
Tenets of the Order of Blood hand must be broken. To challenge you
is to challenge the Queen herself, and to
The vampiric knights of the order hold forgive is to bring dishonour to her. Let
to a strict code and devote themselves to a their blood stain your lips, let their bones
monastic pursuit of martial prowess and eldritch be ground beneath your boots, yet do not
knowledge, making them powerful foes that mistake weakness for challenge. To destroy
should not be faced lightly. A strict and complex the weak is to revel in the comfort of your
code of conduct is enforced on all who join the own power. Only through challenge will
order, though there are 4 major tenets which you find suffering, only through suffering
guide all others: will you find honour.
1. Honour the Blood Queen:
Blessed is she, the Endless Hunger, In short, the Order of Blood is fanatically
the voice of the storm, the mother of devoted to Czerina and the pursuit of martial
suffering! May you honour her in all prowess and mystical wisdom. They attract
things, for it is only by her example can many who seek power, yet not all are worthy of
you become more than what you are. Her their teachings, and dissension has begun to split
word is law, her works your inspiration, their ranks.
her will that of the universe. To dishonour
the Vampire Queen is to lose your soul, Internal Factions
for only in her embrace can your true
The Traditionalists
potential be found.
Led by the Grandmaster herself, the
2. Embrace Suffering: traditionalists seek to preserve the ritual,
Pain and torment are your greatest philosophy, and practices of the Order. They
teachers, torture is your love, perfection embrace the suffering brought by their monastic
is your goal. Only through the embrace way of life and seek to master themselves so that
of suffering can you shed the bondage of they might reach the pinnacle of what they can
what you once were. Do not shy from be. Their unlives are filled with complicated
suffering, for only through the challenge rituals, intensive training, and in-depth
will you gain strength, only through meditation, though they do not sit idly in their
anguish will you gain wisdom. To embrace Commandery. Quests are frequently issued to
comfort is to embrace your cage, to shackle the worthy, long journeys that send the Knights
your soul to weakness and oblivion. out throughout the land to uncover knowledge,
recover powerful relics, or defeat worthy foes.
Others are dispatched to perform military duties
for their Queen, including acting as guards for

CH 1 WELCOME TO WREYTHAU
64
her other servants, as well as defending her
palace, The Cairn. Everyone she has ever known and loved has
long since died, her family having even faded
Even within the Traditionalist faction, from the annals of their Barony in Inbarev. But it
however, there is a great deal of infighting. doesn’t matter. Ysemgrin’s quest is still the same.
Grandmaster Ysemgrin leads the Order as a She seeks might and magic, enough strength and
whole, true, though the Master of Beasts and the knowledge to defeat the evils of the land. What
Master Arcanist constantly maneuver against does it matter if she also walks a path stained by
her, and each other, as they attempt to steal her shadow and blood? Power is power, and what
position. The Master of Beasts oversees the care others call “good” matters not at all. She saw
and training of all the Order’s beasts of war, for herself, when Frey died at her hands, that
while the Master Arcanist serves as the ultimate righteousness cannot overcome strength, and
authority on magic in the Order. Each sees their thus morality is simply a discussion for fools.
particular specialty as the true path the Order
should take, though this internal strife has been She leads the Order of Blood through
playing out for centuries without having budged a strict code of obedience and the threat of the
a single inch. The arrival of the adventurers could sword that forever hangs at her side. Many have
change that, but not until the Renegades are tried to claim her position for themselves, and yet
dealt with. none have succeeded. She fears nothing but the
displeasure of the Vampire Queen, though she is
The Renegades not ruled by fear. Should the adventurers have
Unfortunately, the Order of Blood has long something to offer that she doesn’t have herself,
attracted those enthralled with the offer of like possession of the Relics of Legend, she might
power, yet not the will or the integrity to live be persuaded to ally with them, even if indirectly.
up to the standards of the Order. Many are She’s not as old as many other creatures in
killed for failing in their duties, though some Wreythau, but she is incredibly knowledgeable
have managed to escape. Led by the firebrand and can offer great insight into The Ruins of
warrior, Braclav Hajek, the Renegades have Nemeth, The Silver Graves, the Reinwalds, or
fled from the Commandery of Frey’s Rest and even Temelloth itself.
headed to Leshehoff, intent upon winning glory
on the field of battle and growing their strength Renegade, Sir Braclav Hajek
through furious bloodshed. They view restraint
as a hindrance and believe that reveling in their Once upon a time, Braclav was a
power in slaughter will allow them to truly guardsman in Leshehoff, a family man with a
embrace their potential. Several have taken to wife and children he loved more than anything
setting upon travelers upon the road, in imitation else upon the earth. He served under the present
of Czerina’s mythical nights spent as the Black Baroness of Leshehoff’s father, and was a capable
Rider, dueling any and all with the bravery and fighter and loyal man until the walls of the town
steel to challenge them. Most, however, have were breached by a horde of enraged Beastfolk.
gathered near Leshehoff, intent upon destroying He did his duty, refusing to abandon his post
the Beastfolk and the Inquisition that dwell there even as terror for his family tore at his heart, and
and taking the settlement for themselves. yet when the smoke cleared and the bodies were
counted, he found that everything he held dear in
The Traditionalists, in turn, have not sat this life had been torn from him. His house had
back idly, but have instead dispatched Questing burned with his family inside. If only he had been
knights to destroy these upstarts. stronger. If only he hadn’t pledged himself to
those who were unworthy!
Dramatis Personae
Mad with grief and rage, he fled the
Grandmaster Ysemgrin village, determined to join the Order of Blood
CH 1 WELCOME TO WREYTHAU
65
and win the strength needed to enact the revenge Sir Rurik Constantin
he so desperately craved. His skill at arms and Sir Constantin is an ancient member of
fearless nature made him an excellent candidate the Order, an introspective and spiritual man.
and he was soon inducted, and made a knight Despite his adherence to the code of the Order,
his interpretation is far more liberal than most
Sir Braclav Hajek others. This manifests in what is almost akin to
Medium undead (vampire), neutral evill pacifism, as he restrains his vampiric nature and

Armor Class Armor Class 18 (plate armor) recognizes that, as he is quite powerful, almost
Hit Points 200 (30d8 + 65) no one can actually challenge him. Because of
Speed 30 ft.
—DEX this, he can be an ally of the adventurers, and
STR CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 12 (+1) 14 (+2) introduces them to the quest “Relics of Legend”,

Saves Wis + 5, Con + 7 telling them stories about items of power that can
Damage Resistances necrotic; bludgeoning, piercing, and be found across the land.
slashing from nonmagical attacks
Skills Deception +4, Perception +3, Persuasion +4, Religion +2
Senses darkvision 60 ft., passive Perception 14 For stats, use the Vampire Warrior, found
Languages Common, Draconic, Sylvan, Infernal on page 298 of the Monster Manual.
Challenge 11 (7,200 XP)

Action Surge (once, recharges on a short or long rest). On The Wreythian Merchant
his turn, Sir Hajek can take an extra action.
— Consortium
Actions
Multiattack. Sir Hajek makes two attacks: one with his blood Within the borders of Wreythau,
whip and one with his bite, or two attacks with his sword. Hajek
can only bite once per turn. the Merchant Consortium operates slightly
differently than it does in the outside world.
Blood Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one
target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium Their monopoly on trade is already securely
or smaller, it is grappled (escape DC 16), dragged to an open in place, and as such they don’t spend nearly as
square adjacent to Hajek, and is restrained until the grapple ends. much energy securing their influence and power.
While grappling a creature, Hajek can’t attack with his Blood
Whip again. In many ways they’ve become complacent,
like a wolf that has glutted and gorged itself so
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature
that is grappled by Hajek, incapacitated, or restrained.. Hit: 8 completely it decides to take a nap right beside
(1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. its kill. Of course, being in the seat of Czerina’s
Longsword +1. Melee Weapon Attack: +9 to hit, reach 5 power, they really don’t have anything to fear
ft, one target. Hit: 9 (1d8 + 5) slashing damage plus 8 (2d8 until the adventuring party arrives.
necrotic damage)
Business Practices in Wreythau

after decades of service, one of the fastest in In addition to managing trade, as well as
the Order’s history. Nevertheless, he chafed at guild licenses and memberships across Wreythau,
being unable to pursue his vengeance, chafed the Merchant Consortium also offers the
at the self-absorbed nature of the Order, and following services:
eventually broke free, taking like-minded men
and women in his act of rebellion. Now, he leads Courier Services and Travel: the roads
the Renegades, having returned to Leshehoff to of Wreythau are far from safe, but as the only
take it for his own. He bargains and deals with entity responsible for the upkeep of the highways
the Baroness and her husband, but in truth he and other paths, the Consortium has seen fit
blames her family for the death of his own and to monopolize the postal service, along with
will betray her in time. being the sole providers of carriages and wagons
that will accept passengers between settlements
(anyone discovered offering passage to others
faces harsh taxation and the threat of violence).
CH 1 WELCOME TO WREYTHAU
66
Security: The Consortium has a rather Dramatis Personae
robust stable of bravos and toughs that it Most of the notable NPCs of the Wreythian
employs as muscle, large enough that they don’t Merchant Consortium are location
mind loaning them out for hire. Many farms, specific, though there are a few that bear
fisherman, hunters, and herbalists enlist extra notable discussion:
protection from the Consortium as they go
about their duties, and the town of Leshehoff, in Raum
particular, has hired extra muscle to help insulate Raum (pronounced Rom) is a skilled
them from the Inquisition. Their services don’t assassin that has returned from service in the
come cheap, of course, but the bravos of the Outer Seas. As an elf, he is a somewhat strange
Consortium are no cowards and will offer quite a member of the Consortium, but has been a
few pounds of flesh in return for gold. part of it for a few centuries. His people were
originally herbalists, and thus very knowledgeable
Information: Even in Wreythau, there when it came to poisons, something Raum found
are those who can greatly profit by having an affinity for.
access to the right information at the right time,
particularly if that information is enclosed in a Despite being a cold blooded killer
letter that’s been entrusted to the courier service. that takes great pride in his work, Raum is
Not that the Consortium would ever admit to incredibly polite and interested in other people.
spying on the contents of the parcels and letters Fascinated by them, really. This often comes off
in their care, but for those with enough coin, as an inquisitive and charming, though more
privacy depends upon who offers the highest fee. private characters might find it intrusive. The
adventurers will first encounter Raum aboard
Internal Factions The Pelican, and later see him captured by the
Inquisition. Considering that Raum keeps his
The Consortium is more unified than most true profession secret, and pretends to be nothing
other organizations throughout Wreythau. more than an expert in dyes and cloth, as well
Instead of having constant infighting among as the latest fashions, the adventurers might be
hostile factions they have branches that willing to help rescue him. If they do rescue him,
specialize in different aspects of the Consortium’s Raum will consider them to be very valuable
business. Mostly, these branches are grouped by assets, something that will likely come off as
geography, with a separate branch residing in loyalty. Which, in some ways, it might be, as
each of the settlements (Leshehoff, Raffenberg, Raum would be eager to help the adventurers,
and Inbarev). A separate branch handles the and thus create a sense of debt between them,
maintenance of the highways, along with though he is not an adventurer himself. Most
shipping and transports, and a final branch likely his help will come through advice on
handles the affairs of the Consortium outside dealing with the Consortium, as well as the other
of Wreythau. This branch, known as the Outer groups in Wreythau.
Seas, is the most numerous and powerful, though
their attention is solely focused abroad. Members Cival
of the Outer Seas usually prefer to stay away, for Cival is a rare member of the Consortium.
obvious reasons, though no member of the Outer She still officially belongs (only death ends
Seas may stay away for more than 30 years, and membership in the Consortium), but has ‘retired’
any member that marries abroad must bring their to run the tavern in Leshehoff. All of which
spouse back to Wreythau in time to deliver their is just a cover for her true activities, however,
firstborn on Wreythian soil. which are to destroy the Consortium’s hold
over the people of Raffenburg. As a member
of the Consortium, and once a high ranking
member of the Outer Seas, she knows that
Raffenberg and Raffen’s Bay are the keys to the
CH 1 WELCOME TO WREYTHAU
67
Consortium’s grip over the land. Should they lose
the city, their power would be greatly weakened,
and from there a less predatory relationship
could be developed. As Leshehoff is the closest
settlement to Raffenburg, yet mostly outside of
the Raffenburg branch’s notice, this makes it
an ideal staging ground for the revolution she
has planned. Using trusted contacts within the
courier system she coordinates the movements
of the resistance. The “need” for frequent supply
trips also allows her to enter and exit Raffenburg
as often as once a month, giving her the access
she needs while still maintaining her cover as a
washed out trader looking for a quiet life.

Intelligent and patient, Cival is a powerful


ally for the adventurers, and will recognize that
they might be important pawns for her gambit.
She’ll try to befriend and aid them, though is
careful not to reveal her true motives. And,
should the adventurer’s turn on her for some
reason or another, she becomes a deadly enemy.

The Gheata Sisters: Anca,


Sorina, Ileana

In Raffenberg there sits a house, the
House of the Drowning Sun, a hotel, brothel, Consortium Bravo
gambling parlour, and so much more. The sisters Medium Humanoid, Usually Evil

who manage it have carved out a little nest —


Armor Class 14 (hide armor)
of neutrality in the volatile city, friends to all, Hit Points 27 (5d8 + 5)
Speed 30 ft.
enemies to none, and they welcome all through STR —DEX CON INT WIS CHA
their doors. Gold and wine flow freely inside, 15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 10(+0)
though it is really the flow of information that —
Skills Stealth +6, Survival +2
keeps the Drowning Sun running. In truth, the Senses passive Perception 10
Languages Common
sisters are Consortium operatives that have Challenge 1 (200 XP)
carved out this little kingdom of their own, eager
to enjoy their profits and interested in little else. Brute. A melee weapon deals one extra die of its damage when
the bravo hits with it (included in the attack).
In fact, it is this disregard for loyalty that has
saved Cival’s life, as the sisters are quite aware Surprise Attack. If the bravo surprises a creature and hits it
with an attack during the first round of combat, the target takes
of her plans for the city, but in return for their an extra 7 (2d6) damage from the attack
silence, they are guaranteed that nothing much
will change for them. And, should Cival fail, —
well, she’ll likely have still done enough damage Actions
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
to open the door for a change in management target. Hit: 12 (2d8 + 3) piercing damage.
with the Sisters as the strongest contenders
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5
for that title. ft. or range 30/120 ft., piercing damage in melee or 6 (1d6 + 3)
piercing damage at range

CH 1 WELCOME TO WREYTHAU
68
Consortium Hitter Consortium Armored Tiger
Medium Humanoid, Usually Evil Large Beast, Unalignedl


Armor Class 16 (studded leather armor) —
Armor Class 17 (half plate armor)
Hit Points 75 (10d8 + 30) Hit Points 84 (7d10 + 14)
Speed 30 ft. Speed 40 ft.
STR —DEX CON INT WIS CHA STR —DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) 18 (+4) 14 (+2) 15 (+2) 3 (-4) 13 (+1) 8 (-1)

Skills Acrobatics +6, Perception +5 —
Skills Perception +3, Stealth +6
Senses passive Perception 15 Senses passive Perception 13
Languages Common Languages
Challenge 3 (700 XP) Challenge 3 (700 XP)

Killer’s Eye (3/Day). As a bonus action, the Hitter can add 1d10 Keen Smell. The tiger has advantage on Wisdom (Perception)
to its next attack or damage roll with a longbow or shortbow. checks that rely on smell.

Pounce. If the tiger moves at least 20 feet straight toward a



Actions creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 14 Strength saving throw or be
Multiattack. The Hitter makes two attacks with its bow
knocked prone. If the target is prone, the tiger can make one bite
or shortsword
attack against it as a bonus action.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. —
Actions
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
one target. Hit: 8 (1d8 + 4) piercing damage. 10 (1d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Consortium Lieutenant Hit: 12 (2d6 + 5) slashing damage.
Medium Humanoid, Usually Evil


Armor Class 16 (studded leather armor) Consortium Mage
Hit Points 75 (10d8 + 30) Medium Humanoid, Usually Evil
Speed 30 ft.
—DEX —
Armor Class 12 (15 with mage armor)
STR CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 13 (+1) 11 (+0) 14 (+2) Hit Points 60 (9d8)
Speed 30 ft.

Saving Throws Dex +6, Int +4 —DEX
STR CON INT WIS CHA
Skills Acrobatics +7, Deception +3, Perception +3, Stealth +10 9 (-1) 14 (+2) 11 (+0) 18 (+4) 12 (+1) 11 (+0)
Senses passive Perception 13
Damage Resistances: poison —
Saving Throws Int +7, Wis +4
Languages Common, Infernal, Thieve’s Cant Skills Arcana +6, History +6
Challenge 9 (5,000 XP) Senses passive Perception 11
Assassinate. During its first turn, the Lieutenant has advantage Languages Common, Infernal, Draconic, Abyssal
on attack rolls against any creature that hasn’t taken a turn. Any Challenge 6 (2,300 XP)
hit the assassin scores against a surprised creature is a critical hit. Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting
Sneak Attack (1/Turn). The Lieutenant deals an extra 14 (4d6) ability is Intelligence (spell save DC 15, +7 to hit with spell
damage when it hits a target with a weapon attack. attacks). The mage has the following wizard spells prepared:
Evasion. If the Lieutenant is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, the Cantrips (at will): fire bolt, light, mage hand, prestidigitation
assassin instead takes no damage if it succeeds on the saving 1st level (4 slots): detect magic, mage armor, magic missile,
throw, and only half damage if it fails. shield, Disguise Self
Cunning Action: On its turn, the Lieutenant can use a bonus 2nd level (3 slots): misty step, Melf’s Acid Arrow ,
action to dash or disengage. Detect Thoughts
3rd level (3 slots): counterspell, fireball, Sending
4th level (3 slots): Faithful Hound, ice storm

Actions 5th level (1 slot): cone of cold
Multiattack. The Lieutenant makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one Actions
target. Hit: 7 (1d6 + 4) piercing damage, and the target must Athame (dagger). Melee Weapon Attack: +5 to hit, reach 5 ft.,
make a DC 15 Constitution saving throw, taking 24 (7d6) one target. Hit: 4 (1d4 + 2) piercing damage.
poison damage on a failed save, or half as much damage on a
successful one.

Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320


ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.

CH 1 WELCOME TO WREYTHAU
69
The House of Reinwald as the Order of Blood or the Mad Alchemist
carved out pieces of the kingdom for their own.
Long before even the Ghul Sildreth The Reinwalds knew that if they bided their
landed upon the island, tribes of humans, orcs, time and focused upon the strength of their
and other creatures had settled there and became pack, eventually their time would come. Their
part of the land. They warred, and hunted, and bloodline was ancient, their connection to the
built communities, and as they did all this they land second only to the Queen of Blood herself.
attracted the attention of the Fey. One tribe in So they gather their strength and wait, playing at
particular rose to prominence, famed for their being dilettantes and debaucherers. They throw
ruthless hunts, and in appreciation for their wild parties and go on extravagant hunts. They
bloody works they received a blessing from a go abroad and gather new meat for their pack.
Fey known as Vargr. From then on, they became Sometimes, the influence of Czernobog seeps in,
known as the Children of Vargr and grew to twisting the blessing into the common curse of
dominate as a pack of ferocious werewolves. Lycanthropy, but the Reinwald’s care not. They
When the Ghul Sildreth arrived, they quickly know that, in time, Wreythau will once more be
subdued the Children of Vargr, but saw no need theirs. They are the Children of Vargr, and they
to exterminate them. If anything, the Children of will one day welcome back their true master.
Vargr emulated the beliefs of Gulthias better than
many of his followers, and so they became a part
of that dark kingdom. The Court of
The Blood Queen
Centuries later, when Czerina’s armies
conquered the land, many of the Children of Almost all of the creatures and beings
Vargr were slain, but there was one pack that within Wreythau serve the Vampire Queen in
instead chose to bend the knee and pledged to one way or another, even if they don’t realize
help unify the land under their new Queen’s rule. it. However, Czerina’s most trusted servants
So it was that the House of Reinwald arose, given are those that comprise her royal court, and all
the rule of a County in thanks for their efforts are powerful, dangerous individuals that the
to crush the remaining strength of the Ghul adventurers must face. Many manage their own
Sildreth. There were those that voiced concern organizations, whereas others participate in
over the thought of werewolves being allowed implementing Czerina’s will directly.
to rule, though the Followers of the Old Faith
stepped up in support of the Reinwalds. After all, Beleroth Haar An Thell:
the blessing of Vargr was not like other forms of
Lycanthropy. Theirs was a deeper connection to Even older than the Vampire Queen
the joys and desires of the primal beast, rather herself, there is perhaps no mortal being as
than a cursed and insatiable bloodlust. They were ancient as the dread warrior known as Beleroth
not mindless, nor were they filled with a craving Haar An Thell. Centuries before he joined the
for human flesh. They simply were filled with the Ghul Sildreth, Beleroth served as one of the elite
need to hunt and to live close to the land guards of the Elven monarchy. In truth, he had
been ordered to join the followers of Gulthias as a
After the fall of Wreythau, however, spy within their ranks. Tragically, due to the lack
when the influence of Czernobog grew once of contact he had with his superiors, Beleroth
again, the Reinwalds found themselves wishing carried out this duty long past the survival of
to return to the ancient ways where all that his own kingdom. When Gulthias gathered his
ran through the forest, whether on four legs army and sailed forth, Beleroth took his place
or two, would become their prey. They grew amongst the vanguard, eager to warn his people
in strength over the centuries, solidifying their before disaster fell upon them. To his horror,
hold over their county, even as newcomers such he discovered that all he pledged his fealty too
CH 1 WELCOME TO WREYTHAU
70
had already crumbled into dust, his ancient sword fingers itch, and he is often looking for an
kingdom having dispersed and disintegrated excuse, despite his calm, affable demeanor. It’s all
long ago. Nevertheless, even through his grief, a mask, of course.
he pledged to uphold his vows and find a way to He serves as the regent for his wife and
bring ruin to the Ghul Sildreth, and that ruin he Queen, a duty which demands that he remain
found within the promise of the human heroine, dignified and well comported. That doesn’t mean,
Czerina Gavranova. however, that the mask never slips, particularly if
he is given cause.
Fighting side by side with Czerina,
offering advice as part of her war council, and In fact, the adventurers are most likely
seeing how she led her people, Beleroth came to to give Beleroth an excuse to let the mask slip,
admire the human woman, seeing in her a vestige though he also recognizes their worth to Czerina.
of all that he had lost. They began to court, and He is the reason they came to Wreythau in the
by the time the Ghul Sildreth were crushed, first place, and he knows that they represent the
Gulthias was slain, and the kingdom of Wreythau best hope for freeing his love. Thus, unless the
was formed, they married and Beleroth became adventurers convince him that they will never
her royal consort. For decades they were happy help Czerina, he will never kill them. Should
together, though when the army of Alexandros conflict arise he might leave them battered and
arrived, things changed. Beleroth saw the years bloody, but he would still leave them alive.
of pain and torment Czerina’s family had
caused her rising once again, drowning
what he so loved as defeat neared.

Rage filled him, the millennia of his own


torment as part of the Ghul Sildreth rising
to the fore, and he fled from Czerina’s
side, falling upon Alexandros’ forces like
a monster from legend. And, when that
fateful pact with Czernobog was forged, he
wept, for he realized that he had once more
lost all that he loved. Alas, his devotion
was complete, and he stayed by Czerina’s
side, helping to manage her domain in the
centuries that she slept and advising her
when she awoke. Over the millenia, he still
saw parts of his love shining through, and
has become determined to help her break
the curse of Czernobog.

In the meantime, violence has become


one of Beleroth’s great pleasures. He
personally hunted down and killed the vast
remains of Alexandros’ army, and then
gathered their skulls to pave the road to
Czerina’s castle, and developed something
of a taste for all the bloodletting. In the
centuries since, he has become a little
unhinged, his bloodlust straining against
his otherwise excellent composure. His

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71
Beleroth Haar an Thell 1st level (4 slots): shield, magic missile, sleep, tasha’s
caustic brew
Medium humanoid (elf), lawful evil 2nd level (3 slots): blur, invisibility, misty step, spider climb
— 3rd level (3 slots): counterspell, fireball, sending, thunderstep
Armor Class 16/21 (natural/bladesong) 4th level (2 slots): dimension door, wall of fire
Hit Points 200 (20d10 + 91) 5th level (1 slot): steel wind strike.
Speed 40 ft.

STR DEX CON INT WIS CHA Actions
14 (+2) 22 (+6) 18 (+4) 20 (+5) 14 (+2) 18 (+4) Multiattack. Beleroth makes three attacks.

Saving Throws Dex +12, Con +9, Wis +6, Cha +8 Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Skills Arcana +11, Deception +10, Persuasion + 9, Perception +8, Hit: 10 (1d8 + 6) slashing damage plus 13 (3d8) poison damage.
Stealth +10
Senses darksight 60 ft., passive Perception 18 Dart. Ranged Weapon Attack: + 12 to hit, range 20/40 ft.,
Languages Common, Elvish, Sylvan, Elemental, Infernal, Abyssal, one target. Hit: 8 (1d4 + 6) piercing damage plus 13 (3d8)
Celestial, Draconic poison damage.
Challenge 12 (8,400 XP)
Longbow. Ranged Weapon Attack: +12 to hit, range 150/600

Hellish Weapons. Beleroth’s weapon attacks are magical and ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 13
deal an extra 13 (3d8) poison damage on a hit (included in (3d8) poison damage, and the target must succeed on a DC 14
the attacks). Constitution saving throw or be poisoned. The poison lasts until
it is removed by the lesser restoration spell or similar magic.
Bladesong. Beleroth can spend a bonus action to add his
intelligence modifier to his AC, raising it from 16 to 21.
Legendary Actions
Weapon Bond. Beleroth can summon his weapons as a Beleroth can take 3 legendary actions, choosing from the
free action. options below. Only one legendary action can be used at a
time and only at the end of another creature’s turn. Beleroth
Legendary Resistance (3): When Beleroth fails a save, he can regains spent legendary actions at the start of its turn.
instead spend one Legendary Resistance and choose to succeed.
Move. Beleroth moves up to his speed and does not take attacks
Spellcasting. Beleroth is a 10th-level spellcaster. His spellcasting of opportunity.
ability is Intelligence (spell save DC 19, +11 to hit with spell Attack. Beleroth makes one weapon attack.
attacks). He has the following wizard spells prepared: Cast (cost 2). Beleroth casts one spell that takes no more
than an action
Cantrips (at will): firebolt, message, prestidigitation, mold
earth, infestation

Lady Oksanna Jehanette Delora become known as The Cairn due to the hundreds
of corpses sealed into its walls. All of the artists,
Ysemgrin builders, and architects were sacrificed in the
construction of that terrible edifice. All, that is,
Though she is already detailed above,
except for Isidora. Her genius shined so brightly
it is important to remember that Grandmaster
that Czerina could not help but invite her to live
Ysemgrin is part of Czerina’s court as one of her
as a member of her court permanently, joining
brides, and the Order is merely the military arm
her and Beleroth in matrimony and accepting the
of Czerina’s rule. The Renegades, of course, flout
curse of immortality so that she can live on with
this, but the Traditionalists are the backbone
them through the ages.
of her martial forces, and as their commander,
Ysemgrin is Czerina’s left hand.
A thousand years is a long, long time,
however, and due to this Isidora has begun to
Isidora look beyond the physical manifestation of art,
peering instead into the mystical aspects inherent
Isidora was once a brilliant painter and
in such powerful works of creation. Now, her
sculptor. Her artistic genius revolutionized the
work has become so refined and transcendent
practice of art in the city of Waterdeep before she
that it has taken on supernatural power of its
accepted the offer to sail to Wreythau. Word had
own, and Isidora has used it to build a cult
been sent that the greatest artists were needed
following around herself. She has taken on the
to help decorate the Grand Palace of a Queen,
pseudonym of Glasya, in mockery of Asmodeus’
and so she traveled to Wreythau. Unbeknownst
daughter, and has moved to Raffenberg so that
to her, however, that Grand Palace would later
CH 1 WELCOME TO WREYTHAU
72
her cult might grow and thrive. When she hears and the story, though some are able to do so
that Czerina has awoken once again she will better than others. Environmental and Wildlife
briefly rejoin her court before being dispatched to encounters largely involve combat, whereas the
Raffenburg to carry out Czerina’s will once again. supernatural encounters take on a broader variety
of appearances.
R. K. Schryer:
The ostentatious and extravagant
Environmental
dramaturge and poet R. K. Schryer is a much Encounters
more recent addition to Czerina’s court, having
come to Wreythau only 400 years before. His Environmental encounters involve all of
plays became the talk of the land immediately, the nonliving aspects of Wreythau, such as earth,
and when he promised to pen the story of the rain, wind, rivers, and storms. Remember, the
Queen of the land, Czerina invited him to her land itself has been corrupted and turned into a
palace. There he joined her and the rest of predatory perversion of itself, so when coming
her court in marriage, and has since become a up with new encounters of your own, simply
staple of Wreythau’s art community. He owns a ask yourself: how could this be made dangerous
theater company that travels with the Merchant or horrifying? There are two sample encounters
Consortium throughout Wreythau and with below: Blood Rain and Cursed Earth.
the Outer Seas, though his contact with the
wider world has forced him to reinvent himself Blood Rain
many times over the centuries. R. K. Shryer As the billowing storm clouds gather above
is merely his most recent pseudonym, though you, the scent of blood begins to fill the air.
even under this new guise he has already gained The clouds seem to hang lower and lower in
renown for the truly disturbing, yet insightful the sky, until at last the rain begins to fall.
content that he produces, in addition to the more Heavy drops of liquid the color of blood
typical crowd pleasing fare. No doubt when the cascades down upon you in pounding sheets,
adventurer’s arrive, he’ll wish to create a play transforming the world into a vision of gore.
especially for them.

Blood Rain is an environmental hazard
Encounters in Wreythau that is best used when combined with a combat
There are many types of encounters that or other tense moment. Blood Rain isn’t actually
adventures can run into in Wreythau, though blood, but is a poisonous substance that can easily
they can be grouped into 4 major categories: kill any creature exposed to it for too long. Blood
Environmental encounters, wildlife encounters, Rain does 1d4 Poison Damage every round to
supernatural encounters, and encounters with creatures exposed to it without adequate cover or
Czerina herself. That fourth category is discussed proper rain protection.
elsewhere, but the others are detailed below.
Blood Rain only does damage if a
Primarily, environmental encounters are character is fully exposed. So, for instance, a
best used when combined with other encounters character sheltering beneath a tree or canvas tent
or story events. Wildlife encounters can be used would not take damage, but a character standing
wherever you wish to add a spice of danger, and beneath the rain in only regular clothing and
are also perfect for introducing the adventurers armor would take the damage.
to the truly monstrous state of nature in
Wreythau. Supernatural encounters, on the This means that players can get creative,
other hand, are best used to emphasize elements using spells, skills, and items to create cover if
of the setting and the story. That said, all good there is none to find, or it means that a battle
encounters emphasize aspects of the setting becomes even more tactical as the players and
CH 1 WELCOME TO WREYTHAU
73
their enemies move from cover to cover, or try to Consider having the pit trap appear just
buy time as they try to create their own. before a fight to present an added danger for the
coming combat.
A DC 13 Survival Check would allow
you to give players suggestions, such as: using Cursed Wildlife
oil, tallow, or wax to waterproof a cloak. 1 flask
of oil could waterproof one cloak, whereas The wildlife of Wreythau has also
4-5 candles could provide tallow or wax to been cursed, the plants and animals of the land
waterproof one cloak, though it would likely take having been turned into monstrous and deadly
a few minutes to perform. Tent canvas should versions of their mundane selves. Below are a few
already be waterproofed, perhaps providing common examples. These are best introduced
temporary cloaks if cut up. Essentially, any other in combination with environmental hazards,
item or spell that helps keep water off of the skin or while the adventurers are traveling from
would allow players to avoid taking the damage one place to another. While they might seem
every round. like common encounters on the face of it, the
nature of these creatures should help introduce
Cursed Earth more dread as the adventurers realize just how
alien and hostile the landscape truly is. Feel free
At times, the earth of Wreythau itself to raid the Monster Manual or other bestiaries
will try to kill you. One common phenomenon for more ideas of terrible monsters to throw at
related to this is the spontaneous generation of your players, but use them with a purpose: i.e.
spiked pit traps. to introduce more tension, to reveal something
about a region, or to make another fight even
A DC 15 Wisdom (Perception) check more challenging.
will reveal the following:
Assassin Vines
The earth gently trembles beneath your feet Almost any plant in Wreythau can grow
before lying still once more. to resemble an Assassin Vine, from trees, to
large ferns, to giant fronds of grass. However,
because these carnivorous plants strangle and
A DC 15 Intelligence (Investigation)
crush large prey, too many of them competing
check will reveal that the earth over the pit trap
in close proximity to one another can lead to an
has been disturbed. Perhaps it’s turned to mud,
ecosystem crash. As such, they tend to be solitary.
or perhaps it simply looks discolored. Applying
That is, they tend to be surrounded by other,
at least 10 pounds of pressure on this area will
nonthreatening plants that feed on much smaller
cause the earth to fall away, thus revealing a deep
prey. Consider adding an assassin vine to any
pit with jagged spires of stone lining the bottom
other woodland encounter.
of the trap.

A creature Falling into the pit takes


Swarm of Carnivorous Rats
The rats in Wreythau are much like the
11 (2d10) piercing damage from the spikes, in
rats found on the material plane, except for the
addition to any Falling damage (usually 2d6
fact that they have become much more aggressive
falling damage from a 20ft. drop). Even nastier
pack hunters. If gathered in large enough
versions have poison smeared on the spikes. In
numbers, Wreythian rats can even take down
that case, anyone taking piercing damage from
large prey. As such, pest control has become a top
the spikes must also make a DC 13 Constitution
priority for Wreythians, as people are regularly
saving throw, taking an 22 (4d10) poison
eaten by large swarms of rats that have been
damage on a failed save, or half as much damage
allowed to gather in attics, sewers, midden heaps,
on a successful one.
or other environments where rats tend to live.

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74
Swarm of Carnivorous Rats
Large swarm of tiny beasts, chaotic evil


Armor Class 14 (natural armor)
Hit Points 52 (8d10 + 8)
Speed 30 ft., climb 30 ft.
STR DEX —
CON INT WIS CHA
9 (-1) 18 (+4) 12 (+1) 5 (-3) 10 (+0) 3 (-4)

Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 20 ft., passive Perception 10
Languages --
Challenge 3 (700 XP)
Assassin Vine Blood Frenzy. The swarm has advantage on melee attack rolls
Large plant, unaligned against any creature that doesn’t have all its hit points.

Armor Class 13 (natural armor) Seething. Once it enters combat, the swarm deals 10 slashing
Hit Points 85 (10d10 + 30) damage to itself at the end of its turn if it did not make an attack
Speed 5 ft., climb 5 ft. on that turn. This damage ignores resistance, and it cannot
STR DEX —CON INT WIS CHA reduce the swarm to 0 hit points.
18 (+4) 10 (+0) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
— Swarm. The swarm can occupy another creature’s space and
Damage Resistances cold, fire
vice versa, and it can move through any opening large enough
Condition Immunities blinded, deafened, exhaustion, prone
for a Tiny creature. The swarm can’t regain hit points or gain
Senses blindsight 30 ft., passive Perception 10
temporary hit points..
Languages --
Challenge 3 (700 XP)

False Appearance. While the assassin vine remains motionless, Actions
it is indistinguishable from a normal plant. Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature
in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage if the swarm has half of its hit points or fewer..

Actions
Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one
creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage,
and it is grappled (escape DC 14). Until this grapple ends, the
target is restrained, and it takes 21 (6d6) poison damage at the
start of each of its turns. The vine can constrict only one target
at a time.

Entangling Vines. The assassin vine can animate normal vines


and roots on the ground in a 15-foot square within 30 feet of it.
These plants turn the ground in that area into difficult terrain. A
creature in that area when the effect begins must succeed on a
DC 13 Strength saving throw or be restrained by entangling vines
and roots. A creature restrained by the plants can use its action
to make a DC 13 Strength (Athletics) check, freeing itself on a
successful check. The effect ends after 1 minute or when the
assassin vine dies or uses Entangling Vines again.

Lamprey Rabbits
Even the rabbits of Wreythau are bloodthirsty
killers. They are pack hunters that roam the
land in large groups of 10 to 30 rabbits, swarming
their prey and dragging them to the ground.
From a distance they resemble regular rabbits of
an unusual size, though as soon as they open their
mouths their true nature is revealed. The rabbits
hunt by selecting a single target and swarming
it at once. As each rabbit clamps its jaws onto its
prey, the added weight of the rabbit eventually
CH 1 WELCOME TO WREYTHAU
75
drags the target down until it dies from blood Lamprey Rabbits
loss and exhaustion. Lamprey rabbits are Small beast, unaligned

opportunistic, and will happily attempt to steal —


Armor Class 12
a kill from another predator, or even attack the Hit Points 7 (2d6)
Speed 30 ft.
other predator as well. —DEX
STR CON INT WIS CHA
9 (-1) 18 (+4) 12 (+1) 5 (-3) 10 (+0) 3 (-4)
Carnivorous Horse —
Senses darkvision 60 ft., passive Perception 10
Unlike their mundane counterparts, Languages --
carnivorous horses are lone predators, Challenge 1/8 (25 XP)
though they sometimes hunt in mating pairs. Keen Smell. The lamprey rabbit has advantage on Wisdom
Carnivorous horses have been domesticated, but (Perception) checks that rely on smell.
they are temperamental and dangerous animals, Pack Tactics. The lamprey rabbit has advantage on an attack roll
meaning that only the wealthy tend to be able against a creature if at least one of the rat’s allies is within 5 feet
to afford their care. In the wild they are brash of the creature and the ally isn’t incapacitated.

and violent animals and ruthless hunters that



don’t fear death. Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) piercing damage. Creatures that have been bitten by
a lamprey rabbit are automatically Clamped.

Clamped. When a lamprey rabbit bites its prey, it’s lamprey


maw clamps onto the creature. The creature’s speed is reduced
by 5ft for each lamprey rabbit clamped onto it, to a minimum
of 0ft. A clamped rabbit does 4 (1d4 +2) piercing damage to its
target every round. A DC 15 Athletics check is needed to rip the
rabbit free, dealing another 1d4 piercing damage as its jaws are
pulled free.

Supernatural Encounters
Supernatural encounters are brushes with
the otherworldly and unnatural, emphasizing
the occult realm through which the adventurers
tread. They also help you to emphasize aspects of
the campaign that you want to bring to the fore,
or at the very least make present. The following
encounters are examples of this, though you are
encouraged to come up with more encounters
on your own.
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dancing, signs of spilled wine puddled on the
Carnivorous Horse ground, and a small pile of cleaned chicken bones
Large beast, unaligned beneath the table, it looks as if everyone just

Armor Class 11
suddenly disappeared. No tracks lead away from
Hit Points 42 (5d10 + 15) the clearing.
Speed 30 ft.
STR —DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) If one of the adventurers approaches the
— instruments, they will hear the faint sound of
Senses darkvision 60 ft., passive Perception 11
Languages -- music, almost like a memory, but won’t be able to
Challenge 2 (450 XP) tell where it might be coming from. If they pick
Trampling Charge. If the horse moves at least 20 feet straight up any of the instruments and play them, then
toward a creature and then hits it with a hooves attack on the everyone must make a DC 14 Charisma save or
same turn, that target must succeed on a DC 14 Strength saving
throw or be knocked prone. If the target is prone, the horse can
be compelled to continue playing the instrument
make another attack with its hooves against it as a bonus action. or be compelled to dance. The characters can
repeat the check every hour. For every hour they
— dance in excess of their constitution bonus, they
Actions
Multiattack. The carnivorous horse can make one bite and one
take one level of exhaustion (a character with
hooves attack per turn. a constitution of 14 would need to dance for 3
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
hours to take a level of exhaustion).
Hit: 11 (2d6 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
If any of the adventurers try the food
12 (2d8 + 4) piercing damage. or wine, they must make a DC 14 Charisma
save or be compelled to eat and drink as much
as they can. Characters drinking the wine
Ultimately, these supernatural encounters must make constitution saving throw not to
tend to be roleplaying encounters, rather than get drunk. If they fail more saves than their
combat encounters, providing a chance for the constitution bonus, they pass out (a character
characters to interact with the horror of the with a constitution of 14 would need to fail 3
setting itself. saves to pass out). The constitution save DC
starts at 12 and increases by 3 for each drink. The
Feast of Plenty character can repeat the DC 14 Charisma save
after each drink.
The Feast of Plenty is an encounter that
emphasizes the Fey. The encounter can appear When it comes to the food, the character
anywhere the players are traveling, so long as it’s must succeed a DC 15 Constitution Save not
outside of civilization. When you wish to trigger to become so full they’re immobilized. The DC
this encounter, read the following: of this save increases by 3 for each hour that
As you travel, you come upon a clearing filled they eat. The character can repeat the DC 14
with the remnants of a small fete. A table that Charisma save each hour.
looks like it was grown from the union of two
trees, rather than built, sits in the center of the Any character that is unaffected can try
clearing, covered with plates of food, cups, and to snap the other characters out of it, granting
pitchers of wine. To the left of the table sits Advantage on the DC 14 Charisma save, but
several instruments, carefully leaning against only for one other character. They must focus
one another so as not to fall into the grass. their efforts to break the enchantment affecting
the character.
A DC 14 Investigation Check will reveal
Once the characters have all succeeded,
that while there are signs of recent activity
they will suddenly find that the clearing is filled
in the clearing, such as footprints left from
with Fey. Pixies, sprites, dryads, elves with
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exaggerated features, and all manner of strange immortality of undeath. They were simply
nature spirits surround them. They all boo and too skilled to go to waste, and now they exist
groan, lamenting that the characters passed solely for the pleasure of the stage. They all
their tests. They present the characters with 1d6 wear painted masks to hide their grinning
Healing Potions or a common magic item each death’s heads, and most wear gloves, though
before disappearing. bits of skeletal still show through. There are 15
players in all, and each is as undead and skeletal
What’s more, the characters will as the last.
realize that the wonderful feast was actually
not wonderful at all. The wine was blood, the Despite this, they are entirely harmless.
food was made of humanoid corpses, and the Most are relentlessly cheerful, and would be
instruments were all wounded animals. happy to give the adventurers a free show in
exchange for their help in repairing the wagon.
If the characters all fail, or partially They will also offer to accompany the characters
fail, then the Fey will appear, laughing and until their paths must part ways and make
prancing, only to be chased off by Mata Yezinka good conversationalists, asking the characters
and Autumnos. Mata Yezinka would cure any questions about themselves or discussing their
affecting characters and this would give them unlives as actors in the employ of the master
a chance to interact with her. She’ll lead them dramatist R.K. Schryer. Alas, they haven’t
to Caeltos Village if they haven’t been there been summoned to perform for the Queen in
already. If they have, she’ll simply remind them over a century, which has been a rather harsh
of their task ahead, or otherwise answer their ignominy to bear, but they are hopeful their
questions, etc. upcoming show in Inbarev will draw the Queen’s
favor once again.
Schryer’s Undead Troupe of
Players If attacked, the players are entirely defenseless,
and will simply beg for their unlives, even as they
This encounter is meant to emphasize are crushed to dust. This would also spawn an
Wreythau’s connection to undeath, as well as Unholy Jester for later in the campaign, though
connect to Czerina’s Court. This encounter can thankfully they won’t need to worry about
happen anytime the characters are on the road. that for now.

As you travel down the dirt highway, you Scaling Relics of Legend
see that there is a small caravan up ahead,
composed of colorful covered wagons with In this campaign, each character should
several figures swarming around them. As you receive one powerful, scaling magic item known
get closer, you realize the largest cart has lost as a Relic of Legend. Each Relic is steeped in
a wheel and the figures are trying to repair it. ancient history, long forgotten, and possesses
Painted across the side of the wagon is a sign tremendous power for those with the will to
that reads “Schryer’s Famous Players”, perhaps unlock it. Each adventurer can only attune to
explaining the colorfully painted wagons and one Relic of Legend at a time, and must perform
the dress of the people working on the wagon. certain acts in order to unlock its next level of
As you near, one of the figures approaches power. The Relics each possess a resting state,
you, raising a skeletal hand in greeting before followed by three progressive levels of power,
shouting ‘What ho, chaps! Care to lend a hand? each level adding new bonuses and features.
Note: features that have the same effect are not
cumulative, but instead replace the previous,
Schryer’s Famous Players was an acting lesser version. The requirements to unlock
troupe once composed of living actors and
actresses but they have since been granted the
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78
each level of power are listed in the relic In order to unlock the next level, you must
descriptions below. be level 6, and you must kill a helpless enemy
by casting a spell with the staff that does
If an adventurer chooses not to continue elemental damage.
to unlock the Relic due to the disturbing nature
of the acts, then the Relic will disappear, +2:
choosing a new champion (aka an enemy) that At this level, the Staff counts as a +2
the adventurer will soon face. This makes the quarterstaff, in addition to being a +2 Spellcasting
relics almost as dangerous as they are helpful, focus, adding +2 to spell attacks and damage.
and will force the adventurers to grapple with Furthermore, your spellcasting ability raises by 2,
the question of what they are willing to do in the to a maximum of 22.
name of power. If the adventurers seek to re-bind
the relics and send them back to rest, they must In order to unlock the next level, you must be
perform the Ritual of the Underworld (see Ch 3. level 9 and you must sacrifice a soul to the staff by
Leshehoff) while holding the weapon. This would crushing the victim’s head with the staff.
change the ritual to reflect the relic’s past, and
should the adventurers’ succeed, then the relic +3:
would be put back to “sleep”. At this level, the Staff counts as a +3
quarterstaff and a +3 Spellcasting focus, adding
Staff of the Old Faith +3 to spell attacks and damage. Your spell casting
This gnarled length of petrified wood is modifier increases by 2, to a maximum of 24.
studded with cloudy gemstones and is Furthermore, you gain an extra spell slot of the
surprisingly light, as though it was still made highest level that you can cast.
of wood instead of stone. When used as a
magical focus, the gemstones flare with light, You must perform nine unwilling sacrifices a
reflecting the nature of the spell or the will of year in order to maintain the Staff at this level.
the caster.
Sword of Slaughter
Resting State: The center of the sword’s crossguard has been
In its resting state the Staff of the Old Faith worked into the shape of a human heart, with
is an unbreakable magical focus as well as a arteries forming the ricasso and melding into
quarterstaff. the blade. When this sword has drawn blood,
the heart begins to beat.
In order to unlock its first level of power,
the wielder must attune to the staff and be able Resting State:
to cast spells. Once attuned, the staff can be Note: the sword can be transformed into any
summoned by spending one action. melee weapon of your choice. In its resting state,
the Sword of Slaughter is an unbreakable melee
+1: weapon, though one of superb craftsmanship.
At this level of power, the Staff acts as a +1
quarterstaff, as well as a +1 spellcasting focus, In order to unlock the first level of the sword,
adding +1 to spell attack and damage rolls. one must attune to it and be proficient in its use.
Furthermore, you learn one druid spell of a level Once attuned, the sword can be summoned by
that you can cast. This spell counts as a spell spending one action.
known and you can cast it as normal. You can
replace this spell with a new Druid spell each +1:
time the staff levels up. At this level, the sword acts as a +1 weapon
(adding +1 to attacks and damage rolls).

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Additionally, the sword does 1d6 extra damage of In order to unlock the next level of the shield
the same damage type. you must be level 6 and have saved the life of one
In order to unlock the next level of the sword, other creature.
you must be level 6 and you must kill a helpless
enemy by dismemberment. +2:
At this level, the relic is a +2 shield. Your
+2: constitution score increases by 2, to a
At this level, the sword acts as a +2 weapon. maximum of 24. As an action, you can cast Life
Additionally, your strength or dexterity score Transference without expending a spell slot. Roll
increases by 2, to a maximum of 22. Lastly, every 1d6. On a 5 or 6 you can cast Life Transference
time you kill an enemy you heal for 2d6 hp. again without expending a spell slot. On a result
of 1-4, you cannot cast it again until you take
In order to unlock the next level, you must be a long rest.
level 9 and you must eat the flesh of a sentient
creature that you’ve killed with the sword. In order to unlock the next level of the shield,
you must be level 9 and you must have fallen
+3: unconscious as a result of using the abilities of
At this level, the sword acts as a +3 weapon. the shield.
The sword now does 2d6 (total) extra damage of
the same type. Lastly, your strength or dexterity +3
increases by 2 to a maximum of 24. At this level, the relic is a +3 shield and you
raise your constitution score by 2 to a maximum
You must dismember 9 helpless victims a year of 26. Additionally, if you are killed, the shield
in order to maintain the sword at this level. instantly casts True Resurrection upon you. This
ability is only refreshed when a sentient creature
Shield of the Dead is sacrificed to the shield.

The surface of the shield has been worked into You must sacrifice 9 sentient creatures a year to
a masterful relief sculpture depicting an angel maintain the shield at this level.
of death. When attuned to the shield, the angel
of death takes on your appearance. Dagger of Murder
The blade of this ornate dagger is etched with
Resting State: images of screaming skulls while the handle
In its resting state, the relic is an unbreakable of the blade has been fashioned in the shape
shield, adding +2 to your AC. of a skeleton. A vial of poison can be stored
in the pommel, which is fashioned as the
In order to unlock the next level, you must skeleton’s skull.
attune to the shield and be proficient in its use.
Once attuned, the shield can be summoned by
spending one action. Resting State:
In its resting state the relic is an
+1: unbreakable dagger.
At this level, the relic is a +1 shield. Your In order to unlock the next level of the dagger
constitution score increases by 2, to a maximum you must attune to it and be able to perform
of 22. As a reaction you choose to take the Sneak Attacks.
damage that would be dealt to another character
that you can see. +1:
At this level, the relic is a +1 dagger (adding +1
to attack and damage rolls). Additionally, you do
1d6 more sneak attack damage.
CH 1 WELCOME TO WREYTHAU
80
+1:
In order to unlock the next level of the dagger At this level the book acts as a +1 spell casting
you must murder someone who does not even focus, adding +1 to spell attacks, damage, and
know you are there. your Spell Save DC. Additionally, you learn one
spell of a level that you can cast from the warlock,
+2: sorcerer, or wizard spell lists.
At this level, the relic is a +2 dagger. Your
dexterity score is raised by 2, to a maximum In order to unlock the next level of this relic
of 22. You can spend a bonus action to turn you must be level 6 and you sacrifice one sentient
invisible and immediately make a stealth creature’s soul to the book.
check. This ability refreshes every time you kill
another creature. +2:
At this level the book acts as a +2 spell casting
In order to unlock the next level of this focus, adding +2 to spell attacks, damage,
relic you must be level 9 and you must kill a and your Spell Save DC. Additionally, your
victim in front of witnesses without revealing spell casting modifier increases by 2, to a
your presence. maximum of 22.

+3: In order to unlock the next level of this relic,


At this level, the relic is a +3 dagger. Your you must be level 9 and have driven one sentient
dexterity score is raised by 2 to a maximum of 24. creature insane.
You now do an additional 2d6 (total) sneak attack
damage. You can spend a bonus action to teleport +3:
up to 60ft after turning invisible. This ability At this level the book acts as a +3 spell casting
refreshes every time you kill another creature. focus, adding +3 to spell attacks and damage.
Your spell casting modifier increases by 2, to a
You must murder 9 victims every year to maximum of 24. Additionally, you learn one spell
maintain the dagger at this level. of a level you can cast from the warlock, sorcerer,
or wizard spell lists and you gain one more spell
slot of the highest level you can cast.
Book of Vile Darkness
This ancient tome is bound in the skin of You must sacrifice the souls of 9 sentient
demons and devils and smells of dust and creatures to the book every year.
old blood. As you flip through it you realize
that the book has had many authors, their Bow of Whispers
additions stitched into the book or penned in This ancient bow looks as though it was
the margins, each section detailing the darkest grown, rather than made, with several pieces
magics to ever exist. of beautiful wood twining and bending
together to form an incredibly accurate and
Resting State: powerful bow.
Reading the Book of Vile Darkness grants
proficiency in Taxidermy Tools. The book can Resting State:
also be used as a spell casting focus. In its resting state, this relic is an unbreakable
longbow or shortbow.
In order to unlock the first level, you must
attune to the book and be able to cast arcane In order to unlock the next level you must
spells. Once attuned, you can summon the book attune to the bow and be proficient in its use.
as an action. Once attuned, you can summon the bow as

CH 1 WELCOME TO WREYTHAU
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an action, or change it from a longbow to a Resurrected or Reincarnated by
shortbow as an action.
Mata Yezinka
+1:
Mata Yezinka is an incredibly powerful
At this level, the relic is a +1 bow. You never
archdruid, and what’s more, she’s one of the
run out of arrows. The bow now does an
adventurers’ most likely allies. She remembers
additional 1d6 piercing damage.
when Czerina was still alive and she remembers a
time before the land was claimed by Czernobog.
In order to unlock the next level of the bow
She knows that the adventurers are perhaps her
you must be level 6 and must kill one sentient
last chance to help set things right before the
creature with a single arrow.
darkness comes to claim her, as well. As such,
even if the adventurers have been slaughtering
+2:
Beastfolk, she’ll be inclined to help them, though
At this level, the relic is now a +2 bow. Your
she might attach strings to it. Her support isn’t
dexterity score increases by 2, to a maximum of
endless, nor is it always guaranteed. That said, if
22. While holding the bow readied in your hands,
the adventurers have proven to be staunch allies
you gain the benefits of Pass Without Trace.
of the Beastfolk, as well as good people in general,
Mata Yezinka will be a powerful ally for them.
In order to unlock the next level of the bow
you must be level 9 and must kill one sentient
Regardless, Mata Yezinka is inclined to
creature from your maximum bow range.
help the adventurers, and what’s more, she’s a
wanderer who could reasonably show up almost
+3:
anywhere. Thus, when a character dies (or
At this level the relic is a +3 bow. The bow now
even the entire party) then she could arrive and
does an additional 2d6 (total) piercing damage.
offer to resurrect or reincarnate whoever has
Additionally, your dexterity increases by 2, to a
died. Whether this is done as a gift, or with the
maximum of 24.
demand of a favor attached is up to you.
You must sacrifice a total of 9 sentient victims a
Progressive Vampirism
year to maintain the bow at this level.
If the adventurers have already awoken
Dealing With Death Czerina, she would also offer to raise one of the
characters from the dead. This offer wouldn’t
Your players’ time in Wreythau will be without its cost, however, as the character
likely be a deadly one. For some players, this would be cursed with an ever progressing strain
presents the exciting opportunity to make a new of living vampirism. At first, this curse would
character. For others, it means losing someone manifest as an obsessive thirst for the blood of
they’ve invested lots of time and effort into. It can the living. They must drink as least one pint of
be devastating for the party, and for you, as the humanoid blood a week in order to stave off
DM. Introducing a fresh character can be a pain, the cravings. Eventually, the character would
at times, but thankfully for you, Ravenica is also a begin to grow fangs, and the hunger would
place where the dead do not always stay that way. increase to several pints a week. What’s more,
Below are three possible ways to bring a dead if the character ever died for a second time, they
character back to life. Feel free to invent other would rise as a true Vampire and the character
ways, though these three are the most obvious in would be lost.
the setting:
If the character tries to resist their
cravings, have them roll progressively harder
Wisdom Saving throws, with a failure resulting

CH 1 WELCOME TO WREYTHAU
82
in them committing an act of bloodsoaked Even though the Mad Alchemist rarely
murder as they desperately try to sate the hunger. leaves Inbarev, there are times when he has to
go and gather special ingredients that not even
Certainly a less attractive option than the his most reliable servants could be trusted to
former, though it could provide some interesting gather. During one of those trips, he might come
roleplaying opportunities. upon the adventurers, or here of their loss, and
decide to provide his services. He wouldn’t ask,
Re-animation mind you, he would just do it. Through advanced
surgery and the application of innovative
The third option presented for you is alchemical processes, the character would be
having a character Re-animated by the Mad brought back to life. How completely this is
Alchemist of Inbarev. This option is perhaps depends upon what the player is comfortable
less attractive than the others as it wouldn’t be with. They might be scarred, yet fully alive, or
immediate, but if the adventurers can spare about they might be a soul piloting a fleshy construct.
a week of downtime then the dead character(s) It’s up to the player to decide.
could be brought back to life as franken-people!
Insert maniacal cackling here.

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84
Chapter 2 The Drowned Dead

T
he Drowned Dead is an in pursuit of their individual story hooks (see
adventure that will take your players Player’s Guide to Wreythau for suggested hooks),
from levels 1 to 3, introducing all of which have led them in search of the fabled
them to the supernatural horrors of and cursed island of Wreythau. They’ve heard
Wreythau and giving them a glimpse that the Wreythian Merchant Consortium has
of the history of the Vampire Queen sailed into Port Haven a week past, and so they
herself. This adventure also highlights the are hot on the trail. Yet, terror strikes while
interplay of the Three Elements of Fear (Unease, they eat in the tavern, the adventurers bearing
Dread, and Release) that will help you establish witness to the horrible transformation of a man
a chilling atmosphere that heightens the thrill of into an undead monstrosity. To their horror,
your game. Savvy DMs will use this adventure as the adventurer’s will realize that what they have
an example of how to incorporate and manage witnessed is just the beginning of an undead
these three elements throughout the rest of the plague. Battling just to survive the night, the
campaign. Remember, the more frequently you adventurers will form a bond, and will later be
use them the more you’ll learn what works best hired by the Magistrate of the kingdom to follow
for your group and soon they’ll become second the source of the plague back to Wreythau to
nature as you use them for maximum effect. uncover what evil has unleashed such suffering
Furthermore, because of the way the adventure into the world.
explores the Elements of Fear, The Drowned
Dead is an adventure that could also be run as a In Act Two: The Voyage, the adventurers will
self-contained, horror themed ‘one-shot’, or even have reached level 2. Having found employment
used as the introductory adventure to another from the Magistrate or otherwise picked up
horror campaign. In that case, the Vampire the trail connected to their individual story
Queen could simply be a figure of legend, though hooks, they will board a merchant ship bound
for those wishing to delve into the horrors of the for Wreythau. In truth, the ship is part of the
Vampire Queen’s domain they will find that these Wreythian Merchant Consortium’s fleet, though
glimpses into her history provide significant plot the captain operates under the guise of an
hooks for the rest of the Campaign. independent trader. The adventurers will be able
to interact with the sailors and other passengers
Adventure Overview on board, many of whom are also members of
the Consortium. The adventurers will learn more
about the cursed land they sail towards and have
This adventure is broken into five parts,
a moment to breathe.
or acts, to help the DM highlight important
pieces of the narrative and navigate the players
In Act Three: The Storm, the uneasy
through the story. Each act flows into the next,
voyage aboard The Pelican is cut short as the ship
building upon one another and introducing
is rocked by an eldritch storm. Desperate to save
players to the ominous mysteries that await them
the ship, the players will battle against the storm,
in the land of the Vampire Queen.
all while the ominous whispers of the Vampire
Queen seep into their ears beneath the roar of the
Act One: The Flowers of Evil, is the suggested
wind. The power of the tempest soon becomes
introduction to the campaign designed for level
too great, unnatural strikes of lightning and the
1 characters. The act opens with the adventurers
furious tides driving the ship into jagged rocks
having journeyed to the town of Port Haven
where it is broken apart. The adventurers are
(which can be substituted for any port town in
forced to swim for their lives.
your favorite campaign setting). It is suggested
that the adventurers have come to Port Haven

CH 2 THE DROWNED DEAD


85
This brings the adventure into Act Four: another traveler into an undead horror. Except,
The Wrecks, wherein the adventurers and a the horror is not alone. As the adventurers
few survivors from the crew must brave the battle the monster inside the tavern, a horrible
hazardous and haunted remains of a shipwreck plague spreads through the district as more and
graveyard. They will uncover of the ancient past, more fall victim to the vile curse and become
finding evidence of Tsar Alexandros’ invasion of undead abominations. Thankfully, the walls of
Wreythau and learning the horrible rumors and the district allow the guard to quarantine the
propaganda Alexandros spread about his sister. infection before it can spread further, though
They will also encounter the ghosts and remains that means the adventurers must survive the
of other victims throughout the centuries that night barricaded in the tavern while hordes of the
have been driven onto the rocks and learn more undead try to get in.
about the history of the land and the members of
the Vampire Queen’s court. Eventually, however, By the time the sun rises, a militia has
the drowned dead that dwell beneath the wrecks formed and manages to crush the undead threat,
and the other malevolent creatures that haunt though the cause of this catastrophe is unknown.
the wrecks will descend upon the adventurers, A powerful magistrate summons the adventurers
forcing them towards the shore. before him, tasking them with finding the source
of this terrible undead plague, an investigation
Finally, in Act Five: The Shore, the adventuring which will once more point them towards the
party will have reached safety and will level to 3. Wreythian Merchant Consortium and the one
From there they will have a chance to regroup captain that’s willing to sail after them.
and plan before braving the hostile wilderness of
Wreythau, most likely making their way towards
the only signs of civilization they see in the The Plague
distance: the town of Leshehoff. Warning: Body Horror ahead.

Act One: In truth, it’s not actually disease that


is spreading the curse of undeath among the
populace of Port Haven. Rather, the curse
The Flowers Of Evil is spreading as a result of the inhalation and
consumption of the spores and pollen of the
dreaded Gulthias Flower, an abomination created
Act Overview with foul and warped magics by a corrupted
Word has spread that the mysterious fleet Archdruid bearing the same name. These flowers
known as the Wreythian Merchant Consortium are but one of his horrid creations, though they
has docked in the town of Port Haven not but a are the most famous as they have the potential to
week past. Following this trail, beckoned by the be the most deadly. They are recognized by their
stirrings of their own past, the adventurers have shockingly red petals and the pitch black color of
just arrived in Port Haven to search for more their stems and roots. Ironically, for most of their
clues. Unfortunately, due to a murder that took lifespans, they’re completely harmless. However,
place just that afternoon, the adventurers are once they’ve been bathed in the light of a blood
forced to wait at the gates for hours and hours moon that all changes as they begin to blossom
and are only let inside as the sun is beginning and release both pollen and spores. This allows
to set. The market is still open, giving the them to not only spread their taint to other
adventurers time to shop or investigate before plants but also to warm blooded creatures, too.
night falls. As twilight reigns, the market closes This gives them the potential to corrupt entire
and the adventurers are ushered towards the ecosystems, from the trees of the forest to the
only tavern that still has room for travelers to deer that run beneath their boughs. Thankfully,
bed down for the night. Once inside, however, however, it takes time for their cursed pollen to
they witness the horrible transformation of spread and inflict its taint upon other plants. For
CH 2 THE DROWNED DEAD
86
warm blooded creatures, however, the effect of not natural manifestations of evil, but rather
the Gulthias flowers work much, much faster. magical constructs, and as such it is magic that
breaks curses and other magical afflictions can
The spores of the Gulthias Flower float through be used to great effect. Dispel magic, remove
the air in faintly crimson clouds and can even curse, greater restoration, or consecration can
survive in water, floating as a red stain upon the all be used to destroy the tainted enchantments
surface, just waiting to be drunk. And, once the that are necessary for these horrible plants to
spores have entered their way inside the lungs exist, though as most don’t have access to these
or stomach of their unfortunate victims, they powerful spells, fire is usually the best option.
begin to release foul poisons and chemicals which
liquefy their internal organs and provide the BuT why would the
spores with lots of yummy, yummy nutrients. Consortium do this?
Over the course of hours the victim begins to
feel slightly ill, first coughing and sneezing and In short: because Beleroth told them
then being taken with a sudden hunger. All the to. He seeks to awaken his love from
while the spores continue to dissolve their bodies her deep slumber, and because the
and use the nutrients they’ve gained to spread flowers are a part of Czerina’s realm,
a tangled network of fungus threads (hyphae) all the death that follows in their
throughout the victim’s body. Soon, this horrible wake will helps sustain and grow
network spreads to the spinal column and brain Czerina’s power. Perhaps, if there
of the victim and at this point the victim is is enough death, it might even be
already dead. They just haven’t realized it yet. enough to help rouse Czerina from
This is because, once the network has reached the her sleep.. And, even if the flowers
brain, that is when the fungus begins to sprout are not enough, they will certainly
and transform into the Gulthias Flowers inside attract attention, and with attention
their bodies. Roots spread through their veins comes all sorts of fresh, eager blood
and petals blossom beneath their skin, wicked sailing out in search of this new
thorns sprouting from the gums in a mockery threat. In other words, it’s basically an
of fangs. Usually, at this point, the victim has advertisement. .
fallen to the ground, convulsing and spasming
until they rise once again, though this time as
an undead abomination. For others, however, The Adventure Begins:
the transformation happens almost unseen, the
victim shuddering with a distant look in their
eyes before they lurch forward, eager to consume PORT HAVEN
flesh to fertilize and feed the malevolent garden
inside them. After addressing the reasons why the
adventurers have come to Port Haven (this is a
What’s worse, this infection can spread. perfect thing to discuss during Session 0 or with
The thorns that have grown inside their mouths players individually before Session 1), establish
carry more spores inside them, spores that are that the adventurers have just arrived outside the
already well fed and ready to spread through gates where a long line of other travelers have
any recently dead, or nearly dead, body that they gathered. Read the following:
can find. For packed cities or pockets of dense
wildlife, this can prove to be apocalyptic, though The sun is high in the sky by the time you
the flowers do have one natural weakness: fire. reach the massive wooden gates of the city.
The spores are incredibly flammable and an Twin guard towers rise as stone monoliths
open flame will burn them out of the air, as well above you, 40 foot high stone walls topped
as scorch the spores inside the infected so that with battlements stretching out of sight to your
they cannot spread. Of course, the Flowers are
CH 2 THE DROWNED DEAD
87
left and right. Unfortunately, it’s clear you’re
not the first to arrive. A line of about 15 other Questions Mirable might ask:
travelers wait outside the gates, many sitting • From what lands do you hail?
on their packs or resting against their wagon • Why have you traveled all this way?
wheels as the sun beats down upon them. • What dangers did you encounter on
Clearly, they’ve been waiting for some time, yet your travels?
the gates remain closed. • What wonders did you see on your travels?
• What are you most looking forward to once
If characters ask the other travelers, or those blasted gates open? (unease)
the guards themselves, what’s with the hold up, • Are you worried about this talk of
they’ll learn that a bloody fight broke out in the bloodshed inside the city walls? (unease)
marketplace just through the gate and the city
watch is still restoring order (unease). Looks Information Mirabel can share:
like the characters will have to wait, which is • I heard one of the fishing boats spotted
a perfect chance for character descriptions and something strange not long ago, a massive
introductions. island floating where there should just
be open waters. They say it came up
If your group is a bit shy and hesitant to interact out of the fog, and then faded with the
together, don’t worry. As more travelers filter sound of distant thunder and the flash of
in behind them and everyone settles in to bide lightning. Have you ever heard of such a
their time, the adventurers get corralled near one thing? (unease)
another and a friendly, traveling minstrel strikes • I saw a cart going the other way bedecked
up a conversation with them. with the most beautiful flowers. All shades
of red and violet and blue. I wonder where
Mirabel Madrigal, Traveling they’ve come from?
Minstrel • Oh, I just came from the hills to the east.
The highways aren’t safe up there, and there
Mirabel is a half elven woman that have been lots of bodies found just miles
stands at about five and a half feet tall, dressed in from the nearest village. One night, just
extravagant and brightly colored clothing. She’s as I was bedding down, Chonk must have
quite beautiful, with large, sparkling emerald eyes smelled something on the wind and kept
and shining amber colored hair. Her most notable pulling at his harness. We traveled through
feature, however, is the brilliant smile she flashes the night, though I couldn’t help but feel as
at everyone she meets, a smile that’s as bright and though something was stalking us the whole
warm as a sunrise after a vicious storm. She has while. (unease)
a donkey that carries her instruments and other • In the village nearby I heard the local healer
equipment, a sweet-tempered animal that she boasting about their new stock of herbs and
affectionately calls Chonk. the like. I guess the traders that just passed
through have alchemical supplies you’ll find
Mirabel is a gregarious, friendly traveler nowhere else.
that’s eager to hear news from other lands and Once the characters have all had a chance to
learn about other people. She’s persistent, almost describe and introduce themselves as they wish,
to the point of being rude, though she’s a good the gates will finally open just as the sun is
judge of character. If an adventurer truly wishes beginning to set.
to be left alone, she won’t continue to bother
them, though will instead try to pose more group On the next page you will find a battlemap for
questions, glancing at reluctant characters to see Port Haven, as well as descriptions for the labeled
if they wish to contribute. sections of the map. Each section has important
events, NPCs, and other things for the players to

CH 2 THE DROWNED DEAD


88
stalls, hocking their wares and beseeching
How to Read Labeled
the crowd to come and feast their eyes upon
Maps what they have to offer. Of course, most of the
crowd seems to have been drawn in muttering
The battlemaps in this book are clumps towards one stall in particular, though
labeled with letters, as well as you don’t understand why until you get
numbers. Find the section of text closer. The stall itself is a crude affair, with
after the map with a title matching rough hewn poles holding up a patched and
the label on the map to learn more weather-worn strip of canvas above broken
about that area. crates of pulped fruit and crushed vegetables.
interact with. Other versions (gridless, etc) of the Mounds of sawdust have been spilled onto the
map can be found in the back of the book. cobblestones beneath and around the stall,
though dark crimson puddles of what can only
Inside the Gates be blood have already begun to soak up and
show through the dust.
A: (Unease)
This stall is the site of the violent
As the gates finally open and you shuffle inside
bloodshed that took place before the characters
you see the wonders of the market open up
arrived. Surprise, the stall owner was the first
around you. Merchants stand behind colorful
victim to the Flowers of Gulthias, having been
CH 2 THE DROWNED DEAD
89
breathing in the spores all day, though no one Once this is pointed out, characters can then
has figured this out, yet, and certainly none of the make a DC 12 Nature Check to reveal that this
public. Wild rumors flow around the stall, with strange red dust is actually flower pollen.
people speculating everything from a thieves
guild hit to an easily offended dragon that was B:
in disguise. No one in the crowd really knows In the middle of the market is a square, stone
anything of substance, but inquisitive characters fountain, bubbling away with fresh, cool water.
can learn the following: A desperate young lad rents out drinking
spoons for 1 copper apiece, and several market
DC 13 Medicine Check: This amount of goers stop by the fountain to take a cool drink.
blood didn’t come from just one person. At least
three people must have lost their lives.
DC 15 Perception Check: Strange, red
stains float sporadically atop the otherwise clear
DC 15 Perception Check: There are
and cool water of the fountain. If characters
clumps of red dust covering some of the smashed
previously passed the perception check at stall
fruits and vegetables and pieces of broken wood.
A, they recognize that this is more of the red
It’s not blood, though the color is very, very close.
dust floating atop the water. If they passed the
Unease and Dread nature check at stall A they realize this is yet
more pollen. If not, they can now make a DC
As you’ve probably noticed, unease is 12 Nature Check to identify the red stains as
sprinkled liberally through the beginning strange, red plant pollen floating in the fountain.
of the adventure. I like to think of it like
C: (Dread)
a spice I’m adding to the atmosphere.
It doesn’t mean you can’t have lighter A fortune teller has set up a triangular stall
moments, or inject a bit of comedy every near the tavern, lavish blue cushions sitting
now and then, but then unease should be upon a frayed, though once magnificent
added at some point to help ground the rug. The smell of fragrant tea drifts gently
atmosphere as you want it. from the stall. The fortune teller beckons
you closer, laughing eyes shining over a veil.
Unease is about tension and signalling They are swathed in thick robes embroidered
threat. Not immediate threat, more of with the constellations and bundled closed
a vague suggestion of a threat, and this with multiple sashes. Golden bangles and
creates a low simmering stress. Dread is silver necklaces shine faintly beneath the
the next escalation of that stress, which light filtering through the covered stall. As
can then fade back into unease. Variety is you approach you realize that the fortune
good, as is repetition, so add in sprinkles teller is an elf, and as they speak, an almost
where you think appropriate just as has impossibly deep, smooth voice rolls out from
been done so far. beneath the veil.

Side note: remember, some players The fortune teller is an oracle of small
handle unease by making jokes talent, though the talent is there. They were
themselves, which is perfectly fine. absent during the assault earlier in the day. If the
Usually, I just ask that players do so in adventurers introduce themselves, the fortune
character, or if it’s over a virtual table, teller will simply refer to themselves as The Seer
then over text channels. This way, the (prefer not to give their name, or their gender).
game isn’t interrupted by out of character The Seer will offer to tell their fortunes for the
references and such, but every group’s cost of a gold apiece. Should the characters agree,
preferences are different. . they are offered a cup of tea and the seer produces

CH 2 THE DROWNED DEAD


90
a crystal ball from the voluminous sleeves ‘I am Mithredath the Great! Practitioner of
of their robe. secret and lost arts, master of the unknown,
priest to forgotten gods! Come, come, see
The Seer holds the ball aloft balanced upon my treasures, and should you be worthy,
their palm, staring intently into its depths. perhaps some of these may become yours!’
Perhaps it’s simply your imagination, or he crows, his eyes alight with something
some trick of the light, but you think you see approaching madness.
a reflection of the night sky pass across the
surface of their eyes and then The Seer snaps Mithredath is, in fact, a wizard, though
their eyes closed as if suddenly in pain. Their not a powerful one. Hence his turn towards the
brow furrows and their body shivers, the mercantile, though he does happen to know
crystal ball falling from their palm to land much, much more than he perhaps should.
heavily upon a cushion. Whether he reveals anything of use, however, is
up to the DM. Mithredath can be comical or used
Opening their eyes once again, The Seer stares to generate more Unease depending on the DMs
at the character in horror and then begins to preference. Either way, he chooses to describe
immediately pack up their belongings. everything in the most morbid terms possible.
“Do not open the doors. Watch the windows,”
As for his actual wares, Mithredath sells
The Seer warns. “Keep them shut, keep them
spell components of every variety, along with
all shut, the doors and the windows.”
alchemical supplies, spell scrolls, spell books, and
That’s all they say as they begin to ink, paper, and books of every variety.
frantically pack.
Books of Note:
• The Lost Tsar and the Fallen Empire of
Characters can make a DC 10 insight Nostrovishte. This old, worn book explores
check to reveal that, yes, The Seer is genuinely the history of a human empire that
terrified of something and vehemently believes disappeared over 1000 years ago, going into
the character should follow their advice. They great detail on the archeological evidence
must have seen something truly shocking, though discovered, written accounts from elven
they refuse to give the characters their money and dwarven records, and the theories
back. They will call over the guards if detained or surrounding much of the last fifty years
threatened. before the empire’s fall. (This book will
grant advantage on history checks made
D: in Wreythau).
Beneath the cover of this stall is an
elderly man in a black robe stinking of mold. • The Cannibals Cookbook: 101 recipes and
His head is mostly bald, though patchy strips advice on how to consume your foes.
of wispy hair hang sporadically from his scalp. This book is bound in a strange, pale
He smiles, his lips parting over yellowed teeth, leather, and was written by infamous
and waves you closer with a long, scraggly nail. halfling bandit Bandobras Taterwise, and
goes into disturbingly accurate details on
Unlike his own appearance, the wares how to butcher and cook almost every
on display are exceptionally well cared for. sentient creature.
Polished animal skulls gleam like alabaster
atop their shelves, bottles of liquids, powders, • Wreythian Herbology: The Rarest of
roots, and other materials are meticulously Reagents: the cover of this book appears to
labeled and alphabetically arranged, and a be some kind of bark, though it is as soft
shelf of scrolls and tomes stands behind him. and supple as leather. The pages are of an

CH 2 THE DROWNED DEAD


91
incredibly fine paper, and features writings uncommunicative demeanor is broken only when
and drawings in a variety of colored inks. someone compliments one of the weapons for
This book grants advantage on nature sale, at which point a yearning expression will
checks in Wreythau. cross Ankala’s face as she describes just what that
weapon could do to the adventurer in graphic
• Necromancy Saves Lives: A treatise on the and precise detail. Perhaps it’s a coincidence,
vilification of knowledge. This black leather but after such a conversation, any character that
tome argues the importance of studying handles one of the weapons will feel as though
necromancy, citing the benefits that come there’s a greasy residue coating their hands.
with cheating death and learning about
the past. The central argument revolves Ankala has every weapon and type of
around necromantic healing spells, such armor in the Player’s Handbook, and she charges
as False Life, Life Transference, Raise the same prices, though the workmanship is
Dead and Revivify. Gentle Repose, even, easily worth double, if not triple. That greasy
is quite useful for the safe storage of food, feeling, however, never goes away so long
making it an incredibly beneficial school as a character keeps whatever weapon they
of study. Furthermore, the author(s) argue purchased from her.
that the danger present by the vilification
of knowledge is far more dangerous than F:
any lich or necromancer, and lists many The colorful, green stall before you
examples of why. features vegetables and poultry from a local
farm. It’s all of good quality, though the most
• Celebrated Works: An Anthology of R.K. notable thing about the stall is how close it was
Schreyer: This finely bound tome is to the bloodshed from earlier that day. The
engraved with actual gold and features merchant, a brawny human woman named
dozens of plays and poems written by a mad Marla, goes pale and shifts uncomfortably if
genius. The prose are superb, though the asked about what happened.
subject matter is filled with dark humor at
best and disturbing meditations at worst.
Marla both saw too much. She saw the
merchant, another farmer like herself, get into
E: (Unease) an argument with a rude customer, heard their
voices escalating, and the next she knew, the
This bright yellow stall features finely vendor was tackling the customer to the ground.
crafted weapons and armor of every variety, There was screaming and the sounds of wood
many of which are decorated with intricate breaking, and then two other men from the
engravings and embellishments. In short, each crowd jumped in to break it up. One was cut
weapon is a work of art. The proprietor of the across the throat, and the other was impaled
stall is a human woman with her hair shaved upon a broken crate, and by the time the guard
short. Her eyes are a grey so pale they’re arrived, the four men were pounding each other
almost silver, and her gaze is unblinking. She bloody, clawing, and biting, in such a frenzy that
doesn’t beckon to you or say anything, simply they turned upon the guard and were all put
stares as you approach. down. That’s how Marla describes it: put down,
like that one time a badger bit her sheepdog and
the poor mutt went mad.
The vendor goes by Ankala, and is almost
G:
uncommunicative. She simply stares, and answers
any question with the fewest words possible.
This even applies to the assault that occured The bright orange stall is doing a
in the square earlier that day. This borderline surprisingly brisk business despite the
CH 2 THE DROWNED DEAD
92
proximity to the murder scene not far away. the most shockingly red flowers you’ve ever
All manner of fish and other sea creatures seen, their leaves and stems black as night,
are being peddled by a pair of exuberant practically making them blend with the
halfling twins handling the sales and a surly shadows so the petals appear to float in the air
dwarf expertly packaging the seafood. The all on their own.
halflings are like something out of a circus
if you overlook their simple clothing, doing Irwin is something of a flirt, though is
cartwheels and flips, spinning around the otherwise harmless and views it as just a bit
support poles, and juggling fish and mollusks of fun. He’s a native of Port Haven, and after
between them. The dwarf, meanwhile, provides apprenticing under the Magistrate’s master
the perfect comedic foil, scowling and heaving gardener he decided that he’d rather try his hand
the heaviest of sighs at just the right moments. at running a nursery instead. This flower stand is
merely an extension of the nursery, though Irwin
The fish stall is run by Danrir (the loves to run it almost as much as he enjoys raising
dwarf), a retired fishing captain that found he plants. He also just got a shipment of exotic
didn’t make the best demeanor when it came flowers from some far away land, all of which
to interacting with the public so he hired the he has on display. If the characters press him,
exuberant twins, Sade and Hamlin, to help liven Irwin will recall that he bought the flowers from
things up. They’ve been in business for years a fleet of merchants that came to the port about
now, and are something of a found family with a week ago. This is the Wreythian Merchant
Danrir acting as the exasperated father figure to Consortium, though he doesn’t recall the name.
the two former street urchins. (Un)fortunately,
the three had closed the stall to have an early A bouquet of flowers costs 2 silver.
lunch during all of the commotion and only saw Individual flowers, 2-5 copper. Pots of flowers
the guards carrying the bodies away “all covered and other plants are sold for 5 silver all the way
in bloody vegetables; talk about ordering it rare!” up to 10 gold. The Crimson Flowers (Gulthias
Flowers) go for 10 gold a pot. Irwin has 7 pots.
Sigh inducing indeed. Though, that really
is all that the vendors know. They’re not the kind DC 12 Perception Check: A faint, crimson
to clam up when it comes to gossip. cloud hangs around the stand, slowly dispersing
in the wind and spreading around the market.
DC 12 Insight Check: It’s clear that Danrir’s If the characters have already noticed the red
apparent grumpiness is really just an act. He’s dust around A or B, they recognize this as the
become something of a performer himself source. If characters have already passed their
over the years, and is as much a part of the act nature checks, they recognize the strange crimson
as the twins. flowers as the source of the pollen.

H: DC 12 Nature Check: the strange crimson


This large, blue stall sits right next to flowers are certainly the source of the pollen.
the fountain in the market square, and is Whatever species they are, they certainly aren’t
absolutely bursting with flowers and plants from this part of the world, and are producing far
of all varieties. From small berry bushes to more pollen far more quickly than most any plant
ornamental shrubbery and beautiful flower that you’ve ever heard of.
pots, the vendor seems to have quite the
green thumb. Smiling broadly, the handsome, DC 15 Nature Check: these crimson flowers
human vendor introduces himself as Irwin, aren’t quite natural. They must be the result of
and proffers bouquets of picked flowers with magical creation, or at the least, the effects of
a wink and an offer of a discount. Sitting magical pollution, though what the implications
behind him, however, are several pots with of that might be are hard to say.

CH 2 THE DROWNED DEAD


93
The Wandering Dragon Tavern is filled with
DC 20 History Check: you’ve heard of laughter and the aroma of roasted meat, with
something similar, written about in an ancient blazing hearths and colorful, if worn, rugs
elven scroll. These flowers bear a striking stretching out across the floor. Apparently, this
resemblance to the fabled “Flowers of Gulthias”, is the only Tavern in the city with rooms still
a corrupted archdruid from long ago. He created available, and as luck would have it, there’s an
the flowers as a manifestation of all of his malice empty, circular table by the door. The other
and hate, all of his unquenchable thirst for tables and the two couches in the southwestern
domination and power, and a terrible plague corner are all filled with locals and travelers
spreads from these flowers. of all stripes, and a troupe of bards performs
rowdy, upbeat songs next to the unused harp
Detect Magic: the flowers do not read as in the southeast corner. Thankfully, their
magical. They’re like owlbears. Though they were acoustic instruments and unmodified voices
created by magic, they are an entirely unique are just quiet enough to allow for conversation
creation that manifests supernatural abilities that at the lone, unoccupied table.
are not spells, and are thus not seen by detect
magic, nor are they from another plane, and are The Wandering Dragon Tavern is owned
thus not seen by ‘Detect Good and Evil’. by an orc family that’s lived in Port Haven for
I: generations. Braga, a friendly orc woman runs
the bar, whereas Rothgar, her husband, runs
This simple stall sells cheese, baked goods, and the lodgings. Rooms are a gold apiece, though
crabs. Why crabs? Because the vendor likes can have up to three beds in each. The lodgings
crabs. He regularly buys them from Danrir and are actually part of a separate building that sits
his fishing boat and makes the best crabcakes directly east of the tavern portion, though all
this side of the world. Or, so he says. The business is conducted inside the tavern. They
vendor is a weathered old human wearing have an impressive array of food and alcohol
threadbare clothing that fell out of fashion available, along with milk and fountain water
several decades ago, though it’s clear he knows for sober characters. And, as the only tavern and
his trade. The cheese, bread, and other pastries lodging not filled to capacity, the Wandering
are excellent, and the little grill he has set up Dragon is really the adventurer’s only choice
for the crab cakes smells absolutely delicious. for a strong drink, a hot meal, and a roof over
their heads.
Tarver Ovenwright is 87 years old and
still going strong. He buys the cheese and crab Likely, the characters will have done
from others, but all the baked goods he carts some bonding outside the gates and as they
from his bakery every morning. He has assistants explored the markets, but if not, this might be the
that do most of the baking now, leaving Tarver perfect moment as they’re all crowded together
to man the stall. He likes swapping stories, but at the same table. This will also give them a
doesn’t see so well anymore and only heard the chance to swap information and theorize before
commotion. “Sounded like animals was fightin’ terror strikes.
somethin’ fierce, but the watch musta got em.
Now how many cakes you want?”
Unease:
The crab cakes sell for a silver apiece, As the players are talking, take a moment
as do most of the pastries, and bread sells for 5 to mention the following:
copper. Tarver also sells rations for the same Cutting over the din of the music and the roar
price as listed in The Player’s Handbook. of conversation is the sound of a wretched,
hacking cough. It’s wet, and full of phlegm,
J: though after a few moments it cuts out.
CH 2 THE DROWNED DEAD
94
Looking west across the tavern you spot a still. Silence descends upon the tavern, people
large, human man, a stevedore by the look of crowding around the corpse lying on the floor.
him, having drinks with his mates. A burly
woman slaps him on the back, raising a faint DC 14 Perception Check: Something is wrong.
cloud of red dust, and mercifully the coughing The man is dead, and yet something is happening
stops. The man takes a long draught of ale to to his skin. Small, dark tendrils creep beneath the
clear his throat, and all returns to normal. surface of his skin as mottled red patches begin
Then, a few moments later, or when the to show through the now-pale flesh. Beneath the
conversation lulls: spill of crimson stained froth, his jaw moves, the
bone creaking and stretching…
A sudden eruption of spittle choked hacking
cuts through the room and the twang of a Release
broken string sounds from the troupe of Slowly, noise returns to the tavern, and soon
bards. The song resumes, lopsided without the nearly everyone is chattering about what just
backing of a lute as the bard hurriedly fixes the happened, a few jokes about the man not
string, and the stevedore manages to wheeze being able to hold his liquor mixed in with the
up whatever was in his lungs into his drink. general gossip, and so it takes a moment for
His companions quickly get him another mug. people to realize that something is happening.
The corpse begins to rise, bones creaking as
If any of the characters has the medicine it levers itself upon onto its elbow, it’s spine
skill, they can attempt to examine him, though he bent almost in half until it suddenly lurches
refuses treatment, and his mates back him up. It upright. Skin tears and dark tendrils begin to
was just a lungful of dust, they say, leave the man wriggle through, and with a rasping roar it
alone! If characters attempt to persuade them, throws itself upon the nearest person, dark,
they are quickly pelted with bits of bread and thorn-like fangs sinking deep into the flesh in
boiled vegetables. The dock crew are quite drunk a spray of blood.
and not in the mood to have their good time
interrupted. Running the Fight

DC 15 Medicine Check, at disadvantage The fight begins with one Gulthias


(due to being forced to indirectly observe): Zombie and one Bitten Spore Zombie, which will
It’s not simple lung irritation. The man has a rise in 1 round. The tavern is filled with about
severe infection in his lungs and needs medical 35-40 people, not counting the adventurers or
treatment and rest. the Gulthias Zombie. The Gulthias Zombie’s
primary motivation is to spread more of its
Eventually, however, the flowers do their spores, and so it prioritizes biting NPCs. If
work. The man dies before he even realizes it. attacked, however, it will respond aggressively
This could happen during a confrontation with and violently. Only a panicked NPC or another
the dock crew, or in the background while the player nearby might draw its attention away. So,
players converse. Read aloud the following: just to repeat, it focuses on NPCs until attacked.
Essentially, this means that the Gulthias Zombie’s
Dread motivation is not to kill the adventurers, it is
to spread the evil spore infection and to protect
The stevedore starts coughing once again, itself. The Infectious Bite is used to ensure the
stumbling to his feet as his chest heaves and Gulthias Zombie doesn’t TPK the party, though
tremors wrack his body. Clutching his throat with each NPC it bites it creates another zombie.
as a flood of crimson froth pours from his This makes the combat a race against time, as
lips, he collapses to the ground, spasming well as a combat where the quick thinking of the
as he chokes and gargles until he finally lies players can really pay off.
CH 2 THE DROWNED DEAD
95
Gulthias Zombie Bitten Spore Zombie
Medium Undead, unaligned Medium Undead, unaligned


Armor Class 12 (natural armor) —
Armor Class 10 (natural armor)
Hit Points 60 (8d8 + 24) Hit Points 6 (1d6 +3)
Speed 30 ft. Speed 20 ft.
STR —DEX CON INT WIS CHA STR —DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 3 (-4) 8 (-1) 8 (-1) 14 (+2) 10 (+0) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

Saving Throws Wis +0 —
Saving Throws Wis +0
Damage Resistance slashing, piercing, bludgeoning from all Skills: Athletics +3
nonmagic sources. Damage Immunities poison
Damage Immunity: poison, necrotic. Condition Immunities poisoned
Condition Immunities: charmed, sleep, frightened, paralyzed, Senses darkvision 60 ft., passive Perception 8
poison. Languages understands all languages it spoke in life but can’t
Senses darkvision 60 ft, blindsense 10ft., passive Perception 10 speak
Languages --understands all languages it spoke in life but can’t Challenge 1/4 (50 XP)
speak
Challenge 3 (700 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points,
it must make a Constitution saving throw with a DC of 5 + the
— damage taken, unless the damage is radiant or from a critical hit.
Actions On a success, the zombie drops to 1 hit point instead
Multiattack. The Gulthias Zombie makes two claw attacks or
performs one Infectious Bite.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Actions
Hit: 6 (1d4 + 4) piercing damage. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Infectious Bite. The Gulthias Zombie bites a creature within
5ft. If the creature is an NPC it dies and becomes infected with Grapple. Melee Weapon Attack: +3 to hit. Reach 5ft., one target.
spores. It rises as a Bitten Spore Zombie in 1d3 turns. If the On a hit, the target is grappled.
infected body is burned, it will not rise. Secondly, if the Gulthias
Zombie bites a player character, the character must make a
DC 13 Constitution Save or become Poisoned. A character that
fails remains poisoned until they receive healing magic or apply
fire to the wound and must take at least 1 point of fire damage
(medicine, nature, or arcana to reveal).
Bite. In other words, it gives you an option to
better control the amount of threat and danger
For instance, we know that the Gulthias the adventurers face. For instance, if there is
Spores are harmed by fire. The Gulthias Zombie a druid, bard, or cleric with healing magic, a
will likely stay away from the two hearths and downed PC might be a great move, as it can up
the stove, all of which are alight and blazing. the stakes of the fight without spelling certain
This doesn’t mean the Gulthias Zombie has a death. Speaking of which, all zombies will ignore
fear of fire, or a weakness to it, it doesn’t, but it downed party members and will not attack
does mean that it knows not to put itself at risk them, so no need to worry about instantly failed
unnecessarily. So it will stay away from those death saves.
areas, and a savvy PC (player character) might
recognize this, or a kind DM might allow players As for the Bitten Spore Zombies, well,
an Insight Check with a suitably high DC their role in the fight is to harass the player
(maybe 15) to notice this. If they succeed, then characters and buy time for the Gulthias Zombie
the adventurers could direct people towards to spread its Infectious Bite. They should rush
the hearths to reduce the number of targets, towards casters or other backline characters, or
or maybe even try to force the zombie into a attempt to grapple frontline characters focusing
hearth itself. on the Gulthias Zombie. This transforms the
fight from just ‘whittle down a lone big boss’ into
Either way, the Gulthias Zombie isn’t a a race to manage the spreading infection and,
monster that wants to kill the PCs, so when a hopefully, motivate the adventurers to save as
player character is at low health, consider having many NPCs as they can.
the Gulthias Zombie respond with an Infectious
CH 2 THE DROWNED DEAD
96
out. Essentially, you’ll be calling for checks as
Lastly, should the PCs try to run away, needed to keep the threat alive, but not enough
congratulations, there are multiple Gulthias to overwhelm your players or bog down the
Zombies rampaging through the marketplace. All narrative. It is recommended that you keep this to
those wonderful vendors they just met? Gulthias around 4-5 checks, or no more than 2 successful
Zombies, who are now, all rampaging through checks per character. If a check is failed, let 3-5
the market. Furthermore, the city watch has Bitten Spore Zombies inside to make the next
barred all the gates, meaning there’s no way out check more difficult and up the tension. If the
of the district without scaling a 40 ft. wall and characters kill the Zombies, that will buy them
fighting past the city watch up top. If the PCs more time and they’ll have advantage on their
decide to do this, don’t worry about making it next checks. Or, if they have absolutely terrible
a proper encounter. At this point they should luck, lower the number of checks needed.
probably make new characters with motivations Lastly, don’t forget to remind players that they
that will better fit the campaign (see Player’s can help one another to grant advantage to
Guide to Wreythau for suggestions). Overall, this important checks.
should hopefully convince the PCs to tackle the
lone Gulthias Zombie inside the tavern instead of There are three sides of the tavern
the horde outside of it. vulnerable to being breached by the zombie
horde: the west, south, and east walls. Characters
should make checks to seal each side of the tavern
After the Fight: Surviving The Night (likely 2 successful checks).

Once the adventurers have managed to Opposed Athletics Check (Zombies


down the Gulthias Zombie and any remaining roll with advantage, + 3, or DC 15): You are
Bitten Spore Zombies, give them a few moments able to hold the door shut in the face of the
to react, as well as tend to their wounds as best as zombie horde, or able to force an object over the
they can. Then, read this: windows while others hack grasping limbs free
and let them drop to the floor. Once this check is
The smell of blood lingers in the air, the passed, another character can initiate a tool use
panicked sobs and paranoid muttering from check (see below).
the survivors filling the room. The undead
monstrosities have been destroyed, but DC 15 Tool Use Check: You are able to
corpses are still littered around the room. successfully nail, tie, or otherwise seal your
There is a moment where it seems that the barricade in place, keeping the undead from
nightmare is over, but then glass shatters and getting in on this side of the Tavern.
bloodied, grasping hands burst through the
windows, wriggling black tendrils sprouting DC 15 Acrobatics, Intimidation, or
from their skin. The door began to shake in Performance Check: You are able to distract
its frame as it is battered from the outside. the horde with your gymnastic moves, frantic
You are surrounded. Your only hope of dancing, loud bellowing or noisey playing. This
survival lies in keeping the undead out and will draw the horde away from one side of the
surviving the night. tavern, though will give disadvantage to keeping
them out of whichever side they’ve been drawn
to (unless that side is already sealed).
From this point on, the characters must
make skill checks to keep the undead out. Several
Once the adventurers have succeeded,
checks will be suggested, but you’re encouraged
they are able to have a long rest and level
to let your players be creative with skills and
up to Level 2.
spells (such as mending to grant advantage to
sealing doors and windows) to keep the undead
CH 1 WELCOME TO WREYTHAU
97
With the Coming Dawn… powerful wizard (use Archmage stats if they’re
needed) known as Orlineth Ethereth. Orlineth
Once the PCs have survived the night, is an elf, wise and well studied, and he suspected
read the following: he recognized the signs of the Gulthias Flowers
as soon as the bodies were brought before him.
However, in order to gather more information
After a restless night of frantic pounding upon
and confirm his suspicions he needs to interview
the barricades, followed by an even more
survivors, and what better examples than the
dreadful silence, the morning finally comes.
saviors of the Wandering Dragon Tavern?
Slowly, rays of golden light begin to pierce the
gaps of the barricaded windows and doors,
Once the PCs are brought before him, describe
and with the sun comes sounds of battle. You
the following:
hear disciplined voices calling orders and the
roar of determined men and women sounding
in answer. The wails of the undead are soon The City Guard brings you to the central
silenced by axe and spell, and the stench of keep and leads you up winding staircases
burning flesh fills the air. Your salvation has to an elaborate office at the top of a stout
come. The city watch has finally mobilized and tower. Inside, the office is lavishly appointed,
has successfully cleansed the district of the with luxurious carpets, crystal chandeliers,
undead taint. Mages and clerics march with rich wood furniture, and massive bookcases
the watch, directing soldiers and using their that dominate every wall. Standing behind a
magic to burn out all traces of that foul pollen massive desk is a stately elf dressed in dark
from the air. red silk embroidered with silver thread and
embellished with gemstones artistically
arranged throughout the design. Jewelry is
Thankfully, Port Haven was able to
woven and braided through his hair, and from
survive this undead plague. The first victims
the firm set of his jaw and his piercing gaze,
of the plague (the unfortunate market vendor
it’s clear that he is an elf of high station and
and patrons from location A) had been brought
possessing a keen intellect. He gestures for the
before the Magistrate to be examined, and a
city watch to leave and beckons you all closer.
response was mobilized even before the district
fell to the undead plague. However, having saved
(hopefully) dozens of people inside the Tavern, Orlineth (the magistrate)’s goal is to
the city watch will celebrate the adventurers as establish what the PCs know about the plague
heroes. Compliments will flow all around, but and hear things from their perspective. He wants
then the city watch will inform the adventuring to hear their account in their own words. Once
party that they will need to speak to the they’ve done so, he will nod sagely, and explain
Magistrate himself. The guards will detain the that there is a legend from thousands of years
PCs if they try to leave, though only as a last ago about flowers like these, flowers created
resort. The mention of a reward should motivate by an ancient evil long thought to be dead. He
them to follow along. will praise the adventuring party for saving the
inhabitants of the Tavern and will gift them 100
The Magistrate gold, each, as a reward.

The Magistrate of Port Haven is a Afterwards, he will declare that this


representative of the King (or whatever ruling shipment of flowers was clearly premeditated,
body oversees your Port Haven substitute), in given their magical nature, and that the source of
charge of maintaining the function of the city and this evil must be investigated. He says he knows
upholding the laws as an official of the Court. of a ship captain that claims he can sail to the
The Magistrate is a very powerful individual, and home port of the fleet that delivered the flowers,
as it happens, this particular Magistrate is also a and so the Magistrate would like to hire the
CH 1 WELCOME TO WREYTHAU
98
adventurers to travel there and find the source already booked passage for them. All they have to
behind this threat. He will pay them 50 platinum do is board the ship.
to board the ship and offer them a second
payment of 1000 platinum (total) and one gift Boril Saltwind
of their choosing (each) should they return with The captain of The Pelican and his crew
definitive proof of what, or who, was behind this were once hardy and ruthless pirates, members
attack and information on how to stop them. of the Outer Seas that won their wealth by
spilling blood into the Great Salt. Now that
Act Two: The Voyage Boril is getting up there in years, however, he’s
decided to take a much safer path to complete his
final years of service. Posing as an independent
Act Overview:
trader, he trails behind the main fleet, gathering
After the brutal fight from act one, not to
information, cleaning up whatever messes he can,
mention all of the tension built through unease,
and pouncing on any opportunities that the main
Act Two is a chance for the players to relax, at
fleet might have missed. In this case, that means
least a little bit. They are stuck on a long voyage
ferrying the PCs to Wreythau.
aboard a small ship and won’t have much to do
except interact with each other and the colorful
Boril has spent the last several years
cast of NPCs aboard the ship. Through their
indulging in all of the earthly pleasures that gold
interactions with the NPCs the adventurers will
can buy, and aside from the wealth he’s sent home
learn more about Wreythau and the Vampire
to prepare for his ‘retirement’, he’s essentially
Queen, information which will help build Unease
bankrupted himself, hence the poor condition of
once again.
his ship. He’s not concerned about The Pelican
failing, however. He’s an old salt, and a bit of a
The Act opens with the player characters
fatalist, and is more than comfortable placing his
meeting the Captain. He will welcome them
life at the mercy of the seas. What will be, will be,
aboard and inform them of their assigned
but may the Endless Hunger damn anyone who
quarters, meaning they will have to meet the
says he won’t enjoy life right up until it ends.
NPCs they’ll be rooming with. A few evenings
later, the Captain will invite the characters to his
So, when it comes to interacting with
cabin for dinner, a conversation that will help
the adventurers, Captain Saltwind adopts the
shed much light and sprinkle in much unease.
mask of a boisterous fellow that’s eager to swap
Smaller events will follow, helping to build more
stories about all the wonders and horrors he’s
unease, until finally a surprise storm brings the
encountered on his travels. He, of course, only
players into Act Three.
presents himself as an old merchant, though like
any old sailor, he loves to embellish his stories.
Boarding The Pelican Everything is taller than a mountain, brighter
than the sun at morn, colder than the frost at the
Orlineth Ethereth, the Magistrate, has
heart of winter, etc. Hyperbole and metaphor
told the adventurers that the only captain willing
are his favorite descriptive tools. Also, being
to sail after the Wreythian Merchant Consortium
something of a fatalist, he doesn’t particularly
is a human man named Borril Saltwind, a rather
watch what he says. He tries to be cagey, but
unsavory character but an able sea captain by
clever PCs can definitely trip him up. If he ever
all accounts. His ship, The Pelican, is an aging
does reveal more than he intends to, he’ll simply
carrack that has sailed far and wide and seen
brush it off, and likely swallow down his regret
its fair share of dangers, though it’s become a
with a quick hit of grog.
bit worse for wear. In short, Saltwind and The
Pelican aren’t their best choice, but he is their
Now, for this first encounter, Captain
only choice. And, fortunately, Orlineth has
Saltwind is most interested in getting a quick
measure of the characters before they get
CH 1 WELCOME TO WREYTHAU
99
underway. Later on he’ll invite the characters to • “Aye, I’ve sailed there many a time. Ye be in
dine with him so he can get a full read on them, good hands. Now, no more lollygaggin, let’s
but for now he’s just interested in exchanging get ye aboard!”
pleasantries, answering brief questions, and then • “I’m a merchant by trade. What do I sell?
showing them to their quarters. Why, whatever will fetch a hefty sum of
gold, same as any other!”
When the characters go down to the • “The voyage’ll take more’n a week, but less’n
docks, read the following: a fortnight. If we be lucky, the leviathans
The smell of salt water is upon the air as you won’t be plying the deeps as we cross. Nasty
descend to the docks of Port Haven, the creak beasts. Be glad ye don’t know of ‘em.”
of timbers, the gentle lapping of the waves, and
the voices of sailors and stevedores filling your Once Saltwind has managed to answer the
ears. Sitting in the seventh dock is The Pelican, adventurer’s questions and get them on board,
a weathered cargo ship with square sails and he’ll take them down to the passenger cabins.
ancient paint peeling from its hull. Barnacles Unfortunately for the PCs, since they’re such late
and other sea life have begun to creep up from additions there are no empty passenger cabins
the waterline, and the signs of old repairs are left, so they’ll have to bunk with someone else.
still visible. Currently, all the cabins are occupied with one
passenger, so that means either bunking with
“Ah, me last passengers! Welcome aboard!” a a stranger or convincing the strangers to swap
bellowing voice shouts as you near, and you cabins so the PCs can bunk together.
see a human man descending the gangplank
to greet you. He’s a bear of a man, tall and For some, convincing them to move will
rippling with bulk, a great big bushy beard be quite easy. For others...not so much.
trailing down his chest. He wears threadbare
finery, what was once a brilliant red coat with The other passengers are:
golden buttons has now faded towards pink,
with splotches of still vibrant dye standing out Raum:
like patches of fabric soaked with blood. Old,
blue tattoos creep up his neck out of his collar Raum (pronounced Rom) is a male elf
and down his forearms and across his hands. with a grey complexion and a shock of pale, white
He grins at you as he nears, gold shining hair. A tall, elegant fellow, he dresses in the latest
amidst stained and yellowed teeth. of noble fashions and always wears a beautifully
sculpted silver face mask. Always.
“I’m Cap’n Saltwind, and this beauty behind
me be the Pelican! Now who be joining us for Aside from that one eccentricity he is
this voyage?” a very charming and affable fellow. He always
speaks formally and with excessive politeness,
no matter how others treat him. And, should
Information Saltwind will share:
he be accused of being Drow, he’ll simply laugh
As mentioned above, Saltwind isn’t keen
and inform his accuser that he is merely Ghul
on having long conversations, but he’ll answer
Sildreth, though offers no explanation of what
a few questions and will be happy to share
that means. Beyond that, he introduces himself
the following:
as a simple tailor and an expert in dyes and
• “The land ye be traveling to is a dread
the production of cloth. He’s heard Wreythau
place, full of wonders and terrors, alike.
has quite the market for such things and is
They call it Ravenica, they do, those that
on the way there to see what opportunities
call it home.”
might await him.

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Talk Like a Pirate

Saltwind and his crew are sailors to the core, and adding some colorful pirate lingo can help this come
across. I recommend using it in moderation, as a little bit will go a long ways, though if you sense your
group needs more levity than sprinkle in even more. Either way, you’ll find some useful sea-faring
vocabulary and grammar below:
• Avast! - this is used to convey surprise and direct someone’s attention, or to convey disbelief. So it
can either mean ‘Hey! Over there!’ or it can mean ‘yeah, right,’ complete with an eye roll.
• Aye - affirmation. Yes. Can be used twice ‘aye aye!’ to emphasize agreement or obedience.
• Bucko - a very informal way to refer to a male. Can also be interchanged with ‘Lad’.
• Me Beauty - used to refer to something precious or dear, such as the ship or a significant other.
‘Aye, the Pelican be me beauty,’ would indicate Saltwind is married to his ship. Or, if you decide
he’s a bit of a lecherous fellow, calling an adventurer ‘me beauty’ would indicate his attraction.
• Me Hearties - used to affectionately refer to a group of people. Usually in reference to the crew,
but could be applied to the adventurers, too.
• Mate / Matey - an informal way to refer to either gender.
• Lass - a very informal way to refer to a female.
• Ye - you.
Basic Shipboard Directions
• Bow - The front of the boat. All directions are given assuming you’re facing the bow.
• Port - Left side of the ship.
• Starboard - Right side of the ship.
• Stern - The rear of the ship.

Basic Pirate Grammar:


• Always say ‘me’, instead of ‘my’. So ‘my ship’ becomes ‘me ship’. ‘That’s my grog!’ becomes
‘That’s me grog!’ Try adding ‘me’ in front of all pronouns. So ‘bucko’ becomes ‘me bucko’, or lass
becomes ‘me lass’.
• Instead of saying ‘is’ or ‘are’, say ‘be’. So ‘that is true’ becomes ‘that be true’, and ‘you are a true
friend’ becomes ‘ye be a true friend’..
He will happily agree to switch rooms
with any of the adventurers, though ask that DC 15 Investigation Check: If they have
they humor him by sharing meals every now access to his belongings, and succeed the check,
and then. His partner, who refers to as “the PCs will find that Raum has quite the selection
good doctor”, passed away not long ago, and of poisons that he keeps hidden inside one of
he admits he’s gotten a bit lonely. If any of the his tailor kits. They will also find a signet ring
PCs agree, he’ll be delighted, and is a wonderful depicting a raven perched atop a crown.
conversationalist, preferring to ask the PC
questions about themselves than divulge much DC 20 Insight Check: if they discover
about himself. his poisons, and confront him about it, Raum will
say that they are merely for altering dyes and he
Raum’s Secret: Remember, Raum is had no idea they were poisonous. As for the ring,
actually an expert assassin and a member of the well, that’s a memento from his late partner. A
Outer Seas. He’s on his way home, for good, and successful check will reveal these to be a lie, of
is not looking forward to it. The PCs make for course, though Raum refuses to change his story.
an excellent distraction. Nevertheless, suspicious
players might wish to dig more into Raum, and
can discover the following: Yasviga Reinwald:

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101
Yasviga Reinwald (pronounced Yas - vi - ga enough for the “gift”. See ‘Events of the Voyage’
Rine - wald) is a tall, athletically built human for more details.
woman with amber eyes and long, dark hair.
She dresses in noble traveling attire that’s a few Yasviga’s Knowledge: As a native of
centuries out of date, though clearly of recent Wreythau (as well as one of the monsters that
and fine make. Around her neck is a silver chain haunts the land), Yasviga knows quite a lot. In
bearing a signet ring that’s impossible to decipher fact, she knows a great deal about the history
without pressing its imprint into wax. and mystical nature of her homeland, though
she’d never share that knowledge to any but
Yasviga spends most of the day in her closest kin. That said, she’s happy to talk
her cabin, consuming tremendous amounts about Wreythau in general, will blithely express
of grog, sleeping the day away, and enjoying the following:
the company of several sailors that visit her
in rotation. At night, however, she tends to • “Wreythau is such a wonderful land. The
haunt the weatherdeck or wander up into the forests are so lush and vibrant, and the
rigging to gaze at the beauty of the night sky. hunting is simply exquisite. Far beyond
She’s not standoffish, but can be quite rude and what you can find elsewhere. I’ve really
superior in attitude. Clearly, she’s of noble birth, missed going on a proper hunt, it feels like
obvious by the expensive clothing, her refined it’s been an age. Why, before I left, I went
posture and bearing, and the ever-present sense on a marvelous hunt. I managed to get an
of entitlement. She’s not mean, per se, but is elk and a hunting cat! You should have seen
certainly used to a certain lifestyle and happens the look on their faces, it was almost like
to be returning home after a few years abroad. they were aware of the irony!”
Her family, it seems, is from Wreythau and her • “Well, the peasants are a little backwards.
parents are Count and Countess no less. So, Not much worse than you lot, though,
perhaps unsurprisingly, Yasviga will not change but don’t take offense. It’s really not that
rooms unless the PCs can offer her something much different than anywhere else, only
extraordinary in return. What counts as the biggest cities are properly civilized.
extraordinary depends upon the DM’s discretion. Oh, I can’t wait until I can meet my family
in Raffenberg. They throw the most
Yasviga’s Secret: In truth, Yasviga is exactly wonderful parties!”
what she says she is, the eldest daughter of Count
and Countess Reinwald, though what she won’t • “I suppose you do need to be careful,
say is that the Reinwalds are from Wreythau. though. Since there’s so much game in
What’s more, they’re no ordinary nobles. Far the forests, there’s a lot of predators, too.
from it. They are actually the blessed Children of It’s not so bad if you know how to listen
Vargr, an Archfey that had visited Wreythau long to the land.”
before even the Ghul Sildreth came. Yasviga and
her family are an ancient lineage of skinchangers Rahved Mirsk:
steeped in Fey magic, and are far from your Rahved Mirsk (pronounced Raw -
average werewolves (see the entry on the House ved Mer - sk) is a pale, almost skeletal human
of Reinwald for more information). It is no curse man with dark eyes and black hair. He dresses
for Yasviga, but rather a source of primal power, in frayed robes, and the skin of his hands is
and she is in complete control. There’s no danger stained and mottled from exposure to unknown
of the players being trapped aboard a ship with a chemicals and inks. His eyes shift uneasily, and he
rampaging werewolf, as fun as that would be. Or, constantly mutters under his breath about various
at least, no danger of a rampaging Yasviga. She’s calculations and chemical reactions.
decided to turn one of the sailors into a member
of her pack, though it turns out he’s not strong As the adventurers might guess, Rahved
is an alchemist, and an extremely dedicated one at
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102
that. Obsessive, really, completely absorbed with confide in the adventurers, seeing them as allies,
his work and blind to almost all else. He’s set up and revealing most of what she knows. Feel free
an elaborate work station on the other side of the to pull from the “The Founding of the Merchant
room and can only be persuaded to take it down Consortium” for Vara’s knowledgebase.
or move rooms if one of the adventurers agrees
to become his test subject. A DC 14 Persuasion Otherwise, despite the trust she places in the
Check will convince Rahved that testing only adventurers, she is not keen to move cabins
one potion is sufficient. See “Events of the Voyage” because she doesn’t trust the other passengers.
for more information. They could be the very enemy she hunts, but that
doesn’t mean she can’t be convinced.
Rahved’s secret: Rahved is actually a
wanted criminal, and a DC 15 History Check Musical Cabins
will reveal that he is wanted in multiple There are four cabins available, as well
kingdoms for charges related to kidnapping, as the crew quarters which consist of a large,
murder, and experimentation on sentient beings. open room below deck with swinging hammocks
Morality and Ethics are meaningless to Rahved, and unlocked chests. The cabins, however, are
only knowledge matters, and while he has quite large, and can easily fit three people as
become something of a genius when it comes long as the third person doesn’t mind stringing
to alchemy, engineering, and medicine, he’s as up a hammock.
monstrous as any Demon. Thankfully for the
adventurers, aside from testing a potion or two, Captain Saltwind doesn’t care who
they’re safe from his attentions as he won’t risk sleeps wear, though he firmly believes it’s
getting thrown overboard before reaching his not his problem. He won’t force anyone to
objective: the home of the fabled Mad Alchemist move anywhere they don’t want to and will
of Inbarev. forcefully remove himself from any discussions
surrounding sleeping arrangements. His only
Vara Skade: job is to make sure the ship gets from A to B and
Vara is a statuesque half orc woman with everyone gets there alive. That’s the end of it, as
green skin, pointed ears, and hair a blue so dark far as he’s concerned.
it’s almost black. She wears dark clothing suited
for harsh travel and always carries a handaxe on Therefore, it’s the adventuring party’s job
her belt. Her bow, arrows, and other tools are all to figure out their accommodations.
stowed in her cabin.

Vara is a skilled Gloom Stalker ranger, a grim Events during the Voyage:
woman haunted by spectres of the past. She
boarded The Pelican for much the same reasons The following list of events highlights
as the adventurers: to find the Wreythian important narrative encounters that will allow
Merchant Consortium. She’s been tracking the characters to learn more about the strange,
them for quite some time, having been made ominous land they’re traveling to, as well as build
aware of just how insidious and malevolent the more unease and dread. Use as many events as
organization is after they killed her liege with you’d like, or feel free to add your own to make
a poison that slowly drove her insane over the the voyage a thrilling experience for your players.
years, something Vara discovered when the dead They can be used in any order, though they are
lady’s garments were passed on to a non-blood numbered for ease of use.
relative that soon began to experience the same
symptoms. This set her on a trail of suspicion
and over the years Vara has uncovered many of
the Consortium’s secrets, though ironically, isn’t
aware that she’s on one of their ships. She will
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103
Event 1: The Captain’s Table When the players finally agree to attend
(Unease) the dinner, read the following:
A few days into the journey, Captain As soon as the fourth bell sounds for the
Saltwind will invite the adventurers to dine at dogwatch, at about 6pm, the steward summons
his table. The food served during the voyage has you for dinner with the Captain. He leads you
been fine so far, though the menu that Saltwind’s to Saltwind’s cabin at the stern of the ship. As
steward offers should tempt the characters: fine soon as the doors open you are treated to a
elvish wine, malt beer, red meat off the bone, vision of worn and faded finery. Once, a grand
vegetable pie, fresh seafood, and gnomish mousse carpet stretched beneath an exquisite dining
for desert. The steward will extend the offer table, with an elvish crystal chandelier hanging
every night until the players agree. above. Now the carpet is frayed, the varnish on
the table has begun to wear away, and several
This is an opportunity for the players pieces of the chandelier have cracked. Further
to find out more about Wreythau, and an into the room you spot a massive canopy bed
opportunity to help sprinkle in more unease. that sags in the middle, as well as a grand desk
Saltwind has become quite jaded over the years that has fared about as well as the dining table.
and his judgement of what might disturb others Clearly, Saltwind once possessed great wealth,
is quite poor. Combine that with his dark though he’s now facing much leaner times.
sense of humor and it should make the dinner
a suitably chilling affair. When it comes to
running the dinner, let the players take the lead Saltwind greets the adventurers with a
if they’re inclined to. Saltwind will answer their broad smile and a hearty clap on the back for
questions and participate in their chosen topics the sturdiest looking member of the party. He
of conversation. If the party is more hesitant, or beckons them to the table, where jugs of wine
unsure what to talk about, Saltwind will alternate and pitchers of malt beer wait at the ready. The
between asking the players disturbing questions food is brought out soon after and proves to be
about themselves and telling tall tales about as wonderful as the steward promised. The ship’s
Wreythau. See below. cook clearly spends most of their time preparing
these feasts, and somehow, Saltwind has a
way to keep the food fresh and well preserved

CH 1 WELCOME TO WREYTHAU
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despite being stored aboard the ship. As the scream. Bad business, either way. Fear can
food is served, Saltwind engages the players in do monstrous things to a person. Have ye
conversation. ever seen such?”

Below are examples of examples of • “There aren’t many villages in that


conversational topics that Saltwind will bring kingdom. Can’t afford to spread out. Some
up. Some are questions, others are tall tales, and say that’s just due to it being such a hideous
designed to help provide a framework for the place to live, but others say it’s cause of
conversation and add unease. Use them as you see the taxes. Aye, the taxes, if ye can believe
fit to engage your players. it. Every settlement has to pay, in coin,
produce, and the very people themselves.
They call it the blood tithe. A certain
Saltwind’s Conversational Topics: number must go off, and sometimes,
• “Aye, tis fitting we have this dinner, me aye, sometimes they return. Such is the
hearties. Fitting that we celebrate! So far commandment of the Queen. An eldritch
there’s been no sign of the beasts of the being of vast power, they say. Immortal,
deep. Strange creatures they are that ply the she is, they say, though none have laid eyes
waters between here and our destination. upon her in centuries. What truth there is,
So raise a glass and offer a prayer that this I can’t say.”
isn’t just the calm before the storm.”
• “Beware of the Knights of the land. Fell
• “Now just why is it that ye be willing to warriors they are, and all fear them. They
cross the sea to such a dreaded place? Just feast upon the blood of the fallen and absorb
what do ye know about the land they their strength, and live for nothing else. I’ve
call Wreythau?” seen it with me own eyes, once. Only a fool
would challenge one. What do ye say, me
• “They say it’s a land of cursed monsters hearties, does that include any of ye?”
they do, and that might be true enough,
but beware, for the most wretched, foul • “To the south they say there’s an Alchemist
creatures ye’re bound to meet are those the likes of which ain’t never been seen.
wearing the face of man and woman. Say he can do far more than just raise the
There’s religious fanatics crawling all over dead, but that he can create new life all his
that island that are worse than any demon. own, too. Now that would be a sight to see,
Why, I’ve seen a man claw out the eyes of don’t ye think?”
another with just his fingernails, and all for
a piece of moldy cheese. What do ye think a • I f your players have questions for Saltwind,
man is capable of that feels the hands of the use your best judgements, though below
gods upon his shoulder?” are some things that he knows and is
willing to share.
• “Well, what of ye? I heard ye killed some
monster or other back in that town. Just
what does that mean ye’re capable of? Saltwind’s Knowledge:
If pushed, what do ye think ye have it • The ruler of Wreythau is the Endless
in ye to do?” Hunger, the Blood Queen, She Who Never
Dies. They say she’s a vampire, a being
• “Steer clear of the forests, as well as ye possessing godlike power, though none
might. There’s strange beasts lurking in the have seen her in centuries, if she ever
shadows of them woods. Some say they’re as existed at all.
afeared of ye as ye might be of them, though
others say they’d skin ye alive just to hear ye
CH 1 WELCOME TO WREYTHAU
105
• If Saltwind can be tripped up (perhaps with The event triggers in the night or the
a fast-talk Persasion roll) he will reveal that early morning, while most everyone is asleep
the Queen’s name is Czerina Gavronova. and it’s just before the change in watch. Have
characters roll Perception, and whoever rolls the
A DC 20 History Check will reveal the highest hears it: a muffled scream from down
following: over a thousand years ago there was in the hold of the ship. Someone is in pain, and
a human empire known as Nostrovishte. The calling for help, though its faint, barely coming
last Tsar of the empire, Alexandros I, had a sister up through the timbers. The adventurers were
named Czerina Gavronova, though not much is told not to go into the hold, though they also
known about her. Alexandros disappeared only know it’s not locked.
2 years into his reign, and the empire crumbled
shortly thereafter. If the adventurers go to get a crewmate
and let them know about the noise, the sailor
• The Blood Tithe and all other taxes are will respond with a tired surliness, but eventually
gathered by an ominous figure known as agree to go check it out. By the time they get
The Tax Collector. They say he’s the prince below deck the noise has stopped. The annoyed
consort of the Blood Queen, and acts as her sailor chews out the adventurer for pulling a
viceroy, though he claims to act only under prank, and do you know how long they’ve been
her authority. working, they just pulled a double watch! Pah!
• In the past, settlements tried to defy The Away with you!
Tax Collector, and the result was so terrible
that none dare to defy him now. Hopefully, at this point, the character will
• The dominant religion is the faith of the then gather their companions, or at least check
Morning Lord, comprised of the Church out the noise themselves. Remind them that the
and the Inquisition. voice was clearly in pain and distress.
• The headquarters of the Merchant
Consortium is in Raffenburg, the grandest You descend down the wooden steps into the
city in the land. depths of the hold and see what looks like an
• The Reinwalds are a strange noble family. endless maze of crates and barrels stretching
They rule over a county, though exactly out before you. But then you hear it, a faint
what the boundaries of that county are, no scrabbling sound, like small claws scraping
one really knows. They hold wild parties across the timbers, and you smell blood in the
and love to hunt, though are quite secretive air. It’s not just the sea, but rather that sharp
and insular when it comes to the business of tang of copper tinged with a hint of sweet. It’s
their family and their land. unmistakable blood, and fresh, too. Delving
deeper into the stacks you venture far into the
The dinner with Saltwind ends whenever hold, towards the bow, where the motion of
interest or energy flags. If desired, the dinner the ship ploughing through the waves is at its
could even be broken up over several nights, worst. Here, the deck rises and falls unsteadily
perhaps interspersed with other events. beneath your feet. Finally, you see it. Tucked
away, out of sight, is a small compartment
Event 2: Secrets of the Hold that’s been built into the hold. The door yawns
(Dread) open, and a pool of blood leaks out from
This event reveals more of Saltwind’s inside. As you approach and look in, you see
past and his ties to the Consortium. It can a flurry of scurrying rats disappearing into
also establish a strong current of dread, as the the crevices of the ship, as well as their grisly
adventurers realize they’re trapped aboard a ship feast. A sailor’s leg was crushed and pinned by
crewed by their mysterious adversary. a cannon that had broken loose, and they’d lain
there helpless as they were eaten alive.

CH 1 WELCOME TO WREYTHAU
106
Aside from finding the dead sailor, the If the adventurer drinks the potion, read
players can learn the following: the following:
The potion is colored a muddy brown, shot
A DC 12 Investigation Check reveals: through with bright swirls of red, green, and
that there are several flags from different blue. The glass vial is cool to the touch, and
kingdoms, forgeries meant to help disguise the the potion is almost flavorless as it hits your
ship. There is also a jolly roger, a black flag, tongue. Instead, it fills your mouth like an oily
that only means one thing: piracy. They also sludge that seems almost eager to slide down
find: a small chest filled with 11 signet rings your throat, leaving a bitter aftertaste and the
from various noble houses, many covered in old hint of licorice. Nothing happens.
blood. A box of old ledgers is filled with details of
exotic animal smuggling, human trafficking, and
contraband goods. The destination of all of it?
Boril Saltwind
Medium human, Neutral Evil
Consortium.

Armor Class 15 (studded leather armor)
Hit Points 65 (10d8 + 20)
A DC 15 History Check: will identify Speed 30 ft.
the noble houses the rings belong to, and the STR —DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
character will recall that three of those houses
tragically lost family members during sea voyages. —
Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Most of the others had family members disappear Senses passive Perception 10
from polite society due to various flimsy excuses, Languages any two languages
and a few admitted to having to pay a ransom to Challenge 2 (450 XP)

save their loved ones from kidnapping. —


Actions
Multiattack. The captain makes three melee attacks: two with
A DC 15 Investigation Check reveals: its scimitar and one with its dagger. Or the captain makes two
that the cannons show signs of frequent use, but ranged attacks with its daggers.

all are still operational, even if few in number. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
And, as players would recall, many of the Hit: 6 (1d6 + 3) slashing damage.

“repairs” on the ship would disguise cannon ports. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
If confronted, Saltwind won’t confirm range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage
or deny it. He’ll just point out that they’re in
Reactions
the middle of the open ocean and that it takes a Parry. The captain adds 2 to its AC against one melee attack that
crew of at least 12 to sail the ship, at minimum, would hit it. To do so, the captain must see the attacker and be
20 to be safe, so it really isn’t worth starting wielding a melee weapon.

trouble, now, is it?


Saltwind’s Crew
Event 3: The Potion Medium humanoid, Neutral Evil

(Unease) —
Armor Class 12 (leather armor)
This event only occurs if one of the Hit Points 11 (2d8 + 2)
Speed 30 ft.
players agreed to test Rahved’s potions. He STR —DEX CON INT WIS CHA
refuses to share the details of the potion, 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
saying he doesn’t want to skew the results, —
Senses passive Perception 10
though he will promise that it will not do any Languages Common
Challenge 1/8 (25 XP)
permanent damage.

Actions
A character may use detect magic and Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
then pass a DC 15 Arcana Check to reveal Hit: 4 (1d6 + 1) slashing damage.
that the potion is imbued with complicated Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320
transmutation magic. ft., one target. Hit: 5 (1d8 + 1) piercing damage.

CH 1 WELCOME TO WREYTHAU
107
Yet. Nothing happens yet. Rahved will
2. Acid wells You can cast Tasha’s
simply ask the adventurer questions about how
up from your Caustic Brew at 2nd
they feel, such as: can you move your fingers
stomach, burning Level (DC equal to
and toes, has anything affected your vision, how
your throat and 8 + proficiency +
does your stomach feel, has the temperature in
dribbling from Con modifier) once,
the room changed, etc. Everything seems to be
your lips. Instantly, within 24 hours.
normal, however.
it burns through After 24 hours the
any cloth, as well potion wears off.
Rahved nods sagely and tells the
as up to 1 inch
adventurer to report any further symptoms.
of wood. Speech
becomes difficult
Surprise! That night, the adventurer
as acid drools
begins to develop symptoms.
from your mouth.
Read the following:
3. Your stomach A swarm of
You’re awoken from your slumber by a swells as something poisonous moths fills
cramping pain in your gut. It feels like grows inside you, your stomach for 24
something is alive, something is inside of and the feeling of hours or until used.
you that is trying to get out, but even as you hundreds, if not The swarm cannot
scrabble at the flesh of your stomach you feel thousands, of wings harm you. As an
the strength leaving your body. Heat washes fills your insides. action you can vomit
over you and sweat soaks through your You can feel forth the swarm. The
clothing as you begin to boil alive, and then tiny feet tickling swarm will add 1d6
the following happens. your organs, piercing damage to
just begging to your weapon attacks
Have the player roll a d6 and tell them be let out. once per turn.
the results: The swarm lasts
1d6 Description Effect for 1 minute once
outside of you.
1. Your limbs grow You can cast
limp as your bones Spider Climb once, 4. Fire consumes your You grow a beak.
meld into your within 24 hours. skull as it stretches You can now speak
flesh. The sweat After 24 hours the and grows, feeling to birds, but cannot
coating your skin potion wears off. as though it's speak any other
thickens into a tearing itself apart. language. Your beak
sticky slime that You cry out in does 1d8 piercing
clings to every pain, though only damage, plus your
surface. Suddenly, a the sound of a bird strength modifier,
fear of the ground comes out. You and you count as
strikes you, and decide which bird proficient in it. This
you desire to climb you sound like. The lasts for one hour.
up somewhere pain feeds, leaving
high, though you with a massive
you can resist beak attached
this desire. to your face.

CH 1 WELCOME TO WREYTHAU
108
makeshift brig is where they will spend the rest
5. Your bones You become
of the voyage unless they try to escape. Which
begin to vibrate magnetic. Any metal
admittedly, won’t be easy, though then they’ll
inside, shaking object within 30ft
have Saltwind and his crew to deal with.
your muscles and that is not tied down
organs, until finally
or fixed in place
Of course, Rahved isn’t particularly hard
your skeleton immediately flies
to kill. He has 6 hit points, and aside from his
settles, though towards you and
intellect, doesn’t have any extraordinary stats to
you feel stiff and clings to your body.
worry about. If he’s killed, well, Saltwind will give
much heavier Creatures must make
the characters a stern talking to, and the other
than before. a DC 15 Athletics
passengers might give the adventurers a wide
check to hold onto
berth (except Raum), but otherwise Saltwind has
metal objects in their
already been paid and isn’t particularly bothered
possession. This lasts
about tossing a body overboard and continuing
for one hour.
the journey without giving it another thought.
6. You feel the bones Your hands become Which, of course, reveals quite a lot about the
in your hands enraged dragon ship they’re passengers on.
stretch, tearing heads. The heads
through the skin, can bite once per
only for a terrible turn, dealing 1d6 + Event 4: Murder Most Foul
rash to sprout from 3 piercing damage, (Dread)
your forearms, and can also breathe This event is only triggered if Vara and
scales erupting a 15ft cone of fire Raum have been convinced to room together,
from your flesh as that deals 3d6 fire OR if the adventurers have been talking to Vara
you watch your damage. The dragons about the Consortium where other people can
hands transform will bite and breathe overhear them. As badass as Vara might be, she’s
into the heads of fire at everything not used to skullduggery and subterfuge and thus
vicious dragons. around them, relies on the judgement of the adventurers over
including you. This whether it’s safe to talk in the open. However, if
lasts for one hour, they do discuss the Consortium in the open, then
or until you become that would inevitably lead to her death.
unconscious.
As friendly as Raum might be, he is
Rahved will insist that the potion worked an expert assassin and a member of the Outer
perfectly after he is informed of the results. If Seas branch of the Consortium. If he finds out
the players threaten them, he will offer to give that Vara wishes the Consortium harm, which
them 5 potions as compensation. The potions might be due to gossip amongst the crew or his
are random, and use the table above every time own eavesdropping, he will consider himself
(although you are welcome to create new tables if obligated to do something about it. That
you wish). The only difference is, once someone something will include murder. You lean on your
has taken their first potion they will experience strengths, after all.
the effects of their next potion instantly. The first
potion always takes some hours to activate. The murder can be as bloody or as
stealthy as you like. If you desire a shocking,
If attacked, Rahved will attempt to save brutal murder, read the following:
himself by throwing a vial of knockout gas at
his feet. The Adventurers must succeed a DC 13
As the sun rises once again, you hear
Constitution Save or be knocked unconscious.
the frantic clanging of the warning bells.
If they’re all knocked unconscious they will wake
Something is terribly wrong. As you rush from
up locked inside a storage room in the hold. This
CH 1 WELCOME TO WREYTHAU
109
your quarters below decks you are greeted with Event 5: The Howling
cries of murder and follow the commotion to (Unease)
the stern of the ship where a grisly scene awaits
you. Blood coats the deck and has spatter in This event will reveal something of
viscous sprays across the ship’s railing and the Yasviga and the Reinwald’s true nature. Unlike
various barrels and crates lashed nearby. Vara the other possible events listed you will need to
lies upon her back, several daggers plunged sprinkle in pieces of The Howling all throughout
into her stomach and chest. the journey in order to properly establish the
unease. It is also recommended that, if you wish
DC 12 Medicine Check: Vara was to use Event 4: A Murder Most Foul during the
actually killed with a single strike to the back voyage that you choose to make Vara’s murder
with a long slender blade that was angled so it subtle. This way, having multiple instances of
slipped through the ribs and up into the heart. bloody savagery won’t dull the effect it has upon
She died very quickly. Nevertheless, her tongue the players. It also might lead them to believe
and her eyes have been cut out, along with the that the two events are connected, and while they
additional mutilation which was all done post aren’t, it will deepen the mystery of both.
mortem (after death).
Essentially, this event is the result of
DC 15 Medicine Check: There are signs Yasviga having taken a liking to one of the
of poisoning. Subtle, but present. The poison sailors, and having decided that she wants to
would have made the target feel fatigued and bring him into her pack. That means deliberately
nauseous, thus diminishing their awareness infecting him with a particularly potent strain
and making them an easier target. The poison of lycanthropy. The transformation takes place
was ingested. over a period of days on the voyage, each one
escalating and contributing more unease, hence
DC 12 Insight Check: This isn’t just a the need to sprinkle them throughout.
murder, this is a warning. The killer wants you
to be afraid that if you proceed as Vara has been, The Sailor is a half-elven man named
this is what will happen to you: a violent death, Dorin. He’s quite the handsome fellow with
ruthless and sudden. bright green eyes, thick, dark hair, and a sculpted
physique that he loves to show off. He’s a little
DC 20 Investigation Check: A lock of vain, to be sure, though he’s also one of the
hair has been subtly cut off. Clearly a memento. liveliest members of the crew, constantly telling
jokes that make even the most arduous or
However, if you would prefer that the disgusting shipboard duties easier to get through.
death be more subtle, then Vara will simply No wonder Yasviga has taken a liking to him.
disappear. Suddenly, she will be gone. All of her Unfortunately for him, the transformation hits
belongings will still be in her quarters (wherever him hard. Use the following mini-events to help
they are), though she, herself, is absent. No illustrate this.
one knows anything. It is simply an utter and
complete void that has opened among them. Stage One: During the evening meal, which
is held in the mess hall with the rest of the
Vara is no longer on the ship. passengers and crew (a great set piece for
conversing with the other passengers), the
If played well, that could be even more adventurers notice something a bit strange.
terrifying than the sight of the grisly murder. The
unknown is a powerful source of fear, after all. One of the crew has gone back for
seconds. The cook informs him that no one
but the passengers are entitled to seconds,
which the crewman (Dorin) begins to argue. He
CH 1 WELCOME TO WREYTHAU
110
accuses the cook of skimping out on ingredients, The sound of frantic shouting fills your ears,
making them all starve to save a bit of coin. The nearly drowning out the primal, blood thirsty
argument soon begins to escalate until Yasviga screaming of one of the combatants. As you
approaches and demands seconds herself, which shove your way to a good vantage point you
she promptly gives to Dorin. see three sailors barely managing to restrain a
struggling Dorin, dragging him off of the limp
A DC 12 Insight Check reveals the body of another crewman. Blood has spattered
surprise that ripples through the crew. They Dorin’s fists and clothing, though your eyes are
know Dorin well and have never known drawn to the stream of blood flowing from the
him to start trouble. They’re shocked at the corners of his mouth as he screams and howls
display of anger. as he is dragged away.

DC 15 Insight Check reveals that more A DC 13 Perception Check reveals that,


than a few of the crew are shooting fearful yes, there were bloodied fangs in Dorin’s mouth.
looks at Yasviga. Everyone knows Dorin’s
been spending time with her. It seems they’ve A DC 12 Medicine check reveals that
connected the dots. the bloodied and beaten sailor is alive, and will
recover, though there is a nasty bite mark on the
A DC 17 Persuasion Check can convince side of his neck that will leave a large scar.
the crewmates that have connected the dots to
impart the following: “Only a fool’d get on the A DC 18 Arcana Check will diagnose
wrong side of the Reinwalds. Vicious lot they is. Dorin’s condition as most likely being the result
If she’s claimed ‘im then he’s lost to us, and ye’d of: demonic possession or a curse. Lycanthropy
best stay out of the way. Don’t stick yer nose in it, would be one example of such a curse.
lest it get bit off, or don’t say we didn’t warn ye.”
Stage Four: The adventurers no longer see
Stage Two: A few evenings later, the Dorin at meals, nor on any watch. Coincidentally,
adventurers spot Dorin in the mess hall again. Yasviga has started taking meals in her cabin, and
He seems to have bulked up considerably since drinks herself into a stupor more often than not,
they last saw him, his physique particularly shunning the company of others.
shredded and rippling with muscle. Is it just their
imagination? And are the rest of the crew giving Next, call for a perception check while
him a much, much wider birth? the adventurers are sleeping. Whoever has the
highest result will hear the very faint sounds
A DC 13 Medicine Check will reveal of furious, angry screaming and the rattling of
that, yes, Dorin has gained a significant amount chains somewhere deep in the bowels of the
of muscle mass in an impossibly short time. His ship. If they follow the sounds, they will discover
hair is also longer than before. that Dorin has been chained deep in the hold.
Essentially, it’s a wooden storage locker built into
A DC 12 Insight Check will reveal that, the ship itself, and Dorin has been manackled and
yes, the crew are afraid of Dorin. Everyone, chained inside. He roars and screams and throws
even the other toughs on the crew, are eyeing himself against his bonds, the sound of deep
him cautiously and doing their best to keep growls emanating from his chest. A lone sailor
their distance. stands nearby, guarding the locker. She warns
the adventurers to stay back and that under no
Stage Three: The sounds of a fight break out circumstances should he be let him out.
on the weatherdeck. By the time the adventurers
race there, describe the following: If the adventurers don’t listen and decide
to free him, then they will have a werewolf fight

CH 1 WELCOME TO WREYTHAU
111
This event is the last to occur, happening
Werewolf Dorin as the ship nears the boundary between realms,
Medium humanoid, Chaotic Evil and leads directly into Act 3: The Storm.

Armor Class 11 in humanoid form, 12 (natural armor) in wolf
or hybrid form When you’ve judged it’s time for this
Hit Points 58 (9d8 + 18) event, read the following description:
Speed 30 (40 ft. in wolf form)
STR DEX CON — INT WIS CHA In the morning you awaken to the sound of
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
bells being run across the ship. At first you

Skills Perception +4 feel the blood quicken in your veins, but after
Damage Immunities bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t silvered a moment you realize that it’s not the warning
Senses passive Perception 14 bell, but is instead...something else. There’s a
Languages Common (can’t speak in wolf form)
Challenge 3 (700 XP) rhythm to it. Frantic, but there’s definitely a
pattern to the harsh, clanging of the bells.
Shapechanger. The werewolf can use its action to polymorph
into a wolf-humanoid hybrid or into a wolf, or back into its true
form, which is humanoid. Its statistics, other than its AC, are the
As you ascend to the weatherdeck you
same in each form. Any equipment it is wearing or carrying isn’t see a flurry of activity. Every sailor, even the
transformed. It reverts to its true form if it dies. night’s watch, is hard at work. What’s more,
Keen Hearing and Smell. The werewolf has advantage on they’ve hauled all of the live animals up out
Wisdom (Perception) checks that rely on hearing or smell. of the hold and have begun to slaughter
them in teams. Is it for a feast? No, as you get

Actions closer you realize it’s some bizarre ceremony
Multiattack (Humanoid or Hybrid Form Only). The werewolf the entire crew is performing, chanting and
makes two attacks: two with its spear (humanoid form) or one
with its bite and one with its claws (hybrid form).
singing as they slaughter the goats, chickens,
pigs, and domesticated giant spiders (kept
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: aboard for the silk, of course). The sailors
+4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
damage. If the target is a humanoid, it must succeed on gather the blood in buckets, with the entrails
a DC 12 Constitution saving throw or be cursed with in another, and then the buckets are brought
werewolf lycanthropy.
to crews that have rigged hoists over the side
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, of the ship. They descend down the hull and
reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage
begin to paint ritualistic symbols and runes
on their hands, which is tremendously dangerous onto the timbers, chanting all the while.
as the werewolf is immune to most attacks.
However, Dorin’s primary motivation will be If the player characters stop any of the
escape and so he will only attack if his escape sailors and ask them what’s going on, they will
is blocked. At this point a ship-wide werewolf reply that they are preparing for The Crossing
hunt would erupt, and culminate in Dorin being and that they’re warding the ship to protect it
driven into the sea. from the fog and hide it from the Leviathans.

As for Yasviga, she’s confined herself A DC 14 Arcana Check reveals that,


to her cabin for the remainder of the journey. surprisingly, the runes being painted in sacrificial
Saltwind and his Sailors would protect her from blood actually do have magical properties,
the adventurers, if necessary. though they seem to be a mixture of abjuration,
conjuration, and necromancy. This is far
more complex than anything simple sailors
Event 6: Blood Sacrifice should know.
(Unease and Dread)
A DC 14 Religion Check will reveal that
the foundation of this magic is actually Druidic in
nature. It’s a much bastardized druidic magic, but
CH 1 WELCOME TO WREYTHAU
112
druidic nonetheless, and undeniably ancient and seeing them, massive shapes surging through
powerful. What’s more, the runes have nothing the water. At first, you wonder if it’s just simple
to do with animals, or the sea, but rather with the whales that have spooked the superstitious
forces of the Great Wheel themselves, tapping sailors so, but then you notice a massive
into the energies of life and death, and the spaces tentacle breaks the surface, as thick as the most
between here and there. massive of trees, stretching up and up until it
nearly reaches the crows nest before it comes
The ritual is, of course, authentic. It was crashing back down into the sea with such
taught to the members of the Consortium by force that it rocks The Pelican. Fins break the
Czerina herself, long, long ago, passed down to surface, twice as tall as the ship, if not more,
the members of the Outer Seas for centuries. No and a forest of tentacles rise from the depths all
single sailor knows all of the ritual. Rather, each around you. Death is certain...until, at last, you
sailor is responsible for mastering a specific part hit the wall of fog.
of the ritual, whether that’s how to slaughter the
animals or what runes to paint on that specific
section of the stern. Together, the entire crew Act Three: The Storm
is able to complete the incredibly complex act
of magic, though what they don’t know is that Act Overview:
it’s entirely worthless without a font of power Act Three: The Storm is much shorter
and that power comes from Czerina herself. The than the previous two acts. This marks the player
ritual is really more to grab her attention (even characters’ transition from the Material Plane
in her slumber) than anything else. Of course, into the Domains of Dread and builds off the
without the runes, it wouldn’t work either, so dread from earlier, allowing a release before the
it’s fair to say they’re equally important. The dungeon that is Act 4: The Wrecks. However, Act
runes lay the groundwork, and The Blood Queen Three also marks the characters’ first interaction
makes it happen. with Czerina, the Vampire Queen herself, making
it a crucial narrative moment as well as a thrilling
As the sailors paint the runes onto the struggle to stay alive.
ship, have players roll a perception check. The
highest rolls will hear the following: As the ship enters the wall of fog it begins
to get battered by the leviathans. The players
Ahead of you, a massive wall of fog looms, must help the sailors fight off the leviathans
rising up out of the sea until it touches the before the ship is able to limp out of the fog
sky. The fog ripples and writhes, as though and right into the teeth of a massive storm. As
phantom shapes move just behind it, and the players struggle to save the ship, they hear
then you notice something, just at the edge of the voice of Czerina on the wind, and see her
your hearing, but it grows louder. It’s a multi- presence in the storm itself, and though their
pitched keening, a discordant, unearthly noise efforts might be valiant, they are ultimately futile.
that rises and falls in strange undulations, The ship is sunk and the adventurers must battle
though it is growing louder. A cry goes up through the icy waters towards safety.
from the lookout in the crows nest.
Leviathans
“Avast! Leviathans!” The Leviathans were once whales, but
have since been horribly twisted by the influence
The ritual falters, the sailors beginning to panic of Czernobog. Because the crew of The Pelican
before Saltwind strides out onto the deck and was so late in completing the ritual (remember,
begins to lay about with a crop, shouting for it’s been years since they last attempted it), the
them to pick up the pace. That seems to pierce ship is left vulnerable, and so they must face these
the fear and frantically they get back to work. unnatural, eldritch beings in order to escape
Over the sides of the boat you begin to start certain death.
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Characters that try to stay away from
To begin, read the following: the tentacle face another danger: even more
For long moments all is still as the ship glides thrashing, grasping tentacles. Any character far
into the fog. The air is thick with condensation enough away (about 20 ft) to be able to avoid
and cold, clouding your view of anything the Athletics checks must still succeed a DC
beyond the weatherdeck. But then the deck 13 Dexterity Save or be snatched up into the
bucks beneath your feet as something massive air by the tip of another tentacle. If they fail,
slams into the ship from below. The ship that Grasping Tentacle will do 1d8 + 3 bashing
thunders back down into the water and rights damage as it crushes them. Grasping Tentacles
itself, just in time for a massive tentacle to have 15 hit points and AC 14. They hold the
come crashing down upon the deck. character 30 feet above the deck (3d6 falling
damage, DC 12 acrobatics check to halve the
damage) and won’t drop them until they take 15
A DC 13 Acrobatics check will allow players points of damage. Alternatively, the character
to keep their feet, otherwise they fall prone could escape with a spell like Misty Step. Lastly,
before the tentacle. Grasping Tentacles do not attack anyone within
20 ft of the first tentacle gripping the ship.
The massive, writhing appendage is at least
ten feet in diameter and crashed into the deck Once 30 damage has been done to the
right behind the mainsail. Lines snap and tentacle gripping the ship it slithers off the ship
timber splinters, jagged pieces of wood flying (and Grasping Tentacles drop whoever they’re
through the air. This close, you realize that holding and retreat) and a sudden gust of wind
the tentacle isn’t covered in suction pads like catches the sails, pushing them through the fog.
those of an octopus or squid, but is rather
covered in huge, suppurating maws filled with Describe the following:
row after row of jagged, undulating teeth. Just as the tentacle slips free you hear the roar
Slick ooze gushes from those horrible mouths, of the wind as it picks up and catches the sail,
covering the deck in slime that’s treacherous sending the ship cutting through the water at
beneath your feet. full speed. You see massive fins chasing you
The tentacle is not technically a monster, as the ship cuts through the fog like a thrown
but is definitely attached to one. Nevertheless, it spear and a ragged cry goes up from the
still poses a threat. sailors. The fog begins to thin as The Pelican
races forwards, until it finally clears and you
To approach the tentacle the PCs must see a massive island looming closer and closer.
repeat the DC 11 Athletics Check at the Heavy black storm clouds loom above you,
start of their turn or else they fall prone and lighting crackling as thunder booms. The wind
slide towards the horrible maws covering the picks up, roaring in your ears, and you see the
tentacle. A prone character must succeed a DC 13 sea break against jagged rocks that jut up from
Dexterity or Strength saving throw or take the surf like the broken teeth of a monster
1d8 + 3 slashing damage as they are drawn into hiding beneath the sea. The ship is heading
a churning, feeding maw. right towards them. The captain shouts to
attend the mainsail, but as sailors rush to
Meanwhile, Captain Saltwind is obey the command an arc of searing lightning
screaming for anyone to attack the tentacle tears horizontally across the sky and strikes
and get it the hell off the ship or else they’ll be them from the side, catapulting them into
dragged under. the sea. More lighting lashes down, blasting
sailors into twitching, smoking heaps. Yet,
The tentacle has 30 hit points and AC 14. even through the deadly chaos around you,
you see it, salvation, an area untouched by this

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monstrous, freak storm, a graveyard of other though below the roar of the wind you hear
ships that have been trapped upon the rocks. something, a voice carried upon the wind.
If you could make it there, perhaps, you could It floats into your ears like the whisper of a
find safety. lover, a woman’s voice, sibilant and dripping
with malice.
From this point on, the adventurers
must help to save the ship. The captain shouts Ask for an Intelligence Check,
the orders, directing them, though savvy players the highest roll allowing the character to
might come up with alternate solutions, and decipher a snatch of speech from the otherwise
you’re encouraged to work with them. For incomprehensible utterance. The woman’s voice
instance, instead of raising the sails, destroying says: “break their ships...drown the invaders...
them with spells or cutting the ropes with well none shall flee…”
placed arrows could also work. Reward creativity.
Then, describe the following:
Saving the Ship:
In order to keep the ship from crashing, A sudden crash of lightning shatters the
the adventurers must complete the following. mainmast, splitting it in two and raising a
cry of terror from the sailors as it collapses
Grab the wheel and steer the ship: DC into the water. What once allowed the ship
14 Athletics Check. to sail powerfully through the waters has
now become a terrible anchor, threatening to
Find a route through the rocks: DC 14 pull the ship under. Sailors scramble for the
Investigation or Survival Check launches, desperate to abandon ship and take
their chances in a smaller boat upon the sea.
Raise the mainsail: DC 14 Athletics
check or ranged method to cut the ropes. At this point, the characters have a choice:
they can either try to save the ship by cutting
Save sailors tangled and helpless in the cables, or they can try to commandeer one of
the rigging: DC 14 Acrobatics check. the launches (rowboats) and see if they can make
it to shore.
Figure out what is going on: DC 15
Arcana or Religion Check. If they succeed, If they try to save the ship, they must each
they realize that there is something cut a line. The lines have 5 hp and AC 12. If they
supernatural manipulating the storm, fail, jump to “Shipwreck!” below. If they succeed
something intelligent and angry. then they are able to make a DC 14 Athletics
check and a DC 14 Investigation or Survival
If the characters all succeed then the ship check to guide the ship into a controlled crash,
is spared from the worst possible scenario and saving most of the sailors. Continue into Act 4:
you should read the description immediately The Wrecks. If they decide to get in one of the
below. If any character fails to raise the mainsail, launches, continue on to “Shipwreck!” below.
steer the ship, or find a route, then the ship
crashes. Skip to the “Shipwreck!” section below. Shipwreck!
If still aboard the ship, read
Impossibly, you manage to raise the sail, the following:
cutting the ship’s speed, giving you just enough Valiantly, you battle to save the ship, though
time to navigate through an incredibly narrow this is no ordinary storm. The wind howls
passage between the first outcropping of ship- across the decks with enough force to pick
killing rocks. The wind rises, as if in response, sailors off of their feet and send them tumbling
howling like an enraged beast around you, into the sea or to break upon the rocks.
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Lightning lashes out of the sky like the scourge But then, you feel it, something grabbing
of an angry god, and the tides themselves at you, and then another, and another, dozens
batter the boat, dragging it into a furious of icy fingers digging into your flesh, the
riptide that threatens to capsize the ship. The spectral hands formed from the sea itself
timbers scream and finally succumb in a series dragging you down. It’s impossible to fight
of cracks to rival the thunder itself. Clinging to against the water itself and you’re pulled under,
whatever surface nearby, you watch as the sea far, far below the surface to what you’re sure
rushes up to claim you. will be a watery grave, but then your feet hit
open air and you fall into a pocket of air. In
If aboard one of the launches, read the swirling waters around you, you see it,
the following: the figure of a woman, tall and proud, formed
from the ocean itself. She steps through the
You manage to release the third and last bubble, into the pocket of air, and stares
launch, the boat dropping into the water with down at you.
enough force to bruise, though you hardly
care, releasing the oars so you can battle “You are not the usurper! Who are you?”
against the tide. You make headway, rowing she demands.
away from the doomed ship that crashes into
the rocks and crumbles like a morsel being The character can respond however they wish.
chewed by a tremendous maw, though the No matter what they say, she will send them
storm isn’t done with you. Two waves come rushing back to the surface, though if they answer
at you, one to either side like the jaws of the her and tell her something about who they are
deep rising around you, and before you can then this is something Czerina will mention
cry out they crash down atop you, washing you when she meets them in person. A good time to
into the sea. take notes, or tell your players to.

The adventurers are now in the sea Furthermore, if they answer her truthfully,
and must swim for their lives, although heroic then she will answer one question of theirs in
adventurers might try to save as many sailors return. Any question. The answer, while truthful,
as they can. will be brief, however.

First, all characters may perform a DC 14


Investigation or Perception Check to locate Event 2: The Dagger
debris that will help them stay afloat. If they You struggle against the current of the freezing
succeed, they now have advantage on Athletics tides, your arms and legs thrashing as you
(swimming) checks, or can grant that advantage fight to keep your head above the surface. But
to others by passing them the debris. then, you feel it, something grabbing at you,
and then another, and another, dozens of icy
Secondly, all characters must complete a fingers digging into your flesh, the spectral
DC 15 Athletics check to swim towards safety. hands formed from the sea itself dragging you
down. It’s impossible to fight against the water
For any characters that fail, choose from itself and you’re pulled under, far, far below
the following events below (though they can only the surface to what you’re sure will be a watery
get one event): grave, but then you see it, something glittering
and bright stuck in the side of a spire of rock
Event 1: Lady of the Deep before you. You grasp it out of desperation
You struggle against the current of the freezing and as your hand closes around it you feel
tides, your arms and legs thrashing as you fight the handle of a dagger and the icy grip upon
to keep your head above the surface. you releases.

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Now that the ship has been destroyed
The character is able to swim back to the and the adventurers have reached the temporary
surface, though they now have a magic dagger. safety of The Wrecks, an area untouched by
In fact, this is the Dagger of Murder, a legendary the storm, giving them a chance to gather their
relic of the land. See Scaling Relics of Legend in bearings as well as begin to explore this strange,
Chapter 1 for more details. hostile new land. The Wrecks themselves are
essentially a dungeon, split into 5 sections, which
I’ll summarize below.
Event 3: Touched by the Goddess Section A: The Sun’s Wrath is the starting
point of the dungeon. It is the remains of
You struggle against the current of the freezing Alexandros’ ancient flag ship, preserved through
tides, your arms and legs thrashing as you strange magics, and harboring the ghostly echoes
struggle to keep your head above the surface. of his soldiers, slain upon Czerina’s ascension
It takes everything you have, but slowly, you through the ritual and her ties to Czernobog.
move through the waves. A crash of thunder The characters will be able to uncover clues to
sounds above, striking you deaf, and then the past, experience the haunting of the ship, and
everything goes white as a bolt of lighting find some treasure. The only threat that exists
slams into you, your world dissolving into in Section A comes from the waters around it,
searing pain. Somehow, you stay above the and the hostile fey that lurk within. Regardless,
surface, a change in current carrying you this part of the dungeon is largely narrative,
towards your destination. thus allowing for a rest before re-introducing
more unease.
The character gains resistance to
lightning damage if they did not have it already. Section B: Inspiration’s Gift is the next
Additionally, somewhere (of their choice) on the stage of the dungeon, and though it is still
character’s body is an eldritch mark seared into ancient, it is from a much more recent era of
their skin. Any inquisitor that sees this mark will Wreythian history: the gathering of artists
attack on sight. Any servant of Czerina (including for The Cairn. In this ruin they will learn of
the Consortium) will treat the character with a treasure hidden further inside The Wrecks
mild deference (up to a point), and the character (section C), and encounter the mystical paintings
will gain advantage on Persuasion checks with of Isidora, one of Czerina’s brides. This will
her servants whenever the mark is visible. allow them to learn more of the history of
Wreythau, as well as generate more unease
amongst the party.
Ocean Rescuers
If characters wish to rescue sailors from Section C: The Floating Temple contains the
the icy grasp of the waters then they must either fabled treasure the adventurers have just learned
pass another DC 15 Athletics check or they about, though to claim this treasure is to face
must find more debris (DC 15 investigation or grave danger, as the ghostly echo of Alexandros
perception) and pass it to the sailors. This can himself guards it. If the adventurers decide that
only be done one more time per character. After discretion is the better part of valor, this will
that, the characters will have to reach safety simply give them more insight into the history
themselves or risk certain death. This moves us of the land and give them one last moment of
into the next act. respite for they plunge into a desperate fight to
survive in Section D. However, if the players
Act 4: The Wrecks decide to face Alexandros’ ghost and triumph
then they will uncover one of the scaling magic
weapons intended for the party.
Act Overview

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Section D: The Drowned Dead is the exit safe than The Wrecks. The inquisition swoops
of the dungeon and the adventurers only hope down and apprehends Raum, Yasviga, Rahved,
for reaching land. There is little to discover and Vara (assuming they’ve all lived up to this
here, and little to win besides the continuation point), which the adventurers will see while
of life itself. Horrible undead monstrosities lurk exploring this section.
here, monstrosities that would eventually swarm See next page for the Section A Map
over the wrecks in search of fresh, bloody meat.
This horde is essentially a boss fight, as the A1: .
adventurers will have to fight through them in
order to reach safety. If the players managed to save The
Pelican, then the ship will have safely crashed
Section E: Sun’s Light, on the other hand, against submerged rocks which firmly holds it
is entirely optional. It is the lair of the aquatic fae in place. The adventurers will have one launch
that lurk in the waters around the wrecks. They (rowboat) left, and at least half the crew still
are generally hostile, though are also sentient and alive. They’ll realize that, while the wreck of The
thus able to be reasoned with if the players have Pelican might be safe for now, they will have
sufficient leverage. In their possession is another to reach the shore, and that means navigating
treasure: a Drift Globe, a beacon of hope in such a the maze of wrecked ships before them. And,
bleak land. as they still have a working launch, they can
freely bypass A1.
The red path marked on the map (see
next page) illustrates how the adventurers will If the players have had to swim to safety,
navigate this dungeon. The yellow path indicates then they reach A1. Read the description below.
the optional path to Section E. Note that it does Soaked and freezing, you finally manage to
not require any check to move from Section A, swim beyond the reach of the storm, dragging
to B, C, or D. The only area difficult enough to yourselves aboard a piece of ancient debris
warrant an encounter is Section E. that’s wedged itself fast into the rocks. Waves
gently lap at the wood, a stark contrast to the
fury raging just behind you. But, for now,
Section A: The Sun’s Wrath you are safe and have a moment to catch
If the players were able to steer the your breath.
remains of The Pelican safely into the wrecks
then they will have many sailors at hand, which
gives great fodder for the DM to emphasize the This piece of debris is about 15 ft by 25 ft
danger of the aquatic fae, Alexandros’ ghost, or and can hold about a dozen humanoids without
the use them as narrative pieces for possession risk of them falling (or being pulled) back into the
as they explore the haunted ships. In essence, use sea. The players can undertake a Short Rest here,
these NPCs as a way to emphasize moments of along with whatever sailors have also managed to
unease and dread, as well as parts of the narrative swim to safety.
that you find most important.
Players may also attempt a DC 10
For this reason, even if the players did Perception Check to notice that there is
not manage to steer the remains of the Pelican a soft glow of light coming from Section E:
into the wrecks, and even if they did not manage Mermaids’ Lair (this is the light of the Mermaid’s
or try to save anyone, it is still recommended Driftglobe).
that you have several sailors having made it to
The Wrecks with the adventurers. Note that I However, if they attempt to take a longer rest,
specified sailors. Saltwind died during the storm, they will be interrupted by the fey that lurk in
and the other passengers all made it ashore in one the waters nearby. These fey are part of the
of the launches, though this proves to be far less Corrupted Sidhe, and closely resemble mermaids,
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though with the exception of their mouths being Feel free to describe the following:
filled with shark teeth. Most of the mermaids As you regain your bearings and take a few
are lounging by the Drift Globe in Section E, well deserved moments to rest, something
though one or two prowl the waters, hoping for begins to tickle your ears. It takes a moment
an easy meal. for you to realize what it is, but finally it dawns
Event: The Siren’s Call on you: a melody is floating up out of the
As the players rest on A1, a few of the deep. At first, you wonder if it’s whalesong,
mermaids will attempt to lure them into the except you begin to recognize that there are
water by playfully swimming about, singing, and lyrics, though you can’t quite make out the
splashing water onto the debris. They will not words. And then you see it, something rippling
willingly go onto the debris, preferring to stay through the water. Suddenly, it springs into
in the water. They can also be scared off with a the air in a shower of cold droplets: a woman
successful intimidation check (mermaids perform with green hair, clothing sewn from kelp shells,
a wisdom save), or something similar, though if with the glittering, scaled tale of a massive fish
the mermaids do manage to lure anyone into the where legs would otherwise be. Then another
water (such as a sailor), they will promptly dive leaps from the waves, giggling, and the two
upon them and then disappear with their kill. swim about, looking at you and whispering to

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each other in what might be Sylvan before they • One of the mermaids is killed.
swim closer and beckon you into the water. • A NPC or adventurer is killed.
• They are scared away, or otherwise
“Come, come,” they say, in common, “we persuaded it would be unwise to attack.
bring to safety!”
However, even once one of these
A DC 14 Perception check will reveal conditions have been met, a different group
the shark teeth lining their maws. Additionally, of mermaids can appear whenever is most
if any character speaks Sylvan they can make dramatic. Additionally, don’t be afraid to have
out the mermaids discussing who looks the the mermaids kidnap a party member rather than
best to eat. outright kill them. Capturing their prey live just
means they have a nice meal on hand for later,
Note: in order to get off of A1, the players and so if an adventurer is ‘drowned’ or otherwise
will most likely have to swim, although inventive downed by a mermaid, have them attempt to
characters with rope might have other options. flee with the unconscious body and retreat to
Section E: Mermaids’ Lair, which can set up a
The mermaids will remain a persistent wonderful roleplaying encounter for the captured
threat in the water until one of the following adventurer as they attempt to negotiate or escape,
conditions are met:
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and a desperate rescue operation for the rest
of the party. Mermaid
Medium Fey, Chaotic Evil
A2: —
Armor Class 12 (natural armor)
You see a large stretch of water between pieces Hit Points 22 (4d8 + 4)
Speed 10 ft., swim 40 ft.
of an ancient warship that’s been cleaved in

two by some unfathomably powerful force. STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 10 (+0)
Among the debris you notice a large board that

Skills Athletics + 3, Perception +5, Stealth + 2
stretches almost 25 feet long and 5 feet wide, Senses darkvision 120 ft., passive Perception 15
as well as a massive, 10ft cubed crate. The Languages Common, Sylvan
waves ripple gently, betraying nothing of what Challenge 1/2 (100 XP)

lies beneath. Blood Frenzy. The mermaid has advantage on melee attack rolls
against any creature that doesn’t have all its hit points.

Enterprising characters can attempt to rig Limited Amphibiousness. The mermaid can breathe air and
water, but it needs to be submerged at least once every 4 hours
a raft or other floating platform using this debris. to avoid suffocating.
Any character swimming with a piece of debris
has Advantage on Athletics (swimming) checks. —
Actions
Multiattack. The mermaid makes two melee attacks: one
However, this water is also a prime with its bite and one with its claws or spear. Alternatively, the
mermaid hunting area. Even if having been mermaid can make one grapple attack.
scared off once before, one to two mermaids will Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
try to attack the party members as they navigate 3 (1d4 + 1) piercing damage.
this area, including jumping up onto makeshift Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
rafts or platforms. They will not enter the Hit: 3 (1d4 + 1) slashing damage.
ships, however. Grapple. Melee weapon attack: +3 to hit, reach 5ft. If it hits, the
target is now grappled. The Mermaid can then use it’s movement
A Perception Check at disadvantage (halved) to drag the victim underwater

should be made vs the mermaids Stealth to see


them as they lurk in the waters below.

A3: Suffocating
A creature can hold its breath for a number of
The central portion of the shattered warship minutes equal to 1 + its Constitution modifier
is remarkably well intact, held in place by (minimum of 30 seconds).
massive spires of stone that pierce the hull and
leave the ship suspended just above the water. When a creature runs out of breath or is
It’s clear, as you approach, that the weatherdeck choking, it can survive for a number of
has been scoured clean by countless years of rounds equal to its Constitution modifier
wind and rain, though you can see that the (minimum of 1 round). At the start of its next
belly of the ship is mostly intact. Pieces of turn, it drops to 0 hit points and is dying, and
shattered timber jut out like broken bones it can’t regain hit points or be stabilized until
showing through a wound, though they it can breathe again.
make for excellent hand and footholds as you
climb inside. For example, a creature with a Constitution
of 14 can hold its breath for 3 minutes. If it
The interior of the hold is like a vision of hell.
starts suffocating, it has 2 rounds to reach air
the deck amidst fragments of broken weapons
before it drops to 0 hit points.
and other instruments of war. The stench
of blood still lingers in the air, even after
all these years, and the air is absolutely still
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despite the gaping hole exposed to the open in ways that were specifically intended to
air behind you. prolong their deaths.
• DC 12 Arcana Check: You see evidence
This is Alexandros’ flagship, an ancient of advanced spell use, though all tied to
manowar of exquisite design. It has been the elements. Was this the work of some
suspended in time, preserved by Czerina’s enraged Archdruid?
own hate-filled memory of the destruction of • DC 15 Arcana Check: The magic
Alexandros’ fleet. The psychic echoes of the preserving the ship and everything inside
soldiers last, terrified moments still linger, as do it touches upon the threads of time itself,
other clues to the past. though the temporal mechanics are beyond
you and would require years to study.
Below is a list of checks characters can • DC 10 Religion Check: These soldiers bear
make, as well as Hauntings, brief events that markings of protection upon their armor
should be sprinkled in as they search the ship. tied to the worship of Lathander.
• DC 10 Survival Check: There is no sign
of animal life inside the ship, and it’s clear
Checks: even wind and rain seem to have entirely
• DC 15 History Check: The archaic design avoided the bowels of the wreck when
of the ship, as well as the armor and they clearly should not have. This area
weapons, date back over a thousand years should have been washed clean, if not just
ago. This ship is impossibly preserved and been rotted and scavenged clean, and yet
should have rotted away long ago. everything is untouched.
• DC 20 History Check: This is The Sun’s
Wrath, the lost flagship of Tsar Alexandros Hauntings
I of Nostrovishte. It disappeared, along Hauntings are minor events, evidence
with a massive war fleet, and has never of the psychic echoes left by the deaths of these
been found. This mysterious disappearance soldiers. Use as many or as few as you’d like, or
led to the rapid collapse of the empire and feel free to invent your own. They’re meant to
over the centuries, it has almost passed both communicate more of the narrative, as well
from memory. as add unease while the party explores.
• DC 13 Investigation Check: It’s clear
that these soldiers survived the shipwreck Temperature Drop:
and had begun to rally when they were This haunting is felt by everyone.
met by some terrible foe. A barricade
was established and manned by these, You feel a cool wind gust across your back and
no doubt, experienced soldiers, and yet your breath fogs the air before your face. As
their resistance was shattered by some you look around, a thin film of frost begins to
unnatural force. creep across the deck, old blood crystalizing
• DC 14 Medicine Check: Due to the before your eyes. The timbers of the deck are
incredibly well preserved conditions of now slick with ice.
these corpses, it’s clear that they died very
unnatural deaths. There is evidence of
their armor crumpling in upon them and Sir, Yes, Sir:
crushing their bodies, evidence of massive Have your players roll a d20. The voice of
splinters and pieces of shrapnel having whoever rolls lowest becomes the voice all the
erupted into them from the floor beneath other (and only the other) adventurers hear:
their feet, evidence of them being torn limb Suddenly, you hear your companion bellow
from limb, and if you’re not mistaken, all out, “She’s almost upon us! Get ready, damn

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you!”, followed by the pounding of boots corpse in clerical vestments curled protectively
running across the deck. around something. Directly in front of the
door sits a massive, ornate chest, shattered and
cracked apart.

Whispered Prayers: This room was once a shrine that carried


The voice of the most religious character holy battle relics for the clerics and chaplains of
becomes the voice all the other (and only the Nostrovishte’s military. The chest once protected
other) adventurers hear. That character’s god is Lathandrian relics, though is now empty.
the god mentioned in the Haunting. However, around the neck of the corpse is an
ornate symbol of Lathander worth 1000 gp, and
The sound of whimpering and muttered clutched in one desiccated hand is a pamphlet.
prayers reaches your ears, your companion The pamphlet itself can be found
fervently beseeching ____ for courage in on the right.
the face of evil and protection should their
strength falter. DC 10 Religion Check:
This screed was clearly politically
motivated. The Lathandrian dogma does support
For your families: combating evil, though the vilification of Druidry
This haunting is heard by everyone. It is quite anathema to their actual beliefs. As a sun
mentions the loved ones (alive or dead) of the god, Lathander is tied to nature and its cycles,
characters’ by name. though there are many among his followers that
prefer to view his connection to nature more
metaphorically than anything else.
A stern voice echoes through the air. “Stand
fast. Stand firm! If you fail, what fate will await
____? What manner of hell will await _____, Haunting:
or _____? Their fates are in your hands! Let
that be your strength!” Crisis of Faith:
This applies to any religious character.
As you stare upon this fallen servant of
A4: Lathander, you feel the world shift beneath
Behind this door lies another massive break your feet and your bones grow cold. That
in the ship, open to sky and sea. The wind essence that’s lived inside you, that spark of
softly howls past the opening in the hold, yet divine inspiration, has gone out. Your god has
you cannot feel it upon your skin. You feel... finally looked upon you and has found you
suspended in this place. To your right lies wanting. They have turned their back upon
several crates, still lashed down and fastened you entirely. You might as well not even exist
closed. To your left lies another door. in their eyes.
This feeling ends as soon as they step out
The door opens into a small room that is of the room and they recognize the feeling was
strangely appointed. A tattered purple rug just a phantom and nothing more.
depicting the holy symbol of Lathander
stretches out across the floor, and various
tapestries and iconography relating to the Sun A5:
God decorate the walls. Votive candles lay, half
melted upon iron candlesticks bolted to the Across the water, you see the stern of
walls. This is a shrine, you realize, and to the the ancient warship, and in the faint light
left of the doorway lies a horribly disfigured that filters through the storm clouds you
see the glittering of gold. As you approach
CH 1 WELCOME TO WREYTHAU
123
the wreckage of the stern, you see that the
bowsprit of another wreck hangs over the The Proclamation
weatherdeck, easily in reach for any with rope of Holy War
and the best way to continue the journey For too long the good people of Nostrovishte have
towards the safety of the shore. But first, been forced to abide the demonic spawn that preceded
our blessed Tsar! Such was the foul product of a curse
you must climb inside before you can find wrought against his noble mother, the Tsarina Evengja
your way up. I, she who helped save this land. From an early age,
that malignant wretch that claims to be a sister to our
1000 GP?!?! august Tsar demanded to be known by a cursed name
and conspired to fulfill their terrible lust for blood! Her
whipping girl was slain by her own hand, and all while
Well, good luck actually selling it. As soon as she crowed that blasphemous name from behind her
the Inquisition heard about that symbol they wicked teeth: Czerina! Czerina! A foul mockery of the
would launch a small crusade just to retrieve most elevated position of womanhood within our grand
it, and woe betide whoever possessed it. Of society, a perversion that calls upon one of the great
course, handing it over to the Inquisition Demons themselves!

purposefully might earn some good will, Were that not damning enough, it has been
though that will only go so far. recorded that she lusted after the pursuits of man,
demanding of her father to be trained in the arts of war,
arts she used to commit murder after murder, disguised as
Inside the wreckage of the stern you a fell spirit along our highways, spreading terror through
find yourself staring at a vision of faded every village she passed through! And what was the noble
father to do, the late Gavran I? His paternal love clouded
opulence and glory. A frayed and tattered rug his judgement, the Forces of Darkness striking at the
of royal purple and golden stretches across the heart of his mercy and compassion for his own daughter.
room. Several collapsed bookshelves spill the Though, surely, as the product of such a heinous curse,
remnants of ancient tomes across the deck and no doubt designed by the covetous enemies that Gavran
three massive, ornate chests are smashed open himself later destroyed as they ravaged our homeland,
that demonspawn cannot be considered his own!
at the far wall. A decrepit bed, end table, and
vanity, all once of magnificently ornate make, Yet, this tale of horror goes on! When our
rest against the north side of the room, and to proud peoples were invaded by those devils calling
the south lies the source of that golden shine: themselves our neighbors, that most vile and insidious
a monstrously large dining table plated in thing rampaged through the countryside, leading a pack
of heathen demon worshippers at her beck and call!
gold and still set with plates, bowls, and other You know of them, those that skulk in the shadows
crockery of the finest porcelain embedded of the woods, mixing noxious potions, and tempting
with cut gems, polished silver, and gold. Lastly, the weak into becoming victims in horrible sacrifices!
in the middle of the room lies an opulent and That monster, Czerina, allied herself with them, and
mostly intact desk with several documents when order was finally restored, sailed off to found a
kingdom of such horror and depravity! For the glory of
still upon it. Lathander, for the safety of your families, this evil must be
stamped out!
Here is what the characters can find as Hierarch Pyrune Bazalovich III
they search the following areas:
• 1st Level: Absorb Elements, Illusory Script,
The Bookshelves: Detect Magic, Magic Missile, Identify,
A DC 10 Investigation Check will reveal that Unseen Servant
there are a few arcane tomes still intact. They • 2nd Level: Enthrall, Hold Person,
contain the following spells: Suggestion, Tasha’s Mind Whip
• Cantrips: True Strike, Prestidigitation, • 3rd Level: Nondetection
Gust, Light, Friends
The Broken Chests:

CH 1 WELCOME TO WREYTHAU
124
A DC 10 Investigation Check will reveal:
• Stored in the bottom of one chest, hidden The most important document can be found on
shattered planks of wood, is a Cloak the next page:
of Many Fashions wrapped around a
Clockwork Amulet. A DC 10 investigation roll will reveal a Ring
of Protection hidden in the bottom drawer,
along with various ink and parchment of a quality
The Bedroom: for spell books and scrolls.
Almost all of this finery has been
destroyed. A few scraps of luxurious fur or silk
might be salvageable, though you doubt even Leaving Section A
that much might be usable, and even if it was, The players are able to freely navigate to
would you want to? It is while searching the section B without the need for any checks.
vanity, however, that you spot something that There’s plenty of rope nearby, not to mention
sends a chill down your spine. Looking back at their own supplies, and with enough time they
you is not your own reflection, but that of an can climb aboard the bowsprit of the ship and
imperious woman with blazing red eyes. Her move onto the weatherdeck.
gaze fixes upon you with an almost physical
intensity, then a look of confusion passes However, once they reach the weatherdeck of
across her features and she is gone, leaving you Section B, this triggers a special event:
staring back at your own reflection.
Event: The Chains of the Inquisition
The image in the mirror is Czerina, As you scramble from the bowsprit to the
of course, or merely a projection of her weatherdeck you’re afforded a clear view of the
dreaming mind. shore, elevated above most of the other wrecks.
And, in the distance, you can see something
The Dining Room: on the beach: a lone campfire shining upon
Greedy adventurers might try to loot the the hull of one of the launches! It’s hard to
incredibly valuable crockery, or even pry the gold tell from this distance, but you think you see
off of the table, though the second they touch the figures of the other passengers, as well
anything on the table, an object from across the as some of the crew in the light of the fire.
room will fly past them, missing them by only Somehow, they must have been able to safely
centimeters. A book, a piece of wood, a fragment navigate to the shore! Before you can signal
of metal, there are hundreds of suitable objects in them, however, you see something else, a
the room, all waiting to become projectiles at a blaze moving through the woods. As you
moment’s notice. Should the adventurer continue watch, the moving line of fire resolves into a
to try to loot the table, then everyone in the dozen armored figures carrying torches, the
room will be forced to make DC 14 Dexterity symbol of a flaming sun visible upon their
Saves or they will take 4 (1d4 + 2) bludgeoning tabards even from this distance. They fall upon
damage. This check repeats for each person, the survivors on the beach with the ferocity
once per round, until the finery is put back or the of wolves, corralling and beating them into
characters leave the room. submission before carrying them all off in
chains. Perhaps you were lucky not to be the
first to make it ashore.
The Desk:
Upon this magnificent desk the adventurers
The adventurers are hundreds of feet
will find several documents, the parchment as
away from the beach, much too far out of range
fine as the day it was made, the ink looking to be
to do anything to help, and it’s clear that there’s
barely dried.
CH 1 WELCOME TO WREYTHAU
125
Your imperial majesty,
Tsar Alexandros I Cloak of Many Fashions
Wondrous item, minor tier, common

As your foremost council, I wish to extend —


Stat Block Heading
to you my heartfelt prayers and wishes that While wearing this cloak, you can use a bonus action
your conquest proceeds as magnificently as it to change the style, color, and apparent quality of the
garment. The cloak’s weight doesn’t change. Regardless
should. Though we are always wise to listen of its appearance, the cloak can’t be anything but a cloak.
to the clergy, as you know, I am a student of Although it can duplicate the appearance of other magic
the law, and so it is with the law that I turn in cloaks, it doesn’t gain their magical properties.

order to praise the justification for those lands Source: XGE, page 136
held by your sister.

Primarily, under Nostrovishten Law, as Clockwork Amulet


Wondrous item, minor tier, common
your sister is of the female sex, she cannot
inherit lands or titles. She has no authority or —
This copper amulet contains tiny interlocking gears and is
jurisdiction that is not granted by you. powered by magic from Mechanus, a plane of clockwork
predictability. A creature that puts an ear to the amulet can
hear faint ticking and whirring noises coming from within.
Furthermore, by declaring herself the ruler
of a sovereign state, while still being one of When you make an attack roll while wearing the amulet,
you can forgo rolling the d20 to get a 10 on the die. Once
your subjects, she has effectively committed used, this property can’t be used again until the next dawn.
treason. No matter that she won those lands or
Source: XGE, page 137
helped found the cities. As your subject, all her
works belong to you.
Ring of Protection
Lastly, even if the previous arguments, Wondrous item, minor tier, common
immutable in the law though they may be, —
Ring, major tier, rare (requires attunement)
were to be discarded, it is fully within your
rights to declare war upon any kingdom You gain a +1 bonus to AC and saving throws while wearing
this ring.
that you wish, for the glory of our empire,
and so the gods of justice and order surely Source: DMG, page 191
smile upon you.
Sincerely, the island, perhaps foreshadowing her intentions
Chief Councilor,Lucien Andemicus Andropov for the adventurers themselves. As for Isidora,
she was forced to abandon many of her paintings
and sculptures to languish among The Wrecks
for centuries, and they have since absorbed much
no way they could reach the shore in time to save
of the mystical corruption of the land and begun
the other passengers and sailors. The best they
to take on a will of their own. This will present
can do is continue to make their way as safely
a strange and unnerving encounter for the
across the wrecks as they can, and that likely
adventurers that will perhaps force some of their
means finding a safe place to rest.
secrets to light, as well as reveal more secrets
Section B: Inspiration’s Gift about the land. Lastly, the adventurers will also
This next section continues to build the discover the journal of an artifact delver that
narrative and the tension that began in Section braved The Wrecks long ago, the delver’s notes
A. However, instead of delving deeper into the informing them of a great treasure waiting for
history of Czerina and Alexandros, it jumps them in Section C, as well as warn them about the
forward in time to just before Isidora joined dangers that await them in Section D.
Czerina’s court. The Blood Queen drove the ship
into The Wrecks to stop Isidora from leaving B1:
CH 1 WELCOME TO WREYTHAU
126
There’s nothing to find on the weatherdeck Miraculously, all of the supplies appear to be in
aside from more rope, barrels of fetid rainwater, good order and should be able to be used.
and moldering sail canvas. There is a hatch open
on the bow, however, that leads into the hold
of the ship. This is the only way inside, as all B2:
the other hatches and doors have swollen shut Stepping out of the storage room you
long ago and are immovable. And, due to the find yourself striding into what appears to be,
construction of the ship, even though it’s been of all things, a painter’s studio. A magnificently
cleaved in two there are a series of bulkheads that plush, circular rug sits beneath a well crafted
seal this half of the ship closed. This is important, chair of dark wood, an empty easel, an elvish
because with only one way inside, that makes this lamp, and a wooden table for holding palettes,
half of the ship the most defensible place for the brushes, and other tools, and a door across
storm-wracked adventurers to shelter and rest. from you leads out of the studio. What truly
catches your eye, however, is the fact that
So, there’s a good reason for them to there are six absolute masterpieces of various
explore the hold of this part of the ship, and the sizes and subject matter set up around the
only way down leads into B1. room, each held in an elegant gilded frame.
Each would no doubt be worth a fortune and
However, before they descend, allow a only hang in the halls of the wealthiest nobles,
DC 14 History Check to reveal that this ship, merchants, or institutions.
while still ancient, is much younger than the
previous ship. It only dates back several centuries Beginning to the left of the door you
rather than an entire millenia. What’s more, it’s came from and proceeding clockwise around
clear that this was a simple passenger ship rather the room, the paintings depict the following:
than a warship.
• Painting 1: A dozen well equipped soldiers
When the adventurers do decide to cautiously advance across a bridge, an
descend, read the following: entire army at their back. A lone figure
opposes them: a tall woman with a mane of
After having scoured the weatherdeck for raven black hair billowing in the wind. Her
supplies and any sign of shelter, you realize armor is dented and bloody, yet she stands
that the only way inside lies through a hatch firm, a greatsword in her hands.
on the bow. This is a good sign, this means
the interior of the ship might be defensible, • Painting 2: Two young girls having a picnic
and if you’re lucky, safe enough to get some in an idyllic garden, a pink dragonwood
rest. The hatch opens up into a small storage tree sheltering them in its shade as they
room filled with crates still strapped to the chat and giggle.
walls, along with a storage locker that looks as
though it might have broken open when the • Painting 3: A paladin with beautiful locks
ship crashed. A single door leads out of the of golden hair lays slain upon the ground,
storage room. a sword plunged into his back. A woman
stands behind him, wearing the same
armor, yet her eyes are red and long fangs
Inside the storage locker the players
will find: 2 healing potions along with 4
Healer’s Kits. . Potion of Healing
Wondrous item, minor tier, common 50 gp, ½ lb

The crates contain various artisan’s tools: —


You regain 2d4 + 2 hit points when you drink this potion.
paints, paint brushes, hammers and chisels, The potion’s red liquid glimmers when agitated. DMG p187
turpentine, canvases, easels, frames, chunks
Source: DMG, page 191
of marble, and other assorted art supplies.
CH 1 WELCOME TO WREYTHAU
127
are visible in her beaming smile.
An angel flees in the background.

• Painting 4: A druidic ritual in a


Nemeton, naked figures dancing
and singing beneath a sky filled
with a vision of the galaxy itself.

• Painting 5: An elven man


with grey threading its way
into his hair and beard kneels
upon a battlefield littered with
slaughtered men. A bloodied
sword lies before his knees as
he raises his fists to the sky,
shouting what must surely be a
challenge to the gods themselves,
his expression one of profound
rage and grief.

• Painting 6: A landscape of a
magnificent city carved into the
very face of a mountain itself.]

Players that have seen


Czerina in the ocean or in the
mirror recognize her in the first and
fourth painting.

All players also recognize


the heraldry of the soldiers in
the fifth painting as matching
the Nostrovishten soldiers
from Section A3. Sentient Paint
In this event, the paintings begin to
Unknown to the players, the second change, displaying moments from the player
painting depicts Czerina and Teadora (see App character’s backstories, as well as visual lies
1), the third depicts Lady Ysemgrin, the fifth is devised to sow dissent among the party. This
Beleroth, and the sixth is Barrukhirrim from event occurs in 3 stages, read the instructions
before it was destroyed. before reading the descriptive text below.

Players may make a DC 17 History Stage 1: First, the paintings will display
check to identify heraldry of soldiers on the true moments from the adventurers’ lives. This is
bridge. They are from Bacia, an ancient enemy of true for each adventurer studying the paintings.
Nostrovishte.
As you study the painting closely you
If players spend any time studying the
realize that something is amiss. The utterly
paintings they trigger the following special event:
sublime use of color and entrancing texture
of the painting is beginning to change and

CH 1 WELCOME TO WREYTHAU
128
before your eyes the entire scene begins to to display the truth, even if hidden, whereas
shift, reflecting a moment from your past the third stage is just a lie the paintings hope
for all to see. the characters believe. This will provoke many
strong emotions that the paintings can feed off
Ask each player to describe one of the of, psychic vampire style.
happiest moments of their character’s life. That is
what the painting shows. If, at any point, an adventurer tries to
destroy a painting, the paint itself will flee from
Stage 2: Next, the paintings will show a the canvas in a mass of writhing color and oil,
secret from a player’s backstory. Ideally these are disappearing into any nook or cranny that it can.
secrets the players have already planned with you, If an adventurer uses fire and is very persistent,
though it doesn’t hurt to do a quick poll before then the paint will burn, and a horrible scream
the session starts. Pull the player aside and get as if echoed from a thousand mouths will fill the
the details of the secret so you can describe it in room for several moments.
detail. This works best if you select only one or
two players to do this to. B3:
As you step out of the painter’s studio
Once more, the paintings shift, you find yourself facing a long hallway filled
displaying a scene from ___’s past. Displayed with statues. A door to the left leads to a
in vivid color and masterful shading and depth separate room, and an opulent rug runs the
is a scene of ____. length of the hallway, resting snugly beneath
the heavy bases of each sculpture or statue. The
Stage 3: Finally, it will show a visual workmanship of the sculptures is exquisite,
lie about an adventurer, showing them doing stone and brass appearing to be as soft as
something monstrous. Do this to only one flesh, as light as cloth caught in a breeze, and
adventurer, preferably one who has not had any as expressive as life itself. They depict various
of their history displayed already. subjects, from warriors, to saints, to more
abstract designs. What truly catches your eye,
As you discuss what you’ve witnessed however, is a statue that looks as though it
already, all 6 paintings shift one final time, all doesn’t belong, a statue of what appears to be
displaying different scenes from the history an adventurer: it depicts a man with a beret,
of the same person: _____. The first painting loaded down with a heavy pack with a shovel,
depicts a simple theft from the alms cup of a crowbar, and rope dangling from the sides.
sleeping beggar. The second painting depicts He’s bending down as though examining
them stalking a lone figure at night. The third something, a look of concern upon his face.
depicts them enjoying nice cuts of meat from
a human leg that’s been placed on a butcher’s To build unease and mess with your
block. The fourth depicts them kneeling in a players, ask them for Perception checks. No
circle of candles, beseeching a terrible demon matter how high they roll, simply tell them: “You
made of shadow itself. The fifth depicts them don’t happen to notice anything”. (Unease)
dumping something into a well of a small
village, and the sixth shows them pilfering coin Secondly, the next time they step foot in
from the pockets of the poisoned villagers. the hallway, ask them for Investigation Checks.
Whoever gets the highest result notices that two
The paintings, themselves, wish to do of the statues have switched places. It doesn’t
what all art is meant to do: provoke strong matter which statues.
thought and emotion. The first two stages were
designed to build trust in the paintings’ ability
CH 1 WELCOME TO WREYTHAU
129
B4: treasure within is up to them. After all, inside
the Floating Temple is the ghost of Czerina’s
You step into a well appointed room
brother, Tsar Alexandros I himself, or at least a
with another extravagant rug and other lavish
psychic echo from before his death, and that is
furnishings. To your left is a potted plant,
what guards the two legendary items of power. If
somehow still alive, sitting beside a chaise
the adventurers decide not to combat the ghost,
lounge with an elvish lamp on the other side.
however, and move directly to Section D, they
A bed lies against the left wall, with a chest
will have an opportunity to recover the items in
sitting at its foot. To the right of the chest sits
the Catacombs in Leshehoff (see next Chapter),
an ornate desk with several books sitting atop
though it’s best to get them now. Besides, if they
it. A slender, leather bound volume lies open
move on without meeting the ghost they’ll miss
upon the desk, a quill still wet with ink lying
an important glimpse of the past that might just
across the pages. Next to the desk is a broken
help them in their battles ahead.
statue of what appears to be a mercenary, a
bearded man in battered armor, though it’s
The adventurers navigate to Section C
unclear what force caused the statue to tip
along the main mast of Inspiration’s Gift, and
over and break upon the deck. Two more
then across the bowsprit of that unnamed wreck
bookshelves lie further into the room, along
to the stern of the Floating Temple. The stern
with what appears to be a small workstation.
of Inspiration’s Gift sank long ago, though from
a distance it might look as though Inspiration’s
This was Isidora’s personal cabin. Inside Gift and the Floating Temple are two parts of
the chest the adventurers will find Heward’s one ship. It’s simply one of the many illusions
Handy Spice Pouch, several elaborate female of The Wrecks.
noble outfits (worth 15 gp each), including one
set of Clothes of Mending, a Cleansing Stone,
and an Orb of Time.

Upon the desk they will find Isidora’s


journal, which has been co-opted by the artifact
delver Sorbo Kallestru.
The entries are listed below in a
backwards order as the most recent entry was
that of Sorbo.

As you might have guessed, Sorbo


and Brontislav ran into a spot of trouble. By
desecrating Isidora’s journal, they were both
struck by a curse and turned to stone. Such
a curse is spent and done, though the party
might decide that it’s not safe to find out. The
ship is haunted, after all, even if by something
besides ghosts.

Section C: The Floating Temple



In order to move to shore, the Regardless, the weatherdeck of the
adventurers must cross section C, the fabled Floating Temple has nothing to offer besides
Floating Temple, though whether or not they more rope and weathered wood.
delve inside the floating temple to uncover the
CH 1 WELCOME TO WREYTHAU
130
THE JOURNAL
8.17.2583
Aboard Inspiration’s Gift

I found this diary among the lady’s things. Who


would have thought an artist of her caliber was so
horribly banal as to keep a diary? I, at least, have reason
for a record such as this, though as it happens my
previous journal was ruined by an unplanned dip into
the sea. A danger of this profession, to be sure, though
I’ve faced much worse and always come out on top! Of
course, I likely shouldn’t have used the wax paper from
my sausages to wrap my journal in. Seems there was a
small tear and the water got through and soaked it right
to the bone! Not that journals have bones, of course, but
regardless, I was hired by the previous owner of this ship,
the Princess Isidora herself. Apparently, she’s been trying
for a few centuries to have her precious works of art
recovered, though none have managed to make it past the
Drowned Dead by the shore. That is, until Sorbo Kallestru
came along! Hahaha! Slipping past them was like the play
of children and retrieving a few paintings will be no
trouble for one such as I, although I’ll need to hire more
toughs to help me with those damnable statues! All I’ve
got with me now is that brute, Brontislav, and though
he’s strong as an ox, and bearded like one, too, he won’t
be enough. Besides, I hired him as a bodyguard, not just
simple muscle, although judging by the state of his armor
he’s probably better suited to lifting things than fighting
anyways. Though, he did get half his coin up front, so
perhaps I’ll forget the paintings until I return and dig
up another prize, one worthy far more than Isidora’s
pitiful bounty.

You see, in the ship near here lies the remains


of an ancient, floating temple, or a ship turned into a
temple, that is, and a grand treasure lies inside. Why, I
could retire if I wished, with a treasure that magnificent,
and then I wouldn’t need to worry about silly statues or
paintings ever again! In fact, they’ll tell such stories about
me once I return with the fabled Sword of Slaughter and
the Shield of the Dead!

(The entry abruptly ends.)

CH 1 WELCOME TO WREYTHAU
131
3.23.2003
We’ve crashed! The wind howled like I’d never heard before,
and the ship was tossed about every which way. I thought, surely, I’d
die of fright before we were dashed to pieces against the rocks, but
here I write. I still can’t believe that we’ve survived, and as a blessing
from Lady Firehair herself, it seems my works are also relatively
untouched. I’ll be certain to offer more prayers to her, although the
captain has said it’s not safe to stay and we must depart post haste.
What’s more, without a proper dock and a hoist there’s no chance
of recovering my works for now, which means I’ll have to abandon
them. I’ll at least get the sailors to help me set them upright before
we go, and may Sune watch over them. Surely, my heart will break
leaving them behind, though I know I’m truly lucky just to be alive.
I can’t bear to brave another voyage such as this, and so it seems this
land is meant to be my home forevermore. I just hope that my dear
heart might take me back. She had such a fury in her eyes when I’d
told I was set to leave, and I haven’t seen or heard from her since.

-Isidora

3.22.2003
I’m dreadfully sorry to leave this land, but as I told my love,
the world deserves to learn of her and her people, and what better
vehicle is there than my art? I’m sure this is the right thing to do. I can
tell how she suffers so. It must be a terrible burden to have survived
such horrors for the sake of her people, only to be forgotten and
abandoned by the world itself. But I’ll put things to right, and once I
do, perhaps then I can return and convince her to travel with me. The
world is so vast, and I’m sure she’d agree to go with me if she could. So
I’m determined. We set sail soon, though, if I’m truthful, I don’t know
if my heart can bear to watch us depart. To see the land is to think of
her, and alas, I’m afraid I have not the bravery to face such.

-Isidora
2.15.2003

She confessed to me, today, that she wanted me to stay. That


no matter how talented I might be, I was the work of art she admired
most, in mind and soul, and she’d give anything to keep me. I was
shocked that a woman such as she would feel this about someone like
me. For the longest time I’ve felt that my art was all that I had to offer,
though, when I’m around her… Well, I shan’t speak of it, though I will
say that I’m afraid. If I stay I’m not sure what I’ll become. Perhaps it
would be better if I go.

-Isidora

CH 1 WELCOME TO WREYTHAU
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Aside from entering through the gaping something that belongs upon a temple, rather
hole in the front, the most likely means of entry than in the bowels of a wrecked ship.
is through a stairway that leads to C1.
The crates and sacks are filled with
C1: ancient cleaning supplies, incense, coal, lamp oil,
candles, prayer books, and other small religious
Descending into the bowels of the ship offerings of the Lathandrian religion, all of which
is like stepping into caged winter. The walls have been miraculously preserved, if coated in a
and floors are coated in a thin layer of ice, as thin film of frost.
are the creates, sacks, and piles of rope that
are stored here. Flanking the stairway that you A DC 14 Religion Check will reveal that
came down are two doors, elaborately carved this ship is actually a portable temple. The shrine
and inlaid with shining brass. They look like aboard The Sun’s Wrath was simply for use
Heward’s Handy Spice Pouch aboard that specific ship, whereas this temple is
Wondrous item, minor tier, common meant to serve as the religious center of the fleet,
as well as carry the most sacred artifacts upon it

This belt pouch appears empty and has 10 charges. While with all due reverence. It also suggests something
holding the pouch, you can use an action to expend 1 of
its charges, speak the name of any nonmagical tea or food
of a religious mission. The ship was likely meant
seasoning (such as salt, pepper, saffron, or cilantro), and to be deconstructed and rebuilt as the primary
remove a pinch of the desired seasoning from the pouch. A temple of a newly conquered land.
pinch is enough to season a single meal. The pouch regains
1d6 + 4 expended charges daily at dawn.
A DC 14 Perception Check will reveal
Source: XGE, page 137
the sounds of someone furiously ranting behind
the doors that lead into C2, although the words
Clothes of Mending cannot be made out.
Wondrous item, minor tier, common
C2:

This elegant outfit of traveler’s clothes magically mends
itself to counteract daily wear and tear. Pieces of the outfit
that are destroyed can’t be repaired in this way. As you step through the ornate doors
of the temple and step inside you feel a gust
Source: XGE p137
of chill wind wash over you. The source
of the cold is clearly inside this room. The
Cleansing Stone extravagant walls and the floor are covered
Wondrous item, common in a thicker layer of ice, making your footing
— treacherous as you move inside. To make
A cleansing stone is a sphere 6 inches in diameter, engraved
with mystic sigils. When touching the stone, you can use an
matters worse, there are jagged holes blasted
action to activate it and remove dirt and grime from your all the way through the deck and outer hull,
garments and your person. dropping at least 15 feet into the waters below.
Source: ERLW p276
Immediately next to the doors sits the
holy dais itself, the everburning brazier that
Orb of Time represented Lathander’s light having long
Wondrous item, minor tier, common since been extinguished, home now to nothing
— more than frost covered ashes. Two, smaller
3 lb.
dais lay to either side of the room, one bearing
While holding this orb, you can use an action to determine a sword, the other a shield. Twin statues of
whether it is morning, afternoon, evening, or nighttime
outside. This property functions only on the Material Plane. Lathandrian saints lay past the sword and
shield, and finally two massive golden pillars
Source: XGE, page 13
depicting more religious iconography are all

CH 1 WELCOME TO WREYTHAU
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that’s left of the temple, the rest has broken “It is mine by right!” he bellows,
away to disappear into the sea below. thrusting an accusing finger towards the
central dais. “It is mine! I took this crown
Despite the success of their perception because it was mine and I will take your lands
check from earlier, they find that there is no for the same reason! How dare you think to
one in the room. That is, until they approach stand up to me, you vile wretch! Demon’s
either the Sword or the Shield (see Scaling spawn! If only our parents had had the
Legendary Relics in Chapter 1 for more details). courage to kill you while you were young, but
That is when the ghostly apparition of Tsar now it falls to me to put this wrong to right!
Alexandros I appears. To wipe the stain from our family’s honor
forevermore! You’ll become nothing, not even a
footnote in the history of my reign!”
As you approach the relics of legend, a
chill wind gusts through the room, and you He draws a ghostly replica of the sword
see a man stride into view from absolutely and shield, then freezes, and disappears.
nowhere before. He bears upon his head a All is quiet for some moments, and then he
regal crown, and is dressed in elaborate armor appears just as before, repeating his tirade
layered over cloth of gold. word for word before striding towards the
sword once more.

CH 1 WELCOME TO WREYTHAU
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point, the ghost flies into a rage and attacks with
This ghost is nothing more than a its own ghostly versions of the weapons as it
psychic echo. A very powerful echo, but an echo recreates Alexandros’ final moments of life as he
nonetheless. It is far from sentient, more of a battled his sister to the death.
necromantic construct than anything else, and
it will do nothing but repeat unless one of the Running the Combat
adventurers picks up the sword or shield. At that Alexandros cannot go more than 10 ft outside
of his lair. As such, it is possible for adventurers
to grab the legendary relic and run, though the
Tsar Alexandros I Treacherous Footing and the holes in the floor
Medium Undead, Chaotic Evil
will make this more challenging. Furthermore,

Armor Class 12 (natural armor) Alexandros will try to kill any creature holding
Hit Points 50 (5d8+28)
Speed 0 ft., fly 50 ft. (hover)
one of the legendary relics or any creature that
STR DEX CON — INT WIS CHA attacks him. However, if it is advantageous to
1 (-5) 16 (+3) 11 (+0) 11 (+0) 11 (+0) 10 (+0) shove a creature NOT holding a legendary relic

Damage Resistances acid, cold, fire, lightning, thunder; out of the room (such as through the holes in the
bludgeoning, piercing, and slashing from nonmagical attacks floor), then he will.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained, unconscious Note that the sea is only 15 ft below the holes in
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but can’t the floor, meaning that a well placed rope would
speak allow an adventurer to climb back into the room,
Challenge 2 (450 XP)
as climb speed is half of normal. And, if you

Incorporeal Movement. The specter can move through other believe that this encounter is not suitably difficult
creatures and objects as if they were difficult terrain. It takes 5 as it is, add a few mermaids in the waters below.
(1d10) force damage if it ends its turn inside an object.

Actions Section D: The Drowned Dead


Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature.
Hit: 10 (3d6) necrotic damage. The target must succeed on This final section of The Wrecks is
a DC 10 Constitution saving throw or its hit point maximum is
reduced by an amount equal to the damage taken. This reduction
perhaps the most deadly, even moreso than the
lasts until the creature finishes a long rest. The target dies if this desperate fight against Alexandros’ specter. In
effect reduces its hit point maximum to 0. order to escape, the adventurers will have to
Legendary Actions: navigate the debris strewn, treacherous decks of
Alexandros can take 2 legendary actions, choosing from the a ship as a horde of undead monsters hunts them
options below. Only one legendary action can be used at a time down. The adventurers will have to carefully
and only at the end of another creature’s turn. Alexandros
regains spent legendary actions at the start of its turn.
strategize in order to make it to safety. It is
recommended that you remind players to try pre-
Shove (1 action). Alexandros can shove one creature within planning their routes due to the difficult terrain.
melee range. The creature must succeed a DC 12 Strength save
or be pushed 10 ft in a direction of Alexandros’ choice. This Calculating movement ahead of their turns will
does not allow Alexandros to make an opportunity attack on the
pushed target.
save time for everyone.

Move (1 action). Alexandros can move up to 30 ft. Running the Encounter:


Attack (1 action). Alexandros can make a Life Drain attack The adventurers begin the encounter at
against a target he has not already struck during this round D1 and should roll initiative. Note that this is an
of combat.
elevated position with choke points. If a character
Lair Effects: wishes to leap down from their elevated position
Treacherous Footing: Alexandros’ ghostly form secretes a ask them to make a DC 10 Acrobatics Check
powerful chill that coats his lair in ice. Any creature that attempts or fall prone upon landing. If a character drops
to move more than 10ft must succeed a DC 10 Acrobatics
check or slide 10 feet in a random direction. Roll a d4 for the
20 feet and fails this check, they also take 1d6
direction: 1, north; 2, south; 3, east; or 4, west. This movement falling damage.
doesn’t provoke opportunity attacks, and if the direction rolled is
blocked, the target doesn’t move.

CH 1 WELCOME TO WREYTHAU
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Also note that crates, wooden debris, frontline characters, though not destroying them
sacks, and rope all count as difficult terrain. can be equally dangerous. As such, the players’
This is very important, as it will not stop players best hope for survival is to move fast towards the
movement but will slow them down and they will escape, as the Drowned Dead will not set foot
have to plan for this while evading the Drowned upon dry land (perhaps allow DC 10 Religion
Dead. By the same token, the difficult terrain or Arcana Check to reveal this fact to the
works both ways, so the adventurers can use it to characters).
their advantage if they plan their tactics well. .
To begin, place one Drowned Dead near
As for the Drowned Dead themselves, D1, and 3-4 Drowned Dead in the center of the
they are undead monstrosities comprised of ship. Then continue to spawn one or two Dread
all the sailors that have been shipwrecked and Dead towards the bow of the ship every turn and
drowned in the waters around Wreythau. They have them Dash towards the adventurers. And,
are filled with noxious, tainted seawater that if the adventurers are really struggling, delay the
they vomit onto their victims or explode onto Drowned Dead spawning, or have them simply
their victims when they are slain. This makes move more slowly across the ship. Your goal is
destroying Drowned Dead very dangerous for

CH 1 WELCOME TO WREYTHAU
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Drowned Dead
Medium Undead, Chaotic Evil
to make the encounter thrilling and dangerous, —
Armor Class 10
not impossible. Hit Points 12 (2d8 + 4)
Speed 30 ft.
Section E: Mermaids’ Lair —
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 18 (+4) 6 (-2) 8 (-1) 5 (-3)
This section is entirely optional, and —
Skills: Athletics + 4
arguably, the most challenging part of The Damage Immunities poison
Condition Immunities exhaustion, poisoned
Wrecks. There are 5 mermaids lounging in the Senses darkvision 60 ft., passive Perception 9
shattered bow of The Sun’s Wrath, and they Languages understands all languages it spoke in life but can’t
are, fittingly, sunning themselves in the glow speak
Challenge 1/2 (50 XP)
of a magical artifact: a Driftglobe. The artifact

was once fitted to the figurehead of the ship, Actions
functioning as both a powerful symbol as well as Grapple. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
a signalling device, but in the millenia since it has Hit: target is grappled.

become the mermaids’ most treasured possession. Vomit. A Drowned Dead can vomit on any creature it has, or
The light of the driftglobe reminds them of the that is grappled by another drowned dead. Note: A Drowned
Dead cannot vomit on the same turn it starts a grapple (though
sun, whose warmth they haven’t experienced for other Drowned Dead could). Drowned Dead vomit deals 2d4
over a thousand years. Now, they just haul all of poison damage.
their catches into the broken bow of the ship to Explosive Death. When reduced to 0 hit points, the Drowned
feast and bask together, enjoying the light and the Dead explodes in a shower of poisonous gore. Every creature
memory of warmth. within 5 ft. takes 2d4 poison damage.

outside the lair, though they are busy hunting


Therefore, if an adventurer or npc has
throughout the rest of The Wrecks).
been “drowned”, downed, or otherwise captured
• Kallianera: the eldest of the mermaids and
by the mermaids, this is where they will have
the most pragmatic.
taken their prey to be stored until their current
• Polidora: the most curious and adventurous
food supply has run out. This could create a
of the mermaids.
wonderful roleplaying encounter for a captured
• Nepephele: the most bloodthirsty of
adventurer and a desperate rescue operation for
the mermaid.
the rest of the party.
• Amphitros: the most restful of
the mermaids.
Speaking of which, here are brief
• Teledissee: the most greedy of
descriptions of the five mermaids which can be
the mermaids.
found in the lair. (Note that more can be found

CH 1 WELCOME TO WREYTHAU
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Interacting with the Mermaids: •
The mermaids in the Lair have just eaten Driftglobe
and aren’t keen on jumping in the water and Wondrous item, minor tier, uncommon. 1 lb

fighting if they don’t have to. Remember, they —


This small sphere of thick glass weighs 1 pound. If you are
are sentient creatures who have been corrupted within 60 feet of it, you can speak its command word and
by the Dark Power and warped into their most cause it to emanate the light or daylight spell. Once used,
the daylight effect can’t be used again until the next dawn.
cruel selves. This means that, while they are
ill-intentioned, they can be reasoned with. A DC You can speak another command word as an action to make
12 Insight check could be used to get a read on the illuminated globe rise into the air and float no more
than 5 feet off the ground. The globe hovers in this way
the mermaids and this information can be used until you or another creature grasps it. If you move more
to help their negotiation for the release of npcs than 60 feet from the hovering globe, it follows you until
it is within 60 feet of you. It takes the shortest route to do
or party members. Below are several suggested so. If prevented from moving, the globe sinks gently to the
modifiers for this role playing encounter. ground and becomes inactive, and its light winks out.
• Having already killed a mermaid: Source: DMG, page 166
Disadvantage on Persuasion, Advantage on
Intimidate. Failure likely means combat.
• Magic Items to barter with: Advantage on • Appealing to the nature of Amphitros
Persuasion checks. or Nephele: Disadvantage on
• Appealing to the nature of Teledissee, Persuasion Checks.
Polidora, or Kallianera: Advantage on • Intimidation without having killed a
Persuasion checks. mermaid: disadvantage.

CH 1 WELCOME TO WREYTHAU
138
If the adventurers try to negotiate for This is a great chance for players to react
the Driftglobe itself (which is held in an ornate to the events that they’ve experienced as well
glass sculpture of the sun), it will be incredibly as make a plan for the future. What have they
challenging unless the adventurers can offer up learned? Have their goals changed? Do they want
a large amount of food or something that is of to rescue those captured by those torch wielding
equal value...which is almost impossible, and fanatics with the sun emblems on their tabards?
thus would require the use of clever trickery. These are just some of the questions that could be
Prestidigitation, Thaumaturgy, or other discussed by the party in character (preferably) or
Enchantment and Illusion magic can be quite out of character if need be. And, from here, the
powerful when creatively used, after all. adventurers will be able to pick up a forest trail
that will lead them towards Chapter 3, Leshehoff.
The mermaids cannot be intimidated
into giving it up, however. They will fight to the
death if threatened with the unwilling loss of
the Driftglobe.

Act 5: The Shore


As you run across the shuddering timber
of the broken mainmast you chance a look
behind and see the Drowned Dead retreating
back into The Wrecks. Something must be
keeping them bound there, and as you splash
down into the shallows and wade to the sandy
beach of the shore, you finally have a chance
to breathe. Fine grained black sand stretches
out to either side of you for hundreds upon
hundreds of feet before steep, rocky cliffs jut
up towards the sky. Behind you is the sea, and
a few hundred feet in front of you lies a thick
forest of twisted trees. The lone launch that
had already made it ashore lies upside down
on the sand not far from you, a few embers still
glowing faintly in the dark.

Once the players have successfully escaped


from Section D they will have finally reached the
shore, and a measure of safety...if Wreythau can
be called safe. Insert evil laughter here.

The Player Characters will finally have a chance


to rest (as in long rest), and will level to 3.

CH 1 WELCOME TO WREYTHAU
139
Chapter 3 Leshehoff
Chapter Overview: use the overviews as a framework, but don’t feel
Now that the adventurers have survived pressured to adhere to them like gospel.
the voyage to Wreythau and braved the dangers
of The Wrecks, they will find that the paths their Otherwise, this chapter will continue
future adventures take will be largely determined where Chapter 2 left off, with the adventuring
by their own decisions and actions. In other party having just rested (and leveled up) on
words, a variety of paths will be set before the the beach. Spotting smoke on the horizon, and
player characters and they will have to decide finding the trail of the other survivors, the party
which to pursue. That doesn’t mean, of course, will venture into the deep forests of Wreythau.
that the adventurers can’t be nudged one way From there, they will reach a pivotal encounter
or another by NPCs or plot developments, but that introduces them to the Beastfolk and from
ultimately the choice of how to proceed is theirs. there on out, it is the party’s decisions that will
decide how they proceed. If they decide to engage
This chapter contains all the information with the Beastfolk and learn more about them,
you need about the next region that that they will meet a powerful ally, as well as learn
adventure takes place in. You’ll learn what quests more about the Dark Power lurking behind the
are available in this region as well as a sample scenes. Eventually, however, the adventurers
overview of how these quests might play out must journey on to the barony of Leshehoff, a
at the end of the chapter. Again, because this farming region caught in a power struggle with a
is designed to give the players (and the DM) fanatical religion bent on total domination of the
as much agency as possible, that means these people and the land. The adventurers will ahve
quests might play out differently than in the to wade into this power struggle, navigating its
quest overview, which is great. The overview dangers and, ultimately, tipping the balance one
at the end of the chapter is merely a suggestion way or another. Unless the party are themselves
meant to offer a sample trajectory rather than fanatical zealots, this will mean taking a stand
set down a pair of railroad tracks. So, feel free to against the domineering Inquisition of the
Morning Lord, though when they choose to take

CH 3 LESHEHOFF
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a stand, and how they choose to take a stand, A Babe in the Woods
will be key decisions on their part. Hence why
there is no singular path, but rather several that Encounter Overview:
the adventurers could embark on as they explore This encounter will introduce the
this region. adventurers to the Beastfolk, and place before
them a significant quandary: what to do with
Continuing the Adventure: a lost babe found in the middle of the woods.
Essentially, the story leading up to this event
Once the party has finished resting on the is that a Beastfolk parent and their young child
beach, read the following: traveled to one of the many sacred megaliths
scattered throughout their territory in order
Slowly, a soft grey light begins to filter to perform a ritual blessing for the child.
down through the heavy storm clouds that Unfortunately, the parent was killed by one of the
perpetually hang above, signalling the coming many predators in Wreythau, and so the child is
of the dawn. Wind gently stirs the branches left all alone. Poor babe! Thankfully, the other
of the trees closest to the black sand of the Beastfolk will realize something is wrong and
beach, but as you look towards the sky you see send out a search party, though the adventurers
columns of smoke rising above the canopy. It will be the first to find the babe. This will present
must be civilization, and perhaps only a few a conundrum to the adventurers, as well as
days’ journey from here. introduce the Beastfolk and form their initial
relationship with the Beastfolk community.
A DC 13 Survival Check will reveal the Beginning the Encounter:
tracks of the strange warparty that captured the
other survivors. They’re heading in the same To introduce this encounter, read
direction as the smoke, though there seems the following:
to be several game trails nearby if the party
As you make your way through the wilderness
wishes to move in the same direction but on a
you spot a pathway that seems better trod
separate course.
than a simple game trail, though not by much.
As you follow the trail, thankful for how
Moving towards civilization is their
much easier it makes your passage through
best bet, and after the supernatural storm
the woods, you come upon a small clearing
that shipwrecked them, travel by sea is hardly
filled with megalithic standing stones. Each
the best idea. So, overland travel through the
stone is rough carved and monstrously heavy,
forest is their best option, hands down. Which
and yet two simple archways have been built
is wonderful, because this provides excellent
using the stones. The archways lead to a
opportunities to introduce a few encounters
central ritual stone, as well as a trio of vertical
with the twisted wildlife of Wreythau, such
standing stones that form a crown of sorts for
as meeting the reincarnation of Gavran, the
this ancient ritual structure. As you near the
Carnivorous Horse or the Lamprey Rabbits (my
archways, you see that a basket sits upon the
personal favorite). These encounters (found in
center ritual stone.
Chapter 1) can help illustrate the warped nature
of this new land in addition to adding to the Allow the players to investigate as they
atmosphere of horror. will. They can learn the following:

However, once you’ve introduced a few • A DC 14 Religion Check will reveal that
of these encounters (or however many you wish), these ritual stones are tied to the Old Faith,
introduce the special event to the right. or Druidism, and are aligned to perhaps
measure the seasons.

CH 3 LESHEHOFF
141
Forest
Trail

Ritual
Stones

CH 3 LESHEHOFF
142
• A DC 15 History Check (stonecunning) • An Arcana check will reveal that the babe
will reveal that these stones were likely is likely suffering from a powerful curse
placed here well over a thousand years ago. of some kind.
They were cut by hand, but it’s clear that
the rough craftsmanship is by design, rather From here, the adventurers must decide
than due to carelessness or lack of skill. what to do with the babe. Cautious adventurers
might leave the babe behind, though if they
• A DC 12 Investigation Check will interacted with it at all, the Beastfolk will pick
reveal what happened to the parent. A up their scent and stalk them through the woods,
trail of blood leads from inside a circle curious as to find out why the babe was spared.
of mushrooms, the broken remains of a
longbow and a few shattered arrows leading This would be a party of 3 Beastfolk
off into the foliage. The tracks of wolves of Warriors and 3 Beastfolk Scouts. The
tremendous size are nearby. adventurers can make DC 15 Perception Checks
to spot that they are being stalked, or you can
• A character fluent in Druidic will recognize have the Scouts roll against Passive Perception.
that these stones are, in fact, tied to the If spotted and challenged, the Beastfolk will flee
seasons, but in this case is specifically tied back into the woods unless they are challenged in
to the descent into winter, which marks Sylvan or Druidic. If that’s the case, the Beastfolk
the start of the new year. As such, this holy will cautiously approach and ask why they didn’t
place is perfect for blessings of reflection, harm the baby. If satisfied that the adventurers
abundance, and connection to those who are not hostile, they will invite the adventurers
have passed before. to accompany them back to Caeltos Village to
share a meal and have a safe place to rest for
• A character fluent in Sylvan will recognize the night. If the adventurers accept, proceed to
that these stones reference an Archfey Caeltos Village.
known as Cailleach, or the Queen of
Winter. These people pay homage to On the other hand, compassionate
Cailleach, but also reference the other lords adventurers might take the babe with them,
and ladies of the seasons. which would of course result in the Beastfolk
challenging the adventurers and demanding
Any character that investigates the basket the babe back.
will peer inside to find:
Peering inside the basket you find what at first This would be a party of 3 Beastfolk
appears to be a bundle of homespun blankets Warriors, 3 Beastfolk Scouts, and either a
and animal furs, but then you realize that the Beastfolk Juggernaut OR a Beastfolk Witch.
bundle is moving, and soon a hand emerges The Witch makes for a significantly harder
from within, pulling the swaddling aside to challenge in combat, yet the Witch is also one
reveal the face of a babe, though unlike any of the few Beastfolk that can speak a version
that you’ve ever seen before. It looks like of Common. This is important, as the goal of
the twisted combination of a human and an the Beastfolk is the safe return of the baby and
elk, and it coos up at you from its unnatural clear communication would certainly make
human-elk muzzle-mouth. that much simpler. Based on your knowledge
of the adventurers, use your best judgement on
which to include, as being denied the return
• A Medicine check will reveal that the babe of the baby will result in the use of force. The
is healthy despite its disturbing appearance. Beastfolk will be sure not to endanger the child,
but will otherwise consider the adventurers to
be extremely hostile if they try to keep the babe.
However, if the party agrees to return the child
CH 3 LESHEHOFF
143
without the threat of violence, then the Beastfolk Caeltos Village
will invite them back to Caeltos Village as thanks
for trying to save the child. If any violence or Overview:
threat is given before the return of the babe, Caeltos Village is one of many Beastfolk
though, then the Beastfolk will not make this settlements spread out throughout the wilds
offer and instead the 3 Warriors and 3 Scouts of Wreythau. It is one of the smaller villages,
will stalk the adventurers all the way to the but it does see frequent use as a trading point
border of Leshehoff’s farmland to ensure that the because of its location between the coast and the
adventurers leave and don’t double back into the Drowned Basin. Supported mainly by trade, as
woods to cause problems for their village. well as light agriculture and frequent hunting
trips, the village is relatively prosperous despite
If the adventurers decide that they do not it’s small size. Furthermore, because of the
wish to visit Caeltos Village, or do not receive an dangerous wilderness that surrounds the village
offer to visit it, then proceed to Leshehoff. and the close proximity to Leshehoff and the

CH 3 LESHEHOFF
144
Inquisition, many of the inhabitants of the village inside, punctuated by the distinctive brays,
are able warriors and the sturdy palisades and growls, and other noises of Beastfolk speech.
numerous pit traps make it difficult to assault.
If the adventurers are escorted to the village The ‘guardhouse’ is used to house the
by other Beastfolk then they will be received warriors, juggernauts, and scouts when they’re
warmly, offered food and drink, and given a on duty, as well as serve any other military-
safe place to sleep inside one of the huts. If the adjacent function that the village needs, such as
adventurers have not been escorted to the village, weapon and armor storage or a staging ground of
the Beastfolk will demand they leave unless the medical aid.
adventurers happen to speak Sylvan or Druidic,
at which point negotiations can begin. There are The leader of the warriors of the village
about 40 adult Beastfolk in the village, along with is a juggernaut named Rhagnall (Rog - nall), an
half as many children. experienced warleader, though one who’s getting
a bit too grey to do it for much longer. A massive
C1: Entrance creature, Rhagnall’s form is that of an orc mixed
with a great moose. One hand is simply a great
The village is ringed by sharpened, wooden hoof, whereas the other is used to heft a great
palisades over 15ft tall. The wood has been spear that weighs almost 30 pounds on its own.
stripped of bark and treated with oils to make
it flame resistant and difficult to climb, and
large pit traps have been dug in strategic Rhagnall
locations. The entrance to the village has Large humanoid, Neutral Good
clearly been set up to create chokepoints —
Armor Class 14 (natural armor)
to help defenders, but is otherwise open to Hit Points 76 (9d10 + 27)
the wilderness. Once inside, you can see Speed 40 ft.
two training areas have been set up near —
STR DEX CON INT WIS CHA
the entrance. 18 (+4) 11 (+0) 16 (+3) 10 (+0) 16 (+3) 12 (+1)

Skills Perception +7, Performance +5
Senses darkvision 60 ft., passive Perception 17
The Beastfolk rely on guards to help keep Languages Sylvan
the village safe. As there are plenty of dangerous Challenge 3 (700 XP)
Charge. If Rhagnall moves at least 10 feet straight toward a
creatures that walls and gates can’t keep out, target and then hits it with a gore attack on the same turn, the
they’ve simply come to accept that a constant target takes an extra 9 (2d8) piercing damage. If the target is a
creature, it must succeed on a DC 14 Strength saving throw or
armed patrol is the best defense, and as such there be pushed up to 10 feet away and knocked prone.
are always at least 6 Beastfolk Warriors and 6
Beastfolk Scouts on duty. Typically, 4 warriors Sentinel. Rhagnall can use a reaction to attack any creature that
moves into, or inside of the reach of his spear.
and 4 scouts man the entrance while the others
patrol the perimeter of the village. Reckless. At the start of its turn, Rhagnall can gain advantage
on all melee weapon attack rolls it makes during that turn,
but attack rolls against it have advantage until the start of its
That said, up to 12 Warriors and next turn.
12 Scouts can be mustered from the village
populace, along with Rhagnall, Seaghdh, (see —
Actions
next section) and 1 Beastfolk Witch. Great Spear. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 17 (2d12 + 4) piercing damage.
C2: Warrior’s House Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
This wood and reed built hut overlooks
the entrance to the village. Several weapons
lean against the timbers of the door frame,
alluding to its use as a guardhouse. The sounds
of conversation and laughter spill out from
CH 3 LESHEHOFF
145
The ‘second-in-command’, if such a concept southernmost (summer) wall. The smell of
can be said to exist in Beastfolk society, is an incense lingers in the air, as does the aroma
archer named Seaghdh (See - odd) whose curse of something delicious brewing in a large pot
manifests by mixing the features of a spider over the hearth.
with that of a half-elf. This allows Seaghdh
to shoot twice as many arrows as any other This hut is home to the leader of the
Beastfolk archer. village, a Beastfolk Witch named Morag.
Morag (a snake-human) has trained two other
Seaghdh witches, Suibahn (Shuh - von) and Cathall
Medium humanoid , Neutral Good
(Cath - ull). If you chose to have the adventurers

Armor Class 16 (studded leather armor) encounter a witch, choose between Suibahn and
Hit Points 75 (10d8 + 30) Cathall. Cathall (a rabbit-human beastfolk) is
Speed 30 ft, climb 15ft.
the eldest, and Morag’s son. Sweet hearted and

STR DEX CON INT WIS CHA
11 (+4) 18 (+0) 16 (+3) 10 (+0) 14 (+2) 12 (+1)
kind, Cathall is mostly interested in healing and
— helping nurture those in the village. Suibahn
Skills Acrobatics +6, Athletics +5, Perception +6 (a feline-human beastfolk) is more interested
Senses passive Perception 16
Languages Sylvan
in delving the mysteries of the Old Faith, and
Challenge 4 (1,100 XP) frequently travels to other villages or to seek
out Mata Yezinka. Morag, for her part, is very
Archer’s Eye (3/Day). As a bonus action, the archer can knowledgeable and even-tempered, though
add 1d10 to its next attack or damage roll with a longbow
or shortbow. mostly stays at her hut to brew potions due to the
ailments that come with age. Village gatherings
— happen inside when the weather is foul, and
Actions
otherwise many villagers visit Morag throughout
Multiattack. The archer makes four attacks with its longbow or
four attacks with a shortsword. the day, and others often stay with her when ill
or dealing with the many traumas of life.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
C4: Villagers’ Hut
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage This wood and reed hut sits among gardens
of flowers, herbs, and crops, and the sounds
Both Rhagnall and Seaghdh are fearsome of children can be heard coming from
enemies if provoked, but are otherwise happy to within. A colorful garland of drying herbs
live and let live. Rhagnall is the more talkative and flowers hangs between the two huts, and
of the two and loves to listen to and tell stories several Beastfolk come and go as they pursue
over a roaring fire, whereas Seaghdh loves to various chores.
contemplate and garden. Otherwise, both are
experienced skirmishers and defenders, having This houses the majority of the villagers,
lived through many desperate fights against the Beastfolk preferring to house in numbers
the Inquisition, Renegades, and the creatures due to safety as well as the benefits of communal
of the land. living. They raise children together, cook
together, and essentially live as one large family
C3: Morag’s House together. Typically, children move out of the
home once they’ve gotten an apprenticeship
This large, wood and reed hut is by far the and then live with their mentor, though not
most decorated of the village, fantastical always. And, of course, new huts are built
paintings of the Fey adorn the walls of the hut, when the population expands enough to make
each wall depicting a different season. Inside, things crowded.
a rich carpet of animal furs blanket the floor
of the hut, and a large hearth dominates the
CH 3 LESHEHOFF
146
C5: Trader’s Hut
When the weather is good, the fire pit
This hut is tied to the villager’s hut by a
is the center of the community and the nightly
colorful garland of small strips of cloth,
gathering place for entertainment, news,
along with dried flowers and herbs. It looks
discussions, and rituals. When the weather is bad,
much the same as the villager’s hut, though it
Morag’s home becomes the center of the village,
lacks a hearth.
though cooking is usually split between her hut
and the villagers’ hut.
The Trader’s Hut sits next to that of the
villagers, a sign of being considered like family, Additionally, many beastfolk families
though it is often used by the villagers when will cook communal meals over the fire pit, with
there are no travelers staying with them. Many the meal prep looking something like a ritual to
traders also prefer to use their own tents when outsiders. As every ingredient is prepared and
the weather is fine, as that lets them sleep near added to the meal, the Beastfolk chefs thank the
their wares. Theft is uncommon, but not unheard ingredient and tell the story of the ingredient’s
of, particularly when it comes to some of the spirit. Most of these tales relate both the natural
wildlife. Still, almost all business is conducted version of the ingredient (as the adventurers
inside the Trader’s Hut, and it is always available would know them), as well as the warped version
to guests of the village. that Czernobog has turned them into. For
instance, the story of the Raddish Spirit is an
anthropomorphized yarn that both describes a
C6: Blacksmith’s Hut regular raddish, as well as warns the listeners to
The sounds of a hammer hitting iron and steel never grasp the leaves of the Wreythian raddish
ring out into the village. Smoke rises from a with bare fur, feathers, scales, or skin lest the
chimney built into the roof and the glow of tendrils of the leaves dig beneath the surface
the forge shines through the square windows and begin to feed off of your blood. All of this
cut into the walls of the hut. A bellows information is woven into an entertaining folk
pumps steadily like the beat of a heart as the tale that is so well known even the children can
smiths work. pick up parts of the story if one of the chefs get
distracted. This way, knowledge is passed down
and preserved.
The smith of the village is a half-elf -
dog named Cormag that works with several
apprentices. They mostly create tools and
Special Events
cookware, but also forge the various weapons and
The Mother Comes
armor that the warriors need. Cormag doesn’t
offer anything for sale, but rather provides This special event triggers if the
whatever the village needs on demand. That said, adventurers spend the night within the village.
he does have a few daggers available for trade. She will arrive during the night, slipping inside
the Trader’s Hut to speak with the adventurers
about a few grave matters. Feel free to read the
C7: Fire Pit
following description:
A large fire burns in the center of the village,
various pots of different sizes and purposes
Deep into the night, you’re disturbed from
suspended above it on wooden poles of various
your slumber. At first, you’re unsure what
heights. The fire is constantly being tended,
caused you to awaken, but then you feel a
stacks of wood brought from a reserve while
slight tremor run through the ground beneath
others manage the embers and flames. It’s clear
you, followed by something rising up from
that this fire pit is the center of the community,
the earth itself. At first all you see is a pair of
as villagers meet here to cook, eat, and chat.
CH 3 LESHEHOFF
147
antlers rising from the soil like those of an elk • The Blood Queen is very, very real. It was
rising from a lake, but then you see the antlers she who caused the storm that shipwrecked
are attached to the head of a woman who them, though whether it was intentional or
continues to rise from the earth. She’s clad in not, she doesn’t know.
animal leathers, with swirling patterns tattooed • The Blood Queen is not to be trusted.
onto her skin. She grips a staff in her left hand, Whatever she once was, she is now a
with a crystal embedded on top of the staff servant of darkness.
pulsing faintly with violet light.] • The town of Leshehoff has been agitated
by frequent raids carried out by the
If the characters have already met Mata Followers of Agrona, a warlike and hateful
Yezinka due to character death (see Dealing faction of the Beastfolk. The Followers
with Death in Chapter 1), then this will be their have retreated to the Cailleach Wilds to
second encounter with her. If not, then she will celebrate the solstice and gather allies from
politely apologize for disturbing their slumber the Corrupted Sidhe, however, and won’t
and introduce herself as “The Guardian of the return for months.
Old Faith”, though she will concede the Beastfolk • Everything in Wreythau has been twisted
know her as Mata Yezinka. She will explain that by an evil power so that everything from
with their coming to the land, change hangs upon the soil, to the trees, to the wildlife has
the air. She will ask the adventurers to help her become a sadistic predator. The Old Faith,
ensure that that change benefits the land and however, still teaches what nature is
its people rather than harm them. To that end, meant to be.
she will introduce a quest that she will ask the • The evil power’s name is Czernobog, and it
characters to perform, as well as inform them of once lived on the Material Plane, though it’s
the rituals that they could take part in (see Quests power was never so great as it is now.
at the end of this section). • The Blood Queen is Czernobog’s Champion.

The first Quest is to go to The If you deem it wise, or the characters


Catacombs (L10) and free all of the prisoners happen to trigger this event after having met
that reside there. She will also explain that the other important NPCs, feel free to have Mata
adventurers can find ancient relics of great Yezinka share more information, though don’t be
power hidden within the Catacombs, but that afraid to be cryptic or speak in metaphor.
they must be careful as that power comes with a
significant cost. Otherwise, there are several Quests that
Mata Yezinka can introduce to the adventurers to
What Mata Yezinka Will Explain help them bond with Beastfolk society. Some of
these quests take the form of rituals, though not
As an Archdruid that’s lived in Wreythau all of them.
for almost a thousand years, Mata Yezinka knows
almost as much as Czerina does. Nevertheless, she Quests:
believes that knowledge has a time and place, and
thus will only be willing to share the following: Free The Beastfolk
• The Inquisition follows a false god founded Mata Yezinka asks the characters to free
by a corrupted angel. Who the angel the captured Beastfolk within the Catacombs
disguises itself as, she doesn’t know, though at the Abbey of St. Zharkov. This is a very
she is positive it still resides somewhere dangerous quest, and one that is best done with
within the Abbey of St. Zharkov. great stealth, as it could incur the Inquisition’s
• There are vampires that lurk near the road wrath. Nevertheless, it would free innocents
to Raffenburg, though they don’t wear the from a horrible fate, as well as protect the
colors of the Order of Blood, the knights Beastfolk society at large as the Inquisition will be
who serve the Blood Queen. unable to learn more about the location of their
CH 3 LESHEHOFF
148
villages, trading routes, and hunting grounds. Corrupted Treant
Furthermore, Mata Yezinka will reveals that Huge plant, chaotic evil
there are ancient relics of great power being —
Armor Class 16 (natural armor)
kept in the Catacombs, relics that would greatly Hit Points 138 (12d12 + 60)
aid the adventurers, though she will warn Speed 30 ft.
the adventurers that it is power that comes at —
STR DEX CON INT WIS CHA
a great cost. 23 (+6) 8 (-0) 21 (+5) 12 (+1) 16 (+3) 12 (+1)

Ritual: Tribal Initiation Skills Acrobatics +6, Athletics +5, Perception +6
Damage Vulnerabilities fire
Should the adventurers wish to join Damage Resistances bludgeoning, piercing
the Tribes of Caeltos and become a part of the Senses passive Perception 13
Languages Common, Druidic, Elvish, Sylvan
Beastfolk community, then there is an initiation Challenge 9 (5,000 XP)
ritual that they can perform. However, they must False Appearance. While the treant remains motionless, it is
first gain permission from Morag, the de facto indistinguishable from a normal tree.
leader of the village. Though Mata Yezinka is the Siege Monster. The treant deals double damage to objects and
spiritual leader of the Old Faith, she does not lead structures..
the Beastfolk themselves.

Actions
If the adventurers speak to Morag, she Multiattack. The treant makes two slam attacks.
will agree to let them join the tribe, but in order
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
to do so they must first discover what animals Hit: 16 (3d6 + 6) bludgeoning damage.
their spirits connect to. The Beastfolk, after
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one
all, are in touch with their own animal aspects, target. Hit: 28 (4d10 + 6) bludgeoning damage.
and should the adventurers wish to join them,
Animate Trees (1/Day). The treant magically animates one
then they will need to do the same. In order to or two trees it can see within 60 feet of it. These trees have the
accomplish this, they must gather sacred items same statistics as a treant, except they have Intelligence and
Charisma scores of 1, they can’t speak, and they have only the
and use them to create a sacred brew that will Slam action option. An animated tree acts as an ally of the treant.
grant them each a vision. The tree remains animate for 1 day or until it dies; until the
treant dies or is more than 120 feet from the tree; or until the
treant takes a bonus action to turn it back into an inanimate tree.
First, the adventurers must retrieve a holy The tree then takes root if possible.
mortar and pestle from within the Catacombs
(L10E). The mortar and pestle are ancient, Monstrous Elk
enchanted items that once belonged to a famous Huge beast, unaligned
Beastfolk Druidess. Unfortunately, the Druidess —
Armor Class 13 (natural armor)
was captured and executed by the Inquisition Hit Points 126 (11d12 + 55)
centuries ago. For the adventurers to return it Speed 40 ft.
to the Beastfolk, they would prove themselves —
STR DEX CON INT WIS CHA
worthy of joining the tribes. Also, since they’re 24 (+7) 9 (-0) 21 (+5) 3 (-4) 11 (+0) 6 (-2)

already in the catacombs, rescuing the Beastfolk —


Senses passive Perception 10
held captive there would only further their Languages —
heroic deeds. Challenge 6 (2,300 XP)
Trampling Charge. If the elk moves at least 20 feet straight
toward a creature and then hits it with a gore attack on the same
Second, the adventurers must gather turn, that target must succeed on a DC 18 Strength saving throw
sacred mushrooms from a grove not far from the or be knocked prone. If the target is prone, the elk can make one
stomp attack against it as a bonus action..
village. Unfortunately for the adventurers, the
mushrooms are growing upon a corrupted Treant

which they must destroy in order to gather the Actions
fungus growing upon its body. Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 25 (4d8 + 7) piercing damage.
Once the elk has been slain, the
adventurers must harvest its meat as a gift for Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone
creature. Hit: 29 (4d10 + 7) bludgeoning damage..
CH 3 LESHEHOFF
149
the tribe, as well as harvest specific organs for adventures to help them collect the following
the ritual brew. Now, they can use the enchanted items from Leshehoff:
mortar and pestle to grind the mushrooms and • 50 gold coins and 50 silver coins to be
the organs of the elk into a paste and smear it melted into arm rings.
across their eyelids before they go to sleep. Once • An athame (ritual dagger) worth 10 gold.
asleep, they will dream vivid dreams, and connect • A cooking pot.
with the animalistic parts of their being. Ask the • A new dress.
players if they know what Animal their character • Rabbit skins, a sewing kit, and stuffing
most connects to. If they’re not sure, you can to make toys.
assign them one. • A chain shirt.
• Barrels of ale, wine, or spirits.
Either way, once the adventurers have
received their visions, they must adopt the If the adventurers agree to help the
symbol of their animal. This could be done by Beastfolk and gather these materials, then they
creating Heraldry for themselves (Madalina will be invited to the wedding as special guests.
Boritresc, the tailor with a Beastfolk child from This will be an event filled with singing, dancing,
L8, could help with this), by crafting jewelry, or and laughter, and all good things. A moment of
by applying face paint that resembles the animal. levity and joy amongst all the darkness. Feel free
The adventurers must display the symbol of their to make the ceremony as fantastical as you like.
animal to be counted as a member of the Tribes. Thanks to the druids’ magic, the ceremony will be
safe, and almost anything is possible, from being
Ritual: The Wedding visited by swarms of butterflies made of colored
light to cups that are never empty. Get your high
Six members of the village wish to fantasy on, and have some moments of wonder
be wed. However, before they perform the and awe before delving back into the darkness.
handfasting, they wish to bless their partners
with gifts, and the village is also out of the
materials needed to make six arm rings. They
were planning on using woven arm rings, but
with the arrival of the adventurers, this presents
them with a new opportunity. They will ask the
CH 3 LESHEHOFF
150
Ritual: Rite of Awen Ritual: Descent to the Underworld
This ritual can only be learned once the This final ritual (for Volume 1) can
adventurers have become part of the Beastfolk be performed to awaken a character to their
tribes (see the initiation ritual above). Once they past lives. It is not particularly difficult to
have become part of the tribe, however, Morag perform, but is exceedingly dangerous and can
can instruct the adventurers on how to perform be quite traumatic to characters that are not
the Rite of Awen, summoning the essence of prepared for it.
inspiration and truth around them. However, in
order to actually receive the blessings of Awen, To begin, the ritual must be performed at
the characters must perform sacred deeds that one of the Megalithic Standing Stone sites. The
truly exemplify its essence. Thankfully, there ritual performers must then mix a concoction of
are many ways to do this, several of which are mandrake, wolfsbane, and belladonna and apply
suggested below: it to the eyes. Next, the ritual performers must be
• If the adventurers free the spirit of given the Essence of Ether (DMG 258) and buried
Iphigenia Tornheim (L2Q), they will be alive. From there, their spirit is able to descend
able to channel the essence of Awen and to the underworld, a realm of unending darkness
perform the rite. and wandering spirits. A DC 18 Arcana Check
• If the adventurers are able to stop an act of will reveal that this ritual likely mimics Astral
violence with the use of Persuasion. Projection, but to the reaches of the Shadowfell
• If the adventurers can pass on Marian instead of the Astral Sea.
Valborg’s last words (L10A) with his
wife and daughter (Sybilla and Tabea, Regardless, the spirit of the ritual
found in L6). performers must then do battle with their
• If the adventurers use illusion magic to past lives. This could take the shape of the
expose a lie. characters fighting exact copies of themselves
• If the adventurers reveal Sir Hajek’s true (recommended to put a Relic to sleep), you could
motivations to Baroness Tornheim (Special use creatures from the Shadowfell, reflavor
Event: Meeting at the Crossroads). devils or demons, or even invent new encounters
all on your own. You are encouraged to be as
You are encouraged to think up metaphorical as you wish. You could even turn
other ways, as well, those the five examples the descent into the underworld into an entire
above present the most obvious examples of Dungeon if you wish. Whatever you decide,
Awen in action. however, the ritual performers must emerge
victorious or risk their spirit getting lost in the
Once the adventurers have met the above Underworld permanently.
criteria, they gain access to the following ability:
If this ritual is performed on Gavran,
The Rite of Awen the adventurers can accompany him on his
Spell-Like Ability journey in order to ensure his spirit doesn’t
become lost. If that’s the case, consider using

Once, each day, the character can channel the spirit the stat block for a Fire Giant (Monster Manual,
of divine inspiration and sacred truth, gaining the
following benefits: page 154) to represent Gavran’s incarnation as
Czerina’s father.
The character can cast the Zone of Truth spell with a
save DC of 20.
If this ritual is performed on an
The character cannot roll below 10 on Performance checks.
adventurer that has been reincarnate, raised by
Once the rite has been performed, the characters must wait Czerina, or re-assembled by the Mad Alchemist
24 hours before being able to invoke it again. The rite lasts
for 1 hour.
(see Dealing with Death, in Chapter 1), then they
are able to gain the benefits of True Resurrection
CH 3 LESHEHOFF
151
(i.e. getting their old body back) if they succeed in Increasingly devastating raids by warlike bands
performing the ritual. Again, this could be a solo of Beastfolk have submerged the town in a sea
encounter, or an entire Dungeon the party must of fear, and more and more of the people have
undertake together, whatever would make for a begun to turn away from the stalwart Baroness,
better story for you and your group. Ekaterina Tornheim, who leads the Watch in
favor of the righteous fury of the Church of the

Leshehoff Morning Lord and its Inquisition in the hopes of


salvation. Now, neighbor looks upon neighbor
with suspicion and fear as the armored boots of
The town of Leshehoff is a bastion of Inquisitors echo off the cobblestones, all while
civilization in the midst of hostile wilderness. the massive Abbey of St. Zharkov looms nearby.
The dense forests open up onto acre after acre
of farmland and pastures, all overseen by a The Consortium, for its part, looks
network of fortified farmhouses and outposts. upon the Inquisition with disdain, though is
Meanwhile, the town itself sits behind high more concerned with its hunt for the dissidents
stone walls, constantly patrolled and protected and firebrands that have been stirring up
by the militarized forces of the Town Watch and trouble in other parts of the kingdom. Many of
their mercenary allies from the Consortium. Yet these fugitives have been tracked to Leshehoff
no matter how high their walls or how many itself, and a sympathizer is suspected to reside
swords the town can call, danger still looms. somewhere within the walls of the town. Who
CH 3 LESHEHOFF
152
they might be, however, is unknown. Bounties • The Abbot is a living saint, he is, and only
have been posted all throughout the town, the most holy and pure of heart may set
though the fliers have become little more than eyes upon him.
trash fluttering in the wind. The townsfolk have • Only the Unholy are burned by the
other concerns, as rumors spread like the plague Inquisition’s fire, don’t ye doubt it.
of the demonic Tax Collector’s imminent arrival. • Some say the Baroness spurns the
No doubt the actions of the adventurers will push Inquisition because she consorts with the
things past the boiling point, though the question darkness, but me brother is in the Watch
remains: whose interests will their actions serve, and he’d lay down his life for her as soon as
and who will get a blade in the heart? she asked. He said she’s killed more servants
of darkness than half the watch combined,
This next section will first describe the and she’s saved the lives of the other half
information citizens of Leshehoff know, followed out in the field. Ain’t no demon sympathizer
by a description of the most important places in acts like that.
town, the NPCs that reside in those places, and • The Baron Consort is a shrewd man, he is.
important quest information and special events Always trust his counsel, though some say
for each place. he learns what he knows from the lips of
the devils themselves.
Leshehoff Lore • The Merchant Consortium has been chasing
Below are the average rumors and criminals over half the kingdom and back.
pieces of information that the citizens of Say they’re arsonists and murderers, liars
Leshehoff know: and cheats, but why haven’t they turned to
• The way to Raffenburg has been destroyed the Inquisition for help in that case?
by a recent storm. That means the only • I heard the tailor, Madalina, is suffering
way to reach the city is weeks of dangerous from some terrible illness after she gave
woodland travel. And, to the south, Inbarev birth and no one’s seen her since. Her
has been beset by a surge of Beastfolk raids, husband says she’s fine, just needs rest, is all,
making travel equalling impossible. but why’s no one seen her or the babe, then?
• The Beasts of the woods may walk like What is he hiding?
humans, or elfs, or orcs, but they’re • Don’t trust the Alchemist, no matter what
little more than bloodthirsty demons, she says. She might have turned in her
practicing depraved rituals in the shadows husband for consorting with demons, but
of the woods. she don’t show up for prayer and they say
• Those caught by the Beasts are butchered her daughter’s been speaking of terrible, evil
while still alive, their heads left on spikes, things. Surely only the Inquisition can help,
their bones turned into the very armor but she hides in her shop instead.
those foul creatures wear. • The best place in town for a brew or a meal
• A great army of Beastfolk is gathering is the Copper Crown Tavern, though the
in the woods. Aye, soon as it grows big tavern-keep, Cival, certainly don’t charge by
enough it’ll descend upon the town, could the copper. Word is there’s plenty of coin
happen any day. to be won in the back rooms for those that
• Those that consort with demons transform don’t mind praying to lady luck, too.
into the Beastfolk themselves, their flesh • Tax Collector’s coming. That time of year,
revealing the wicked and evil natures that and the messengers say they’ve seen his
they been keeping hidden within. coach upon the road.
• The Inquisition can perform miracles. Aye,
tis true! Their priests heal the sick and,
some say that their most revered Abbot can
even raise the dead.

CH 3 LESHEHOFF
153
Watch Soldier
Medium humanoid (any race), any alignmentt


Armor Class 18 (chain mail, shield)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 11 (+3) 10 (+0) 10 (+0)

Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Formation Tactics. The Watch Soldier has advantage on
saving throws against being charmed, frightened, grappled, or
restrained while it is within 5 feet of at least one ally.

Watch Training. While wielding a spear and a shield, the Watch


Soldier count as wielding their spear in both hands and the spear
damage increases to 1d8.

Horn. The Watch Soldier carries a horn that can be heard up to


1000 ft away. It takes an action to blow the horn.

• They say the Tax Collector is really a demon Actions


wearing the flesh of a man and that’s why Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
he doesn’t age. Others say he’s just an elf,
but not even elves live that long. Besides, he
can do things ain’t nobody can do. He split a As the adventurers approach, they are
man in half last year with just a glance, and hailed by the Town Watch (hereafter referred
the man was drunk, besides, nevermind that to as the Watch). If the adventurers can give a
he gave insult. halfway-plausible explanation of who they are
and why they wish to enter the city (spending
Approaching the Gates coin is always good), then the Watch will open
As characters near the gates, read the following: the gates and two soldiers will come outside to
As you travel, the forest suddenly opens to inspect the adventuring party.
a vast expanse of pastures and farmland as
far as you can see, a wide patch of scorched The Town Watch will examine the adventurers
earth forming the barrier between the two. for any signs of evil (see Prejudice Among
Already, small sprouts of green have begun Wreythians in Chapter 1). If the characters have
to grow up through the burnt soil, the forest any Beastfolk present the Watch will attack.
eager to reclaim its own. In the distance you Otherwise, once satisfied (a DC 12 Persuasion
can see what appears to be the outline of a Check if necessary), the Watch will let the
walled town, drifts of smoke lifting up into characters into the town so long as they agree
the sky high above. Moving in that direction, to record their names and business in the
you come across a fenced highway that gate registry. Once that simple bureaucratic
leads through what seems to be an endless formality is over, the characters will have full
passageway of various crops until you finally access to the town (assuming they don’t get into
reach the walls of the town. The walls stand trouble, of course).
as massive monuments of stone high above
you, while a raised, iron portcullis and a pair This brings the adventurers to
of massive wooden gates guard the entrance the town gates.
to the town.
The walls are made of stone and are
about 30 feet high and four feet thick. The
Watchtowers are about 50 feet high.
CH 3 LESHEHOFF
154
L1 - Town Gates counting the gates). About 20 Watch patrol the
city during the day and 10 at night. That makes
As you pass through the massive wooden for about 112 active Watch inside the city at
gates you find yourself stepping into a small all times, and about twice that many resting
courtyard that looks like a mustering ground. for a standing army of (rounded up) about 350
Wooden palisades partially obstruct your Watch within the city. Another 100 Watch are
entry, with even more stored nearby. To one on patrol between farmhouses in the fields and
side lies several pieces of defensive siege along the edges of the forest giving Leshehoff a
equipment, while a solid brick guardhouse lies standing army of about 450 soldiers (one tenth
on the other side. The town practically seems the population of the town). This is comparable
to be preparing for war. to a city as vast as Raffenburg despite the town’s
much smaller size.
There are always at least 12 Watch
Soldiers stationed in or around the guardhouse, Nonetheless, the area around Leshehoff
2 for each tower, and 2 to operate the gate and is considerably more dangerous and so has
portcullis, for a total of at least 16 Watch Soldiers warranted a guard force of this size. The Baroness
at each gate (5 gates). Furthermore, there are commands the force, though her husband would
at least 4 of the Watch patrolling from each act as next in the chain of command were the
watchtower along the wall (8 watchtowers not Baroness to fall. Leshehoff forms a powerful

CH 3 LESHEHOFF
155
Barony that could grow into a separate power mutiny and release the adventurers. If the
in its own right if not for the presence of the adventurers trip up, have it take time but within
Merchant Consortium and the Inquisition, a day the authority of the town releases them.
nevermind Czerina’s court.
Note: if the characters surrendered after
Special Event: Challenge at the violence, and without being able to secure a
Gates pardon then they would be released outside the
gates and exiled from the town. This is almost
This event triggers whenever the impossible as it would require the characters
adventurers try to leave the city for the first time to have made an enemy of whichever authority
(such as to help the Alchemist or Tailor). One currently controls the town (likely the Baroness).
of the Watch Captains has heard rumors about At that point, heading to Raffenburg might be
the party (or otherwise found reason to hold a good idea. Or, if they’ve made friends with
a grudge should the party have accomplished Cival, she would smuggle the characters back in.
some of the major quests in town) and has Joining the Inquisition could also grant access, as
decided to apprehend them. This could be to could disguises, stealth, or some other trickery.
interrogate them as to their true motives (demon Lacking any of those options, Beleroth could also
worshippers, saboteurs, etc), or perhaps to grant a pardon after they’ve visited the Blood
perform some vigilante justice if the adventurers Queen. He would track them down if unable to
have killed anyone or destroyed any property meet in town.
in town. Either way, the Watch at the gate (see
above) will be ordered to arrest them. The Watch L2 - Barony Mansion
will move cautiously, and try to convince the This grand mansion looks, like much of
characters to surrender. Leshehoff, a vision of time long since past.
Made of solid brick and painted a stately gray,
Clever uses of magic, persuasion rolls, with a black shingled roof, the mansion sits
or some form of trickery will likely change the with a solemn dignity, the light shining from
Guard Captain’s mind. The characters would the windows saving the extravagant dwelling
certainly have advantage if known to be working from an air of gloom.
for the Baroness. Nevertheless, this should
inspire some paranoia into the adventuring party, The Barony Mansion is the ancestral
and remind them that there is a great deal of home of Baroness Ekaterina Tornheim’s
hostility in the land. family, though it has been held by other families
in the past. Regardless, the Tornheim’s have
Should the characters fight the Watch, ruled from the mansion for centuries and only
they will become criminals, no matter that the historians know of the previous occupants, the
Watch Captain is acting unlawfully. It would
take the personal intervention of the Baroness to
pardon the characters from that point on, or an
inspiring hold on public opinion.

If the characters surrender, they are


brought into the guardhouse and interrogated
one by one. This can be a good way to remind
characters of their actions within Leshehoff
(good or bad), or otherwise needle the characters
in some way (secrets, appearance, etc). If the
characters defend themselves well (through
roleplay or rolls in the 13-15 range), have the
Watch Soldier beneath the Captain pull a small
CH 3 LESHEHOFF
156
Baroness Ekaterina War Magic. When the Baroness uses her action to cast a spell,
she can make one weapon attack as a bonus action.
Tornheim Great Weapon Expertise: When the baroness hits an attack
Medium humanoid (human), lawful good with her greatsword she can add 13 (4d6) slashing damage to.

Armor Class 17 (half plate armor) Legendary Resistance (1/Day). If Cival fails a saving throw, she
Hit Points 152 (15d8 + 55) can choose to succeed instead.
Speed 30 ft.

STR DEX CON INT WIS CHA
Stat Block Heading
18 (+4) 15 (+2) 14 (+2) 16 (+3) 15 (+2) 16 (+3) Greatsword +2. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 25 (4d6 + 6) slashing damage.

Saving Throws Con +6, Int +7, Wis +6
Skills Insight +6, Perception +6, Stealth +6
Senses passive Perception 16
Legendary Actions
Languages Common, Elven, Dwarven, Draconic, Infernal, The Baroness can take 3 legendary actions, choosing from
Abyssal the options below. Only one legendary action can be used
Challenge 10 (5,900 XP) at a time and only at the end of another creature’s turn.
The Baroness regains spent legendary actions at the start

Spellcasting. The Baroness is an 8th-level spellcaster. Her of her turn.
spellcasting ability is Intelligence (spell save DC 15, +7 to hit with Move. The Baroness moves up to her speed without provoking
spell attacks). She has the following wizard spells prepared: opportunity attacks.
Attack. The Baroness makes one attack.
Cantrips (at will): blade ward, light, message, true strike, Cast (cost 2). The Baroness may cast one spell that takes an
firebolt, shocking grasp action or bonus action to cast.
1st level (4 slots): jump, expeditious retreat, magic missile,
sleep, thunderwave Tactics: The Baroness will only attack when she or her town are
2nd level (3 slots): blur, invisibility, see invisibility, misty step threatened. Once that’s happened her favorite tactics include
3rd level (3 slots): counterspell, fireball, haste casting Haste as soon as possible, followed by Fire Shield, and
4th level (2 slots): fire shield, wall of fire then lots of attacks and fireballs, focusing casters and clerics
first. If possible, she will take prisoners but once combat has
begun she has no qualms about killing.

other nobles having long since forgotten the


Barony belonging to anyone else.
Anyone in town can direct the characters
to the Mansion. Servants receive requests
and messages from citizens of the town quite
frequently, so there’s no need for any pretense of
exclusivity.

Ekaterina herself is a tall, athletic,


middle aged woman with dark braided hair,
who happens to trade her gowns for armor on
most days. She leads many patrols, often leaving Stefan Tornheim (Né
matters of state to her husband, the Baron
Consort Stefan Setchik. Stefan, for his part, is a
Setchik)
Medium human, Lawful Good
darkly handsome man, a most skilled statesman

and the scion of one of the noble houses Armor Class 15 (breastplate)
Hit Points 15 (2d8 +6)
of Leshehoff. Speed 30 ft.

Interacting with the Tornheims STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 11 (+0) 18 (+4) 18 (+4)

Skills Deception +5, Insight +4, Persuasion +5
Ekaterina is a woman driven by discipline Senses passive Perception 12
and an ironclad sense of duty. This often makes Languages any two languages
her come off as severe and humorless, though Challenge 1/8 (25 XP)

the truth is quite different. Ekaterina’s humor —


Actions
just happens to be much darker, and much drier, Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
than most, and her jokes tend to escape those Hit: 6 (1d8 + 2) piercing damage.
without a quick wit. Nonetheless, she very much
Reactions
CH 3 LESHEHOFF Parry. Stefan adds 2 to his AC against one melee attack that
157 would hit it. To do so, he must see the attacker and be wielding a
melee weapon.
enjoys the finer things in life, and holds as much and public relations. Together, they manage
love for her family as she does for her people the various economic policies with a council of
and her duty. lesser nobles, and so far this has worked well
for the Barony. They’re both very good at what
Stefan, for his part, is a perfect they do and are well liked by many, but not, as
compliment for his wife. In public he is exuberant it happens, by those who follow the Morning
and jovial, serving as a complimentary foil that Lord. The Inquisition, in particular, has grown to
helps inspire the hearts of the people. In private, resent the rule of the Barony, largely due to the
he is actually much the same, helping provide Baroness’ lack of faith and her resistance to their
balance and joy to the Tornheim household. Of influence upon the rule of her people. They’ve
course, he is no empty headed dandy. It was his begun a campaign to erode the public’s support
good counsel that helped win Ekaterina’s heart of the Baroness and her husband, not to mention
just as much as it was his vivacity. having begun to gather more of their strength in
preparation for outright conflict.
However, they are not perfect human
beings. Both are firmly entrenched in the feudal The High Inquisitor, Viktor Tarasov,
social order and believe that bleating sheeple of leads the campaign. He suspects that there
the land requires a firm hand and wise heads to must be some dark secret that the Baroness
help shepherd them towards safety and a better is hiding, what with her knowledge of magic
life. This elitism is mostly hidden, as it is the and her constant questioning of the Morning
reality that they live in, though they are not Lord’s dogma, and so he believes that finding
hopelessly buried within their own prejudice. and exposing her vile secrets will be the key to
They do recognize that there are extraordinary destroying her public image and support and thus
individuals that rise from the ranks of the allowing for her overthrow.
common folk, a seed that could one day sprout
into something far more beautiful than their Unfortunately for the Baroness, Tarasov
current biases. is partially right. She does have a secret, and one
that would be incredibly damaging, though not
Lastly, the Tornheim line includes two due to the reasons that he suspects. She’s not a
children, a son and daughter, both of whom are servant of darkness, though unbeknownst to
off studying at the University of Raffenburg. This her, she does happen to be courting disaster. The
means that the Baroness’ heirs are both safely arrival of the Renegade knights of the Order of
out of the way in the event that anything tragic Blood have convinced her that she might be able
happens, though not so far that they couldn’t be to save her town from further Beastfolk assault
summoned if need be. if she leads a pre-emptive strike. Her forces
combined with the might of the knights would be
powerful enough to risk a campaign deep into the
Quest: Witch Hunt woods to exterminate the Beastfolk once and for
Triggering Event: Tarasov’s Request all (or so she believes).
See page 166.
So it’s worth it, in her mind, to try to
The Baroness and her husband both plan an alliance with the Renegades, even if her
desire what’s best for their people, and each have own people might be horrified to learn this. The
turned to the demands of duty in complement Order of Blood is universally hated and feared,
to one another (and ironically, an inverse of though the people understand that they are a
Czerina’s own parents, though this hasn’t drawn necessary evil. To outright oppose them would
any consideration from the Queen beyond be to invite destruction, but to willingly work
dark amusement). Ekaterina is the expert on all with them, well, that would inspire great doubt
matters concerning law and warfare, whereas and fear in her people, undermining much of
Stefan handles municipal policy, politicking,
CH 3 LESHEHOFF
158
the trust and loyalty that her family had built over generations, so it’s no simple matter to restrict
the centuries. the movements or activities of the Church or its
Nevertheless, Tornheim is willing to risk Inquisition. The adventurers, however, might
this if it means her lands are kept safe from further present an opportunity, particularly if tensions do
raids and invasion. Besides, she happens to know come to a head.
of the leader of the Renegades. Sir Braclav Hajek
was a famous Watch Soldier that served under her For more information on the Baroness plans
grandfather, and though he left to join the Order of regarding the Church, see the Special Event “The
Blood, she still grew up hearing stories about him. Baroness’ Dinner” and “Meeting at the Crossroads”
at the end of the chapter.
So, to meet him in the flesh all these years
later, and to learn that he commands a force that Otherwise, the various secrets and clues
could help her people, well, it’s enough to inspire that relate to Tarasov’s quest are discussed in their
trust where there perhaps should be none. Despite respective locations within the Mansion.
the small warning in her heart, she’s begun to meet
Sir Hajek at the crossroads that lead to Raffenberg. L2A - Entrance Hall
Together they plot a joint campaign against the The ornate wooden doors of the mansion open
Beastfolk, one that she believes will ensure the up onto a grand entrance hall with beautiful
safety of her people. marble floors and brass lanterns with elaborate
glasswork glowing merely beneath balconies that
Beyond that secret, however, Baroness overhang part of the first floor. Twin staircases
Tornheim is exactly who she
appears to be, and the High
Inquisitor’s witch hunt is simply
that: an effort to undermine a
powerful woman, all for the
benefit of himself and his church.
In truth, Ekaterina is a woman
driven by duty, as well as love
for her lands and her people. She
is devoted to right thought and
action, and is about as close to an
enlightened despot as anyone could
be. Tarasov, however, doesn’t care.
She doesn’t bow to the authority
of the Church, and thus she
must go. Secular governance has
lasted long enough. It’s time for a
theocratic rule.

Of course, Baroness
Tornheim knows of the threat the
faith of the Morning Lord poses.
She realizes how power hungry
they are, and how dangerous,
but unfortunately for her, they
are too deeply entrenched into
the Barony. Her own ancestors
were once fervently devout
before breaking away over the
CH 3 LESHEHOFF
159
carpeted in luxurious red sit between arches
that lead into the Grand Ballroom ahead. Furthermore, any character with access
to the library gains advantage on History checks
The grand entrance hall is the beginning while within the library.
of an opulent facade. Most of the maintenance L2C - Grand Ballroom
and repairs are focused solely on the public
spaces in the house, notably the first floor and This magnificent room features a polished
the dining room. While wealthy by the standards marble floor that gleams beneath fantastical
of Leshehoff, the Baroness’ household devotes crystal chandeliers. A massive harp stands
most of its funds to supporting the Town before a small bandstand in the North
Watch’s coffers rather than their own indulgence. East corner of the room. Aside from the
Nevertheless, the Baroness and her husband are archways that lead from the Entrance Hall,
prideful and don’t wish for anyone to realize how doors open to the Grand Library, Parlor, and
tight their budget has become. Servants Workroom.

For characters wishing to break into the The Grand Ballroom is where all indoor
mansion, a DC 15 Thieves Tools Check will public functions are held, from gatherings, to
unlock the door. town halls, or other festivities. Most of the nobles
(who also dislike the overreach of the Inquisition)
Hint: this means Ekaterina and Stefan are get married in this room, which is fitting due
quite vague when discussing finances (such as tohow ornate and luxurious the room truly is.
acquiring new art, furniture, etc) which might be
suspicious for the adventurers. What’s more, in the depths of the night,
when no one is around, the massive harp that sits
L2B - Grand Library in the grand ballroom softly plays itself, though
The door opens upon a large library, there is no enchantment upon it. This is the
bookshelves packed with ancient tomes ghost of Iphigenia Tornheim, the same ghost that
running the length of the walls and interrupted haunts The Tower (L2Q).
only by the display of artwork, old paintings
and sculptures that have just begun to show Iphigenia was a musician that dreamed
their age. Luxurious chaises, chairs, and of traveling, meeting new people, sharing her
end tables furnish the room, revealing that music and having new music shared with her
the room is meant for socialization rather in turn. Sadly, her father, Lucian Tornheim,
than academic study. One door leads to the was a devout follower of the Morning Lord and
Entrance Hall whereas the other leads to the refused to have his daughter live such a sinful
Grand Ballroom. life. Thus, when she kept trying to escape, he
chained her up in the tower until the day she
This room is one of two where the died. This horrible family secret is part of what
Baroness or her husband will host guests. inspired Ekaterina’s hatred of the Church and its
Beyond that, the shelves are full of histories, Inquisition. For more information on the ghost
plays, collections of poems, novels, folklore and of Iphigenia, see L2Q.
basic arcane texts. The books are very old, the L2D - The Parlor
youngest being about a century old, though magic
has helped preserve them. This well appointed room opens up to the
Entrance Hall and Grand Ballroom. Two
A DC 15 Insight Check reveals that this expensive chairs sit beside end tables while
is a carefully curated collection of texts, an ornate card table is ringed by four seats at
though its overt lack of religious texts is a the other end of the room. Large, incredibly
remarkable exclusion.
CH 3 LESHEHOFF
160
beautiful paintings adorn the walls and a lush he’s had to tone it down. He’s a simple footman in
carpet lies beneath your feet. the Baroness’ employ, and thus has very restricted
Adventurers will recognize the work of access around the mansion.
Isidora gracing the walls, though these paintings
don’t move. The works also seem, somehow, Nonetheless, Durov has discovered
slightly more disturbing than what they saw in enough to convince him that Tarasov is right
The Wrecks. Little details that subtly hint at and that the Baroness really is a servant of evil.
terrible deaths and great tragedies are worked He will plead with the adventurers to believe
into each composition. him and will present the following as evidence of
something much more nefarious going on:
Otherwise, this room is where friends are • The harp in the Grand Ballroom (L2C)
entertained, the table perfect for dragonchess, plays all by itself at night. At times it’s
cards, or even dice. The chairs are also often put beautiful, yet at others it plays the most
into a circle for philosophical debates and other terrifying, devilish chords and frightening
discussions best held away from a room full of rhythms. The chandeliers flicker with
quick references. phantom lights, and the temperature in the
room rises and drops with no explanation
L2E - Servant’s Workroom as it plays.
• He saw something terrible in the Baroness’
A door from the ballroom leads into this large private study: a portal to the abyss itself! It
room dominated by a long table in the center. was etched onto the floor, with candles all
From the stacks of crockery and silverware around, though he only caught a glimpse
here, as well as several garments and drapes, before he was shooed away.
it’s clear this is the workroom where the • The sound of a woman screaming and
servants of the mansion perform much of the wailing can be heard coming from the
behind-the-scenes work: polishing, sewing, Tower at different times. The door is
and otherwise repairing or performing upkeep always locked, and no one is allowed up
on their master’s belongings. To the west of the there, but Durov is convinced that the
table lies a staircase leading to the second floor, Baroness has kidnapped maidens from the
as well as a door that leads to the Servants village and keeps them there until she can
Quarters. To the east lies a door that leads to sacrifice them to her unholy masters.
the kitchen.
L2F - Kitchen
The Baroness and her family employ This large room is a spotless example of a
eight servants, five of which reside inside the professional kitchen at work. The white tiles
Mansion itself. One of those servants is a young gleam, as do the countertops, and the three
human man named Durov, who is exceptionally kitchen hands move with a coordinated and
fervent in his faith. If the adventurers enter the practiced ease. The smell of delicious pastry
workroom, Durov will approach them and ask and rich food fill the air as the cooks go about
to speak with them in private at the Copper their masterful work.
Crown Tavern. If the adventurers do not enter
the workroom, then Durov will follow them
when they leave the mansion and try to speak The kitchen is well stocked and well
with them then. sorted. A married couple share the role of
head chef and they have a single assistant.
Durov was the first person that Tarasov Occasionally, other servants are pulled into
approached about finding dirt on the Baroness the kitchen to chop vegetables or similar
and her family, a task he agreed to with all the menial tasks.
fanaticism and youthful energy he possessed, but
such fervor almost led to him getting fired, and so
CH 3 LESHEHOFF
161
opens up onto the Gallery. Servant stations
sit nearby, stacked with crockery or awaiting
L2G - Servants’ Quarters trays of food.
You enter into what appears to be the servants’
quarters. A large wardrobe dominates one This landing is intended only for the
wall, leaving only enough room for the door servants, as well as the masters of the house,
to the House Stewards quarters to open. as it leads to the Baroness and her husband’s
Faded and worn green carpet runs the length private quarters.
of the room, with four beds taking up most
of the space. L2I - Gallery
The Gallery is a large room that opens up
The majority of the servants live here, onto the balconies that overlook the Grand
including Durov. There is little to find aside Entrance Hall. Five statues and five paintings
from commoner’s clothing, servant uniforms, 1d8 decorate the gallery, the works clearly acquired
copper and silver pieces, and other household from a variety of masters over the ages, each
items such as candles, sewing equipment, etc. illustrating a different era of Wreythian history
or aspect of their mythology. A winged angel
L2H - Second Floor Landing is the sole piece of religious art on display,
The staircase from the servants workroom though as it appears to be one of Isidora’s
(L2E) leads to this landing. Another staircase masterpieces, it was perhaps simply too
carpeted in luxurious red leads up to the third beautiful to discard.
floor, while a door to the north opens up into
the Dining Room, while a door to the east
CH 3 LESHEHOFF
162
Aside from the angel, the other statues servants keep the dining room clean, polished,
depict mythological characters and folk heroes, and ready to host a meal at a moment’s notice.
such as Fey guardians of nature, Gallanicus the
Wanderer, a phoenix, and the archetypal Fool There are several pieces of crockery
with his mushrooms and second breakfast. The always kept in the dining room, such as water
paintings depict scenes such as the building of pitchers and serving platters, each made of solid
The Cairn, the solstice festival in Raffenberg, and silver. The pitchers are worth about 10 gold, and
landscapes of Wolf Lake and the Drowned Basin. the serving platters are worth about 20 gold.

Furthermore, characters that have seen L2K - Bedrooms


Czerina before (such as in the sea or in the mirror A balcony serves as the hallway outside of
aboard the Sun’s Wrath) will recognize that these rooms. Opening the doors you find
Isidora carved the angel in Czerina’s likeness. A yourself staring into a large, noble’s bedroom,
cruel piece of irony. though the finery is faded, worn, and in places,
broken. It’s a stark contrast to the opulence
Should characters examine the angel that fills all of the public facing rooms of the
statue during the middle of the night, read house. The northernmost bedroom seems to
the following: have belonged to a woman, as gowns hang in
the wardrobe, and various beauty products
You feel the eyes of the angel upon you, and as can be found upon a small vanity. Several
you raise your gaze to meet those carved irises books are stacked upon the bed stand. The
the statue blink. Before it could be written southernmost room appears to belong to a
off as a trick of the light, the angel’s stone lips man, considering the clothing hanging in the
spread in a wicked grin revealing twin fangs. wardrobe. The amount of hunting attire and
the wolf pelt upon the floor suggest the owner
“I like your smell. Your blood. Come fancied himself quite the huntsmen.
to me. Be mine,” a voice whispers, though
it’s impossible to tell if it was in your ears The northernmost bedroom belonged to
or echoing somewhere within your skull. Yvette Tornheim, the eldest daughter. She’s taken
And then, between blinks, the statue has after her mother in her love of knowledge and
returned to normal. magic, though prefers to stay as far away from
swords as possible. Horatiu Tornheim owns the
southernmost room, and spends most of his time
L2J - Dining Room practicing archery, partying, and dreaming of
This marvelous dining room is floored with a his next hunt.
beautiful elvish parquet and features a massive,
ornate dining table, masterfully carved serving An Investigation Check will reveal 1d8
stations, and a small stage with stringed lost gold pieces beneath various pieces of
instruments for musical accompaniment. Two furniture, as well as old letters and mementos
crystal chandeliers, smaller cousins of those in that the children have squirreled away, none of
the ballroom, hang above, providing excellent which reveal anything of note. Their clothes are
mood lighting throughout the room. worth between 5gp and 15gp per outfit, with
1d6 complete outfits available between the

two of them.
The Baroness and her family used to dine
here every evening, though with both children
away at University it is rarely used outside of
social functions anymore. Nonetheless, the
L2L - Guestroom
CH 3 LESHEHOFF
163
This large suite contains a large bed and a off a woman with a very large sword and the
broken table and two worn, stuffed chairs. reputation for knowing how to use it.
The table and chairs were once as luxurious
as could be, though time has not been kind to L2N - Ancestral Hallway
them, nor has it been kind to the worn carpet Taking the stairway from the landing by the
that lies beneath them. Any noble that offered Dining Room you come up into a hallway
this room to a guest would likely die of shame, that reminds you of a shrine. Funerary statues
as evidenced by the light layer of dust coating are displayed all around the hall, along with
much of the room. portraits of men and women who are clearing
the Baroness’ ancestors. What truly catches
The Tornheims haven’t had guests stay your attention, however, are two plinths, each
with them for decades, mostly due to lack of which feature a magnificent weapon. Upon
need, though pride has kept them from extending one rests a greatsword of elvish make, the
invitations, besides. The suites at the Copper blade gleaming like silver, while upon the
Crown Tavern have become their ‘guest room’, other rests a greataxe of dwarven make, the
a situation that suits Cival (the Copper Crown’s blade engraved with gold while precious jewels
owner) just fine. encrust the handle.

L2M - Stefan’s Study The greatsword and greataxe are both +2


This once ostentatious study has since fallen weapons. However, the plinths they rest upon are
to a state of decay, the furniture worn and enchanted and the weapons cannot be picked up
barely usable, the book shelves splintered, the without a specific command word being spoken,
carpet frayed and full of holes. Legal texts, or a caster passes a DC 18 spellcasting ability
economic treatises, and first-hand historical check with a Dispel Magic spell. Only the
accounts fill the ancient bookshelves. The one Baroness knows the command word.
piece of furniture not showing signs of age
is a large, opulent desk that sits against the The various statues and paintings
southernmost wall, several bottles of ink, a jar depict a lineage of Tornheim’s going back
of quills, and stacks of parchment sitting atop several centuries.
it ready for use.

L2O - Master Bed and Bath


Stefan uses this study daily, it serves as
a private place to think and plan solutions to The ancestral hallway leads into the Baroness’
the various problems that Leshehoff faces. He bedroom. The carpet is as frayed and decrepit
leaves matters of security to his wife, and instead as those found in the other bedrooms, the
focuses on municipal and political matters. Feel large chaise is practically falling apart, and
free to have players roll for Investigation, though the wardrobe by the door is as simple as those
they won’t find any incriminating evidence unless the servants use downstairs. The only truly
they happen to find his plans for sewer system fine furniture is the bed itself, a large canopy
expansion to be particularly sinister. bed with fine sheets and soft furs, and a vanity
with a large, expertly crafted silver mirror. A
Otherwise, he has 12 gold pieces stored door to the west opens up into a bathroom
in a coin purse in his desk, an ornate letter with a colossal bronze tub, one that could
opener worth 25 gold, and a small portrait easily fit four people comfortably. A door to
of his wife that’s perhaps worth 50gp. Kept the southeast opens up into the Baroness’
in the frame of the portrait are several spicy private study.
love letters that could potentially be used for
blackmail, assuming one doesn’t mind pissing

CH 3 LESHEHOFF
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There’s 1d20 gold pieces stored in the Plane. What entities or areas of the Astral Plane
vanity, and several sets of Noble’s Attire for a in particular, however, remain to be seen.
man and woman worth 15gp each. Additionally,
a jewelry box on the vanity contains various A DC 20 Arcana check will reveal that
rings, necklaces, and broaches worth 300 a ritual requiring 1,000 gold worth of diamonds,
gp combined. sapphires, emeralds, and rubies is necessary to
activate the circle.
L2P - Baroness’ Study
A DC 18 Thieves Tools Check As for the gigantic tome, it appears to
will unlock the door to the Baroness’ study. be a mixture of a Bestiary Vocabulum for the
Alternatively, the adventurer could try to swipe various monsters that exist within Wreythau
the key from the Baroness herself, with an and an anthology of treatises on necromancy and
opposed Sleight of Hand and Perception check. demonology. Based on the notes in the margins,
it seems the Baroness has been using this book to
[textbook: The locked door swings open to learn how to better fight the various threats that
reveal the Baroness’ study. There is no portal to face her people.
the abyss, though there is a stone circle inscribed
with magic runes and other arcane geometry
sitting in the center of the room. A small altar L2Q - The Tower
with an open scroll atop it sits against the The long, winding staircases leads to a thick
western wall between two massive bookshelves wooden door bound with iron. The sound
stuffed with arcane tomes and scrolls. A broken of wretched wailing echoes from within, the
table shoved into the south east corner of the sound full of so much pain and suffering that
room holds a gigantic tome, almost three feet listening to it is like sharpened gravel being
wide, five feet high, and a foot thick.] dragged across your mind. As the door finally
comes open you find yourself staring at an
This room was once a reading room, but empty chamber. Two manacles rest upon the
has since been converted into the equivalent of floor, long lengths of chain connecting them
a wizard’s laboratory (remember, Ekaterina is an to the stone of the tower itself. An ancient,
8th level caster). The various books and scrolls in broken bed lies on its side, and a rotting carpet
the shelves contain all the knowledge a character covers the floor.
would need to become a wizard as well as to learn
all of the spells that Ekaterina knows.
This is the tower where Iphigenia
A DC 14 Investigation Check will reveal Tornheim was imprisoned by her fanatic of a
correspondence between the Baroness and Sir father. If the characters investigate the room,
Hajek of the Order of Blood. There are several they will discover that a rough diary has been
messages all pertaining to meetings held at the scratched into the stone of the tower with iron
crossroads to Raffenberg. The next meeting is nails taken from the broken bed. Many of them
to be held in a few nights. This is the evidence are too faint to make out, and others appear to be
Tarasov is looking for. written entirely in musical notation. One section
is still legible however:
A DC 15 Arcana check will recognize
that the arcane circle etched into the disk of It has been so long that I have forgotten
stone is meant for contacting the Astral Plane. how old I am, or when it was that my fingers
A more advanced version of the circle could be last touched the string of my harp or lira.
used to cast the Astral Projection spell, though Father won’t let me have them. He says that
for the moment it seems to be limited to simple music is what seduced me down such a dark
divination and communication to the Astral path and made me desire a sinful life, yet
he is a fool. If it was not for music, I would
CH 3 LESHEHOFF
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surely have died from sorrow long ago. I
still hear it within my mind, the sounds of
the strings singing in the air. I’ve composed
such beautiful music, all within my mind,
and it is what holds my soul aloft. My only
despair now is not that I shall never be free,
but that it is my music was never given a
chance to live…

Iphigenia’s ghost haunts the tower, as


well as the harp in the Grand Ballroom. Should
a character proficient in a performance with
a musical instrument take the time to learn
any of her music, whether by taking a rubbing
from the walls of her prison, or by listening
to her ghost, they can free her spirit. A DC 12
Religion Check could reveal this information.
Then, simply by playing some of Iphigenia’s Special Event: Tarasov’s Request
music before a live audience, her spirit would This event triggers whenever the
finally be freed, and as thanks the character characters cross the Market Square (perhaps
playing her music would immediately gain on the way to the Copper Crown Tavern for
Expertise in their Performance Skill. This would lodgings) and introduces the character of High
be due to her spirit blessing the character with a Inquisitor Viktor Tarasov and his quest. When
portion of the musical knowledge she cultivated the event triggers, read the following:
in the many long years of her captivity.
As you move through the market square you
hear a commotion coming from up ahead of
L3 - Market Square you. A man’s voice, strident and commanding,
The cobblestone road leads to a large town rises above the din of the crowd, and as you
square filled to bristling with the stalls turn the corner around a stall you see the
of various merchants and artisans. The source of the commotion. A large stall has
surprisingly colorful cloth awnings are oddly been set up selling what appear to be various
beautiful beneath the perpetually storm-cast religious idols, texts, and other paraphernalia,
skies and the people bustle about as they all clearly influenced by some sort of Sun God.
pursue whatever business is at the front of A man bleeding from a wound to the head has
their minds. been thrown to the ground before the stall,
and three armored figures stand above him, all
wearing tabards depicting a blazing sun.
Almost any form of goods or service can
be found at the market square, though because
of the Consortium’s price controls, licensing This is, of course, the Inquisition of the
fees, and other predatory practices, the prices of Morning Lord, and the characters will recognize
all goods and services are inflated by 100%. In the symbol on the tabards from the beach where
other words, the price you’d find in the Player’s the other survivors were kidnapped. At the
Handbook (or any other book) would be doubled. moment, however, the Inquisition is accosting a
The only exception to this are any potions or man they believe to be a heretic. He’s frequently
alchemical supplies, as the local Alchemist is questioned the craftsmanship of the idols and,
currently being shunned. unfortunately for him, the Inquisition decided to
make an example of him. When they catch sight

CH 3 LESHEHOFF
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of the adventuring party, however, they’ll forget and find any evidence of the Baroness consorting
all about their previous victim. or conspiring with the forces of darkness.
And, should the adventurers succeed, Tarasov
Tarasov, with all the expertise of a circus promises that they will be paid in both gold and
ringmaster, will shift the attention of the crowd miracles. Up to 5000 gold will be offered, along
towards the adventurers, and he will begin to with a miracle of their choice performed by the
publicly examine them following the Signs of Abbot himself.
Corruption chart in Chapter 1. He makes a show
of it, using the crowd as a living fence to try and Of course, if the character’s don’t
keep the characters trapped, all while his two cooperate, well, then there’s always the possibility
cronies stand menacingly nearby, weapons at the that they might become the next target of
ready. However, even if Tarasov finds “evidence” Tarasov’s witch hunts, and they are considerably
of corruption, he will declare that the characters less protected than the Baroness.
are pure and beyond reproach to the crowd.
This is to build credibility for the adventurers, See The Barony Mansion (L2) above for
and also to create something to “hold over” the more details on Tarasov’s Request.
adventurers. In essence, it’s also a threat, a hint
that it is his judgement that will make them L4 - The Copper Crown Tavern
appear clean and nothing else. Sitting across from the Market Square is a
lively tavern decorated with colorful banners,
After this bit of theater, Tarasov will the walls painted with bright images of flowers.
inform them that he will visit them later with The sound of music and laughter echo from
a special request. Now, if any characters storm inside, and the smell of delicious food wafts
off or resist his little performance, Tarasov will towards you. A large wooden sign decorated
simply return with a dozen Inquisitors and corner with bright copper hangs above the door,
them at the Copper Crown Tavern and insist that proudly declaring it the Copper Crown Tavern.
they listen to him.

In essence, Tarasov’s plan is this. Because The Copper Crown isn’t the only tavern
the characters are from a foreign land they can in Leshehoff, but it is widely regarded as the
be claimed to be impartial. Furthermore, if they best among them, and by a wide margin at that.
are seen as having already passed his purity test, The food is excellent and the beer, ale, wine, and
then both the faithful and the unfaithful will spirits are imported straight from the breweries
have to find them credible. That way, when of Raffenburg, as well as from beyond the borders
the adventurers find evidence of the Baroness’ of Wreythau itself. Frequent sales allow even
corruption it will be all the more difficult to residents living hand to mouth a chance to grab
refute. Of course, it doesn’t entirely matter if a drink or a decent meal, and the gambling hall
the unfaithful agree. He is mostly concerned in the back room represents a hope of wealth,
about obliterating any sense of loyalty that the though by and large it’s farmers, vendors,
faithful have left when it comes to the Baroness artisans, and off duty Watch that frequent the
and then overtaking the town in a night of tavern. Likewise, the rooms upstairs are rarely
righteous violence. used, as the price is simply too steep compared
to the various boarding houses that are scattered
In order for this to work, he still needs throughout the town. It’s not exactly a fancy
some sort of evidence, and though he’s a slippery place, favoring a more rustic feel, though it offers
bastard, he refuses to use falsified evidence. the best food, drink, and entertainment for all but
Spinning the truth about something is much the nobility.
different than inventing it outright, after all,
and he has some standards. Thus he will ask the In large part, this is due to the owner
adventurers to go where he and his agents cannot of the Copper Crown, a retired member of the
CH 3 LESHEHOFF
167
Merchant Consortium named Cival (Si - vall). comforts and desires. It’s not a very large
Well known for her love of color and jewelry, population, but it is a very vocal one.
Cival is a short, middle aged woman that’s
managed to keep remarkably spry and fit. Her In truth, Cival is none of these things.
easy smile, quick wit, and willingness to listen Well, at least not in the way they assume. As a
have earned her many friends, and her sense of former assassin, spy, and enforcer of the Outer
showmanship draw many through the doors of Seas, Cival has witnessed first hand the ruthless
her tavern. What’s more, her connections among nature of the Consortium, as well as the vast
the Consortium have helped her secure lucrative wealth they are able to acquire, and has come
discounts on imports and licensing, and the to hate all that the Consortium stands for with
considerable wealth she acquired while an active all of her being. It is now her life’s work to tear
member of the Consortium have gone a long way down the Consortium and rebuild it as something
to making the Copper Crown the locally revered that works for the people, rather than for itself.
establishment that it is. Of course, there are The Copper Crown is simply a front and an
those that don’t like the Copper Crown, namely alibi, as well as a base of operations hidden
those among the faithful of the Morning Lord, from the complacent gaze of the Consortium.
who look upon Cival’s Consortium connection She’s recruited an unquestionably loyal staff to
as proof that Cival is a liar and a cheat, not to help her, and has also begun to hide dissidents
mention someone blinded by sinful, material
CH 3 LESHEHOFF
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and enemies of the Consortium in the tunnels See, long ago, the Inquisition captured
beneath her tavern. and executed a famous Oracle, a woman who was
said to be able to divine the future itself using
Thankfully for the Baroness, Cival’s goals powerful symbols etched upon a deck of cards,
have nothing to do with Leshehoff, but rather and as all of the Inquisitions victims are interred
with the largest city in Wreythau, Raffenburg. in the Catacombs beneath their Mausoleum of
Sitting close to the bay, Raffenburg is at the Saints, she suspects that the deck still survives.
center of all Consortium business, and should Magic, after all, is rarely harmed by simple fire,
the rule of Raffenburg fall to her and her allies, and the Inquisition trusts the holy specters of its
then there’s hope for the possibility of abolishing Saints to guard and contain all of the “cursed”
the Consortium all together. Unfortunately, objects that have been interred with their
the Consortium has begun to catch on that previous owners. So, as long as the adventurers
they have new enemies stirring up trouble, don’t mind digging through some bones, it
and so Cival has retreated from Raffenburg, should be a simple matter to recover the Oracle
using the Copper Crown as a secret place to Deck and return it to her. After all, the ability to
organize their activities and prepare for their predict the future with some degree of accuracy
coming revolution. will be a major boon for Cival’s revolution,
though this isn’t something she’ll share with the
Quest: Cival’s Job Offer adventurers for now. Instead, she’ll simply say
that she wishes to recover this powerful artifact
The arrival of the adventuring party and uncover the secrets of how it works so that
presents a new opportunity for Cival, and one it can begin to benefit the people once again. In
that she aims to take advantage. In essence, return, she’ll offer to pay them, as well as give
the adventurers are free agents that can be them information about the Consortium.
manipulated, used as scapegoats, or perhaps
even recruited as new allies. No matter how it Furthermore, if the adventurers ask her
plays out, Cival knows that these foreigners will about the other shipwreck survivors that the
become powerful chess pieces for someone and Inquisition took prisoner, Cival will inform them
she’s determined to use them to her advantage. that the Catacombs also serve as a prison and
Thankfully for her, Tarasov has already exposed a torture chamber for the Inquisition and that
his strategy, and she intends to exploit that. they’ll have to breach it if they hope to rescue
their friends anyways.
This event will trigger after Tarasov has
made his demand that the adventurers find dirt
on the Baroness. If Tarasov made his demand
(disguised as a request) inside the Tavern, all
the better. Either way, Cival has many eyes and
ears, and Tarasov isn’t exactly subtle, whatever
else he may be. So, after he’s made his demands,
Cival will approach the party and offer them
another piece of work. There’s something in
the catacombs of the Abbey that she happens
to want, and she promises to pay very well if
the adventurers manage to retrieve it for her.
Considering that they’re working for Tarasov,
they’ll have access to the Abbey, and thus all they
need is a little stealth and a little courage, and
they can all get something that they want.

CH 3 LESHEHOFF
169
Tactics
Cival Cival’s only enemies are those who support
the Consortium or otherwise threaten her
Rank 1 revolution. Furthermore, unless Cival has the
Medium human, Lawful Neutral
upper hand on her enemies, she will attempt

Armor Class 15 (studded leather armor) to flee and create an opportunity to kill them
Hit Points 150 (12d8 + 95) later. In other words, she doesn’t fight fair, nor
Speed 40 ft.
does she fight bravely. She strikes when there

STR DEX CON INT WIS CHA is advantage and flees when there is not. It’s
11 (+0) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 18 (+4)
that simple. Ambushes are her favorite modus

Saving Throws Dex +7, Int +5 operandi, particularly in coordination with allies
Skills Acrobatics +7, Deception +7, Persuasion +7,
Perception +4, Stealth +10 and in terrain with lots of cover.
Damage Resistances poison
Senses passive Perception 14 L4A - Tavern
Languages Thieves’ cant, Common, Sylvan
Challenge 10 (5,900 XP) As you step inside the Copper Crown you’re
Assassinate. During its first turn, the assassin has advantage on embraced by the warm glow of firelight, the
attack rolls against any creature that hasn’t taken a turn. Any hit
the assassin scores against a surprised creature is a critical hit. smell of good food and drink, and the sounds
of merrymaking and relaxation. Some of the
Evasion. If the assassin is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, the patrons break off from their conversations
assassin instead takes no damage if it succeeds on the saving to stare at the foreigners that have strode in
throw, and only half damage if it fails. amongst them, though most are too lost in
Sneak Attack (1/Turn). Cival deals an extra 21 (6d6) damage their cups or distracted by the bards playing
when she hits a target with a weapon attack and she doesn’t have near the hearth.
disadvantage on the attack roll.

Hit and Run. Any target that Cival attacks can no longer make
opportunity attacks against her until the start of her next turn. The main room of the Copper Crown can
comfortably seat about 30 people, though is usually
Legendary Resistance (1/Day). If Cival fails a saving throw, she
can choose to succeed instead. crammed full of more, at least once evening rolls
around. This is likely where the adventurers meet
— Cival for the first time.
Actions
Multiattack. Cival makes two shortsword attacks, two dagger
attacks, or a dagger and shortsword attack. In order to help get on the adventurers’
Shortsword + 1. Melee Weapon Attack: +8 to hit, reach 5 ft.,
good side, Cival will call out to them as they
one target. Hit: 8 (1d6 + 5) piercing damage, and the target enter, a broad smile on her face, and will offer
must make a DC 15 Constitution saving throw, taking 24 (7d6) them free room and board if they wish to stay
poison damage on a failed save, or half as much damage on a
successful one. at the Copper Crown. It’s a small investment if
it helps earn their trust. Furthermore, if they
Dagger. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one
target. Hit: 6 (1d4 + 4) piercing damage, and the target must mention anything about the Consortium or
make a DC 15 Constitution saving throw, taking 24 (7d6) the Inquisition, Cival will be happy to tell the
poison damage on a failed save, or half as much damage on a
successful one..
adventurers what she knows, though only in
return for a favor (see Cival’s Job Offer above).
Legendary Actions
Cival can take 3 legendary actions, choosing from the options When it comes to the Consortium, there
below. Only one legendary action can be used at a time and
only at the end of another creature’s turn. Cival regains spent
really isn’t anything that Cival doesn’t know. She
legendary actions at the start of her turn. knows how they function, how they’re organized,
Move. Cival moves up to her speed without provoking
and most importantly, that they’re intimately tied
opportunity attacks. to Czerina’s court. In fact, the highest ranking
Attack. Cival makes one attack. Note: Sneak Attack can apply.
members of the Consortium are vampires
themselves, granted that gift by the Blood Queen
Hide. If there is sufficient cover and Cival is not next to an enemy, herself. Thus, in order to get to the bottom of
she may make a stealth check to hide.

CH 3 LESHEHOFF
170
why the Gulthias Flowers were released in Port
16 7-12
Haven, the adventurers will have to speak to the
regional director for Leshehoff himself. 18 5-12
20 3-12
As for the Inquisition, Cival knows about
the catacombs, and she knows that Tarasov is
Cards:
trying to gather support to take over the town.
Characters playing Three Dragon Ante or
She also knows that the inquisition does possess
Poker use the following rules.
powerful divine magic, though that’s about all.

L4B - Gambling Hall • There are at least 3 opponents.


• First, players place bets, then make
The backroom of the Copper Crown Tavern Intelligence checks.
is a large gambling hall full of people betting An Intelligence Check DC 14 will help a
copper, silver, and gold on the whims of fate, character determine the odds and will roll
be it a hand of cards, the roll of dice, or other with advantage.
games of chance. And, beside a corkboard, • Secondly, players may fold or increase
sits a bookie, ready to take bets on a variety of bets and make either an insight check or a
events or competitions. Each table is staffed deception check.
by a man or woman wearing a small, copper An Insight Check DC 16 will give the
circlet upon their head, the symbol of their adventurer advantage on their roll.
employment at the tavern. Another man and A Deception Check DC 16 will give opponents
woman stand by the door leading into the disadvantage on their roll.
room, heavy cudgels upon their belt. • Finally, the players each roll 1d20 (plus
advantage or disadvantage), the highest
The gambling hall offers a variety of ways roll winning the collective pot.
to lose money. And, sometimes, win money, but
the majority walk away with empty pockets and
Roulette:
a mind filled with addicting fantasies of victory.
Players will roll a d20. They can bet
Primarily, the services the gambling hall offers is
on evens or odds with a payout of 2 to 1. So,
split into two groups: games of chance, and bets
betting 2 gold on Odds, and winning, would
with the bookie.
result in the character walking away with 4
gold (double the original bet). Or, the character
Feel free to invent new games of chance,
could bet on a specific number, with a payout
though the following rules are presented for dice,
of 10 to 1, so betting 2 gold on rolling a 13, and
three dragon ante/poker, and roulette.
winning, would result in a win of 20 gold (ten
Dice: times the bet).
Characters may make an Intelligence
Check to determine the best odds. This will
The bookie:
determine the difficulty they need to beat in
The Adventurers could also arrange
order to win money. Characters can bet up to ten
contests of skill and then place bets accordingly.
gold, with a win resulting in a payout of 2 to 1.
Suggested contests:
So, if a character bets 2 gold and wins, they walk
• Drinking Games: (constitution saves, DCs
away with 4 gold total (double the original bet).
increasing by 3 each drink)
Intelligence Check Roll Needed (2d6) • Boxing/Unarmed Fighting (to knockout
Less than 10 10-12 or surrender)
12 9-12 • Dueling (to first blood or half health)
14 8-12 • Dragonchess (opposed Intelligence rolls)

CH 3 LESHEHOFF
171
• or Archery/Knife Throwing (highest L4E - Storage Room
attack roll wins).
The trap door from the kitchen leads down
to a massive storage room. Row after row of
Adventurers could also use Persuasion
shelves are packed full of barrels of ale, cases
Checks to shift the betting odds one way or
of wine and spirits, and other supplies. Several
another (from 2 to 1 all the way to 10 to 1, at
piles of rodent poison have been carefully
the DMs discretion).
placed around this underground warehouse,
ensuring there’s nothing to fear from rats in
To make things even more interesting,
the basement.
have the bookie suggest NPCs for the adventurers
to challenge. For instance, Cival for Knife
Throwing, the Baron Consort for Dueling, The This room contains all the stock that the
Baroness for Dragonchess, a Watch soldier with tavern needs, as well as quite a bit more. Cival has
Tavern Brawler for Boxing, etc. been building up a stockpile of various supplies
that might be needed for the eventual Revolution
of Raffenberg over the years, and plans to
L4C - Kitchen sell the tavern and transport this stockpile to
The kitchen is filled with all manner of good Raffernburg in a caravan once the time has come.
food and delicious ingredients, a massive stone In the meantime, however, buying excessive
oven dominating most of the space. A large supplies has helped her smuggle allies into the
trapdoor sits in the center of the floor, leading gates of Leshehoff and into the basement of the
down to what must be a storage cellar. Copper Crown.

A DC 14 Investigation Check will reveal


There’s always at least one cook at work that, in addition to the amount of supplies being
in the kitchen. Occasionally, servers will open truly excessive, there are quite a few strange
the trapdoor to grab fresh barrels of ale or items amongst them, such as adventurer’s packs,
other supplies. alchemical supplies, crowbars, tools, and large
cooking pots.
L4D - The Lodgings
A DC 16 Investigation Check will reveal that
The staircase from the tavern leads up to a well there is a secret door in the northeast corner of
appointed landing with a massive bearskin rug the room, hidden behind a large beer barrel. This
and two couches. A table with a large candle leads to L4F.
provides illumination, and potted plants bring
a bit of life to the room. A long hallway leads
to various rooms for lodging. The largest L4F - Hidden Quarters
contain plush wolf fur rugs, wardrobes, The false wall opens up into a large tunnel that
planters, and giant canopy beds. The others has been dug out of the dirt and rock beneath
contain much the same, but with dressers and the tavern. Support beams arch overhead, the
smaller beds. tunnel leading towards a soft glow shining
around a corner up ahead. As you round the
The landing is essentially a common area, corner you find yourself facing a large chamber
good for socializing during the day or plotting at that looks as though it’s been converted into a
night when the tavern is closed. And, assuming shelter for several people. Beds, a communal
the adventurers accepted Cival’s offer of free table, water barrels, and privies have all been
room and board, they have their pick of the set up around the cavern, with another tunnel
rooms. There are no other guests. leading on into another chamber.

CH 3 LESHEHOFF
172
This cavern is where Cival has been
hiding her allies, the various revolutionaries Modified Torpor
that the Consortium have named dissidents Adventuring gear, poison (contact) 600 gp.
and troublemakers and posted bounties for.

A creature subjected to this poison must succeed on a DC
Essentially, these are people that have been
15 Constitution saving throw or become poisoned for 4d6
recruiting and drumming up support among the hours. The poisoned creature is incapacitated.
population of Raffenberg, as well as elsewhere in
Source: DMG, page 258
the kingdom, and while others have been caught
or killed, Cival has managed to smuggle about a
dozen out of the city and shelter them here while L5 - Merchant Consortium
they prepare for the final steps of their plan. Outpost
This large townhouse stands near a massive
If the adventurers confront the people warehouse. Workers swarm in and out of the
in the cavern, a DC 15 Persuasion Check will warehouse while a group of men and women
convince the fugitives to hear the adventurers stand around nearby, clad in simple armor,
out. If the adventurers confess that they are heavy clubs and sharp daggers hanging from
also enemies of the Consortium, then the their belts. An ornate, cast iron sign hangs
fugitives will relax, but ask them to talk to Cival. above a grand stone entranceway, proclaiming
Otherwise, if the adventurers try to run, the the building as the Leshehoff Merchant
fugitives will let them go and simply rely upon Consortium. Pasted beside the entryway
Cival to tie up this new loose end. are dozens of bounty flyers, all depicting
various men and women that have been
In the event of combat, the fugitives labeled as public menaces, liars, arsonists,
are essentially Commoners. The real danger is and murderers.
making Cival an enemy.

This is the local Consortium


L4G - Hidden Workshop administrative and trade office. As has been
discussed previously, the Consortium uses
The tunnel leading from the Hidden Quarters
different economic controls in order to dominate
opens up into another cavern, this one
trade and make all other businesses subordinate
looking like a cross between an armory and
to them. They control the supply chain, get a cut
an alchemist’s lab. Crates of weapons line the
of everything produced, and have a monopoly
north wall, barrels of alchemical ingredients
on transportation and mail, as well as regional
line the east wall, and a large lab sits to the
outposts like this, which are essential to
south, bubbling liquids of various colors
performing all of these different functions. In
running through tubes and glass beakers.
essence, each outpost is like a great, beating heart
that keeps the blood of the Wreythian economy
This workshop is where Civals’ co- flowing through the region.
conspirators prepare for the upcoming
revolution, preparing arms and armor, as well The warehouse stores all of the various
as bottles of alchemist’s fire, various poisons, goods and produce, with regular caravans
and explosives. The adventurers are able to find coming and going to get everything distributed
several dozen: crossbows, axes, swords, daggers, as it needs to. Aside from the toughs providing
and maces. There are about 400 crossbow bolts, security and a few overseers, all of the warehouse
several dozen sets of leather armor, a dozen sets workers are simply local hired hands rather than
of chainmail, and a dozen bottles of alchemist fire actual members of the Consortium. The offices,
ready. Characters with proficiency in poisoner’s however, are exclusively staffed with members of
kits can also harvest 3 doses of modified Torpor. the Consortium, and aside from the security, all
of the officials reside inside the building.
CH 3 LESHEHOFF
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As for the bounty notices, these are for L5A - Administration Hall
the revolutionaries that Cival is allied with,
The ornate double doors to the building open
several of whom she is hiding beneath the
up into a palatial front hallway. An utterly
Copper Crown. The Consortium, of course, does
massive painting runs down the center of
not know this.
the room, portraying a grand feast, and to
your shock, you see that your likeness has
There are at least 8 Consortium Bravos
been worked into the painting beside that of
and 2 Consortium Hitters working security,
a statuesque woman with raven black hair,
split between the inside and outside of the
red eyes, and a golden crown resting upon
building. Typically, the 2 Hitters can be found
her brow. You are depicted as loyal servant
lounging around the Dining Hall (L5D).
advisors to what is no doubt the Blood Queen
herself. Nevertheless, as you tear your eyes
away from the painting you see that to your
CH 3 LESHEHOFF
174
left and right are massive storage lockers Leshehoff regional outpost. All meetings of that
decorated in gold, as well as desks staffed by sort are held upstairs.
officious looking men and women. Golden
statues of the queen in the painting sit at either Aside from the merchandise (which can
end of the hall, staring down upon you. Lastly, be ad libbed or you could throw the PHB at your
a single door to the north leads further into players), the clerks have 500 copper, 100 silver,
the building. and 100 gold stored in their desks (each).

L5B - Pantry
The administration hall is built like a
shrine. All who walk inside are meant to be awed The door opens up into a pantry filled with all
and cowed by the vast wealth of the Consortium manner of fish, meat, fruits, vegetables, grains,
and the power of the Queen to whom it is and other ingredients. Clearly, eating like the
devoted. If the characters have interacted with nobility is one of the perks of being a member
Czerina (such as in the sea, in the mirror aboard of the Consortium.
The Sun’s Wrath, or the statue in the Barony
Mansion) then they will, of course, recognize her As the Outpost has to feed all their
in the painting and the statues. security, clerks, and other officers in residence,
the pantry is very well stocked.
Speaking of the artwork in the hall, the
giant 40 foot, beyond life-sized painting is one
of Isidora’s masterpieces and happens to be L5C - Kitchen
enchanted so that all who gaze upon it will find A well appointed kitchen lies behind this
that their likeness is part of the painting. This door. A large oven with a stovetop, a cabinet,
is to remind the viewer that they are part of and two work stations fill most of the room,
Czerina’s domain, as well as to perhaps beguile the beginnings of a feast already laid out
them with a vision of tremendous wealth and in preparation.
plenty, as the feast is indeed fit for a Queen.
The statues are meant to work in tandem with
this effect, their opulence and towering stature The kitchen is staffed by a head chef
intended to make all those in the hall feel as and two to three assistants, all locals that have
though they are lesser, and yet might find a token been hired on as servants. They typically work
of benevolence from such an exalted figure. twelve hour days, with the kitchen left unlocked
In many ways it is a mockery of a temple with should any member of the Consortium get
Czerina as the central Goddess. peckish at night.

As for the actual function of the hall,


the clerks handle all licensing, fee processing,
L5D - Dining Room
and other bureaucratic/corporate-esque A large, extravagant dining table fills most
functions. Moreover, they also handle merchant of the room, with a few overstuffed couches,
transactions. They have catalogues that list all chairs, and end tables sitting around the
the merchandise that fill their opulent storage outside of the room. A large hearth merily
lockers, their warehouse, and that can be ordered blazes away, filling the room with a pleasant
from Raffenburg, Inbarev, or from the Outer heat that would make it quite a comfortable
Seas. The clerks are meant to handle almost all place to lounge and socialize.
the business that comes inside, though in the case
of major transactions, complaints, or perhaps As mentioned previously, the Dining
questions about Gulthias Flowers, they are able Room is where all of the consortium officials
to set up an appointment with the director of the that live in residence eat, and where quite a few
socialize. The Consortium Hitters that work
CH 3 LESHEHOFF
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security typically spend time in this room, as well a meeting with the regional director is necessary
as some of the Bravos, particularly if the regional (such as by inquiring about the Gulthias Flowers,
director is holding a meeting. or the less than savory practices of the Outer
Seas), then the meeting would be held here.

L5E - The Residence


This long hallway leads to the bedrooms of the L5G - Regional Director’s Office
Consortium officials and clerks that live inside An imposing desk of dark wood embossed
the outpost. Each bedroom contains a bed in gold faces the door, a leather chair sitting
fit for royalty, along with a small dresser and behind it while a lavish rug sits beneath its
potted flowers. The rooms at the end of the feet. A grand painting of a fantastical castle sits
hall are the largest, and also contain an ornate behind the desk, the monument looking like
bedside table. the cross between a cathedral and a fortress,
the architecture far beyond anything that you
During the day the rooms are mostly could imagine actually existing. As your eyes
empty, though occasionally a clerk or official continue to take in the room, you notice four
will sneak off to steal a nap when they can. At elvish lanterns sitting in the corners of the
night, the rooms are filled with the snoring, room, flooding it with warm light that gently
slumbering forms of the officials and clerks. The reflects off the faces of two large golden statues
two rooms at the end of the hall are reserved for that sit to either side of the desk. As you step
one Consortium Lieutenant and one Consortium further into the room, you notice something
Mage. However, as the Lieutenant and the Mage that sends a chill through your heart, however:
are high ranking officials, it’s possible that they an ornate coffin lies hidden between the
might be off performing some duty or other painting and the desk.
(such as hunting bounties), or otherwise taking
a brief leave of absence. Consider the level of the The painting is another of Isidora’s
adventurers when deciding whether or not to creations and depicts Czerina’s infamous
include them. castle, The Cairn.

Each room contains 1d10 silver coins and Of course, the most fascinating thing
1d10 gold coins. Alternatively, the room could in the room is the Regional Director’s coffin.
contain 1d20 gold worth of jewelry. As one of the highest ranking members of the
Consortium, the regional director was blessed
with some of Czerina’s blood and was turned into
L5F - Grand Meeting Room a lesser vampire. This happens to all the highest
An expansive, ornate table fills the room, the ranking members of the Consortium, and though
polished surface stretching like a gleaming Czerina is otherwise very hands off, as they are
field of battle between two chairs placed at the her servants, she is nonetheless culpable for their
heads of the table. Four overstuffed chairs and economic atrocities.
matching end tables sit at the corners of the
room, no doubt intended for bodyguards or Regardless, the regional director, Vasili
aides to sit nearby as negotiations are held. Radulesc has existed for over 247 years and
was turned about 200 years ago. He isn’t a very
imposing man for a creature of the night, though
The Grand Meeting Room is where the
the grey sprinkled into his well kept hair and
regional director conducts the most important
beard only seem to emphasize the weight of the
business, such as negotiating with the Baroness,
ages that resides in his red-eyed gaze. He stands
nobles, or the richest merchants of Leshehoff.
at about 5’5”, and wears elegantly tailored clothes
Should the adventurers convince the clerks that
of dark velvet. As someone who was able to rise
CH 3 LESHEHOFF
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through the ranks of the Consortium, Vasili is Tactics:
incredibly cunning and shrewd, and is devoted Regional Director Radelesc also keeps an
to only two things: his own benefit and that of Armored Tiger in his office. This is both a pet
the Consortium. and a defensive measure. He lets the tiger take the
brunt of any fight while he attempts to retreat so
that he can gather reinforcements. Of course, if
Vasili Radulesc the Consortium Bravos, Hitters, and other staff
Medium undead, neutral evil have already been killed or incapacitated, then
— he will either go find the Consortium Lieutenant
Armor Class 15 (natural armor)
Hit Points 93 (11d8 + 44) and Consortium Mage and later attack the
Speed 30 ft.. characters with their help, OR he will go running

STR DEX CON INT WIS CHA to the Baroness, demanding that she provide
16 (+3) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4) him with a squad of Watch Soldier to go and

Saving Throws Dex +6, Wis +5 apprehend the criminals that have attacked him.
Skills Insight +6, Perception +6, Persuasion +9, Stealth +6 If cornered and unable to escape with Spider
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Climb, he will attempt to bargain, though if that
Senses darkvision 60 ft., passive Perception 16 fails, he will fight to the death.
Languages Common, Infernal
Challenge 5 (1,800 XP)

Regeneration. The vampire regains 10 hit points at the start of


Negotiating with Radulesc:
its turn if it has at least 1 hit point and isn’t in sunlight or running If the adventurers attempt to negotiate
water. If the vampire takes radiant damage or damage from holy with Radulesc, such as for information about
water, this trait doesn’t function at the start of the vampire’s
next turn. the Gulthias Flowers, he will prove to be a
very difficult social adversary. In his mind, the
Spider Climb. The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to make an adventurers have no authority, and no business
ability check. interfering with the Consortium’s affairs, though
Vampire Weaknesses. The vampire has the following flaws: he will listen to what they have to say. After all,
the Consortium is having its own issues, and if he
Forbiddance. The vampire can’t enter a residence without an
invitation from one of the occupants.
deems that the adventurers could be useful to him
then he will make them a deal: he will allow them
Harmed by Running Water. The vampire takes 20 acid damage
when it ends its turn in running water.
to look at the Consortium’s shipping ledgers, but
ONLY if they can capture some of the bounties
Stake to the Heart. The vampire is destroyed if a piercing
weapon made of wood is driven into its heart while it is
and dig up more information about the dissidents
incapacitated in its resting place. and troublemakers allies.
Sunlight Hypersensitivity. The vampire takes 20 radiant
damage when it starts its turn in sunlight. While in sunlight, it has So, in essence, either the adventurers
disadvantage on attack rolls and ability checks. uncover that Cival is plotting a revolution, or he
won’t cooperate with them. Instead, he’d try to

Actions cheat them out of a few thousand gold for a peek
Multiattack. The vampire makes two attacks, only one of which at the wrong documents. A DC 16 Insight Check
can be a bite attack. would reveal the con, however, as well as the
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing fact that Radalesc isn’t willing to budge without
creature, or a creature that is grappled by the vampire, some of the bounties and information on their
incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage
plus 7 (2d6) necrotic damage that bypasses resistance. The allies. Whether or not that information is TRUE,
target’s hit point maximum is reduced by an amount equal to however, is another matter. Sure, eventually,
the necrotic damage taken, and the vampire regains hit points
equal to that amount. The reduction lasts until the target finishes
falsified information would prove to be useless
a long rest. The target dies if this effect reduces its hit point and would earn the adventurers an enemy, but
maximum to 0. in the short term it would be impossible for the
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. information to be verified and this could earn
Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the the adventurers a look at the actual shipping
vampire can grapple the target (escape DC 13).
CH 3 LESHEHOFF
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documents. An opposed Deception/Insight a “harmless companion”. In response, Marian and
check could sell Radalesc on the veracity of Sybilla began to conduct a lengthy banishment to
falsified information, providing they actually had get rid of Mr. Splinter, though unfortunately they
at least one of the bounties. weren’t secretive enough about what they were
doing and a sniveling rat of a neighbor informed
upon them. So now Marian has been burnt alive
The Mystery of the Gulthias Flowers: and Sybilla is left to deal with the shop, their
Radalesc has a copy of the secret shipping daughter, and most importantly, Mr. Splinter.
documents that discuss the Gulthias Flowers. It
seems that the Consortium was given the flowers Should the adventurers come to the
by none other than Beleroth Haar an Thell, shop, perhaps looking to buy Healing Potions,
the Queen’s consort and the notorious Collector Alchemist’s Fire, or other alchemical supplies,
of Taxes. He provided crates of the flowers from then they will encounter Mr. Splinter by
the Queen’s personal gardens, and issued very proxy. The daughter, Tabea, will make many
specific orders on how to transport them as disturbing comments while Sybilla tries to
well as where, when, and how they should be conduct transactions. Tabea will say things like,
distributed. It was clearly premeditated, though “Mr. Splinter says your eyes would look better with
for what purpose remains a mystery. Thankfully, needles in them,” “Mr. Splinter says your skin would
however, if the gossip is true, the Tax Collector make a good rug,” or “No, I don’t want to splash acid
will be arriving in Leshehoff any day now. on them, that’s mean, Mr. Splinter!”

L6 - Alchemist’s Shop A DC 14 Perception or Investigation


In the sprawling northeastern district of the Check will reveal that, on the wooden ceiling
town sits a humble townhouse with a sign of the shop, is the faint outline of a humanoid
depicting a large cauldron hanging above creature stained into the wood, and when not
the door. The windows are almost entirely looking directly at it, it happens to be moving.
blackened by soot, and the wooden door
appears as though it was recently battered A DC 14 Arcana Check will reveal
down before being rehung in the frame by a that Mr. Splinter is some sort of disembodied,
half-skilled carpenter on the cheap. harmful spirit. Detect Good and Evil will identify
it as a Fey.

This shop was previously owned by Sybilla will attempt to laugh off what her
Marian and Sybilla Valborg, both skilled daughter says, and make comments about how
alchemists and some of the very few followers inventive children’s minds can be, though a DC
of the Old Faith still living in Leshehoff. 13 Insight Check will reveal that this is simply
Unfortunately, these sympathies for the worship a cover, and that Sybilla is deeply afraid. If they
of something besides the Morning Lord was question her, she will tell them the tale of how
tipped off to the Inquisition, and so Marian was her husband died and ask them for their help.
burned at the stake, a sacrifice for the sake of his All of her actions are being watched, nevermind
family. At his behest, Sybilla offered testimony that the Inquisition could simply decide to come
that sealed Marian’s fate, though it might all be after her at any moment, so she can’t finish the
for naught, as the original cause of their secret banishment ritual to get rid of Mr. Splinter
being outed still exists: a corrupted house fey that without attracting attention and making her
calls itself Mr. Splinter. daughter an Orphan.

Mr. Splinter weasled its way in the Essentially, the adventurers have a few
Alchemist’s Shop after the occupants of its last options. If they’ve already been to Caeltos Village
home were burned at the stake, and quickly then they could try and smuggle Sybilla and
began to appear before the Valborg’s daughter as Tabea out of Town to live with the Beastfolk.
CH 3 LESHEHOFF
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As a follower of the Old Faith, Sybilla has met without a home or a way to make a living, things
the Beastfolk before and interacted with them would look rather grim. 200 gold could buy them
peacefully through trade, worship, and exchange passage to Raffenburg, however, and another 200
of knowledge. However, she won’t wish to gold could allow them to start afresh. Or, should
endanger them, and so won’t suggest this as an the adventurers convince the Baroness to hire a
option unless the adventurers mention they’ve personal Alchemist, that could work, too. Allow
also had peaceful contact with the Beastfolk. the players to get creative.

Alternatively, the adventurers could try L7 - The Blacksmiths’ Guild


to perform the banishment ritual themselves. The local smithery is a massive structure that’s
First, they would need to purchase 50 gold worth almost on an industrial scale. Dozens of smiths
of onyx, two pounds of sea salt (about 10 gold), must work together to produce all of the arms,
several pounds of cedar chips (5 gold), and a armor, and various metalwork that Leshehoff
barrel of mead (75 gold). The onyx would have needs to function. However, as you approach
to be crushed until it was the consistency of sand the building, you see that only one forge is lit,
and mixed with the salt. Then, the cedar chips and the sounds of deep, heavy sobs echo out
would have to be ground to a pulp and mixed from within.
with the onyx and salt. Finally, this mixture of
cedar, onyx, and salt would have to be combined
with the mead beneath the light of the full moon The founder of the Leshehoff Blacksmiths’
while an incantation was read. Once this was Guild is a dwarven man by the name of Torvald
done, the adventurers would need to bring the Stonecask. A truly ancient dwarf, Torvald
mead inside the Alchemist’s Shop and convince survived the massacre of the Silver Graves,
Mr. Splinter to drink some. managing to flee with his husband (a brewer),
though after it was clear that there was no escape
Feel free to have fun with this. Have from the kingdom they settled in Leshehoff.
Mr. Splinter manifests as a horrible parody of Torvald founded the guild, consolidating all
a skeleton made of splintered pieces of wood the smiths in town, and taught his secrets to
and interact with the adventurers. Mr. Splinter those smiths who were worthy. Centuries later,
would attempt to bargain with the adventurers, Torvald still mourns the fall of Barrukhirrim
saying it will only drink their offering of mead (which became the Silver Graves) and every year,
if they do horrible things to themselves or on the anniversary of its fall, the guild closes and
others, and the adventurers will then have to Torvald works out his grief by crafting fantastic
negotiate the corrupted Fey down to something metalworks to honor the fallen.
more reasonable. If the adventurers pass several
persuasion checks, threaten to burn down the When the adventurers approach the
building, or otherwise convince Mr. Splinter that smithery, only Torvald is inside. He’s happy to
they only wish to pay homage to it, then it will let them in and listen to what they need, though
agree to drink the mead. If the adventurers slip tears drip down his cheeks the entire time. If they
up and reveal that the mead is meant to banish ask him what’s wrong, he will recount in hugely
Mr. Splinter, however, then it will refuse to talk dramatic detail the fall of his people, describing
to them any longer and, at that point, arson is the great battles against hordes of undead, the vicious
only avenue left. knights of the Order of Blood, and horribly
monstrosities crafted from living flesh. He
Once Mr. Splinter drinks the mead it will witnessed it first hand, though he didn’t fight in
be banished immediately, dissolving into wisps of the battles himself. Instead, he was part of a small
black smoke. Burning the shop down will also get group that managed to flee, while the majority of
rid of Mr. Splinter...at least for Sybilla and Tabea. the dwarven kingdom was trapped inside their
In truth, it would just leave and find a new family mountain home.
to torment. And, as for Sybilla and Tabea, well,
CH 3 LESHEHOFF
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What’s more, Torvald will recount the Inquisition find out, they would massacre the
wonders inside Barrukhirrim, the great pillared whole family, and almost every person in town
halls, the tremendous forge that sits at the heart would cheer as they watched the flames. The
of the mountain, the unique tools that they alone Beastfolk are seen as literal demons, looked upon
invented, the magnificent structure that the with hatred, revulsion, and fear, as are all who
mountain itself had become. He’s clearly lost, are associated with them.
at least a little bit, in the past. He beseeches the
adventurers to visit the Silver Graves some day, If the adventurers investigate Madalina’s
and asks them to carry an offering there for him: disappearance, their status as foreigners will
a small, yet incredibly intricate metal relief of his grant them entrance into the couples confidence.
family tree. Should they promise to do this, he Valter and Madalina will ask the players to find
offers to craft them whatever they want, though an enchanter or wizard that could disguise their
it will take him a week to fill their order. child’s appearance, or to find them a safe place
to live. Should the adventurers suggest running
L8 - Tailor’s Shop away to live with the Beastfolk, the Boritresc’s
This well appointed brick townhouse sits will agree, their love for their child overriding
in the wealthy, western district of the town. their prejudice, though it won’t be quite that easy.
Curtains made of a beautifully embroidered They’ll have to be smuggled out of the city, as
fabric are firmly drawn across the windows, both the Inquisition and the Watch have their
only a faint light shining from the second story eyes peeled for them. The Watch suspects that
windows where the family must live. The sign Valter murdered his wife, whereas the Inquisition
above the door proclaims the building the has heard rumors and believes that mystery
Boritresc Couturier, though based on the dust equates to guilt, and has placed a lookout on the
that’s been allowed to gather on the window Boritresc’s home.
displays, it looks as though the tailor’s shop
hasn’t been open for at least a few weeks. L9 - The Abbey of St. Zharkov
Long ago, when Temelloth was first
This is Madalina’s tailor shop, though released from its imprisonment and torture,
she’s chosen to give it an upscale twist. As molded by Czerina’s hand into a hateful reflection
the best tailor in town she’s certainly earned of the faith that harmed her in life, he took
that right, though she’s far from the best in the form of a prophet known as Zharkov. In
the kingdom. Regardless, gossip has spread this guise the mad angel was able to build the
throughout town about her prolonged absence. foundation of the Church of the Morning Lord.
Certainly no one would expect her to be right In the form of a righteous angel he wrought
back to work after having given birth, but to havoc, and then as Zharkov he preached and
entirely close the shop? To kick out all of her proselytized, using the fire and wrath of the angel
apprentices, and not even have her husband, as justification for his twisted beliefs. When
Valter, run the business in her absence? it came time for Zharkov to die, Temelloth
Well, that is more than strange, and talk is founded the Abbey and became its Abbot, forever
buzzing through town about what’s actually dwelling in the shadow of the false prophet of
happened to her. the Church.

In truth, Madalina and her husband had In the centuries since, the Abbot has
no choice but to retreat from the public eye. existed as a living saint, lost in its own mad
Madalina’s child has been struck by the Beastfolk musings as its acolytes have grown in number,
curse, and both are terrified that anyone will several becoming saints in their own right within
find out. They love their child, no matter how the church. Their graves lie in the mausoleum
it appears, and desperately wish there was a above the Catacombs, guardians against the
way to raise it in safety and peace. Should the unholy until the end of time. As for the Abbey
CH 3 LESHEHOFF
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itself, it has become the heart of the Inquisition. could provide Advantage on Stealth Checks to
All new inquisitorial acolytes are trained there, characters sneaking over the wall. Each character
the most holy relics stored there, and all of would have to succeed an opposed stealth check
the faithful must make a pilgrimage to visit its or risk getting spotted. Inquisitors only have +3
Chapel. The mighty Cathedral of Raffenburg and to Perception Checks, though the towers give
the stout shrine of Inbarev also stand as their them a great field of view which grants them
own bastions of the Morning Lord, though the Advantage on perception checks.
Abbey is where it all began.
Any character found inside the grounds of
Approaching the Abbey the Abbey without an escort or a proper disguise
would be immediately detained and interrogated
The abbey is surrounded by a low, ten as to their purpose. Barring another excellent
foot wall of stone. Wooden guard towers have Deception check, use of magic, or some other
been placed strategically to give a decent view clever scheme, the adventurers would likely
of the wall at all times, though in the event of a be taken to see Tarasov, or if they resist, then
siege, the Abbey itself would become the main a fight would break out and the alarm would
defence. Instead, the wall is mainly intended to likely sound.
keep the grounds of the Abbey isolated, relying
upon the watchtowers to spot any intruders and
sound the alarm if needed. There is a single gate L9A - The Chapel
leading in and out of the grounds, and a single Stepping through the ornate doors of
road that leads to Leshehoff, as well as further the Abbey you come into the Chapel, a
south towards Inbarev. magnificent monument to religious devotion.
Vaulted ceilings rise almost fifty feet above
Approaching the gates of the Abbey, the you, with massive stained glass windows
characters will be challenged by two Inquisitors illuminated by oil lamps shining colorful
standing watch on the gate towers. They will ask cascades of light down upon granite floors
the characters what their business is, and will inlaid with shining brass. Rows of large
permit entry upon the following conditions: wooden pews lead up to an enormous altar,
• The characters are pilgrims who have with a 30 foot tall golden statue of St. Zharkov
come to visit the chapel. A DC 14 Religion standing behind it. Four small rooms are
Check will allow the characters to attached to the Chapel, the southernmost
answer the Inquisitors’ questions and be rooms used for storage of sacred, ritual
allowed entry, though they will only be paraphernalia whereas the northernmost are
allowed inside for mass (aka, under heavy penance chambers.
supervision and escorted to and from
chapel, L9A). They are allowed to camp
outside the walls until then if they wish. The Chapel is the heart of the Abbey and
• The characters are working for Tarasov. In is almost always in use. Only in the very dead of
that case, they will be allowed to visit the night can a moment of solitude truly be found
Library (L9G) or the Armory (L9E), but will there, though even then the penance chambers
be under light escort the whole time. are usually occupied by some zealot obsessed
• The characters succeed a DC 20 Deception with the state of their putrid soul. Furthermore,
check with a plausible lie. Hint: votive candles and incense are regularly kept lit
disguises might help. throughout the day and night, and acolytes are
constantly cleaning, polishing, and repairing the
Of course, the characters could also try magnificent ornamentation of the Chapel.
and sneak over the walls of the Abbey, an easy
task for a skilled climber or a person with some The storage rooms contain divine spell
rope and a grappling hook. A good distraction components, including incense, diamonds, and
CH 3 LESHEHOFF
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CH 3 LESHEHOFF
182
the like, though the most expensive components A covered walkway blanketed in hay leads
are kept in the Theurgy Room (L9H). from the privy out to the stables. The smell of
fresh hay and animal manure fills the stables,
The penance chambers contain kneeling along with the soft snuffling and snorting
pews, as well as racks of whips, batons, and of goats, sheep, and warhorses. If you listen
scourges for self-flagellation. The floor is carefully, the scrabbling of rat claws echo down
stained with old blood, and the smell of sweat from the rafters.
lingers in the air.
The Stable is, perhaps ironically, one
Two doors lead out of the chapel, the of the most dangerous places in the abbey. The
western door leading to the Training Hall (L9D) twisted animals of Wreythau are all carnivorous
while the eastern door leads to the Dormitories, (or at least omnivorous), meaning at least a dozen
dining room, and kitchen (L9B). However, hidden acolytes are mauled to death every year by the
behind the statue of St. Zharkov is another door, various farm animals, warhorses, or packs of rats.
a secret entrance (marked in red) that leads down See Encounters in Wreythau in Chapter 1 for some
to the chambers of the Abbot itself (L9K - M). See sample stat blocks. Otherwise, feel free to use
The Library (L9G) for more information on how stat blocks of any beast, monstrosity, swarm, or
to access the hidden chambers. aberration (up to CR3) from your favorite book
L9B - The Dormitories of monsters, but reflavored as horribly warped
farm animals.
The eastern door from the Chapel leads into a
hallway lined with several doors, one leading L9D - Training Hall
to the staircase going up to the second floor, The east door leading from the Chapel opens
the others to the cells belonging to the highest up into a large chamber that clearly serves as
ranking inquisitors, such as the Arms Master, some sort of training hall. Practice dummies
Head Scribe, Master of Theurgy, and Master of and targets of various descriptions line the
Catechisms. Another door leads to the privy, walls, and scorch marks and bloodstains
as well as out to the Stables (L9C). At the end cover the stone floors, the smell of ash and
of the hallway is a door leading into the dining spilled bowels hanging faintly in the air. A
room, and kitchen. circular staircase leads up to the second floor,
and a door in the far eastern wall leads to
The lower floor is reserved for the higher another chamber.
ranking members of the clergy, their offices
granting them the privacy of a cell. Each cell Combat training with access to healing
contains small idols of the Morning Lord and the magic is a horrible thing. Acolytes and inquisitors
Saints, each worth 1d10 gold, as well as various are regularly dismembered, disemboweled,
religious texts. burnt, savaged, and otherwise maimed before
being healed and sent back out to do it again.
Otherwise, acolytes swarm up and down Occasionally deaths occur, though watchful
the hallway, heading to and from the upper clerics keep them to a minimum, standing by
dormitories, the dining hall, the privy, or out with healing magic for most drills and exercises.
to the stable. The utter lack of privacy is, of The Inquisition molds some of the most fanatical
course, by design. soldiers numbed towards violence that Wreythau
has ever seen outside of the Order of Blood itself.

Drills and exercises are conducted


L9C - The Stable during the day, with about a dozen Acolytes and
Inquisitors filling the room, though occasionally

CH 3 LESHEHOFF
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a lone Inquisitor will enter the training hall to quality that they could furnish hundreds of spell
work out their demons in the dead of night. books and scrolls. Thousands of gold in supplies
fill the room, though due to their volume and the
lack of buyers, the bounty is really only useful for
L9E - The Armory wizards, clerics, and the like.
The door from the Training Hall opens into a
room filled with racks of weapons and armor.
Chests contain tabards blessed by the Abbot L9G - The Library
and sewn with complex religious iconography. The door from the scriptorium opens into
Tables contain sacred wax, paints, and other a large library filled with tomes and scrolls,
materials for decorating and consecrating the the shelves practically overflowing. Centuries
arms and armor of the Inquisition. Finally, of work have produced a vast record of
a large bronze statue of a saint overlooks knowledge. The spines of the books reveal that
the room, the statue’s expression one of the tomes cover a variety of texts ranging from
righteous disgust. historical records, to healing manuals, to witch
and monster hunting treatises, to the sacred
The armory contains every sort of texts of the Morning Lord itself.
weapon or set of armor that exists, with the
addition of a surprising number of whips and The Library is home to the Master of
scourges, no doubt for those servants of darkness Catechisms, the head scholar of the Church. A
armed with the most threatening weapon of all: sly and oily man known as Father Cyprian,
their tongues. the Master of Catechisms is the only member of
the Church to know the Abbot’s true nature. In
This room also serves as the Arms fact, Father Cyprian knows so much that he is no
Master’s office, and several manuals full of longer a believer of the Morning Lord at all, but
inquisitorial training exercises and battle rather views himself as a scholar that has accepted
tactics can be found in the room. Reading these the Church’s patronage. This is a view he keeps
manuals would provide Advantage on Stealth, as a closely guarded secret. However, if he catches
Deception, or Performance Checks when the adventurers showing any hint of dislike or
facing the Inquisition in battle (see Assaulting the defiance of the Church, he would recognize them
Abbey at the end of the chapter). as potential allies and be willing to privately
reveal what he knows. Catching them sneaking
into the Library, of course, would be an excellent
L9F - The Scriptorium hint as to their true feelings towards the Church.
The staircase from the training hall leads
up to a large workshop flooded with the Should the adventurers reveal that they
colored light of stained glass windows. A long are possible allies, Father Cyprian will reveal
work table stretches the length of the room, the following:
with shelves and side tables holding various • In his youth he was actually a squire of the
calligraphy, illumination, and bookbinding Order of Blood and learned much under
tools. The smell of incense, ink, and parchment their depraved tutelage and from their
hang heavily in the air. A single door in the sacred records.
south wall leads out of the room. • Since his conversion to the faith of the
Morning Lord and his studies over the
decades, he has learned that the Church is
The Scriptorium is where acolytes and nothing but a lie fostered by a corrupted
clergy members devote countless hours to angel. The angel once served the true
recording, copying, and preserving their religious Morning Lord, Lathander, but was tortured
texts. The parchment and ink are so fine in by the Blood Queen until it went insane.
CH 3 LESHEHOFF
184
• St. Zharkov, the founder of the Church, and out into the hallway. Another door lies directly
the Abbot are actually one and the same. across from the first, leading to an identical
• The Abbot dwells in a hidden sanctuary dormitory while a final door lies to the east.
beneath the Abbey. The entranceway lies The stench of poorly washed bodies and
behind the statue of St. Zharkov and can be poor ventilation fills your throat with every
opened by uttering the phrase: “Ignis pluat breath you take.
sanguine muri inquinatus.”
• The Angel’s true name is Temelloth, and it The dorms on the second floor can house
is incredibly dangerous. at least 48 Inquisitors and Acolytes, meaning that
at least 54 Inquisition members stay at the Abbey
Should he be attacked, Father Cyprian at a given time. The Church owns a few buildings
has the stats of a Consortium Mage, though he in Leshehoff, besides, to handle any overflow
will desperately try to make peace and convince as well as house Inquisitors on assignment. So,
the adventurers to listen to him. Furthermore, if all told, there’s about 120 Inquisition members
it seems unlikely that the adventurers will reach stationed in Leshehoff. It certainly seems like a
the Library, Father Cyprian could send them an small number compared to the Town Watch,
invitation, particularly if Tarasov assumes the though most of the watch is occupied with
adventurers are working for him. its duties and could only field about half of its
strength at any given time, meaning the fight
L9H - Theurgy Room would be about 2 to 1. Nevertheless, the fearsome
divine magics of the Inquisition give them a
Stepping through the door from the Library, definite edge, meaning that open conflict would
you find yourself standing in a mostly empty likely cripple both sides.
chamber. The walls are lined with statues of
various Saints, while a divine magic circle Otherwise, the dorms are filled with
has been set into the floor. Small slits in the clothing, personal grooming items, and various
walls act as windows, and a few candles are nicknacks. Inquisitors and Acolytes aren’t
lit, providing only the barest of illumination allowed to possess money or any objects of value.
in the room. Everything of worth, including arms, armor,
holy symbols, and supplies are all provided
In truth, the statues lining the room by the church.
are actually storage containers for various spell
components, including thousands of gold worth
of gems, precious metals, small reliquaries, L9J - Tarasov’s Quarters
incense, etc. The only way to access the The locked door opens into an extravagant
components is to cite pieces of relevant scripture, personal chamber. A bed fit for royalty, an end
thus requiring a DC 18 Religion Check table, and a magnificent wardrobe sit to the
per component. north, a gilded statue of the Morning Lord and
a prayer mat dominate the center of the room,
Divine Spell Scrolls can also be obtained and an opulent desk and chair sit to the south.
from the statues, but they require a DC 20 The scent of incense hangs in the air, wafting
Religion Check. from censers built into the statue.

L9I - Dormitories, 2nd Floor A DC 16 Thieves Tools Check, the use


of magic, or brute force is needed to unlock the
The stone staircase leads directly into the door to Tarasov’s Quarters.
dormitories on the second floor. A row of
bunk beds stacked three high stretches the As for the quarters themselves, one might
length of the room, with a single door leading expect the High Inquisitor’s quarters to be quite
CH 3 LESHEHOFF
185
spartan and free from the trappings of earthly Exiting the door from the Sacrificial Chamber
pleasures, but in Tarasov’s mind, to glorify you enter a small hallway that leads to a
himself and his station is to glorify the Morning chamber with five sarcophagi inside. Two
Lord, as evidenced by the lavish furnishings large, smokeless braziers fill the room with
in his room. firelight, the dancing flames dully reflecting off
of the polished stone tombs. Carved into the
The nightstand holds prayer beads side of the sarcophagi are lists of the relics they
worth 50 gold, along with a prayer book. The contain. Meanwhile, in the center of the room
wardrobe contains cleric vestments worth 25 sits an elaborate sarcophagus with only the
gold, as well as several sets of fine clothing worth name Zharkov carved upon it.
15 gold each.
For the followers of the Morning Lord
The desk contains 50 gold, along with this is a most holy room, though for everyone
Tarasov’s journal. Most of the journal is full of else it’s no more special than any other grave.
zealous ranting, though this does reveal his plans The relics inside only work for the corrupted
to turn Leshehoff into a theocracy, and from followers of Temelloth, fueled by the Dark
there, launch a crusade to take over Wreythau Power that the corrupted angel has unknowingly
as a whole. This could be given to the Baroness come to serve. However, there are a few magic
and used to sway her towards regarding the items that have mistakenly been stored inside,
Inquisition as the true threat to Leshehoff, including: a Bag of Holding, Boots of Striding and
assuming no other events haven’t convinced her Springing, and Gloves of Missile Snaring.
of this already.

L9K - Sacrificial Chamber As for the tomb of Zharkov, should the


adventurers crack it open they will find that it
After opening the secret passageway behind is empty. Temelloth faked its death, but did not
the giant golden statue of St. Zharkov in bother supplying a decoy once the sarcophagus
the Chapel, you descend down a twisting was built and sealed.
staircase deep into the earth. You come out
into a chamber lit by flaming braziers, a L9M - Temelloth’s Sanctum
mystical circle scribed into the floor is stained
with old blood. Bag of Holding
Wondrous item, minor tier, uncommon. 15 lb.


A DC 15 Religion or Arcana Check This bag has an interior space considerably larger than
its outside dimensions, roughly 2 feet in diameter at the
would identify this as a sacrificial circle that feeds mouth and 4 feet deep. The bag can hold up to 500 pounds,
pieces of the victims soul to an otherworldly not exceeding a volume of 64 cubic feet. The bag weighs 15
being, such as a demon, devil, or even angel. pounds, regardless of its contents. Retrieving an item from
the bag requires an action.

If a non-believer or other enemy of the If the bag is overloaded, pierced, or torn, it ruptures and
is destroyed, and its contents are scattered in the Astral
Church catches Temelloth’s attention, they Plane. If the bag is turned inside out, its contents spill forth,
will be brought down to this chamber so that unharmed, but the bag must be put right before it can be
used again. Breathing creatures inside the bag can survive
Temelloth can sacrifice the victim and feed off of up to a number of minutes equal to 10 divided by the
its soul. This has helped to preserve Temelloth in number of creatures (minimum 1 minute), after which time
the absence of its connection to Lathander, and they begin to suffocate.

has also further fueled its own corruption. Placing a bag of holding inside an extradimensional space
created by a Heward’s handy haversack, portable hole, or
similar item instantly destroys both items and opens a gate
to the Astral Plane. The gate originates where the one item
was placed inside the other. Any creature within 10 feet of
the gate is sucked through it to a random location on the
Astral Plane. The gate then closes. The gate is one-way only
L9L - Reliquary and can’t be reopened. Source: DMG. p153

CH 3 LESHEHOFF
186
to a quarter health OR the adventurers admit
Boots of Striding and that they know what the Abbot truly is (see
Father Cyprian in the Library, L9G). At that
Springing point, Temelloth would reveal its true form and
Wondrous item, major tier, uncommon (requires attunement)
Dimension Door out of the Inner Sanctum to

While you wear these boots, your walking speed becomes begin venting its wrath against the hive of scum
30 feet, unless your walking speed is higher, and your and villainy that Leshehoff has clearly become.
speed isn’t reduced if you are encumbered or wearing
heavy armor. In addition, you can jump three times the
normal distance, though you can’t jump farther than your Fighting Temelloth
remaining movement would allow. Source: DMG, page 156.

Gloves of Missile Snaring


Wondrous item, major tier, uncommon (requires attunement)


These gloves seem to almost meld into your hands when
you don them. When a ranged weapon attack hits you while
you’re wearing them, you can use your reaction to reduce
the damage by 1d10 + your Dexterity modifier, provided
that you have a free hand. If you reduce the damage to
0, you can catch the missile if it is small enough for you to
hold in that hand. Source: DMG, page 172

A long hallway leads to the final chamber in


this hidden inner sanctum. The door opens,
revealing a massive, brass and stone altar that’s
been set into the floor, and before the altar sits
an enormous throne flanked by two braziers.
Standing before the throne is a human man
with a great bushy beard and a gaze filled with
the blazing fires of fanaticism.

This is Temelloth’s home, where it spends


long months and years pondering the cosmic
significance of its distorted ontology and the
mystical weave of the universe. Occasionally
it makes an appearance to its followers as the
Abbot, and occasionally it travels, though for
a being like Temelloth, time and psychology
function on an utterly inhuman scale. Thus,
Temelloth spends much of its time lurking down
here, beneath the earth.

Should the adventurers actually have


helped Tarasov, the Abbot would indeed grant
a miracle of their choice, such as: performing
resurrection, granting a +2 item, granting fire
resistance, or granting +2 to an ability. Note, this
is a single miracle, not a miracle each.

Otherwise, the Abbot will respond to the


intrusion into its chambers with hostility, but
it will not reveal its true nature unless brought
CH 3 LESHEHOFF
187
Temelloth, Tortured Angel 3/day each: compelled duel, counterspell
1/day each: cure wounds (as a 6th level spell), fireball (as a 6th-
Large Fiend, chaotic evil level spell), dimension door.

Armor Class 16 (natural armor)
Hit Points 200 (20d10 + 95)
Speed 40 ft., fly 120 ft. Relentless (Recharges after a Short or Long Rest). If the
— angel takes 21 damage or less that would reduce it to 0 hit points,
STR DEX CON INT WIS CHA it is reduced to 1 hit point instead.
22 (+6) 15 (+2) 17 (+3) 17 (+3) 12 (+1) 23 (+6)
— Legendary Resistance (3/day). If the angel fails a saving throw,
Saving Throws Str +10, Wis +6, Cha +10
it can choose to succeed instead.
Skills Insight +6, Perception +6
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks Stat Block Heading
Condition Immunities fire, charmed, exhaustion, frightened Multiattack. The angel makes two melee attacks.
Senses truesight 120 ft., passive Perception 16
Languages all Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Challenge 13 (10,000 XP) target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6)
slashing damage if used with two hands, plus 22 (5d8) fire

Flyby. The angel doesn’t provoke an opportunity attack when it damage that bypasses resistance.
flies out of an enemy’s reach.
Legendary Actions
Innate Spellcasting. The angel’s innate spellcasting ability
The angel can take 3 legendary actions, choosing from the
is Charisma (spell save DC 18, +10 to hit with spell attacks).
options below. Only one legendary action can be used at a
The angel can innately cast the following spells, requiring no
time and only at the end of another creature’s turn. The angel
material components:
regains spent legendary actions at the start of its turn
At-will: Firebolt (as an 11th level caster). Attack. The angel can make one attack or cast Firebolt.
Move. The angel can move or fly up to its speed.

In his human guise as the Abbot, Temelloth Outpost, and/or Copper Crown Tavern.
will use Fireball, followed by Compelled Duel Consider choosing 2-3 maps and having the
on targets with the lowest health, however battle take place in stages, with the adventurers
if it is dropped to half health then it will use escorting fleeing groups of townsfolk and battling
Dimension Door to escape the Inner Sanctum with the Angel. Also, consider giving them at
and heal, later rallying the Inquisition to assault least one short rest or chance to heal before
Leshehoff (led by Temelloth in its angelic form). beginning the final confrontation with Temelloth
In its inhumanly warped mind, the Angel would inside one of the buildings.
consider the adventurers as proof of the collective
sin of humanity (and elves, dwarves, halflings, L10 - The Catacombs
etc) and resort to mass murder and terrorism as
it had done long ago in order to drive as many Sitting the northwest corner of the Abbey
people as it could into the fold of the faithful. grounds lies a graveyard filled with thousands of
corpses. In the center lies the mausoleum holding
Once in its Angelic Form, Temelloth will the Inquisitions honored dead, and beneath it lies
rely upon Firebolt and Flyby attacks to damage its a small catacombs that were cut into the earth
enemies before swooping in to kill them on the long, long ago. Now the Inquisition uses the
ground. In that case, the adventurers’ best option Catacombs as a prison for their enemies, both
is to lead as many people to safety as they can living and dead. After being tortured, forced
(such as hiding them in the guardhouses, beneath to confess to a multiple of sins and crimes, and
the Copper Crown, in the Barony Mansion, or burned alive, the Inquisition’s victims are buried
even the Consortium Outpost). This would force in the catacombs along with whatever belongings
Temelloth to try to breach the building, thus survived the hungry flames of the pyre, their
confining its ability to fly and attack from range. restless spirits kept trapped by the spectres of the
Inquisition themselves.
Suggested maps for this epic battle This is where the other survivors
against the Angel are: Town Gates, Town Street, from the shipwreck have been taken, forcibly
Marketplace, Barony Mansion, Consortium imprisoned and tortured until they see death as

CH 3 LESHEHOFF
188
the only escape. They captured the survivors work of them, which is excellent, as it allows the
because of their connections to the Consortium, players to feel like the badass heroes they are.
the Reinwalds, and the Mad Alchemist of
Inbarev, though if any of those groups were
to learn that the Inquisition was openly acting L10A - The Pyre
against them, the repercussions would be dire. A small clearing sits before the Mausoleum
That said, the benefit of capturing vulnerable with the remains of a massive pyre fifteen feet
members of these groups was more than across sitting in its center. Twin paths flank the
worth the risk. So, their capture is a secret the clearing, lit by the light of several lanterns.
Inquisition wishes to protect. On the other hand,
the fact that the Catacombs have never been
A DC 12 Investigation Check will reveal
breached has also cultivated an arrogance that
that there are still bits of burnt rope and leather
could prove to be their greatest weakness.
in the ashes of the pyre, along with a few small
Approaching the Catacombs bones. It’s clear that most of the remains have
been gathered from the ashes, however, and
Acres of graves surround the Mausoleum that brought towards the Mausoleum.
guards the entrance to the Catacombs, acres
of silent tombstones and mouldering corpses Special Event: Screams of the Dying
buried in the earth. Occasionally, you see Ask any adventurers investigating the
the faint glow of lanterns weaving their way pyre to make a perception check. The adventurer
through the maze of graves, appearing like with the lowest result will begin to hear the
ghost lights floating through the dark, though agonized echoes of men and women being burnt
the patrols are few and far between, and alive. The longer they linger around the pyre, the
hopefully never come near. louder the echoes become, the ghostly screams of
the dead multiplying, dozens becoming hundreds
Consider having 4 to 6 Inquisition until it is all the adventurer can hear. The effect
Acolytes stumble upon the adventurers. The stops when the adventurer moves at least 30 feet
challenge isn’t in the fight itself, but rather in away from the pyre, with the last echo sounding
keeping the Acolytes quiet and unable to run out: “Sybilla! Tabea! I love you!”
for help. Most likely, the party will make short (See L6, Alchemist’s Shop).
CH 3 LESHEHOFF
189
L10B - The Midden Library (L9G) knows. Make the Rat Keeper as
eccentric or creepy as you and your group feel
Around the back of the Mausoleum is
comfortable with.
hidden a giant midden heap, the stench of
rotting garbage wafting up your nostrils with
Otherwise, if attacked, The Rat Keeper
every breath. Before you can turn away in
will unleash 2 Swarms of Carnivorous Rats
disgust, however, you hear something, the
that will attack the adventurers. As for the
quiet muttering of a man melding with the
Rat Keeper himself, he shares the stats of a
screeches of rats.
commoner after decades of retirement.

In other lands, putting a midden in a


graveyard would be horribly disrespectful, but L10C - The Mausoleum
considering all of the horrible creatures that Two doors lead inside the mausoleum, the
exist in Wreythau, and all the ones specifically heavy slabs of stone grinding open to reveal
attracted to rotting things, the Inquisition an ancient stone chamber with six crumbling
decided it made the most sense to put all of the tombs inside. At the end of the chamber lies
rotting things in one place for general health a stone staircase that descends down into the
and safety. Besides, having a midden near their earth, and in each corner of the chamber lies a
pyre also makes cleaning up after their frequent statue etched with complex glyphs. The smell
executions much easier. of dust and stale air fills the Mausoleum, and
the echo of your footsteps alone shatters the
Most notably, however, is that there is almost deafening silence inside.
someone near the midden: The Rat Keeper.
Once, decades ago, The Rat Keeper was an
Inquisitor named Renauld Kanitresc, famous The tombs contain the bodies of famous
throughout the Church, though a blow from a inquisitors, men and women who earned their
Beastfolk’s axe forever changed him. Not wishing fame by burning non-believers and slaying the
to discard their once honored comrade, Renauld multifarious monsters of Wreythau. The statues
was set to work doing odd jobs around the Abbey at the corners of the room have summoned and
until he eventually found himself in charge of snared 4 of the spirits of these inquisitors (4
managing the Midden itself. Over the years, he Honored Dead), and their specters now guard
found he had a close affinity for the rats that the Mausoleum from the Inquisition’s foes, both
gathered to gnaw on the refuse, and has since living and dead.
developed a close bond with them. Now, the
name of Renauld Kanitresc is almost forgotten, When the adventurers first enter the
and most of the acolytes and inquisitors simply Mausoleum the spirits of the Honored Dead are
refer to him as The Rat Keeper. hiding inside the statues that have bound them,
and will wait for the best moment to strike. For
The Rat Keeper is not hostile unless instance, when one of the adventurers goes to
provoked, and is actually quite talkative, examine the glyphs on the statues.
rambling on about whatever the adventurers
ask as rats swarm up from beneath his collar A DC 14 Religion or Arcana check will
and across his monk’s habit. He will tell the reveal that the glyphs are necromantic and that
adventurers about the ghosts guarding the they act as anchors that trap and bind the spirits
entrance to the catacombs, the prisoners being of the dead. Of course, the Honored Dead will
kept inside (Beastfolk, along with the survivors attack before this conclusion can be reached.
of the shipwreck, most likely including Raum,
Yasviga, Rahved, and Vara), that there are traps
placed inside the Catacombs, and that the Abbot
has a secret that only Father Cyprian in the
CH 3 LESHEHOFF
190
DC 16 History Check will reveal
Honored Dead that these catacombs were carved well over
Medium undead, lawful evil
a thousand years ago, suggesting that the

Armor Class 12 Mausoleum and the Abbey itself are much more
Hit Points 22 (5d8) recent additions to the landscape.
Speed 0 ft., fly 50 ft. (hover)

STR DEX CON
1 (-5)
INT WIS CHA
14 (+2) 11 (+0) 11 (+0) 11 (+0) 11 (+0)
In the middle of the hallway sits a Poison
Dart Trap. The trap was installed by Inquisition,

Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks
not to keep intruders out, but to kill anyone that
Damage Immunities necrotic, poison might try to escape.
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages: understands common but can’t speak Poison Darts
Challenge 1 (200 XP) Mechanical trap

Incorporeal Movement. The specter can move through other
When a creature steps on a hidden
creatures and objects as if they were difficult terrain. It takes pressure plate, poison-tipped darts shoot from
5 (1d10) force damage if it ends its turn inside an object. The spring-loaded or pressurized tubes cleverly
binding statues are exempt from this.
embedded in the surrounding walls. An area
Sunlight Sensitivity. While in sunlight, the specter has might include multiple pressure plates, each one
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight. rigged to its own set of darts.

Actions The tiny holes in the walls are obscured


Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. by dust and cobwebs, or cleverly hidden amid
Hit: 10 (3d6) necrotic damage. The target must succeed on
a DC 10 Constitution saving throw or its hit point maximum is bas-reliefs, murals, or frescoes that adorn the
reduced by an amount equal to the damage taken. This reduction walls. The DC to spot them is 15. With a
lasts until the creature finishes a long rest. The target dies if this
effect reduces its hit point maximum to 0.
successful DC 15 Investigation check, a
character can deduce the presence of the pressure
L10D - Catacomb Entrance plate from variations in the mortar and stone
The staircase leading down from the used to create it, compared to the surrounding
mausoleum is old and cracked, though floor. Wedging an iron spike or other object
thankfully it holds steady under your feet. As under the pressure plate prevents the trap
you reach the bottom of the stairs, you find from activating. Stuffing The Holes with cloth
yourself staring at the mouth of a pitch black or wax prevents the darts contained within
tunnel carved through the earth. The ground from launching.
is littered with thousands of bones, and alcoves
carved into the sides of the tunnel are packed The trap activates when more than 20
full of even more of the dead. pounds of weight is placed on the pressure plate,
releasing four darts. Each dart makes a ranged
There are no light sources in this part of Attack with a +8 bonus against a random target
the Catacombs. within 10 feet of the pressure plate (vision is
irrelevant to this Attack roll). (If there are no
As for the Catacombs themselves, they Targets in the area, the darts don’t hit anything.)
were carved long ago, long before even the A target that is hit takes 2 (1d4) piercing damage
coming of the Inquisition. A DC 13 Medicine and must succeed on a DC 15 Constitution
Check will reveal that many of the bones in saving throw, taking 11 (2d10) poison damage
the alcoves are elven, while most of the bones on a failed save, or half as much damage on a
covering the floor belong to an assortment successful one.
of different sentient creatures, though the
majority are human.

CH 3 LESHEHOFF
191
L10E - First Chamber lies within. The deck of cards is a magical item,
steeped in powerful divination magic. It is being
The tunnel opens up into a chamber lined
stored in a small, burnt wooden box about 7
with alcoves, yet these seem different. Newer,
inches long and three inches wide.
perhaps. Many of the alcoves are decorated
with religious symbols and warding glyphs,
and the bones and ashes of the dead seem to Cartomancer’s Deck
have been ungraciously packed inside. As you Wondrous Item, Very Rare, Requires Attunement
look closer, you can see that there appear to be —
The Cartomancer’s Deck allows the user to cast Augury,
objects buried amongst the bones. Divination, and Legend Lore once per day.

Alternatively, the Dungeon Master can activate the deck


The alcoves in this chamber were themselves, describing cards falling from the deck to warn
emptied by the Inquisition and converted to the attuned user of important, or dire, events to come. The
Dungeon Master is encouraged to use visual metaphors and
store the remains of their most dangerous foes other figurative language as they describe the cards (and,
and victims. The religious glyphs and symbols in essence, the events and people they refer to).
are meant to keep their souls trapped and docile,
with any “instruments of evil” that survived the Additionally, there is another powerful
pyre are stored with them, meant to languish magic item being stored in this chamber: The
and be forgotten beside the bones of those who Book of Vile Darkness itself. The book acts
wielded them. as one of the legendary, scaling relics that the
adventurers can find.
There are several burnt daggers, swords,
axe and spear heads, pieces of armor, and other Lastly, the chamber leads to passage
assorted spell foci. Buried among the refuse, which ends in a fork (two tunnels splitting off
however, is something most strange: a staff that into different directions). There is a fire trap
doesn’t appear to have been touched by fire at sitting at the fork:
all. This staff is a legendary, scaling relic known
as the Staff of The Old Faith. Along with the
Staff, the adventurers will also find the Sacred Fire-Breathing Statue
Mortar and Pestle needed for the Beastfolk Magic trap
Initiation Ritual (see Caeltos Village, Quests).
This trap is activated when an intruder
Lastly, a single tunnel leads deeper into steps on a hidden pressure plate, releasing a
the Catacombs. magical gout of flame from a nearby statue.

L10F - Second Chamber The DC is 15 to spot the pressure plate, as


well as faint scorch marks on the floor and walls.
The second chamber you enter is larger than
A spell or other Effect that can sense the presence
the first and the floor is piled even deeper
of magic, such as Detect Magic, reveals an aura
with bones. The alcoves are more elaborate,
of Evocation magic around the statue.
perhaps suggesting that the original occupants
were of a higher station than those in the first
The trap activates when more than 20
chamber. Just as before, the squirming, furious
pounds of weight is placed on the pressure plate,
rays of hundreds of suns have been carved
causing the statue to release a 30-foot cone of
into the stone, along with other symbols
fire. Each creature in the fire must make a DC 13
of protection.
Dexterity saving throw, taking 22 (4d10) fire
damage on a failed save, or half as much damage
This chamber contains the remains of on a successful one.
the famous Oracle that Cival mentioned, and the
deck of cards she asked the adventurers to find

CH 3 LESHEHOFF
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Wedging an iron spike or other object under and several Beastfolk are chained in the cell to
the pressure plate prevents the trap from the west. These Beastfolk are mostly harmless
activating. A successful Dispel Magic (DC 13) villagers (commoners) captured while foraging,
cast on the statue destroys the trap. though a few (kept separate in the center cell)
are Followers of Agrona (using Beastfolk
Warrior stats) and are eager to die by combat if
L10G - Third Chamber given the chance.
The third chamber you come to is the most
ornate of them all, natural crystals gleaming Once freed, the other Beastfolk will want
in the walls above the alcoves. Faint light to flee back to the forests, though will thank
filters into the chamber from a tunnel to the the adventurers for rescuing them and will
south, along with the echoes of whimpers promise to spread word of their good deed. If the
and muttering. adventurers offer to escort them, the Beastfolk
will agree and take them to Caeltos Village.
The most notable thing stored in the
Yasviga will also thank the characters, and
third chamber is the final legendary scaling
promise that her parents will reward them richly
relic, the Bow of Whispers. The bow belonged
in Raffenburg, though she’ll disappear soon after
to one of the Ghul Sildreth, long ago, and has
(having turned into a wolf and decided to make
lain here for almost 1500 years, desperate to be
her way to Raffenburg post haste).
used once again.

L10H - Prison Raum, for his part, will also thank the
characters and offer to help them with anything
Gates made of metal bars block the entrance they need, though will remind them that he
to a large chamber that’s been converted into is a simple tailor. He intends to take the next
a prison. Torches along the walls shed dim Consortium caravan to Raffenburg and asks them
light throughout the room, the iron bars of the to find him there.
cells casting flickering shadows across the bare
stone floor. The stench of blood and shit wafts Rhaved, if still alive, and if freed, will depart
into your nostrils, and a symphony of pained immediately for Inbarev.
moans, desperate whimpers, and fervent
muttering reaches your ears. Vara, if still alive, will make her way to the
Copper Crown Tavern, where she is soon
A DC 17 Thieves Tools Check is needed recruited by Cival.
to open the pick any of the locks in the prison,
including the doors leading into the room, the L10I - Torture Chamber
doors of the cells, and the manacles the prisoners Bloodied stretching racks, iron maidens, and
are bound with. Alternatively, the adventurers other elaborate instruments of torture line the
could take the key from Anatole Vellekov walls of the chamber, while three whipping
who is busy torturing Raum in the Torture posts sit in the center of the room. The stone
Chamber (R10I). floor is painted with a dark red patina of old
blood, and the very air seems to hum with
As for the prisoners, the five cells are the memory of thousands of souls screaming
filled with Beastfolk and the survivors from the out in agony. Tied to the middle whipping
Shipwreck. Assuming they were not killed earlier, post is the limp and unconscious figure of an
Rahved, Vara, and at least a handful of sailors elf wearing a silver mask: the simple tailor
are chained up in the cells to the south. Yasviga known as Raum.
is chained with silver manacles (due to her nature
as a lycanthrope) in the cell to the northeast,

CH 3 LESHEHOFF
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Despite claiming to be just a simple would be foolish and wasteful, as their talents
tailor, the Inquisition found the instruments are best used to perform a decisive strike against
of murder marking his true profession among critical targets. Namely, Tarasov and the Abbot.
his belongings and correctly deduced he was
a member of the Outer Seas. As such, the If the adventurers agree to her plan,
information he possesses on the operations of the Baroness Tornheim would lead her troops in an
Consortium are particularly valuable, especially assault on the walls of the Abbey, drawing most
considering Tarasov’s dream to eventually of the Inquisitions attention and allowing the
destroy the Consortium all together. Perhaps adventurers to slip into the Abbey itself. By the
unfortunately, Raum has proved a tremendously time the assault happens, the adventurers should
difficult nut to crack. have already been through the Catacombs and
killed Anatole Vellekov, as well as interacted
It is the Blade of the Sun, Anatole with many of the other plot points throughout
Vellekov himself, who has taken to overseeing Leshehoff, and they should be Level 5 before
Raum’s torture himself. Anatole is particularly assaulting the Abbey.
prideful about his work, and most studious about
the methods he uses, so his attention has been Once the adventurers are ready to begin
mostly occupied. However, if the adventurers the assault, however, they will discover that there
tripped the Fire Trap at the forked tunnels, or are 20 Inquisition Acolytes, 4 Inquisitorial
if they made a significant amount of noise in Officers, 10 Inquisitors, and Tarasov himself
the Prison, then Anatole will realize he’s not within the Abbey. Place them strategically so that
alone and he will try to set an ambush for the the adventurers have to fight through them on
adventurers (likely by resetting the Fire Trap their way up to Tarasov’s Quarters (or wherever
and waiting nearby to charge in once it goes off), you wish him to be). Having Tarasov lead a
fighting to the death. fighting retreat could be a lot of fun, though he
is just as likely to be hiding. However you want
If Anatole is caught unawares, he will to do it is fine. The Abbot, of course, would still
respond with righteous fury and attempt to kill be lurking in its Inner Sanctum, just waiting to
the adventurers, fighting to the death. Once be released. If the adventurers are particularly
slain, the key to the prison can be removed from clever or motivated, Tarasov might die, though it
his corpse. is most likely that he will escape to hound them
in Raffenberg. Either way, once the Abbey has
Assaulting the Abbey been cleared, the rest of the Inquisition will fold
Most likely, the adventurers will decide without its leadership and the battle would be
that the Inquisition is a threat that cannot won. This, however, would be enough to awaken
be ignored. Should they win the trust of the the rage of Temelloth, and it would assault
Baroness and help prove this to her (assuming the Leshehoff the next night (see L9M for more
Inquisition doesn’t prove this themselves), then information). S
she could be persuaded to plan an assault against
the Abbey itself with the adventurers acting as a Special Events
strike force to take out the key leadership of the
Inquisition. As mentioned earlier, the amount Tarasov’s Request:
of troops the Baroness could field makes the See L3, the Market Square. The High Inquisitor
fight 2v1, with the Inquisition being the smaller wishes to forcibly recruit the adventurers
force. That said, the Inquisition has powerful into being his spies, digging up dirt on the
divine magic on its side, making it an almost even Baroness so that he can overthrow her and take
match. This makes the adventurers key in the over the town.
battle, but only if used strategically. The Baroness
will stress that putting them on the front lines

CH 3 LESHEHOFF
194
Cival’s Job Offer and has heard that they might be in the area. The
See L4, the Copper Crown Tavern. leader of this group is a man named Sir Hajek,
Cival, the tavern keeper, asks the adventurers and though he was once honorable, Constantin
to retrieve a magic item for her, and offers suspects some foul motivation now drives him.
information and gold in return. If the characters kill Sir Hajek, Constantin will
express that the Order of Blood will owe them
a great debt and they simply have to travel to
Sir Constantin Arrives Frey’s Rest to claim it. Otherwise, he will pay for
This event should trigger sometime information on Sir Hajek.
before the Meeting at the Crossroads (see below).
Thankfully, the Meeting at the Crossroads can be Beyond that, Constantin will be happy
postponed quite easily. The Baroness only meets to chat about the Order of Blood, explaining its
Sir Hajek a few times every month, so that event tenets, or otherwise answering questions about
takes place when it’s convenient. Don’t be afraid Wreythau. He can confirm that, yes, the Queen of
to delay it a few days and insert Sir Constantin’s Blood is very real, and that all the vampires in the
arrival in the meantime. land are descended from her bloodline. He will
also confirm that Beleroth is on his way to collect
During the night, the adventurers will the taxes, and explain the blood tithe. Essentially,
be awoken by someone pounding on the door of a portion of the town’s population must be sent
the Copper Crown Tavern, nevermind that the to offer up blood every year. Most of those sent
tavern is closed. If they go to investigate, they in the tithe return home, though some do not.
will find Cival opening the door to let in a man Otherwise, the taxes consist of gold. Beyond that,
clad in black armor painted with the heraldic he will swap stories about different monsters, the
symbol of a crimson drop of blood. The man has mystical nature of blood, or any other topic the
grey hair and a rather patrician face decorated adventurers wish to converse about.
with several battle scars. His eyes are red, and the
hint of fangs can be seen beneath his lips when
he talks. He introduces himself as Sir Rurik The Baroness’ Dinner
Constantin of the Order of Blood, and asks to This event hasn’t been discussed
be permitted lodging for the night. previously, but is nonetheless very important.
Once the Baroness hears about the arrival of
He is serenely calm and polite, and will foreigners in Leshehoff, she will send a servant
ask to speak to the adventurers when they have to invite them to a private dinner with her
a moment. If they refuse, he won’t press the and Stefan. The servant will most likely arrive
matter, and will instead simply ask them once at the Copper Crown Tavern and present the
a night. He stays in one of the vacant rooms adventurers with an envelope made of incredibly
(sleeping atop one of the beds during the day, as expensive parchment. Inside is a handwritten
there is no daylight that can pierce the perpetual invitation to dinner, along with a request to
storm clouds), though will come out to sit on the RSVP with the evening they’d like to dine.
couches by the landing upstairs, reading books
and waiting for the characters to talk to him. If The dinner would be held inside the
they get violent, he will simply become mist and Barony Mansion (L2), and the evening would
leave, the opportunity becoming lost. begin with drinks in the Library (L2B), perhaps
moving into the Parlor (L2D) if some of the
Once they speak to him, however, he adventurers wish to speak to the Baroness
asks them if they have encountered any other privately. Afterwards, they would proceed to
knights like himself in the area. He will inform the dining room. All in all, the dinner would
them that, to his great shame, a group of knights be a perfect opportunity to snoop around
have broken their oaths to the Order of Blood the Mansion, particularly in the wake of
and gone Renegade. He is trying to find them Tarasov’s Request.
CH 3 LESHEHOFF
195
Of course, the dinner also presents Meeting at the Crossroads
another opportunity. If the adventurers share
stories about themselves that reveal them to be This event triggers at least a few days
capable individuals open to mercenary work, after the Baroness’ Dinner. When it does trigger,
the Baroness will propose a job offer to them. Baroness Tornheim rides alone to the crossroads
She will describe the increasingly deadly raids to meet Sir Hajek at midnight. Hajek is also alone.
conducted by the Beastfolk, as well as her fear The two have come to discuss strategy for their
that these raids only precede a full scale assault upcoming campaign against the Beastfolk. If the
upon her city. She will offer to hire them to try Baroness invites the adventurers, they will be
and scout the woods and chart the movements of introduced and included in the conversation.
the Beastfolk and the locations of their camps. If The crux of the issue seems to be how many
they agree, she’ll offer 300 gold (can be negotiated troops to commit to the field and how to keep
up to 500) each in exchange for their intelligence their supply lines up. A DC 15 Insight Check
reports. Should the party succeed in gathering will reveal that Hajek is subtly pressuring
information (i.e. finding the Village of Caeltos Tornheim to overextend and over-rely upon his
and learning that the Followers of Agrona knights. A DC 15 History Check would reveal
have left for the Cailleach Wilds until after the that Hajek is trying to set up a decisive double
solstice) then she will offer to take them into her cross, either by facilitating increased casualties
confidence and meet her secret ally: Sir Hajek of among Tornheim’s troops or by turning on her
the Renegades. Alternatively, the players could troops in the field outright. If they bring this up,
uncover the missives Tornheim has exchanged Tornheim will realize they’re right and will end
with Hajek, and could confront her about them, negotiations for the night. As they head back
or they could simply shadow her to the meeting. to town, Tornheim will discuss the situation
Regardless, this would continue into another with the adventurers and realize that she’d been
event: the Meeting at the Crossroads. being played.

CH 3 LESHEHOFF
196
At that point, Hajek would make age that seems to only live in his eyes. He
plans to ambush the party the next time they wears dark clothing embroidered with silver,
leave Leshehoff. lightly dusted with raindrops as though the
raging storm outside was but a drizzle. He
If the adventurers follow the Baroness to smiles at you, revealing flat, pearly white teeth,
spy on her then they must make stealth checks and asks for a moment of your time with a
vs. her passive perception (DC 16). If discovered, voice as smooth as polished gemstones.
Tornheim will challenge the adventurers and Beleroth will ask the adventurers to all
question them, though will not attack unless gather together so that they may speak. If asked
attacked first. If they succeed, the adventurers who he is, he will introduce himself with a
can spy on her and Hajek and can make the rolls small bow, informing the characters that he is
above as they eavesdrop. “Beleroth Haar an Thell, viceroy of Wreythau and
the collector of taxes.” His manner is excessively
If the adventurers confront Hajek alone, polite and charming, though a DC 18 Insight
he will attack and try to kill them. No need for Check will reveal that it is all a facade and an
foreign meddlers when he has a town to capture undercurrent of rage lies beneath his demeanor.
and his family to avenge. If the characters try
to talk to him about why he’s doing this, he If the adventurers for some reason refuse
would be willing to pause and explain, but his to speak with them, he will insist that they at least
mind would already be made up. He blames the shake hands before he leaves and they will find a
Tornheims for his family’s death, blames the red, chalky residue left on their skin or gloves as
Order of Blood for being so reactionary, and is the handshake ends. This marks the characters
determined to bring about a new reign to right for teleportation, and they soon find themselves
the wrongs of the past. That new reign does not teleported into the Cairn. See the next chapter.
include the adventurers.
If the adventurers agree to speak with
Chapter Epilogue: The Tax them, he will inform them that they have been
Collector Comes Calling invited to the Court of the Blood Queen, Czerina
Gavranova, the first of her name, and ask them
to accompany him immediately. She has heard
Once the adventurers have exhausted the
of their coming and wishes to speak with them
available quests in Leshehoff (having dealt with
about a very important matter. If they agree, his
the Inquisition, the Consortium, etc.), this final
smile will widen and he will teleport them all into
event will trigger.
the Cairn. See the next chapter.
Word will race through town that the
If they refuse, or say they need more time,
Tax Collector has finally arrived. The townsfolk
he will nod understandingly, but will be casting
run through the streets, slamming and locking
the teleportation spell the whole time and will
doors, and all while a massive storm builds on the
teleport the room that they’re in onto the walls
horizon. Soon, the storm moves in, rain falling in
of the Cairn.
great sheets, thunder booming as lightning lashes
across the sky, the wind shaking buildings until it
The teleportation spell is cast with a
seems like the end of the world has finally come,
magic piece of chalk made from Czerina’s blood.
and that is when the adventurers hear a knock
upon their door(s).
It might seem cruel to basically give the
Standing on the threshold of the doorway adventurers no choice over whether they go
is a tall, handsome elven man. His dark hair or not, but the chance of missing what comes
and beard are threaded with grey despite his next is a far worse result. Besides, it will help
youthful appearance, hinting at the extreme communicate to the players the power scale

CH 3 LESHEHOFF
197
that they are dealing with. Furthermore, a brief from the Baroness and use the opportunity to
moment of helplessness helps emphasize the see what they can find. After snooping around
horrific nature of their situation, being trapped in they find out about the Baroness’ plans with
an evil land against their will, before they regain the Renegades. They follow her to one of the
their agency. meetings with Hajek and later convince her that
she’s being played.
Leshehoff, Sample Quest
Returning to town, the adventurers
Trajectory: debate what to do with the information they
have, when they are approached by Cival. She
Overall, Leshehoff is a very broad space shares some gossip with them about the Tailor
with several complex interconnecting quests and Alchemist (see Leshehoff Lore), and then
and plot threads. The story could go many ways makes them her job offer: agree to retrieve
depending on how you wish to frame the story, as an item from the Catacombs and she’ll share
well as what the players wish to focus on. What’s information about the Consortium and the
most important is reacting to the actions of the Inquisition. Afterwards, the characters take some
players and letting the story play out in response time to plan their next move and investigate the
to that. Don’t be afraid to change or adapt events. Tailor and Alchemist.
What’s written is simply a foundation to help • This brings the characters level to 4.
you tell the story. In essence, the broad strokes of
the story is that, although they came to find the The aftermath of the side quests with the
source of the Gulthias Flowers, the adventurers tailor and alchemist spurs more conflict with the
realize that they’ve been trapped in this Inquisition and the adventurers decide to raid the
nightmarish land and that something much more Catacombs. Afterwards, Cival tells them about
dangerous is going on. As they investigate, they the Consortium and the Adventurers pounce
realize that the Inquisition is the most pressing on the information, heading to the Consortium
threat, and one they can’t ignore. Once the Outpost. This leads to the discovery of the
Inquisition is dealt with, they encounter Beleroth information about the Gulthias Flowers, though
who gives them the chance to find the source of Beleroth hasn’t arrived.
what started this nightmare in the first place: the • The Characters level to 5.
Blood Queen.
By this time, Tarasov is impatient and
However, if you’d like a more detailed demands answers, issuing threats of violence if
example of how the story might play out, take a the characters don’t comply. Realizing they have
look below. Again, this is just an example to help more pressing matters than Beleroth and the
you conceptualize the story, but again, feel free to Gulthias Flowers, they go to the Baroness and
disregard if you have other ideas, or your players convince her that the Inquisition is a clear and
take you in another direction: present danger. Together, they plan an assault on
the Abbey. This results in the Temelloth, aka the
After meeting the Mata Yezinka in Abbott, attacking the town and the adventurers
Caeltos village, and hearing about the Inquisition, drive Temelloth away.
the adventurers make it to the town gates and
head to the marketplace. There they meet Miraculously, the adventurers have
Tarasov who says he has a job for them. They saved the town. The Baroness thanks them
proceed to the Copper Crown to get lodging. for their heroic efforts, though the ceremony
Tarasov arrives at the tavern to press them is interrupted by the arrival of Beleroth.
into digging up dirt on the Baroness. For the He magically kidnaps the adventurers. This
moment, the adventurers agree, choosing to leads to the chapter epilogue and on into the
pick their battles and see where this goes. Not final chapter.
long afterwards they receive an invitation
CH 3 LESHEHOFF
198
Chapter 4 The Blood Queen Awakens

I
the room they were standing in, it would land
n the final chapter of Volume 1, atop TCA (see below) and maintain structural
the adventurers will finally meet Czerina integrity long enough for the adventurers to clear
in the flesh. It will be their blood that out before being swept away by a sudden gale,
awakens her from her slumber, and so leaving the adventurers unharmed and the wall
will begin their danse macabre. Before clear once more.
they meet her, however, the adventurers
will be able to explore a portion of Czerina’s By this time, the adventurers might wish
gothic castle, The Cairn, and uncover some of its to fight Beleroth. Depending on how you feel, he
secrets. As their search beginst will be clear that might entertain them for a few rounds, though
the wing of the castle they find themselves in is eventually he would tell them “to meet him at the
little more than an elegant prison, and one that is top of the tower” and disappear with Dimension
not without its dangers, the most notable of them Door. This would leave the adventurers free to
being their present gaoler: Beleroth himself. explore this part of the Cairn as they will.

The Cairn Alternatively, if the adventurers are


feeling more diplomatic, then Beleroth would
Arriving at the Cairn: lead them to their rooms and inform them
Due to a powerful magical object created that dinner will be held in a few hours. If they
from Czerina’s blood itself, the adventurers were need anything, they can ask the servants, and
teleported to the Cairn, either with their consent otherwise he will disappear once more, leaving
or not. In the event that Beleroth teleported the adventurers to their own devices.
CH 4 THE BLOOD QUEEN AWAKENS
199
are both enchanted with a wall of force that
Lastly, if the adventurers decide to escape, extends 50 feet around them, making passage
Beleroth will merely track them down on the almost impossible. They were moved to the wall
road. Consider using the woodland encounters specifically to transform this part of the castle
map to stage the battle. He would ambush them into a prison.
as they tried to rest, and would brutally knock out
each party member before bringing them directly The carved head is also enchanted to be
to the Tower (TCH). a guardian, granting the entranceway a faux-
sentience with an odd sense of humor. It’s been
TCA - The Wall commanded to let the adventurers come and
Wind whips across the battlements of the go as they please (and it will), though it will try
wall, the world falling away in a sharp drop to to trick them into believing they must answer
a moat of slowly churning lava on one side, riddles in order to open the door. It does this
and a bone breaking expanse of cobblestones by proclaiming “To avoid certain death, answer
on the other. Two massive statues have been me these riddles three!” but won’t actually do
placed to the north and south ends of the wall, anything if the players ignore it. It simply wants
blocking your passage. A bridge connects the to amuse itself by playing a little prank.
towering wall to the castle itself, the gaping
mouth of a carved, demonic skull welcoming
you inside the palatial fortress.

The top of the wall is 100 ft above The Riddles:


the ground, on both sides. The stone statues
CH 4 THE BLOOD QUEEN AWAKENS
200
• “What has a head and a tail, but no body?” The Macabre Jester
Answer: a coin. The soul inhabiting this statue has
• “What portal can transport you to any forgotten his own name, though has retained his
realm you desire, and all without the use of dark and wicked sense of humor. He will respond
magic?” Answer: a book. to any question with the most disturbing joke he
• “More precious than gold, I’m destroyed as can think of. For instance, if asked how to get out
soon as I’m shared.” Answer: a secret. of here, he will reply “Why, with a quick drop and
• The riddles hint at some of what they will a short stop! The battlements are just over there!”
find within the castle (the hidden treasury,
Czerina’s memoirs, the statues inside). Or, if asked about the Blood Queen, he
would reply “She’s the kind of woman you’d as
TCB - The Main Hall soon die for once looking at her! I know, since that’s
Past the threshold of the demon’s mouth lies a what I did!”
grand hallway, a brilliant red rug embroidered
with gold running across polished marble
The Melancholy Warrior
flagstones. Two gilded statues sit immediately
The soul inhabiting this statue was once
beside the entryway, carved in the appearance
a great warrior named Cedric the Bear, but
of robed wizards, their hands forming the
now Cedric’s spirit languishes in its prison of
components for a spell. Four elaborate stone
stone and he replies to every question with the
doorways sit to either side of the hallway, more
most nihilistic answer possible. For instance, if
gilded statues lying between them. The hallway
asked about Beleroth or another character, he
continues on, curving to the right around the
will reply, “What does it matter? They’ll be dead
foundation of a tower. A fifth door leads into
soon, anyways.”
the tower, while a sixth door leads out of this
wing of the castle.
Or if asked about the castle, he will reply,
“One tomb is as good as another. You might as well
The robed wizard statues are, in fact, lie down and get on with it.”
magical traps that are currently deactivated.
Detect Magic will reveal strong evocation auras
around both, as well the magical triggers hidden The Dwarf Queen
beneath the rug. The founder of Barrukhirrim, the dwarf
queen was once named Thaumgrit (thom - greet)
The other five statues in the hallway are Steelspine. The daughter of the dwarf king once
also enchanted, powerful necromancy hanging allied with Nostrovishte, Thaumgrit knows
over them. If the adventurers interact with the much, though she’s not the most reliable of
statues, they will soon discover that they are narrators, and will go on long rants. For instance,
haunted, each statue harboring the echoes of if asked about Czerina she’ll reply:
a spirit long since departed. The statues aren’t “I’ve heard it said that dwarves always hold
entirely sentient and are more like imprints of a grudges, but we’ve got nothing on that goddamn
psyche than an actual being. Because of this, the vampire! Just because she was denied aid once
statues are mostly frustrating to interact with. before, now that gives her the right to claim
They are each different, though which statue is vengeance? So what if her friends died in the war?
which doesn’t matter. The most important thing They weren’t any kin of ours, why should we care?
is just to have fun with them. She’s the one who broke the bargain by turning on
us, and she did so centuries later! Learn to forgive
For ease of use, the different statues will be and forget, but nooooo, what bloodsucking leech
listed in clockwise order. would want to do that?”

CH 4 THE BLOOD QUEEN AWAKENS


201
If asked about the Silver Graves, she’ll unable to leave this part of the castle. There are
get lost telling long rambling tales about how four servants, two men and two women, all of
marvelous it was, and seems to be purposely them re-animated creations from the corpses of
avoiding the topic of what happened to it without others. Lastly, there are magical dumbwaiters
snapping back into a rant about Czerina. in the dining room that transports everything
the servants need to and fro. Cleaning supplies,
food, garments, all are transported through the
The Sexist Knight dumbwaiters. By the same token, trash is also
Sir Dragoslav Benedesc was the first disposed of through the same method. Essentially,
person that Czerina killed (although he doesn’t they’re small transportation platforms, but they
know that). Dragoslav is a sexist pig, and also are pre-programmed and will only affect objects.
firmly believes in the absolute worst gossip about They will not affect sentient creatures.
Czerina. He will rant on about how horrible she
is, how she murdered her friends as a child, how Lastly, the sixth and final door
she consorted with demons, blah blah blah. He to the south is magically sealed and is
will also tell the adventurers about his own death, impossible to open.
describing how he was beset upon the road by
a rider all in black, and how cowardly Czerina
was hiding her face as she fought him. She didn’t TCC - Bedrooms
even let him pick up his sword again after he’d
The door opens into a windowless bedchamber
dropped it! What a mockery of chivalry!
with lavish appointments. A hearth blazes
merrily, the firelight glinting off of the cloth
The Third Person Narrator of gold worked into the bedspread and
Rozalia was once a bard, and her ghostly reflecting off of the polished wood of the grand
echo now speaks entirely in the third person. For wardrobe. A magical lantern can be activated
instance: “Rozalia saw the adventurer approach for more illumination, and a single door leads
and wondered to herself when they would meet their into a bathroom. A huge copper tub dominates
inevitably grisly fate. Before she could ponder it the bathing chamber, magical spouts providing
further, the adventurer asked a question to which hot and cold water, while a smaller copper pot
Rozalia replied…” etc. serves as a toilet with magical plumbing.

Rozalia is actually the most useful of the The bedrooms are empty aside from the
statues precisely because of her tendency to recite furnishings. They are both haunted, however.
all of her observations. She can reveal that there
is a secret in the dining room and that whenever If a character begins to draw a bath,
she hears a specific song played in descending describe the following:
fifths, something heavy slides out of the way.
She can hum the song to the characters. She Just as the bath becomes full, a sudden rush
also knows that Czerina once took a book to the of steam issues from the faucet, temporarily
library and left it there. She’s never carried a book blinding you. As you wave it away, you find
to or from the library before or since. yourself staring at the form of someone in the
bath. It’s a young man with flowing amber
Otherwise, the hallway occasionally has locks, his features more perfect than any you’ve
servants in it. The servants appear to be men seen before, except for the deathly pallor of his
and women stitched together from the parts flesh. His eyes are half lidded and cloudy, his
of various people, and all of them have their arms perched on the rim of the tub, leaking
mouths stitched closed. Their eyes are blank and rivers of blood into the water below.
lifeless, though they can perfectly execute orders The corpse seems to be entirely real
and requests. That is, all but for one: they are until the character turns away, and then it is

CH 4 THE BLOOD QUEEN AWAKENS


202
suddenly gone, a nice bath waiting for whoever can only be answered by you, the Dungeon
wishes to use it. Master. See App. 1 for more information.

Furthermore, if the adventurers


sleep inside the bedrooms have them roll TCE - The Dining Room
for perception. The lowest roll will receive The door opens into a luxuriant dining room
the following: with a grand banquet table dominating the
You’re awoken from slumber by the feel of room. Two magical dumbwaiters and serving
your blankets shifting as something begins to stations sit beside a roaring hearth along the
slide beneath the covers. You feel a freezing, western wall while an imposing pipe organ
wet hand upon your skin, but as you jerk away reigns along the eastern wall. Three paintings
from the touch the covers fall flat once again. hang upon the north and south walls, their
enchanted tableaus depicting your own
exploits in living swirls of color.
TCD - The Library
The door opens into a lavish library, the walls The dumbwaiters, as mentioned before,
lined with floor to ceiling bookshelves. Fine only transports objects and will not transport
couches and chairs sit bathed in the warmth sentient creatures. The stitched together
of blazing hearth, and a large desk sits ready servants are able to operate them wordlessly,
to hold tomes, parchment, and ink. Hanging producing vast feasts, expensive garments, or
above the hearth is an ancient painting of a simple cleaning supplies upon command. Should
royal couple. The man is a massive, bearlike the adventurers choose to dine in the dining
specimen with a cruel look lurking in his eyes, room (such as having dinner with Beleroth, for
while the woman is a vision of feminine beauty instance), the servants will expertly serve a 6
with raven black hair. Both wear elaborate course feast.
royal costumes and crowns. A carving upon
the frame of the painting declares them The pipe organ is a massive beast made
Gavran and Evengja of Nostrovishte. A single of wood and brass, and is fully functional. It’s
book bound in black leather rests upon the song is deafening in the confined space of the
mantleplace beneath the painting. dining room, suggesting it might have been
moved there from another room at some point.
What’s more, it also functions as a secret door.
The library is filled with books on almost If the adventurers have talked to the Rozalia The
every subject in Common, Elvish, Dwarvish, Third Person Narrating Statue (and one of them
Orcish, Sylvan, and Draconic, as well as a few is skilled in Performance) then they can open the
poetry books written in Goblin. The most secret door to TCF - The Secret Treasury.
important book in the library, however, is the
one sitting on the mantelpiece: The Mirror of If the adventurers agree to have dinner
Czerina Gavranova. with Beleroth, he will tell them that they are
to have an audience with the Queen of Blood,
The Mirror is Czerina’s autobiography, and that a small sacrifice is required: a few pints
written in her own blood and enchanted with of blood. He will ask the adventurers to each
her own memories. By reading the book, the contribute to this sacrifice, and he will attempt
adventurers are able to enter her memories while to negotiate by assuring them of the Queen’s
they dream and interact with the various scenes gratitude, but he will not force the issue.
that play out before them. This allows them to
play detective, as well as get a front row seat TCF - Secret Treasury
to formative moments in her life. Of course,
Gold and jewels glitter in the light, almost
whether or not these memories have been altered
blinding in their brilliance. Six chests sit
CH 4 THE BLOOD QUEEN AWAKENS
203
against the walls, their lids open and their
contents practically spilling upon the ground. Swarm of Mimics
A seventh pile of treasure rests in the middle Large monstrosity swarm (shapechanger), neutral
of the floor, simply too large to be contained by —
Armor Class 12 (natural armor)
any of the other chests. Hit Points 160 (21d8 + 76)
Speed 15 ft.

There are 10,000 copper pieces, 10,000 —


STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)
silver pieces, and 10,000 gold pieces, along

with 20,000 gold worth of jewels. The rest is a Skills Stealth +5
Damage Resistances bludgeoning, piercing, slashing
swarm of mimics. A mimic swarm. Not a swarm Damage Immunities acid
of mimic larvae, a swarm of mimics. Once the Condition Immunities charmed, frightened, grappled,
treasure has been disturbed they swarm forward paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 11
in a semi-transparent tide of flesh and seething Languages —
organs encrusted in gold and jewels. Challenge 8 (3,900 XP)

Shapechanger. The mimic can use its action to polymorph into
an object or back into its true, amorphous form. Its statistics are
TCG - Tower Entrance the same in each form. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.
The stone door leading into the tower is
carved in the image of a woman being dragged Grappler. The mimic has advantage on attack rolls against any
creature grappled by it.
down into the earth by thorned and grasping
vines. As the door swings open it reveals an Adhesive (Object Form Only). The mimic adheres to anything
that touches it. A Huge or smaller creature adhered to the mimic
ornate tower that has been overtaken by a is also grappled by it (escape DC 13). Ability checks made to
pulsating organic growth. Clinging to the escape this grapple have disadvantage.
walls of the tower are what appear to be a False Appearance (Object Form Only). While the
mass of immense veins, many as thick as the mimic remains motionless, it is indistinguishable from an
ordinary object.
trunks of trees, and they lead in a palpitating
mass up into the tower. A stone staircase rises Swarm. The swarm can occupy another creature’s space and
vice versa, and it can move through any opening large enough
upwards, the shadows of the tower themselves for a Tiny creature. The swarm can’t regain hit points or gain
beckoning you onward. temporary hit points

Actions
Upon closer inspection, a DC 14 Multiattack. The Swarm of mimics can use one bite attack and
Medicine or Nature check will reveal that the one constrict attack per turn.
enormous veins appear to be part plant, but not Bite. Melee Weapon Attack: +9 to hit, reach 0 ft., one creature.
entirely. It is some horrible combination of flesh Hit: 14 (3d6 + 4) piercing damage plus 8 (2d8 acid damage).
and pulp, blood and sap. They’ve clearly grown Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one
down from whatever is at the top of the tower. creature. Hit: 17 (3d8 + 4) bludgeoning damage, and the
target is grappled (escape DC 16). Until this grapple ends, the
creature is restrained. The swarm of mimics can constrict up to
4 creatures.
TCH - The Tower
leads back to a gargantuan growth that throbs
Climbing to the summit of the tower,
like a heart, and sprouting from this mass is a
hundreds of feet above the roof of the castle
stone funerary slab encrusted in shining, blood
itself, you enter a circular chamber exposed to
red gems. Upon the slab is the woman you’ve
the sky. The floor is covered in a thick layer of
come to recognize as the Blood Queen herself,
dirt, and the gigantic veins cling to the walls
her eyes closed, her body still.
of the chamber. Thorned vines sprout from
the skulls embedded in the growth around Beleroth will be waiting for the
the tower, the crimson petals of the Gulthias adventurers at the top of the tower with a dagger
Flowers blooming from the vines. All of this in one hand and a chalice in the other. If they

CH 4 THE BLOOD QUEEN AWAKENS


204
agree to sacrifice blood, he will pass the knife Her eyes open, and she smiles, fangs glinting
and the chalice over to them. If not, then he will in the glow of the crystals. She has awoken.
speak a command word and the thorny vines
will lash out at the adventurers, requiring a DC Czerina will thank the adventurers for
18 Strength Save to break free. The vines do 1d6 having awoken her once again and will reference
piercing damage each round they hold on, and the times that they have met (the sea, the mirror,
will let go after 2 rounds. However, even if all of the statue, etc). She will congratulate them for
the adventurers break free, it will be enough. their accomplishments and will offer them each
one boon of their choosing in thanks for what
Czerina will awaken. they have accomplished for her kingdom. Much
Read the following: like Robin Williams, she won’t raise anyone
The enormous, vascular growth begins to from the dead or grant true love, but she has no
beat like a great heart as the vines absorb your reservations about killing people, and will do her
blood, and as you watch a small lake of blood best to fulfill whatever request they have of her. If
flows out over the stone slab before absorbing they ask for magic items, she’ll indicate the relics
into Blood Queen’s body. The wind howls and of legend are more powerful than what she could
lighting cracks above, the gale rising until a grant, but would offer other magic items. As
whirlwind raises the Blood Queen to her feet. the DM, you will know your party best and can

CH 4 THE BLOOD QUEEN AWAKENS


205
choose items that you think would complement
your characters well. If they ask for other things,
don’t be afraid to be creative.

Finally, Czerina will announce that she


has a task for the adventurers. She senses that
blood will soon drench the streets of Raffenburg
and asks the adventurers to secure the city in
her name. If they succeed, she will grant the city
to them and allow them to rule it as they see fit.
If they decline, she will brush it off and imply
that her efforts to retake the city would be far
less subtle.

Now, if the adventurers are hostile to


Czerina, simply remember that nothing they
can do will harm her. That is, their attacks and
spells temporarily harm her. She would simply
regenerate whatever damage they do and laugh
all the while. By the time they tire themselves out
she would attempt to speak with them again.

Once the characters have requested


their boon and agreed (or not) to take the city
for her, Czerina will teleport the characters out
of the Cairn and that would conclude Part 1 of
the module.

CH 4 THE BLOOD QUEEN AWAKENS


206
Chapter 5 Raffenburg to their presence. Generally, those in positions of
hen the adventurers have authority would react with difference and fear,

W
finished their first formal audience and word would quickly spread through the city
after having awoken the Blood that the agents of the Tax Collector had come
Queen, they are teleported out of early. This would lead to increased unrest in the
The Cairn and deposited near the city, as well as distrust from the Revolutionary
city of Raffenburg. This happens faction, and could very well make their time in
regardless of whether the adventurers agree to Raffenburg much more difficult overall. This isn’t
take the city in her name, though the prophecy of a punishment, but simply how the setting would
coming bloodshed and turmoil should prompt the react to the appearance of an alliance with the
adventurers to investigate what’s happening in the Blood Queen, true or not.
city, even if they have no intention of working for
the Blood Queen. Otherwise, the draw of a large Encounters with the Awoken
metropolis and all the comforts and resources Blood Queen
it offers should help entice the adventurers to
explore the city regardless. Their other options are
likely less appealing. Now that Czerina has risen from her
slumber, she will delight in the opportunity to
Lastly, please note that if the adventurers observe and interact with those who offer her
did agree to work for the Blood Queen, and at least hope of one day escaping her dark fate. This
one adventurer asked for a symbol of authority means that in addition to the encounters that
to prove their allegiance (this would cost the happened while she was still slumbering, the
adventurer the Blood Queen’s offered boon), that adventurers will be treated to new encounters, as
will impact how the people of Raffenburg react well. Of course, when the slumbering encounters

CHAPTER 5 . RAFFENBURG
207
first happened, they were driven by Czerina’s In other words, anyone near the
subconscious and were thus much less intentional adventurers could be the Blood Queen. Anyone.
than these encounters will be now that she’s And the more often she briefly appears, the more
awoken. For instance, the Dream Visitations will apparent it will become that she’s always present,
become much more manipulative and subtle. In many always watching, and always just out of their
instances, the adventurers might not even realize grasp. This should increase tension and paranoia,
that Czerina is now present in their dreams, as she though the adventurers will become used to it
would disguise her influence by mimicking echoes in time, so if you ever get the suspicion that it’s
of the adventurers’ histories and desires without been used too much, you can simply stop using
actually appearing during the dream. Likewise, this type of encounter for a few sessions before
the Murder Presents will become much more introducing it again.
specific and targeted. These presents might include
bloody jewelry torn from an aggravating noble’s Be creative, and have fun!
body, or the decapitated head of some bravo that
offered the adventurers insult. There would be Visited by the Blood Queen
no note or explanation left, of course, just these
All of the previous encounters, while
dreadful presents left at their bedside or upon their
excellent at establishing the Blood Queen’s
breakfast table.
presence and contributing to the horror of the
game, are also not the most interactive. Dream
However, in addition to those encounters,
Visitations can be the exception, though when
here are two more:
combined with the dream encounters from the
Stalked by the Blood Queen Mirror of Czerina (the interactive diary), they’ll
likely become less common. So, the goal of this
This encounter is one of my favorites encounter is to provide the adventurers a chance
because of how often it can be used. This to interact with Czerina herself. This can be done
encounter can happen anywhere, at any time, and one on one, or as a group, whatever is most fitting.
the more often it happens, the less intrusive it will These encounters can also be prompted by the
become. That doesn’t mean it will lessen the sense adventurers themselves, as Czerina would agree to
of paranoia, however. meet with them if they expressed the desire. And,
considering the fact that she’s spying on them, it
You see, now that Czerina has awoken, wouldn’t be hard for them to get her attention.
she is not content to only observe the adventurers Likewise, should Czerina see an opening to
from afar, and so she will stalk them in person. manipulate an adventurer, she would take it.
However, she will use powerful illusion magic to
disguise her presence, as well as just mess with So, while this encounter could happen
the adventurers in general. For instance, while in many different ways, here are a few suggested
the adventurers are shopping in the Markets, styles of encounters to help illustrate how they
Czerina would allow one of the adventurers might go, but don’t feel constrained:
to catch a glimpse of her. She might smile and
Style 1: Tete-a-tete with the Blood Queen
wave, or smirk, or perhaps even laugh at their
reaction before disappearing again (invisibility, This style of encounter is a 1 on 1
polymorph, dimension door, etc). Or, perhaps interaction between Czerina and an adventurer.
while the adventurers are eating at the Drowning This happens in person, in the real world, though
Sun or Skalek’s Icy Delights, Czerina might use it will happen in private. Just the two of them.
illusion magic to make an NPC appear to be Often this style of encounter will trigger after an
her. So, suddenly, they catch the Blood Queen adventurer has had some sort of breakdown or
dining nearby and seemingly paying them no breakthrough. So, for instance, if an adventurer
attention, only for the illusion to fade as soon as reacts to the horror of what they’ve witnessed
they approach. in Raffenburg, or if they’ve begun to react more
CHAPTER 5 . RAFFENBURG
208
or less violently than before, Czerina would Remember, if the adventurers blame
take notice. Czerina for the horrible state of things they will
be correct, though Czerina will deflect by claiming
Perhaps a better way to explain it would that it was the result of her long slumber, and
be to say that, should an adventurer’s behavior or that she needs the adventurers help in order to set
mindset change, Czerina would take notice and things right again.
try to talk about it with them. In other words,
she would see this as an opening and attempt to As for the questions that the adventurers
manipulate them into becoming more like her, or might ask, Czerina will happily lie or deflect,
at the very least, manipulate them into seeing an though she might simply give them the truth,
alliance with her as being in their best interests. too. For instance, if asked about the Reinwalds,
She could do this by praising heroic actions and she might just share the information that the
expressing a desire to re-learn from their example, Reinwalds are tied to the Fey and that they’ve lived
by praising more evil actions for their brilliance in Wreythau longer than any other group, though
and decisiveness, or by challenging an adventurer’s she wouldn’t share their weaknesses, for example.
hypocrisy. It’s very dependent upon the situation As frustrating as it might be, all I can say is to
in question, but have faith in your own insight use your best judgement. At the end of the night,
and instincts. Czerina is an antagonist, and so won’t give the
adventurers that much help.
Also, remember, your goal as DM isn’t
to actually convince the adventurer/player in The City of Raffenburg
question to listen to Czerina. Your goal is to
simply provide them with an intellectual and Perched atop the massive hill that stands
social challenge. So, if the adventurer/player sees guard above Raffen’s Bay is the largest metropolis
through the Blood Queen’s manipulations, or in all of Wreythau: the city of Raffenburg. The
otherwise rejects them, that doesn’t mean you did summit of that mountainous hill once held a
a bad job. What that means is that your villain small stronghold known as Castle Raffen, and it
provided another excellent challenge for your was because of the valiant defense of the soldiers
player and that was a challenge they were able to stationed there that Alexandros I and his invasion
overcome. At the end of the day, that’s really what fleet were forced to sail down the coast and seek
the game is all about, so great work! harbor among the dangerous, rocky shores of
southern Wreythau. This delayed the invasion
Style 2: A Conference with the Blood Queen
long enough for Czerina to marshall her forces
This style of a visit with the Blood Queen is usually and mount a defence, even if it ultimately proved
triggered by the adventurers requesting a meeting futile against such a massive invasion. Alexandros’
with her, though it could happen on Czerina’s army was eventually able to push inland and Castle
(your) own initiative. This conference happens Raffen was raised to the ground, and with it, the
between Czerina and all of the adventurers last true hope of resistance. Thus Czerina began
together as a group. This is a chance for Czerina the fateful ritual that would seal the fate of every
to answer the adventurers questions, as well as poor soul upon the island, including her own.
offer them more praise for their actions. Be sure to
mention the adventurer’s recent exploits, and don’t Almost a millenia later and a malignant
be afraid to have Czerina ask the adventurers for city has grown atop the bones of the old castle,
their opinions about what they’ve encountered and spreading over the hill like a virulent fungus, its
done. For instance, what are their opinions on the tendrils forming tangled networks of cobbled
factions in Raffenburg, or what are their opinions streets and looming stone buildings, all clustered
on the city itself. behind massive walls. The city has grown so large
that it now dominates the landscape, the thousands
upon thousands of lights shining out from the
windows of the city like the echo of dying stars.
CHAPTER 5 . RAFFENBURG
209
The city has grown so congested and overfull This is the cityscape that the adventurers
that it must expand, but it can no longer do so will be walking into. This is no safe haven. This is
without spilling out into the surrounding farmland no refuge from the horrors of Wreythau. In many
and wildlands necessary to support the hungry ways, Raffenburg is worse, for all of this needless
masses teeming inside. What was once a bastion pain and suffering is wrought by human hearts
of safety and civilization in a hostile land has now and human minds (as well as those of dwarves,
become a brutal hellscape of urban suffering and and halflings, and such). Raffenburg is a place of
exploitation. All of the marvels that the city has great cruelty, and yet it is not the work of some
to offer, all of its splendor and culture, from the mad sadist, such as might be found in Inbarev.
beautiful gothic architecture, to the debauched Rather, Raffenburg is the work of the uncaring,
revels of its people, to the indulgent luxuries sold within the unthinking, the uncompromising, and all
its stores, all of it is born from misery and harvested from of the cruelty that that creates. It is this cruelty
broken corpses. which will birth a violent uprising the likes of
which Wreythau has never seen. Rising tensions
The rulers of the Nine Hells themselves will mount and soon the rage of revolutionary
could not have done better, even if they fervor will grip the streets. If the adventurers are
were to try. wise and brave, they might help guide the people
towards a better future. Should they be as callous
and negligent as all those parasites ruling the city,
however, they might find themselves consumed
CHAPTER 5 . RAFFENBURG
210
along with all the rest as revolution gives way to Council Hill is built atop the summit of the hill
terror and bloodshed. and is surrounded by a large curtain wall with five
gates, each leading to one of the other districts
Raffenburg at a Glance in the city, though the gates often remain closed,
isolating Council Hill from the suffering of those
Raffenburg has grown to entirely cover in the other districts. To make matters worse,
the hill it was built atop. A vast moat has been this is where the members of the City Council
dug around the base of the hill, an outer curtain live, along with their households, as well as
wall of wooden palisades has been built above the commanders of the city guard, along with
the moat, and a killing field lies in between the their staff and garrisons, ensuring that the most
wooden, outer curtain wall and the towering stone powerful people in the city live a life of palatial
battlements that serves as inner curtain wall and luxury separated from their fellow citizens. What’s
the boundary of the city itself. Trapped within more, only the members of the guard who have
these walls lie hundreds of thousands of humans, distinguished records of service are allowed to join
dwarves, orks, half elves, halflings, gnomes, and the Guard Commanders’ garrisons in Council Hill,
other humanoid creatures. No census has ever encouraging the members of the Guard to view
been properly conducted, the only estimates on the rest of the populace as all that stands between
population having come from the ruthless tax them and a life of luxury. Lastly, the headquarters
enforcement of the city, which suggest around of the Wreythian Merchant Consortium can also
400,000 souls live within the city, though the true be found here, though the Consortium has many,
population could be much higher, perhaps rising many holdings scattered throughout the other
towards even 600,000 souls. districts, managing their interests and maintaining
their stranglehold on the flow of goods and
The majority of the populace lives crowded services within Raffenburg.
within the slums that have grown inside Market
District, though the Guild District, which houses Next is the University District, a diverse
its massive labor force as well as its sprawling area of the city that is made up of students, faculty,
industry, is certainly a close second. The City graduates, and the services that support them. This
Guard is notoriously ruthless in these parts is where all of the professions of advanced learning
of the city, maintaining order largely through can be found, from barristers, to architects, to
brutality rather than any true sense of law and alchemists and engineers. Even the less fortunate
order. Notions of justice truly only apply to those tend to respect those who live in the University
who can afford barristers, not to mention their District for they provide services that no one else
own private guard forces (licensed through the can, from incredible prosthetics for those maimed
Consortium’s Mercenary Guild). The Blue Blood by harsh life in the city, to alchemical treatments,
District is the least densely populated area of the to magical goods and services. In fact, only
city, not counting the lavish territory of Council members of the University are allowed to practice
Hill, and is home to all of the land owners within the magical arts within Raffenburg, making the
the city. The Count and Countess of the House University district absolutely steeped in magic and
of Reinwald own about 60% of the city, whereas wonder for most of the population.
various houses of minor nobility own the rest. Due
to the strict laws of the Blood Queen, only nobility As for the Art District, this is where
are allowed to own land and extract rent, making the well-to-do citizens of Raffenberg gather for
the residents of the Blue Blood District the second entertainment and culture. From the grand parks
most hated in all of the city, though their private to the museums, galleries, and theaters, the Art
guard forces keep them well insulated. District is an area of refinement and class. Only
the finest artists, performers, and entertainers can
The most hated residents of Raffenburg be found within the Art District, and promising
are those that live in the District of Council Hill. talent is often plucked from the other districts
to live a pampered life within its bounds. That
CHAPTER 5 . RAFFENBURG
211
is, at least, compared to the Market or Guild employment, a rebellion would probably have
districts, which have their own entertainments, sparked long ago. This is where all of the food
though there is little joy to be found there. At processing, manufacturing, and guild services
least in the Art District the threat of violence are performed, transforming the district into a
and starvation is nothing but a distant memory, complex hive of workers that ensure that the city
and the surroundings are as beautiful as they are continues to function, and as the sun only shines
hygienic, a far cry from the filth strewn streets of in Wreythau one day each year, the work never
the poorer districts. stops. Day shift is replaced by night shift, the
foundries perpetually lit, the courier offices always
Finally, there is the Cathedral District, the staffed, the textile plants constantly churning out
only area of Raffenburg under the control of the new garments and dyes, etc. In their time off, the
Church of the Morning Lord and its inquisitors. workers frequently flood the cheap ale houses,
That’s not to say that the Church doesn’t struggle brothels, or theaters that straddle the Guild
to grasp hold of more power, or that its Inquisitors District and the Market district, though some
don’t hunt for prominent heretics to disappear, but fortunate few head to the Art District to indulge in
it is only within the Cathedral District that their a lifestyle that is only temporarily their own.
word is law. Even the City Guard give this district
a wide berth, provided they haven’t been provoked Traveling into the University District, a
in some fashion. As such, the Cathedral District is visitor will find themselves immersed in a world
a little theocracy, having attracted the most fervent of magic and engineering, with many, many
of the faithful, as well as the most desperate. The alehouses acting as public forums for students,
Church offers many charitable services to the faculty, and professionals. Life is filled with study,
less fortunate, though only if they are willing to debate, and imbibing, with occasional trips to the
convert and live their lives following the strict and Art District to provide some creative stimulation.
uncompromising teachings of the Morning Lord. For those lucky enough to live in the District, life
is about as fulfilling as it can be in Raffenburg,
Living in the City though it’s not without its perils. Politics in the
University is particularly cutthroat and often ends
Life in Raffenburg, for many, is one of in murder or sabotage. Beyond that, they still have
crushing poverty and desperate violence. For to live in Raffenburg, which means surviving trips
centuries the Market District has been a crowded to the Market, surviving brushes with the Guard,
and sprawling slum ruthlessly policed by predatory and surviving all of the monstrous flora and fauna
City Guard. However, because of incredibly that’s adapted to exist within the city.
outdated laws, the majority of goods can only be
purchased within the Market District, making it The Art District is similar, though the lives
the busiest district, as well as the most crowded. of the residents is more closely tied to the services
Small time gangs thrive, though the Guard are that they provide, whether it be an experience at
always ready and waiting to pounce should any get the theater and the cultivation of their adoring
too brazen. Moreover, most of the residents of the public, to creating exacting commissions for
Market District are so desperate for any chance to demanding clients, to ensuring their guests’ visit
improve their lives that violence, theft, scams, and to the District remain one of beauty and ease.
coercion are simply facts of life. Morality matters Nonetheless, it certainly beats living in the Guild
little when you’re starving, after all. or Market district, though violence and crime
aren’t unheard of, they’re simply much better
For those in the Guild District, life is disguised. Many nobles vent their violent delights
marginally better, though is filled with endless in the Art District, and the more successful gangs
toil in dangerous conditions. Were it not for the have established scams and rackets that they’ll kill
Market District serving as a constant reminder of to protect. Add in the intrigue that follows visitors
where they could be without the benefit of guild from other districts and most would be surprised

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to learn just how much horror this beautiful The Tax Man Cometh
district truly hides.
While there are a thousand and one factors
Continuing on into the Cathedral District that have contributed to the rising tensions in
will summon memories of Leshehoff and its the city, the most profound factor is the way in
Abbey, as almost every street corner is decorated which the City Council handles the collection
with devotional statues, the walls are painted or of the Blood Queen’s taxes. Influenced by the
carved with religious iconography, and members nobility, the Consortium, and the other wealthy
of the Church can be seen everywhere. Public citizens, the Council has shifted the vast majority
flagellation and punishment is a common sight, of the tax burden onto the common people
though just as common are examples of charity. through raised rents, fines and fees, local tithes,
Whether this takes the form of charity hospitals and blatant property confiscation. The City
for those that can’t pay to access the University’s Guard, their numbers bolstered by hired muscle
hospital, food lines, or the tent cities the church from the Mercenary Guild, violently enforces the
has set up to help the destitute, the Cathedral collection of taxes and, on top of that, frequently
District seems to be the only area of the city that steals more than is actually owed. What’s worse
has any sense of compassion for others’ suffering. is that anyone brave enough to speak out against
This is entirely an illusion, as this help comes this blatant corruption is quickly imprisoned
with profound strings attached, though for those and sent to be part of the Blood Tithe. In fact,
in need, the Church of the Morning Lord is the the Blood Tithe is used as an excuse to get rid of
closest thing to a savior that they might find. anyone the people in power dislike, no matter
how petty the reason. Spilling wine on the
Raffenburg Rumors wrong noble could easily get a servant and their
entire family shipped off as part of the Blood
• If you need to find a bed, or just somewhere Tithe. And though many people do survive
to forget your woes, there’s no place like the serving as part of the tithe, they are rarely
House of the Drowning Sun. ever granted admittance back into Raffenburg,
• If you’re seeking to prove your mettle, go transforming what is meant to be a year of
test it at the Menagerie. If you’re lucky, you mandatory service into a writ of exile.
might just survive, and if you survive long
enough the Reinwalds might hire you. They Understandably, these practices have
must pay well, too, since none of the fighters inspired deep seated rage and hatred that festers
they’ve hired have ever come back to fight as tax season rolls around every year, though this
in the pit. year things have grown exponentially worse.
• People have been going missing in the Art Word has spread that the Queen’s dreaded Tax
District. All sorts of people, not just the ones Collector will be coming to collect much earlier
no one usually cares about. If you happen to than usual. In fact, he’ll arrive just in time for the
go there, keep your wits about you. Winter Solstice, the most important celebration
• If a Guard talks to you, best do what they say. of the year, transforming what would normally
There haven’t been prisons in Raffenburg be a time of festive joy into a waking nightmare
in centuries. of stress and anguish for most of the population.
• The library at the University of Raffenburg This will cause tensions to boil over, plunging
is said to be the best library in the world, and the city into turmoil upon the night of Solstice.
anyone who walks in can browse through
the knowledge collected there. Not everyone Considering the fact that the Blood Queen
walks back out, though. specifically asked the adventurers to travel
• Rats gnawed an arm off? Had maggots infest to Raffenburg to quell the unrest in the city,
your eyes? The University’s Prosthetics Beleroth’s timing will likely be seen as suspect.
Department can set you right. And, in truth, it is. Though he would never have

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been able to predict how bad things would get, everywhere and tended so that they can burn
he certainly intends to cause as much trouble long into the darkest night of the year. It is also a
as he can, even if only indirectly. He doesn’t time of great indulgence, as the rebirth of the sun
trust that the adventurers have his Czerina’s is thought to wash all traces of evil away, and so
best interests at heart, and thus wishes to test the people party wildly all through the night and
them to see where their intentions truly lie. If then rest beneath the warm rays of the sun. The
he sees them act in a manner that fits Czerina’s entire city effectively shuts down for that night
request to secure the city in her name, he will and day. Only the most well paid guards and
re-evaluate his opinion of them. However, if he servants attend to their duties, meaning that for
sees them plot and scheme in a way that resists most of the city public order effectively ceases to
Czerina’s rule, he will begin to lay plans to kill exist, particularly in the Market District, though
the adventurers in the future. He must do this most everyone is too busy partying to attempt
carefully, for he knows killing the adventurers serious crime.
outright would only anger and hurt the love
of his life, something he desperately wishes to Signs of Tension
avoid, even if he does not trust her judgement
of the adventurers in the first place. Should they As the adventurers explore the city and
be slain sometime in the future, however, due begin to discover the conflict brewing amongst
to circumstances that he arranged, well, that the people, sprinkle in the following signs of
would merely prove that his suspicions were tension to help illustrate the unrest in the city.
correct and that they were never worthy in the
first place. It’s a delicate tightrope of mental
gymnastics, though after millenia of torment, “By order of the Council…”
Beleroth is no longer the most logical of beings. Nailed to almost every sign post and
doorway are flyers declaring that all taxes, tithes,
The Winter Solstice fines, and fees are to be paid before the Solstice.
Dates are given for when the Guard will come to
collect from residents of the street in question.
As you’ve surely noticed by now,
Penalties for refusing to pay include: total
Wreythau is a land perpetually locked beneath
confiscation of property, involuntary servitude,
the shadow of roiling storm clouds. Occasionally,
or being chosen for the Blood Tithe.
at night, the moon and stars will shine through,
but the sun itself is only ever seen one day each
year, and that is the morning after the Winter “Throw off your shackles…”
Solstice. For that one day, the sun shines, and the Plastered across alley walls or fluttering
oppressive storm clouds give way to a startlingly past in the breeze are other flyers declaring
blue sky. Because of this, the People of Wrethau that the time has come to rise up against the
view the Winter Solstice as the last day of the Council. Most of these flyers consist of lists
year, and count the next morning as the rebirth of grievances, while other, out of date, flyers
of the sun and the beginning of the new year. detail where rallies will be held. Common
This is the greatest holiday in the Church of slogans include: “We are the City”, “Make the
the Morninglord, though it was celebrated long Council Bow”, “Guarding who? Not you!”, and
before Temelloth (the Abbot) came to Wreythau “Revolution Now!”
and is considered the most important celebration
by even the non-religious. A DC 14 History Check will uncover
that a secret Revolutionary meeting will be
Festivities vary across the settlements in held in a few night’s time near the Menagerie
Wreythau, though in Raffenburg, the Winter Livestock Market.
Solstice is also known as the Festival of Lights,
and colorful lanterns of paper and glass are hung

CH 4 THE BLOOD QUEEN AWAKENS


214
“5 silver per participant, 5 gold in case Time of death varies between days and weeks.
of death…” Coincidentally, the Guard all carry longswords,
shields, and crossbows.
Large crowds are seen clustering around
public notice boards, discussing the pros and City Factions
cons of volunteering for human experimentation
trials at the University. No one can seem to agree As a city torn by conflict, Raffenburg has begun
on whether the coin is worth the risk, though a to fragment. While most of the population simply
desperate few either snatch the flyer and run or feels trapped in the middle, groups have begun to
beg the others to explain to them where to go to splinter away, forming powerful factions that now
enroll in the experiments. struggle for control of the city itself. Each faction
is unique, with its own goals and cast of characters,
Experiments range from testing potions to all of which the adventurers will discover as they
undergoing invasive medical procedures. interact with the city.

A DC 14 Arcana Check will reveal that


most of the experiments are likely to maim, The Authority
but not kill, and there is no payment for
harm incurred. Arguably the most powerful faction in
Raffenburg is The Authority, the men and women
who already hold the majority of political power.
Changing Prices Primarily, The Authority is composed of the City
The price of everything has gone up. At Council, as well as the City Guard. The Council,
market stalls, old prices are crossed out. At inns of course, decides all matters of local policy, while
and other establishments, new fees are listed. the Guard enforces them. In essence, this gives
Even asking for directions will result in upturned the Guard a tremendous amount of power and
palms being offered before anything else. they are loath to part with it, no matter what that
means for the rest of the citizenry.
Harsh Curfews As for the Council itself, it is made up of nine
In the Market and Guild Districts, new members. Each member has inherited their
curfews have been levied. Anyone not found position much in the same way that a noble would
indoors by the time night falls will be subject inherit lands. This is the way it’s been done for
to immediate arrest and all property will be centuries, although records do exist that at one
summarily confiscated. point in time, every member of the Council was
elected to represent one of the city’s districts,
Talking to any citizens will reveal that the with three members selected from the nobility
curfews are a result of previous clashes in the to round things out. Over time that changed, as
streets between citizens and the Guard. elections were held less and less, and eventually
they stopped happening altogether. Now the City
Councilors are nobility in everything but name.
Stepping Over Bodies
In the Market and Guild Districts, there
The members of the council include:
are bodies being left to rot in the gutter. Anyone
Ivan Bauer, Ionel Arcos, Murielle Platz, Magda
traveling more than several blocks will pass
Vulcanescu, Axel Haring, Olivia Petran, Klaus
dozens of bodies.
Kant, Anja Kessel, and Elsa Drache.
A DC 12 Medicine Check will reveal
Each is as out of touch and as privileged as
that they were killed with blunt weapons,
the last. Politicking is seen more as a game
longswords, crossbows, or elemental magic.
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215
than anything else, and none are willing to are given strict procedures to follow. Her force
abdicate power. would be the most well respected in the city were
it not for the corruption in the ranks. As long as it
The City Guard, however, is different. only affects the workers, and not those in power in
Each district has its own Guard Captain and the guilds, Captain Oathstone is satisfied.
garrison, though all serve beneath the Guard
Commander who also oversees the 7th, unofficial Sebastien Tarsch commands the garrison
district: that of Council Hill. The Guard of the Blueblood District. A dashing human fellow
Commander has total authority, second only in his 30s, Sebastien actually has the smallest
to the City Council, though the current Guard guard force of any Captain due to the fact that the
Commander, Hans Gault, prefers a hands off nobility prefers to command their own security
approach. He’s living well in Council Hill and cares forces rather than leave it up to someone else.
little for managing anything else. He leaves almost Nonetheless, his guards are some of the most rabid
all decisions up to the respective Guard Captain, and brutal in the city. If you’re not wearing livery,
allowing them to rule over their district as if it you don’t have some sort of written document,
were their own personal fiefdom. and if you’re not carrying a large parcel, then
you’re just as likely to be beaten and imprisoned by
This is supported by the fact that there is Tarsch’s guard as you are anything else.
no judicial system in Raffenburg. As the Queen,
it was Czerina’s responsibility to appoint Judges Veronique Bruhl commands the
that would represent the Crown, but as she’s been University District. A halfling in her 30s, Captain
slumbering for a few centuries, no new Justices Bruhl is the most forward thinking of the Guard.
have been appointed, and none of her court have She recognizes that there is a need for evidence,
seen fit to correct this problem. The gold and and trials, and that morals and ethics are just as
blood have kept flowing, so there was no reason to important as law and order. Unfortunately, she
complicate things. Or, at least that’s how the other only has one district to command, and she’s not
royals interpreted the situation, contributing to the well regarded by her peers.
massive corruption within the ranks of the Guard.
Torben Erhlinger is Captain of the Art
Now, there is no due process, there is no District. A human man in his 50s, Erhlinger is a
trial, there is nothing but the punishment, and that huge fan of the theater and attends nearly every
sort of power always corrupts. night. His guard force is lax, though as a “patron of
the arts”, he cracks down on corruption more than
Below is a list of the current Guard any other Captain (besides Bruhl), as he knows it
Captains for each district, as well as their general will harm his beloved district.
outlook when it comes to the city:
Lastly, Esther Mullenbach commands
Velkan Kirsch is the Captain of the the guard of the Cathedral District, such as
Market District. He’s a bitter human man in they are. In truth, almost every ‘guard’ in the
his 60th year. He hates his duty to oversee the Cathedral District is a member of the Inquisition,
overcrowded slums of the Market District and just as Esther is. They’re far more interested in
all the trouble that it brings, and he gives the infiltrating the other Districts and growing their
Guards beneath him as much leash as they wish. ranks than they are anything else. Bruhl and
Body count doesn’t matter. Only gold and some Erhlinger suspect this, but Tarsch, Oathstone, and
semblance of order. Kirsch couldn’t care less so long as the perception
of order is maintained.
Astrid Oathstone is the Captain of the
Guild District. She is a dwarven woman in her Each Captain dictates how their garrison
200th year. Astrid knows that order relies upon is run, though the standard organization is the
predictability, and so the Guard serving under her following: guards form squadrons of 10 guards,
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216
and each squadron is then split into 5 pairs. A Regional Operation. They built the House of the
sergeant oversees 4 squadrons (40 guard). Finally, Drowning Sun and began to gather intelligence
each sergeant reports to their Captain. Each from all across the city, as well as the rest of the
district has hundreds, if not a few thousand guards. land, and began to put a plan in place. That is, until
they discovered Cival and her revolutionary plot.
The Consortium
Rather than turn her in for little to
Ah, the Wreythian Merchant Consortium. no reward, the Gheata sisters became her
By this point you probably know them well. conspirators, helping hide evidence of the
Economic domination at any cost. The thing is, revolution and funneling Cival information that
they’ve basically achieved that goal, and have she could use to further her cause. The way they
grown complacent in the meantime. It’s not so see it, if Cival succeeds, they’re guaranteed to take
much arrogance that’s blinding them, but rather over the Outer Seas, which has always been their
the fact that, because they’ve been dominant for primary goal. However, even if Cival fails, she’ll
so long, there is simply no historical precedent have created enough chaos to allow them to carry
that even hints that their world will change. Only out the coup they’d originally planned and achieve
the members of the Outer Seas have any concept the same result. A win win, the perfect scenario for
of what could happen, or how they might need the Gheatas, or so they think.
to adapt, though once they return home they are
quickly encouraged to fall in line and accept how Regardless, the true ruler of the
things are in Wreythau. It certainly helps that, by Consortium in Raffenburg is Valya Fyodorovna,
and large, things are very comfortable once they a vampire that’s reigned over the Consortium’s
do finally agree to settle down. Raffenburg region for over 400 years. At one time
in her existence, Valya was just as ambitious as the
Except, all of that is going to change. Gheata sisters, and rose through the Consortium’s
ranks with cunning and single minded
In addition to Cival, the leader of the determination. After having finally climbed to the
Revolution (see below), there are three other height of her aspirations, however, Valya changed.
former members of the Outer Seas that have been For the first hundred years, Valya devoted her
bold enough to reject the status quo. They are the energy toward solidifying her position as the head
three half-elven Gheata sisters (pronounced: of the Raffenburg region, and the most influential
Gyata): Anca, Sorina, and Ileana. member of the Consortium, though heading into
her second century of rule, things changed. Her
The owners of the Drowning Sun, worldview became trapped in amber, as did much
the most notorious hotel, brothel, gambling of her experience. Now, centuries of night have
parlor, etc, in Raffenburg, the Gheata sisters are passed, almost all of which have been entirely the
intelligence traders and ambitious profiteers same, and Valya very much wishes to keep it that
that are not content to accept their lot in the way. More of her existence has been spent in this
Consortium. They were arguably the best position of power than without it, and so she has
operatives the Outer Seas had ever had, though not just come to expect it, but to believe that this is
once their tour of service was up and they were the way things should be.
forced to return home, they found that there
was little waiting for them back in the land of Directly beneath Valya are her two
their birth. There was no need for their skills lieutenants, Florentine Schroder and Rhakin
in Wreythau. There was no challenge. Nothing Bauer. Rhakin Bauer is very much content with
but the promise of a boring life as three minor how things are, comfortable with his lot in life
functionaries, no matter all the astounding acts of and the privileges that his position grants him.
espionage they’d carried out back on the material Florentine Schroder, however, has tried to change
plane. Increasingly bitter, the Gheata sisters began the way in which the Consortium operates, at
to plot a coup within the ranks of the Raffenburg least as far as she is able. She sees the way that
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Raffenburg is suffering, she sees that it has reached Copper Crown as a front to hide her activities,
its breaking point, and has tried to avert it. The Cival has helped organize the Revolution from
only reason why she hasn’t joined the Revolution afar, as well as hide those of their members hunted
is because she assumes that it will not succeed, and by the powers that be. However, by the time the
even if it did, they’re likely just as power hungry as adventurers reach Raffenburg, Cival will have also
the Consortium is, and all their talk is little more moved her operation fully into the city. She’ll be
than propaganda designed to sway the common hiding in the Market District, working with her
folk. Nonetheless, she could become a valuable allies to begin the revolution in full.
ally, especially for the adventurers.
All that said, Cival is not actually working
Otherwise, the Consortium operates much with the revolution’s best interests in mind. For
as it does elsewhere in Wreythau. It oversees her, the revolution is simply the stepping stone
licensing, guild rights, and distribution of goods. that she needs to destabilize the Consortium’s
However, the Consortium also collaborates with power and begin to forcibly rebuild the
the City Council and the Guard when it comes Consortium into what it was always meant to be:
to the collection of the city’s taxes. They offer a an organization to benefit the people. Some of the
significant amount of hired muscle at significantly other revolutionaries are aware that this is her
reduced rates to help enforce the collection of taxes true goal, and that Raffenburg is merely the key
and ensure that those in power in the city stay to achieving it, though not all are aware of this. In
in power. Things are working very well for the truth, many would be angered if her true goal was
Consortium in Raffenburg, and they don’t want revealed, so angry they would name her a traitor to
that to change. Therefore, they are staunch allies the cause and a power struggle would erupt.
of the Authority faction and will work with them
to maintain the balance of power within the city. Roland Thiel: a half-elven firebrand from
the University District, Thiel is a philosopher and
The Revolution master of rhetoric. He is responsible for the vast
majority of the revolution’s propaganda. He creates
Led by the former Outer Seas operative the flyers, writes impassioned speeches, and helps
Cival, the Revolutionary faction of Raffenburg is orchestrate the revolution’s recruitment efforts.
surprisingly diverse. It’s not just exploited workers Technically, he is also a wanted man, though with
and the huddled masses of the impoverished, it Cival’s help he was able to disappear and create
is also filled with university students and skilled a new identity that allowed him to return to
trades-people, as well as barristers, artists, and all Raffenburg and hide among the revolution’s allies.
those who can imagine a better way of life than Notably, he can be found in the bar at the House
what has been offered to them. Nonetheless, that of the Drowning Sun, meeting and carousing with
is going to change. Once the revolution ignites, other revolutionary agents.
rage will rule and the leaders of the Revolution
will struggle to steer true to their course, just like He is a true believer of the cause and
a ship tossed about on a storm-wracked sea. Until wishes to return control of Raffenburg to its
that time, however, the following members of the people so that they can create a society that works
revolutionary faction hold the most sway: for everyone. Were he to learn of Cival’s true
purposes, he might become a dangerous enemy
Cival: the leader of the faction, and the for her, and would likely try to replace her as the
owner of the Copper Crown Inn in Leshehoff, leader of the movement itself.
Cival is the revolution’s first architect and
benefactor. Her knowledge of the Consortium’s Shonette: a petty criminal and leader of a
practices, all the favors and allies she’d gathered modest gang in the Market District, Shonette has
over her time amongst their ranks, and her become the revolution’s unofficial enforcer. She
considerable wealth paved the way for a doesn’t really believe in the cause, per se. Certainly
revolutionary faction in the first place. Using the not like Thiel. Instead, she’s motivated largely
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by hatred of the Guards and all the rich nobles, that supporting the revolution as a whole is their
guildies, councilors, and Consortium agents that only chance at success.
they protect. The future doesn’t really matter. All
that matters is that, finally, they all pay for the Yulia Mountainsblood: the last leader
harm and suffering that they’ve caused. Shonette of the revolution is a famous dwarven alchemist
won’t be satisfied until the blood of her enemies and brewer, though she is not a leader in the
runs in rivers through the streets. Alchemist’s Guild. Instead, she is considered a
member of the Guild, if only grudgingly, and is
More importantly, Shonette has been the currently working as a Professor at the University.
key to building the Revolution’s armed forces. She detests the Consortium more than anything
Her knowledge of fighting against the Guard, and, under her cover at the University, she’s
as well as other criminals, have allowed the supplied the revolution with barrels and barrels of
Revolution to not only survive, but to also strike healing potions, acids, alchemist’s fire, and other
back at their enemies. In addition to the gangers compounds in an effort to support their cause.
under her command she’s also trained most of the She was recruited by Cival specifically because of
revolution’s soldiers and has led them through her well known enmity for the Consortium, and
countless skirmishes and criminal operations Yulia would kill, or die, to support Cival’s cause.
over the years. The loyalty this has inspired is Unfortunately, Yulia hasn’t garnered much loyalty
practically legendary, making Shonette key to from the average members of the revolution,
controlling the revolution itself. In the event that meaning her support is worth less than most of the
Thiel learns of Cival’s true intentions, he would other leaders, though she is brilliant, and brilliance
need Shonette’s support in order to take over the is never to be underestimated.
Revolution, though whoever Shonette would side
with largely depends upon how many heads they As illustrated above, the revolutionary
were willing to offer up. Considering that Cival faction is somewhat fractured, and because it is
wants the Consortium functional, this suggests much less formal than most other factions, that
Shonette would likely side with Thiel, though only means that there is much less cohesion when it
time will tell. comes to standard practices. Nonetheless, there are
common tactics that the Revolution has adopted.
Max Turnau: is a middle aged orc and When it comes to recruitment, they typically use
a high ranking member of the Mason’s Guild. two methods: the first is very public, plastering
Nonetheless, it is because of his high position that up flyers and performing rousing rallies on the
he is such an ardent supporter of the revolution streets. The other is the one on one recruitment
as he’s seen the corruption of the Council and the that happens in taverns and worksites, slums and
Consortium in nauseating detail time and time alleyways. Through these tactics the revolution
again. He hates the way the workers of the city has garnered significant support over the years
suffer and has vowed to tear the system down, and boasts tens of thousands of members, though
brick by brick, and build something better in its most are merely sympathetic rather than active
place. Turnau is responsible for recruiting almost participants for the moment.
half of the Mason’s Guild, as well as hundreds of
workers from other guilds, and has also helped As far as the active participants are
secure safe houses throughout much of the city. concerned, they are largely made up of Shonette’s
criminals and soldiers, as well as Cival’s network
More importantly, he also knows that of spies, and Turnau’s logistics agents (safehouses,
true success for the revolution is only possible if supply caches, etc). The spies work to gain
the Consortium itself can be forced to reform, leverage on Guard, Council, and Consortium
along with the Guard and the Council, and has bureaucrats, servants, and minor functionaries
become one of Cival’s closest allies. Nonetheless, with bribes, blackmail, or other emotional
he wouldn’t die to support her cause, as he believes leverage. The soldiers frequently skirmish with the
Guard, flouting their control of the streets, while
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the criminals conduct robbery and sabotage to
support their other operations as well as show the As the legend has it, all who witnessed
weakness of the powers that be. As for the logistics that painting were soon driven mad. For some,
agents, they help hide revolutionary members and the madness began that night, attacking and
give them places to operate, but most importantly murdering strangers in the streets. For others,
they also prepare for the mass uprising. There the madness took time to metastasize, growing
are stockpiles of weapons and supplies hidden from one night of fevered nightmares to the next,
all throughout the city, just waiting to outfit a until, finally, they were compelled to share their
frenzied mob at a moment’s notice. These are the nightmares with everyone around them. None of
true lifeblood of the revolution and without them, the painting’s audience were spared, nobility and
the Authority faction has a chance to crush any peasant alike succumbing to its wicked influence.
hope of resistance for centuries to come. Word of the painting and the madness it caused
spread throughout the city, and soon a desperate
The Cult of Decadence hunt began for the painting itself, though no trace
of it was ever found again. At least, not as far as
Hidden within the depths of the Art the public was concerned. It is said, by some, that
District is a profound evil that has festered for this apocryphal painting has been shown again,
nearly a century, its vile roots having sunk deep that it has found new audiences, and worse, that
into the heart of the district itself. Now the two it has been joined by many more malevolent,
are almost one and the same. To destroy the evil madness inducing works.
there would be to destroy the Art District itself,
though perhaps it is not truly the Art District any So the Cult of Decadence has grown.
longer. Perhaps it is now simply where the Cult of
Decadence hides. Now, there are members of the The mastermind behind the cult, and the
Cult everywhere. Every gallery, workshop, theatre, creator of those cursed works of art, is none other
hotel, brothel, all have been infiltrated by the Cult. than one of the Blood Queen’s brides, Isidora.
Even if the owners of these establishments are not A prodigy in life, Isidora’s artistic brilliance
also members themselves, many of their employees became something foul over centuries of Czerina’s
will be. And, now that the Cult has grown so large, influence. Now, Isidora seeks something beyond
and now that the city is wracked with convulsions art, beyond flesh, beyond sanity, and has built
of rebellion, the Cult looks to expand. the Cult of Decadence to aid her in her endless
search for meaning and power. Now, Isidora’s art
But what is the Cult of Decadence? It has transcended beyond the mere trappings of
began, all those years ago, with the showing the physical world. Now, her work is magical in
of a single painting, a masterwork the likes of nature, and has practically gained a sentience of its
which the citizens of Raffenburg had never own. What Isidora creates is no mere illusion. It is
seen before. It was beyond breathtaking, every something far, far more horrifying: a manifestation
stroke of the brush laid down with such indelible of the imagination itself, and Isidora’s imagination
artistry that the painting seemed to be a living has grown beyond dark. What’s more, Isidora has
thing, moving before the audience’s eyes. All also enlisted the help of R.K. Schreyer, another
who beheld it were enraptured even as they were of Czerina’s spouses, and a master dramatist and
horrified by what they saw, for as sublime as the writer besides. Together they’ve overseen the Cult
composition was, as vibrant and nuanced as the and helped it to flourish until it is the monstrosity
color and shading might be, the subject matter that it is in the present day.
was beyond monstrous. The painting depicted
the most vile acts imaginable, the most profane The members of the Cult of Decadence are
examples of gleeful cruelty that could scarcely not merely those driven insane by the supernatural
be comprehended, and yet it was, somehow, so evil of Isidora’s artwork, however. They are also
incredibly beautiful that none could look away. adherents to an arcane and complicated philosophy
Such was the painter’s skill. that revolves around the idea that all beauty,
CHAPTER 5 . RAFFENBURG
220
wisdom, transformation, and growth is the result The first avenue of influence is overseen
of suffering, an ideology perfect for the hellish by Father Lorreus, the highest ranking priest
metropolis of Raffenburg. Every garment, every and spiritual guide of the entire church. Based
meal, everything is the product of someone’s out of the mighty Raffenburg Cathedral, Lorreus
suffering, and this is something that the Cult not conducts many missions of faith, which are
only delights in, but that they see as necessary. charitable works designed to help provide for
The horrible state of the city is something they the most impoverished families in the city. The
not only wish to preserve, but something they catch, however, is that only the faithful are able
wish to amplify, believing that it will help elevate to partake in the Church’s charity, and so it is that
everyone in the city into a higher state of being. It thousands have been converted to the faith. Entire
is an insane belief, but that is the point of the Cult tent cities have grown up in the Cathedral district
of Decadence. They are not interested in ethics or to help house and care for these new converts,
logic, they are only interested in their own growth though this also means that there are thousands
through suffering, both for themselves and others. more living under the control of the Church.

The living, beating heart of the Cult is Father Lorreus helps to disguise this
hidden in a temple built beneath the Galleria less than palatable fact, as well as disguise the
Infernalis, an infamous art gallery found within Church’s true mission (theocratic rule), through
the Art District. It is from there that the highest his masterful use of rhetoric and public display.
ranking members of the Cult plot their moves He’s trained hundreds of preachers who take to the
and conduct their most profane rituals. Only by streets, professing love and kindness for all who
destroying the temple is it possible to destroy the embrace the Light of the Morning Lord, and who
Cult, as well as find the truth of those behind the offer aid to those in need. All of which creates a
Cult itself. heavy smokescreen that helps to obscure the less
savory elements of how the Church operates, such
In order to uncover this before the as the brutal enforcement of their dogma on both
revolution begins and the cult begins to operate the faithful and the unfaithful alike.
in the open, however, the adventurers will have
to investigate two events that signal the Cult’s This leads us to the second avenue of
activities: the “Cult Murder” event and the “A influence: infiltrating the ranks of the City
Night at the Theatre” event. Otherwise, the Cult Guard with Inquisitorial agents. As has been
will simply make its presence known once they discussed in the description of the City Guard,
begin to operate in the open, vying for control of Esther Mullenbach, the captain of the guard in
the city itself (see the next chapter: Revolution of the Cathedral District, is really an Inquisitor
Raffenburg). of the Morning Lord, as are all of the guards
below her. What’s more, as Esther transfers her
The Church of the Morning Lord guards to other districts and tries to influence
recruitment by the other Captains, she helps place
As if one legion of psychopathic fanatics inquisitors all throughout the city. This means
wasn’t enough, Raffenburg must also contend with that the Inquisition not only has eyes and ears
the Church of the Morning Lord itself. As has all throughout the city, they also have agents in
been discussed previously, the Church has turned place to strike out at their enemies. Outspoken
the Cathedral District into its own stronghold, and opponents of the Church are often disappeared, as
from there it attempts to wrestle control of the rest are purveyors of all that which is labeled unholy.
of the city. For the most part, the Church of the
Morning Lord does this covertly, relying upon two Should High Inquisitor Tarasov, or other
avenues of influence: gathering followers through members of the Inquisition to have escaped from
charitable works, and gathering agents among the Leshehoff, this could paint a large target upon the
Guard force. adventurers backs, and they will very likely find
themselves targeted by Guards led by Inquisitors
CHAPTER 5 . RAFFENBURG
221
themselves. Otherwise, the adventurers will see
evidence of the Church and its activities through Inquisitorial Guard
the Benevolence event (see below). Medium humanoid (human), neutral evil

Father Lorreus —
Armor Class 16 (chainmail)
Hit Points 52 (8d8 + 16)
Medium human, Lawful Evil
Speed 30 ft.

Armor Class 18 (natural armor) —
STR DEX CON INT WIS CHA
Hit Points 117 (18d8 + 36) 16 (+3) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
Speed 30 ft. —
Skills Deception +5, Intimidation +5, Religion +2

STR DEX CON INT WIS CHA Damage Resistances fire
10 (+0) 16 (+3) 14 (+2) 13 (+1) 18 (+4) 20 (+5) Senses passive Perception 10
— Languages Common
Saving Throws Con +6, Wis +8 Challenge 4 (1,100 XP) Proficiency Bonus +2
Skills Performance +13, Persuasion +13, Intimidation +5,
Religion +4 —
Spellcasting. The inquisitorial guard is a 5th-level
Senses passive Perception 13 spellcaster. Its spellcasting ability is Wisdom (spell
Languages any two languages save DC 13, +5 to hit with spell attacks). It knows the
Challenge 10 (5,900 XP) Proficiency Bonus +4 following spells:

Blessed of the Morning Lord: Lorreus has been anointed with Cantrips (at will): control flames, create bonfire, fire bolt,
magical protections that give him natural armor. minor illusion

Spellcasting. Lorreus is a 13th-level spellcaster. Its spellcasting 1st level (4 slots): burning hands, expeditious retreat,
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). hellish rebuke
It has the following cleric spells prepared:
2nd level (3 slots): blur, heat metal
Cantrips (at will): thaumaturgy, mending, sacred flame,
spare the dying 3rd level (2 slots): fireball

1st level (4 slots): cure wounds, guiding bolt, healing word, Actions
shield of faith
Multiattack. The Inquisitorial Guard makes 2 longsword attacks.
2nd level (3 slots): lesser restoration, blindness/deafness,
Longsword. Melee or Ranged Weapon Attack: +5 to hit, reach 5
inflict wounds, spiritual weapon
ft., one target. Hit: 7 (1d8 + 3) + 3 (1d6) fire damage.
3rd level (3 slots): beacon of hope, bestow curse, dispel
Note: These are inquisition agents that have infiltrated the
magic, revivify, spirit guardians
city guard.
4th level (3 slots): divination, freedom of movement,
guardian of faith, locate creature

5th level (2 slot): contagion, flame strike, insect plague,


mass cure wounds The Reinwalds
6th level (1 slot): harm, heal The last faction of power within
7th level (1 slot): resurrection Raffenburg is the venerable House of Reinwald,
the most influential nobles outside of Czerina’s
Actions court itself. They not only own the County
Actions
which Raffenburg sits inside, they also hold all
Staff of Office. Melee Weapon Attack: +4 to hit, reach 5 ft., one the rights and privileges that come with it. This
target. Hit: 4 (1d8) bludgeoning damage
makes them the single most powerful noble family
Legendary Actions in Wreythau, which is perhaps fitting, as they
Lorreus can take 3 legendary actions, choosing from the are without a doubt the oldest, pre-dating even
options below. Only one legendary action can be used at a time Czerina’s reign by millenia. Were they an ordinary
and only at the end of another creature’s turn. Lorreus regains
spent legendary actions at the start of its turn. family they certainly would have faded and
disappeared from memory long ago, though they
Move (1 action). Lorreus moves up to his speed without
provoking opportunity attacks.
are no ordinary family. They struck bargains with
the Fey known as Vargr, and became something
Cast a Spell (2 actions). Lorreus casts one spell.
more than human. They became Werewolves,
(Un)Holy Rebuke (1 action). Lorreus can cast Hellish Rebuke though not as most would understand them.
at 3rd Level.
CHAPTER 5 . RAFFENBURG
222
They are tied to the land, and to the hunt, and the is the last one standing in their way, and after
magic of the Feywilds flows through their blood. her, the Count and Countess themselves. As for
It is this which has allowed them to weather the Cornelius and Ilse, who are the current patriarch
tempestuous history of the island and to retain and matriarch, they see nothing wrong with this
power throughout, no matter who else might situation. They believe that only the strongest
reign, for it is truly Vargr to whom they owe their are fit to rule, and though they were saddened by
allegiance. Until such a time as they can claim the the loss of their other children, they accept it as
land for Vargr itself, they simply play at being loyal readily as they accept that their prey must die so
to whoever wears Wreythau’s crown. that they can feast. It is all part of nature, at least
as they understand it, and they welcome the day
In the meantime, the Reinwalds gather one of their offspring will be strong enough to
their strength, and surprisingly, they do so by send them to dwell with Vargr. In the meantime,
playing at being hedonists. They throw incredible they focus upon ruling the House of Reinwald
parties, travel frequently, and indulge in all the and playing their millenia old game of gathering
pleasures that can be found. This not only allows power and waiting for the chance to claim the land
them to satiate their more primal natures, it also for their own.
helps disguise the fact they are gathering allies for
when the time comes to claim Wreythau for their That means, while they dwell in
true master and for themselves. How they do this Raffenburg, hosting more parties and more hunts.
varies, of course. For some, they tempt them into The parties themselves are classic hedonistic
compromising positions and blackmail them. For affairs, full of indulgence of all varieties. The
others, they use the gift of their blessing (or curse, purpose of the parties is to help them gain and
as most would see it), and for the rest they simply maintain allies, as discussed above, though it is
play politics. Whatever is most prudent. also to help them pick out new prey for their
hunts. That’s right, the Reinwalds’ hunt the
Because of these tactics, the Reinwald most dangerous game, and they do so within the
clan has grown very large, indeed, though there grounds of their estate in Raffenburg. As you
is a reigning family that holds all the power. That might have noticed from the map, the Reinwalds’
particular honor belongs to Count Cornelius estate includes vast tracts of forest that are walled
Reinwald, Countess Ilse Reinwald, and their off from the rest of the city, and it is within this
daughters: Yasviga Reinwald and Ustinya land that they conduct their hunts. Occasionally,
Reinwald. Yasviga is the youngest of the family humanoid screams can be heard echoing out from
and is frequently seen as the foolish pup, being behind those walls, though most hunts end well
barely thirty years old. In contrast, Ustinya is before their prey realize that there is no escape
over 168 years old, and she’s had several children from the grounds of the estate.
with her husband, Karloff, who are all quite a bit
older than Yasviga. Nonetheless, as Daughter of If the adventurers helped Yasviga escape
the Count and Countess, Yasviga holds a position from the Catacombs in Leshehoff, and if they have
that is far elevated above her (much older) nieces not tried to kill her, then she will attempt to enlist
and nephews, a fact that enrages both Ustinya and their help to combat her murderous sister, and
Karloff and has lead them to try and assassinate potentially even her parents. She has a surprising
Yasviga on more than one occasion. Perhaps amount of humanity for a werewolf raised in such
understandably, Yasviga decided she would rather a predatory environment. Regardless, if the above
travel abroad than deal with her overbearing and conditions are met, she’ll invite the adventurers
homicidal family, though now that she’s returned, to one of the parties and plot with them to try
she has little choice. and turn the next hunt into a trap for Ustinya and
Karloff. If the above conditions are not met, then
What makes matters worse is that Ustinya the adventurers will receive an invitation from the
and Karloff have successfully killed off the other Count and Countess themselves.
siblings through the years, meaning that Yasviga
CHAPTER 5 . RAFFENBURG
223
Count Cornelius Reinwald Countess Ilse Reinwald
Medium monstrosity (shapechanger), neutral evil Medium monstrosity (shapechanger), neutral evil

— —
Armor Class 16 (natural armor)
Armor Class 16 (natural armor)
Hit Points 200 (20d8 + 110) Hit Points 200 (20d8 + 110)
Speed 30 ft. (40 ft. in hybrid form, 50 ft. in dire wolf form). Speed 30 ft. (40 ft. in hybrid form, 50 ft. in dire wolf form).

STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA
20 (+5) 18(+4) 18 (+4) 14 (+2) 16 (+3) 16 (+3) 18 (+4) 18(+4) 18 (+4) 14 (+2) 20 (+5) 16 (+3)

Saving Throws Dex +9, Con +9, Cha +8

Saving Throws Dex +9, Con +9, Wis +10, Cha +8
Skills Perception +13, Stealth +9 Skills Perception +15, Stealth +9, Religion + 7, History +7
Condition Immunities charmed, frightened Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 23 Senses darkvision 120 ft., passive Perception 25
Languages Common, Sylvan Languages Common, Sylvan
Challenge 14 (11,500 XP) P roficiency Bonus +5 \Challenge 15 (13,000 XP) Proficiency Bonus +5
— —
Blood Frenzy. Ilse has advantage on attack rolls against a creature that
Blood Frenzy. Count Reinwald has advantage on attack rolls
against a creature that doesn’t have all its hit points. doesn’t have all its hit points.

Legendary Resistance (2/Day). When Count Reinwald fails a Legendary Resistance (2/Day). When Ilse fails a saving throw, she can
saving throw, he can choose to succeed instead. choose to succeed instead.

Regeneration. Count Reinwald regains 10 hit points at the start Regeneration. Ilse regains 10 hit points at the start of each of its turns. If
of each of his turns. If Count Reinwald takes damage from a Ilse takes damage from a silver weapon, this trait doesn’t function at the
silver weapon, this trait doesn’t function at the start of Count start of Ilse’s next turn. Ilse only dies if she starts her turn with 0 hit points
Reinwald’s next turn. Count Reinwald dies only if it starts its turn and doesn’t regenerate.
with 0 hit points and doesn’t regenerate.
Spellcasting. Ilse is a 12th-level spellcaster. Her spellcasting ability is
Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the
Actions following druid spells prepared:
Multiattack. Count Reinwald makes two attacks: two with its
Longsword (humanoid form) or one with its Bite and one with Cantrips (at will): Poison Spray, Thorn Whip, Druidcraft, Guidance
its Claws (dire wolf or hybrid form). 1st level (4 slots): Absorb Elements, Entangle, Faerie Fire, Fog Cloud
2nd level (3 slots): Heat Metal, Spike Growth, Pass Without Trace
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: 3rd level (3 slots): Call Lightning, Counterspell, Dispel Magic
+10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing 4th level (3 slots): Blight, Guardian of Nature, Wall of Fire
damage plus 14 (4d6) necrotic damage. If the target is a 5th level (2 slots): Greater Restoration, Insect Plague, Scrying
Humanoid, it must succeed on a DC 17 Constitution saving throw 6th level (1 slot): Conjure Fey, Wall of Thorns
or be cursed with loup garou lycanthropy.

Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Actions


Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Multiattack. Ilse makes two attacks: one with its Bite and one with its
slashing damage. If the target is a creature, it must succeed on a Claws (dire wolf or hybrid form).
DC 18 Strength saving throw or be knocked prone.
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit,
Longsword +2 (Humanoid Form Only). Melee Weapon reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6)
Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) necrotic damage. If the target is a Humanoid, it must succeed on a DC 17
slashing damage, or 18 (2d10 + 7) slashing damage if used with Constitution saving throw or be cursed with loup garou lycanthropy.
two hands.
Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to
Change Shape. As a bonus action, Count Reinwald polymorphs hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target
into a Large wolf-humanoid hybrid or into a Large dire wolf, or is a creature, it must succeed on a DC 17 Strength saving throw or be
back into its true form, which appears humanoid. Its statistics, knocked prone.
other than its size and speed, are the same in each form. It
reverts to its true form if it dies. Change Shape. As a bonus action, Ilse polymorphs into a Large wolf-
humanoid hybrid or into a Large dire wolf, or back into its true form, which
appears humanoid. Its statistics, other than its size and speed, are the same
Legendary Actions in each form. She reverts to her true form if it dies.
Count Reinwald can take 3 legendary actions, choosing
from the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn. Count
Legendary Actions
Reinwald regains spent legendary actions at the start of its turn. Ilse can take 3 legendary actions, choosing from the options below.
Only one legendary action can be used at a time and only at the end of
Swipe. Count Reinwald makes one Claws attack (dire wolf another creature’s turn. Ilse regains spent legendary actions at the start
or hybrid form only) or one Longsword attack (humanoid of its turn.
form only).
Swipe. Ilse makes one Claws attack (dire wolf or hybrid form only).
Mauling Pounce (Costs 2 Actions). Count Reinwald moves up
to his speed without provoking opportunity attacks, and he can Mauling Pounce (Costs 2 Actions). Ilse moves up to her speed without
make one Claws attack (dire wolf or hybrid form only) or one provoking opportunity attacks, and she can make one Claws attack (dire
Longsword attack (humanoid form only) against each creature wolf or hybrid form only) against each creature she moves past.
he moves past.
Rapid Cast (Costs 2 Actions). Ilse can move up to her speed without
Bite (Costs provoking opportunity attacks and casts one spell (in human form only).
CHAPTER 5 . 3RAFFENBURG
Actions). Count Reinwald changes into hybrid or
224 dire wolf form and then makes one Bite attack.
Yasviga - Karloff - Loup Garou Ustinya
Medium monstrosity (shapechanger), neutral evil Medium monstrosity (shapechanger), neutral evil


Armor Class 16 (natural armor)

Armor Class 16 (natural armor)
Hit Points 170 (20d8 + 80) Hit Points 170 (20d8 + 80)
Speed 30 ft. (40 ft. in hybrid form, 50 ft. in dire wolf form) Speed 30 ft. (40 ft. in hybrid form, 50 ft. in dire wolf form)

STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
18 (+4) 18(+4) 18 (+4) 14 (+2) 16 (+3) 16 (+3) 18 (+4) 18(+4) 18 (+4) 14 (+2) 16 (+3) 16 (+3)

Saving Throws Dex +9, Con +9, Cha +8 —
Saving Throws Dex +9, Con +9, Cha +8
Skills Perception +13, Stealth +9 Skills Perception +13, Stealth +9
Condition Immunities charmed, frightened Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 23 Senses darkvision 120 ft., passive Perception 23
Languages Common, Sylvan Languages Common, Sylvan
Challenge 13 (10,000 XP) Proficiency Bonus +5 Challenge 13 (10,000 XP) Proficiency Bonus +5

Blood Frenzy. The loup garou has advantage on attack rolls against —
Blood Frenzy. Ustinya has advantage on attack rolls against a creature
a creature that doesn’t have all its hit points. that doesn’t have all its hit points.

Legendary Resistance (2/Day). When the loup garou fails a saving Legendary Resistance (2/Day). When Ustinya fails a saving throw, it
throw, it can choose to succeed instead. can choose to succeed instead.

Regeneration. The loup garou regains 10 hit points at the start Regeneration. Ustinya regains 10 hit points at the start of each
of each of its turns. If the loup garou takes damage from a silver of its turns. If the loup garou takes damage from a silver weapon,
weapon, this trait doesn’t function at the start of the loup garou’s this trait doesn’t function at the start of the loup garou’s next turn.
next turn. The loup garou dies only if it starts its turn with 0 hit The loup garou dies only if it starts its turn with 0 hit points and
points and doesn’t regenerate. doesn’t regenerate.

Actions Actions
Multiattack. The loup garou makes two attacks: two with its Multiattack. Ustinya makes two attacks: two with its Longsword
Longsword (humanoid form) or one with its Bite and one with its (humanoid form), two with its Longbow (humanoid form), or one
Claws (dire wolf or hybrid form). with its Bite and one with its Claws (dire wolf or hybrid form).

Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack:
+9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage
plus 14 (4d6) necrotic damage. If the target is a Humanoid, it must plus 14 (4d6) necrotic damage. If the target is a Humanoid, it must
succeed on a DC 17 Constitution saving throw or be cursed with succeed on a DC 17 Constitution saving throw or be cursed with loup
loup garou lycanthropy. garou lycanthropy.

Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9
+9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the
the target is a creature, it must succeed on a DC 17 Strength saving target is a creature, it must succeed on a DC 17 Strength saving throw
throw or be knocked prone. or be knocked prone.

Longsword (Humanoid Form Only). Melee Weapon Attack: +9 to Longbow (Humanoid Form Only). Ranged Weapon Attack: + 9 to hit,
hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 150/600 ft., one target. Hit: 13 piercing damage (2d8 + 4).
(2d10 + 4) slashing damage if used with two hands.
Longsword (Humanoid Form Only). Melee Weapon Attack: +9 to hit,
Change Shape. As a Bonus action, the loup garou polymorphs into reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10
a Large wolf-humanoid hybrid or into a Large dire wolf, or back into + 4) slashing damage if used with two hands.
its true form, which appears humanoid. Its statistics, other than
its size and speed, are the same in each form. Any equipment it is Change Shape. As a bonus action, Ustinya polymorphs into a Large
wearing or carrying isn’t transformed. It reverts to its true form wolf-humanoid hybrid or into a Large dire wolf, or back into its true
if it dies. form, which appears humanoid. Its statistics, other than its size and
speed, are the same in each form. Any equipment it is wearing or
Legendary Actions carrying isn’t transformed. It reverts to its true form if it dies.
The loup garou can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used at a Legendary Actions
time and only at the end of another creature’s turn. The loup garou The loup garou can take 3 legendary actions, choosing from the
regains spent legendary actions at the start of its turn. options below. Only one legendary action can be used at a time and
only at the end of another creature’s turn. The loup garou regains
Swipe. The loup garou makes one Claws attack (dire wolf or hybrid spent legendary actions at the start of its turn.
form only) or one Longsword attack (humanoid form only).
Swipe. The loup garou makes one Claws attack (dire wolf or hybrid
Mauling Pounce (Costs 2 Actions). The loup garou moves up to form only) or one Longsword attack (humanoid form only).
its speed without provoking opportunity attacks, and it can make
one Claws attack (dire wolf or hybrid form only) or one Longsword Mauling Pounce (Costs 2 Actions). The loup garou moves up to
attack (humanoid form only) against each creature it moves past. its speed without provoking opportunity attacks, and it can make one
Claws attack (dire wolf or hybrid form only) or one Longsword attack
Bite (Costs 3 Actions). The loup garou changes into hybrid or dire (humanoid form only) against each creature it moves past.
wolf form and then makes one Bite attack.
Consummate Hunter (Costs 3 Actions). Ustinya moves up to her
CHAPTER 5 . RAFFENBURG
speed without provoking opportunity attacks, and she can make one
225 longbow attack against each target within range.
City Events Revolutionaries, or the Guards, they will be given
invitations that, when followed up on, will help
I Am The Law the adventurers learn more about each faction and
how they operate.
Location: Market District
Recommended Level: 5 This event is incredibly important
Summary: because it helps show the adventurers why
The adventurers come across a group of the there is so much conflict happening within
City Guard confiscating the property of everyone the city. Furthermore, it helps introduce both
living within one of the many slums in the the Authority and the Revolution factions and
Market District. The people plead and beg with illustrates the bloody conflict brewing between
the guard to leave them something, but their them. Because of this, I would suggest running this
pleas are soon met with violence and murder. event shortly after the adventurers enter the city
Regardless of whether the adventurers intervene, and the Market District itself.
the Guard soon come under attack from a group
of Revolutionaries whose goal is to hijack the
tax shipment. If the adventurers do help the

CHAPTER 5 . RAFFENBURG
226
The Market District opens up all around adventurers, demanding payment under the guise
you, a seemingly endless sprawl of cramped, of taxes, and if the adventurers do not comply,
decaying buildings and winding, filth strewn then the Guard will attack.
streets. The people you pass by wear worn,
stained clothing, their hollow eyes lingering However, in the event of combat, OR
upon your wealth and upon your weapons. the adventurers just moving on, then the tax
None trouble you, though you can feel them shipment ambush will occur. For, while all this
watching you, dozens upon dozens of eyes was going on, 4-6 Revolution Guerillas have
following your every move. been lurking nearby and waiting for their chance
to steal the tax shipment. They will use the
Then, you hear it, off in the distance: adventurers as a distraction, if possible, but will
trouble. As you get closer, the sounds resolve proceed with their ambush regardless of whether
themselves into voices barking orders, the or not the adventurers interact with the Guard.
wretched sobs of terrified people, and the The Guerillas’ goal is to steal both of the wagons
splintering crunch of breaking wood. holding the confiscated wealth and get away.
This means killing the Guard Arcanist first, then
As you come in sight of the disturbance,
securing the carts, and then driving away. The
you see what appears to be a building being
Guard Arcanist can summon reinforcements,
ransacked. The people are crowded together
making them a critical target.
across the road as men and women in Guard
uniforms drag their belongings out onto
For new DMs, note: do not actually play
the street or throw them from the windows.
out the two groups fighting. Instead, decide what
Furniture, food, tools, anything of value is
you think would happen first, and then adjust
taken and added to carts already piled high
based off of the player’s actions. For example, I
with valuables from other households.
would say that the Guerillas would succeed, as they
can move faster than the guard and their goal is to
Feel free to summarize or describe as much steal the carts and escape. The players could help
as you’d like. The people will plead and beg the by distracting the guard, or could end up getting
guard to leave them something, anything, and will in the way. Either way, what’s important are the
get more and more desperate until, eventually, the actions of the players themselves, so only play out
Guard escalate and kill a few of the most vocal, what they affect/what affects them.
declaring that they are criminals and enemies of
the Council. If the adventurers help kill the guard, or
otherwise help the Guerilla’s steal the shipment,
If the adventurers step in and demand to then they will be told to find Roland Thiel at
know what’s going on, the Guard will explain that the House of the Drowning Sun and that he can
everyone in the building is a criminal that hasn’t tell them more.
paid their taxes and so all of their property is being
confiscated. The adventurers will be warned not If the adventurers help kill the Guerillas
to interfere. or otherwise help the Guard, they will be given 10
gold and told to find the Mercenary Guild in the
There are 4 City Guard and 1 Guard Guild District if they want more work.
Arcanist present.

The Guard cannot be reasoned with, or


intimidated, and the Guard Arcanist in their ranks
will counterspell any hostile magic directed at the
Guards. What’s more, if the adventurers continue
to press or otherwise annoy the Guard, then
the Guard won’t hesitate to try and punish the
CHAPTER 5 . RAFFENBURG
227
City Guard Revolution Guerilla
Medium humanoid (any), any alignment Medium humanoid (any), any alignment


Armor Class 17 (Half plate + Shield)

Armor Class 15 (studded leather armor)
Hit Points 52 (8d8 + 16) Hit Points 52 (8d8 + 16)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
16 (+3) 11(+0) 14 (+2) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 16(+3) 14 (+2) 11 (+0) 11 (+0) 11 (+0)

Saving Throws Con +4, Wis +2 —
Skills Intimidation +1, Perception +2, Stealth +5
Senses passive Perception 10 Senses darkvision 60 ft., passive Perception 12
Languages any one language (usually Common) Languages Common
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 3 (700 XP) Proficiency Bonus +2
— —
Cunning Action. On each of its turns, the Guerilla can use a bonus
Actions
action to take the Dash, Disengage, or Hide action.
Multiattack. The Guard makes two melee attacks.
Dirty Fighting. The Guerilla deals 2 extra dice of damage when it hits
Lightning Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one a target with a weapon attack (included in its attacks).
target. Hit: 8 (1d8 + 3) slashing damage plus 3 (1d6) lightning damage.
Killer. In the first round of a combat, the Guerilla has advantage
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., on attack rolls against any creature that hasn’t taken a turn yet. If
one target. Hit: 5 (1d10) piercing damage. the Guerilla hits a creature that round who was surprised, the hit is
automatically a critical hit.
Reactions

Parry. The Guard adds 2 to its AC against one melee attack that would Actions
hit it. To do so, the Guard must see the attacker and be wielding a Multiattack. The Guerilla makes two shortsword or dart attacks, or
melee weapon. one Acid Grenade attack.

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


Guard Arcanist Hit: 14 (3d6 + 3) piercing damage.
Medium humanoid (any), any alignment
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit:
— 10 (3d4 + 3) piercing damage.
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8) Acid Grenade (2 Charges). The guerilla throws a flask of weaponized
Speed 30 ft. acid at a target. The target must succeed a DC 14 Dexterity save or
— take 10 (4d4) acid damage immediately, and 5 (2d4) acid damage at
STR DEX CON INT WIS CHA
the start of their turn until the acid is removed. The target, or an ally,
10 (+3) 14(+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)
can take an action to scrape or wash the acid off.

Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Benevolence
Senses passive Perception 11
Location: Market District
Languages any four languages
Challenge 6 (2,300 XP) P roficiency Bonus +3 Recommended Level: 5

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability
is Intelligence (spell save DC 15, +7 to hit with spell attacks). The Summary:
mage has the following wizard spells prepared: The adventurers come across one of the
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
Church’s many charity programs. Priests distribute
food and clothing to all who convert, all while a
1st level (4 slots): detect magic, mage armor, magic
missile, shield
pair of Inquisitors watch on.

2nd level (3 slots): misty step, suggestion


This event is crucial for introducing the
3rd level (3 slots): counterspell, fireball, fly less militaristic side of the Church of the Morning
4th level (3 slots): greater invisibility, ice storm
Lord, as well as introduce Father Lorreus, the
public leader of the Church and the head of the
5th level (1 slot): cone of cold
Raffenburg faction. Unlike Tarasov or the Abbot,
Actions Lorreus is a master manipulator and relies as much
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or upon public support and perception as he does
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. upon the righteous might of the Inquisition.
Reinforcement Flare. As an action, a Guard Arcanist can fire a
magical flare into the sky. This flare will attract more Guards in 1
minute (10 rounds). The Flare can be counterspelled.

CHAPTER 5 . RAFFENBURG
228
This event can happen at any time, though If the adventurers try to leave instead of
it is recommended that you introduce it early on. investigating the event, Father Lorreus will call
Perhaps when the adventurers approach the House out to them. He’s heard of whatever happened in
of the Drowning Sun or when they leave it after Leshehoff and wishes to address those who helped
their first night. or (most likely) hurt the Church.

As you walk down the filth strewn streets of His goal is to begin to sway public opinion
the Market District you come upon a startling against the party. He will do this by using their
sight. A tent of pristine white canvas and own words against them. In other words, he will
golden embroidery has been set up beside a ask them questions! Questions like:
public fountain and about a dozen men and • Who did they leave Leshehoff with?
women in pristine clerical vestments bustle • Who owns their allegiance?
about, tending to sicknesses, distributing • How many will starve in Leshehoff because
clothing and goods, or serving soup and of the adventurers’ actions?
bread to a large crowd of the desperate and • How many of your enemies were spared?
the destitute. How many were killed?
• What are your plans for this city?
In the center of it all stands a tall, elven man • If you wish to help the people, why not
wearing beautiful ceremonial robes. His head donate your wealth to the cause of feeding
is shaved, and his features are so chiseled and and clothing them?
perfect that he almost appears to be not of
this earth. In one hand he holds an opulent These are just examples, feel free to come
container of oil, and the other rests upon the up with other questions and don’t be afraid to mix
head of a woman kneeling before him. up Father Lorreus’ tactics. In essence, he wishes
to shame the party and make them appear to be
“Step forth, all who would embrace the greedy psychopaths that cannot be trusted.
Light of the Morning Lord,” he intones
as he finishes his blessing. “Let the Light Also, note that this is intended to be a
fill your spirit and you will find all your roleplaying encounter and not a skill challenge.
troubles eased.” Have Lorreus call on multiple members of the
party to answer his questions, not just the most
A DC 10 Religion check will confirm charismatic, and describe the crowd’s reaction to
that he is not only a high ranking member of their words. If they make good points, have the
the church but that he is performing a blessing crowd acknowledge it. If not, then have Lorreus
to accept new converts into the Church of the play it up. He espouses that the Morning Lord is
Morning Lord. all about truth and light, nurturing and protection
from evil, and considering that the adventurers
Based on the line of people still waiting likely did do a lot of killing in Leshehoff, this buys
to be converted and hungrily eyeing the bread him a lot of moral high ground, particularly since
and soup, it’s clear that only the faithful are given he is literally giving charity as they speak.
the charity.
And, should anyone attempt to throw dice
This is Father Lorreus, charismatically to persuade the crowd against Lorreus, they will
growing the ranks of the faithful and spreading be at Disadvantage and at best will only be able to
Morning Lord propaganda. The charity is simply plant seeds of doubt. No single roll will override
an enticement, though the truth is, it is the his years of public facing charity.
difference between life and death for thousands
within Raffenburg, such is the dire state of the city. Ultimately, however, this event will end
whenever the party decides to leave. They won’t
be stopped or pursued, and though it will affect
CHAPTER 5 . RAFFENBURG
229
some of the adventurers’ reputation, it’s nothing Five figures clad in black robes stand in a
significant. The only caveat to that being if the rough circle around a man who has been
adventurers start combat for some reason. In bound and gagged, with a sixth robed figure
that case, the crowd would turn into a mob and standing above him. Blood stains the victim’s
buy time for both Lorreus to get away and for clothing, though he is still struggling, his eyes
the Guard to show up. This would be a very, pleading as the robed figure above him raises
very bad idea. a wicked knife high.

Cult Murder “Vashireth, enter your vessel,” the black


robed ritualists chant, just as the knife
Location: Any (suggested, Grand Market or
plunges down.]
Campus Green)
Recommended Level: 5
If the adventurers hide and watch, then
they will witness the slain victim “return” to life
Summary: a few moments later. The corpse will stretch
Members of the Cult of Decadence horribly, it’s bones breaking, its muscle tearing
perform a ritual murder in a public location. Their as it grows into a large, androgenous creature
murder victim is then possessed by a Demon with terrible, shifting runes carved across every
and rises as an ally of the Cult and a recurring inch of its flesh. This is a Decadence Demon, a
antagonist of the adventurers themselves. shapeshifter and a very deadly ally of the Cult. If
the adventurers still continue to hide and observe,
This event can happen at any time, the Cultists and their new ally will leave and head
and in any location that you wish, though it is for the Grand Theatre.
recommended that you wait to introduce it until
the adventurers have had a few days to explore However, if the adventurers attack the
Raffenberg. The Cult isn’t the biggest problem cultists, then a fight will ensue, the cultists using
in the city, particularly not at this point in time, lots of Hold Person and Inflict Wounds. On
though they are growing bolder and this act of the second round of combat, ask for a DC 14
ritual murder is one of their first acts of public Perception check. Anyone who succeeds will
violence. In some ways, it’s the first announcement notice that the victim’s corpse is twitching. On
of the Cult’s presence and how dangerous the third round of combat, the Demon fully enters
they really are. its vessel and joins the combat, likely beginning
by disappearing with Invisibility and attacking
Where you decide to set this encounter vulnerable party members when possible.
will affect some of the details, though overall,
due to the simplicity of the encounter, not much That said, if the Demon sustains 30
will change. The adventurers will stumble upon damage, it will flee, and any surviving cultists
the murder just as it is being performed and the will flee with it. If followed, the cultists will die
Demon will be summoned regardless. to allow the Demon to escape and cover its tracks
as it heads to the Grand Theatre. The goal isn’t
As you continue on, you realize that to kill the adventurers (although this could be an
something is off. The streets are quiet, far too incredibly deadly encounter), but to secure an
quiet for a city this size, no matter the time of alliance with the Demon, and the Demon knows
day or night. But then, you hear it, off in the that patience and timing are just as important as
distance. There are voices, chanting in unison, naked bloodthirst. Because of this, the Demon,
the words sibilant and indistinct. Following with its Shapeshifting and Invisibility, will stalk
the sound of the chant, you come across the the adventuring party throughout the city. It can
scene of something terrible. appear in any location or event from here on

CHAPTER 5 . RAFFENBURG
230
after, posing as NPCs or simply lurking in the
background as it chooses the perfect time to strike. Decadence Demon
Large Fiend, Chaotic Evil
Encounter: 6 Decadence Cultists, 1 —
Armor Class 16 (natural armor)
Decadence Demon. Hit Points 110 (13d10 + 39)
Speed 30 ft., fly 30 ft.
Decadence Cultist —
STR DEX CON INT WIS CHA
Medium humanoid (any race), any non-good alignment
11 (+0) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 14 (+2)

Armor Class 13 (leather armor)

Saving Throws Dex +3, Con +6, Wis +4, Cha +5
Hit Points 33 (6d8 + 6) Skills Arcana +5, Deception +8, Perception +4
Speed 30 ft. Senses darkvision 60 ft., passive Perception 14
— Languages Any
STR DEX CON INT WIS CHA Challenge 7 (2,900 XP) Proficiency Bonus +3
11 (+0) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 14 (+2)
— —
Vulnerability to the Sublime: When the Decadence Demon is
Skills Deception +4, Persuasion +4, Religion +2
in the presence of the sublime, beauty that defies all description,
Senses passive Perception 11
its very being is harmed and it becomes vulnerable to all sources
Languages any one language (usually Common)
of damage. Iphigenia’s songs (see Leshehoff, L2Q) are sublime.
Challenge 2 (450 XP) Proficiency Bonus +2.
— Innate Spellcasting. The Demon’s innate spellcasting ability is
Dark Devotion. The cultist has advantage on saving throws Charisma (spell save DC 13). The Demon can innately cast the
against being charmed or frightened. following spells, requiring no material components:
Spellcasting. The cultist is a 4th-level spellcaster. Its spellcasting At will: darkness, invisibility
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
The cultist has the following cleric spells prepared: 1/day each: charm person, cone of cold, gaseous form, sleep
Cantrips (at will): light, firebolt, thaumaturgy Magic Weapons. The Demon’s weapon attacks are magical.
1st level (4 slots): command, inflict wounds, shield of faith Regeneration. The Demon regains 10 hit points at the start of
its turn if it has at least 1 hit point.
2nd level (3 slots): hold person, spiritual weapon
Actions
Actions Multiattack. The Demon makes two attacks, either with its
Multiattack. The fanatic makes two melee attacks. claws or its glaive.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Claw (Demon Form Only). Melee Weapon Attack: +7 to hit,
range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.


Hit: 15 (2d10 + 4) slashing damage.
Plot Hook
Change Shape. The Demon magically polymorphs into a Small
In addition to the recurring antagonist, or Medium humanoid, into a Large creature, or back into its
an important clue can be found one the cultists: true form. Other than its size, its statistics are the same in each
form. The only equipment that is transformed is its glaive, which
tickets to the upcoming play held at the Grand magically adapts to match its new form..
Theatre (the same play the adventurers will later
be invited to). throughout Raffenburg
to help highlight each
Major City Events event in addition to the
invitations themselves.
The following events mark the most
important developments in the city leading up You will find a
to the Revolution. Each event is crucial for one summary of each event
or more of the various factions in the city, and below. The full details of
the Adventurer’s effect upon these events will each event will be found
determine much of the factions’ standing when in the relevant location
the revolution truly begins. What’s more, the for each event.
adventurers will receive invitations to each event,
though there are other plot hooks scattered
CHAPTER 5 . RAFFENBURG
231
The Play’s The Thing her family’s latest party and will arrange a meeting
Location: The Grand Theatre with them beforehand to discuss her true purpose:
Level: 5-6 assassinating her sister and brother-in-law.

The Cult of Decadence has prepared a If Yasviga is not alive, then the invitation
truly monstrous dramatic work, one designed to will come from the Count and Countess and the
gather blood sacrifices, and the adventurers will adventurers will have to go in blind should they
be the stars of the show! Moreover, R.K. Schreyer choose to attend.
and Isidora have set up the play specifically to test
those responsible for re-awakening the Blood The party, or Revel, as they like to call it, is
Queen and earning her regard. Unlike their wife really an elaborate trap. With Yasviga’s help, that
and Queen, they have no desire to work with trap can be turned back upon its owners. Without
the adventurers. They are nothing more than it, the adventurers will have to be clever or else
curiosities at best and enemies at worst. So, they’ve they might find themselves the targets of the
designed a powerful ritual to not only gain more Reinwalds’ next hunt.
power but to see just how capable the adventurers
truly are. By using powerful enchantment magic In short, a wild party full of poisoned wine and
they will influence the audience and the cast werewolves. What’s not to love?
to involve the adventurers in a most deadly
performance.
Welcome To Raffenburg!
If the adventurers are brave and clever they
will be able to avert a massacre. If not, then the
Cult will gain even more mystical power, using
all the deaths caused by the play to summon more
The Market District
fiends to bolster their ranks.

R1 - City Gates
The Reinwalds’ Revel
Location: Reinwald Estate A great moat stands between you and the
Level: 6 great city of Raffenburg, a lone bridge
offering passage to the city gates. The bridge
This event is the first opportunity that is a massive thing, made of stone and timber,
the adventurers have to truly interact with the almost fifty feet wide and hundreds of feet
House of Reinwald. This will allow them to not long. As you cross the bridge and near the
only discover their lycanthropic condition, but wooden palisades and the great stone wall
also to discover their connection to the Fey and that guards the city, you realise they are much,
possibly even their true ambition to rule all of much larger than they first appeared from
Wreythau itself. Most importantly, this event will across the moat. The palisade rises almost 40
also determine whether the Reinwalds become feet high, and the stone battlements must be
the adventurers’ enemies, or whether they could at least 60 feet high and 30 feet thick.
become allies in the future.
The gates themselves are equally massive,
The event will trigger after the though they do not open as you approach.
Adventurers have spent enough time in the city Instead, a gruff voice calls out to you from
in order to Level to 6. Most likely, that means atop the wall, demanding that you state
completing the previous event. Regardless, once your business.
the event triggers, it can happen in one of two
ways. If Yasviga is still alive (as she should be), she
will personally invite the adventurers to attend
CHAPTER 5 . RAFFENBURG
232
side, and a pair of reinforced carts act as a mobile
There are 10 City Guards that are posted barricade that blocks off the exit of the killing field.
atop the wall, and another 9 City Guard and 1 3 City Guard patrol each spiked wall (for 6 total)
Guard Arcanist that are in charge of operating and 3 City Guard and 1 Guard Arcanist occupy the
the gates and processing everyone that passes mobile barricade. The Guard Arcanist will be the
through them. one in charge of interacting with the adventurers.

Much like the gates of Leshehoff, the As discussed previously, the Guard
gates of Raffenburg are meant to impress upon Arcanist will invent new taxes, fines, and fees
the adventurers just how well defended the city the longer the conversation goes on. An example
is. However, unlike Leshehoff, the City Guard conversation might go like this:
of Raffenburg are not driven by a sense of duty.
Instead they are driven by a desire for power and Ask the adventurers their names, where
wealth. Or, at least, that is what drives many of they are from, and their occupations.
the Guard. Furthermore, this corrupt behavior • Charge a foreigners tax of 5 gold each.
will further emphasize the main conflict brewing • Charge a travelers tax of 5 gold each.
within the city. So, as your players interact • Charge martial characters a weapon tax of 5
with the Guards at the gate, make sure to play gold per weapon.
up their greed and abuse of power as this will • Charge master characters a 50 gold fee for a
enhance the story. temporary arcane license (remember, only
students and graduates from the University
Now, no matter what the adventurers say are allowed to practice magic).
in response to the Guard’s challenge, the gates will • Charge clerics a 50 gold fee for a temporary
be opened and the adventurers will be allowed religious license (only the Church of the
to enter the small killing ground inside the gates. Morning Lord is legal and the council must
Spiked stone walls, five feet high, extend to either approve all new religions).
CHAPTER 5 . RAFFENBURG
233
Each time the adventurers protest or
attempt to negotiate new taxes and fines are City Guard
added, costing between 1 - 5 gold. This could be Medium humanoid (any), any alignment
an unlicensed barrister’s fine (for arguing), an —
Armor Class 17 (Half plate + Shield)
ignorance processing fee, or a fine for wasting the Hit Points 52 (8d8 + 16)
Guard’s time. Speed 30 ft.

STR DEX CON INT WIS CHA
If any character makes an even vaguely 16 (+3) 11(+0) 14 (+2) 11 (+0) 11 (+0) 11 (+0)
threatening move or action, the Guard demands a —
Saving Throws Con +4, Wis +2
50 gold fine for threatening a Guard. Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP) Proficiency Bonus +2
If the characters cannot pay, the Guard will

instead offer to accept some of their belongings in Actions
exchange for necessary licenses and entrance into Multiattack. The Guard makes two melee attacks.
the city. The Guard, of course, demand to be able Lightning Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
to choose what belongings to confiscate. Make it target. Hit: 8 (1d8 + 3) slashing damage plus 3 (1d6) lightning damage.
painful, but not excessively so (i.e. no confiscating Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft.,
spell books, holy symbols, or legendary one target. Hit: 5 (1d10) piercing damage.
magic items).
Reactions

Finally, this can be bypassed if one of the Parry. The Guard adds 2 to its AC against one melee attack that would
hit it. To do so, the Guard must see the attacker and be wielding a
characters asked the Blood Queen for a symbol melee weapon.
of her authority as their boon. In that event, the
Guard would not charge any taxes, fines, or fees, Guard Arcanist
and would instead treat the adventurers with Medium humanoid (any), any alignment
deference, though word would spread that the

Tax Collector’s agents had already arrived, which Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
would lead to more panic in the city. Speed 30 ft.

STR DEX CON INT WIS CHA
Alternatively, if the adventurers do attack 10 (+0) 14(+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)
the guard, or otherwise refuse to comply, then —
combat would begin. However, because the Guard Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
are stationed at the gate, they would not be able Senses passive Perception 11
to pursue the characters into the city. Instead, Languages any four languages
the Arcanist would summon reinforcements and Challenge 6 (2,300 XP) Proficiency Bonus +3

a manhunt would begin. Considering the city’s Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability
is Intelligence (spell save DC 15, +7 to hit with spell attacks). The
huge size the adventurers could easily evade the mage has the following wizard spells prepared:
manhunt, though they would have to put some
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
effort into disguising themselves or otherwise try
to clear their names (the Reinwalds’ could help 1st level (4 slots): detect magic, mage armor, magic
missile, shield
with this) in the future to avoid being labeled as
wanted criminals and hunted by Bounty Hunters 2nd level (3 slots): misty step, suggestion
from the Mercenary Guild. 3rd level (3 slots): counterspell, fireball, fly

4th level (3 slots): greater invisibility, ice storm

5th level (1 slot): cone of cold

Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reinforcement Flare. As an action, a Guard Arcanist can fire a


CHAPTER 5 . RAFFENBURG magical flare into the sky. This flare will attract more Guards in 1
234 minute (10 rounds). The Flare can be counterspelled.
R2 - Grand Marketplace they’ve all been crowded into the Market District,
though local ordinance mandates that many types
The filth strewn streets give way to a large
of trade can only be conducted in that District,
market square whose cobbles have been swept
and so the markets endure because of necessity,
clean. Colorful banners hang from the roofs
although the ruthless violence of the Guard
and lanterns blaze merrily atop tall posts,
certainly helps.
providing excellent light for those browsing
the vibrant market stalls. In the center of
More specialized markets can also be
the square sits a massive statue of the Blood
found, such as the dangerous and bloody Livestock
Queen herself, and twin fountains provide
Market, though almost all wares can be found
water for all who visit the market. You see
in the Grand Marketplace, from potions to
servants and artisans, soot-covered workers
metalwork, food or clothing, or whatever else
and even a noble or two accompanied by
one might need to buy. Guilds have sponsored
sellswords, all beneath the watchful gaze of
stalls, as do most artisans, though there are a
the Guard who constantly patrol at the edges
number of merchants that make their living by
of the crowd. Vendors hawk wares of every
selling the goods of others, all of which is overseen
sort and street performers ply their trade,
by the Consortium. Anyone who tries to avoid
gold, copper, and silver changing hands as
buying the necessary licenses or paying their
often as one draws breath.
monthly dues will soon find their stall occupied by
someone who has.
The Grand Marketplace is actually one of many
that dots the Market District, their existence As for crime, it is very prevalent in the
preserved only by the draconian laws of the city. Market District, though the large numbers of
As the population of Raffenburg has grown and Guard that patrol the markets discourages all but
more and more of the city have fallen into poverty the most skilled or the most desperate. Because

CHAPTER 5 . RAFFENBURG
235
of this, most crime has devolved into brutal some items, charge double. For others, charge
muggings, leading to many mercenaries setting up triple, but make it clear that these are recent price
shop and offering protection into and out of the increases, whether that’s due to repainted signs or
district itself. the sellers own confession.

Lastly, remember that the prices in


Raffenburg have all been inflated because of the R3 - House of the Drowning Sun
predatory taxes, fines, and fees of the city. For

CHAPTER 5 . RAFFENBURG
236
The House of the Drowning Sun is one there will allow the adventurers to interact with it
of the most famous establishments in Raffenburg more than they would otherwise. So, anytime the
for precisely two reasons: the establishment’s adventurers ask about inns, taverns, or lodgings,
quality, and the complete neutrality that its mention the House of the Drowning Sun.
owners have negotiated with every faction in
the city. One might not think the second to be When approaching the House of the
very valuable, but having a guaranteed place of Drowning Sun:
safety allows for politicking and the exchange Occupying the center of its own Market
of information, which even the Cult prioritizes. Square sits the palatial House of the
After all, knowledge of your enemies is the most Drowning Sun. It stands five stories tall,
valuable thing you can have in a war, secret or with an attic, and over 145 feet wide, it is a
not. Nonetheless, this unofficial neutral ground is truly massive building when compared to the
maintained by more than just its mutual interest. rest of the Market District. With beautiful
Instead the very existence of this unofficial neutral half timber architecture, and painted a deep
ground is only possible because of the Drowning mauve, the Drowning Sun truly is the jewel of
Sun’s owners: the three half-elven sisters known as the Market District, its windows blazing with
Anca, Sorina, and Ileana. light, and the sounds of laughter and music
drifting out from inside.
The amount of influence trading needed
to establish this unofficial neutrality cannot be
overstated, though it is considered to have been
far more than worth it for the three Gheata sisters.
R3A - Entrance Hall
Now they are able to influence every faction in one Stepping through the door of the Drowning
way or another, and most importantly, now they Sun you enter a hall lined with incredible
gather more information than anyone else. They relief statues made of marble and gold while
are the consummate spy masters and information a rich hardwood floor stretches out beneath
brokers for the entire city. This means that the you. Past the statues lie the doorways and
Gheata sisters are some of the most powerful stairs that will take you into the rest of the
people in the city, which makes them very valuable establishment, but directly ahead of you lies
allies to have. a massive counter, behind which sits three
half elven women. The first is the shortest and
Moreover, this makes the House of the most lithe, with her dark hair cut short. The
Drowning Sun a place that the adventurers should second is the most curvaceous, and wears her
absolutely visit, or more specifically, this is where hair dyed a bright blue. The third is the tallest
the adventurers should stay while in Raffenburg. and wears her hair dyed a pale lavender. The
It is considered the best hotel in the city, after all. closest to you, the first, greets you with a
Not that there’s much competition, as hotels aren’t smile and beckons you over.
in high demand in Wreythau, but the Drowning
Sun offers the best food, the best drink, the best Anca is seated first at the counter and
entertainment, the best lodgings, and the best beckons the adventurers over. She’s built like a
protection. No other establishment even comes gymnast, keeps her hair short, and wears dark
close. Only the stingiest adventurers would pass gowns with long sleeves. She is the youngest of
up the opportunity to stay there, and only until the three, being only 57 years old. During her
the next street brawl between the guards and the time in the Outer Seas, Anca was the most skilled
revolutionaries shattered their windows. Then infiltrator and assassin of the three and now
the House of the Drowning Sun would look a far handles much of their security, everything short of
sight better. the magical. In public she likes to play up a sense
of youthful exuberance, but in reality it’s entirely a
And, as mentioned above, it’s also one of mask and beneath it Anca is deadly serious. A DC
the most important locations in the city, so staying
CHAPTER 5 . RAFFENBURG
237
20 Insight check will reveal that her demeanor is room service. Not a cheap offer, but certainly an
just an act. amazing deal.

Sorina is seated second at the counter and If asked why they would offer such an
is often considered the most beautiful of the three incredible price, Sorina will try to convince the
due to her figure and the dazzling gowns, hair adventurers that she and her sisters are just so
color, and jewelry that she wears. Nonetheless, it’s thrilled at the prospect of having visitors from
her cunning and her intuition that have helped other lands staying with them.
her to become the master of intrigue, politics,
and diplomacy that she is. As the eldest of the Anca - Assassin
three, at 67, Sorina has tremendous experience Medium Half Elf, Neutral Evil
in navigating social battlefields and she oversees —
much of the information gathering that the sisters Armor Class 16 (leather armor)
Hit Points 102 (12d8 + 48)
do, having trained the staff, as well as other agents Speed 30 ft.
personally. She comes across as charming, or even —
STR DEX CON INT WIS CHA
flirtatious if you want, though she is always calm 10 (+0) 20 (+5) 18 (+4) 14 (+2) 11 (+0) 16 (+3)
and composed. A DC 25 Insight check is needed —
to get a good read on what she’s thinking. Saving Throws Dex +9, Int +6
Skills Acrobatics +12, Deception +10, Perception +4, Stealth +12
Damage Resistances poison
Ileana is seated third, and is the tallest of Senses Darkvision 60ft. Passive Perception 13
the three. Unlike her sisters, Ileana was trained Languages Thieves’ Cant, Common, Elven
Challenge 10 (5,900 XP) Proficiency Bonus +4
in the arcane arts and is responsible for all of
their magical needs, as well as for helping Sorina —
Assassinate. During her first turn, Anca has advantage on attack rolls
strategize. Together they are a formidable pair, against any creature that hasn’t taken a turn. Any hit she scores against
a creature that hasn’t acted is a critical hit.
and with Anca’s fierce support, there is little the
three can’t accomplish. That said, she is the easiest Evasion. If Anca is subjected to an effect that allows her to make a
to read of the three, and is the least manipulative, Dexterity saving throw to take only half damage, she instead takes no
damage if she succeeds on the saving throw, and only half damage
though she could still give most courtiers a run for if it fails.
their money. A DC 18 Insight check is needed to
Sneak Attack (1/Turn). Anca deals an extra 20 (6d6) damage when
read what she’s thinking. she hits a target with a weapon attack.

The three sisters have heard of the Actions


Multiattack. Anca makes two dagger attacks.
adventurers already, due to their excellent
information network, and they will be eager to Dagger +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 10 (1d6 + 7) piercing damage, and the target must make a DC 15
have the adventurers stay with them. That way, it Constitution saving throw, taking 24 (7d6) poison damage on a failed
will be much easier to influence the adventurers, save, or half as much damage on a successful one.
as well as spy upon them. The adventurers are
Light Crossbow, +2. Ranged Weapon Attack: +11 to hit, range 80/320
valuable pawns, and so they want to be aware ft., one target. Hit: 11 (1d8 + 7) piercing damage, and the target must
of who is using them and for what purpose. make a DC 15 Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a successful one.
Remember, they essentially do want Cival’s gambit
with the Revolution to succeed, so they will also
offer hints and advice to the adventurers that will
help further that goal, though they want to do so
as subtly as possible.

So, in order to convince the adventurers


to stay in their hotel, they will offer to rent the
adventurers the Regency Suite for 10 gold a
month. The Regency Suite occupies the entire fifth
floor of the hotel, and also includes complimentary
CHAPTER 5 . RAFFENBURG
238
Sorina - College of Spies Ileana - Archmage
Medium Half Elf, Neutral Evil Medium half-elf, Neutral Evil


Armor Class 19 (natural armor)

Armor Class 12 (15 with mage armor)
Hit Points 127 (17d8 + 51) Hit Points 99 (18d8 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16(+2) 16 (+3) 16 (+3) 20 (+5) 20 (+5) —
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

Skills Deception + 13, Persuasion +13, Insight + 13
Damage Resistances bludgeoning, piercing, and slashing from —
Saving Throws Int +9, Wis +6
nonmagical attacks Skills Arcana +13, History +13
Senses darkvision 60 ft., passive Perception 15 Damage Resistances: damage from spells; nonmagical
Languages Common, Elvish, Infernal bludgeoning, piercing, and slashing (from stoneskin)
Challenge 10 (5,900 XP) P roficiency Bonus +4 Senses passive Perception 12
Languages Common, Elven, Draconic, Dwarven, Halfling, Infernal

Innate Spellcasting. Sorina’s innate spellcasting ability is Charisma
(spell save DC 16). She can innately cast the following spells, requiring —
Magic Resistance. Ileana has advantage on saving throws against
no material components: spells and other magical effects.

At will: Charm person, Tasha’s hideous laughter Spellcasting. Ileana is an 18th-level spellcaster. Her spellcasting ability
is Intelligence (spell save DC 17, +9 to hit with spell attacks).
3/day each: confusion, enthrall, suggestion
Ileana can cast disguise self and invisibility at will and has the
1/day each: hallucinatory terrain, Otto’s irresistible dance following wizard spells prepared:

Magic Resistance. Sorina has advantage on saving throws against Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
spells and other magical effects. shocking grasp

Actions 1st level (4 slots): detect magic, identify, mage armor*,


magic missile
Multiattack. Sorina makes two weapon attacks. Sorina can cast one
spell in place of one of these attacks. 2nd level (3 slots): detect thoughts, mirror image, misty step
Rapier +2. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 3rd level (3 slots): counterspell, fireball, lightning bolt
Hit: 8 (1d8 + 5) slashing damage plus 16 (4d8) psychic damage.
4th level (3 slots): banishment, polymorph, stoneskin*
Dart. Ranged Weapon Attack: +10 to hit, range 20/60ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 16 (4d8) psychic damage. 5th level (3 slots): cone of cold, scrying, wall of force

Reactions 6th level (1 slot): globe of invulnerability


Can’t Touch This (Recharge 4–6). When hit with an attack Sorina
7th level (1 slot): Plane Shift
can immediately teleport up to 30 feet to an unoccupied space
she can see. 8th level (1 slot): mind blank*

9th level (1 slot): Psychic Scream

*Ileana casts these spells on itself before combat.


R3B - Tavern
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
The door opens into a modest tavern crowded range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
with people. The smell of delicious food fills
the air, along with the sound of conversation time drinking, plotting, and carousing with other
and tankards rising and falling. Strong spirits, Revolutionaries.
wine, cider, ale, and beer are all on offer.
Thiel is a handsome half-elven man with
long, dark hair and an intense, glacial blue gaze.
The tavern is the Revolutionaries favorite
He presides over his friends and agents like a
place to gather, and might as well be Roland
king despite his talk of equality and community.
Thiel’s home. Thiel has a room in the hotel where
Nevertheless, his crowd seems most loyal, and it is
he sleeps and writes, though he spends most of his
because of them that Thiel stays well informed. If
the adventurers have helped any revolutionaries
CHAPTER 5 . RAFFENBURG
239
then Thiel would have heard about it and would City Guard and their allies among the Consortium
approach the adventurers, assuming he was not Mercenaries like to gather here when off duty.
approached first. He is eager to recruit more Notably, the Revolutionaries and the off duty
capable people into the revolution and will do his Guard have been encouraged not to spend
best to convince the adventurers to work with much time together, and so each group tends to
him. He tends to argue the following points: congregate in separate taverns.
• The council hasn’t held elections in years
even though they are supposed to. Additionally, the taverns’ kitchen sits off
• There are no judges and no trials at of the main room, meaning that service is just that
all, yet the Guards regularly maim, much better on this side of the Drowning Sun,
confiscate, and kill. although a dose of magic helps keep the kitchen
• The tax burden should be shared. running as quickly as it needs in order to serve
• The revolution only follows the will both taverns.
of the people.
• The revolution seeks to establish a new
council elected by the people. R3D - Fine Dining Room
The smell of perfectly cooked meat, rich
Now, whether or not these talking points spices, and roasted vegetables fills the air of
are true is up to you, though Thiel will do his this elegant dining room. Patrons dine upon
best to argue them and make others believe. Thiel tables covered in linens fit for nobility, and
certainly believes that they are true. well trained staff provide seemingly effortless
service, seeing to their patrons needs almost
If the adventurers do agree to help before they realize their glass is empty, or that
him, Thiel will ask them to investigate the their place is ready to be cleared.
following things:
• Why have revolutionaries been disappearing
in the Art District? (This is a great hook for The Fine Dining Room attracts many of
the Cult Murder event and the invitation to the more powerful people in the city, including
the Grand Theatre) Guard Captains, leaders amongst the Cult, high
• Professor Yulia Mountainblood needs help ranking Inquisitors, and occasionally even a
with something at the University. Reinwald or two. The food truly is that good, and
• Screams have been heard coming from the the staff is better trained than many servants in
Reinwald Estate for years now. The screams noble houses. Anca, Sorina, and Ileana also trained
aren’t common, only a few times a year, their staff to be excellent spies, too, meaning that
but they’ve been happening for so long that every conversation held in the dining room is
something must be going on. (This is a being listened to by several different sets of ears
decent hook for the Reinwalds’ Revel). and all of it is later recorded with as much fidelity
as possible.

R3C - Tavern Theater Food from the Fine Dining Room can also
be requested as Room Service, meaning that some
Stepping into this room you see that you’ve clandestine dinners are held in the rooms of the
entered another tavern, though this tavern Hotel itself.
has a large stage that dominates the far
wall. Performers entertain the patrons with
a variety of acts, all while rich food and
drink are served.

The Tavern Theater is frequented by


many, though notably this is where some of the
CHAPTER 5 . RAFFENBURG
240
R3E - Fine Dining Kitchen Dice:
Characters may make an Intelligence
The delicious smells coming from this
Check to determine the best odds. This will
kitchen are only surpassed by the taste of the
determine the difficulty they need to beat in order
food that comes out of it, though the heat
to win money. Characters can bet up to 50 gold,
is a close second. The ovens and stovetops
with a win resulting in a payout of 2 to 1. So, if
blaze with enchanted fire, and many of the
a character bets 2 gold and wins, they walk away
pots, pans, and cooking utensils are etched
with 4 gold total (double the original bet).
in arcane runes, no doubt enchanted with
chronomancy and other magic to make Intelligence Check Roll Needed (2d6)
cooking as easy and precise as possible. Some Less than 10 10-12
of them even move on their own, although 12 9-12
there are at least four different chefs diligently 14 8-12
working at any given time. 16 7-12
18 5-12
A DC 16 Arcana Check will confirm that 20 3-12
all of the enchantments were not only done by the
same person, but by someone with an archmage’s Cards:
level of skill. Characters playing Three Dragon Ante or
Poker use the following rules.
Additionally, any attempts to poison any
food or drink in the kitchen will be automatically There are at least 3 opponents.
detected by the enchantments laid onto every
pot and pan. First, players place bets, then make
Intelligence checks.
A DC 14 Intelligence Check will help
R3F - Gambling Hall a character determine the odds and will roll
The Gambling Hall of the Drowning Sun is with advantage.
filled with the cheers of the victorious and
the hollow, disbelieving stares of those seeing Secondly, players may fold or increase
their coin disappear into the House’s coffers. bets and make either an insight check or a
Games of every variety are played, from deception check.
cards, to dice, to strange machines ran by An DC 16 Insight Check will give the
cranking levers. adventurer advantage on their roll.
A DC 16 Deception Check will give
opponents disadvantage on their roll.
Much like the gambling hall at the Copper
Crown in Leshehoff, the gambling hall offers a
Finally, the players each roll 1d20 (plus
variety of ways to lose money. And, sometimes,
advantage or disadvantage), the highest roll
win money, but the majority walk away with
winning the collective pot.
empty pockets and a mind filled with addicting
fantasies of victory. Primarily, the services the
Roulette:
gambling hall offers are split into two groups:
Players will roll a d20. They can bet on evens or
games of chance, and bets with the bookie.
odds with a payout of 2 to 1. So, betting 2 gold on
Odds, and winning, would result in the character
Feel free to invent new games of chance,
walking away with 4 gold (double the original bet).
though the following rules are presented for dice,
Or, the character could bet on a specific number,
three dragon ante/poker, and roulette.
with a payout of 10 to 1, so betting 2 gold on
rolling a 13, and winning, would result in a win of
20 gold (ten times the bet).
CHAPTER 5 . RAFFENBURG
241
people, all getting ready as quickly and efficiently
Crank Machines: as possible, and is often empty otherwise.
Players insert coins into the machine and Occasionally, should a performer become ill or
crank a lever. The lever activates gears that spin injured, they’ll be brought to the changing room
several symbols, and if the symbols all match, the until a Doctor can be found.
player wins a large pot of coin.

There are many machines that accept R3H - Storage Room


copper, a few that accept silver, and one that The door opens into a room filled with crates,
accepts gold. It costs 1 coin per pull of the crank, barrels, and sacks of supplies. Primarily,
and will pay out 100 coins if the player wins. the room seems to hold supplies for the
taverns and kitchens, though there are a few
For most players, roll a simple d20. A crates that contain stage supplies, as well as
result of 20 will win the pot of 100 coins. materials for quick repairs.

A DC 18 Intelligence check and several


hours studying the machines will reveal the The door is magically trapped
pattern built into them, and will allow the player with an alarm.
to know when a machine is ready to give a win
and when it isn’t. In that case, provided the player A DC 15 Thieves Tools check is needed
has enough time, they can win 100 coins of their to unlock the door.
choice. However, if the player repeats this act, the
Sisters might have a conversation with them. Much of what is in this room isn’t worth
the effort it would take to steal it, though for
The Bookie: particularly devious adventurers, they might find
The Adventurers could also arrange other opportunities to benefit themselves.
contests of skill and then place bets accordingly.
Suggested contests: Drinking Games (constitution
saves, DCs increasing by 3 each drink), Boxing/
R3I - Bouncer’s Lounge
Unarmed Fighting (to knockout or surrender), Inside this modest room, a half dozen
Dueling (to first blood or half health), Dragonchess armed men and women lounge about on the
(opposed Intelligence rolls), or Archery/Knife couches or lean against the walls, though
Throwing (highest attack roll wins). Adventurers their conversation breaks off as you enter,
could also use Persuasion Checks to shift odds one their eyes following your every move. They
way or another (from 2 to 1 all the way to 10 to 1, seem to be primarily armed with cudgels
at the DMs discretion). and shortswords, though a few have more
exotic looking weapons, all of which look to
have seen use.
R3G - Dressing Room
This room is filled with vanities, racks of The House of the Drowning Sun employs
clothing, and all the various accoutrement about 20 armed guards, all of which answer to
needed to prepare for a performance. Based Anca. About 5 of the 20 are also Anca’s agents,
on the clothing racks, the room is used by performing clandestine acts when necessary. On
both men and women, and for performances any given day, however, there are only about 10
that range for the innocent to the risque. armed guards on duty. Typically, 4-5 will patrol
the public areas of the Drowning Sun, and the
The dressing room is shared by the others rest in this lounge.
performers for the Tavern Theatre (R3C) and
for the Brothel (R3J). It is often packed full of
CHAPTER 5 . RAFFENBURG
242
Use Consortium Bravos and Consortium
Hitters (pg 68-69) to represent the armed guards The Regency Suite contains five bedrooms,
employed at the Drowning Sun. a dining room, a parlor, a library, an extravagant
dressing room, and a bathroom with magical
plumbing. There are paintings and statues in every
R3J - Brothel room, and everything is of the utmost quality.
Passing through the Bouncer’s Lounge you Additionally, a bell by the stairs will summon a
enter an opulent room with lush carpet, servant to take care of any of the guests’ needs.
expensive furniture, and people in various
states of undress. Patrons lounge on chaises However, there is also a secret contained
and overstuffed chairs while entertainers within the Regency Suite. There are hidden
dance and perform. Other servers ferry food corridors that run along the outside wall of the
and drink to the patrons, as well as arrange entire suite, and a secret door, hidden behind a
other liaisons, all beneath the watchful eyes of bookshelf in the library, creates a passageway
the equally well armed bouncers. between the suite and the hidden corridors
themselves.
The Brothel is one of the biggest sources of A DC 18 Investigation Check will reveal
information for the Drowning Sun, and all of the the secret door in the library.
staff are trained spies. They have clients belonging
to every faction, often including those in the The secret door is magically sealed,
highest positions of power. requiring the use of the spell Knock in order
to be opened.
However, the Cult of Decadence will
use the Decadence Demon to not only stalk the Use of the Detect Magic spell will NOT
adventurers, but also to infiltrate the Brothel reveal anything, however, due to the powerful
and carry out assassinations on some of the most nondetection magic Ileana has laid down.
prestigious clients, such as Guard Captains or
Inquisitors, all of which could be disastrous for the
three Gheata sisters and their plans. R3L - Spy Corridors
So, a powerful plothook leading back to the Behind the secret door lies a hallway. To your
Decadence Demon and the Cult would be to have left, a set of stairs leads down below, and
the Demon assassinate someone from another before you, set against the far wall, are a pair
faction, and when the blame is levied at Anca, of tables holding several journals, potions,
Sorina, and Ileana, they turn to the adventurers and various thieves’ tools. To your right,
and ask for their help in killing the Demon or the hallway opens up to either side, leading
investigating who it answers to. Specifically, to a series of corridors that ring the entire
this would indicate the Galleria Infernalis in the suite. Dozens of spyholes have been carefully
Art District. hidden with artifice and magic along the
walls, giving any would-be spy a clear view
R3K - The Regency Suite into everything that is being said and done.
Climbing to the top floor of the hotel you
step into accommodations fit for a queen. The hidden corridors are used to spy upon
Everything in the suite, from the carpets to anyone in the Regency Suite. The journals contain
the furniture, are works of art in their own detailed records of conversations and timetables of
right, and all have been chosen for how they all of the adventurers’ habits and movements. It’s
harmoniously compliment one another. clear that they’ve been spied upon from the very
Somehow, you’ve found your way into the moment they stepped into the suite.
lap of luxury.
CHAPTER 5 . RAFFENBURG
243
As for the potions upon the table, there are as revealing it could very well lead to violence
2 vials of Torpor and 2 Truth Serums. within the Revolution faction itself.

There is also a complete set of


thieves’ tools. Truth Serum
Adventuring gear, poison (ingested) 150 gp

If the adventurers confront Anca, Sorina, —


A creature subjected to this poison must succeed on a DC
and Ileana with the existence of the spy corridor, 11 Constitution saving throw or become poisoned for 1 hour.
the Gheata sisters will gamble and offer to come The poisoned creature can’t knowingly speak a lie, as if
under the effect of a zone of truth spell.
clean so long as the adventurers agree to listen.
Source: DMG p258
If the adventurers agree, the Gheata sisters
will admit to spying upon them and will explain
that they did so because they’re worried about the
possibility of the adventurers being the servants of Torpor
Adventuring gear, poison (ingested) 600 gp
dangerous people, such as the Cult, the Inquisition,
or even the Consortium. They will explain their —
A creature subjected to this poison must succeed on a DC
history, and most importantly, they’ll explain their 15 Constitution saving throw or become poisoned for 4d6
hours. The poisoned creature is incapacitated.
partnership with Cival and their goals for the city.
Notably, Cival taking control of the city, and by Source: DMG p258
extent the Consortium itself, and in return the
Sisters gain control of the Outer Seas. The sisters
will argue that this is in everyone’s best interest, Additional Events
and will offer to be allies with the adventurers just
as they are with Cival. The Price of Freedom
Location: Raffenburg Streets (see I Am The Law)
If the adventurers agree to become their Suggested Level: 6
allies, they sisters will act in good faith. However,
if the adventurers disagree, or otherwise act This event is normally triggered by talking
in a way that hurts the sisters’ plans, then they to Shonette at the Menagerie, though Roland Thiel
will try to kill the adventurers. They will do so could also arrange the meeting between Shonette
with poison and ambush, rather than attacking and the adventurers if they’ve impressed him.
them head on.
In short, Shonette will ask the adventurers
Just to restate, the sisters support to help assassinate Velkan Kirsch, the Guard
any action that Captain of the Market District.
Helps Hurts
The Revolution The Cult This would be dangerous, and could
Cival The Authority potentially turn the adventurers into criminals
faction, especially hunted by the Mercenary Guild’s Bounty Hunters,
the Consortium though the offer of payment would also include
Provide Information The Church of the a pre-programmed ring of disguise and an alias
Morning Lord for each adventurer to help them hide afterwards.
Have fun making up the disguises and aliases,
and don’t be afraid to ask the players to help you
Also, remember that most of the
brainstorm, or even to create their own.
revolution doesn’t know what Cival’s true plans
are, making all that Anca, Sorina, and Ileana
The setup is this: Thiel will lure Kirsch
shared with them incredibly valuable information,
to the Drowning Sun, and after negotiations fall

CHAPTER 5 . RAFFENBURG
244
through, the adventurers and the revolutionaries
would be able to ambush Kirsch on his way back Guard Captain Velkan Kirsch
to Council Hill through the Market District. The Medium human, lawful evil
revolutionaries would tie up Kirsch’s escort and —
Armor Class 20 (plate armor, shield)
allow the adventurers to attack Kirsch and his Hit Points 97 (13d8 + 39)
personal guard. Speed 30 ft.

STR DEX CON INT WIS CHA
Should the adventurers agree, Shonette 16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2)
would offer them a payment of...membership into —
Saving Throws Int +5, Wis +3, Cha +5
the Revolution, as well as the disguises and aliases Senses passive Perception 10
discussed above. This might not sound like much, Languages Common, Dwarven
Challenge 6 (2,300 XP) Proficiency Bonus +3
but it would earn the adventurers powerful allies

and essentially invite them into the inner circle of Martial Advantage. Once per turn, Cpt. Kirsch can deal an extra
14 (4d6) damage to a creature he hits with a weapon attack if
the Revolutionary Faction, something that would that creature is within 5 feet of an ally of Cpt. Kirsch that isn’t
be invaluable once the revolution starts. incapacitated..

The encounter: Cpt. Kirsch, 1 Guard Actions


Multiattack. Cpt. Kirsch makes three melee attacks. Alternatively, he
Arcanist, and 4 City Guards. can make two ranged attacks with his Firearm.

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


The revolutionaries will distract the other Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
guards so that this is all the adventurers have used with two hands.
to deal with. Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large
or smaller, it must succeed on a DC 14 Strength saving throw or be
If successful in their assassination attempt, knocked prone.
the Guard would retaliate by placing a harsh
curfew on the Market District and the Guard Firearm. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one
target. Hit: 11 (2d10) fire damage.
presence in the District would be increased,
leading to more violence, but simultaneously Leadership (Recharges after a Short or Long Rest). For 1 minute,
Cpt. Kirsch can utter a special command or warning whenever a non-
allowing the Revolutionaries (and the other hostile creature that he can see within 30 feet of it makes an attack roll
factions) to operate more freely in other districts. or a saving throw. The creature can add a d4 to its roll provided it can
hear and understand Cpt. Kirsch. A creature can benefit from only one
A bit of cruel arithmetic, but a calculated one. Leadership die at a time. This effect ends if Cpt. Kirsch is incapacitated.

Reactions
R4 - Skalek’s Icy Delights Parry. Cpt. Kirsch adds 3 to his AC against one melee attack that
would hit it. To do so, the Cpt. Kirsch must see the attacker and be
This building seems to be surrounded by wielding a melee weapon.
perpetual winter, with snow drifts piled up
against the outer walls and a dusting of snow
clinging to the shingles. The front door is Looking up from his work the dwarf calls out
guarded by twin ice statues, each over eight to you and waves you closer.
feet tall and each remaining solidly frozen.
Inside, the entire building is encased in a
deep chill, though there are stacks of blankets Skalek’s Icy Delights is a magical little store
by the doors for any afraid of catching cold. that sells all kinds of chilly desserts. Ice cream,
Five tables and several stools sit between the gelato, slushies, malts, and everything else that is
entrance and a long counter covered in a thick both sweet and cold. As for Skalek, he is the jolly,
sheet of ice. A jolly looking dwarf stands red haired dwarf that runs the shop. He works
behind the counter, tending to a strange with a few dwarven assistants as well as several
furnace that appears to contain a raging ensorcelled spirits of ice and snow, though the
blizzard instead of an inferno. spirits are kept contained to the back of the shop.

CHAPTER 5 . RAFFENBURG
245
Skalek is an old adventurer, a warrior who fulfilling his oath of returning the lost kingdom
wielded a terrible axe and who pledged to restore to glory, even if only in a small way. Were you to
the lost dwarven kingdom of Barrukhirrim (the ask any of Skalek’s customers, they would heartily
Silver Graves) to its former glory. However, after agree, as Skalek’s Icy Delights stands as a small
years of braving the horrors of Wreythau, Skalek glimmer of joy and hope in a city about to go mad.
managed to enter the Silver Graves themselves.
He doesn’t like to speak of what happened next, A DC 20 Arcana Check will reveal that
though he and his surviving companions did the artifact is actually much more powerful than
manage to retrieve a single artifact from the Skalek was led to believe. At its full capacity, it
lost dwarven kingdom: a device that can create could plunge the entirety of Raffenburg into an
perpetual cold. He brought it back to Raffenburg, arctic blizzard of epic proportions and hundreds
hoping the University could help him unlock of thousands would die as a result. At a more
its potential, though after a humorous research moderate level, the artifact could be used to
accident, all that Skalek discovered was how to transform several warehouses into cold boxes, thus
make delicious, frozen desserts. allowing for even more efficient food storage for
the entire city.
Now, Skalek’s life is devoted to spreading
joy and believes that, as long as he uses his The only downside is that the artifact
discovery from Barrukhirrim to do it, he’s still requires power. As it is now, operating at minimal

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power, it could last for millenia. To increase only the oldest market, it also features the most
its effects, however, would require much more exotic animals and monsters. Most other markets
power. Blood sacrifice would be the easiest way specialize in common livestock, such as cattle or
to get that power, though a circle of highly skilled horses, though The Mangerie pays only for the
mages could also provide it, assuming they could rarest and most dangerous creatures. Some of
be persuaded to do so. those creatures are valuable in their own right,
providing potent alchemical ingredients or spell
R5 - The Menagerie Livestock Market components, though others are only valuable
The stench of blood, urine, and bile soaked because of the spectacle they provide. In fact, when
shit drift from the Livestock Market, the the sun sets, The Menagerie stops the auction of
nauseating miasma only slightly less pleasant animals and instead transforms the inner ring into
than the unearthly cacophony of yowls, a gladiatorial fighting pit. Here, the desperate and
screeches, and growls from the caged animals. the bloodthirsty are able to challenge the horrors
The market square itself is filled with a thick of the Wreythian wilderness for a chance at gold
bed of straw and ringed by a massive wooden and glory. The fights themselves pay very little,
palisade whose tips have been sharpened though fortunes are won and lost through the
into deadly spears of wood, ready to impale bookies every night, and so most of the gladiators
anything that might try to escape. And, inside work directly for the bookies themselves.
the palisade, sits a blood soaked auction
ring and dozens upon dozens of metal cages Additionally, Shonette, the leader of the
holding all manner of Wreythian wildlife. Revolutions guerilla forces, can often be found
here betting on the gladiator fights. She does
The Menagerie Livestock Market is this to scope out potential recruits, as well as to
actually one of several in the city, though it is not relax and indulge in a little cathartic bloodlust.

CHAPTER 5 . RAFFENBURG
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Wreythian Bear
Huge monstrosity, chaotic evil
If the adventurers fight in the pits, Shonette
might very well approach them, particularly if —
Armor Class 15 (natural armor)
they’ve already made themselves friendly with the Hit Points 209 (20d10 + 100)
Speed 30 ft.
Revolutionary faction.

STR DEX CON INT WIS CHA
First, she’ll try to get their attention 20 (+5) 13 (+1) 20 (+5) 3 (-4) 6 (-2) 8 (-1)
using Thieves Cant. If that doesn’t work, she’ll —
Saving Throws Str +8, Con +9
approach them outright offering them work. Condition Immunities frightened
If they’ve already contacted Thiel, Shonette Skills Perception +2
will mention they share a mutual friend at the Senses darkvision 60 ft., passive Perception 12
Languages —
Drowning Sun and will offer to meet them there Challenge 12 (8,400 XP) Proficiency Bonus +4
to discuss an offer of work. She won’t discuss any —
details in public.
Actions
See the event: The Price of Freedom Actions

Multiattack. The bear makes three attacks: one with its bite and two
As a DM, feel free to bust out your favorite with its claws.
monsters and offer them as possible gladiatorial
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
opponents. Even if you don’t think the adventurers 18 (2d12 + 5) piercing damage. If the target is Medium or smaller,
would be willing to step into the ring, any creature the target must succeed on a DC 16 Strength saving throw or be
knocked prone.
that you’ve shown off in The Menagerie can
escape into the city when the Revolution truly Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14
(2d8 + 5) slashing damage. If the target is prone an additional 7 (2d6)
begins. Just think of all the terrible chaos you could bludgeoning damage is dealt to the target.
sow with this!
Reactions
However, in addition to your favorite Bloody Rampage. When the bear takes damage, it makes one attack
with its claws against a random creature within its reach.
monsters, allow me to suggest a few native to
Wreythau itself: as possible before falling into a deep hibernation
for three to four months.
Wreythian Bear Were it not for these frequent periods of
Standing over 10 feet tall while still on all hibernation, the bears of Wreythau would have
fours, its grotesque musculature bulging destroyed the ecosystem of the island and starved
against the patchwork of fur and knotted scar themselves to death long ago.
tissue that makes up its skin. It’s huge claws
are still covered in old, coagulated gore, and
its massive head almost appears as though it’s Wreythian Dire Wolf
withered down to the bone, it’s naked maw This oversized wolf is practically the size of a
filled with a nest of terrible fangs and its horse, covered in dark fur, with blazing red
deep set eyes peering out from the hollowed eyes and far too many teeth crammed into
sockets of its own skull. its mouth. It doesn’t stand as a normal wolf
might, however. Rather, it crouches down, its
Twisted by the influence of Czernobog, powerfully muscled limbs splayed wider than
the bears of the Wreythian Wilderness are normal, as if to give it greater balance as it
living engines of death and destruction, frenzied skitters up the nearest tree or wall
monsters that will kill and eat anything and
everything within reach. Driven by an insatiable There aren’t actually any regular wolves in Wreythau,
hunger, these primal juggernauts will go on a only Dire Wolves, though even they are twisted far beyond
what could be considered natural. Perhaps it was meant as
month long rampage, glutting themselves as much an affront to the Reinwalds, or perhaps it was simply one of
CHAPTER 5 . RAFFENBURG
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the Blood Queen’s cruel whims, but the wolves of Wreythau
share some of her vampiric nature. They feast upon blood,
Blueblood District
can heal their wounds when they drink it, and can also climb
supernaturally well. R6 - The Reinwald Estate

Because of this, wolves are some of the most
terrifying threats for the settlements in Wreythau, as they
The Reinwald Estate is a huge expanse
can skuttle over even the tallest walls and go find some poor of land that sits in the center of the Blueblood
peasants home to make their den in as they begin to prey District. It occupies hundreds of acres of forest, all
on the local neighborhood. And, because Wreythian wolves contained within a giant stone curtain wall, and
are never alone, always hunting in pairs or packs of up to in the center of the forest sits Castle Reinwald,
10 wolves, they can be incredibly dangerous to exterminate
once they’ve found their way into a village, town, or city.
a surprisingly modest building considering the
incredibly ostentatious size of the estate itself.
Thankfully for Raffenburg, the Hunter’s Guild has Perhaps it’s due to the fact that the Reinwalds own
many experts when it comes to dealing with wolves. more than one estate, and travel between them
quite frequently. That is what many speculate, at
least, though if they knew the truth, they’d realize
Wreythian Dire Wolf that the truth is simply that the Reinwalds prize
Large Monstrosity, chaotic evil
the forest far above the castle.

Armor Class 15 (natural armor)
Hit Points 68 (8d8 + 32) Major Event: The Reinwalds’ Revel
Speed 50 ft., climb speed 50 ft.

STR DEX CON INT WIS CHA If there’s one thing the Reinwalds are
18 (+4) 11 (+0) 18 (+4) 4 (-3) 12 (+1) 8 (-1) famous for in Raffenburg, it’s the incredible parties

Saving Throws Str +6, Con +7 that they throw, night long revels of incredible
Condition Immunities frightened indulgence and debauchery, or so the tales go.
Senses blindsight 60 ft., passive Perception 11
Languages -
The fact that many of the people invited to those
Challenge 6 (2,300 XP) Proficiency Bonus +3 parties are never seen again, is hardly mentioned,
— however, at least not by the Raffenburg Elite.
Reckless. At the start of its turn, the wolf can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against it They are just honored to have been invited,
have advantage until the start of its next turn. not to mention the fact that none of them ever
Spider Climb. The wolf can move its full speed over any surface,
go missing. No, it’s always the common folk
including up a wall or across a ceiling. that are invited who often disappear. Not all of
Vampiric. Every time the wolf damages a creature with its bite it
them, but most.
regains 2d6 hit points.
Why is that? Well, because the Reinwalds’
Actions hunt the most dangerous game. They hunt people,
Actions
and they do it often. The parties, or Revels, as
Multiattack. The wolf makes two attacks: one with its bite and one the Reinwalds call them, are simply another
with its claw.
good way to replenish their supply of game, and
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 in celebration of this, a hunt is always held the
(2d6 + 4) slashing damage, plus 6 (2d6) necrotic damage. The target
must succeed a DC 15 Strength Saving throw or be knocked prone.
morning afterwards. Other hunts are held, as well,
though they are often for much more specific
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9
(1d10 + 4) slashing damage, plus 6 (2d6) necrotic damage.
circumstances, such as the elimination of a rival,
or the celebration of an event. The hunts held
Reactions the morning after a party are much larger affairs,
Vicious Reprisal. In response to taking damage, the wolf makes a however. The entire family participates in the
bite attack against a random creature within 5 feet of it. It will not
attack other wolves. If no creature is within reach, the wolf moves
hunt, chasing down prey all over the vast acreage
up to half its speed toward an enemy it can see, without provoking of their forest estate. Spread out as they inevitably
opportunity attacks. will be, that makes these hunts brief windows of
vulnerability, moments when the hunters might be

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NOBLES VS CONSORTIUM
able to become the hunted. Skilled warriors, if put While the Consortium might control the
in the right position, could catch a Reinwald alone, economy of Wreythau, they don’t control
kill them and escape before the rest of the pack the land. That is, only nobles are allowed to
even realized it.
own land. Everyone else is a tenant and must
That, in essence, is Yasviga’s plan. She pay rents. What’s more, every member of the
knows that her eldest sister, Ustinya, plans to kill Consortium is forbidden from being nobility,
her just as she killed all of their other siblings, and and any noble that joined the Consortium
so in a desperate attempt to avoid her fate, Yasviga would automatically lose all lands and titles,
will appeal to the adventurers to help her. forfeiting them back to the Blood Queen.
First, Yasviga will send a messenger with a
Because of this, the nobility of Wreythau, and
written, formal request to have dinner with them of Raffenburg in particular, are still able to
at the House of the Drowning Sun. If they inform retain much of their power and standing.
the messenger that they agree, then she will rent
out the entirety of the Fine Dining Room and will Furthermore, because the Consortium is
inform them of her plan there, taking care not to supposed to serve the Crown, and every
speak in front of the servers. Alternatively, if they
invite her into the Regency Suite, she would accept
noble is technically a member of the Queen’s
that, and would be able to speak more freely. Court, every noble is able to make requests
of the Consortium and the Consortium has
However, if the adventurers decline, then certain obligations to follow those requests.
Yasviga will show up in person and will beg the A great deal of politicking is usually involved
adventurers to speak with her, offering them land in navigating those obligations, though the
or coin as payment. Ultimately, if they still turn
her down (for whatever reason), then proceed
most powerful nobles, such as Baronesses or
with the Count and Countess sending invitations Counts, are usually always granted a certain
to their Revel, independent of Yasviga. If they number of requests before the Consortium
agree to speak with her, as they should, then would consider declining. They do have
proceed with the meeting described below: grounds to refuse requests, though ultimately,
the noble in question could petition the Blood
Yasviga will explain her situation: her
eldest sister, Ustinya will soon try to kill her,
Queen herself should they feel slighted. Should
just as she’s killed all their other siblings, and so the Blood Queen agree, the noble would have
Yasviga needs their help to kill her sister first. A their request granted. Should she disagree, the
DC 12 Insight check will reveal that she is telling noble would be killed and all of their lands and
the truth and is genuinely terrified. holdings would be redistributed to another
member of the Court.
Then, Yasviga will explain that the
best way to do this is to ambush her during
the upcoming hunt, but that means that the By this point, the adventurers will
adventurers will need to attend the Revel and pose probably have lots of questions about why they’re
as the bait. If Ustinya thinks that Yasviga will be being hunted in the first place (assuming they
hunting the adventurers, then she will follow them haven’t already figured it out), at which time
on the day of the hunt, looking to ambush her Yasviga would reveal her true nature. She would
sister. However, with Yasviga’s help, they would tell them that her whole family have been blessed
be able to set up an ambush of their own and by the Fey, that they’re Children of Vargr, and
fight her alone. are commonly mistaken for werewolves. Hence
why her family live so long and why Ustinya is so

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desperate to kill all of her siblings so that she alone though Yasviga would argue that it’s simply far too
will inherit the title of Countess. Well, that might dangerous to do so. Better to stick to her plan, or
also be because Ustinya is evil, but regardless, at least that’s what she would argue.
Yasviga is offering to ally with the adventurers
should they be willing to help her. And, in the event that the adventurers
decide to attack Yasviga, she will simply try to
If they agree, she’ll continue. If not, she’ll flee. However, if you need to use her statblock, use
try to persuade, bribe, or threaten them until they the statblock of the Loup Garou (VRGR pg 237),
agree. Just note, she’ll threaten indirectly, such which is the same statblock that Karloff was given.
as by talking up how horrible her family are and
how dangerous they’d be without her as an ally. If The following descriptions of Castle
that still doesn’t work, Yasviga would leave, but Reinwald take place during the Revel, which is
continue with the Count and Countess’ invitations. the only time the adventurers will be granted
access. Should they try to break in at some other
So, assuming they agree, Yasviga will time, have Karloff find them and attack them
inform them of the following: in the woods.

• Only certain people at the revels are targeted


for the Hunts. R6A - Great Hall
• Those people are given poisoned wine, The doors of the castle open to reveal a
often in the form of a toast. If the toast is majestic great hall, forty feet wide and almost
refused, they are kicked out of the Revel and 90 feet long. On either side of the hall stand
ambushed on the road out of the estate. six beautiful fey creatures depicted in gold,
• If the poisoned wine doesn’t work, the each statue standing over ten feet high, and
servants will bring poisoned food. in between them runs a lush and vibrant
• If the poisoned food doesn’t work, they will carpet. Feast tables are piled high with food,
be ambushed later. surrounded by revelers in costumes that are
• Also, do not go upstairs. For any reason. as extravagant as they are risque. Finally, at
Yasviga won’t explain further on that point. the end of the hall, sit two thrones flanked by
• Finally, once poisoned, they will be golden statues.
imprisoned in the cellars beneath the castle,
then released the following morning after all
the other guests have left.
• Once in the forest, Yasviga would find them
and give them a silvered weapon. Then they
could set up the ambush. If Ustinya’s husband
is present, she’ll fight the husband and leave
Ustinya to the adventurers.
• Lastly, one of the adventurers will need to
wield silver. Yasviga is adamant about this.
One of them needs to use silver, though only
one. She will provide the silver.

That’s the plan. If the adventurers agree,


then they’ll have Yasviga’s help navigating the
party and the hunt. If they don’t agree, they’ll have
to navigate it themselves. Still, the idea that other
people are being hunted and killed might give
the adventurers pause. They might decide to try
and free the prisoners, or something of the sort,
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The Great Hall is the social heart of the
party, where all the serious politicking, posturing,
and gossiping takes place. Guests gather around Boris and Brava Ironsheild (Dwarves)
the feast tables, eating, drinking, and mingling, Boris and Brava are the heads of the
while the hosts of the party hold court from atop Blacksmithing Guild, and as a result, are
their golden thrones. At least, at the beginning of exceedingly rich. However, as the evening goes on
the party. As the evening wears on, the party tends and Boris and Brava get more and more inebriated,
to disperse, heading toward the Trophy Room they’ll begin to grieve the loss of Barrukhirrim,
(R6B) or the Ballroom (R6C) to indulge in other the home of their ancestors and home to some of
festive activities. the greatest innovations in metalworking in all
of existence. They would pay an entire fortune to
Nevertheless, when the adventurers first anyone who was able to bring back some of the
enter the party and step into the Great Hall, here lost tools and techniques from Barrukhirrim, or
are some of the people that they might meet: the Silver Graves as they’re now known, though
everyone they’ve hired have never returned.

Theodore Schwartzhoffen, Raffenburg And, should anyone prompt them for


Nobility (Human) more information about the Graves, they’ll
Though he’s approaching his 60s, reveal a secret: that at the heart of the mountain
Theodore still acts as he did back in his University Barrukhirrim was built in, lies a place of great
days. Nevermind having barely graduated with power: the Forge of the Ancestors. Said to contain
a degree in Applied Arcanology, Theodore loves not only a profound record of knowledge, but also
drinking and gossiping, and will happily talk with the tools needed to create weapons the likes of
anyone who will listen. And while he might be which have never been seen. What those weapons
quite vapid, it’s not hard to steer conversations are, exactly, they don’t know, as no one has ever
with him, and he happens to know a few things seen them, though they are adamant that anyone
after years of attending the Reinwalds’ Revels. For who could reach the Forge of the Ancestors would
instance, he can tell the adventurers: gain incredible power.
• That the Reinwalds live much longer than
they should, and after a point in time, seem
to simply stop aging. Ksenia Krivic - Guild District Messenger
• All of Ustinya and Yasviga’s siblings have (Human)
tragically died over the last few decades, if Remarkably pretty, it’s no secret why Ksenia
not centuries. Maybe some of those were was invited, or at least that’s what most believe.
cousins, but there are at least 9 full blood In truth, Ksenia is the fastest runner in the city, or
siblings that have had funerals, several of perhaps all of Wreythau, and she’s intended for the
which were held before Yasviga was born. Reinwalds’ next hunt. Until then, she’s suffering
• The Count and Countess are trying to from fairy tale syndrome. That is, she was loaned
set Yasviga up with Felix Tornheim, the an extravagant outfit and plied with amazing food
Baroness of Leshehoff’s son. and drink, and intends to live it up before the
coming dawn wipes all the magic away.
If asked about other things in the city,
Theodore knows much, though not much of it is
useful, though he can share that: Gisella - Art District Artificer-Tailor
• That the University Library is one of the (Halfling)
most dangerous places in the entire city. Gisella is an arrogant, often abrasive
• That the Grand Theatre changed owners 20 person, commenting ruthlessly on everyone’s
years ago and has since built a rabidly loyal attire. That is, everyone who didn’t get their attire
following. A few critics were even stabbed as from her. And for those who know fashion, she’s
a result of their reviews. undoubtedly correct. All the flaws she points out

CHAPTER 5 . RAFFENBURG
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are legitimate, at least in the eyes of those who influence upon Leshehoff, particularly if Felix
recognize the art of apparel. were to inherit the Barony himself...

The adventurers are likely to be the


unfortunate victims of Gisella’s scathing critique, Ustinya and Karloff Reinwald
though that critique will also come with the offer Karloff is Ustinya’s husband, meaning that
to visit her shop (The House of Gisella) before he married into the Reinwald family and only
they embarrass themselves at the Masquerade holds whatever power his wife has. Nonetheless,
Ball. What’s more, she’ll offer to provide the since marrying into the family and surviving the
work gratis (free), should they be willing to Gift of Vargr, Karloff has become a fearsome
embarrass Ustinya and Karloff Reinwald, both werewolf in his own right. Having lived for well
of whom recently started seeing a new tailor. over a century now, he doesn’t show his age.
She’ll recommend challenging them to a drinking
contest or a dancing contest, and should their He is a tall, dark haired man with a well
clothing get ruined in the process, then Gisella will groomed goatee and a curled mustache. He wears
owe them an entire outfit in return. Considering an elaborately decorated sword and seems as
that she’s also an Artificer, this is an excellent deal. arrogant as it is possible to be.

For the drinking contest, set the Ustinya is the firstborn daughter of
Constitution Save DC at 12 and then increase by Cornelius and Ilse, and though she was born well
3 with every drink. over a century before Yasviga, she looks to be of
the same age. Unlike her sister, however, she has
For the dancing contest, see The auburn hair and cold blue eyes, the sort of eyes that
Ballroom (R63). inspire thoughts of freezing winter and corpses
buried beneath snow.

Felix Tornheim - Son of Baroness Tornheim As the firstborn, Ustinya believes that it
One of the Heirs of the Barony of is her right to inherit leadership of her clan, and
Leshehoff, Felix Tornheim is being courted by she views all of her siblings as nothing more than
the Reinwald clan. The Count and Countess rivals to be put down. She’s assassinated all but
intend to cement an alliance with the Tornheim’s one, and intends to resolve that on the morrow.
by arranging the marriage of Felix and Yasviga, In the meantime, she is happy to revel and
although Yasviga isn’t aware of this. She’s been a indulge her whims.
little preoccupied by her murderous elder sister.
Regardless, this is not the first party Felix has Finally, at the end of the hall, sitting
attended, and it’s fair to say he’s been thoroughly upon their thrones of gold, are Cornelius and Ilse
seduced by the Reinwalds. Reinwald, the Count and Countess themselves.
Both appear to have aged very gracefully into their
He loves hunting, they love hunting. He middle years, though in truth, both are centuries
loves revelling and indulging, they love revelling old. Cornelius is the more jovial of the two, happy
and indulging. Plus, if he marries upwards, there’s to cavort and joke, laugh and boast, and generally
no way his parents can be disappointed, right? enjoy life, whereas Ilse seems more content to
converse and observe, smiling all the while as
Unfortunately for Felix, not everything though she knows what no one else does. Despite
is as simple as it appears to be. Depending on the difference in demeanor, however, it’s clear that
Yasviga’s fate, he might be married off to some they couldn’t be closer.
cousin or other, and kept as more of a hostage
than a true ally, and considering how fiercely Living with someone for centuries will do
the Tornheim’s feel about familial loyalty, the that for you.
Reinwalds would be able to exert tremendous
CHAPTER 5 . RAFFENBURG
255
More importantly, however, if the
adventurers approach the Count and Countess, Reinwald Servant
then a toast will be proposed, welcoming these Medium humanoid (any race), any alignment
foreigners to their revel. —
Armor Class 16 (studded leather armor)
Hit Points 75 (10d8 + 30)
Adventurers must pass a DC 14 Speed 30 ft.
Constitution save or suffer the following effects: —
STR DEX CON INT WIS CHA
they become poisoned, and in one hour they fall 11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
unconscious. While unconscious the target can —
Skills Acrobatics +6, Perception +5
benefit from a long rest, but will not wake for 8 Senses passive Perception 15
hours. Only those immune to poison damage are Languages any one language (usually Common)
Challenge 3 (700 XP) Proficiency Bonus +2
unaffected.

Hunter’s Eye (3/Day). As a bonus action, the servant can add 1d10 to
its next attack or damage roll with a longbow or shortbow.
Any adventurer that refuses to toast will be
regarded with shock, and will be informed that to Poisoned Attacks. Any target hit by a servant’s attack must succeed
on a DC 13 Constitution saving throw or fall unconscious. Only those
reject the toast would be to insult the Reinwalds’ immune to poison damage are unaffected.
hospitality. If the adventurer still refuses, they will
promptly be kicked out of the party...only to be Actions
ambushed as they pass through the forest covering Multiattack. The servant makes two attacks with its longbow or two
attacks with its shortsword.
the rest of the estate. Use as many Reinwald
Servants as you wish. If you want the adventurers Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) piercing damage.
to escape, use only a few. If you wish for them to
be captured, use several. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
target. Hit: 8 (1d8 + 4) piercing damage.

R6B - The Trophy Room R6C - The Ballroom


This Ballroom is like a shrine to opulence
This large room is filled with hundreds upon
itself. The floors are made of the rarest marble
hundreds of hunting trophies. The massive,
and are as smooth as glass, reflecting much
mutated heads of wreythian bear, elk, and
of the enchanted light that shines down
boar are mounted on displays, while smaller
from above. For, instead of chandeliers,
taxidermy displays fill every spare inch along
there is a massive latticework of gold and
the walls. Strangely, though, there is no
platinum embedded with massive gemstones
furniture in the room, only an extravagant
that have been enchanted to shed brilliant,
abundance of pillows of every description
colored light.
laying upon the floor.

A dragon would be proud to have a horde


The Reinwalds are famous for their
as magnificent as the Reinwalds’ Ballroom, and as
debauchery, and the trophy room is where much
the dancers whirl and glide across the reflective
of that happens, as the pillows attest. And yes, this
marble floor, it is as if they’ve been transported
is supposed to be tremendously unsettling, though
into a universe filled with riches, with jewels
not much else.
instead of stars.
Only describe what your group is
For any adventurers challenging Ustinya
comfortable with (remember to check in with
and/or Karloff to a dance competition, treat it
them if you haven’t already). Remember, less
with great fanfare, with dozens of revellers in
is more. Being vague forces others to use their
the audience, as well as the Count and Countess
imaginations, so don’t dwell on the description.
themselves.

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256
As for the rules of the contest, the the Gallery, a stone staircase leads up to the
adventures will choose who goes first. Whatever second and third floor of the castle.
roll result the first dancer(s) get must be matched
or beat by whoever goes second. If the second roll The statues aren’t exaggerated. Rather,
beats the first, that is the new DC, and the DC only they are depicting Fey, rather than elves. Whether
goes up. Whoever fails first loses. However, each these are truly ancestors, or rather honored
round of the dance competition takes minutes to servants of Vargr, just as the Reinwalds are, is up
complete, giving ample time for allies to assist in to you. Perhaps it’s a bit of both.
clever ways.
Regardless, a DC 15 Arcana check will
R6D - The Kitchens reveal that the statues depict Fey and not elves.
This massive kitchen looks as though it
could feed an army, with a huge row of ovens A DC 15 History check will reveal that
and stoves, and massive pantries practically the paintings most likely depict events from
overflowing with food. Dozens of servants thousands of years ago, well before even the Blood
bustle about, readying heaping platters of Queen’s time.
delicacies for all those attending the revel.

The kitchens are something of a holy R6F - Winter’s Shrine


place for the Reinwalds, as this is where they On the west side of Castle Reinwald sits
do the greatest honor to their prey. Because of a peculiar garden of bare trees and dying
that, the kitchens are actually run by a member hedges, the air itself biting at your lungs with
of the extended Reinwald clan (use Karloff/Loup every breath. Beside the hedges sits an ancient
Garou’s stats for combat if necessary). They are fountain filled with chill water and carved
known as Bolearis and they rule the kitchen with with flowing runes.
all the verve and intensity of a high priest(ess)
conducting a ritual. This garden is the Reinwalds’ shrine to
Winter and all that it represents. The fountain
The results really cannot be argued with. acts as the center of the shrine and as a focus that
Not even the Drowning Sun comes close. holds the garden within the grip of winter. And,
should one venture into the hedges themselves,
Additionally, the Reinwalds’ knockout they’ll find something odd: a massive skull from
poison is stored in the kitchen. It’s stored in some dread creature slain long ago. The skull was
unmarked, black clay jars and then portioned out an offering that helped transform the garden into a
into smaller glass vials. In order for anyone but shrine in the first place.
a servant to access this poison, though, the Head
Chef must be fooled, which is not an incredibly Furthermore, when examining the skull, a
difficult task (passive perception 23). DC 16 Investigation or Perception check will
reveal a secret entrance to the castle’s undercroft
(R6M). The entrance is not locked. Instead, it
R6E - The Gallery leads down to a room that contains two ladders
A sumptuous carpet runs down the entire and a mechanical lift that leads directly to the
length of this grand hallway. Several undercroft itself.
masterwork paintings are proudly displayed,
as are historic weapons and statues of the When examining the fountain:
Reinwalds’ ancestors. Strangely, many of
their ancestors appear to be elves, though A DC 14 Arcana Check will reveal that
perhaps it was long ago, for their likenesses the runes on the fountain are enchanted and
appear strangely exaggerated. At the end of
CHAPTER 5 . RAFFENBURG
257
transform the immediate area into a realm of always speak true. However, the Courtier will ask
perpetual winter. for payment in return. The payment depends upon
the rarity of the information the adventurers’ seek.
A DC 16 Religion Check will reveal that
the Court of Winter is not only a Court of cold, Small payments would include:
death, fear, and darkness, but also a Court of • Something that brings the adventurer joy.
introspection, transformation, and the hunt. If the adventurer agrees, it will no longer
bring them joy.
Should any character know Druidic • Pledging the Courtier the blood of a worthy
they will be able to determine that the shrine is foe. The pledge must be made before
dedicated to the Fey Court of Winter and that the killing blow is struck. The pledge
the shrine has made this garden a place where the and the killing blow must both be made
Courtiers of Winter may dwell. What’s more, the by the adventurer bargaining with the
runes tell of a ritual that can summon a Courtier Courtier. This must happen within the next
of Winter so that knowledge or blessings can be moon (4 weeks).
bargained for.
Large payments would include:
The ritual itself is simple, if macabre. The • The adventurer’s firstborn child, brought
ritual participant must first obtain a skull from a within the next year. If the adventurer tries
creature they have personally killed. Next, they to reproduce, and is potentially capable of it,
must fashion the skull into a cup and use it to they will be able to.
drink from the fountain. Then, when the Fey • The dying breath of someone who has passed
appears, they must offer the Fey a drink from the because of old age, brought within the next
skull as well. This will initiate negotiations and moon (4 weeks). The adventurer will be
allow the participant to bargain with the Fey. given a bottle.
• The pelt of a creature killed with patience,
If an adventurer performs the ritual, offered before the end of the next
describe the following: moon (4 weeks).
The wind begins to rise, its frigid touch
rasping across your skin as a flurry of snow The Winter Courtier can also be asked for
materializes all around you. The force of a boon, such as a magic item. A boon follows the
the gale continues to rise, the snow growing same payments as described above. Feel free to
heavier and heavier until everything around be creative. Also, please allow the adventurers to
you disappears beneath a blizzard of cruel suggest suitable payments, too!
ice and biting winds. Then, the blizzard
fades as suddenly as it appeared, and a being Lastly, if the adventurers agree to a
is standing before you, clad in a wolfskin payment, but do not follow through, then the
cloak and garments spun of silver and ice. Winter Courtier will appear at the worst possible
Its features are as harsh and beautiful as the moment and try to kill the adventurer and all
blizzard that heralded its arrival. who stand with them. Likely, this means during
another combat.

The Winter Courtier can appear male, or


female, or something in between, as the nature
of the Fey is ever mercurial. If asked for a name,
they will reply that they are sometimes known as
Isa, or Ice.

The Winter Courtier can be asked for


information about anything. Anything. It will
CHAPTER 5 . RAFFENBURG
258
Winter Courtier R6G - Summer’s Shrine
Medium Fey, chaotic evil

— To the east of Castle Reinwald sits a peculiar


Armor Class 19 (natural armor)
Hit Points 157 (17d8 + 81)
garden filled with large trees and thick flower
Speed 30 ft. beds in full bloom. Beside the flower beds

STR DEX CON INT WIS CHA
sits a golden fountain filled with bubbling
11 (+0) 10 (+0) 16 (+3) 18 (+4) 17 (+3) 18 (+4) spring water and covered in flowing runes.

Condition Immunities charmed, sleep The air is warm and thick with the scent of
Damage Resistances cold; bludgeoning, piercing, and slashing growing things.
from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish, Sylvan, Druidic This garden is the Reinwalds’ shrine to
Challenge 10 (5,900 XP) P roficiency Bonus +4
the Fey Court of Summer. The fountain acts as
the center of the shrine and as a focus that holds

Arcane Combatant. The Winter Courtier uses its Intelligence modifier the garden within the embrace of Summer. And,
for weapon attack and damage.
should one go into the flower beds, they will find
Fey Step (Recharge 4–6). As a bonus action, the Winter Courtier can the remains of a statue that appears to be a hand
teleport up to 30 feet to an unoccupied space it can see.
growing up out of the earth itself. The statue was
Innate Spellcasting. The Winter Courtier’s innate spellcasting ability an offering that helped transform this garden into
is Intelligence (spell save DC 16). It can innately cast the following
spells, requiring no material components:
the shrine that it is.
At will: fog cloud, gust of wind
When examining the fountain:
1/day each: cone of cold, ice storm

Magic Resistance. The Winter Courtier has advantage on saving


A DC 14 Arcana Check will reveal that
throws against spells and other magical effects. the runes on the fountain are enchanted and
Sorrowful Presence. Any hostile non-fey creature that starts its turn
transform the immediate area into a realm of
within 60 feet of the Winter Courtier must make a DC 16 Wisdom perpetual summer.
saving throw. On a failed save, the creature is charmed for 1 minute.
While charmed in this way, the creature has disadvantage on ability
checks and saving throws. The charmed creature can repeat the saving A DC 16 Religion Check will reveal that
throw at the end of each of its turns, ending the effect on itself on a the Court of Summer is not only a Court of heat,
success. If a creature’s saving throw is successful or the effect ends for
it, the creature is immune to any Winter Courtier’s Sorrowful Presence
growth, abundance, and passion, but also a Court
for the next 24 hours. of performance, warfare, and the hunt.
Whenever the Winter Courtier deals damage to the charmed
creature, it can repeat the saving throw, ending the effect on Should any character know Druidic
itself on a success. they will be able to determine that the shrine is
Actions dedicated to the Fey Court of Summer and that
Multiattack. The Winter Courtier makes 2 attacks with its longsword the shrine has made this garden a place where the
or with its longbow. Courtiers of Summer may dwell. What’s more, the
Longsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
runes tell of a ritual that can summon a Courtier
Hit: 9 (1d8+5) slashing damage plus 18 (4d8) cold damage, or 10 of Summer so that knowledge or blessings can be
(1d10+5) slashing damage plus 18 (4d8) cold damage if used with bargained for.
two hands.

Longbow +1. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one The ritual itself is simple, if macabre.
target. Hit: 9 (1d8+5) piercing damage plus 18 (4d8) cold damage.
The ritual participant must first personally kill a
Reactions creature and mix its blood with the water from
Frigid Rebuke. When the Winter Courtier takes damage from a the fountain. Next, they must paint themselves
creature the Winter Courtier can see within 60 feet of it, the Winter
Courtier can force that creature to succeed on a DC 16 Constitution
with the bloody mixture. Then, when the Fey
saving throw or take 11 (2d10) cold damage. appears, they must offer the Fey the chance to
paint themselves with the mixture as well. This
will initiate negotiations and allow the participant
to bargain with the Fey.
CHAPTER 5 . RAFFENBURG
259
If an adventurer performs the ritual, the same payments as described above. Feel free to
describe the following: be creative. Also, please allow the adventurers to
The clouds slowly part and brilliant rays of suggest suitable payments, too!
sunlight fill the garden. The air grows warmer
as the light becomes brighter, and brighter,
until it feels as though the world itself was
Summer Courtier
Medium Fey, chaotic evil
turned into a blinding oven. Then, suddenly,
the clouds reform and you see that you are not —
Armor Class 19 (natural armor)
alone. A creature wearing a cloak of elk hide Hit Points 127 (17d8 + 51)
Speed 50 ft.
and garments spun from gold stands before

STR DEX CON INT WIS CHA
you, its features as beautiful and painful to 19 (+4) 21 (+5) 16 (+3) 14 (+2) 12 (+1) 18 (+4)
behold as the sun itself. —
Condition Immunities charmed, sleep
Skills Athletics +8, Intimidation +8
The Summer Courtier can appear male, Condition Immunities: charmed, sleep
Damage Resistances fire; bludgeoning, piercing, and slashing
or female, or something in between, as the nature from nonmagical attacks
of the Fey is ever mercurial. If asked for a name, Senses darkvision 60 ft., passive Perception 9
they will reply that they are sometimes known as Languages Common, Elvish, Sylvan, Druidic
Challenge 10 (5,900 XP) Proficiency Bonus +4
Lasair, or Flame.

Fearsome Presence. Any hostile non-Fey creature that starts its turn
within 60 feet of the Summer Courtier must make a DC 16 Wisdom
The Summer Courtier can be asked for saving throw. On a failed save, the creature becomes frightened for 1
information about anything. Anything. It will minute. A creature can repeat the saving throw at the end of each of
always speak true. However, the Courtier will ask its turns, ending the effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the creature is immune to
for payment in return. The payment depends upon any Summer Courtier’s Fearsome Presence for the next 24 hours.
the rarity of the information the adventurers’ seek.
Fey Step (Recharge 4–6). As a bonus action, the Summer Courtier
can teleport up to 30 feet to an unoccupied space it can see.
Small payments would include:
Magic Resistance. The Summer Courtier has advantage on saving
Something that the adventurer is passionate throws against spells and other magical effects.
about. If the adventurer agrees, it will no longer fill
them with passion. Actions
Pledging the Courtier the blood of a worthy foe. Multiattack. The Summer Courtier makes two weapon attacks.

The pledge must be made before the killing blow Longsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one
is struck. The pledge and the killing blow must target. Hit: 9 (1d8 + 5) slashing damage plus 18 (4d8) fire damage, or
10 (1d10 + 5) slashing damage plus 4 (1d8) fire damage if used with
both be made by the adventurer bargaining with two hands.
the Courtier. This must happen within the next
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one
moon (4 weeks). target. Hit: 9 (1d8 + 5) piercing damage plus 18 (4d8) fire damage.

Large payments would include: Reactions


The adventurer’s firstborn child, brought within Parry. The Summer Courtier adds 3 to its AC against one melee attack
that would hit it. To do so, the Summer Courtier must see the attacker
the next year. If the adventurer tries to reproduce, and be wielding a melee weapon.
and is potentially capable of it, they will be able to.
The masterwork of an artisan, given freely.
It must be brought by the end of the next Lastly, if the adventurers agree to a
moon. (4 weeks). payment, but do not follow through, then the
The head of a fool, killed by their own Summer Courtier will appear at the worst possible
foolishness, and must be brought by the end of the moment and try to kill the adventurer and all
next moon (4 weeks). who stand with them. Likely, this means during
another combat.
The Summer Courtier can also be asked
for a boon, such as a magic item. A boon follows
CHAPTER 5 . RAFFENBURG
260
2nd Floor Another depicts the Blood Queen herself
standing atop Gulthias’ corpse, holding his severed
R6H - Dining Hall head aloft, all while a massive black wolf rolls over
at her feet. Notably, the Blood Queen’s eyes are
The stairs from the Gallery lead into the brown, rather than red, and her teeth appear as flat
Reinwalds’ personal Dining Hall, as well as as any other humans.
continue on up to the third floor. The Dining
Hall itself is another extravagant room filled
with golden statues, priceless paintings, R6I - The Solarium
and expensive furniture. To the east, a door
The door opens into a lavish room with
leads to the Count and Countess’ personal
large windows that let in as much light as
chamber, while to the south hallways lead to
the cloud strangled sky can offer. Occupying
the other chambers and to the Solarium.
most of the room are four overstuffed chairs
facing each other, with two end tables sitting
The second floor is off limits to party between them.
guests, though the Reinwalds don’t trouble
themselves with much security. They trust their
Typically a solarium is a room meant
servants to look after them, not to mention the
to receive as much sunlight as possible, but
fact that they’re werewolves and thus don’t have as
considering that the sun only shines one day
much need for security as other nobles might.
a year, this solarium essentially just offers a
wonderful view of the forest estate.
That said, sometimes the Reinwalds will
bring people upstairs for private meetings. For the
A DC 12 Investigation Check will reveal
powerful and wealthy, those meetings are usually
that the drawers contain letters. If an adventurer
full of politicking in the dining room or the bed
takes time to read through the letters (at least a
chambers. For the Reinwalds’ prey, that means a
half hour), they will discover that the Reinwalds
trip up to the murder labyrinth on the third floor.
are not only aware of the rising tension in the
city, but that they are building an alliance of
A DC 18 History Check will reveal that
the nobility to oppose the city council and the
several of the paintings depict the end of Gulthias’
revolutionaries both.
reign in Wreythau. The most remarkable
paintings are the following:
Needless to say, the letters could be
valuable blackmail in the right hands.
One painting depicts Gulthias sitting upon
a throne made of twisted branches in a glade of
standing stones. Gulthias is a male elf with a wiry, R6J - Bedchambers
yet powerful build partially hidden by a regal outfit
that looks as though it was grown from throned These four bed chambers appear to be
vines and the flowers that bear his name. Mist intended for close family. They are all
hangs all around him, and standing at his right is a luxurious and filled with soft animal pelts,
dread elven warrior: Beleroth Haar An Thell. To thick blankets, master-crafted furniture, and
his left sits a massive wolf with a coal black coat beautiful decorations, though each has been
and a murderous gaze. arranged to best suit their owners.

Another painting depicts a grand battle, The northwestern bedchamber appears to


Gulthias leading an army of undead horrors, currently belong to no one. There are no personal
unnatural monstrosities red in tooth and claw, and items of any kind.
knights riding massive wolves against an army of
humans and dwarves.

CHAPTER 5 . RAFFENBURG
261
The southwestern bedchamber appears These bedchambers are intended for guests
to belong to Yasviga herself. Within it lies a of the family. More specifically, that means allies
diary, about 300gp worth of jewelry, a wardrobe and potential allies of the Reinwalds.
full of expensive clothing (10gp+ per outfit),
and a silvered dagger (worth 50gp) kept beneath At the moment, the bedchambers are
her pillow. empty, though it’s clear that either the staff are
instructed to treat the rooms as if they’re always in
Yasviga’s diary paints a fairly horrifying use, or that they will soon be occupied.
depiction of what it’s like to grow up in a
family where siblings murder each other and
everyone hunts other people for sport. Perhaps R6L - The Count and Countess’
unsurprisingly, Yasviga detests most of her family, Bedchamber
even if she has come to terms with her nature.
The door opens to reveal a lavish drawing

room filled with overstuffed chairs, a few
The northeastern bedchamber appears to
end tables, and a lush carpet, as well as two
belong to Ustinya and Karloff, mostly because of
golden statues, one of the Count and one of
the large golden statues of themselves that stand to
the Countess. A truly enormous painting acts
either side of their bed. Otherwise, it appears they
as a wall between the drawing room and the
use this room rarely, though it does contain about
bedroom, the painting depicting a landscape
100gp worth of jewelry as well as two silvered
painting of Wreythau. After a moment, you
longswords (100 gp each) and a quiver full of 30
realize the painting is animated, the clouds
silvered arrows (worth 60gp).
moving, the trees rustling in the breeze, the

sea lapping against the shore.
Lastly, the southeast bedchamber appears
to belong to the head chef, a cousin named Bolearis
Reinwald. Their desk is filled with dozens upon Past the painting lies a bed larger than
dozens of recipes, most of which are great for many peasants’ homes, as well as two wardrobes, a
cooking people. vanity, and another Wreythian bear skin rug. To
the west lies another doorway that leads out to a
These recipes are very valuable however, widow’s walk that overlooks the entrance to the
and are worth about 10 gold each. Other nobles, or castle itself.]
establishments like the Drowning Sun would all be
eager to buy the recipes. Over 1000gp of jewelry is kept in
the vanity, and the wardrobes are filled with
Otherwise, the room is filled with extravagant outfits (10gp+).
expensive outfits and jewelry, all worth
about 500 gold. Oddly enough, though, it doesn’t appear
to contain much else. There’s no personal
correspondence, no mementos, and everything is
R6K - Guest Bedchambers perfectly orderly.
A large fireplace against the far wall blazes
merrily, filling the room with light and a cozy
heat. The furnishings are extravagant and
Third Floor
contain a Wreythian bear skin rug, a large,
sumptuous bed, a wardrobe, two end tables, R6O - The Murder Labyrinth
and a vanity. The staircase leads to the third floor, opening
up to a series of tight corridors. Strangely,
the walls of the corridors appear to be purely
functional, with no decoration at all in sight.

CHAPTER 5 . RAFFENBURG
262
The third floor of the castle exists purely Spike Thrower
as an indoor hunting ground. The majority of the Magic Trap
floor is dominated by a large maze of corridors
with traps placed in strategic places to hamper the When the trap is triggered it launches
movement of prey. 8 metal spikes at anyone in the doorway. Each
spike rolls with a +8 to hit and deals 15 (2d10 + 4)
The traps in the labyrinth use the piercing damage.
following rules:

R6Q - Torture Room


Bear Trap
Mechanical Trap The stench of blood and terror fills this room,
rising off of crusted stains on the floorboards.
A DC 16 Perception Check will reveal the Four large torture racks fill the room, along
location of the trap. The traps are hidden beneath with tables cluttered with medical tools.
false floorboards that must be reset whenever a
trap is triggered. The torture room’s purpose is easy to
guess, though the Reinwalds also use the room
Any character that steps onto the bear trap to stabilize worthy prey harmed by their traps.
must succeed a DC 16 Dexterity save or take 18 Occasionally they’ll also skin prey alive.
(4d8) piercing damage and become Restrained.
A DC 16 Athletics check or thieves tools check is
needed to escape the trap. R6R - Heart of the Labyrinth
As you round the corner you find yourself
Furthermore, anyone that enters the third staring out at a chamber carpeted with bones.
floor cannot do so without triggering a silent Bones of every size and shape. Bones piled
alarm which will summon one of the Reinwalds upon bones, hundreds of skeletons carelessly
to investigate. In this case, the alarm would strewn all about.
summon Karloff. Or, if you’re wanting to delay a
fight against a powerful werewolf, then the alarm
could summon 6 Reinwald Servants to chase the The Heart of the Labyrinth is where the
adventurer(s) through the maze. Reinwalds ultimately try to chase their prey. If
their prey was worthy, they will be devoured alive
and their bones left as a macabre testament to the
R6P - Widow’s Walk Trap Reinwalds’ predatory might.
As the door opens out onto the widow’s walk
If their prey has some special purpose,
you hear a loud clink, followed by the sound
however, they will simply be trapped in the Heart
of something flying at you at high velocity.
and neutralized with violence or poison so that
they can hunt them again, or otherwise use them
A DC 18 Investigation Check will reveal to fulfill their purpose.
that the door is trapped. Once this has been
detected, the trap can be triggered without a check The piles of bones count as
while the door is still closed. Difficult Terrain.

However, anyone that fully opens the door


will also trigger the trap. Once triggered, the trap R6S - Trap Rooms
uses the following rules: As you open the door you briefly see the
blades of spinning saws rising from the floor

CHAPTER 5 . RAFFENBURG
263
just before a spiked mallet comes hurtling
towards your chest. Against the south wall lies racks of
weapons and armor of all types. Enough to supply
The trap rooms are really just one large a small army, at least. Not strange in and of itself,
trap composed of several smaller ones. but likely concerning.

A DC 14 Perception Check will reveal that The cages require a DC 17 Thieves Tools
the doors are trapped. The trap can be triggered check to unlock them.
without a check before opening the door.
As for the people in the cages, they were
Otherwise, the trap will trigger when all chosen for a reason. Some are gladiators from
the door is fully opened and the trap uses the the Menagerie, others are dangerous criminals,
following rules: one is a Hunter from the Hunter’s Guild, there are
a few university students that insulted one of the
younger Reinwalds, etc.
Spiked Mallet
Mechanical Trap Should the cages be opened without
the proper key, a magical alarm will sound,
When the trap is triggered a large, spiked summoning Karloff and 6-10 Reinwald Servants.
mallet will swing out from the wall and strike
anything standing in the doorway. The spiked Should the cages be opened with the
mallet rolls with a +8 to hit and does 20 (2d12+7) proper key then it might be possible to sneak all of
piercing damage if it hits. the prisoners out, but really, that’s no fun. Instead,
have Karloff catch up with the characters in the
Furthermore, half of the rooms are filled forest and attack them. See The Hunt, below, for
with magical, spinning saw traps. The traps use the more information.
following rules:

R6N - Storage Room


Spinning Saw Trap
Magical Trap The wooden door from the Place of Arms
opens up into a large storage room. Gigantic
Anything moving over this trap must barrels of wine sit along the far wall and
succeed a DC 16 Dexterity save or take 7 (2d6) large crates of various supplies and foodstuffs
slashing damage for every five feet moved. This occupies much of the remaining space.
trap also counts as difficult terrain.
A DC 16 Investigation check will reveal a
case of 10 Potions of Healing (2d4+2).
R6M - The Undercroft
The secret passage from the Winter Garden Additionally, any sort of mundane supply
leads to two ladders and a mechanical lift can likely be found in this room (various tools,
that descend deep beneath the earth to the rope, tents, mess kits, etc).
undercroft of the castle. The center of the
undercroft has been conferred into a Place
of Arms, a training hall for close combat and
archery. Yet what is truly shocking are the two
chambers penned in by thick iron bars driven
into the stone itself. About a dozen men and
women are trapped within, a thick blanket of
hay their only comfort inside the cells.
CHAPTER 5 . RAFFENBURG
264
Event: The Hunt deliver this proclamation: any who can escape the
Reinwald estate will have earned their lives and
This event can go one of several ways, but
their freedom. Any who cannot escape will die.
essentially, it’s a fight against a very dangerous
Then, the Reinwalds would release the prisoners
werewolf in a forest. Because of the simplicity
in small groups, allowing them to arm themselves
of this event, it can be adapted to fit multiple
as they wished (they could use their own gear or
contexts, so don’t be afraid to let the adventurers
take from the armory in the Undercroft), and then
do what they do. If they try to sneak into the
they would be released out into the forest that
estate, this event could trigger. If they try to
covers the estate.
release the prisoners, this event could trigger. If
the adventurers are captured during the revel, this
The adventurers would be released
event would trigger. Etc.
together, armed, and then sent off. Specifically,
Yasviga will tell the adventurers which direction
Now, that said, what will be described
to run in. This is to get them away from everyone
below will be a description of what would happen
else so they are isolated and no backup can be
should the adventurers have agreed to help
called once the ambush against Ustinya and Karloff
Yasviga assassinate her elder sister. That means
takes place. However, it’s up to the adventurers
the adventurers have attended the revel and
what direction they choose.
subsequently been captured for the Hunt the next
morning. Once captured, the adventurers would be
Assuming they listen to their only ally,
kept in the cages in the Undercroft with the other
they’ll have a few hours of running through the
prisoners, none of which know anything. Then,
forest before Yasviga catches up with them. She’ll
as the next day dawns, all of the Reinwalds and
give one of them a silvered weapon (a shortsword,
their servants would gather in the undercroft and
longsword, bolts, or arrows) and then they’ll have

CHAPTER 5 . RAFFENBURG
265
some time to set up the ambush. Yasviga will go subjects, important research is suppressed, and
after Karloff and leave the adventurers to deal throats are regularly poisoned and split, all in
with Ustinya. the name of greed. Nonetheless, most of the
city regards the University as a point of pride
Now, this fight will be incredibly and a source of hope, ignorant to all that goes
difficult. Ustinya is a deadly archer and has on within the expansive bounds of its campus.
legendary actions that allow her to attack multiple Great things are done at the University, and for
opponents. However, she is incredibly arrogant, many, the scholarships offered by the Guilds, the
easily goaded, and possesses no magic. What’s Consortium, and the Guard have led to a better
more, as long as she is hit with the silver, she won’t life. The fact that that better life comes at the cost
regenerate, making her much easier to kill. of others, however, hasn’t gone unnoticed.

If the PCs put a little bit of effort into their Because of this the University is a heavily
ambush and utilize helpful spells (like pass without contested battleground, even if that battle is being
trace, invisibility, etc), then they should absolutely conducted in the shadows. Every faction needs
be able to come out on top, though it will be a knowledge, innovation, medical care, and arcane
brutal, dangerous fight. power, and that is exactly what the University
offers. It is simply too valuable for any faction to
destroy, and so the struggle to control it happens
University District much more carefully and subtly than almost
anywhere else in the city. That also means that
there are agents of every faction present in the
R7 - University of Raffenberg University, making it a hotbed of espionage that
In a city as cursed as Raffenberg, even the
would make even the Gheata sisters salivate over.
vaunted halls of learning harbor terrible secrets.
Brutal experiments are conducted on live human

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Unfortunately for the adventurers, much Summary
of that complex struggle happens behind the This is the most important event to take
scenes and would take weeks, if not months, to place at the University of Raffenburg as it will not
learn about, much less get involved in. Frankly, only give the players much greater insight into the
that’s time they simply don’t have. That said, Blood Queen, but it will also give the adventurers
the University is still an incredibly valuable some interesting magic items, some of which
location for them for much the same reason it’s might come at a cost.
valuable to everyone else: it is the home of the
collected knowledge, learning, and study for all On the surface, this event is about rescuing
of Wreythau. And, more specifically, it is the Ekaterina Tornheim the Younger (Baroness
only place in Raffenburg that the adventurers can Tornheim’s daughter) from the University’s cursed
legally buy magic items, potions, and other arcane library. However, as the adventurers delve into the
goods and services (see the DMG for suggested maze of bookshelves and interact with the artifacts
pricing and then double or triple it). Note that within, they’ll be able to dig deeper into Wreythau
these goods and services also include healing the Blood Queen, and the Dark Power that secretly
magic, as the University operates an advanced rules it all.
magical Hospital, as well.
This event can trigger in a few
different ways.
Event: Lost In The Stacks • If the adventurers have helped the
Location: University Library Revolutionaries, then Yulia Mountainsblood
Suggested Level: 6 will reach out to them and ask for their
help in finding one of her students who has
disappeared in the library.

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• The Tornheims could send the adventurers The library is a grand building made of brick
a letter asking them to check in on their and stone, and proudly stands at five stories
children, mentioning that both are attending tall. However, anyone at the University can
the University. Asking around the University tell you that the library only has one floor,
will reveal that Felix has been spending and that no one has ever explored all of it. In
lots of time with the Reinwalds, and that fact, as soon as one steps through the doors
Ekaterina the Younger has disappeared in of the Library, it’s as though they’ve entered
the library. an entirely different building. On the outside,
• While buying magical goods and services there are many grand, stained glass windows,
at the University, they could overhear that but on the inside you can’t see them. In fact,
some noble’s daughter has disappeared and you can’t even see any walls, only the front
Professor Mountainblood is making a big doors that let you into the building and a void
fuss over it. of black where the walls should be.
• Alternatively, if the adventurers wish to
visit the library anyways (perhaps due Sitting inside the entrance to the library is
to city rumors), then the librarians will a reception desk staffed by a librarian, and
mention that a student recently went beyond that, is simply an expanse of tower
missing in the library. Not uncommon for bookshelves and a polished wooden floor.
younger students, but rare for those close to The librarian, known as Antiquarian
graduation. Amadi, is an ancient human woman with dark skin
and grey dreadlocks. She is cheerful and is happy
to help the adventurers. She’ll make sure they have
R7A - The University Library all the gear they need, including at least three days
of food, water, and light, and will compliment

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them on their weapons and armor (assuming they
arrived armed). Book Worm
Gargantuan monstrosity, unaligned
The library, Antiquarian Amadi will —
Armor Class 18 (natural armor)
explain, exists in its own little pocket dimension. It Hit Points 247 (15d20 + 90)
was constructed by the Blood Queen herself to act Speed 50 ft., burrow 50 ft.
as a repository for knowledge, in whatever form it —
STR DEX CON INT WIS CHA
might take, and the library has grown and grown 28 (+9) 7 (-2) 22 (+6) 1 (-5) 8 (-1) 4 (-3)
throughout the millennia. Now, it has something —
Saving Throws Con +11, Wis +4
of a mind of its own, and the stacks shift and Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
change, creating a perpetual maze that cannot be Languages —
Challenge 15 (13,000 XP) Proficiency Bonus +5
mapped. What’s more, the library has a guardian,

the Book Worm, that ruthlessly protects all that Tunneler. The worm can burrow through the book shelves. The
shelves will instantly repair themselves in its wake.
the library contains. If anyone tries to remove
anything from the library, they’ll have to deal Actions
with the Book Worm, and so far no one who has Multiattack. The worm makes two attacks: one with its bite and one
challenged it has survived. with its stinger.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22
Furthermore, Antiquarian Amadi will (3d8 + 9) piercing damage. If the target is a Large or smaller creature,
it must succeed on a DC 19 Dexterity saving throw or be swallowed by
confirm that Ekaterina Tornheim the Younger the worm. A swallowed creature is blinded and restrained, it has total
has been missing for a little over a week now, and cover against attacks and other effects outside the worm, and it takes
21 (6d6) acid damage at the start of each of the worm’s turns.
is likely in grave danger. It’s a shame, really, as
she was such a promising student. Unfortunately, If the worm takes 30 damage or more on a single turn from
Antiquarian Amadi rarely ventures into the stacks a creature inside it, the worm must succeed on a DC 21
Constitution saving throw at the end of that turn or regurgitate
anymore, so it’s up to the adventurers to rescue the all swallowed creatures, which fall prone in a space within 10
young Tornheim. feet of the worm. If the worm dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 20 feet of
movement, exiting prone.
As dangerous as the Book Worm is, it doesn’t
Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one
automatically attack. Instead, whenever an artifact creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make
in the library is disturbed, the Worm will soon a DC 19 Constitution saving throw, taking 42 (12d6) poison damage
appear and perform a special attack: Wrath of on a failed save, or half as much damage on a successful one.

the Book Worm. Use your best judgement as for Single target. Make a DC 18 Strength
when the Wrath of the Book Worm occurs. I Saving Throw. If you succeed, you are able to
recommend after the adventurers have finished resist the Book Worm and remain where you are.
interacting with an artifact, though remember, the If you fail, you are swept up in the Book Worms
Worm only appears if the artifact was significantly maw and are carried to a random location within
disturbed. In most cases, that means if the the library.
adventurers attempt to move an artifact.
Wrath of the Book Worm triggers
Wrath of the Book Worm opportunity attacks from any creature within
Living Trap 10 feet of the creature it is targeting. This will
allow the adventurers to whittle away at the
The floor beneath your feet begins to tremble, Book Worm’s health leading up to the final
and the books begin to shake upon their confrontation. Assuming the adventurers are
shelves. Then, suddenly, the shelf in front of brave enough for a final confrontation, that is.
you explodes and a massive, toothed maw,
easily ten feet across, lunges down upon you. Furthermore, this mechanic should help
ramp up the unease for your players, as this will
not only separate them in a maze, but they will also

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have no idea when the Book Worm will actually forget about it. It should harass all but the most
attack them. And, if they get cocky, consider careful adventurers.
having the Book Worm actually attack for a round
or two before disappearing through the stacks
again. In other words, keep them guessing. Artifacts in the Stacks

Navigating the Stacks A - The Mirror


Displayed upon a marble plinth is a large
The adventurers will enter the battlemap silver mirror. As you gaze into that shining
in the northwestern corner. surface you see your reflection shifting, your
features changing before your very eyes, and
The Library battlemap is designed as a unbidden, a thought enters your mind: is this
maze and it works best if you can maintain a fog of what form your spirit desires?
war. If you use a virtual tabletop then you can use
whatever lighting settings or fog of war settings The Mirror is a magical item that can
that your chosen program has to ensure that only permanently change a creature’s appearance. It can
what is within the adventurers’ current line of alter anything about their appearance, including
sight is visible. If you’re playing with pen and changing a creature’s size to small or medium,
paper, you can use blank slips of paper that you but it cannot affect any other parts of their
move around to hide the parts of the map that are character sheet. It will not give special attacks,
not within the adventurers’ line of sight. In other increase or decrease abilities, etc. It will only alter
words, if the adventurers are not currently looking appearance and size.
at it, it should be obscured from their view. This
will protect the integrity of the maze and force the When an adventurer first looks into the
players (yes, the players) to use their memories or mirror, ask them the following question:
draw their own map. This will best simulate what
the adventurers themselves are going through. “What does your character wish they
looked like?”
The goal is to have the characters explore
an oppressive, architectural horror maze of However they answer, that is what the
bookshelves and creepy artifacts. The adventurers Mirror will show. Then, if they wish it to happen,
should be able to freely move through the their form will change to match the idealized
library, pausing to interact with whatever catches reflection in the mirror.
their interest, though the library should feel
inhospitable and ominous. For one, it is impossible
to escape the stacks. Anything trying to climb or B - Devil Skull
fly above them will find the stacks rising endlessly
Upon a marble plinth is a hellish skull as
higher, no matter how fast or how far they try to
large as a grown man’s torso, with a pair of
go. For another, have the entrance/exit shift. Once
sweeping horns that rise majestically from
inside the library, the adventurers can’t leave until
the crown of the skull. As you approach,
they’ve achieved their goal (or the players beg you
an infernal light flares within its empty eye
to let them out; if the players aren’t having fun,
sockets and an inhumanly deep voice echoes
best to move on).
in your mind.
Lastly, there’s the Book Worm. Make sure
not to interrupt the adventurers interactions with This is the skull of a Pit Fiend that Czerina
the library, but don’t hesitate to make the Book slew long ago. She trapped its soul into the skull
Worm’s presence known. In other words, don’t be and placed it in the Library so that its knowledge
afraid to delay the Book Worm’s arrival, but don’t would not be lost. Now, this ancient devil simply
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lurks within the skill, waiting and hoping for a the spell they learned permanently erased from
chance to one day free itself and return to the their mind, something only Czerina, or the Wish
Nine Hells. spell, could do.

In the meantime, the Devil Skull will


bargain with any who approach it, offering to C - Brain in a Jar
reveal powerful arcane secrets in exchange for Sitting upon this plinth is an ornate glass
souls, items of power, or anything else of value jar made of the finest crystal and decorated
that it might be able to gather. in complex lattice work of thorned vines
wrought in gold. The jar itself is filled with
The Skull can teach any adventurer a spell. a transparent green liquid, and inside that
It could even teach an adventurer a spell higher liquid floats a brain. As you approach, a
than what the adventurer can cast, although the feminine voice echoes in your mind.
adventurer would not be able to cast it until they
possessed the appropriate level of spell slots. For This is the brain of Czerina’s mother,
instance, a 3rd level caster could learn the Wish Evengja, suspended in a cruel parody of
spell from the Devil Skull but would be unable immortality. Where Czerina sought to torture
to cast it until they gained access to 9th level her father by trapping him in an endless cycle
spell slots. Most importantly, this would allow a of painful reincarnations, she decided to do the
character to learn and cast a spell from another opposite to her mother, preserving the mind she
class’ spell list provided they had spell slots of an so admired, but nothing else.
appropriate level. For instance, a Druid could learn
a Wizard spell, and cast it, provided they had the So here Evengja sits, a brain trapped in a
appropriate spell slots for that level of spell. jar, surrounded by an endless font of knowledge
and nothing else. Evengja can commune with
The Skull will only bargain with an the library to a degree and can request any book
adventurer once and no more. that she wishes, using Mage Hand to hold it and
flip the pages.
Things the Skull would bargain for:
• Angel Feathers Periodically, students from the University
• A Soul secured through an infernal contract will consult her, though after a millennia of this
within one week (a contract would appear tortured existence, Evengja simply seeks to die.
if this option was chosen). The Soul could She will beg, coerce, negotiate, lie, and generally
belong to the adventurer or to anyone they do everything she can to convince the adventurers
get to sign the contract. to break the jar and let her escape her suffering.
• A Relic of Legend Ironically, this torture has convinced Evengja
• A contract stipulating that the adventurer that she was right to treat Czerina like a monster
perform a living sacrifice in order to all those years ago, rather than inspire some sort
summon a specific Erinyes from the Nine of repentance.
Hells within one week. Once summoned, the
Erinyes would be free to act in Wreythau Clever players might think up other
however it wishes. solutions, however, such as using the Mannequin
(Artifact E) to produce her a new body. This
If an adventurer fails to uphold their could lead to an incredibly dramatic confrontation
bargain, Devils would periodically appear and with Czerina, particularly if Gavran has also been
attempt to drag the offending adventurer into awakened to his past lives and allowed to confront
the Nine Hells. I would recommend starting with Czerina along with Evengja.
low CR Devils and working your way up toward
another Pit Fiend. In this case, the only thing
that would save the character would be to have
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Otherwise, Evengja is incredibly intelligent Note: the Mirror (Artifact A) could erase
and educated and conversing for a protracted the mutation.
length of time could grant an adventurer
proficiency or expertise in Animal Handling,
Arcana, History, Insight, Nature, Medicine, E - Mannequin
or Religion. Tucked away in this corner of the library is
a strange, clay covered mannequin wearing
an extravagant ball gown. The mannequin is
D - Magic Orb posed as though it’s ready to embrace anyone
Sitting upon an iron stand in the middle of who comes within reach.
this plinth is a large, crystal orb, filled with
swirling, chromatic light. The urge to touch Any creature that embraces the mannequin
the orb grows within your mind. will realize that they have just gained a Clone
(see the 8th level necromancy spell: Clone). The
Adventurers must succeed on a DC 10 mannequin will transform into an exact replica of
Intelligence save to avoid touching the orb. the creature, and upon that creature’s death, they
will be able to use the mannequin as a Clone.
Any adventurer that touches the Orb will
suffer from the following effects: This can be overridden if another creature
• Gain +2 in any non-spellcasting ability. attunes to the mannequin. Once attuned, the
• Lose -2 in any non-spellcasting ability. mannequin will permanently become that
• Gain a random mutation. creature’s Clone.

Note: Wis, Int, and Cha only count as


spellcasting abilities if that is how the character F - Brazier
casts their spells. So a pure Barbarian, for example, Sitting upon this marble plinth is a
could affect any ability. large, bronze brazier filled with burning
coals. Along the rim of the brazier is an
Sample Mutations: inscription that reads: sacrifice flesh for flesh,
• Small mouths grow on each fingertip. blood for blood.
• Your tongue becomes a small snake.
• Your blood is now black and your veins are
Any creature that plunges their hands into
visible beneath your skin.
the burning coals will take 18 (4d8) fire damage,
• You grow horns.
but will gain a floating charge that will exist
• You grow a tail.
until it is activated. Once activated, the charge
• A second, fanged mouth grows
will allow the creature to do maximum damage
upon your neck.
with any single target spell or attack. Note that
• Your teeth fall out and regrow every
they must declare they are activating the charge
morning. They are always different.
before rolling to hit. If the attack hits, it deals
• Instead of legs you now have a snake,
maximum damage.
centipede, or other animal body.

Allow the player to pick their character’s G - Necklace


mutation, but try to encourage them to make
A magnificent necklace made of precious
it suitably creepy. Also, remember that these
metals and jewels glitters upon a marble
mutations will mean they will need a disguise not
plinth. As you get closer you realize that
to get attacked by a crazed mob sometime in the
words have been carved into each jewel,
near future.
transforming the necklace into a record
of some kind.
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The writing on the necklace is in Sylvan, I - Five Rings
and details a very complicated Writ of Safe Passage
Sitting upon a red velvet cushion are
to the Court of Nemeth. Any character with a
five rings. Four rings are simple golden
map will recognize that is probably referring to
bands, while the fifth ring resembles an
the Ruins of Nemeth, although what lies there,
ostentatious crown made of diamonds, rubies,
who could say?
and sapphires.
A DC 16 Arcana check can. It will reveal
that the Writ of Safe Passage must be honored These are the rings of the Dominator
by the Fey, and any character holding the and the Dominated. First, a creature must attune
necklace can use it to forestall any hostility with to the Ring of the Dominator. Then, they can
the Fey until after the character has visited the distribute the four other rings. From then on, the
Court of Nemeth. creature wearing the Ring of the Dominator can
cast a 9th level Geas spell (DC 16 Wisdom Saving
Throw) upon any creature wearing a Ring of
H - Goblet the Dominated.
This silver goblet rests upon a velvet cushion
and has been fashioned to resemble a skull, However, each time the Ring of the
and the stem of the goblet is covered in Dominator is used, it consumes a finger.
small spikes. That is, every time a creature uses the Ring
of the Dominator, it loses the finger the ring
is worn upon.
This goblet steals the blood of another
creature. Whenever the spikes on the goblet draw
a creature’s blood it will forge a link between itself J - Giant Ruby
and that creature. Then, whoever is attuned to the
A gigantic ruby sits upon this marble plinth,
goblet (and who doesn’t accidentally draw their
a cloudy black smoke slowly drifting beneath
own blood) can summon the linked creature’s
the gem’s faceted surface.
blood to fill the goblet. Every time blood is drawn
into the goblet, the linked creature must make a
DC 16 Constitution Save. If they succeed, they take The adventurers will recognize this ruby
1d8 necrotic damage and the goblet cannot be used as being almost identical to the rubies embedded
again until the next day. If they fail, the damage into the stone slab that the Blood Queen
permanently increases by 1d8 and the goblet slumbered upon.
can be immediately used again. Note, because
the damage permanently increases with every And, should anyone touch the ruby, they
failed save, this could kill a creature by draining will be treated to a rare occurrence: the chance
them of blood. to commune with Czernobog itself. In that case,
describe the following:
Secondly, any creature that drinks blood
from the goblet will also gain the benefits of the As you touch the ruby, the world fades
Detect Thoughts spell targeting the creature around you and you find yourself floating
whose blood was drunk (DC 16 Wisdom Save). high above the world, cold stars above you
and the curve of the earth beneath you. For an
This link functions and its benefits instant, you can feel everything. Every shift of
function as long as the goblet and the linked the tectonics, every seed beginning to sprout,
creature are on the same plane. every deer brought to a painful and bloody
end. Everything. It lasted only an instant, and
yet the pain of so much sensation is immense,
and worse, you know that all of it was wrong.
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All of it was not how it should be. It was This is a 9th level spell scroll. It’s up to you
profoundly unnatural, and cruel, and as which spell you’d like to be on the scroll, as you
you come to this realization a cruel laughter will know your adventuring party far better than I,
echoes through your head. though a few suggestions:
• 9th Level Magic Missile
Contact with Czernobog can be broken by • 9th Level Disintegrate
simply removing contact with the ruby. • 9th Level Fireball
• Feeblemind
If an adventurer attempts to continue to
communicate with Czernobog, the Dark Power M - Eldritch Horror
will simply continue to shove horrible images into
their mind, images that strongly echo the reality Resting atop this plinth is a grotesque horror,
of Wreythau itself. Oh, and the character will take all insect chitin and writhing tentacles, the
1d10 psychic damage with every image. majority of its terrifying bulk disappearing
into the dark void directly behind
A DC 22 Religion Check would reveal the creature.
that this gem contains a piece of some incredibly
powerful entity, an entity somehow bound to This eldritch horror imparts knowledge,
the fabric of reality itself, more akin to a Dark but that knowledge comes at a cost.
God than anything else, and yet bound by
different rules. An adventurer can learn any language
from the eldritch horror, but will take 22 (4d10)
psychic damage for each language they learn.
K - Magical Instrument
An instrument sits upon this plinth, made of
rich wood and covered in ornate engravings, N - Teleportation Circle
this instrument is truly a masterpiece. Tucked away between the shelves is an
elaborate stone circle set into the wooden
This instrument will change into whatever floor. Complex arcane runes cover the circle,
instrument an adventurer plays. If more than one and glow faintly with light.
adventurer plays an instrument, it might even
change form before their very eyes. A DC 14 Arcana Check will reveal that
this is a teleportation circle, as well as how to
More importantly, this Instrument can be activate it.
used to cast Summon Greater Demon (Xanathar’s,
pg 166) once per day. The caster can also use a A DC 16 Investigation or Perception
spell slot of a higher level (if they possess them) Check will reveal what appears to be an expensive
to cast the spell at a higher level. However, there hair pin that’s rolled up against the bookshelves.
is a caveat: the Demon will not disappear once
concentration ends. Instead, the Demon will If an adventurer activates the circle
need to be slain, Banished, or otherwise forcibly without stepping on it, they will teleport a severely
removed from the plane it was summoned to. dehydrated Ekaterina Tornheim the Younger back,
thus saving her life.
L - Scroll If an adventurer activates the circle
Sitting upon this marble plinth is a grandiose while stepping on it, they will be teleported
scroll made of human parchment and written to Artifact O.
in what appears to be blood.

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274
O - Cursed Teleportation Circle Anyone who tilts this hourglass will
discover a terrifying, yet fantastical property: this
There’s a brief flash of light and then
artifact can warp the very fabric of time itself.
you find yourself standing upon another
Whoever tilts the hourglass will be forcibly aged
teleportation circle, completely surrounded
forward or backward in time, although it will
by impenetrable bookshelves. And, beside
not regress anyone past adulthood, nor will it
you, is a semiconscious young woman who
alter memory or knowledge. It only affects the
appears to be dying of thirst.
physical body.
The woman is Ekaterina Tornheim
the Younger, Baroness Tornheim’s daughter. Furthermore, the hourglass can be used
She foolishly activated the teleportation circle, however many times the user wishes, allowing for
believing that she could control it, and so got the experimentation needed to find the ideal age
herself trapped. And, congratulations, the for their body.
adventurer is now also trapped. There is no way
to activate the cursed teleportation circle. Only Alternatively, a truly evil user could force
Teleportation Circle N functions, and it must be someone to age horribly, just shy of death. Said
activated again in order to free those trapped by victim would have to be physically forced to do
the cursed teleportation circle. this, but it is possible.

And, because she ran out of supplies


days ago, she is quite close to death, effectively R - Corpses.
unconscious, and requires water as soon Two corpses, one man and one woman, lie in
as possible. a pool of dried blood before an empty marble
plinth. There is nothing upon the plinth,
and no sign of what led to the corpses’ death.
P - Magic Ink + Quill.
There are no wounds, despite the crusty blood
A crystal bottle of black ink and an that they lie in.
extraordinarily artful quill rests atop this
marble plinth.
That’s it. Just two corpses. A mystery that
will never be solved.
This is the Quill of Creation, a magic item
that allows whoever attunes to it to draw items
into existence. Whatever is drawn will become S - Potion
a real, mundane item. If a bird is drawn, you Sitting atop this marble plinth is a large glass
now have a wonderful bird statue. If a sword is decanter filled with a mysterious fluid. The
drawn, you now have a regular sword. If a door is fluid is thick and viscous and is filled with
drawn on a wall, there is now a door, though that swirls of red, blue, green, gray, and black.
door might just lead to more wall, depending on
where its drawn.
A DC 20 Arcana Check will determine
that this isn’t actually a potion. It’s a Slaad egg
Q - Hourglass preservation device. Any creature that drinks
the liquid within will be infected with a slaad
Sitting atop a short marble plinth is a large
egg. Once drunk there is no save, and if drunk
hourglass built into a complex stand made of
unknowingly, there is no observable effect until
moving brass rings. It appears that the stand
the final 24 hours before the disease becomes
can spin along multiple axes, or the hourglass
terminal and slaad tadpole bursts forth.
can simply be tipped one way or another.

CHAPTER 5 . RAFFENBURG
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However, anything that cures diseases This is a flying carpet.
will be able to cure the victim of the slaad egg,
just as normal. Carpet of Flying, 6 ft. × 9 ft.
DMG p157
Wondrous item, very rare, major tier
T - Treasure You can speak the carpet’s command word as an
A large pile of gold and platinum coins, action to make the carpet hover and fly. It moves
expensive jewelry, and large gemstones sits according to your spoken directions, provided that
precariously upon this marble plinth. you are within 30 feet of it.

A DC 15 History Check will reveal that A 6 ft. × 9 ft. carpet can carry up to 800 lb. at a fly
this treasure contains items that are all over speed of 30 feet. A carpet can carry up to twice this
1000 years old. weight, but it flies at half speed if it carries more
than its normal capacity.
The treasure is worth 6,873 gold pieces.
W - Gulthias Flowers
U - Teddy Bear An ornate flower pot sits upon this plinth,
Sitting upon this marble plinth is a lone brilliant, scarlet flowers growing up from the
teddy bear with pieces of polished obsidian soil. These flowers have three leaves, black
for its dark, dark eyes. stems, and cruel thorns.

Anyone that passes within 10 feet of this These are Gulthias Flowers, though
bear must make a DC 12 Wisdom saving throw. thankfully, they are not in bloom and so are not
Those who succeed will feel a mental pull from giving off pollen or spores.
the bear, and an unnatural desire to pick it up and
hold it, though the feeling passes and they are no X - Magic Tome
longer affected by it. Those who fail the save will
feel compelled to pick up the bear and keep it with A massive book, easily six feet wide when
them at all times. opened, sits upon an equally massive,
polished marble desk.
But what is the bear? I recommend that it
is a Relentless Slasher (Van Richten’s Guide, page This magical tome functions as the catalog
242) in disguise. for the library. It contains the titles and a brief
description of every book in the library (millions
It will not harm whoever carries it, but as of books), as well as information on every artifact
soon as its holder is asleep it will slip out, take on in the library. In other words, by reading this
its true form, and slaughter innocent bystanders magical tome, the adventurers will be able to
during the night. As for its true form, I’ll leave that identify what each artifact does. It’s the heart of the
up to you, but I recommend a demented red cap library. All that it’s missing is a map.
in a blood stained bear costume (though using the
Relentless Slasher’s stats).
R8 - University Prosthetics
V - Flying Carpet
Deparment
Like most buildings in the district, this
A luxurious carpet, carefully rolled into a
grand, brick building is modeled after the
perfect cylinder, sits upon this plinth.
University, with carved embellishments and
statues worked into the architecture. Every

CHAPTER 5 . RAFFENBURG
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carving and statue shares a common theme, Therefore they go into eternal debt that functions
however: each depicts a person using a as indentured servitude if you’re being polite,
prosthetic, everything from mechanical arms, or slavery if you’re being accurate. Remember,
to wheelchairs, and more. Raffenburg is a nightmare for most everyone
in the city.
This is one of the most valuable
institutions in the city, as it provides a very unique
and very highly demanded service: the creation Art District
of prosthetics and other aids that help the people
of Raffenburg cope with debilitating injuries and
conditions. R9 - Grand Theatre
The Grand Theatre is one of the most
For one, grievous injury is incredibly
venerated institutions in Raffenburg,
common. Whether it’s unsafe working conditions,
tracing its lineage all the way back to the
the incredibly deadly Wreythian wildlife, or simple
very first theater in Wreythau’s history. It is
violence, a significant portion of the population
a magnificent structure, built to resemble a
has lost limbs, and that’s on top of the 26% of
domed palace, though it welcomes all who
the population that has some form of disability.
can afford a ticket to step inside and bask in
Additionally, there are also those afflicted with the
the glory that is the theatre.
beastfolk curse that have been maimed in an effort
to hide their condition. In short, lots of people
need help of one kind or another.
Event: The Play’s the Thing
Thankfully, with a combination of
mechanical engineering and magic, there are About twenty years ago, the Cult of
many solutions available. Many of the University’s Decadence took over the Grand Theatre and began
top minds have worked in the Prosthetics Guild, to use it as a cover behind which they could begin
helping to develop new solutions and useful to exert their influence. For, ever since the Cult
applications, resulting in an answer for almost of Decadence took over, every performance at the
every problem. Often this simply means providing Grand Theatre has become a ritual that enchants
a solution that offers the same accessibility that the audience and implants powerful mental
others would have (a mechanical limb, a modified control. Thousands of people over the years have
Tenser’s Floating Disk generator, etc), though been affected, many of them going about their
for some, specialty equipment can be installed. lives completely unaware of the magical tumor
For instance, a forge worker might request a that slumbers within their heads. However, a few
mechanical hand that can cast Heat Metal upon hundred theatre goers have become so affected
anything it touches. by the ritual performances that they’ve essentially
become brainwashed members of the cult itself.
The possibilities are endless.
Most notably this includes Torben
Erhlinger, the Guard Captain of the Art District
Services: itself. Erhlinger is completely oblivious to the fact
• Replacing a Limb: 1,350gp that he’s become a puppet of the Cult, just as he’s
• Replacing Sight: 5,000gp completely oblivious to the presence of the cult
• Adding a mechanical attachment (hidden itself, making him the Cult’s most valuable and
blade, tool, etc): +500gp. most dangerous sleeper agent.
• Adding a spell effect: 2000gp x spell level

How could the average person afford this!?


The answer is, aside from the nobility, they can’t.
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However, even with this insidious And, should they decline, the Cult will
influence upon the populace of the city, the Cult simply be a much, much greater threat during the
realizes that they will need much more power in Revolution.
order to survive the coming revolution, and so
they’ve decided to conduct a much more powerful But, assuming the adventurers agree to
ritual. This time, the performance will be a blood attend, read the following description when they
sacrifice ritual that will help them summon arrive at the Theatre.
powerful demons to grow their ranks and prepare
for the coming conflict. The sacrifices will take As you enter the Grand Theatre you find
place as part of the play itself, each sacrifice yourself wading into a sea of people, many of
opening a door that a demon could walk through, whom are dressed in expensive finery, while
and all while the mind controlled audience feeds others are simply wearing their cleanest set
psychic energy into the ritual that will act as a of work clothes. The foyer of the Theatre is
beacon for the entities that the cult desires. grand, with twin ticket desks made of shining
marble and glittering gold. A lush carpet
However, the leader of the cult, Isidora, has lies beneath your feet and as you show your
an alternate agenda. She has heard of the intrepid tickets to the ushers you are brought out into
adventurers that are responsible for awakening the the Theatre proper. Twin spiral staircases lead
Blood Queen and having captured her attention, up to the balconies, though you are politely
and so Isidora wishes to see the adventurers in escorted towards the doors that will lead
action for herself. She wants to test them and see you backstage.
if they are truly deserving of her eternal mistress’
attention, and so she has not only invited them
to attend the play, she has also invited them The Theatre itself is large, with lots of
backstage and will even offer them roles in the standing areas and seating for its audience, as well
performance...whether they wish it or not. as multiple balconies. Only the top floor balcony
was mapped, as it is closest to being level with the
Beginning the Event rigging above the stage, but if you need/desire to,
you can substitute the top floor map with any of
The adventurers will receive an invitation the other balconies.
to attend the Grand Theatre’s new play, entitled
“The Last Tsar”, as well as an invitation to visit As for the Theatre goers, they are a diverse
the cast of the play backstage. The invitations will crowd. Tickets for the standing areas of the theater
be personally addressed to the adventurers and are sold at prices between 2-5 silver, depending on
will be delivered by a courier from the Wreythian how close to the stage, allowing for guild workers
Courier Service. If asked who sent them, the and servants to be able to afford the theatre. Actual
courier will reply that they don’t know, but that seating ranges in price from 2 gold to 20 gold,
the adventurers would be crazy to miss this depending on the view. This means seating is
opportunity, seeing as how the play has been sold essentially reserved for well paid guild members,
out for weeks now. skilled artisans and professionals, licensed
merchants, and the nobility. Regardless of social
Also, hopefully by this time, the status, however, there are arcane runes placed
adventurers will have run into the Cult at least strategically beneath every seat and along the walls
once before during the Cult Murder city event, and and railings that border the standing areas.
potentially afterwards as the Decadence Demon
stalks them throughout the city. This should help Detect Magic, or a DC 16 Investigate
motivate the adventurers to go investigate the play Check would reveal the presence of the arcane
if the prospect of seeing it doesn’t entice in the runes. Once located, a DC 20 Arcana check
first place. would reveal that the runes are powerful
enchantment magic that will target whoever is
CHAPTER 5 . RAFFENBURG
279
sitting or standing in the area, and will affect Outside Attribution
emotions as well as implant ideas and commands. • Your deeds are most impressive! You’re quite
lucky you have such a fancy sword.
Note that the adventurers would have • You look stunning, you must have an
to intentionally investigate. Those are not incredible tailor.
passive checks.

Backstage Unnecessary Surprise:


• I’m so pleased you’ve come to see the show,
Stepping through the door into the areas I was hoping some guttersnipe would get a
behind the stage, you enter into a flurry hold of the tickets, instead.
of controlled chaos. Stagehands run to • I never knew travellers such as you had an
and fro, readying props and checking the appreciation for the arts!
lighting while actors and actresses change
into costume, do vocal warm-ups, stretches, In short, Schreyer is intent on insulting
and other mental preparations. The ushers, the adventurers and seeing how they react.
however, skillfully guide you out from under Thankfully, he doesn’t have much time to badger
foot and escort you to the dressing rooms to them with psychic barbs, so after a few minutes
meet the director and the top billed cast. of conversation wherein he compliments himself
and negs the adventurers, he’ll make an excuse and
The director of the play is R.K. Schreyer point them in the direction of the stars of the play.
himself, the Blood Queen’s second husband and
famed author and dramatist besides. Schreyer has Each of the six dressing rooms houses one
taken an interest in Isidora’s cult, and he’s helped of the stars of the play. The adventurers are able
her to turn the Grand Theatre into the asset that to visit however many they like, and whenever
it is, though he has no interest in leading the they’re satisfied with the interactions, you should
cult. He recognizes that she has an insight and a have an usher guide the adventurers to the top
genius entirely different from his own, and so he’s floor balcony and start the play. Additionally, if the
become something of a colleague of Isidora, rather adventurers make a large disruption, they will be
than a rival. escorted to their seats.

Additionally, Schreyer is also incredibly While interacting with the actors and
intrigued by the opportunity to meet the actresses, however, note the following:
adventurers themselves. He is a handsome human
man with long blond hair, chiselled features, and Arcane runes have been subtly sewn
piercing red eyes (he, like all of Czerina’s spouses, into their costumes. These are noticeable with
is a vampire). He is flamboyant and arrogant, and a DC 20 perception check. Once noticed, a
is a master at delivering backhanded compliments. DC 20 Arcana check will reveal that they are
enchantment runes that will alter the emotions
Examples of backhanded compliments: and mental state of whoever is wearing the
costume. If the characters confront Schreyer about
this, he will inform them that the enchantments
Compliment + Insult are there to help them inhabit their characters so
• You have such a lovely smile, you hardly that they can give astounding performances. A DC
notice all the scars. 22 Insight check would reveal that this is a lie.
• You have such a heroic figure, like some
mural scrawled on a tavern wall.

CHAPTER 5 . RAFFENBURG
280
The Stars of the Play Dressing Room 5:
This room belongs to Stedrick, playing
the role of the Hierarch of the Morning Lord. He
Dressing Room 1: is a heavy set, middle aged man with a wonderful
This room belongs to Stella, playing the laugh and hilarious expressions. He is a moderately
role of Czerina Gavranova, aka, the Narrator. She famous comedy actor, though he’s looking forward
is a statuesque half-elven woman with dark hair to retiring from the stage and moving into
and a passable resemblance to the Blood Queen, directing after “The Last Tsar” ends its run.
particularly with a minor illusion that’s turned her
pupils red. She is a gregarious woman and is very
pleased to meet the adventurers, although she’s
rather nervous, as this is her first starring role. Dressing Room 6:
This room belongs to Zdenko, playing
the role of Chief Councilor Andropov. He is a
Dressing Room 2: striking man with horrible teeth, features which
This room belongs to Nils, playing the role have made him typecast as a villain. He really
of Alexandros I, last Tsar of Nostrovishte. He is a enjoys those roles, though, and will gladly lecture
handsome, muscular human man with a dashing the adventurers on how important villains are.
smile. For the performance he wears a blond wig Without villains, there would be no heroes, and
and a noble’s costume, though most notably, he is it is often villains that teach the most poignant
chatting with his wife, Klara, a half-orc, when the messages. They inspire the most emotion, and,
adventurers visit. They’re an adorable couple and secretly, are often the audience’s favorite part of
Klara is very proud of her husband. every story.

Dressing Room 3: Why have the adventurers meet the cast?


This room belongs to Tara, playing Well, aside from fun roleplay, it will make it all the
the role of Evengja, Czerina’s mother. She isn’t more impactful when they begin to get killed off.
particularly beautiful, but has a tremendous
force of personality and is something of a The Play Begins
diva. She is berating her understudy when the
adventurers visit her. Once the adventurers have gotten to their
seats (the northwest section of the top balcony),
the play will begin.
Dressing Room 4:
This room belongs to Joghla, playing the The play is a comedy that makes fun
role of Gavran, Czerina’s father. He is a massive of Czerina’s brother Alexandros, as well as her
half-orc man who stands almost eight feet tall and parents. It’s a relatively simple story. Essentially,
is a living mountain of muscle. He’s very relaxed Alexandros is a spoiled and psychopathic noble
and friendly, and is having trouble attaching a big, who dreams of taking his parents’ crowns. He
bushy fake beard when the adventurers arrive. pretends to be a devout follower of the Morning
He’ll accept their help, or ask them to fetch some Lord in public, but in private he and the Hierarch
help. He is a former gladiator from the Menagerie, engage in debaucherous hijinks, all while Chief
and though he had great stage presence, he wasn’t Councilor Andropov covers it all up.
the best fighter, and he’s very glad to have a job,
now, that won’t kill him. Despite being a comedy, though, the play
is incredibly bloody, with servants and peasants
If only he knew. dying by the dozens, all dying by Alexandros’
hands. Many of the murders even happen in front
of Gavran and Evengja, although they seem to
be entirely oblivious, and all while the narrator
CHAPTER 5 . RAFFENBURG
281
(the fictionalized version of Czerina), provides If the adventurer agrees, they will be
hilariously scathing and insightful commentary brought on stage after the intermission and given
all the while. a real axe. A DC 18 investigation check will reveal
that the prosthetic is fake. That is, the prosthetic is
As the adventurers watch the play, they’ll disguising that this will be a real execution. If the
realize that the practical effects are incredibly adventurer fails the check, they will simply think
lifelike and realistic. Blood and bodyparts are the prosthetic looks poorly designed. Ultimately, it
splattered all over the stage, only to be washed is still the player’s decision if they want to swing.
away with magic a moment later. The bloodier If they do, have them make an attack roll. If they
it is, the more the audience loves it, and from break AC 15, they behead the victim and realize
everyone’s reaction, nothing is wrong and that it was entirely real. If they miss AC 15, they
everything is wonderful. Even people splashed will hurt the victim, but that will appear to have
with “fake” blood in the standing sections laugh been because of an accident.
and cheer. Everyone acts as though it’s all a joke,
because in their enchanted state, it is! If the adventurers don’t agree, then the
play continues and all of the actors except Stella,
What’s more, it’s clear that illusion magic playing the fictionalized Czerina, will be killed.
is being used to help disguise the practical effects.
The trick is, the illusions are actually there to But, let’s say that the adventurers figure
disguise that they aren’t effects: the people are out that the play was real. That real people were
really dying. The thing is, without performing actually killed. The question is: what will they do?
a detailed Investigation that interacts with the If they run and get the Guard, Captain Ehrlinger
illusions, it’s impossible to determine the truth. will just send the Guard away and the play will
The most the adventurers will be able to determine continue. If the adventurers try to stop the play on
(with a DC 14 Medicine check) is that the blood is their own, well, that is where things get fun.
real, because even if they go back stage, they won’t
find any dead bodies. The corpses of the slain cast For one, the audience is all enchanted and,
members have all been re-inhabited by demons should the adventurers try to appeal to them to
and appear to be just fine, barring a detect good or stop the madness, the audience will boo them and
evil spell/ability. throw fruit.

In other words, Schreyer has done his For two, the actors are all enchanted, and
absolute best to trick the adventurers. Through a should the adventurers try to stop the play, the
combination of dummy prosthetics and illusion actors will attack them! The enchanted actors
magic, he’s managed to disguise the truth of what’s are dangerous to a point, but that’s not the real
happening right before their eyes. That is, until the challenge here. The real challenge is subduing
most martial adventurer is asked to join the play. them without accidentally killing them. And, if you
want to make that challenge even more difficult,
During the play’s intermission, an usher the actors can call the standing audience to their
approaches the adventurers and asks them for aid. You can do this in one of two ways: have the
help. The usher explains that the actor playing enchanted audience members act individually, in
the executioner is sick, and they need a skilled which case they almost exclusively use the Aid
warrior to safely perform the execution without Another action to help the actors, OR you could
hurting the other actor. In order to make the neck have them attack as an Enchanted Mob.
prosthetic look real, the executioner must strike a
very narrow area to achieve the effect and not hurt Additionally, should the adventurers try
the other actor, so they need someone experienced, to stop the actors from performing the play, then
and the adventurers are the only people that can R.K. Schreyer will intervene, along with his 4
help on such short notice. stage technicians. R.K. Schreyer will not try to
kill the adventurers, but will instead harass them
CHAPTER 5 . RAFFENBURG
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Stage Technician
Medium humanoid (any race), neutral evil
with Vicious Mockery all the while. Furthermore, —
Armor Class 12 (15 with mage armor)
he will save his Counterspells for any attempt to Hit Points 38 (7d8 + 7)
cast Dispel Magic. The 4 stage technicians will Speed 30 ft.
do the same, but will otherwise not attack the —
STR DEX CON INT WIS CHA
adventurers unless they are attacked. 9 (-1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1)

Saving Throws Int +5, Wis +2
Speaking of which, what R.K. Schreyer Skills Arcana +5, History +5
Senses passive Perception 10
and the Cult fear most is the ritual being disrupted, Languages any four languages
and the biggest disruption would be for the Challenge 3 (700 XP) Proficiency Bonus +2
adventurers to Dispel the magic controlling —
Displacement (Recharges after the Illusionist Casts an Illusion
the actors, as they are performing the ritual Spell of 1st Level or Higher). As a bonus action, the illusionist
components. Thus, the majority of counterspelling projects an illusion that makes the illusionist appear to be standing
in a place a few inches from its actual location, causing any creature
efforts will be devoted to protecting the to have disadvantage on attack rolls against the illusionist. The effect
enchantments upon the actors. One stage ends if the illusionist takes damage, it is incapacitated, or its speed
technician will be able to try to counterspell uses becomes 0.

of dispel magic on the audience, but only one. Spellcasting. The illusionist is a 7th-level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 13, +5 to hit with spell attacks).
The illusionist has the following wizard spells prepared:
Ultimately, the goal of the Cult is to
cause as much innocent death as possible. If the Cantrips (at will): dancing lights, mage hand, minor
illusion, prestidigitation
adventurers resort to killing the actors or the
members of the audience, that’s all the better. 1st level (4 slots): color spray*, disguise self*, mage armor,
magic missile
An excellent way to help push the adventurers
over the edge of restraint would be to make them 2nd level (3 slots): invisibility*, mirror image*, crown
of madness
believe that their lives are in danger, though in
truth, the cult does not wish for them to die (hence 3rd level (3 slots): major image*, counterspell
why Schreyer just harasses them with Vicious 4th level (1 slot): phantasmal killer*
Mockery instead of outright attacking them).
*Illusion spell of 1st level or higher
Similarly, if the actors or audience members
manage to down an adventurer, they will do so Actions
nonlethally. Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning
damage if used with two hands.
As for the adventurers, they win by
preventing the star actors and actresses from
dying. Knocking them out or dispelling the Enchanted Actor
magic upon them is the easiest way to do that, Medium humanoid (any race), any Alignment

though other creative solutions are possible. Armor Class 12 (leather armor)
Hit Points 41 (9d8 + 0)
Feel free to have R.K. Schreyer spell out what’s Speed 30 ft.
going on, aka, tell them all about the ritual, to —
STR DEX CON INT WIS CHA
help avoid confusion on what the adventurers 18 (+4) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 16 (+3)
actually need to do. —
Senses passive Perception 10
Languages any one language (usually Common)
Lastly, once all five actors (remember, Challenge 2 (450 XP) Proficiency Bonus +2
Stella is not in any danger) are saved (or killed) —
Strength of Madness. The actor’s strength scores become 18.
the play will end. Schreyer will disappear and
Reckless. At the start of its turn, the enchanted actor can gain
the audience will leave as though nothing advantage on all melee weapon attack rolls during that turn, but attack
strange happened. rolls against it have advantage until the start of its next turn.

Actions
Multiattack. The enchanted actor makes two longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 9 (1d10 + 4) slashing damage.
CHAPTER 5 . RAFFENBURG
283
R.K. Schreyer
Medium undead (shapechanger), chaotic evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9
Skills Performance +14, Persuasion +14, Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 17
Languages the languages it knew in life
Challenge 15 (13,000 XP) P roficiency Bonus +5


Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it
is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s
space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity,
and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious,
provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place,
it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or
damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard
spells prepared:

Cantrips (at will): mage hand, prestidigitation, vicious mockery


1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, invisibility, mirror image
3rd level (3 slots): hypnotic pattern, counterspell, nondetection
4th level (3 slots): phantasmal killer, greater invisibility, hallucinatory terrain
5th level (1 slot): dominate person
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until
the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions
Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire
regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid
slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against
this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s
control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack. Each time the vampire or the vampire’s
companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire
is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Legendary Actions
The vampire spellcaster can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another
creature’s turn. The vampire spellcaster regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
CHAPTER 5 . RAFFENBURG
284 Strike. The vampire makes one unarmed strike.
Unarmed
Bite (Costs 2 Actions). The vampire makes one bite attack.
R10 - House of Gisella
Enchanted Audience Member This storefront has no need of sign. The
Medium humanoid (any race), any Alignment
Armor Class 10
incredibly striking couture on display behind
Hit Points 4 (1d8) the windows telling you everything you need
Speed 30 ft. to know. The designs are fierce, and bold,

STR DEX CON INT WIS CHA executing styles both old and new with an
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) incredible flair. The only question is, can

Senses passive Perception 10 you afford it?
Languages any one language (usually Common)
Challenge 0 (0 or 10 XP) P
roficiency Bonus +2
— The House of Gisella is the storefront
Strength of Madness. The actor’s strength scores become 18.
of the most famous fashion designer and tailor
Reckless. At the start of its turn, the enchanted actor can gain in Raffenburg. At least, Gisella used to be the
advantage on all melee weapon attack rolls during that turn, but attack
rolls against it have advantage until the start of its next turn.
most famous, though her popularity has been
waning as of late. Perhaps its due to her arrogant,
Actions acerbic demeanor, or perhaps her designs have
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 simply become too avant-garde. Regardless, the
(1d4) bludgeoning damage.
truth remains the same: where once Gisella was
the Queen of Fashion in Raffenburg, now she’s
Enchanted Enchanted Mob beginning to struggle to get by.
Huge swarm of medium humanoids, any alignment
Armor Class 10
Hit Points 240 (60d8) That said, Gisella’s arrogance is well
Speed 30 ft. deserved as she truly is a genius of both cloth and

STR DEX CON INT WIS CHA magic. She’s a skilled artificer who trained at the
30 (+10) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
University of Raffenburg, though she was able

Damage Vulnerabilities Area Attack Spells and Effects to obtain the licensing necessary to practice her
Condition Immunities charmed, exhaustion, frightened, craft separately from the Artificer’s Guild. That
paralyzed, petrified, poisoned, prone, restrained, stunned
Senses passive Perception 10 fact, alone, is extraordinary, though it’s hardly
Languages Common surprising when looking at the quality of her work.
Challenge 9 (5,000 XP) P roficiency Bonus +4

Swarm. The swarm can occupy another creature’s space and vice When interacting with the adventurers,
versa, and the swarm can move through any opening large enough for Gisella while find fault with whatever they’re
a Small humanoid. The swarm can’t regain hit points or gain temporary
hit points. wearing and critique them in the most direct and
harsh way possible. Thankfully, her assistants
Mobbed. Any creature within the Enchanted Mob’s space
becomes Restrained.
are used to this, and will offer compliments
and assurances to try to soften the sting of
Actions her words. For instance, if Gisella says that an
Crush. Melee Weapon Attack: +14 to hit, reach 0 ft., one target in the adventurer’s clothes are so banal and ill-fitting
swarm’s space. Hit: 40 (10d4 + 10) bashing damage, or 27 (5d4 + 10)
slashing damage if the swarm has half of its hit points or fewer. Any they might as well be wearing a sack, her assitants
creature hit by the Crush attack must make a DC 17 Strength Save or would comment on how fortunate it is that the
be knocked prone.
adventurer has such a striking figure to make even
that look good, though think of how much more
striking they’ll look with a proper outfit!

Lastly, remember that Gisella is a halfling,


so there are stools, ladders, and platforms
everywhere, though Gisella also possesses enough
magic to have Unseen Servants, Mage Hands, and
other magical aids to help her out, too.

CHAPTER 5 . RAFFENBURG
285
Services per transaction, and they will exchange gold and
• Beautiful Clothing (provides advantage on platinum for the cost of 1 gold per transaction.
performance and persuasion): 200gp.
• Of-Many-Fashions Enchantment Similarly, they will exchange jewelry,
(will transform to match wearer’s gemstones, and other luxuries for gold and
desires): +2000gp. platinum at the cost of 10 gold per transaction.
• Hidden Pockets (advantage on slight of
hand checks): +50gp per pocket. Loans:
• Enchanted Clothing-as-armor (can mimic The Banca will offer loans to landed
any armor. Note: must be proficient in the nobility, guilds, and those with consortium
type of armor): +3500gp contracts and licenses. The amounts they’re willing
to offer vary depending upon what qualifications
the individual or their organization meets.
Guild District Insurance:
Much the same as their loans, the Banca
will only offer insurance to those who meet their
R12 - Banca de Borostok Paternalis strict criteria for clientele.
This magnificent building stands as a temple
to wealth, with grand marble columns, Secure Storage:
soaring arches, and beautiful carvings of To store valuables inside the Banca’s vaults,
dragons, nobility, and the Blood Queen. Over a client must pay a 500 gold lump sum payment to
five stories tall and occupying an entire city secure space, and then must pay a 50 gold fee every
block, it is truly one of the great wonders of month thereafter.
the city, at least for those who are allowed to
admire its beauty without being kicked back
into the gutter again. R13 - Wreythian Courier Service
Rather than occupying a single building,
The Banca de Borostok Paternalis is the Wreythian Courier Service has its own
the largest and most well respected bank in compound, with warehouses, shipping yards,
all of Raffenburg. Owned by the noble family and lodgings for all those it employs. In the
Borostok and operated under a very expensive center of the compound, however, sits a large
and strict license from the Consortium, the Banca stone tower that rises almost two hundred
offers loans, insurance, monetary exchange, and feet towards the storm wracked sky, an iron
most importantly, secure storage. Vaunted for spire at its peak snaring bolts of lighting from
its impregnability, the Banca utilizes the most the sky. Further down the tower, cavernous
powerful arcane wards the University has ever windows yawn wide, the dark shapes of
devised in order to protect the valuables stored courier ravens flying in and out.
inside its vaults. And, while it might be possible to
carry out a successful heist, it would take months, The Wreythian Courier Service is actually
if not years, to plan, and that’s simply time the a division of the Consortium, though because
Adventurers don’t have. of its very specific and exclusive duties, it is run
almost entirely as a separate organization. It still
Services: receives support from the Consortium, as well as
funding, but most of the Consortium would prefer
Monetary Exchange: to forget that the Courier Service exists. Largely,
The Banca will exchange copper and silver for this is because the Courier service generates little
the cost of 1 copper piece per transaction. They profit. They are in charge of maintaining all of the
will exchange silver and gold for the cost of 1 silver highways in Wreythau, a very difficult job and
CHAPTER 5 . RAFFENBURG
286
very dangerous job, and they handle all shipping, R14 - Mercenary Guild
messenger, and other postal services. Unofficially,
This squat, stone fort was once Raffenburg’s
however, they are also responsible for collecting
prison, though the city has no need of
information from every message, parcel, or
prisons any longer. Now this building
traveller that goes through the Courier Service,
houses hundreds upon hundreds of men
making them the Consortium’s local spy network.
and women desperate enough to spill blood
for coin, and just as many who would spill
In Raffenberg, the Courier Service’s central
blood for free. This is the Mercenary Guild,
office, everything is run by Central Director
where all the necessary licenses, training, and
Calgray, a half-elven woman of great intellect and
coordination occurs.
dedication. Unfortunately for Central Director
Calgray, there is so much to oversee, and so little
support from outside her organization, that some The Mercenary Guild is a brutal
things slip through the cracks, things like Cival’s institution. It allows for legalized murder and
rebellion. Of course, Cival is also a dear friend violence, on top of all that offered by the City
from back during their Outer Seas days, so perhaps Guard themselves. For many, it also represents
it’s understandable why Calgray might have a the only way to avoid starving to death in the
small blindspot. gutters, though due to the licensing, there is still
a significant barrier to entry. Often, mercenaries
Besides, Calgary is more concerned with will start as criminals in the Market District gangs,
ensuring that the Courier Service performs its leaving to become a mercenary as soon as they’ve
duties as efficiently and consistently as possible, earned enough coin. Others tire of the brutal,
which is a task so herculean it might as well be endless grind of working for the guilds, and see
insane. Nonetheless, under her leadership, the a life of quick and brutal violence with some
Courier Service has operated better than ever pleasure sprinkled here and there as a reasonable
before, and is the only branch of the Consortium alternative. All in all, the Mercenary Guild
that is closest to fulfilling its original purpose: exemplifies the fact that life in Raffenburg comes
serving the Wreythian people. cheap, often measured in silver, rather than gold.

Now, all that said, there are several


Services: different types of mercenaries within Raffenburg,
Sending a letter: 1 gold. each suited for different sorts of work.
Sending a parcel: 1 gold + 1 copper per
pound of weight. Brawlers are your average street tough,
Sending a shipment: varies between 100 good for escorting people to and from the markets
and 1000 gold. or helping support the Guard shaking down the
Traveling: 50 gold per person for average poor. Brawlers can be hired for a handful of silver
accommodations, 300 gold per person for for a few hours of work, or a gold coin for the
luxurious accommodations. entire day. These mercenaries are equivalent to the
Consortium’s Bravos.
Note: only those using the Courier Service
are allowed to use the highways, thus restricting Professional Soldiers are more disciplined
movement for the vast majority of the population. and well armed, and often provide security,
In special circumstances, however, special including for shipments leaving the safety of
dispensation can be given to allow groups to travel the city. These mercenaries command a price
on their own without a Courier Service escort. of a few gold per day, with danger pay on top
of that. These mercenaries are the equivalent of
the City Guard, the Reinwald’s Servants, or the
Consortium’s Hitters.

CHAPTER 5 . RAFFENBURG
287
Mercenary Bodyguard
Medium humanoid, lawful evil
Bodyguards are even more highly skilled,
Armor Class 18 (plate armor)
and serve as personal protection for nobles, Hit Points 97 (15d8 + 30)
important guild officials, rich merchants, or Speed 30 ft.
anyone else who can pay. They command the price —
STR DEX CON INT WIS CHA
of a platinum coin for the day, or several platinum 18 (+4) 12 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1)
for a month of work. —
Saving Throws Str +7, Con +5
Skills Athletics +7, Intimidation +4
Senses darkvision 120 ft., passive Perception 10
Lastly, Bounty Hunters are the most Languages Sahuagin
expensive warriors in the guild, and they’re Challenge 6 (2,300 XP) Proficiency Bonus +3
certainly some of the deadliest, although they are —
Fight to the Death. The bodyguard has advantage on all melee attack
often charged with bringing in their prey alive. rolls once it has taken damage.
Most often, Bounty Hunters are hired directly by
the City Guard to go after the most dangerous Actions
and wanted criminals. If the adventurers aren’t Multiattack. The bodyguard makes three attacks with its
enchanted blade.
careful, they could soon become a Bounty Hunter’s
next target, or worse, the target of more than Enchanted Blade +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (2d8 + 4) slashing damage.
one. Bounty Hunters typically charge hundreds of
gold per job. Reactions
Dedication: If the bodyguard’s client would take damage, and the
For adventurers seeking to gain Mercenary bodyguard is within 5 ft. of their client, the bodyguard takes half of
the damage instead.
Licenses, the process is relatively simple. All they
have to do is pay the 5 gold yearly fee and they’ll
receive a license. However, every job they take
Wreythian Bounty Hunter
Medium humanoid, lawful evil
must be registered with the Guild, and the penalty Armor Class 16 (leather armor)
for failing to do so is harsh. Depending on the Hit Points 97 (13d8 + 39)
job, they might simply have their license revoked, Speed 30 ft.
while the penalty for participating in any criminal —
STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 11 (+0) 12 (+1) 12 (+1)
activities is death. However, this license would
allow the adventurer(s) to become sellswords —
Saving Throws Dex +6, Cha +4
within the city. Skills Athletics +7, Stealth +11
Damage Resistances necrotic
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 11
R15 - Hunting Guild Languages Common
Challenge 7 (2,900 XP) Proficiency Bonus +3
This large half-timber building resembles —
You Can’t Run. As a bonus action, the Bounty Hunter can teleport up
a hunting lodge, and is surrounded by to 30 feet to an unoccupied space it can see. The Bounty Hunter can
wooden statues carved to resemble beasts and use this ability between the weapon attacks of another action it takes.
monsters of all varieties. Inside, the first floor
of the building resembles a tavern, except for Actions
Multiattack. The Bounty Hunter makes three spiked chain attacks.
the hundreds of hunting trophies mounted
upon the walls. Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed
on a DC 16 Dexterity saving throw or suffer one additional effect of
the Bounty Hunter’s choice:
Elsewhere upon the wheel, this would
be known as a Monster Hunter’s guild, though • The target is grappled (escape DC 16) if it is a Medium or
smaller creature. Until the grapple ends, the target is restrained,
in Wreythau, there’s little difference between a and the Bounty Hunter can’t grapple another target.
monster and a common animal. Even the fluffiest
• The target is knocked prone.
bunny is deadly to the common people, and so
the hunters of this Guild must be very skilled in • The target takes 22 (4d10) necrotic damage.
what they do. Because of this, they are focused
entirely upon identifying, locating, studying, and
CHAPTER 5 . RAFFENBURG
288
killing animals and monstrous creatures. They are Wreythian Absinthe
expressly forbidden from hunting humanoids, and Made from plants found only in Wreythau,
have little desire to do so, either. this Absinthe allows the drinker to tap into the
weave and weft of magic itself. Anyone who
Any adventurer seeking to obtain a license drinks Wreythian Absinthe must make a DC 15
from the Hunting Guild must pay a 5 gold yearly Constitution save or become intoxicated. Once
fee, as well as pass a test. The Guild will assign the intoxicated, they can cast Detect Magic at will, but
prospective new hunter with a job, and should will become increasingly intoxicated with every
they manage to kill the creature and bring back spell that they detect. For each spell they detect,
proof, their license will be approved. they must make another Constitution save, the DC
rising by 1 each time. The effect ends when the
drinker becomes sober again.
R16 - Brewers’ Guild Price: 35 gp per bottle.
A massive complex of distilleries, brewers, Beast Whiskey
and wineries dominates the eastern side of the This rich Whiskey is aged in barrels made
district, though the central office is located of Sirenwood, a type of tree that lures animals into
in a platial building close to the Blueblood its deadly, strangling roots. Anyone who drinks
District. It’s clear, from the size and this whiskey and becomes intoxicated upon it will
opulence of the office that the Brewer’s Guild gain the ability to cast Animal Friendship (PHB
commands tremendous wealth and respect pg 212) up to three times, or until they become
in Raffenburg. sober again. A drinker must succeed a DC 15
Constitution save or become intoxicated.
Though it’s not Wreythau’s biggest Price: 65 gp per bottle.
export, the trade of Wreythian Alcohol does bring
tremendous revenue into the city, and the Brewer’s
Guild effectively has a monopoly on all alcohol Mandrake Vodka
production for the entire country. This incredibly potent, noxious drink
tastes terrible, but provides the drinker a unique
They make a large variety of beverages, benefit. Anyone who drinks Mandrake Vodka
many of which are similar to what might be found must make a DC 18 Constitution save or they will
back on the material plane, though they specialize become intoxicated. While intoxicated, they can
in creating drinks made from the mutated wildlife cast Alter Self (PHB pg 211) upon themselves, and
of their home, leading to some very potent the effects last until they become sober again.
concoctions. Price: 105 gp per bottle.

Examples include:
Corpse-Honey Mead
Made from the honey gathered from
Wreythian Corpse Bees, this mead is not only
incredibly potent, it also bestows upon the drinker
the ability to cast Speak With Dead (PHB 277)
three time, or until they sober up. In order to
gain this benefit, the drinker must become drunk
on the mead. Thankfully, this isn’t hard to do, as
anyone who drinks Corpse-Honey Mead must pass
a DC17 Constitution save or become intoxicated.
Price: 50 gp per bottle.

CHAPTER 5 . RAFFENBURG
289
Chapter 6 - Revolution
Council Hill Summary:

The Solstice Masquerade Ball is comprised
Major Event of two acts. The first act involves all of the social
aspects of the evening. The adventurers will
The Solstice Masquerade Ball be able to mingle with the leaders of the other
factions. Furthermore, the rest of the crowd
Location: Council Ballroom attending the Masquerade are all VIPs. Meaning
that everyone in attendance at the masquerade is
Recommended Level: 6
part of the city elite, and their deaths could impact
By far the most important event that the story, if you wish. For instance, if a portion of
takes place in Raffenburg, however, is the the crowd attending the Masquerade dies due to
Solstice Masquerade Ball. Held every Solstice, this excessive use of fireballs, for example, then you
Masquerade gathers all of the most influential could decide that the Borostok family were among
people in the city into the same room. Yet, this those slain, and then suddenly the largest bank in
year, the games of intrigue will turn deadly as the city is up for grabs. For some groups, that sort
the Revolutionary faction tries to assassinate the of complexity really adds to the story. For others,
Council and the Guard Captains all at once. As they might prefer to solely focus upon the faction
chaos erupts, the adventurers will tip the scale one leaders, and that’s perfectly fine. Still, the other
way or another. The leaders of every faction will NPCs might lend an important insight into some
be present, along with other important NPCs for of the faction leaders as the adventurers socialize
the city. Whoever manages to survive the night in this act.
will then join the struggle for control of the city as
the Revolution itself ignites and the city is plunged As for the faction leaders themselves, the
into brutal conflict and transformation. adventurers will be able to interact with them
directly beneath a flag of truce (or so it would
seem). They’ll be able to ask questions and gain

CHAPTER 6 - REVOLUTION
290
insight into their adversaries, which both helps this violence has erupted, the Cult of Decadence
to flesh out the setting more, as well as provide will attack the Church of the Morning Lord, and
interesting roleplaying opportunities for the the Reinwalds will try to leave.
players themselves. Additionally, clever players
might wish to gain intelligence from the faction Any faction that the adventurers help
leaders directly, which will help them secure will succeed in their goals, particularly if the
the city all the better once they’ve chosen who adventurers manage to kill the leaders of
to support. another faction, and the rest will fail and retreat.
For instance, should the adventurers help the
After a good amount of time has passed, revolutionaires kill all, or most, of the Authority
and everyone’s been able to roleplay to their liking,
then the second act will begin with the attempted
assassination of the Authority faction. Potentially, RUNNING CASTERS IN
the second act could be triggered early if the COMBAT
adventurers discover the Revolutionary factions When running spellcasters in combat, instead
plan early, and they decide to act against it, but of saying something like “the evil wizard casts
otherwise, here’s how it happens: Cloudkill”, consider saying “the evil wizard
casts a spell”. That way, your players have less
The City Council will call for a toast, at information when deciding whether to risk
which point they (along with the Guard Captains a spell slot on a counterspell, and if so, at
and Consortium leaders), will be served poisoned what level. This might seem harsh, but giving
drinks by the disguised revolutionaries. Then, your players complete knowledge over their
once it’s clear who the poison didn’t affect, the enemies’ actions gives them a significant
revolutionaries will try to finish the job with advantage in combat, so obscuring what the
daggers, shortswords, and alchemist’s fire. Once enemy is casting will help to increase the
difficulty of the combat.
CHAPTER 6 - REVOLUTION
291
and the Consortium, then that would mean Anyone attempting to sneak in contraband
they would only have to deal with the Cult and must succeed a DC 18 Sleight of Hand Check,
the Church, along with the Reinwalds during and any failure will result in that character being
the revolution. However, if the adventurers barred from entry.
abandon the revolutionaries and go after the
Church or the Cult, they could eliminate them Thankfully, should the adventurers be
as threats, but the Authority would remain. Or, able to afford it, Gisella is able to craft protective
should the adventurers fight the revolutionaries, clothing and costumes (see R10, pg 285), and dress
the revolution would collapse, leaving all of the weapons can be purchased from the markets.
other factions to fight it out in the aftermath, leading to a
disastrous outcome for the city. Running the Masquerade
Lastly, should the adventurers oppose the In general, there are three ways that you
Reinwalds, it will be almost impossible for the can run the masquerade. The first is the most
Reinwalds to be actually killed. Firstly, they are complicated, but the truest to the intention of
incredibly powerful, and secondly, all they have the event itself: everyone is disguised and the
to do is escape, something which is much easier adventurers must use their mental and social
than fighting to the death. However, this will likely investigative skills to identify who is who. If you
force the Reinwalds to reveal their lycanthropic choose to run the Masquerade in this way, describe
nature, which would force them to flee the city and refer to NPCs by their costumes, rather than
for their other holdings lest they risk everyone by name (Madame Scorpion, Sir Red Dragon,
turning upon them. This would effectively remove etc). Assume that subtle illusion magics have been
them from the revolutionary struggle. worked into the masks to help alter voices and
make their festive disguises more complete. Thus,
Once the adventurers have successfully even the characters that the adventurers have
helped one faction to defeat another, end the met before will appear to be strangers upon first
Masquerade and move on to what’s next. The glance or interaction, though by asking questions
surviving faction leaders will retreat and continue and looking for clues, they’ll be able to figure
the struggle in the streets. The fight to destroy a out who is who. I recommend setting a default
faction should be a difficult fight, leaving enough DC 20 Investigation check to uncover who is
time for the other factions to slip away. However, who, the DC lowering by 3 for each clue that the
if the adventurers are incredibly efficient, allow adventurers are able to gather. Of course, this is
them to attack two factions at most. More than assuming that the adventurers don’t agree to help
that should be impossible. the Revolutionaries, as the Gheata sisters can give
clues or reveal identities point blank. Information
is their business, after all.
Security at the Masquerade
The second way to run the Masquerade is
Now, because the Masquerade is being
similar to the first, though far less strict. In other
hosted inside Council Hill, and because it is an elite
words, it will maintain a hint of the mystery and
gathering of powerful people, security isn’t taken
intrigue of the first, but while being more friendly
lightly. Every guest must be wearing some sort of
in terms of roleplay. The adventurers will be
formal attire or costume, complete with a mask,
able to identify anyone they’ve interacted with
and only daggers or dress swords are allowed.
previously, and the Investigation DC to identify
Exceptions might be made for handaxes, or other
others will be much lower (perhaps between
small weapons, but only if they are sufficiently
13-15). Or, the adventurers could just ask and
fancy. In other words, they should be worth at
receive an answer. For, though Raffenburg is a
least 50 gold. Otherwise, no potions, no scrolls
massive city, the world of the city elite is quite
(although spellbooks are allowed), no darts, etc.
small, indeed.

CHAPTER 6 - REVOLUTION
292
A Necessary Evil
Lastly, the third way to run the While you don’t have to agree with the revolutionaries’
Masquerade is by far the simplest, and will likely murderous intent, they do represent the best hope for
appeal to most groups, as that simplicity will the city because they represent the best chance for the
allow them to focus upon the roleplay itself, voice of the people to be heard. Without the Revolution
rather than investigation. In other words, describe faction, the will of the people will be crushed by the
everyone’s costume, but introduce them by name. other factions, leading to yet more death and suffering.
This will allow for the most streamlined and Instead of killing the revolutionaries, the adventurers’
friendliest experience. efforts would be better spent on trying to influence
them in one direction or another, something that would
give them an eventual ally in their struggle against
Factions at the Masquerade the Blood Queen

Revolution Faction Characters and Costumes:

Long Term Goal: Anca


Reform Raffenburg and the Consortium • Anca is dressed in a greyscale jester’s outfit,
complete with a Scorpion mask, the legs
Short Term Goal: clinging to her face and the stinger held high
Kill the Consortium and Authority leaders above her brow.
Sorina
All of the top revolutionary agents, except
• Sorina is dressed in a beautiful ballgown with
for Roland Thiel (the designated survivor), will be
a design reminiscent of a Deaths-Head moth,
present at the Masquerade, disguised as servants
and with a mask to match.
and guests. This includes the Gheata Sisters, as
well as Cival. In fact, should the adventurers have Ileana
had a positive relationship with Cival, or with • Ileana wears a beautiful gown that shimmers
the Revolution Faction, then she will approach as if made from Green Dragon scales, and
them and ask them to join her cause, or otherwise with a mask to match.
warn them about what is going to happen. Should Cival
they agree to help, she’ll suggest they speak to the • Cival wears an androgynous suit with
other faction leaders to gain valuable insight that a design like that of a red fox, with a
will help once the Revolution begins. Should they mask to match.
refuse to help, but stay out of the way, then Cival Shonette
will write them off and the evening will proceed • Shonette wears a suit beneath an elaborate
as normal. Lastly, should the adventurers betray cloak that appears to be made from some sort
Cival and try to stop the Revolutionaries plan of sharkskin that mimics a starry night sky.
to assassinate their enemies, then act II of the Yulia Mountainsblood
masquerade would begin. • Yulia wears a gown that looks as though it
was made from scrolls and wears a stylized
Now, assuming the adventurers don’t mask that resembles a book.
betray the Revolution, the Gheata sisters can be a Max Turnau
very valuable resource for the adventurers. They’ll • Make wears a suit and a mask designed to
be able to identify anyone at the masquerade, as resemble a Wreythian Elk.
well as provide more information about them. In •
other words, you can use the Gheata sisters as a Revolutionary Guerillas
vehicle to provide more information, hints, and • The Revolution’s soldiers, the guerillas, are
suggestions to the adventurers directly. disguised as servants for the event, with
dark uniforms and raven masks. The actual
servants (loaned from various noble families
to staff the event) were murdered and hidden
in the sewers.
CHAPTER 6 - REVOLUTION
293
Combat:
Cival
Medium human, Lawful Neutral
If the adventurers attack the Revolution
Faction, then they will be in for a difficult fight. —
Armor Class 15 (studded leather armor)
Thankfully, due to the chaos of the combat Hit Points 150 (12d8 + 95)
Speed 40 ft.
happening all around them, not every member

of the Revolution faction will be able to face off STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 14 (+2) 12 (+1) 18 (+4)
against the adventurers, which will essentially

Saving Throws Dex +7, Int +5
give the adventurers a chance at victory. For, if
Skills Acrobatics +7, Deception +7, Persuasion +7,
the adventurers can kill Cival, the Revolution will Perception +4, Stealth +10
descend into infighting and will destabilize enough Damage Resistances poison
for the other factions to crush them. Senses passive Perception 14
Languages Thieves’ cant, Common, Sylvan
Challenge 10 (5,900 XP)
That said, there are several ways you can Assassinate. During its first turn, the assassin has advantage on
attack rolls against any creature that hasn’t taken a turn. Any hit
run this fight. the assassin scores against a surprised creature is a critical hit.

Option 1: Cival and 4 Guerillas Evasion. If the assassin is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, the
assassin instead takes no damage if it succeeds on the saving
With this option, the adventurers will be throw, and only half damage if it fails.
facing off against Cival and 4 of the Revolutionary
Sneak Attack (1/Turn). Cival deals an extra 21 (6d6) damage
Guerillas. The 4 Guerillas will engage the when she hits a target with a weapon attack and she doesn’t have
adventurers, allowing Cival to use her legendary disadvantage on the attack roll.
actions to dip in and out of the combat, throwing Hit and Run. Any target that Cival attacks can no longer make
poisoned sneak attack daggers, hiding, and opportunity attacks against her until the start of her next turn.
generally being incredibly slippery. Legendary Resistance (1/Day). If Cival fails a saving throw, she
can choose to succeed instead.
Option 2: Cival and 1 Gheata Sister

With this option, the adventurers will Actions
only be facing off against 2 opponents, Cival and Multiattack. Cival makes two shortsword attacks, two dagger
attacks, or a dagger and shortsword attack.
one of the Gheata Sisters. Cival and Anca would
mean fighting against 2 trained assassins. Cival and Shortsword + 1. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 8 (1d6 + 5) piercing damage, and the target
Sorina would be more like fighting an assassin and must make a DC 15 Constitution saving throw, taking 24 (7d6)
a tank, whereas Cival and Ileana would be fighting poison damage on a failed save, or half as much damage on a
successful one.
an assassin and an archmage. Personally, I think
Cival and Ileana are the best choices for this fight, Dagger. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one
as the combination of glass cannon archmage and target. Hit: 6 (1d4 + 4) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
glass cannon assassin will make the fight short, poison damage on a failed save, or half as much damage on a
intense, and dangerous. successful one..

Legendary Actions
Cival can take 3 legendary actions, choosing from the options
below. Only one legendary action can be used at a time and
only at the end of another creature’s turn. Cival regains spent
legendary actions at the start of her turn.

Move. Cival moves up to her speed without provoking


opportunity attacks.

Attack. Cival makes one attack. Note: Sneak Attack can apply.

Hide. If there is sufficient cover and Cival is not next to an enemy,


she may make a stealth check to hide.

CHAPTER 6 - REVOLUTION
294
Revolution Guerilla Anca - Assassin
Medium humanoid (any), any alignment Medium Half Elf, Neutral Evil


Armor Class 15 (studded leather armor) —
Armor Class 16 (leather armor)
Hit Points 52 (8d8 + 16) Hit Points 102 (12d8 + 48)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
11 (+0) 16(+3) 14 (+2) 11 (+0) 11 (+0) 11 (+0) 10 (+0) 20 (+5) 18 (+4) 14 (+2) 11 (+0) 16 (+3)

Skills Intimidation +1, Perception +2, Stealth +5 —
Senses darkvision 60 ft., passive Perception 12 Saving Throws Dex +9, Int +6
Languages Common Skills Acrobatics +12, Deception +10, Perception +4, Stealth +12
Challenge 3 (700 XP) P roficiency Bonus +2 Damage Resistances poison
Senses Darkvision 60ft. Passive Perception 13

Cunning Action. On each of its turns, the Guerilla can use a bonus Languages Thieves’ Cant, Common, Elven
action to take the Dash, Disengage, or Hide action. Challenge 10 (5,900 XP) Proficiency Bonus +4

Dirty Fighting. The Guerilla deals 2 extra dice of damage when it hits —
Assassinate. During her first turn, Anca has advantage on attack rolls
a target with a weapon attack (included in its attacks).
against any creature that hasn’t taken a turn. Any hit she scores against
a creature that hasn’t acted is a critical hit.
Killer. In the first round of a combat, the Guerilla has advantage
on attack rolls against any creature that hasn’t taken a turn yet. If
Evasion. If Anca is subjected to an effect that allows her to make a
the Guerilla hits a creature that round who was surprised, the hit is
Dexterity saving throw to take only half damage, she instead takes no
automatically a critical hit.
damage if she succeeds on the saving throw, and only half damage
if it fails.
Actions
Multiattack. The Guerilla makes two shortsword or dart attacks, or Sneak Attack (1/Turn). Anca deals an extra 20 (6d6) damage when
one Acid Grenade attack. she hits a target with a weapon attack.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Actions
Hit: 14 (3d6 + 3) piercing damage.
Multiattack. Anca makes two dagger attacks.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit:
Dagger +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
10 (3d4 + 3) piercing damage.
Hit: 10 (1d6 + 7) piercing damage, and the target must make a DC 15
Constitution saving throw, taking 24 (7d6) poison damage on a failed
Acid Grenade (2 Charges). The guerilla throws a flask of weaponized
save, or half as much damage on a successful one.
acid at a target. The target must succeed a DC 14 Dexterity save or
take 10 (4d4) acid damage immediately, and 5 (2d4) acid damage at
Light Crossbow, +2. Ranged Weapon Attack: +11 to hit, range 80/320
the start of their turn until the acid is removed. The target, or an ally,
ft., one target. Hit: 11 (1d8 + 7) piercing damage, and the target must
can take an action to scrape or wash the acid off.
make a DC 15 Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a successful one.

CHAPTER 6 - REVOLUTION
295
Sorina - College of Spies Ileana - Archmage
Medium Half Elf, Neutral Evil Medium half-elf, Neutral Evil


Armor Class 19 (natural armor)

Armor Class 12 (15 with mage armor)
Hit Points 127 (17d8 + 51) Hit Points 99 (18d8 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16(+2) 16 (+3) 16 (+3) 20 (+5) 20 (+5) —
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)

Skills Deception + 13, Persuasion +13, Insight + 13
Damage Resistances bludgeoning, piercing, and slashing from —
Saving Throws Int +9, Wis +6
nonmagical attacks Skills Arcana +13, History +13
Senses darkvision 60 ft., passive Perception 15 Damage Resistances: damage from spells; nonmagical
Languages Common, Elvish, Infernal bludgeoning, piercing, and slashing (from stoneskin)
Challenge 10 (5,900 XP) Proficiency Bonus +4 Senses passive Perception 12
Languages Common, Elven, Draconic, Dwarven, Halfling, Infernal

Innate Spellcasting. Sorina’s innate spellcasting ability is Charisma
(spell save DC 16). She can innately cast the following spells, requiring —
Magic Resistance. Ileana has advantage on saving throws against
no material components: spells and other magical effects.

At will: Charm person, Tasha’s hideous laughter Spellcasting. Ileana is an 18th-level spellcaster. Her spellcasting ability
is Intelligence (spell save DC 17, +9 to hit with spell attacks).
3/day each: confusion, enthrall, suggestion
Ileana can cast disguise self and invisibility at will and has the
1/day each: hallucinatory terrain, Otto’s irresistible dance following wizard spells prepared:

Magic Resistance. Sorina has advantage on saving throws against Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
spells and other magical effects. shocking grasp

Actions 1st level (4 slots): detect magic, identify, mage armor*,


magic missile
Multiattack. Sorina makes two weapon attacks. Sorina can cast one
spell in place of one of these attacks. 2nd level (3 slots): detect thoughts, mirror image, misty step
Rapier +2. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 3rd level (3 slots): counterspell, fireball, lightning bolt
Hit: 8 (1d8 + 5) slashing damage plus 16 (4d8) psychic damage.
4th level (3 slots): banishment, polymorph, stoneskin*
Dart. Ranged Weapon Attack: +10 to hit, range 20/60ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 16 (4d8) psychic damage. 5th level (3 slots): cone of cold, scrying, wall of force

Reactions 6th level (2 slot): globe of invulnerability


Can’t Touch This (Recharge 4–6). When hit with an attack Sorina
7th level (2 slot): Plane Shift
can immediately teleport up to 30 feet to an unoccupied space
she can see. 8th level (1 slot): mind blank*

Authority Faction 9th level (1 slot): Psychic Scream

*Ileana casts these spells on itself before combat.


Long Term Goal:
Maintain Status Quo Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Short Term Goal: range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
To Survive

Although the Authority faction includes Most likely, however, the city counsel
the city council, in truth, they don’t really matter. will die, leaving the Guard Captains as the faction
The only power they actually held was that leadership. However, because two of the Captains
given to them by others. In fact, all that stopped have been suborned by other factions, this means
the Guard from taking over was the fact that the authority faction is surprisingly weak, even
the Consortium and the nobility supported in the event that it survives. Remember, Torben
the council. Furthermore, none of the council Ehrlinger is mind controlled by the Cult, and
are skilled combatants, and will quickly die Esther Mullenbach is actually an inquisitor.
unless protected.
CHAPTER 6 - REVOLUTION
296
Guard Captain Velkan Kirsch
Medium human, lawful evil
Character - Costume

Armor Class 20 (plate armor, shield)
Velkan Kirsch (if alive) Hit Points 97 (13d8 + 39)
Speed 30 ft.
• Kirsch wears a dress uniform and a red

STR DEX CON INT WIS CHA
dragon mask. 16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2)

Saving Throws Int +5, Wis +3, Cha +5
Astrid Oathstone Senses passive Perception 10
• Oathstone wears a dress uniform and a Languages Common, Dwarven
silver deathmask. Challenge 6 (2,300 XP) Proficiency Bonus +3

Martial Advantage. Once per turn, Cpt. Kirsch can deal an extra 14 (4d6)
Sebastien Tarsch damage to a creature he hits with a weapon attack if that creature is within 5 feet
of an ally of Cpt. Kirsch that isn’t incapacitated..
• Tarsch wears a dress uniform and
a lion mask. Actions
Multiattack. Cpt. Kirsch makes three melee attacks. Alternatively, he can make
Veronique Bruhl two ranged attacks with his Firearm.

• Bruhl wears a dress uniform and a Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
silver wolf mask.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4
Torben Erhlinger + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC
14 Strength saving throw or be knocked prone.
• Erhlinger wears a dress uniform and an
Firearm. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 11
iridescent butterfly mask. (2d10) fire damage.

Esther Mullenbach Leadership (Recharges after a Short or Long Rest). For 1 minute, Cpt. Kirsch
can utter a special command or warning whenever a non-hostile creature that he
• Mullenbach wears a dress uniform and a can see within 30 feet of it makes an attack roll or a saving throw. The creature
golden sun mask. can add a d4 to its roll provided it can hear and understand Cpt. Kirsch. A creature
can benefit from only one Leadership die at a time. This effect ends if Cpt. Kirsch
is incapacitated.
Council Bodyguard
• They are all on duty and wear armor and Reactions
Parry. Cpt. Kirsch adds 3 to his AC against one melee attack that would hit it. To
carry weapons. Each wears a blank, full face do so, the Cpt. Kirsch must see the attacker and be wielding a melee weapon.
obsidian mask.
Mercenary Bodyguard
City Guard Medium humanoid, lawful evil
• They are all on duty and wear armor and Armor Class 18 (plate armor)
carry weapons. Each wears a simple, black Hit Points 97 (15d8 + 30)
Speed 30 ft.
domino mask.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 12 (+1) 11 (+0) 12 (+1)
City Councilors —
Saving Throws Str +7, Con +5
• Ivan Bauer, Ionel Arcos, Murielle Platz, Skills Athletics +7, Intimidation +4
Magda Vulcanescu, Axel Haring, Olivia Senses darkvision 120 ft., passive Perception 10
Petran, Klaus Kant, Anja Kessel, and Elsa Languages Sahuagin
Challenge 6 (2,300 XP) Proficiency Bonus +3
Drache. They’re all going to die soon,
anyways, but for the moment they are all —
Fight to the Death. The bodyguard has advantage on all melee attack rolls once it
wearing extravagant costumes depicting the has taken damage.

9 alignments. Actions
Multiattack. The bodyguard makes three attacks with its enchanted blade.

Enchanted Blade +1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
14 (2d8 + 4) slashing damage.

Reactions
Dedication: If the bodyguard’s client would take damage, and the
CHAPTER 6 - REVOLUTION bodyguard is within 5 ft. of their client, the bodyguard takes half of the
297 damage instead.
Combat: bodyguard helping her to flee. Thankfully, she
If the adventurers attack the Authority can easily become an ally for the adventurers and
Faction, the only resistance they’ll meet is from the Revolution.
the Guard Captains and their hired Bodyguards.
Technically, the City Council members also have Valya Fyodorovna
hired protection, but most will have died from the • Valya wears a beautiful, crimson ballgown
poisoned drinks, making this too soft of a target to and a mask inspired by a vampire bat. She
be a challenging fight. Besides, the Guard Captains happens to enjoy irony.
are the true backbone of the faction, and only the
adventurers have enough skill to help break it Florentine Schroder
during the Masquerade. So, this fight will consist • Schroder wears a jester’s outfit and a mask
of 2 Guard Captains and 2 Mercenary Bodyguards designed after a Wreythian domestic cat.
(pg 288). This should prove to be as dangerous
as the adventurers can handle, and should they Rhakin Bauer
succeed, this will allow the Revolutionaries • Bauer wears a suit and a mask styled after a
enough momentum to wipe out the rest of the Wreythian Mastiff.
Authority’s leadership.
Combat:
If the adventurers attack the Consortium,
The Consortium the largest threat will be its vampiric leader, Valya
Fyodorovna. Thankfully, however, Valya has
Long Term Goal: been poisoned by a special concoction of holy
Maintain Status Quo ingredients that have left her unable to regenerate
Short Term Goal: without drinking blood, unable to shapeshift,
Stay Alive and most importantly, locked into an animalistic
rage. Nonetheless, while locked into this state
The Consortium doesn’t make for a good of agonized wrath, Valya is a predator first and
ally, but it also doesn’t make for a very effective foremost, and thus she will target the weakest
threat, at least not in this instance. Because of enemies first. That means the casters in the
the strict limitations on how they can function adventuring party will be hard pressed not to have
without betraying the Blood Queen, and because a vampire’s fangs at their throats.
of how effectively the revolution was hidden from
them, they’re vulnerable and able to be influenced Now, technically, Rhakin Bauer (using the
by whoever controls most of the city. That said, if stats of a Consortium Lieutenant, pg 69) could
the Authority faction somehow comes out of the attempt to help Valya, but that would create an
Masquerade in good shape, the Consortium would incredibly deadly encounter, and most likely Bauer
side with them, thus adding every mercenary in would recognize that Valya is currently not in
the city as reinforcements for the City Guard. her right mind and simply give her a wide berth.
However, he might try to mop up the adventurers
Otherwise, the most difficult part should they have been significantly hurt during the
of fighting the Consortium would be Valya fight. The choice, however, is yours.
Fyodorovna, a fully fledged vampire, though after
being poisoned by holy water, the adventurers
will have an excellent chance to dispatch her for
good, even with Rhakin Bauer and the Mercenary
Bodyguards he hired helping defend her.

Florentine Schroder, for her part,


will simply try to escape, her own personal

CHAPTER 6 - REVOLUTION
298
Valya Fyodorovna - Poisoned Cult of Decadence
Vampire
Medium undead (shapechanger), lawful evil Long Term Goal:
Armor Class 16 (natural armor) Turn Raffenburg into a temple to themselves.
Hit Points 210 (20d10 + )
Speed 30 ft. Short Term Goal:

STR DEX CON INT WIS CHA Kill the Church Leaders
18 (+4) 18 (+4) 20 (+5) 17 (+3) 15 (+2) 18 (+4)

Saving Throws Dex +9, Wis +7, Cha +9 After the final showing of the Last Tsar
Skills Perception +7, Stealth +9 (see the event: The Play’s The Thing), R.K.
Damage Resistances necrotic; bludgeoning, piercing, and slashing
from nonmagical attacks Schreyer left Raffenburg, leaving the fate of the
Senses darkvision 120 ft., passive Perception 17 Cult in its creator’s hands. This means that, finally,
Languages Common, Dwarven, Elvish, Halfling, Orcish the adventurers will be able to meet Isidora in
Challenge 15 (13,000 XP) Proficiency Bonus +5
person. This encounter should be a lot of fun

Legendary Resistance (3/Day). If the vampire fails a saving throw, it to roleplay, as Isidora is a particularly eccentric
can choose to succeed instead.
individual, and someone close to Czerina besides.
Spider Climb. The vampire can climb difficult surfaces, including The insight that she could lend about Czerina and
upside down on ceilings, without needing to make an ability check.
her court would be particularly invaluable, though
Actions the adventurers will have to weather an equally
Multiattack. The vampire makes three attacks, only one of which can inquisitive discussion from Isidora in turn.
be a bite attack.

Claw Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Remember, Isidora has come to desperately
Hit: 12 (2d8 + 4) slashing damage. Instead of dealing damage, the thirst for something beyond sensation, beyond
vampire can grapple the target (escape DC 18).
imagination, beyond experience. In other words,
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, something truly transcendent, and she’ll ask the
or a creature that is grappled by the vampire, incapacitated, or
restrained. Hit: 10 (2d6 + 4) piercing damage plus 20 (6d6) necrotic
adventurers about their life philosophies and try
damage. The target’s hit point maximum is reduced by an amount to pick them apart as best as she can, although all
equal to the necrotic damage taken, and the vampire regains hit points of her arguments essentially revolve around the
equal to that amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit point maximum fact that everything that matters is transitory, and
to 0. A humanoid slain in this way and then buried in the ground rises thus meaning is irrelevant, and everything that’s
the following night as a vampire spawn under the vampire’s control.
irrelevant should be torn down. And really, that’s
Charm. The vampire targets one humanoid it can see within 30 feet what the Decadence is all about: Decay. Physical
of it. If the target can see the vampire, the target must succeed on
a DC 17 Wisdom saving throw against this magic or be charmed by
sensation can break down consciousness and ego,
the vampire. The charmed target regards the vampire as a trusted thus allowing for the possibility of transcendence,
friend to be heeded and protected. Although the target isn’t under and Isidora has also applied that philosophy to
the vampire’s control, it takes the vampire’s requests or actions in the
most favorable way it can, and it is a willing target for the vampire’s morality and ethics, besides. The more outrageous
bite attack. Each time the vampire or the vampire’s companions do the act, the more depraved and ecstatic, the better,
anything harmful to the target, it can repeat the saving throw, ending
the effect on itself on a success. Otherwise, the effect lasts 24 hours or
all in the name of moving beyond the trappings
until the vampire is destroyed, is on a different plane of existence than of the world.
the target, or takes a bonus action to end the effect.
Characters and Costumes
Legendary Actions
The vampire can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time and Isidora
only at the end of another creature’s turn. The vampire regains spent • Isidora wears a ballgown that appears to be
legendary actions at the start of its turn.
made of liquid, polychromatic paint, and she
Move. The vampire moves up to its speed without provoking wears a mask made of razor blades. Whether
opportunity attacks.
they’re functional blades, or not, is up to you.
Unarmed Strike. The vampire makes one unarmed strike. Just depends on how edgy you want to be.
Bite (Costs 2 Actions). The vampire makes one bite attack.

CHAPTER 6 - REVOLUTION
299
Isidora
Medium undead (shapechanger), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 160 (20d8 + 80)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 18 (+4) 24 (+7) 18 (+4) 16 (+3)

Skills Arcana +12, Insight + 9, Investigate + 12, Religion +12
Damage Resistances slashing, bludgeoning, piercing from nonmagical weapons that aren’t silvered, cold.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 1
Languages All
Challenge 15 (13,000 XP) Proficiency Bonus +5

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Warped Reality. Isidora emits a powerful, corrupted aura 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it
is difficult terrain for other creatures. Each creature that starts its turn within the aura must succeed on a DC 14 Strength saving throw or have its speed
reduced to 0 until the start of its next turn.

Furthermore, any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison
damage. A creature that succeeds on the save is immune to this effect for 24 hours.

Infectious Madness. Isidora speaks incomprehensibly terrible messages that harm the mind itself. Each creature that starts its turn within 30 feet of
her and can hear her words must succeed on a DC 16 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn
and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action
and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined
creature within its reach or does nothing if it can’t make such an attack.

Actions
Paint Attack.

This is randomized. Roll a d6, reroll on a result of 6, and apply the effects below.

1. Paralyzing Paint. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Somnolent Paint. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The
target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

3. Petrifying Paint. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is
restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by
the greater restoration spell or other magic.

4. Disintegrating Paint. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage
reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical
force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot
cube of it.

5. Deathly Paint. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray
reduces it to 0 hit points.

Legendary Actions

Isidora can take 3 legendary actions. She can take only one legendary action at a time and only at the end of another creature’s turn. She regains
spent legendary actions at the start of its turn.

Move. Isidora may move up to her speed without provoking attacks of opportunity.

Paint Attack. Isidora uses one random paint attack.

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

CHAPTER 6 - REVOLUTION
300
Disguised Decadence Demons turn that into a libellous attack on the nobility of
• Each wears a different disguise and they the city. Etc.
appear as other guests. Effectively, this
means Isidora appears to be alone, unless This will also become much worse if High
a supernatural sense is employed to Inquisitor Tarasov is still alive, as he would attend
detect the demons. the Masquerade with Father Lorreus. If this is the
case, and the adventurers approach them, then
Combat: Tarasov will lay their crimes in Leshehoff bare,
Should the adventurers attack the Cult of painting the adventurers as fanatical lunatics that
Decadence, they will be facing a deadly fight with destroyed the Abbey and killed helpless clergy,
Isidora herself, and will glimpse the full horror of etc, and he’ll publicly request that the Guard arrest
her reality altering power. As has been mentioned them. This would put a lot of attention upon the
before, Isidora’s mastery of the arts have become adventurers, and could potentially trigger Act II
so refined that they are now magical in nature, and of the masquerade early, as the revolutionaries
after centuries of practice, she can now wield these might use this distraction as an opportunity to
magical abilities as naturally as she breathes. Hence strike (thereby saving the adventurers from the
why she wears a ballgown made of living paint, Guard, too).
paint that can defy gravity and logic and form the
structure of a ballgown, or disintegrate a person In short, there’s little to be gained from
where they stand. In short, she’s meant to be an interacting with Lorreus, let alone Tarasov,
eldritch horror of paint and sculpture. though clever adventurers might be able to trick
Lorreus into revealing more about his intentions
The Church of the Morning Lord and operations, such as his connection to Guard
Captain Mullenbach.
Long Term Goal:
Rule Wreythau as a Theocracy
Short Term Goal:
Characters and Costumes:
Kill Isidora
Father Lorreus
Father Lorreus is much more interested • Lorreus is dressed in an extravagant angel
in the pursuit of power than he is in the concerns costume, with vestments made of cloth-
of the cloth, and so he’s quite at home at the of-gold, a mask and halo made of gold, and
Masquerade. He mingles frequently, wheeling shimmering platinum wings.
and dealing with the city’s VIPs, courting favor,
and making promises, etc. This is a valuable High Inquisitor Tarasov (if alive)
opportunity for him, so he’s not pleased if the • Tarasov is dressed in his armor and carries
adventurers decide to interrupt him. As far as he’s his weapons, a special dispensation arranged
concerned, unless they agree to publicly convert with Mullenbach, and wears a golden mask
to the Church of the Morning Lord right then and depicting an angel’s face twisted into an
there, they’re little more than agents of chaos at expression of wrath and hatred.
best, and agents of evil at worst. He’ll engage them
in more verbal sparring, trying to bait them into Priests and Priestesses
revealing all that they’ve done inside the city. If • Lorreus’ attendants are dressed in simple
they slip up and reveal some of their actions, he’ll white robes with Seraphim masks. They
attempt to publicly condemn them in the eyes of carry small, enchanted candles.
the other factions. For instance, if the adventurers
talk about the Cult’s blood sacrifice ritual, he’ll turn
that into an attack upon the culture of the city.
If they mention the Reinwalds’ true nature, he’ll

CHAPTER 6 - REVOLUTION
301
Father Lorreus High Inquisitor Viktor
Medium human, Lawful Evil
Tarasov

Armor Class 18 (natural armor) Medium Human, Neutral Evil
Hit Points 117 (18d8 + 36) —
Armor Class 16 (breastplate)
Speed 30 ft.
Hit Points 140 (15d8 + 75)

STR DEX CON INT WIS CHA Speed 30 ft.
10 (+0) 16 (+3) 14 (+2) 13 (+1) 18 (+4) 20 (+5) STR —DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 18 (+4)

Saving Throws Con +6, Wis +8
Skills Performance +13, Persuasion +13, Intimidation +5,

Saves Con +6, Wis +6, Cha +6
Religion +4 Skills Insight +7, Perception +7, Persuasion +7, Religion +5,
Senses passive Perception 13 Stealth +7
Languages any two languages Senses Passive Perception 16
Challenge 10 (5,900 XP) P roficiency Bonus +4 Languages Common, Celestial, Infernal, Abyssal
Challenge 10 (5,900 XP)

Blessed of the Morning Lord: Lorreus has been anointed with Spellcasting. Trasov is a 10th-level spellcaster. His spellcasting
magical protections that give him natural armor. ability is Wisdom (save DC 14, +6 to hit with spell attacks). All
radiant damage is converted to fire damage that bypasses
Spellcasting. Lorreus is a 13th-level spellcaster. Its spellcasting resistance. Tarasov has the following cleric spells prepared:
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks).
It has the following cleric spells prepared: Cantrips (at will): guidance, poison spray, resistance, spare the
dying, thaumaturgy, sacred flame
Cantrips (at will): thaumaturgy, mending, sacred flame, 1st level (4 slots): inflict wounds, guiding bolt, shield of
spare the dying faith, sanctuary
2nd level (3 slots): hold person, spiritual weapon, zone of truth
1st level (4 slots): cure wounds, guiding bolt, healing word, 3rd level (3 slots): bestow curse, feign death, spirit guardians
shield of faith 4th level (3 slots): locate creature, guardian of faith, death ward
5th level (2 slots): flame strike, insect plague
2nd level (3 slots): lesser restoration, blindness/deafness,
inflict wounds, spiritual weapon Actions
3rd level (3 slots): beacon of hope, bestow curse, dispel
magic, revivify, spirit guardians

Attack. Tarasov makes one scourge attack.

4th level (3 slots): divination, freedom of movement, Scourge +1. Melee Weapon Attack: +8 to hit, reach 10 ft.,
guardian of faith, locate creature one target. Hit: 5 (1d6 + 5) piercing damage plus 17 (5d6)
fire damage.
5th level (2 slot): contagion, flame strike, insect plague,
mass cure wounds Legendary Actions
6th level (1 slot): harm, heal —
Tarasov can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time
7th level (1 slot): resurrection
and only at the end of another creature’s turn. Tarasov regains
spent legendary actions at the start of its turn.
Actions
Actions Move. Tarsov moves up to his speed without provoking
opportunity attacks.
Staff of Office. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d8) bludgeoning damage Attack. Tarasov makes one attack.

Tactics: In combat, Tarasov is ruthless, but is also most


Legendary Actions interested in self preservation. If he believes that he is facing
Lorreus can take 3 legendary actions, choosing from the significant risk of death (such as being brought to half health)
options below. Only one legendary action can be used at a time he will simply try to leave. Otherwise, he prefers to stand behind
and only at the end of another creature’s turn. Lorreus regains his minions and use spiritual weapon, flame strike, guiding bolt,
spent legendary actions at the start of its turn. or his scourge on his adversaries. His fallback is then Spirit
Guardians, using his movement to bring new enemies into range
Move (1 action). Lorreus moves up to his speed without of the guardians and their damage, and then follow it up with
provoking opportunity attacks. Inflict Wounds.
Cast a Spell (2 actions). Lorreus casts one spell.

(Un)Holy Rebuke (1 action). Lorreus can cast Hellish Rebuke


at 3rd Level.

CHAPTER 6 - REVOLUTION
302
Combat: of the city, and the Reinwalds will try to get the
adventurers to share their impressions of the other
Should the adventurers attack the Church
factions and their leaders. This is all intel gathering
of the Morning Lord, the form the fight takes
for them, as they prefer to take a more passive and
depends upon whether or not Tarasov is still alive.
subtle approach until the time is right to strike.
If he is, then the fight will consist of both Father
Lorreus and High Inquisitor Tarasov.
Combat:

Reinwalds Unlike all of the other combats that can


take place at the Masquerade, the fight against the
Long Term Goal: Reinwalds will function much differently because
Control all of Wreythau the Reinwalds’ primary goal is simply to survive
and escape. They’ll take their revenge against the
Short Term Goal:
adventurers at another time, and all they have to
Escape the Masquerade
do is make it to the western or eastern doors that
lead off the map.
The Count and Countess are both in
attendance, along with whichever of their
However, should the adventurers attack
daughters survived. So, if the adventurers helped
the Reinwalds during the chaos, they will react by
Yasviga kill Ustinya and Karloff, then Yasviga
transforming into their massive direwolf forms
attends the Masquerade with her parents. If the
and running for the exits, a shocking event that
adventurers did not help Yasviga, or otherwise kill
will force them to retreat from the city. As for
Ustinya and Karloff, then Yasviga will have been
how they would open the doors? One would shift
killed, and Ustinya and her husband will attend
back, meaning that the adventurers would only
with the Count and Countess.
have 2 turns to attack the Reinwalds before they
escaped. If you’re feeling incredibly generous,
This matters, because if the adventurers
and the adventurers have sort of method to keep
helped Yasviga, they now have a very valuable
up, you could have them fight a lone Reinwald in
ally. She will feed the adventurers as much
the Raffenburg city streets, but honestly, I highly
information as possible, as well as try to temper
doubt they’d be able to keep up considering dash
her parents’ decisions, not to mention the fact that
actions, legendary actions, legendary resistances,
she would inherit their titles and power should her
and a high move speed.
parents die. In the future, she might even help the
adventurers kill her parents, though not during
the Masquerade.
Aftermath of the Masquerade
However, if Ustinya is the one who
survived and is present, then the adventurers As has been discussed above, what
will now have another powerful enemy that happens during the Masquerade will create the
they will have to fight in the future. All in all, a circumstances for the Revolution that will sweep
tremendous net loss. over the city. Remember, even if the Revolution
faction is killed, the actual Revolution, itself,
If the adventurers engage in conversation cannot be stopped. After the Masquerade, the cold
with the Reinwalds, they’ll express admiration war that all of the factions were fighting will be
and surprise for having done so well during the engulfed in the inferno of open conflict, and the
Hunt, but will show no hint of anger. In their violence will not stop until one faction comes out
eyes, strength is virtue, might makes right, and on top. Either that, or the Blood Queen slaughters
so even the death of a daughter can be excused the majority of the city and leaves the survivors to
if it happened because she was weak. Otherwise, pick up the pieces.
they’ll steer the conversation towards the politics
CHAPTER 6 - REVOLUTION
303
So, whichever faction the adventurers adventurers themselves. The Cult of Decadence,
support, and whichever faction they directly however, would have to be wiped out.
attack will determine who is struggling for control
of the city. As for the Authority and the Consortium?
They’re happy to use the adventurers as
Finally, the adventurers should level mercenaries, but have no interest in them as allies.
up, bringing them to level 7. Again, they are not a good choice, as they created
the conditions for the revolution in the first place.

Now, all that said, in addition to whatever


The Crucible of Raffenburg negotiations the adventurers conduct, they will
only have to eliminate one more faction in support
Once the Solstice Masquerade has ended of another to bring the Revolution to a close.
and the remaining factions retreat to fight another This way, you don’t have to spend 4 sessions
day, the adventurers are left with the question of dungeon crawling through the various factions
who should rule the city. Certainly, more cowardly headquarters. Instead, by removing a faction
adventurers could flee and leave the fate of the during the Masquerade (hopefully), and removing
city in the hands of its people, and there’s certainly a faction during the Revolution, they will have
logic to be found in that, to do so would be to tipped the balance of power enough for their
risk the city falling into the clutches of its more allied faction to begin to stabilize the city, and the
malevolent factions. adventurers will be able to move on to explore
more of Wreythau.
In order to end the Revolution and
enable the people a chance to rebuild their city Below you will find city events that will
into something new, the adventurers will have take place during the revolution, as well as the
to once again choose who to oppose and who to write-ups and maps for each of the factions’
aid. Ultimately, this will boil down into an assault headquarters.
upon the enemy faction’s headquarters. Below, you
will find all the information you need to wipe out a City Revolution Events
faction for good. The roleplaying and strategizing
of how the adventurers work with their allies, or Livestock Escape
not, I shall leave to you. Yes, a full scale revolution
might seem incredibly complicated, though for As was discussed in R5 - The Menagerie
the purposes of this story, the city’s factions Livestock Market (pg. 247), when the revolution
represent the divisions of power that must be begins, many of the dangerous creatures held
contended with. Clever adventurers might choose at this livestock market will be released into
to approach this conflict diplomatically and build the streets, causing panic and death to spread
alliances, which is absolutely possible. throughout the city. This was a deliberate act
of revenge carried out by the workers of the
For instance, Florentine Schroder of the Menagerie. Their dangerous working conditions
Consortium and Guard Captain Veronique Bruhl and exploitative bosses pushed them over the edge,
could be persuaded to join the Revolutionaries, though their plan clearly wasn’t well thought out,
though the other members of their faction could for as soon as the most dangerous creatures were
not. Likewise, the Reinwalds could be negotiated released they turned upon the workers before
with, particularly if Yasviga lives, and they could setting off to wreak havoc throughout the city.
become allies or simply persuaded to mind their
own business. Father Lorreus could be cowed into As such, this provides an excuse for you
submission and cooperation, though this would to sprinkle some of your very favorite monsters
mean that the Church of the Morning Lord would throughout the city (from this book, or any
survive, and likely inspire a crusade just to kill the others). What’s more, you could use the excuse
CHAPTER 6 - REVOLUTION
304
of bloodshed luring these monsters towards any Now, once you’ve chosen which Reinwald
big fights that the adventurers get involved in. to set loose upon the city, choose which district
This could add an element of chaos, as well as help you want them to conduct their serial killer/
add a new sense of danger to any fights that are Predator style hunts in. Take a look at the
proving to be too easy. Alternatively, an enemy following list, which provides a brief description
faction could also capture some of these monsters of what the werewolf hunt would be like in that
and deliberately add them to their ranks, giving a location. Note that the Cathedral District and
further excuse to add variety to their forces. Council Hill are not included, as those would be
suicidal locations for the Reinwald to choose, and
However, if you prefer to sprinkle these the whole point of a werewolf is that they have all
encounters throughout the city as random the cunning and cruelty of humans combined with
encounters (not what is recommended), then the bestial fury and power of a wild animal.
you could easily do that as well. Or, you could
take one of your favorite monsters and tweak Market District:
them into a legendary version (if nothing else,
If the Reinwald chooses to hunt in the
it’s simple to add the Move and Attack legendary
Market District, they will be looking to indulge in
actions to any statblock), and turn the event into a
a feast of innocent flesh, and will slaughter dozens
monster hunt through the city. Give the monster
of people every night. Entire blocks will become its
unnatural intelligence and cunning, have it leave
killing ground, leading to the gangs of the Market
a trail of blood and destruction intended to lure
District organizing informal quarantines as stories
the adventurers into a trap, have it run from
of the monstrous beast spreads. Hunters from the
fights to become a recurring threat, etc, and you
Hunters Guild will be dispatched and promptly
could turn that simple monster hunt into a mini
killed, making the situation desperate enough
horror adventure all on its own. If you do choose
for people to beg the Adventurers to look into
to do this, though, take a look at the “A Reinwald
what’s happening.
in the Wild” encounter for inspiration, but only
run one or the other, as they are too similar to
In short, this event would be like an
both be used.
urban legend come to life, set to a backdrop
A Reinwald in the Wild of blood slicked streets, and desperate fights
in maze-like tenements decorated with
Assuming that the Reinwalds’ true dismembered body parts.
natures haven’t been forcibly revealed during Sample Horror Progression:
the Masquerade, forcing them to flee the city • Adventurers hear about something
altogether, then the Reinwalds will use the chaos decimating entire tenement blocks in the
of the revolution, and the escaped monsters from Market District. (Unease)
the Menagerie, as an excuse to run wild and start • Adventurers are begged to hunt whatever is
hunting people all throughout the city. Not all responsible. (Unease)
of the Reinwalds are doing this, of course, so • Adventurers arrive and are stopped by gang
choose one to focus upon. If you want to use the enforced quarantine, told more all kinds of
simpler Loup Garou stat block, then have it be conflicting stories about what could be doing
Reinwalds’ Head Chef, Bolearis Reinwald, going this. (Unease)
on a bloodthirsty rampage through the city. Or, • Adventurers move inside the quarantine
if you’d rather give the adventurers a chance to zone and discover a dying Hunter mad with
kill the Count or Countess, feel free to use them fright. (Dread)
for this event. If Ustinya is still alive, she could • Adventurers begin to track the
also be used, though Yasviga would explicitly not monster. (Unease)
be involved. • Adventurers find it’s lair, decorated with
body parts. (Dread)
• The Reinwald attacks. (Resolve)
CHAPTER 6 - REVOLUTION
305
University District: Art District:
If the Reinwald chooses to hunt at the If the Reinwald chooses to hunt in the Art
University, they will likely be settling old scores, District, they will be hunting members of the Cult
as well as pitting their wits against the brightest in an effort to destabilize them while also having
minds the city has to offer. Instead of mass a bunch of murderous fun. Primarily, this means
carnage, this will be about the thrill of the hunt, that the Reinwald will be targeting the Grand
about terrorizing specific prey and testing their Theatre, as this is the most obvious location tied
potential before finally eating them alive. Because to the Cult. For, even though the blood sacrifice
of this, unlike the carnage that would take place already happened and R.K. Schreyer has fled, the
in the Market District, only a handful of victims cult still uses the theater as a place to organize its
would be found on the University Campus by the mind controlled recruits.
time the adventurers hear about it.
Because of this, the Reinwald would
Then, the adventurers would have to do be very careful, and become a “phantom of the
much more investigation in order to uncover the theatre”, killing cultists out of sight and leaving
monster behind these attacks. They would have their gruesome corpses to be discovered by their
to interview witnesses, examine crime scenes, and compatriots. And, if you really do want to channel
identify who the Reinwald’s next victim will be, the whole “phantom of the theatre” vibe, you
thus allowing them to ambush the killer. could consider having the Reinwald fall in love
with Stella, the breakout star and survivor of the
Sample Horror Progression Last Tsar. This would mean love letters would
• Yulia Mountainsblood, Ekaterina Tornheim be found, along with small gifts, etc, in sickening
the Younger, or the Head Dean of the imitation of how the Blood Queen courts the
University would contact the adventurers adventurers themselves.
and ask them to find the killer stalking the
campus. (Unease) Sample Horror Progression
• Adventurers would investigate crime scene • Word spreads through the city that ghastly
of most recent murder. Prof. Quatholl, murders are occurring at the Grand
an elven arcanology professor, appears Theatre. This should grab the adventurers
to have been eaten in his office. There attention because the blood sacrifice was
are claw marks, other clues, ect. DC 16 entirely covered up. So, if murder is being
Investigation reveals he was sponsored by recognized there, it must be something
the Reinwalds. (unease) profound. (unease)
• Adventurers speak to eye witnesses. One saw • The adventurers visit the Theatre and are
the murder silhouetted through a curtain, soon directed to the murder which took
another saw a cloaked figure fleeing after place backstage. It’s as grisly as a werewolf
leaving bloody footprints on the cobbles, etc. murder can be. (unease)
Should hint at which Reinwald it is. (unease) • Stella approaches the adventurers and tells
• Adventurers get a list of other professors them about her mysterious stalker and
funded by the Reinwalds. Decide who is the how she thinks they’re involved in the
next target. murders. (unease)
• Adventurers lay ambush, but too • In order to catch the murderer, they’ll have
late. (Dread) to attend the next play. (dread)
• Adventurers receive a note indicating that • The adventurers have to stand watch/stake
they are next. (Unease) out the play and will catch the Reinwald in
• Fight to the Death. (Resolve) the act. Battle ensues, etc. (Resolve)

CHAPTER 6 - REVOLUTION
306
Guild District: or at any time. Ideally, the adventurers won’t be
If the Reinwald is hunting in the Guild trying to kill the mobs outright, but will instead
District, their goal will be two fold: first, enjoy be forced to defend themselves or battle their way
the carnage of a rampage, and secondly, to disrupt through the mobs towards their true objectives.
guild operations and make the guilds more
vulnerable to their influence. This event is very Each Faction features a mob with its own unique
similar to the Market District event, except for the characteristics, so feel free to mix and match to
fact that it takes place within an industrial setting create dynamic combats.
and would take place over a much longer period of
time. The Reinwald would pick off workers here Revolutionary Mob
and there, cause horrific accidents, and generally Huge swarm of medium humanoids, any alignment

lurk as a lupine specter of death. I recommend —


Armor Class 14 (natural armor)
setting this event within the Blacksmith’s Guild, Hit Points 240 (60d8)
Speed 30 ft.
as that will allow for a desperate fight above giant
vats of molten metal. —
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Sample Horror Progression —
Damage Vulnerabilities Area Attack Spells and Effects
• The revolutionaries or the Blacksmith Guild Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, prone, restrained, stunned
leader begs the adventurers to help kill the Senses passive Perception 10
monster stalking their forge. (unease) Languages Common
Challenge 9 (5,000 XP) P roficiency Bonus +4
• The adventurers interview workers, who
describe a massive, dark shape ripping people Swarm. The mob can occupy another creature’s space and
apart, throwing them into vats of molten vice versa, and the swarm can move through any opening large
enough for a Small humanoid. The swarm can’t regain hit points
metal, or sabotaging equipment. (unease) or gain temporary hit points.
• The adventurers explore the factory and
discover evidence of the werewolf (gnawed Actions
bones, claw marks, noble clothing carefully —
Slash. Melee Weapon Attack: +9 to hit, reach 0 ft., one target
stashed in a hiding spot, etc). (Unease) in the mob’s space. Hit: 30 (10d4 + 5) slashing damage, or 17
• A worker is violently killed. (Dread) (5d4 + 5) slashing damage if the swarm has half of its hit points
or fewer. Any creature hit by the Slash attack must make a DC 17
• The battle against the werewolf Strength Save or become restrained by the mob.
commences. (Resolve)
Alchemist’s Fire Volley. The mob throws a volley of alchemist’s
fire flasks with a range of 30 feet and that ignites in a 10 ft radius
Overall, this event is all about telling a fun explosion. Any target within the 10 ft radius will take 25 (10d4)
werewolf horror story. Each location presents a fire damage and be lit on fire, taking 2d4 fire damage at the
start of their turn, or they will take half as much damage and
different sort of slasher story, and though they are avoid being lit on fire if they succeed on a DC 16 Dexterity Save.
similar, each has its own themes and aspects of the Creatures that were lit on fire can spend an action to put the
flames out.
city that you can emphasize. So, choose the one
that sounds most fun to you, and enjoy watching Acid Flask Volley. The mob throws a volley of acid flasks with a
your players take out another werewolf! range of 30 feet and that splash in a 10 ft radius explosion. Any
target within the 10 ft radius will take 25 (10d4) acid damage, or
half as much if they succeed on a DC 16 Dexterity Save. The mob
A City Consuming Itself will gain advantage on all attacks against creatures damaged by
the acid, as the acid eats away at their defenses.

While the Revolution isn’t a constant swirl


of madness and violence, there are moments of
extreme fury that ignite in the streets, often when
the followers of different factions meet en masse.
This event is all about capturing those moments.
As such, it can be used by itself, or it can be
combined with other events, as these brutal clashes
between enraged mobs could happen anywhere

CHAPTER 6 - REVOLUTION
307
Cult Mob Morning Lord Mob
Huge swarm of medium humanoids, any evil alignment Huge swarm of medium humanoids, any alignment


Armor Class 10 (natural armor) —
Armor Class 14 (natural armor)
Hit Points 240 (60d8) Hit Points 240 (60d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA —
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Damage Vulnerabilities Area Attack Spells and Effects —
Damage Vulnerabilities Area Attack Spells and Effects
Condition Immunities charmed, exhaustion, frightened, paralyzed, Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned, prone, restrained, stunned petrified, poisoned, prone, restrained, stunned
Senses passive Perception 10 Senses passive Perception 10
Languages Common Languages Common
Challenge 9 (5,000 XP) P roficiency Bonus +4 Challenge 9 (5,000 XP) P roficiency Bonus +4

Swarm. The mob can occupy another creature’s space and vice versa, Swarm. The mob can occupy another creature’s space and vice versa,
and the swarm can move through any opening large enough for a Small and the swarm can move through any opening large enough for a Small
humanoid. The swarm can’t regain hit points or gain temporary hit points. humanoid. The swarm can’t regain hit points or gain temporary hit points.

Maddening Chanting. The mob chants horrible incantations. Each creature Blessed Healing. Clerics in the mob cast healing spells that help keep the
that starts its turn within 20 feet of the mob and can hear the chanting must righteous on their feet and fighting. The mob regenerates 10 hit points at
succeed on a DC 14 Wisdom saving throw. On a failure, the creature can’t the start of every turn as long as it has 1 hit point remaining.
take reactions until the start of its next turn and rolls a d8 to determine
what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or Actions
6, the creature takes no action or bonus action and uses all its movement to
move in a randomly determined direction. On a 7 or 8, the creature makes —
a melee attack against a randomly determined creature within its reach or Slash. Melee Weapon Attack: +9 to hit, reach 0 ft., one target in the mob’s
does nothing if it can’t make such an attack. space. Hit: 30 (10d4 + 5) slashing damage, or 17 (5d4 + 5) slashing damage
if the swarm has half of its hit points or fewer. Any creature hit by the Slash
attack must make a DC 17 Strength Save or become restrained by the mob.
Actions

Slash. Melee Weapon Attack: +9 to hit, reach 0 ft., one target in the mob’s
City Guard Mob
space. Hit: 30 (10d4 + 5) slashing damage, or 17 (5d4 + 5) slashing damage Huge swarm of medium humanoids, any alignment
if the swarm has half of its hit points or fewer. Any creature hit by the Slash —
attack must make a DC 17 Strength Save or become restrained by the mob. Armor Class 16 (natural armor)
Hit Points 240 (60d8)

Demon Mob Speed 30 ft.



Huge swarm of medium fiends, any Evil alignment STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Armor Class 10 (natural armor) —
Damage Vulnerabilities Area Attack Spells and Effects
Hit Points 240 (60d8) Condition Immunities charmed, exhaustion, frightened, paralyzed,
Speed 30 ft. petrified, poisoned, prone, restrained, stunned

STR DEX CON INT WIS CHA Senses passive Perception 10
20 (+5) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Languages Common
Challenge 9 (5,000 XP) P roficiency Bonus +4

Damage Resistance nonmagical slashing, bludgeoning, and piercing
damage. Swarm. The mob can occupy another creature’s space and vice versa,
Damage Vulnerabilities Area Attack Spells and Effects and the swarm can move through any opening large enough for a Small
Condition Immunities charmed, exhaustion, frightened, paralyzed, humanoid. The swarm can’t regain hit points or gain temporary hit points.
petrified, poisoned, prone, restrained, stunned
Senses passive Perception 10 Actions
Languages Common
Challenge 9 (5,000 XP) P roficiency Bonus +4 —
Slash. Melee Weapon Attack: +9 to hit, reach 0 ft., one target in the mob’s
space. Hit: 50 (10d8 + 5) slashing damage, or 25 (5d8 + 5) slashing damage
Swarm. The mob can occupy another creature’s space and vice versa, if the swarm has half of its hit points or fewer. Any creature hit by the Slash
and the swarm can move through any opening large enough for a Small attack must make a DC 17 Strength Save or become restrained by the mob.
humanoid. The swarm can’t regain hit points or gain temporary hit points.
Volley Fire. The City Guard launch a volley of crossbow bolts with a range
Corrupted Madness. Any creature restrained by the Demon Mob must of 60 feet and a radius of 10 ft. Any creature within the 10 ft radius will
succeed a DC 14 Wisdom saving throw or become charmed by the mob take 40 (10d8) piercing damage, or half as much on a successful DC 14
for the duration. The charmed target must attack any target that the mob Dexterity Save.
chooses. The target can make a Wisdom saving throw at the end of each
of its turns. On a success, the madness ends, and the target is immune
for 24 hours.

Actions

Slash. Melee Weapon Attack: +9 to hit, reach 0 ft., one target in the mob’s
space. Hit: 30 (10d4
CHAPTER 6 - +REVOLUTION
5) slashing damage, or 17 (5d4 + 5) slashing damage
308if the swarm has half of its hit points or fewer. Any creature hit by the Slash
attack must make a DC 17 Strength Save or become restrained by the mob.
Revolution Faction Shonette
Headquarters Medium human, neutral evil


Armor Class 16 (leather armor)
Location: Hit Points 128 (14d8 + 60)
The House of the Drowning Sun (pg 236) Speed 30 ft.

STR DEX CON INT WIS CHA
If the adventurers decide to wipe out the 14 (+2) 20 (+5) 18 (+4) 14 (+2) 13 (+1) 14 (+2)

Revolution Faction, they’ll have to launch an all —


Saving Throws Dex +7, Int +5
out assault upon the House of the Drowning Sun, Skills Athletics +8, Acrobatics +7, Deception +5, Perception +4, Stealth +10
Damage Resistances poison
fight through the revolutionaries, and then wipe Senses passive Perception 14
out the leadership. Suffice it to say, the adventurers Languages Thieves’ cant plus any two languages
Challenge 9 (5,000 XP) P
roficiency Bonus +4
will have their work cut out for them.

Bloodthirsty. Shonette has advantage on melee attack rolls against any
creature that doesn’t have all its hit points.
Their best bet would be to infiltrate the
House of the Drowning Sun, as this would allow Cunning Action. On each of her turns, Shonette can use a bonus action to
them to bypass the Revolutionary Mobs (at take the Dash, Disengage, or Hide action.

least 2) waiting in the streets outside. However, Tough as Nails. If an attack would reduce Shonette to zero hit points, she
the adventurers would then have to trick the can make a Constitution Saving Throw equal to 5 + damage taken. If she
succeeds, she is at 1 hp instead.
Revolution’s security forces in order to smuggle
arms and armor inside. Small items could be Sneak Attack (1/Turn). Shonette deals an extra 20 (6d6) damage when
concealed with a DC 18 Sleight of Hand check, it hits a target with a weapon attack and doesn’t have disadvantage on the
attack roll.
though larger items would require the use of magic
in order to sneak them through. Actions

Or, should the adventurers decide to fight Multiattack. Shonette makes two dagger attacks, or makes one dagger
attack and one attack with Blood In Your Eyes.
as soon as they step foot inside, they’ll have to
contend with Shonette and her security force, Dagger +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8
(1d4 + 6) piercing damage, and the target must make a DC 15 Constitution
represented by 2 Revolution Guerillas (pg 295). saving throw, taking 24 (7d6) poison damage on a failed save, or half as
much damage on a successful one.
After defeating Shonette and the two Blood In Your Eyes. One target within 5ft of Shonette must make a DC 16
Guerillas, the adventurers would then ascend Dexterity Save or become blinded for 1 minute.
to the Regency Suite and would have to fight
or negotiate with Anca, Sorina, and Ileana (pg
295-296). The Gheata Sisters would agree to Church of the Morning Lord
betray Cival if the adventurers could offer them a
guarantee of control of the Outer Seas branch of Faction
the Consortium, though short of that they would
Location:
be willing to risk supporting Cival and her cause.
Cathedral, Inner Sanctum
Finally, the adventurers would have to kill
In order to attack the Church of the
Cival (pg 294). With the Gheata sisters’ help, there
Morning Lord and eradicate them from the city,
would be no need for a fight, though without it,
the adventurers would have to lead an all out
they would have to fight Cival herself.
assault upon the Cathedral district. Likely, this
would require them to coordinate with their allied
Should they survive, the Revolution
faction, though even then they would have to fight
Faction would thus be crushed, and whichever
through at least 2 Morning Lord Mobs to reach
faction the adventurers supported would gain
the Cathedral itself. Then, the adventurers would
control of the city.
be able to breach the Cathedral and attack the
Inner Sanctum that shelters Father Lorreus.
CHAPTER 6 - REVOLUTION
309
The Inner Sanctum is technically a free Cult of Decadence Faction
standing chapel, though it does still lie within the
grounds of the Cathedral itself. Inside the Inner Location:
Sanctum are two reliquaries (the silver angel Galleria Infernalis
statues in the twin towers of the chapel) holding
the remains of Morning Lord Saints. 1650 gp The Galleria Infernalis is one of the most
worth of offerings have been left for the Saints, famous and divisive art galleries in Raffenburg,
and 500gp worth of silver and copper fill the and has developed a reputation for featuring art
chapel’s coffers. that defies all concepts of propriety, morality, or
normalcy. It has come to be regarded as one of the
However, inside the Chapel, 6 Inquisitorial pillars of the Art District itself, which is fitting,
Guard (pg 222) wait for the adventurers. They for the gallery acts as the cover for the Cult of
represent most of Father Lorreus’ personal guard, Decadence’s headquarters itself.
though 2 more Inquisitorial Guard wait with
Father Lorreus himself (pg 302) in the garden However, once the revolution begins,
behind the chapel. Or, if High Inquisitor Tarasov there’s little need for the Cult to hide any longer,
(pg 302) is still alive, he and the Father wait for the and so they begin to operate openly out of the
adventurers by themselves in the garden. Galleria Infernalis, thus revealing a target for the
adventurers and their allies to hit.
Inside Father Lorreus’ rectory (clergy
house), are 6,000 gp of assorted gems, including Entering the Galleria, the adventurers are
diamonds worth up to 500 gold, as well as 1,000 gp faced with what appears to be a large art gallery,
worth of clerical spell components. though after examining the massive room, a DC
16 Investigation Check will reveal a secret door
hidden behind a painting at the far end of the hall.
As it happens, the secret door is not looked, and
opens out into GIA - The Hidden Gallery.

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310
GIA - The Hidden Gallery like the Decadence Demon hiding in GIB - Secret
Summoning Room. The door to GIB is hidden
Stepping through the secret door, you
behind the muraled wall that it shares with GIA.
find yourself standing in a series of long
A DC 15 Investigation check will reveal this
corridors. The floors are tiled with purple
secret door.
marble, and the walls are all covered in the
most horrendously beautiful murals that
Lastly, this psychic trap does not affect
you’ve ever seen. The most vile, insane, and
Cultists or Demons.
malevolent acts are depicted upon in stunning
detail and gorgeous composition, so beautiful
that you find it hard to look away. GIB - Secret Summoning Room
The hidden door swings open to reveal a
Anyone who enters into the Hidden small chamber filled with noxious, violet fog.
Gallery must succeed on a DC 14 Charisma A stone summoning circle has been etched
save or become restrained and take 2d10 into the floor, and a massive stone serpent
Psychic Damage from the hideous beauty of the stretches its head out over the circle.
evil paintings.

Characters must repeat this save every This room is used by the cult to summon
round until the malevolent artwork is out of sight. demons. When the adventurers open the door into
That means that the adventurers could blindfold GIA - The Hidden Gallery, the circle will activate
themselves to avoid the psychic trap, but then and will summon a Decadence Demon (pg 231).
something might sneak up on them. Something The Demon will wait, invisible in the illusory

CHAPTER 6 - REVOLUTION
311
fog, for an opening to attack the adventurers. If another chamber, and past the stairs, bedrolls
the adventurers blindfold themselves to avoid the cover almost every square inch of the floor,
psychic trap, the Demon will exit the room while surrounding a massive dining table and
invisible (make an opposed stealth check for it) ending behind a seating area before another
and attack the adventurers. grandiose fireplace.

However, if the adventurers simply rush Though not originally intended to house
through GIA, then it will wait to attack them from dozens of people, the cultists have made do,
behind when they engage the other enemies in embracing the mild torment of sleeping on hard
the hideout. tile in cramped conditions. It’s all part of the road
of suffering that will free them from the cage of
GIC - Shattered Glass Hallway the material world.
As you round the corner and come into More to the point, aside from kitchen and
this hallway you see that the walls are personal supplies, there are 4 Decadence Cultists
blessedly free from paint. Instead, shards of (pg 231) mingling by the seating area in front of
shattered, stained glass have been embedded the fire. The Decadence Cultists, of course, will
into the floor. attack, providing an excellent opportunity for the
Decadence Demon to attack the adventurers from
Typically, cultists will remove their shoes behind (assuming it hasn’t attacked already).
so that they can walk across the shattered glass
and feel the exquisite pain of having their feet
shredded, but just in case, the glass has been GIE - Sacred Gallery
enchanted to be supernaturally durable and sharp, As you walk down the stairs that lead from
so sharp that it can cut through boot soles and the cultists’ living quarters, you enter a
armor alike. massive chamber filled with paintings. The
paintings hang upon large wooden stands
Creatures that move across the glass that have been set deep into the floor itself.
will take 1d4 piercing damage for each 5ft Two doors lead out of the chamber, but more
moved. Additionally, they must Succeed a DC 16 importantly, in the north eastern corner of
Dexterity Save or fall prone, taking an additional the room stands an iron-bound cage filled
2d4 piercing damage. The glass is also difficult with four hellhounds.
terrain, meaning that movement speed is halved.
The paintings and their stands count
In order to exit this hallway, the as wooden walls, and block line of sight
adventurers will have to pick the lock or break and movement.
down the door that leads into GID - Cultists’
Quarters. The lock can be picked with a DC 16 When the adventurers go down the stairs,
Thieves Tools check, or by doing 30 damage to ask them to make a DC 20 Perception Check.
the door (assume attacks hit automatically). If they succeed, they will notice that there is a
pressure plate at the bottom of the stairs. If they
GID - Cultists’ Quarters fail, they will trigger the Achilles Blade Trap
and open the door of the Hell Hounds’ cage (4
The door opens into a long hall that Hell Hounds).
appears to be living quarters, of a sort.
Immediately before you is a large kitchen
area, complete with pantries, preparation
areas, and a massive fireplace to cook over.
Past the kitchen, a stairway leads into

CHAPTER 6 - REVOLUTION
312
Achilles Blade Trap Inside the Sacred Ritual Room, the flow
of time has been altered. Any creature that enters
When the pressure plate is depressed into the the room will be temporarily locked in time.
floor, a spinning blade emerges from an opening Whatever state of being they were in when they
built into the bottom of the stairs. Every creature entered the room will become permanent - so long
that is standing upon the pressure plate must as they stay in the room.
succeed a DC 18 Dexterity save or be cut by the
blade. Creatures cut by the blade have their speed Most importantly, as the sages explain,
halved, and take 18 (4d8) slashing damage. this allows for the practice of very dangerous and
very powerful rituals. If the adventurers wish,
Hell Hound the sages will guide them through the Ritual of
Medium fiend, lawful evil Enlightenment.

Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14) The ritual is simple. The participant must
Speed 50 ft. sit or kneel upon one of the golden blocks. Then,

STR DEX CON INT WIS CHA they must ask a single question. Once the question
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2) is asked, the ritual begins. The participant must

Skills Perception +5 succeed 3 Constitution saving throws. The first
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
is DC 12, the second is DC 15, and last is DC 18. If
Languages understands Infernal but can’t speak it the participant succeeds on all three saving throws,
Challenge 3 (700 XP) Proficiency Bonus +2 they will remain conscious while their flesh is

Keen Hearing and Smell. The hound has advantage on Wisdom mystically flayed and salted, their bones broken,
(Perception) checks that rely on hearing or smell. and their eyes pulled out. Then they will receive
Pack Tactics. The hound has advantage on an attack roll against a creature
a 100% truthful answer to their question. Then,
if at least one of the hound’s allies is within 5 feet of the creature and the their body is returned to the exact condition it was
ally isn’t incapacitated. when they entered the room.
Actions
If the participant fails, they simply pass out

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + during the torture and then return to the state they
3) piercing damage plus 7 (2d6) fire damage. were in after entering the room (including being
Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot cone. conscious) a moment later.
Each creature in that area must make a DC 12 Dexterity saving throw,
taking 21 (6d6) fire damage on a failed save, or half as much damage on a
successful one. The ritual can only be performed
once per person.
GIF - Sacred Ritual Room However, so long as the ritual is performed
As you open the door into this room you at least once, the sages will offer to grant the
find yourself staring at a fantastic sight. adventurers a blessing, and will alter the flow
Huge blocks of solid gold, carved with of time in the room, providing the effects of
arcane patterns and sigils, cover the floor. a Long Rest.
Each block is of a different height, ranging
from two to five feet high, and sitting upon
the tallest block are two skeletal sages GIG - Isidora’s Throne Room
wrapped in cloaks. As you step into this room, you find yourself
standing in a grand throne room. Great
The sages are not hostile, and if attacked, bushels of Gulthias flowers grow from flower
will die...only for time to rewind and for them to pots set in the corners of the room, beneath
return to life moments later. exquisite statues of vipers. Along the far wall,
suits of ornamental armor stand at attention,
and in the center of the room stand six
CHAPTER 6 - REVOLUTION
313
golden statues flanking an exquisite velvet Suffice it to say that this would be an incredibly
rug that leads to a great stone dias. And, dangerous task. If the adventurers helped Yasviga
lounging upon a throne set atop the dias, is to kill her sister, however, they would have a
Isidora herself. powerful ally that would be able to help them in
the final fight.
Isidora (pg 300)will be happy to engage the
adventurers in conversation, should they wish. She Of course, should Cornelius or Ilse be
would request they allow her safe passage from the severely injured, they would simply try to flee
city, though she would promise that, one day, she rather than stay and die.
would get revenge for the destruction of her Cult.
Should the Count and Countess die
Should the adventurers attack, Isidora will regardless of their survival instincts, however,
respond in kind. then the adventurers will find their time
significantly easier when the reach the Ruins of
Nemeth towards the end of the campaign.
The House of Reinwald Faction
Location: The Authority Faction
The Reinwald Estate (pg 247)
Location:
Council Hill Guard Barracks
Should the adventurers seek to attack the
Reinwalds, and the Reinwalds were not forced
to flee the city, then the adventurers will have to
kill the Count and Countess in their own home.

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If the adventurers wish to destroy the Once Gault is dead, the remaining guard
Authority faction, they must kill the Guard would surrender and the Authority faction would
Commander, Hans Gault, and thus destabilize be destroyed.
any chance of the City Guard remaining a
unified force. Raffenburg Epilogue
Hans Gault lives in the Council Hill Once the adventurers have managed to
Barracks, and thus the adventurers will need to bring about an end to the violent struggle of the
either join a full scale assault on Council Hill with Revolution, the Blood Queen would once more
another faction, or they will need to sneak into summon the adventurers to an audience with
Council Hill itself. If they choose to sneak in, use her, where she would pleasantly interrogate them
R1 - The City Gates (pg 232) to model the gates of about their actions. In order to do this, she will
Council Hill, but assume that the City Guard are teleport them, while they are still sleeping, back
all hostile. into The Cairn once again (see Chapter 4 or
Chapter 10).
Note that if the adventurers do join a
full scale assault, treat the assault as a narrative Questions the Blood Queen Would Ask
encounter, or simply summarize it until the • How did you manage to secure the
adventurers reach the Council Hill Barracks. From city in my name?
there, the adventurers are on their own, as their • Do you believe your actions benefited the
allied forces will be busy occupying the rest of the people of Raffenburg?
City Guard’s forces. • How long will your influence last?
• Will you rule the city, or let it rule
Inside the Council Barracks, the itself? Why?
adventurers will find Hans Gault (using the • Are you content with your spoils or will
statistics for a Guard Captain, pg 245) along you quest anew?
with 2 Guard Arcanists (pg 228) and 8 City • Will you pledge yourself to me?
Guard (pg 228).
This last question, of course, is the most
As for physical defenses, each door has a loaded, though it’s also the least important, because
lock requiring a successful DC 14 Thieves Tools Czerina doesn’t actually expect the answer to be
check. Windows havelocks requiring a DC 16 yes. She knows that manipulation takes time,
Thieves Tools check. For the arrangement of so if the adventurers do answer “yes”, she will
Gault’s forces, he won’t group all of his forces simply test that answer. She will demand that the
together at once. Instead, he would try to stage a adventurers go to the settlement of Inbarev and
multi-step defense that would burn resources and set it to right. She will explain that the Baron of
allow for tactical retreats. Inbarev has become unpalatable, and so she will
demand the adventurers go to Inbarev and kill the
For instance, he might station 4 City Baron for her. Once this is done, they will be able
Guard in the tower of the barracks, and then when to appoint a new Baron or Baroness and, should
it was clear the tower would fall, the surviving they choose well, she will greatly reward them.
guards could retreat inside the barracks proper,
joining up with 2 City Guard and 1 Guard Arcanist If the adventurers say “no”, Czerina will
stationed inside the barracks main hallway. Then, merely laugh and say “We shall see…” before
should those guards begin to lose, the survivors teleporting the adventurers in between the Silver
could retreat and join up with Gault and his Graves and Inbarev, thus increasing the odds of
personal guard consisting of the final 2 City Guard where they might travel next, but still allowing
and 1 Guard Arcanist. them the freedom of choice.
The Adventurers will Level Up to Level 8.

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315
Chapter 7 - Inbarev

CHAPTER 7 - INBAREV
316
Centuries ago, the settlement of Inbarev would take a tremendous amount of time, effort,
was an agricultural powerhouse, similar to and resources to achieve. So, he set his sights upon
Leshehoff. It was ruled by the honored Ysemgrin Inbarev, a vulnerable settlement that he could
family, descendents of Czerina’s bravest Generals, capture and shape as he wished, molding it into
and was once known as the most peaceful the engine of apotheosis that he desired. With his
settlement in all of Wreythau. Yet, as the centuries terrible knowledge and the elixir of Immortality
passed, the Ysemgrin’s found their favor and their flowing through his veins, Inbarev was all he
fortunes in decline. It began with the fall of Lady needed to complete his plan, and with the Blood
Oksana Jehanette Delora Ysemgrin, daughter of Queen’s blessing, he was able to wipe out the line
the Baron of Inbarev. Once Czerina had embraced of the Ysemgrin’s once and for all.
the young Ysemgrin and cursed her with endless
hunger and eternal life, the Blood Queen felt Now Hartrick is the Baron of Inbarev,
that she had bestowed upon the Ysemgrin’s a and though the taxes are always paid, Inbarev has
boon greater than any other, and so satisfied her become a nightmare brought to life. The entire
obligations to them. No longer did she provide the town has been turned into one massive industrial
aid or protection to Inbarev that she once had, and plant, churning out great vats of alchemical
soon the settlement became plagued by beastfolk substances and tank grown flesh, all of which is
raids, wildlife incursions, and civil unrest. fed into Hartrick’s hidden laboratory where new
monstrosities are brought into being. Some of
Inbarev was no longer a place of plenty. It these monstrosities can be found elsewhere in
was now a place of struggle, and the people began Wreythau, such as the flesh-crafted servants of
to revolt. The Ysemgrin’s called for aid, but their The Cairn, or the Guardian of the Silver Graves,
pleas went unanswered. Not even their prodigal though most all reside within Inbarev, a new
daughter, now Grandmaster of the Order of people crafted through alchemy, magic, and
Blood, would answer them, and so they began to science, a new people all united beneath the iron
despair, and rightly so, for when one of Czerina’s fist of their creator. Hartrick rules Inbarev with
other allies offered to replace the Ysemgrins and the brutal ruthlessness of a tyrant, controlling as
rebuild Inbarev into a powerful and prosperous many aspects of his creations’ and his subjects’ lives
settlement, the Blood Queen agreed. as he possibly can. They’re nothing but resources
to be used and tossed aside, then broken down and
This ally was none other than the recycled into new creations, all to better serve their
Ravening Philosopher, the Immortal Engineer, ultimate purpose: Hartrick’s eventual ascension.
the Mad Alchemist known as Moritz Hartrick.
Hartrick had come to Wreythau long ago, seeking It didn’t begin this way, of course. Hartrick
hidden knowledge, and hidden knowledge is hid his intentions from the Blood Queen, as well
exactly what Hartrick found. Through the study as his new subjects. He poisoned the Ysemgrin’s
of the cursed ingredients that could be found in and then set himself up as an enlightened
Wreythau, Hartrick was able to complete the despot, using his incredible knowledge and his
Masterwork and crafted the Elixir of Life and the supreme authority within the Barony to better
Philosopher’s Stone, granting himself eternal life the lives of all its citizens. For about a century
and immense alchemical power. But Hartrick did it was this way, but that was nothing more than
not stop there, and instead turned to the study a grand manipulation used to secure his power
of anatomy, and of mechanics, and soon became within Inbarev and subtly prepare it for his true
possessed of a new dream: to craft life in whatever intentions. Then, decade over decade, the Mad
image he desired, and in doing so, become Alchemist transformed Inbarev into his twisted
like a god. vision of an industrial nightmare. Now, those of
his subjects that were born into the world live in
These insane ambitions grew until abject terror of the Baron and his crafted servants.
Hartrick had crafted a plan that would take him Now, Inbarev is a barony torn in two, occupied by
to the very doorstep of apotheosis itself, though it the Born and the Crafted, though even the Crafted
CHAPTER 7 - INBAREV
317
have begun to chafe beneath Hartrick’s merciless eternal life. Of course, even if they are seduced by
rule. They are ever grateful that they were given the promise of Hartrick’s forbidden knowledge,
life, and many have come to exult in the inhuman the plight of Inbarev itself remains the same, and
power of their constructed bodies, though they what’s more, Hartrick isn’t inclined to share. If
long for a day when they are more than just they want his knowledge, they’ll have to find a way
Hartrick’s slaves. They wish to truly live, and that to take it.
means that Hartrick must die.
Approaching Inbarev
Thankfully for the Mad Alchemist, he’s
managed to devise brutal techniques to control his There are two roads that lead to Inbarev,
creations, and so thorough is his work that only though for the adventurers, they will most likely
a small population of the Crafted have retained be taking the highway that leads through the
enough sense of identity to be able to even dream Cailleach Woods. Alternatively, they could also
of resistance. They gather in secret, hopelessly hire a boat to travel down the River Stanum, but
planning the Immortal Engineer’s downfall, they would have to disembark before reaching the
though without more support, their efforts are Drowned Basin, as only the Bagnytsa Ferry is able
doomed to failure. The same is true for the Born, to traverse the treacherous waters of the Basin.
whose population has reduced so drastically over
the centuries that they are now the minority in Regardless of how the adventurers
Inbarev. Where once humans, orcs, dwarves, approach Inbarev, however, they will encounter a
halflings, and even the elf-blooded numbered in very important character as soon as they reach the
the tens of thousands, now the Born only number edge of Inbarev’s farmland.
around five thousand in total, and the Crafted are
about five times that number. Sadly, due to the fact
that Hartrick uses the Crafted as the instruments
of his will, the Born have come to see them as
nothing more than horrible monsters that should
be eradicated from the earth. This virulent hatred
has formed a permanent wedge between the Born
and the Crafted, making collaboration impossible.
A sad state of affairs, as an alliance between those
of the Crafted wishing to be free, and the Born
themselves would likely be enough to rid Inbarev
of the Mad Alchemist once and for all.

This is the environment that the


adventurers will find themselves walking into: an
industrial hellscape full of flesh-crafted servitors
and terrorized citizens, all struggling beneath
the grip of an insane tyrant. If they are following
the orders of the Blood Queen, they know they
are expected to kill Hartrick and establish a new
ruler to lead the Barony of Inbarev. But, even
with Hartrick dead, how will the adventurers find
peace between the Crafted and the Born, two
populations that have been fighting and stewing
in hatred for centuries. And, if the adventurers
are not following the Blood Queen’s orders, they
might see in Hartrick a chance to gain profound
new knowledge, and perhaps even the gift of
CHAPTER 7 - INBAREV
318
Describe the following:
In the distance, you see a dark figure Henrietta
Medium construct, neutral good
approaching you. As it gets closer you see that
it is a lone traveler, a woman clad in a widow’s —
Armor Class 16 (Natural Armor)
Hit Points 143 (15d8 + 75)
mourning gown, complete with a dark veil. A Speed 30 ft.
large satchel is slung across her, ruining the —
STR DEX CON INT WIS CHA
lines of her dress, and she leans upon a large 14 (+2) 14 (+2) 20 (+5) 20 (+5) 16 (+3) 16 (+3)
umbrella like a cane. She calls out to you, —
Saving Throws Con +10, Wis +8, Int + 10
as she nears. Skills Arcana +10, Medicine +10, Perception +8, Stealth +7
Damage Immunities poison; bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t adamantine
This is Henrietta, the Baron’s former Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned
research assistant, and one of his first creations. Senses darkvision 60 ft., passive Perception 18
As such, Henrietta has lived for a long time, and Languages All
has seen all of the horrors that Hartrick is capable Challenge 13 (10,000 XP) Prof Bonus +5

of. She is also one of the founding members of the —


Perfected Elixir. Any creature that drinks Henrietta’s potions can roll a
Crafted Resistance, and is responsible for devising d4 and add the number rolled to every attack roll and saving throw they
make for the next minute. The drinker also heals 2d4+2 hp and gains 1d6 + 5
ways to free many of the Baron’s creations from temporary hp. This can be given to allies.
the mental programming and physical limitations
Alchemical Savant. Henrietta adds a bonus to healing or damage rolls
that Hartrick has used to enslave the majority that deal acid, fire, necrotic, or poison damage, and the bonus equals her
of the Crafted. However, the more Crafted that Intelligence modifier.
Henrietta freed, the more suspicious Hartrick
Immutable Form. Henrietta is immune to any spell or effect that would
became, until Henrietta realized she had no alter her form.
choice but to flee, or else risk exposing the rest of
Lightning Absorption. Whenever Henrietta is subjected to lightning
the Resistance. damage, she takes no damage and instead regains a number of hit points
equal to the lightning damage dealt.
When Henrietta meets the adventurers, she will
Magic Resistance. Henrietta has advantage on saving throws against spells
keep her face veiled and wear long gloves to cover and other magical effects.
her arms. She assumes any of The Born (like the
Innate Spellcasting. Henrietta’s innate spellcasting ability is Intelligence
adventurers) will react with hatred and violence (spell save DC 19). She can innately cast the following spells, requiring no
should they learn of her true nature. However, material components:
Henrietta’s curiosity will get the better of her, At will: Shocking Grasp
1/day: lightning bolt
as anyone traveling without use of the Courier
Service is an oddity, and she will try to get to Spellcasting. Henrietta is a 15th-level spellcaster. Her spellcasting ability
is Intelligence (spell save DC 19, +11 to hit with spell attacks). She has the
know the adventurers and learn about them and following artificer spells prepared:
their plans.
Cantrips (at will): Firebolt*, Guidance, Mage Hand, Mending, Poison
Spray*, Prestidigitation
She is friendly, and bright, though if asked 1st level (4 slots): Absorb Elements, Tasha’s Caustic Brew*, Alarm, Grease
what she is doing, travelling all alone, she will 2nd level (3 slots): Blur, Heat Metal*, Invisibility, See Invisibility, Melf’s
Acid Arrow*
become evasive and offer, at best, “that it wasn’t 3rd level (3 slots): Haste, Counterspell, Dispel Magic
safe to stay in Inbarev any longer.” 4th level (3 slots): Elemental Bane, Polymorph, Death Ward

*Add +5 damage to spells marked with an asterisk.


However, if the adventurers do share
information about themselves willingly, or discuss Actions
going to Inbarev, Henrietta will open up to them a —
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 +
bit more and will tell them the following: 2) bludgeoning damage.

CHAPTER 7 - INBAREV
319
• Inbarev is ruled by a mad tyrant known staying with the ferryman for the Bagnytsa Ferry.
as Moritz Hartrick. He is immortal, and But, if the adventurers do agree to help her, and
an alchemist who possesses secret and do agree to travel to Inbarev next, then she will
deadly knowledge. accompany them into the town and help them kill
• Inbarev is dangerous, and largely populated the Mad Alchemist.
by flesh-crafted beings that have been
enslaved by Hartrick, their creator. They are Lastly, inside Henrietta’s satchel is a
known as the Crafted. Homunculus (see page -- ) that she helped
• The Crafted shouldn’t be judged. They’re as free from Hartrick’s control and befriend. It goes
much victims as everyone else. by Mr. Cuddles, and has a very innocent view
• There are about 5,000 regular people left in of the world and positive demeanor. All of the
Inbarev, and they are known as the Born. telepathic messages it sends are filled with cute,
Hartrick has plans to kill all of them off. almost cartoonish images that depict everyone
as being friends. Which, ironically, can make
If the adventurers treat Henrietta with people even more uncomfortable, as Homunculi
kindness, or express pity for the plight of the are nightmarish creatures that look like two
Crafted, then she will probably reveal to the monstrous hands were surgically and magically
adventurers who she is, and ask if they are willing melded together, the thumbs reformed into
to become her allies. She wants to kill Hartrick and eyestalks, and then given an insect-like proboscis
free the Crafted, and hopefully lead Inbarev into a that hides inside an orifice. Suffice it to say, a
new era of peace and prosperity. If the adventurers creature like that could just as easily be looking to
ask for more information, she can tell them: trick you into becoming an easy meal, never mind
the fact that Mr. Cuddles is actually 100% genuine
• All of the agriculture and manufacturing in its optimism, empathy, and affection for other
is done by the Crafted, and all of it serves beings. Except rats. It loves to eat rats. Also cats.
Hartrick and his plans. Small dogs. Birds. Anything that’s smaller than it
• The Crafted also serve as Hartrick’s army, and not a person, basically.
and he has horrible war machines and
psychic homunculi patrolling the town and Inbarev at a Glance
keeping it firmly within his iron grip.
• Hartrick controls the Crafted through mental Inbarev is a large, walled town that has
programming, physical discipline (like shock a series of winding canals running through it.
cages), and control of their sustenance. Originally, the canals were part of Inbarev’s
• The Born are only allowed to tend to irrigation network, but have since been
themselves, and are given ever dwindling repurposed to provide water power for the four,
resources every month. This means the Born massive factories that the Mad Alchemist has built.
are beginning to starve, and are forced to The canals also function as a second set of barriers
wear ragged clothing that is decades old. that help keep the populace of Inbarev fragmented
• Much of the town has fallen into ruin, and thus easier to control and monitor. So, even
and most of the water has become toxic though there are only about 5,000 of the Born left,
from pollution. they are spread out across the city in clumps of
• Hartrick dreams of becoming a God, about 500. As for the Created, they have a strict
though Henrietta doesn’t understand how division of labor that dictates where they are
that’s possible. and what they’re doing. For most of the laborers
(which have the stats of a Flesh Golem, MM pg
If the adventurers have other plans, but 169), they live right next to the factories or out
will agree to return to help Henrietta later, she in the surrounding farm lands in cramped, purely
will wait for them by the dock for the Bagnytsa functional quarters. The Overseers also live near
Ferry. Similarly, if the adventurers don’t agree their places of work, but have been given nice
to help her, she will inform them that she’ll be
CHAPTER 7 - INBAREV
320
housing and all the creature comforts they could
desire as a form of positive reinforcement. Then
there are the War Machines and the Homunculi,
both of which live in large barracks and spend
their time patrolling the streets, walls, and
farmlands. All told, there are between 25,000 -
30,000 Crafted, though the Homunculi easily make
up about half of those numbers.

Life in Inbarev

For the Crafted, life is filled with endless
toil. They are treated like machines, only given
as much attention as they need to be able to do
their job, and should they be damaged too badly,
there are burbling tanks filled with meat, all ready
to be assembled into a new Crafted that will take
the place of the old. Most of the crafted have
also been implanted with psychic programming,
and only the bare minimum of education needed
to do their jobs. And, should this prove to be
insufficient to control them, Baron Hartrick has a
variety of physical punishments to dole out, such
as shock cages bolted to their heads, or surgically
implanted hobbles.

The fact of the matter is, the Crafted are So, the Born are left to try and scrape
all sentient beings. Unfortunately, the Mad together an existence, though the large amounts
Alchemist doesn’t care. He is more than happy of alcohol included in the shipments have
to dehumanize, traumatize, maim, and exploit numbed many of the Born into simply accepting
the Crafted for his own ends. Many of the more their inevitable demise, just as Hartrick intends.
intelligent Crafted overlook this, blinded by the However, not all are willing to allow themselves
comforts they are given, as well as their supposed and their family to simply die off, and have formed
superiority to the other Crafted. Others are simply a ramshackle resistance that is more likely to die in
too afraid to resist, knowing the horrendous a blaze of glory than actually accomplish anything.
lengths Hartrick is willing to go to in order to
punish any hint of resistance, but it should be no
surprise that this is exactly what is responsible for Iv1 - City Gates
the Resistance in the first place.
The town of Inbarev is surrounded by stone
walls, roughly 30 feet tall, with large iron
For the Born, life is slightly better, but only
grates that form a barrier across the many
slightly. They are all kept confined to small
canals that flow through the town. Only one
communities spread out throughout the town, and
road leads into Inbarev, from the south, with
are forbidden from doing all but a few activities.
one massive fortress gate guarding the way.
They are given small shipments of goods that
are just barely able to sustain them, but in truth
the shipments are nothing more than a drawn In truth, this gate is the only way to cross
out genocide. into the city over land. The northern canals all
flow beneath portcullises that allow for goods to

CHAPTER 7 - INBAREV
321
flow into the city from the outlying farmlands. As you approach the large, fortified gate,
Furthermore, the gates themselves are far from you see no one atop the walls. They appear
being complete barriers, as there’s at least a few entirely deserted until a lone figure pokes
feet of space between the bottom of the grates and their head above the battlements, revealing
the bottom of the canals, allowing illegal crossings a face that appears to have been made by
and aquatic monsters to slip into Inbarev itself. stitching a human and elf together.

When the adventurers are considering This is the garrison commander, one of
how to cross into the city, Henrietta (assuming the intelligent and privileged Crafted that serve
they’ve enlisted her help as an ally) will inform Hartrick. He will ask the adventurers to state
them that the best path forwards would be to their business, and if they did not arrive with
legally enter through the town’s gate. If they the Courier Service, will ask why he should let
smuggled themselves inside beneath the grates criminals inside Inbarev.
they would become fugitives within the town,
hunted by Baron Hartrick’s swarms of Homunculi Unless the adventurers have a symbol of
and his War Machines. Better to try to enter the Blood Queen’s authority, or a note from the
through the gates, and to help them with that, Courier Service, the garrison commander will
Henrietta would provide each of the adventurers simply argue with the adventurers until a message
with a Mind Blank potion so the Homunculi at arrives. It seems that the Mad Alchemist is aware
the gates can’t read their minds. As for herself, she of who the adventurers are and would like to
would also take a potion, as well as make herself invite them to stay as his guests in the fortified
invisible so that she could sneak inside with them. mansion at the center of town. The garrison
commander will extend this invitation to the
Alternatively, the adventurers could just adventurers, but will only open the gates if they
smuggle themselves beneath the canal grates, but accept Baron Hartrick’s invitation.
they would find themselves in a desperate battle
for their lives. For one, the canals are 15 to 20
ft wide, and about 20 ft deep. To get under the As the gates grind open, you see a horrible
grate, the adventurers would have to swim down sight come trundling towards you. It is a
at least 15 ft, through a soup of opaque, polluted massive flesh golem unlike anything you’ve
water. For every turn they spend in the water, seen before. It is massive, easily two or three
they must make a DC 14 Constitution save or times the size of a man, with a massive fanged
take 1d4 poison damage. And, were that not bad maw attached to its chest, disgustingly
enough, there are 2 Wreythian River Monsters muscular tentacles for arms, and four
right beneath the grate (use stats for 2 Otyughs, mutated arms serving as its legs.
Monster Manual, pg 248) that will try to eat the
adventurers. The water is so polluted and murky This is one of Hartrick’s War Machines.
that the River Monsters are completely obscured In total, two War Machines guard the gates and
until the adventurers are within 5 ft of them, and will trundle out to make sure the adventurers don’t
then the adventurers would have to battle the try anything once the gates are open. Along with
monsters, while underwater, and with only 5 ft of the twin War Machines is a Homunculus Swarm,
visibility. which will examine the adventurers and their
belongings. If the adventurers took Henrietta’s
This is also what the adventurers will Mind Blank potions, they have nothing to fear.
encounter should they try to flee Inbarev beneath If they did not take the potions, they will have to
the grates. contend with the swarm’s psychic probing (DC 15
Wisdom Saving Throw).
Assuming the adventurers agree to go
through the gate, however, here is what they
will encounter:
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322
War Machine
Large construct, lawful neutral


Armor Class 16 (natural armor)
Hit Points 138 (12d10 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 20 (+5) 20 (+5) 16 (+3) 16 (+3)

Skills Perception +3
Damage Immunities poison, necrotic
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 9 (5,000 XP) P roficiency Bonus +4


Immutable Form. The War Machine is immune to any spell or effect that
would alter its form.

Lightning Absorption. Whenever the War Machine is subjected to


lightning damage, it takes no damage and instead regains a number of hit
points equal to the lightning damage dealt.

Magic Resistance. The War Machine has advantage on saving throws


against spells and other magical effects.

Actions

Multiattack. The War Machine makes three attacks: one with its bite, one
with its tentacle arm, and one with its Toxic Embrace, OR two with its
tentacle arms and one with its toxic embrace.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 +
6) piercing damage plus 16 (3d10) necrotic damage.

Tentacle Arm. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Should the adventurers pass inspection, Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape
DC 16) if it is a Large or smaller creature. The War Machine has two
two more Homunculus Swarms will arrive to tentacle arms and can grapple up to two creatures at once.
escort them to the Baron’s mansion.
Toxic Embrace. Each creature grappled by the War Machine must make
a DC 15 Constitution saving throw. A creature takes 18 (4d8) necrotic
Should any hostile intent be discovered, damage on a failed save, or half as much damage on a successful one.
the adventurers would be attacked, but not chased Breath Weapon (Recharge 5–6). The War Machine uses its breath
more than 100 feet from the city gates. weapon. Furthermore, after the War Machine has used its breath weapon, it
cannot use Toxic Embrace until the Breath Weapon is recharged.

Toxic Breath. The War Machine exhales a toxic cloud in a 30-foot cone.
Warmachine Each creature in that area must make a DC 15 Constitution saving throw,
(See above for description) taking 54 (12d8) necrotic damage on a failed save, or half as much damage
on a successful one.

Warmachines are Hartrick’s mass produced within the ranks of the Crafted Resistance,
minions of slaughter and his main enforcers. He proving that it’s possible, but they are only a drop
has hundreds of them, although they are mostly in the bucket compared to Hartrick’s forces.
spread out over Inbarev, providing security for the
factories and farms, as well as the walls and streets As for the War Machine’s combat abilities,
of Inbarev. They are all subjected to extensive they are decently tanky, and have an excellent
psychic programming to ensure that they are the range, allowing them to attack and grapple targets
perfect killing machines, always following orders from 15 ft away. They also have a devastating
and completely devoid of empathy and the desire breath weapon, which is excellent for killing
for anything but bloodshed. troops in formation, and that same breath weapon
can be used to a much lesser extent while the
Thankfully, about a dozen War Machines War Machine is grappling enemies, poisoning
have been successfully deprogrammed and allowed individual targets.
to grow and develop mentally and emotionally
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323
Homunculus Swarm
Hundreds of bony, articulated legs, like giant
Homunculus Swarm
Large swarm of tiny constructs, lawful evil
fingers, ripple in nauseating waves, driving

this mass of flesh-crafted horrors forward, Armor Class 12
Hit Points 52 (8d8+16)
dozens upon dozens of eye stalks swiveling Speed 30 ft. Climb Speed 30ft.
two and fro, gleaming with moisture and an —
STR DEX CON INT WIS CHA
unnatural inner light. 9(-1) 14 (+2) 14 (+2) 18 (+4) 18 (+4) 14 (+2)

Damage Resistances bludgeoning, piercing, slashing, poison
Condition Immunities charmed, frightened, grappled, paralyzed, petrified,
By themselves, Homunculi are mostly prone, poisoned, restrained, stunned
harmless. They are telepathic, but can only Skills: Perception +10
communicate with creatures nearby, and are two Senses darkvision 30 ft., passive Perception 20
Languages all; telepathy 30 ft.
weak to psychically harm another creature. Challenge 5 (1,800 XP) P roficiency Bonus +3


Immutable Form. The swarm is immune to any spell or effect that would
Physically, they are dangerous enough to alter its form.
be able to kill a commoner with their proboscis,
but even the weakest armed bandit could easily Lightning Absorption. Whenever the swarm is subjected to lightning
damage, it takes no damage and instead regains a number of hit points equal
dispatch a lone Homunculus. Once they gather to the lightning damage dealt.
into a swarm, however, they become a deadly Magic Resistance. The swarm has advantage on saving throws against spells
and other magical effects.
foe. Their psychic potential is greatly amplified,
allowing them to read thoughts, control Innate Spellcasting. The swarm’s innate spellcasting ability is Intelligence
minds, or psychically attack targets. Likewise, (spell save DC 15). As long as it has more than half of its hit points, it can
innately cast the following spells, requiring no components:
their sheer numbers make the Homonculi’s
proboscises deadly, killing foes with dozens upon At will: command, comprehend languages, detect thoughts
1/day each: confusion, phantasmal killer
dozens of bites.
Swarm. The swarm can occupy another creature’s space and vice versa, and
The Streets of Inbarev the swarm can move through any opening large enough for a Tiny animal,
like a cat. The swarm can’t regain hit points or gain temporary hit points.

As you walk through the streets of Inbarev, Telepathic Shroud. The swarm is immune to any effect that would sense
your lungs are filled with the stench of the its emotions or read its thoughts, as well as to all divination spells.

rot and sewage that coats the cobblestones in Actions


a noxious slurry. Most of the buildings are
deserted and have fallen into severe disrepair. —
Proboscis Stab. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in
It’s clear that most of Inbarev has simply been the swarm’s space. Hit: 24 (12d4) piercing damage, or 12 (6d4) piercing
damage if the swarm has half of its hit points or fewer.
left to rot and stew in its own filth.

As you pass a marketplace, you see ragged,


hollow eyed people bartering over scrap The Born live in the best repaired
and junk, all beneath the watchful eyes of buildings, and some try to practice trades, like
the Homunculi. baking, spinning, and the like, but their basic needs
are barely met, and their quality of life is even
worse than those who live on the mean streets of
There are no civil services in Inbarev. The Raffenburg’s Market District.
sewers no longer function due to mass blockages,
there is no garbage service, and were it not for the
constant patrols of Homunculi and War Machines,
the city would have been overrun by invasive
Wreythian wildlife long ago. As for the people,
they mimic the lives their ancestors lived, but
are really doing nothing more than dying slowly
inside of a cage.
CHAPTER 7 - INBAREV
324
Iv2 - The Baron’s Mansion Interacting with the Crafted
The filth covered streets give way to clean Servants
cobblestone, and you find yourself guided Hartrick only allows the Crafted to be as
into a large town square with a grandiose intelligent and educated as is necessary
mansion sitting in its center. Great stone for their position, and then adds a healthy
fortifications have been added onto the dose of psychic programming on top of
building, transforming it into something that (think Brave New World). So, this is
between a mansion and a castle. something to emphasize when roleplaying
the Crafted Servants. If the adventurers
Once the ancestral home of the Ysemgrin ask them to perform a service that matches
family, Hartrick has converted the mansion into their station (asking a butler to fetch food
his lair. He added stone fortifications in order to or drink, clean something, find a messenger,
protect him and his laboratory, which he built etc) they will do so with great efficiency.
beneath the mansion over the course of several If asked how they’re feeling, or something
decades. Now, he never leaves. His crafted servants else that is outside of their function, they
bring him everything he needs and effectively will become greatly confused and distressed.
handle the task of ruling Inbarev in accordance to This doesn’t mean they will lash out at the
his vision, thus leaving him to obsessively work on adventurers, specifically, but it does mean
towards his ultimate ambition: the ascension into that they will act out. For instance, a maid
true godhood. might break something in distress, then realize
there’s something to clean, and return to
normal again. This should generate unease
and help illustrate what a wretched waste
Hartrick truly is.

CHAPTER 7 - INBAREV
325
However, once Hartrick hears that the Event: Dinner with the Mad
Blood Queen’s new favorites have arrived in
Inbarev, he will see within them an opportunity to
Alchemist

rid himself of the troubling vermin polluting his
Hartrick will inform his servants that they
town: the Born. In his twisted mind, he believes
are to let the adventurers get settled into their
that if he can convince the Blood Queen’s minions
rooms and then to guide them down beneath the
to rid Inbarev of the Born, then she won’t be able
mansion to the dining room he built to disguise
to blame him, and that he will be able to convince
the entrance to his hidden laboratory. Also, in
her that the Crafted are much better subjects to
addition to being a disguised entrance, this new
rule, anyways. The largest flaw in this thinking
dining room means Hartrick doesn’t have to
being the lack of a suitable Blood Tithe, but
bother walking up into the mansion itself in order
Hartrick’s psyche has frayed over the centuries. In
to enjoy his meals, and he can instead remain close
fact, it was immortality itself that so profoundly
to his work.
tortured him, as it forced him to watch everything
else around him die. Life soon lost all meaning to
him, as did the laws of nature and the multiverse at As the stilted servants guide you deeper into
large, and so the Mad Alchemist and his quest for the mansion, you find yourself brought to
apotheosis were born. a massive vault door that slowly rolls back
to reveal a strange room built entirely from
So, more to the point, Hartrick will invite metal. In the center of the room is a large
the adventurers to become his guests and stay with metal table with seating for eight guests,
him in his mansion. On the first evening of their while a ninth chair sits, thronelike, at the
arrival, he will dine with them, and over dinner head of the table. Metal serving stations
will try to convince them to come up with a way to are set against the south wall, already piled
rid Inbarev of the Born once and for all. high with food and drink just waiting to

CHAPTER 7 - INBAREV
326
be brought to the table by the two waiting Also, one note about the food: it’s not poisoned,
Crafted Servants. Lastly, a strange mosaic but it tastes odd, as most of the ingredients
of churning gears decorates the north wall, were tank grown.
and in each corner of the room stands a
strange tower that continuously crackles Once the Dinner has begun, Hartrick will
with lighting. ask the adventurers what they think of Inbarev.
Regardless of their answer, he will then direct the
The mosaic of churning gears is actually conversation towards the Born. He will blame the
the secret entrance to the Mad Alchemist’s secret Born for ruining the city, for refusing to work or
laboratory. A DC 22 Investigation check will contribute, and for demanding large amounts of
reveal this, along with how to open this secret alcohol or else they get violent. A DC 16 Insight
entrance. It will take the adventurers one action to check will reveal that these are all lies, but
open the secret entrance. Hartrick, however, can regardless, Hartrick will then ask the adventurers
open the entrance as a free action. for help ridding Inbarev of the Born.
Hartrick’s Request:
The lightning towers in the corner of the • Remove the Born from the city without
room can also be studied, a DC 18 Arcana check slaughtering them, OR slaughter the Born
revealing that they are arcana-tech constructs and then flee the city.
that can be activated with a command word to
electrify the room. They are also enchanted to Hartrick will explain that he would just
give off steady illumination instead of flickering slaughter the born, but that would mean that
light. They have an AC of 14 and 30 health each. he had failed in his duties as Baron, as a Baron
When activated, every creature touching any must protect their subjects, and he would thus
surface in the room (as everything is metal) takes be punished by the Blood Queen. Likewise, if the
18 (4d8) lightning damage and must make a DC adventurers slaughter the Born, he will be forced
16 Constitution save to avoid being stunned for to “try” and punish them, meaning they would
one round. The damage decreases by 1d8 for each have to flee the city. However, as long as the
tower destroyed, but the save remains the same adventurers get the Born out of the Barony (that
until all four towers are destroyed. means the town and surrounding farmlands), then
he will reward them with wealth (a payment of
Were that not bad enough, a DC 16 500 platinum each) and a drink of the Elixir of Life
Investigation Check will reveal that the 8 dining itself, granting them immortality.
chairs on the north and south side of the table are
trapped. When Hartrick gives a command word, This last offer is a lie. Hartrick would never
neck, arm, and leg restraints will snap out of the share the Masterwork with anyone else, but he
chair. Any creature sitting in the chairs when this believes it will be an offer too tempting for anyone
happens must succeed a DC 16 Dexterity Save or to pass up.
become Restrained.
The most obvious way to remove
Finally, Hartrick will arrive once the the Born, of course, is to simply offer them
adventurers are already present, along with a somewhere else to go. Raffenburg could be an
Homunculus Swarm in tow. The swarm will option, though unless mass death occurred during
climb up onto the western wall, directly behind the revolution, the city is likely still facing issues
Hartrick’s throne. The Swarm is intended to of overcrowding. Leshehoff would be a better
detect hostile intent, but will not probe any deeper choice, though the Tornheims would have to be
than that. Should they detect hostile intent, they convinced. Not a challenging task, but it would
would warn Hartrick, who would then activate take time. Wolf Lake could also be an option, if
his defenses. the adventurers are allied with Yasviga, though it
would mean some of the refugees from Inbarev
CHAPTER 7 - INBAREV
327
would be eaten by werewolves. And, regardless of • He views the Born as inferior because they
which settlement the refugees would be moved to, die. Anything that dies is worthless. They are
the trip itself would be incredibly dangerous, for also too petty and opinionated and simple
in addition to the Wreythian Wildlife, there are to ever be able to accomplish anything truly
also the Followers of Agrona (see Ch 9, Ruins of grand and reality altering.
Nemeth) to deal with. Should the Followers catch • He believes the Blood Queen is lazy because
wind of a refugee caravan, they would absolutely she never does anything herself.
attack it en masse. • He believes Beleroth is a sentimental old man
who is just waiting to die.
Suffice it to say, the problem posed to the • He believes R.K. Schreyer and Isidora
adventurers is a conundrum, but that means that are idiots who wasted their lives on
not even a genius like Hartrick expects them to frivolous endeavors.
solve it immediately. He will allow them one week
to solve the problem. This gives the adventurers Once the adventurers’ curiosity and
time to seek out Henrietta again and put together a appetites have been sated, and they’ve “agreed” to
plan to take out the Mad Alchemist himself. help the Baron, conclude the dinner. Assuming
they’ve “agreed”, they will be allowed to stay in
Otherwise, during the meal, have fun the Mansion, being treated to an aristocratic
roleplaying Hartrick. You can make him as lifestyle, and will be free to travel through Inbarev
eccentric as you want. But, some talking points as they wish.
that might help you:
• He views the gods as fools for having made
such flawed creations.
• He believes he’s worthy to become a god
because he was able to overcome death
itself, and because his vision for creation far Iv3 - Crafted Sewer Hideout
surpasses that of the gods themselves.

CHAPTER 7 - INBAREV
328
If the adventurers allied with Henrietta and Iv4 - Zlattov House
helped smuggle her into the city, she would send
The Zlattov house is by far the nicest home
Mr. Cuddles to inform the adventurers of where
you’ve seen in Inbarev, the Baron’s Mansion
she and the other Crafted Resistance members are
aside, though it, too, shows the signs of
hiding out. Mr. Cuddles will provide a detailed
decay. Light blazes out from its boarded up
mental map (as well as a mental music video of
windows, and the smell of cooking wafts to
them all frolicking through the streets) that will
you on the breeze.
guide the adventurers to a section of Inbarev’s
defunct sewer system where the Resistance hides.
The Zlattov family were rivals to the
This, of course, isn’t the Resistance’s only Ysemgrins, and were once nearly as wealthy and
hideout, but it is the oldest, and is where Henrietta powerful. Originally, the Zlattovs even allied with
has stashed most of her alchemical equipment. Hartrick in order to remove the Ysemgrins and
Ordinarily, it would also be incredibly difficult to seize power for themselves, but their ambitions
find, though with Mr. Cuddles’ mental map, the were foiled and eventually their alliance was
adventurers will have no trouble finding it. betrayed as they were cast down with all the rest of
the Born. Yet the Zlattov’s thirst for power never
Inside there are three Homunculi, one died, and so they became the leaders of the Born
War Machine, and 15 human sized Crafted, all of resistance against Hartrick, seeking any authority
whom belong to the resistance. 6 of the humanoid that they could find. This has kept the Zlattovs
Crafted are intelligent, and act as something like as the most powerful family in Inbarev, though
parents to the other 9, who were all laborers (Flesh even as the most wealthy and powerful of the
Golems, MM pg 169) and thus poorly educated Born, there are still farmers elsewhere who could
and psychically programmed. The War Machine claim as much.
is also fairly intelligent, as are the Homunculi,
and all contribute towards the odd household this Nevertheless, the point is that the Zlattovs
Resistance base has become. Of course, they also can rally the Born, or all of them who are able, and
all plan operations to help free more of their kind, help defeat the Baron. Or, alternatively, who could
but with Henrietta’s return and the arrival of the help relocate the Born on their way out of Inbarev.
adventurers, a true end might finally be in sight.
Currently, there are four “elite guards”
Henrietta will outline the following plan: patrolling the Zlattovs’ gardens. In reality, they’re
just commoners with weapons, showing yet again
If the adventurers can enlist the help of the Born, how poorly the Born are fairing. Still, they will
then together with the Crafted Resistance they can challenge the adventurers should they appear, or
carry out attacks on two of the Baron’s factories. sound alarm should the adventurers do anything
This will draw all of Hartrick’s forces away from provocative. Assuming the guards are convinced
his mansions, thus allowing the adventurers to allow the adventurers to speak to Franz, they
to attack Hartrick at his most vulnerable. will be escorted inside where they will find a
Additionally, Henrietta can tell the adventurers surprising amount of activity.
how to gain access to his laboratory (if they haven’t
already learned how). Then, all they’ll have to In the house, there are 12 more armed
deal with is whatever Hartrick himself, as well as commoners, mostly clustered around the dining
whatever he’s stashed inside his lab. table or crowding the hallway. It seems they’re
trying to listen in on an “interrogation”. It
However, in order for this plan to work, seems that Franz’s people have caught one of
the adventurers must convince the Born to help, “those monsters” (in reality one of the Crafted
which means enlisting their unofficial leader, Resistance). Of course, Franz and his daughter
Franz Zlattov, to their cause. This will take the (the interrogators) don’t care that this is one of the
adventurers to Iv4 - Zlattov House. Resistance and a potential ally.
CHAPTER 7 - INBAREV
329
And it’s not even that they suspect he’s At first, Franz will be amazed that they are there,
some sort of undercover agent for the Baron. No, as he’s never met strangers from another place.
instead, they just hate the Crafted. To some degree, Not even members of the Consortium. The Born
it would be hard to blame them, as the Baron has have been that captive and isolated for as long as
been using his Crafted servants to harass the Born he’s been alive, and that’s a good fifty four years.
for a few centuries now, but that’s not the point.
The point is, Franz and his followers have been Then, Franz will connect the dots and realize the
warped by hatred. adventurers could be the Baron’s agents, and then
he will become very suspicious and distrustful,
So, to summarize the situation, Franz and especially if the adventurers appear to be friendly
his daughter are shouting questions at one of the with the Crafted in any capacity. Ironically, he
Crafted Resistance (we’ll call him Mulder) in a would be more trustful of them if they say they
locked room, and there are 12 armed commoners are working for the Baron, as that would make
trying to listen in. When Franz is notified them envoys, which he can understand. But any
that there are outsiders suddenly here to see reaction towards the Crafted that is not filled
him, he will leave his daughter to continue the with hate and disgust, he won’t understand. He’ll
interrogation and speak with them. start to think the adventurers must be Crafted,
just with all their stitching hidden, and would
then give the adventurers an ultimatum: kill
CHAPTER 7 - INBAREV
330
their Crafted prisoner (Mulder) or any chance of southernmost vault door that leads into the
negotiation is off. laboratory itself.

How the adventurers respond to this ultimatum Now, at this point in the fight, you have
could vary in several ways. They could be clever, options. If you don’t think the adventurers have
or duplicitous, or talk Franz out of his position, had enough resources drained, then you could
they could kill Mulder, or they could even have the vault door to the laboratory sealed, taking
intimidate or attack Franz. Quickly, seeing how 2 rounds to break open, and then you could fill
totally outclassed he and all of his people are, the corridors with 4 Flesh Golems (or two Flesh
he would cave and agree to cooperate with the Golems and 2 Homunculus Swarms). By the
adventurers’ plans. That might only be up until he time that fight was over, the adventurers should be
sees a chance to betray them, as it all depends on sufficiently prepared to face Hartrick in his lab.
how they convinced Franz to work with them, but
he could be a liability, and his daughter wouldn’t Inside the lab there are large glass vats
be much better. containing various creations that Hartrick has
crafted, all still gestating and forming, as well as
Major Event: Killing the Mad 8 massive cauldrons filled with toxic alchemical
solutions of various types. The cauldrons are 10
Alchemist feet tall and about 25 feet wide. They are also set
deep into the floor, making them 30 feet deep,
When the time finally comes for the but that likely won’t become an issue. To simplify
adventurers to challenge the Mad Alchemist, they things, simply have any creature thrown into a
will have no choice but to venture into his lair and cauldron take 20 points of acid damage per round
put an end to his reign of terror once and for all. If until they can safely get out again.
the adventurers are clever, they will first organize
a large distraction, such as a coordinated assault Furthermore, there are two large metal
between the Born and the Crafted Resistance catwalks suspended above the cauldrons, each
upon the Alchemist’s factories, though stealthy suspended 40 feet above the ground (and 30 feet
adventurers could choose to infiltrate Hartrick’s above the lip of the cauldrons). There are two
mansion instead. This would allow the adventurers chains that dangle from each catwalk, all the way
to only have to concern themselves with Hartrick to the ground.
and the contents of his lab, rather than the War
Machines and Homunculus Swarms that ordinarily The adventurers must fight Hartrick here,
guard his mansion. along with one of his War Machines, a creation
that was being built inside the lab. This represents
Now, as the DM, if you’re feeling the sum of the Mad Alchemist’s resources, and
particularly cruel you could start the final should the adventurers triumph here, then they
confrontation in Hartrick’s trapped dining room. will be able to take control of Inbarev and decide
Perhaps Hartrick felt like having a nosh, and its fate in the days to come.
happened to be in the room when the adventurers
arrive. In this case, give each of the two servants in
the dining room the stats of a Flesh Golem (MM,
pg 169), and continue the fight until Hartrick takes
around 60 points of damage, at which point he
would flee into his laboratory.

The mosaic of churning gears opens up


into a mechanical elevator that lowers down into
the hidden laboratory level. The adventurers
will enter the battlemap right in front of the
CHAPTER 7 - INBAREV
331
CHAPTER 7 - INBAREV
332
Moritz Hartrich
Medium Human, Neutral Evil Inbarev Epilogue

Armor Class 17 (Natural Armor)
Hit Points 190 (20d8 + 100) Once the adventurers have killed Hartrick
Speed 30 ft.
and secured the city, they will have to choose who

STR DEX CON INT WIS CHA
11(+0) 15 (+2) 20 (+5) 22 (+6) 16 (+3) 12 (+1)
will rule Inbarev itself. The most logical choice
— would be Henrietta, as she knows how to help the
Saving Throws Con +10, Wis +8, Int + 11
Skills Arcana +16, Medicine +16, Perception +8, Stealth +7 Crafted and bears no ill will towards the Born. The
Damage Resistance: acid, poison, lightning Born, however, are still ruled by fear and hatred,
Condition Immunities frightened, poisoned, charmed
Senses darkvision 120 ft., passive Perception 18
making them a poor choice for leadership. Likely,
Languages All the best solution would be to install Henrietta as
Challenge 15 (13,000 XP) Prof Bonus +5 the new Baroness, and then to relocate the Born.

Perfected Elixir. Any creature that drinks one of Hartrick’s potions can roll Then, Henrietta could attract migrants from across
a d4 and add the number rolled to every attack roll and saving throw they Wreythau, perhaps even including the Beastfolk.
make for the next minute. The drinker also gains 2d6 + 6 temporary hp. This
can be given to minions. Hartrick always has 2 health potions on his person.
This would sidestep much of the centuries long
bias that has built up, though it would take effort
Alchemical Savant. Add a bonus to healing or damage rolls that deals to achieve.
acid, fire, necrotic, or poison damage, and the bonus equals Hartrick’s
Intelligence modifier (+6).
Should the adventurers install the
Magic Resistance. The Alchemist has advantage on saving throws against
spells and other magical effects.
Zlattovs in power, however, they would soon find
themselves betrayed. They would kill Henrietta,
Innate Spellcasting. The Alchemist’s innate spellcasting ability is destroy the factories, starve the Crafted, and
Intelligence (spell save DC 19). He can innately cast the following spells,
requiring no material components: ultimately try to wipe them from existence, thus
1/day: lesser restoration, greater restoration starting another civil war that would leave Inbarev
Spellcasting. The Alchemist is a 20th-level spellcaster. His spellcasting ability a desolate ruin.
is Intelligence (spell save DC 19, +11 to hit with spell attacks). He has the
following artificer spells prepared:
Lastly, the adventurers could try to rule
Cantrips (at will): Firebolt*, Guidance, Light, Mage Hand, Mending, Poison Inbarev themselves, though they would be much
Spray*, Prestidigitation better off delegating the responsibility of rulership
1st level (4 slots): Absorb Elements, Tasha’s Caustic Brew*, Alarm, Grease
2nd level (3 slots): Misty Step, Heat Metal*, Invisibility, See Invisibility, Melf’s onto someone else, a point the Blood Queen would
Acid Arrow* hint at emphatically.
3rd level (3 slots): Fly, Counterspell, Dispel Magic
4th level (3 slots): Elemental Bane, Blight*, Death Ward
5th level (2 slots): Cloudkill*, Raise Dead, Animate Objects Ultimately, however, the choice is theirs.
*Add +6 damage to spells marked with an asterisk.
The Adventurers will Level Up to
Actions be Level 9.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 4
(1d4 + 2) piercing damage.

Legendary Actions

Hartrick can take 3 legendary actions, choosing from the options


below. Only one legendary action can be used at a time and only at the end
of another creature’s turn. Hartrick regains spent legendary actions at the
start of its turn.

Move. Hartrick moves up to his speed without provoking


opportunity attacks.

Drink potion. Hartrick drinks a healing potion, healing 2d4+2 and activating
Perfected Elixir.

Cast Spell (Costs 2 Actions). Hartrick Casts one spell. .

CHAPTER 7 - INBAREV
333
Chapter 8
The Silver
Graves

Three hundred years ago, almost to the to venture down to the Guardian’s lair have
day, the great Dwarven Kingdom of Barrukhirrim never returned. So tales have spread, and the air
fell and became nothing more than a desolate tomb of mystery has grown, yet one truth remains:
plagued by the restless dead. They had believed to venture into the Silver Graves is to venture
themselves to be free from the Blood Queen’s rule, towards Death itself.
and for this grievous sin, all who dwelt within
Barrukhirrim’s stone walls were put to the sword. A Brief History of Barrukhirrim
None were spared. Only the few hundred or so Over a millenia ago, Czerina called
merchants, travelers, and hunters that had already upon a kingdom of dwarves, ancient allies of
ventured far from their home managed to survive. Nostrovishte, to aid her in her defense of her
This was the sole act of clemency Czerina was homeland. The dwarves knew that, even with
willing to grant, though to ensure that none would their help, the chance of repelling the invasion of
ever return to the fallen kingdom, she and the Mad Nostrovishte was slim, and fearing that they could
Alchemist built a terrible guardian that would keep be next, they refused to send aid. But, in order to
the fallen kingdom and its secrets forever sealed. save face despite such a dishonorable betrayal, they
made Czerina an oath. Should she be victorious,
And, as the years passed, the Kingdom and should she survive, then she could call upon
of Barrukhirrim was forgotten to all but a few, them in the future and they would be forced to
and the legend of the Silver Graves was born. answer, no matter the cost.
For, though no one living still dwells within the
Graves, a river of platinum, gold, and silver still A few years later, when the armies of
flows out from inside. This paradox has drawn the Ghul Sildreth landed upon the shores of
many fortune hunters and adventurers to try Nostrovishte, Czerina called upon the dwarves
to explore its depths, though all foolish enough to fulfill their oath. So it was that when she
CHAPTER 8 - THE SILVER GRAVES
334
conquered Wreythau, she did so with a brawny
army of dwarves at her back. She agreed to give
them a portion of her kingdom, a mountain
range that would be inhospitable to anyone else,
though incredibly rich in gemstones and precious
metals, in return for favorable trade. Years later,
when Wreythau was torn free from the Material
Plane and became one of the Domains of Dread,
the dwarves formed a new kingdom and thought
themselves independent and free.

In Czerina’s mind, that was never true.


She never forgave their refusal to aid Nostrovishte
in its hour of need, she never forgave them for
betting upon her death, and that of her people,
and she never forgave them for demanding a piece
of her new kingdom for themselves. She held this
grudge close to her heart, right beside the grief and
hatred she felt for her own family, and over the
centuries, as the influence of Czernobog grew, the
grudge against the dwarves only grew.

Of course, the dwarves of Barrukhirrim


realized this, too. Their Queen, Thaumgrit
(Thom-greet) Steelspine, was a descendant of the
king who had refused Czerina while she still drew
breath, and Thaumgrit saw the rage burning in the
Blood Queen’s scarlet gaze, though always out of
the corner of her eye. She knew that Czerina could In public, Czerina declared that Thaumgrit
not be trusted, and so she called upon the greatest Steelspine had broken their treaties by refusing
minds of Barrukhirrim to come together and to honor their trade deals. The fact that those
construct a weapon that could defeat Czerina once deals were predatory and exploitative in favor of
and for all. Thaumgrit knew that Czerina would Wreythau beside, it gave Czerina her excuse, and
come for them sooner or later, and though she was so she marched her armies to Barrukhirrim and
entirely correct, her people’s efforts to find a way slaughtered everyone inside. Then, she placed the
to kill the Blood Queen meant that she came for Guardian and raised thousands upon thousands of
them even sooner than they anticipated. the dead to continue to mine the resources from
the mountains, as well as to protect the secret at
You see, in order to kill her, Czerina’s tie the mountains’ heart: a forge capable of crafting
to the land itself would have to be severed, and as weapons that could harm her.
the dwarves of Barrukhirrim experimented and
explored how to do this, Czerina became aware,
and for the first time in millenia, she felt fear.

CHAPTER 8 - THE SILVER GRAVES


335
The Entrance to the Silver have expended resources (your choice whether
or not the resources is actually spent), or after the
Graves players have spent a few minutes roleplaying this
Your journey upwards from the base of encounter out, will the echo fade away and the
the mountains has been perilous and cold, adventurer will be fine once more, just as they
though eventually you ascend a ridge and were before the haunting occurred.
find yourself staring at the grand entrance
to the Silver Graves themselves. An entire Suffice it to say, because of these hauntings,
kingdom has been carved into the very face it is impossible to rest near the Silver Graves.
of the mountains, the sheer scale and beauty
breathtaking to behold. Yet, as you look Now, as for the haunting themselves, feel
upon it, a chill passes through you, for you free to make up a mortal wound, or choose from
know that it is now nothing but a home the list below:
for the dead. Disemboweled
The roar of battle crashes over you, and as
The broad ridge leading up to the gates you whirl about, you see a mass of thousands
of the Silver Graves is scarred with the remnants caught in the midst of a brutal melee. A
of an ancient battle, with great craters blasted moment later a warrior breaks free and
into the ground, ancient defenses lying broken charges towards you, red eyes gleaming,
and decaying, and countless pieces of arms and its fanged mouth stretched wide in insane
armor lying beneath the frost covered ground. delight as his blade cuts deep into your
Even for those who know nothing of warfare, it’s belly and your guts spill down to decorate
clear that thousands died here, upon this ground. your feet. Then the warrior, and the battle,
Unsurprisingly, the dead do not rest here quietly. disappear, leaving you and your companions
to deal with the tangle of intestines
As the adventurers approach the gates, call falling out of you.
for Perception checks. Whoever rolls the highest
will hear nothing but the moaning of the wind Burned Alive
as it sweeps across the empty kingdom, though
whoever rolls the lowest will hear the distant cries The roar of battle crashes over you, and as
of battle and the screams of dying soldiers. you whirl about, you see a mass of thousands
caught in the midst of a brutal melee. A
If the adventurers linger, ask them to make moment later, a small ball of writhing fire
Charisma Saves. Whoever rolls the lowest will explodes in the air above you, engulfing you
suddenly be struck by a psychic echo of the past, in a hellish inferno that burns your skin into
and will experience a fatal wound from the ancient blackened and charred strips that barely cling
battle. To be clear, this is a haunting, just an echo to the glistening meat beneath. Then the
from the past, but it will look and feel entirely real. battle fades away, leaving you still burnt and
The affected character will become incapacitated, screaming in pain.
though they may still speak, or more likely,
scream in horror as they experience every bit of Lost a Leg
this mortal wound. Likewise, their companions The roar of battle crashes over you, and as
will see their companion suddenly struck down, you whirl about, you see a mass of thousands
out of nowhere, and will likely rush to their caught in the midst of a brutal melee.
aid, performing Medicine checks or casting Suddenly, an ungodly boom thunders across
healing spells. the battlefield and a tremendous shockwave
tosses warriors on both sides into the air,
In short, all of the characters should believe their bodies tumbling like broken dolls, and
the wound to be entirely real. Only after they thousands of pieces of jagged shrapnel blast
CHAPTER 8 - THE SILVER GRAVES
336
out. Half of a shield catches your leg, just Temperature Drop
above the knee, leaving you to collapse to
As you walk through the empty stone
the ground missing most of your leg. Rent
hallways of the ruined dwarf kingdom, the
strips of useless meat dangle as your blood
sound of your footsteps echoing throughout
soaks the dirt, though everything else fades
the corridors, you suddenly hit a wall of cold
away once more.
air that freezes your breath into mist and that
seeps past your furs and armor to sink deep
If the adventurers venture inside the into your bones.
Graves, the battlefield hauntings will cease
and they will be able to explore the Graves
The temperature drop is often used to
themselves. If they return to the gates and the
herald another phenomenon or apparition, so
battlefield, however, then the hauntings would of
consider pairing it with another choice from the
course return.
list. Additionally, you can add a little variety to
the temperature drop by adjusting its duration.
If the adventurers have only experienced brief
Inside the Silver Graves temperature drops that fade quickly, suddenly
As you pass through the broken gates finding themselves in a temperature drop that
and into the ruined halls of the Silver Graves, endures will likely ratchet the unease up to dread.
the sense of unease and dread only grows. Smell of Burnt Hair
This is no longer a place meant for the living.
As the light of your lanterns and torches casts The air inside the Silver Graves is strangely
back the darkness, you see the remnants of stale despite all the clever ventilation you’ve
dwarven shadows burnt into the walls and the seen built into the hallways and chambers
floors themselves. In other places, the blood of the kingdom. It’s as if even the wind itself
flowed so thick that it still stains the stone, no longer wishes to even venture here. As
and in others, the scars of battle are etched you continue on, you notice a new smell,
so deeply into the rock it’s hard to imagine however. Faint at first, but growing stronger.
the might behind those ancient blows. Yet, Acidic and sulfurous, you realize it’s the
oddly, there are no bones. No scraps of armor. stench of burning hair, and it now fills the air
No rusting weapons. Unlike the battlefield all around you.
outside, it is as if the halls of the Silver Graves
were swept clean of all detritus. But why? Like temperature drops, the smell of
burning hair works terrifically when paired with
Hauntings Inside the Silver Graves other phenomena and apparitions. Consider
pairing it with the Ghost Child for tragic and
The dead of Barrukhirrim do not rest terrifying results, or with Ghostly Messages to add
quietly within their tomb. The trauma and horror an even more sinister atmosphere.
surrounding their deaths was so tremendously
Ghostly Sounds
profound that the psychic residue sunk into the
very stone itself. So, as the adventurers explore,
There are a few options for this
they will be beset by macabre apparitions, strange
phenomenon. Choose or invent whatever best fits
phenomena, and perhaps even an assault by a
the situation.
deadly specter.
Scream
As the adventurers are exploring, sprinkle
in these hauntings to help capture the history A faint scream echoes down the corridors,
of the Graves, as well as summon up more coming from deep within the Silver Graves.
unease and dread. The sound is jagged and warped by pain and
inhuman terror.
CHAPTER 8 - THE SILVER GRAVES
337
Crying • More blood to fill the casks
As you approach the door to the chamber, the • It lurks in the deep
sound of wretched sobbing drifts to your ears.

Scraping Sound
Faces and Hands Warping Stone
As you move forward, the sound of steel
As your light sweeps across the room, you
being scraped across stone sounds from right
see something, something coming out of the
behind you, yet when you turn, nothing is
stone, the rock stretching and straining like
there. When you walk forward again, the
cloth as skeletal hands reach for you and a
harsh, grating sound returns.
skull soundlessly screams until the stone pulls
it back out of sight.
Threat
From just behind you, you hear a rough voice
growl“Come and taste my axe. The blade will Dripping Blood
split the teeth from your skull.” But there is
Something warm drips down upon your
no one there.
head, and then your hand. Something red.
Something that smells of copper tinged with
Ghost Child
sweetness. Then more drops of blood began
As you pause to examine a sign engraved to fall, splashing down to stain and spatter
upon the wall, you feel something cold all around you.
thread its way between your fingers, and a
child’s voice asks you, in Dwarven, “Are they
going to get us Momma/Pappa?” There is Corpse Festival
no one there.
As you near the door to the chamber, you
see that light is spilling out from beneath
the doorway. When you open the door, you
Ghostly Messages
see that the chamber is filled with horribly
maimed dwarves, except they are all going
There are several options that you can use, but
about their business as though nothing is
also feel free to invent your own.
wrong. A headless dwarf speaks to another,
burbles of blood fountaining from its stumpy
As the light of your lanterns and torches neck. Another dwarf missing half of its head
sweep across the stone walls, they fall is uncaring as its brain slowly leaks out.
upon a message: Another drags itself along on bony stumps
where its limbs should be. They all ignore
• written in blood. you, and should you interact with them,
your hand simply passes through as though
• scratched into the rock.
nothing is there.
• formed by the mist of your breath.

Deadly Specter

It is in Dwarvish, and reads: This is the only ghostly combat encounter,


and should only be used if the adventurers attempt
• Join us to loot something, if the adventurers try to rest
inside the upper levels of the Graves, or if you
• It’s too late
simply feel that the Silver Graves needs a little
spice before they reach the Guardian.
CHAPTER 8 - THE SILVER GRAVES
338
Vengeful Dwarven Specter
Medium undead, chaotic evil
Investigation 12 - The Queen’s Great

Armor Class 14 Hall
Hit Points 126 (12d12 + 48)
Speed 40 ft. You carefully step over the broken remains of

STR DEX CON INT WIS CHA two massive stone doors and several crushed
6(-2) 20 (+5) 18 (+2) 13 (+1) 12 (+1) 14 (+2) barricades. The room itself is perhaps 300

Saving Throws Dex +9, Int +5 feet long and 100 feet wide, and yet every
Skills Perception +9, Stealth +13 inch of the ground is stained with old blood.
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, Hundreds, if not thousands of deaths must
piercing, and slashing have happened here. And, at the far end of the
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed,
hall, is the shattered remains of a grand stone
petrified, poisoned, prone, restrained throne inlaid with platinum and gold. The
Senses darkvision 60 ft., passive Perception 19 dwarven rune for “Forge” is written in blood
Languages Dwarvish, but can’t speak
Challenge 9 (5,000 XP) P roficiency Bonus +4 upon the base of the throne.

Amorphous. The specter can move through a space as narrow as 1 inch
wide without squeezing. The Great Hall is where the dwarves of
Shadow Stealth. While in dim light or darkness, the specter can take the
Barrukhirrim made their last stand. The Hall
Hide action as a bonus action. was mostly filled with families and the elderly,
all of whom were slain. The queen herself had
Sunlight Weakness. While in sunlight, the specter has disadvantage on
attack rolls, ability checks, and saving throws. already died in battle by the time the Great Hall
was breached, though one of the Elders, who was
Actions aware of the project happening in the Heart of the
— Mountain, tried to leave one last message for any
Multiattack. The assassin makes two Shadow Blade attacks.
who might seek to avenge Barrukhirrim. He was
Shadow Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. trying to write “Forge of the Ancestors”, but only
Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Unless
the target is immune to necrotic damage, the target’s Strength score managed to write one rune before dying.
is reduced by 1d4 each time it is hit by this attack. The target dies if its
Strength is reduced to 0. The reduction lasts until the target finishes a short
or long rest. If a non-evil humanoid dies from this attack, a shadow (see the
Lastly, the gold and platinum in the throne
Monster Manual) rises from the corpse 1d4 hours later. can be looted, and is worth about 2000gp.

Investigation 14 - The Guard Barracks


Exploring the Graves You come upon what appears to be a fort
carved out of the living stone of the mountain
There are hundreds of miles of rooms itself. Inside, you find more signs of furious
and hallways that the adventurers could explore, battle: more shadows pressed into the rock,
hunting for any loot or relics from the past, more great rents carved by sword and axe,
though the true treasure, and danger, of the claw and magic. Most importantly, in the
Graves lies beneath the mountains themselves. So, center of the fort, you find a logbook.
in order to simplify the experience of investigating
the Graves, ask the adventurers to make an The logbook details Barrukhirrim’s
Investigation Check. The results will determine defensive preparations and battleplans, though
which areas of the Graves the adventurers explore most importantly, it discusses the dwarves
as well as what they find. “salvation”, which can be found in the Forge of the
Ancestors at the heart of the mountains. In other
words, the adventurers must go down, down,
down, into the mines that snake their way beneath
the kingdom.

CHAPTER 8 - THE SILVER GRAVES


339
Investigation 16 - Anti-Gravity Lifts Within the contents of these texts are
descriptions of the Forge of the Ancestors, and
You come across what appears to be a major
explanations for how it works. Essentially, the
thoroughfare, though with great, floorless
Forge is able to channel the spirits of the land,
chambers carved into the walls. Pitchblack
much as Czerina is, and can create a sort of
shafts drop out of sight beneath each of these
mystical feedback that will permanently harm her
chambers. Complex runes made of silver,
and prevent her from drawing upon the land to
platinum, and gold are inlaid by the entrance
sustain herself. In other words, the Forge is able
to each chamber.
to endow weapons with the power to kill the
Blood Queen.
These mysterious chambers are basically
elevators, or lifts, that will take the adventurers
down into the heart of the mountains. Anyone Investigation 20 - Vault of Riches
who reads Dwarvish, or who passes a DC 18 You’ve passed this wall before, and at first you
Arcana check will be able to figure out how to didn’t notice anything was wrong. But now
operate the lifts. Furthermore, if they pass the you see it. The angle is off. That doesn’t make
Arcana checks, they will realize that the lifts have sense, the craftsmans of Barrukhirrim would
been enchanted with anti-gravity magic. These never have let that stand. But then you realize,
enchantments could be replicated, given enough that’s because there is something wrong with
time to study them, and enough resources to the wall. It’s not really a wall, it’s a secret door
build them. concealing a massive vault.

Investigation 18 - Shrine of the It will take a DC 20 Thieves Tools check


Ancestors to crack the vault.
You enter another magnificent hall filled with Inside, the adventurers will find 5 steel
majestic pillars and vaulted arches, though banded chests. The first contains 15,000 copper
this hall is filled with beautiful riches. It pieces. The second contains 15,000 silver pieces.
was built using only the rarest of minerals The third contains 15,000 gold pieces. The fourth
and stones. There are great blocks of jet and Contains 15,000 Platinum pieces. The fifth
gold flecked quartz, of emerald and painite, contains 15,000 gemstones, each worth about 25
of sapphire and diamond, and complex gp each. Each chest weighs about 350lbs due to the
patterns inlaid in precious metals cover it all. weight of the contents and the chest itself.
You’ve never seen such riches in one place
before. There are fully grown dragons whose Additionally, they will find arcane treatises
hoards would appear pitiful next to this that describe many powerful enchantments that
incredible wealth. were used in the creation of Barrukhirrim, such
as the cold generating artifact found in Skalek’s
Any character that reads Dwarvish can Icy Delights (pg 245), as well as the antigravity
attempt a DC 16 Religion check to identify lifts, and enchantments for food preservation,
this as a shrine dedicated to the ancestors of plumbing, and mining. These treatises fill
Barrukhirrim. Furthermore, they will be able to another chest, larger chest, that weighs 500lbs,
understand the layout of the shrine and locate and is worth far more than all of the other
a great obsidian chest containing holy texts. A chests combined.
DC 20 Investigation check could also locate
these holy texts.

CHAPTER 8 - THE SILVER GRAVES


340
Investigation 22 - Dead Adventurer’s roared louder than a dragon. He barely managed
Journal to escape, and was able to write this account
before dying (the hauntings kept him from being
able to rest).
Tucked behind a pile of rubble, you find a
skeleton, the only skeleton you’ve seen since
setting foot inside the graves. The skeleton
wears the remains of torn leather armor, and
The Guardian’s Lair
is clutching a journal to its chest. You’ve descended thousands upon thousands
of feet below the surface, miles of rock
A DC 15 Medicine check will reveal between you and your chance to ever see the
that the skeleton is only about 80 years old, and sky once again. The darkness is total and
belonged to a half-elven male, aged between 70 - complete, though as your lights shine out,
80 years old, that died from massive blood loss. they catch the brilliant brilliant glint of silver.
As you continue on, you find yourselves
The journal confirms this, and tells stepping out of the mine tunnels and into a
of the life of one of Skalek’s old adventuring complex entirely plated in silver. The walls,
companions named Fosseth. It seems that Fosseth the floor, the ceiling, all gleam and reflect
refused to turn back with the rest of his group, your light a hundred fold. Yet, as you peer
and instead ventured down into the depths of further ahead, you see that sections of the
the mines. There, he discovered something complex have been tunneled through, and
horrible, a monster that burrowed through the that a slurry of rock, skulls, and bones have
walls and attacked him with a massive drill that spilled down onto the floor.

CHAPTER 8 - THE SILVER GRAVES


341
In order to reach the Forge of the
Ancestors, the adventurers must first pass through
the Guardian’s Lair. The adventurers will enter
this maze-like section of the Graves from the
western side of the map, and will have to cross all
the way to the eastern exit in order to escape the
Guardian’s wrath. The Guardian doesn’t leave this
area, which means that, if the adventurers flee,
they will be safe from it. However, if they return,
and the Guardian has not been slain, they will have
to fight it all over again (and if they had a chance
to heal, so will it).

Running the Guardian


The Guardian has bored many tunnels
through the walls of its lair. These tunnels are
wide but short, meaning that any creature that
is Medium or larger would have to squeeze in
order to fit inside. Except, of course, for the
Guardian, whose terrible body was constructed
by the Mad Alchemist, Moritz Hartrick, to allow
it to fit through small openings with ease. Thus
the Guardian is able to move freely through the
tunnels, allowing it to engage the adventurers in a it’s goal is to kill them, but it wants to make that
deadly series of hit and run ambushes. That’s how process as sadistic as possible. Because of its
it prefers to fight and kill. It appears from one of programming, killing and tunneling are literally
its tunnels, seemingly from nowhere, and brutally the only activities it can find pleasure in, and so
attacks before retreating and repeating the process. it will try to drag the process out. A round of
What’s more, the Guardian’s extensive network smacking people with it’s axes here, a round of
of tunnels extend above and below the complex, dragging an adventurer elsewhere in the complex
allowing it to effectively move to whatever tunnel there, a round of downing an adventurer with its
it wants, whenever it wants. In practical terms, drill elsewhere, etc. It wants to terrify and harass
that means the guardian can move to whichever the interlopers in its lair as much as possible. The
tunnel opening it wants. In other words, don’t only time it will make a stand and really fight it out
worry about measuring its movement after it with the adventurers is if they are about to exit the
disappears into a tunnel. It can reappear at any lair to the east. That is the direction that the Forge
tunnel opening (marked by the rubble and gorey of the Ancestors lies, and it is meant to ensure that
debris) it wants. nothing can reach the Forge. So, if the adventurers
were clever, or skilled, or just particularly tough,
This will allow you to play out a deadly and it looks like they’re going to be able to escape
chase with the adventurers and force them to to the Forge, then the Guardian will do anything
improvise their tactics fighting this brutal monster to try to stop that from happening.
that can come and go as it pleases. It can even
drag a grappled adventurer into a tunnel and then Until then, however, enjoy playing a big scary
deposit them elsewhere in the Lair, much like monster that hits like a giant and is as easy to hit
the Book Worm did in the Library maze. And, as smoke. Personally, I would let the adventurers
like the Book Worm, the Guardian won’t try do some damage to it every time it appears, but it
to immediately kill the adventurers. Ultimately, should be able to slip away before they can really
beat on it. Also, note that the Guardian should
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never get a surprise round. Whenever it appears,
initiative should be called for. It has an excellent The Guardian
initiative. It doesn’t need surprise rounds. It also Large Construct, Lawful Evil
won’t resort to curb stomping downed adventurers —
AC 17 (natural armor)
unless they are near the exit, or it is also close HP 230 (20d12 + 100)
to death. The Guardian much prefers to leave a Speed: 40ft, Climb Speed 40ft.

downed adventurer where their companions can —


STR DEX CON INT WIS CHA
22(+6) 16 (+3) 20 (+5) 10 (+0) 14 (+2) 10 (+0)
find them, get them back on their feet so they can

experience even more pain and terror. Saves: Dex +6, Con +10, Wis +7, Cha +5
Skills: Perception +7, Stealth +8
Tremorsense 120 ft, Passive Perception 17
Otherwise, as said above, utilize hit and run Damage Immunities: poison; bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t adamantine
tactics and make sure to include plenty of creepy Condition Immunities: charmed, deafened, exhaustion, frightened,
descriptions of it looming up behind people, of incapacitated, paralyzed, petrified, poisoned, stunned, unconscious.
it dropping down from the ceiling, of it slowly Challenge Rating: 16 (15,000) Proficiency Bonus: +5

approaching while it revs its drill, etc. The —


Flexible Body: The Guardian can move through any space a Small creature
encounter should be reminiscent of fighting a could without squeezing.
monster from a Slasher movie, though hopefully, Ambusher. The Guardian adds it’s proficiency bonus to its dexterity
there will be more than one final girl. when it rolls for initiative (total of +8), and it has advantage when rolling
for initiative.

Lastly, refer to Dealing with Death on page Actions


82 if need be.

The Guardian makes three attacks, two with its Axe and one
with its Tail.

The Forge of the Ancestors Axe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28
(4d10 + 6) bludgeoning damage.
Leaving the twisted lair of the Guardian
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8
behind, you enter a winding, rough cut + 6) and the target is grappled (Escape DC 21).
mining tunnel that leads even deeper
Drill (Recharge 5 or 6). The Guardian makes a drill attack against one
down into the earth. After almost an hour target within 10ft. The target must make a DC 19 Constitution Save to take
of walking, you realize that the tunnel is half damage, or it takes 56 (15d6) force damage.
growing warmer and warmer, until the air is
Legendary Actions.
absolutely sweltering with heat. Then, as you The Guardian can take 3 legendary actions, choosing from the options
round a corner, you see it: a cavern opening below. Only one legendary action can be used at a time and only at the end
up into a massive lake of bubbling lava with a of another creature’s turn. The Guardian regains spent legendary actions at
the start of its turn.
magnificent structure built upon the expanse
of molten rock itself. This must be the Forge Move. The Guardian may move up to its speed without taking attacks of
opportunity. This can allow the Guardian to move into one of its tunnels
of the Ancestors.
Attack. The Guardian may make one axe attack against a creature
within range.
The Forge of the Ancestors was built to be
Drill (cost 2). The Guardian automatically recharges its drill and makes a
the pinnacle of dwarven technology, harnessing drill attack against one creature in range.
all of their knowledge to create a forge worthy of
the Gods themselves, and though it was completed
too late to be put to use, it was completed. The last
dwarves left alive in the Kingdom of Barrukhirrim Now it sits, a glorious monument to a
were the dwarven masters desperately working people long gone, waiting for those with the
to finish the Forge, the heat drying their tears of knowledge, and the courage, to find it.
sorrow and rage even as they fell.

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SG1 - Rolling Sphere Trap The Sphere stops when it hits a wall
or similar barrier. It can’t go around corners,
The adventurers will notice a massive steel but smart dungeon builders incorporate gentle,
plate set into the floor. It’s so obvious they don’t curving turns into nearby Passages that allow the
even need to roll to notice it, and surprise, it is Sphere to keep moving.
a trap. When enough weight is set upon it, say
200lbs, the pressure plate will trigger a mechanism As an action, a creature within 5 feet of
that will release a rolling sphere that will come the Sphere can attempt to slow it down with a
down the same tunnel that the pressure plate sits DC 20 Strength check. On a successful check,
at the end of. the sphere’s speed is reduced by 15 feet. If the
sphere’s speed drops to 0, it stops moving and is no
However, out of respect, the trap will not longer a threat.
function on any characters named O’Neill, Carter,
Jackson, or Teal’c. If the adventurers can avoid the pressure
plate, which is about 15-20 feet long depending
Rolling Sphere on how they cross it, they will be able to avoid the
Mechanical trap Rolling Sphere...for now.

When 20 or more pounds of pressure


are placed on this trap’s pressure plate, a hidden SG2 - Warrior Statues
trapdoor in the ceiling opens, releasing a 10-foot- You come across a second, massive steel plate
diameter rolling Sphere of solid stone. set between two monolithic statues depicting
proud dwarven warriors, except that their
With a successful DC 15 Perception weapon arm has been replaced by a great
check, a character can spot the trapdoor and steel gear. Connected to the gears are heavy
pressure plate. A Search of the floor accompanied steel chains that disappear down into some
by a successful DC 15 Investigation check reveals mechanism planted in the rock.
variations in the mortar and stone that betray the
pressure plate’s presence. The same check made
while inspecting the ceiling notes variations in the Unlike the first pressure plate, this plate is
stonework that reveal the trapdoor. Wedging an not a trap. Instead, stepping upon this plate will
iron spike or other object under the pressure plate activate the statues, which will pose a riddle to the
prevents the trap from activating. adventurers. If the adventurers answer correctly,
then the portcullis (across the bridge) sealing the
Activation of the Sphere requires all Forge of the Ancestors will open and they will be
creatures present to roll Initiative. The Sphere able to just walk inside.
rolls Initiative with a +8 bonus. On its turn, it
moves 60 feet in a straight line. The Sphere can The Riddle is thus:
move through creatures’ spaces, and creatures can As you step upon the pressure plate, the
move through its space, treating it as Difficult eyes of the statue begin to glow with a warm
Terrain. Whenever the Sphere enters a creature’s orange light, and a deep, powerful voice says:
space or a creature enters its space while it’s
rolling, that creature must succeed on a DC 15 Axes break
Dexterity saving throw or take 55 (10d10)
bludgeoning damage and be knocked prone. Drills snap

Dwarves die

So what is used to tame a mountain?

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345
Each character stepping on the place The lever requires a significant amount of force
can provide one answer. The correct answer is: (around 100lbs) in order to be operated, making it
willpower, or will. After all, will is stronger than difficult to affect remotely.
flesh, and stronger than steel.
As long as the Portcullis is down, it is safe
However, if no one guesses the right to Rest inside the Forge.
answer, then the adventurers will have to
be creative, or use their magic or brawn to
enter the Forge. SG5 - Archive of the Ancestors
In the northwestern corner of the Forge
Notably, there are transparent windows, sits a ring of statues carved from a variety
as well as large gaps between the bars of the of different types of stone, each crafted so
portcullis, allowing casters to dimension door, masterfully that you almost expect the statue’s
misty step, or otherwise magic their way inside. hair to be stirred by the sweltering breeze that
sweeps through the Forge. And, in the center
Alternatively, the windows could simply of the circle of statues lies a great anvil upon
be broken, and the adventurers could climb inside. which rests an adamantine smithing hammer
SG3 - The Crane, might be of particular interest that must require tremendous strength to use.
in this case.
This is the Archive of the Ancestors,
SG3 - The Crane and each statue depicts a great dwarven master
of smithing, metallurgy, arcane magic, or divine
Extending out over the sea of molten stone magic. The souls of each master has been imbued
is a giant metal crane, with a large metal vat into the statue, allowing a supplicant to the
held suspended above the lava by a length of forge to learn directly from them. Furthermore,
adamantine chain. entire libraries of information have been imbued
into the statues, giving the masters even more
The crane is stationed in a side cavern. knowledge than they held in life and allowing
An artificer, or a character that passes a DC 12 their teaching to far surpass what they could have
Intelligence check will be able to operate the accomplished in life.
crane. It can lower the metal vat to collect lava,
the arm can be extended to hover over the bridge, In order to interact with the statues, all a
and the crane can also swivel, opening up the supplicant must do is lay a hand upon the hammer.
possibility of using the crane to smash a window Then, to those watching, it will appear that the
and allow access to the Forge. supplicant becomes motionless, staring off into
the middle distance. In truth, the supplicant will
Theoretically, the crane could also be used find themselves standing before the seven dwarven
to form a second bridge leading into the Forge, masters (in their halls of stone) who appear just
though this would leave the adventurers more as they did in life. The masters will speak to the
vulnerable than anything else. Theoretically, an supplicant, and should the supplicant express a
Unseen Servant could operate the crane remotely, desire to learn how to use the forge, the masters
but it would still be a risk, as you will soon see. will ask one question:

SG4 - The Portcullis Why?

The portcullis is made of adamantine The answer can vary greatly, though in
bars that are inches thick. It can only be opened general they respect: the pursuit of knowledge,
by answering the Warrior Statues’ riddle, or by crafting, and defeating the Blood Queen. Should
operating the gate lever inside the Forge itself. anything similar be expressed, the masters will
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346
agree to teach the supplicant. The teaching will skeletons to be found in the forge, the latter is
happen incredibly quickly, but will still take days most likely.
to complete, such is the breadth of the master’s
knowledge. This includes breaks, of course. There are some personal effects left in
these rooms, such as personal hygiene items or
Should the masters decline to teach one personal holy symbols, though they are only
adventurer, another may try. Ultimately, it’s not worth a handful of gold to most people, and
meant to be a true barrier, but allow for good perhaps several hundred gold to the descendants of
roleplaying opportunities, especially for artificers, Barrukhirrim.
smiths, or characters that love art.

Characters that complete the training SG8 - The Forge


gain proficiency and expertise in: smith’s tools, Dominating the center of the building is the
tinkerer’s tools, jeweler’s tools, and calligrapher’s forge itself. An enormous piece of enchanted,
tools. Alternatively, the characters could orange tourmaline is set before a massive heat
gain expertise in Arcana or Religion, though vent that draws thermal energy directly from
the masters would not teach proficiency in the earth itself. Gauges and valves no doubt
those domains. allow the user to adjust the level of heat, as
well as turn the vent on and off. Elsewhere
in the room is an alchemical workbench, an
SG6 - Storeroom anvil, and an incredibly advanced device that
functions as an alarmed timer.
Inside the storeroom the adventurers
will find a wide variety of goods and materials,
all kept suspended in the exact condition they Once a supplicant has been taught by the
were in when first deposited into storage. A DC Forgemasters, they will be able to use the Forge to
18 Arcana check will reveal that the walls are craft or imbue weapons with the power to harm
carved with magical runes that effectively freeze the Blood Queen herself. It could also be used
time inside the room. There are crates of metal to craft other items of incredible power, but the
ore of all types, crates of gems, crates of leather, adventurers simply don’t have the time. It takes
crates of wood, barrels of glass sand, and every days to craft even one weapon or item that is able
other sort of material that you might need to to harm the Blood Queen, and though there are
craft incredible items. Additionally, there are a large stores of food and drink, it won’t last forever.
variety of foodstuffs, casks of ale and spirits, and
extra clothing and blankets (though dwarf sized).
It’s clear that the Forge was intended to house its
SG9 - Control Room
workers as well as be their place of work. Stepping inside this room, you see more
advanced gauges lining the walls, as well as
more valves and tools. Most importantly,
SG7 - Sleeping Quarters there is also a lift with a view down into
Past two stone double doors is a chamber the lake of lava itself. The lift can even be
filled with the destroyed remains of dwarven lowered down into the lava, a magical shield
furniture over a charred bearskin rug in one protecting anyone standing upon the lift.
half and five stone beds in the other. The shielding will allow certain tools to pass
through it however, allowing for various
measurements and samples to be taken.
With only five beds, it’s clear that either
only 5 workers were expected to stay in the Forge,
or that only 5 workers would be allowed to sleep
at the same time. Considering there are seven

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347
Though there are heat controls and upon metal. It is the sound of inhuman
gauges in the Forge itself, there is still a great deal screaming. The sound of thousands of
of finesse needed to keep the Forge operating, undead voices all raised at once, and it doesn’t
physically and magically, and that all happens here end, it just grows, echoing off of the stone
in the control room. There are a dizzying amount tunnel walls.
of factors to monitor and controls to adjust
throughout the entire forging process just to avoid These are the undead hordes that the
blowing the Forge up, let alone not ruining what is citizens of Barrukhirrim became. They were
being crafted. created for two purposes. The first was to continue
to work the mines and extract everything of value,
In short, while a skilled smith operates the and the second was to ensure that, should the
forge, a character with a high Arcana score will Forge ever become accessed, they are to ensure
need to be in the control room. they never get out. So they will soon swarm in
overwhelming numbers that no adventuring
SG10 - Forgemasters’ Hall party could ever overcome. Or that is the intent,
at least. In actuality, there are two ways for the
Inside this chamber is a hall dominated adventurers to survive. The first is to try to leave
by a massive table. Large gems are laid out immediately, which means that the adventurers
across the table, and there is a sole skeleton will only encounter the zombies that were closest
laying upon the floor, though the room is to them. An advance guard, if you will. This will
otherwise empty. allow the adventurers to fight their way out before
the majority of the undead arrive. The second way
The large gemstones are enchanted for the adventurers to survive is to simply wait
components of the forge itself and must be until the undead Horde’s numbers thin. When
reinserted into the proper machinery in order it becomes clear that the adventurers are able to
for the forge to function. They’re like spark plugs safely seal themselves within the forge, the vast
that have been removed so the Forge can’t start. A majority will return to working the mines. After
different sort of key, if you will. about a week, the adventurers would be able to
fight their way out past the remaining zombies, the
The skeleton is one of seven found rear guard, if you will.
throughout the Forge, though this was one
of the Forge’s builders, rather than one of the Regardless of when they choose to try to
Forgemasters. escape, they will be facing the following horde of
zombies: 8 Exploding Spore Zombies, 2 Zombie
Originally, the Forgemasters’ Hall was Clots, and 1 Throng of Barrukhirrim. If you want
originally a place for planning, and meetings, as to make the horde even more difficult, sprinkle in
well as meals and drinking. Now, it will serve more Exploding Spore Zombies.
whatever purpose the adventurers wish it to serve,
though likely, it’ll be the same. The Zombie Horde will emerge (or have
emerged) from the northeastern tunnel (with the
skeleton bones decorating the floor). Position the
The Hordes of Barrukhirrim Horde as you wish. The Adventurers must escape
As soon as the adventurers enter the forge, from the Forge and then run up the northwestern
or at least when they start crafting their enchanted tunnel (with the steel pressure plate that triggers
items, the following will occur: SG1). If the adventurers can get off the map by
In the distance a faint sound begins to grow, moving up the northwestern tunnel, then they will
first just at the edge of hearing, then rising survive to fight another day.
and rising until it can be heard above even the
Forge’s machinery or the ringing of hammer

CHAPTER 8 - THE SILVER GRAVES


348
Zombie Clot Throngs of Barrukhirrim
Huge undead, Chaotic Evil Gargantuan throng of Medium undead, neutral evil

— —
Armor Class 10
Armor Class 12 (natural armor)
Hit Points 104 (11d12 + 33) Hit Points 280 (35d8 + 140)
Speed 40 ft.. Speed 20 ft.
— —
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
20(+5) 10 (+0) 16 (+3) 3 (-4) 8 (-1) 10 (+0) 22(+6) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

— —
Damage Immunities poison
Saving Throws Con +6
Damage Immunities poison Condition Immunities charmed, frightened, grappled, paralyzed,
Condition Immunities charmed, exhaustion, paralyzed, petrified, petrified, poisoned, prone, restrained, stunned
poisoned, stunned Senses darkvision 60 ft.; passive Perception 8
Senses darkvision 60 ft., passive Perception 9 Languages understands Dwarven and Common but can’t speak
Languages dwarven, common, but can’t speak Challenge 8 (3,900 XP) Proficiency Bonus +3
Challenge 6 (2,300 XP) P
roficiency Bonus +3

Undead Fortitude. If damage reduces the Throng to 0 hit points, it must

Deathly Stench. Any creature that starts its turn within 10 feet of the make a Constitution saving throw with a DC equal to the damage taken,
zombie must succeed on a DC 14 Constitution saving throw or take 9 (2d8) unless the damage is radiant or from a critical hit. On a success, the mob
poison damage and be poisoned until the start of the creature’s next turn. drops to 1 hit point instead.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must Engulf. At the start of its turn, the throng engulfs a Medium or smaller
make a Constitution saving throw with a DC of 5 + the damage taken, unless creature grappled by it. The engulfed target is blinded, restrained, and
the damage is radiant or from a critical hit. On a success, the zombie drops prone, and it must succeed on a DC 16 Constitution saving throw at the start
to 1 hit point instead. of each of the throng’s turns or take 24 (4d8 + 6) bludgeoning damage. If
the throng moves, the engulfed target moves with it. The throng can engulf
a number of creatures equal to its hit points divided by 10.
Actions
— Actions
Multiattack. The zombie makes two Slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8

Multiattack. The Throng can make 2 Frenzied Assaults.
+ 5) bludgeoning damage.
Frenzied Assault. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 24 (4d8
Flesh Entomb (Recharge 5–6). The zombie flings a detached clump of + 6) bludgeoning damage. If the target is a creature, it must make a DC 18
corpses at a creature it can see within 30 feet of it. The target must succeed Strength saving throw or also become Grappled (escape DC 18).
on a DC 16 Strength saving throw or take 16 (3d10) bludgeoning damage,
and if the target is a Large or smaller creature, it becomes entombed in
dead flesh. Exploding Spore Zombie
Medium Undead, Chaotic Evil
A creature entombed in the dead flesh is restrained, has total cover against
attacks and other effects outside the dead flesh, and takes 10 (3d6) necrotic —
Armor Class 10
damage at the start of each of its turns. The creature can be freed if the Hit Points 14 (2d8 + 6)
dead flesh is destroyed. The dead flesh is a Large object with AC 10, 25 hit Speed 30 ft.
points, and immunity to poison and psychic damage.

STR DEX CON INT WIS CHA
Source: VRGR, page 255 16(+3) 8 (-2) 16 (+3) 7 (-2) 8 (-1) 6 (-2)

Skills: Athletics +6
Zombie Clot Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, grappled, paralyzed,
A shambling giant made of rotting, dwarven petrified, poisoned, prone, restrained, stunned
corpses staggers towards you. Senses darkvision 60 ft., passive Perception 10
Languages Dwarven, Common, but can’t speak
Challenge 1 (200 XP) P roficiency Bonus +2
Throngs of Barrukhirrim

Death Burst. When the Exploding Spore Zombie dies, it explodes in a
A legion of partially rotted corpses charges burst of necrotic spores. Each creature within 5 feet of it must make a DC
towards you, axes and spears scything through 14 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save,
or half as much damage on a successful one. Note: death burst can destroy
the air as they unleash an unearthly battlecry. other exploding zombies, causing a chain reaction.

Exploding Spore Zombie Actions


These zombies are different from the others, —
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6
their flesh torn open from the thorned vines +3) slashing damage plus 14 (4d6) necrotic damage.
growing inside them. A cloud of scarlet spores Grapple. Melee Weapon Attack: +6 to hit, reach 5ft, one creature. On a hit,
surrounds them, and their lungs are visibly the target is grappled (escape DC 14).
inflated with yet more.

CHAPTER 8 - THE SILVER GRAVES


349
Silver Graves Epilogue their toll), Czerina views all of these manipulative
machinations as a favor that she’s paid the

adventurers, and any disagreement over that
As the adventurers emerge, battered and
matter will only be seen as a further betrayal.
bloody from the ruins of Barrukhirrim, they will
find an unpleasant surprise waiting for them: The
Ultimately, she will demand that the
Blood Queen herself.
adventurers perform two last acts: they are to hand
over their weapons imbued by the Forge, and they
This climactic meeting will be the moment
are to drink deeply of her blood. This would allow
when Czerina’s true face is revealed. The dynamic
her to charm the adventurers, and from there
has now changed. No longer are they predator
transform them into vampires forced to obey her
and prey, now the adventurers have something
commands and serve as her dark servants for all
that can harm her. Now they are a potential
of eternity.
threat, something Czerina hasn’t faced for over
a thousand years, and so her monstrous nature
Should the adventurers agree, the
will emerge.
campaign ends, and no one wants that...unless you
want to start a high level Evil campaign.
The encounter will start like this:
As you step forth from the shattered gates Should the adventurers refuse, however, as
of the Silver Grates, you see a lone figure any sane adventurer should, then call for initiative
standing upon that ancient battlefield, and combat will begin.
illuminated by flashes of lightning tearing
across the storm swept sky. It is the Blood This is not the final combat, of course.
Queen herself, Czerina Gavranova, clad in This is more like a preview, a chance for the
royal hunting regalia, her fur lined cloak adventurers to see Czerina’s tactics in action, as
snapping in the wind, a wicked greatsword well as a chance for her to see what it’s like to
resting against her shoulder. Her scarlet eyes fight them. And, once more, this is not a battle
are narrowed, her fanged teeth bared in a to the death, and Czerina won’t use all of her
grimace of barely restrained anger. most powerful spells. Instead, she will fight until
she’s taken around 100 damage, and at that point,
“You seek the power of my enemies?” she would declare that the Order of Blood would be
bellows. “Do you? Answer me!” dispatched to hunt the adventurers to the ends
of Wreythau, and then she would use an item to
No matter if the adventurers have already teleport back to the Cairn, thus ending the fight.
allied themselves to her, or not, Czerina will see
their knowledge and use of the forge as a betrayal Alternatively, if Czerina does manage to
and will seek to address that by ensuring that the down most of the adventurers before taking 100
adventurers can never betray her again. However, damage, she would simply sneer, declare them not
before she lays down her ultimatum, she will worthy of her time, and then she would teleport
interrogate the adventurers over their actions back to the Cairn.
and intentions.
In either event, the adventurers would
During the conversation, she will bring become hunted by the Order of Blood, and the war
up all the ways she’s tried to manipulate them. against the Blood Queen will have begun.
She’ll reference past conversations, shared dreams
from the Mirror, and the gifts and compliments The adventurers will level up
that she’s given them. In the warped corners of to Level 10.
her villainous mind (remember, her traumatic
past, Czernobog’s influence, and the strain from
her tie to such an evil land have long since taken
CHAPTER 8 - THE SILVER GRAVES
350
Chapter 9 - The Ruins of Nemeth
After the adventurers are able to rest and You must convince the Sidhe to renew their
recover from their first hostile encounter with allegiance to the Court of Night and Twilight,
the Blood Queen, Mata Yezinka will approach the court to which they belonged almost a
the adventurers and tell them of an important thousand years ago.
meeting happening at the Ruins of Nemeth. In
her own words: Though what she says is true, Mata
The Ruins of Nemeth are all that remains Yezinka also has an ulterior motive. She has
of a great citadel built by the Fey, though figured out a way to free Czerina’s soul from the
when the land was pulled into the realms of corrupting influence of Czernobog and the Fey
darkness, many of the Fey were trapped inside alike, though she is unsure if the adventurers
and then corrupted by the Dark Power that would be receptive to the idea now. Instead,
rules this land. Now, we know them as the she intends to wait and feed them the necessary
Court of Corrupted Sidhe. They are fickle information when she deems the time is right.
and cruel, delighting in sadistic pleasures
and incomprehensible games of suffering, In essence, her plan is this: if the Corrupted
though they are powerful, and now, they Sidhe can be convinced to renew their allegiance
are seeking alliances. You must go there to their original monarch, the Archfey known
and ensure that no such alliances are made, as the Queen of Terror, then they would be able
for if the Corrupted Sidhe side with your to temporarily bring the Queen of Terror into
enemies, there shall be no hope of victory. this realm. Czernobog would not abide by this
CHAPTER 9 - THE RUINS OF NEMETH
351
and would engage in an unseen, though godlike will agree to ferry the adventurers to the Ruins of
battle with the Queen of Terror, and while both Nemeth for a fee of 100 gold. She will explain that
were occupied and thus unable to forcibly claim the gold is for the hamlet, so that they can trade
Czerina’s soul, the adventurers could kill the Blood for supplies, and that she will not negotiate as it all
Queen, seal her soul inside a magical item and then goes to her people.
flee Wreythau for good.
If the adventurers agree, they will have
Then, without a champion, Czernobog a peaceful journey across the Drowned Basin.
would be weakened and Mata Yezinka and the If the adventurers steal the ferry and try to sail
Beastfolk could try to push Wreythau back onto it themselves, choose your favorite underwater
the Material Plane once and for all. Over time, monsters and enjoy a fierce aquatic battle. Or, if
the twisted influence of the Dark Powers could be they try to fly there (such as on a flying carpet),
cleansed, and there would be true hope for the land choose your favorite flying creature (maybe even a
and the people. That is Mata Yezinka’s endgame. corrupted dragon) and enjoy a fierce sky battle.

If the adventurers make a DC 18 Insight Welcome to Nemeth


check, they will be able to sense that Mata Yezinka
has an ulterior motive, and if pressed, she will As you approach the ruins, the twisting stone
explain her plan and show them the Soul Vessel, spires of Nemeth tower above you, seeming to
an enchanted urn that can catch, contain, and scrape the sky itself with their serrated tips.
preserve a soul. If that soul is then released back Lighting lances down, striking the spires and
onto the Material Plane, it will enter the wheel causing the eldritch runes inscribed upon
of reincarnation and, essentially, have a second them to flare briefly to life.
chance. Mata Yezinka would only give the Soul
Vessel to the adventurers if they agree to use it The Ruins of Nemeth are a place of great
on Czerina, however. Otherwise, she would hold power, and due to Czernobog’s influence, a place
onto it herself. of great evil. The island that the ruins sits upon
is also positively overflowing with Fey. Glinting
Once the adventurers agree (although they eyes peer out from every bush and stare down
don’t have to, of course), then Mata Yezinka will from the trees, though if the adventurers have the
tell the adventurers to journey to the Bagnytsa Necklace of Safe Passage (pg 272), they are not
Ferry which is the only way to cross the Drowned accosted and are instead guided into the Court of
Basin and reach the Ruins of Nemeth. the Corrupted Sidhe.

The Bagnytsa Ferry If the adventurers do not have the


Necklace of Safe Passage, then the adventurers
The Bagnytsa Ferry can be found in a small will be challenged by the Summer (pg 260) and
settlement of the same name. The settlement is Winter Courtier (259) from the Reinwald’s
essentially a fishing hamlet situated by a small bay garden shrines. If the adventurers have a silver
and protected by a wooden palisade. For whatever tongue, they might be able to convince the two
reason, the Wreythian wildlife avoids this bay, Fey that they belong in the Ruins of Nemeth
leaving the inhabitants of the village to safely fish, and should be granted the right to speak to the
raise their families, and enjoy a simple life. The Court of Corrupted Sidhe. Think of this more as a
leader of the hamlet is always named Bagnytsa. roleplaying challenge, with the adventurers playing
The name is passed down from one leader to up their exploits and triumphs, or proposing solid
the next after they have proven themselves by arguments, etc. However, most likely, the two
sailing to the Ruins of Nemeth itself. The current Courtiers will deny that the adventurers have the
Bagnytsa is a grey haired human woman with one right to be there and will attack them together.
milky white eye and a stoic demeanor, but she Once they are defeated, they will be granted the
right to attend the Court.
CHAPTER 9 - THE RUINS OF NEMETH
352
The Court of Corrupted Sidhe the ruins, you come to a grand pavilion made
of twisting roots and branches. As you step
Your Fey escorts guide you into the ruins inside, you realize that this is the Court of the
themselves. Once, this was a great citadel, Corrupted Sidhe. A carpet of Gulthias flowers
a place of incredible wonder and power, is laid out between two rows of stacked
though it’s clear that most of Nemeth is standing stones etched with mystical symbols,
abandoned. However, after almost an hour and either side of the standing stones are
of being led through the maze-like depths of small ponds where aquatic Fey are able to
CHAPTER 9 - THE RUINS OF NEMETH
353
frolic and lounge. Four doors lead out of this Now, one last thing to note is that these
great hall, and at the far end sits a golden dais encounters aren’t meant to just be a string of brutal
with three thrones. combats. Should the adventurers choose to take
the path of violence (perhaps accepting Ambigatus’
Gathered before the dais are three factions challenge), then be sure to have the implications of
petitioning Lady Merrigan and her court: The the fight impact every other faction. For instance,
Reinwalds (all of them still alive), the Followers after seeing the adventurers kill Ambigatus, the
of Agrona (represented by Ambigatus and Louhi), Reinwalds might suddenly become reasonable
and the Court of the Blood Queen (represented and easy to deal with. After all, the Reinwalds like
by Beleroth and Grandmaster Ysemgrin). All to be patient and sure before they act, and seeing
will turn to regard the adventurers and extend how deadly the adventurers have become will
greetings, though they will soon be cut off. convince them to reconsider their plans. As for
Beleroth and Ysemgrin, they can be easily dealt
Sitting upon the largest throne is a fey woman with, particularly if the adventurers take a moment
with pointed ears, sharp teeth, all black eyes, to speak with Beleroth alone. As for Ysemgrin, as
and blue swirls covering her skin. She wears a knight, she is bound by honor, and could thus
a crown of antlers and has a wickedly curved also be persuaded to wait to fight until they could
sword sitting across her lap. have a proper duel (even if the adventurers have
no intention of honoring the agreement), thus
This is Lady Merrigan, the ruler of the providing an opening for them to speak with
Corrupted Sidhe, and she will demand that the Beleroth, or time to hatch their other schemes.
adventurers explain their presence. Regardless
of what they say, however, she will agree to let
Multiple Creatures with
them stay, and will inform them that in about 12
hours, when the full moon rises, she will hear the Legendary Actions
petitions of all who have come to her court. In that When running combat for multiple creatures
time, the adventurers will be able to speak with, with legendary actions, there are two ways you
fight, or sabotage the other groups of petitioners. could run this:

So long as the Corrupted Sidhe themselves • Have each creature use their legendary
are not attacked, they will also not interfere, actions as normal. This would make for
leaving the adventurers to do what they must to the most brutal combat conditions and
ensure that the Fey hold true to their original is suitable for adventuring parties that
alleignance and do not join with the factions of excel in combat.
Wreythau. Obviously, the simplest way to do that
would be to kill the other factions, though each • Have the monsters share a combined
fight will be deadly, and other solutions might legendary action pool. However, only
present themselves. one creature can use a legendary action
at a time. So, for instance, if Thoriander
Regardless, each faction, including the the Cleric ends their turn, only one
adventurers will be given a private room in the monster could use a legendary action. In
pavilion to plot and negotiate in. Each room is the other words, the monsters would have
same, complete with a fresh water fountain, food, to alternate. This would make for easier
some nice scenery, and comfortable furniture. combat conditions.
It’s probably best not to eat the food, however,
as that would create an obligation to the Fey
(should you wish).

CHAPTER 9 - THE RUINS OF NEMETH


354
Count Cornelius Reinwald
The Reinwalds Medium monstrosity (shapechanger), neutral evil


Armor Class 16 (natural armor)
Assuming that the Reinwalds are still Hit Points 200 (20d8 + 110)
Speed 30 ft. (40 ft. in hybrid form, 50 ft. in dire wolf form).
alive, they will be petitioning the Corrupted

STR DEX CON INT WIS CHA
Sidhe for an alliance so that they can take control 20 (+5) 18(+4) 18 (+4) 14 (+2) 16 (+3) 16 (+3)
of Raffenburg, as well as wipe out the Followers —
Saving Throws Dex +9, Con +9, Cha +8
of Agrona. This would allow the Reinwalds
Skills Perception +13, Stealth +9
to significantly consolidate their power and Condition Immunities charmed, frightened
strengthen their position in their bid to gain Senses darkvision 120 ft., passive Perception 23
Languages Common, Sylvan
control of Wreythau. They don’t even need to kill
Challenge 14 (11,500 XP) Proficiency Bonus +5
the Blood Queen, they just need to weaken her

Court, and the adventurers have already begun Blood Frenzy. Count Reinwald has advantage on attack rolls
against a creature that doesn’t have all its hit points.
that process for them. After all, when Czerina
slumbers, it is her Court that runs everything, and Legendary Resistance (2/Day). When Count Reinwald fails a
saving throw, he can choose to succeed instead.
if there is no court, then the Reinwalds would, in
effect, have control of Wreythau itself. Regeneration. Count Reinwald regains 10 hit points at the start
of each of his turns. If Count Reinwald takes damage from a
silver weapon, this trait doesn’t function at the start of Count
Now, if the adventurers have allied with Reinwald’s next turn. Count Reinwald dies only if it starts its turn
Yasviga Reinwald, then she will help ensure that with 0 hit points and doesn’t regenerate.

an alliance between her parents and the Corrupted Actions


Sidhe never happens. She has no desire to rule Multiattack. Count Reinwald makes two attacks: two with its
Wreythau. She would rather see the people of Longsword (humanoid form) or one with its Bite and one with
its Claws (dire wolf or hybrid form).
Wreythau prosper, and that means that her
family’s ambitions must fail. Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack:
+10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing
damage plus 14 (4d6) necrotic damage. If the target is a
Aside from killing Ilse and Cornelius Humanoid, it must succeed on a DC 17 Constitution saving throw
Reinwald, the adventurers have several courses of or be cursed with loup garou lycanthropy.
action available to them. Claws (Dire Wolf or Hybrid Form Only). Melee Weapon
Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
slashing damage. If the target is a creature, it must succeed on a
The adventurers could: DC 18 Strength saving throw or be knocked prone.
• Convince the Reinwalds to form an alliance
Longsword +2 (Humanoid Form Only). Melee Weapon
with themselves. Most likely, the adventurers Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7)
will have proven themselves incredibly slashing damage, or 18 (2d10 + 7) slashing damage if used with
two hands.
dangerous and capable, making them
valuable allies to have. Change Shape. As a bonus action, Count Reinwald polymorphs
into a Large wolf-humanoid hybrid or into a Large dire wolf, or
• Propose a marriage alliance. Similar to back into its true form, which appears humanoid. Its statistics,
the above, though one of the adventurers other than its size and speed, are the same in each form. It
reverts to its true form if it dies.
would have to wed a Reinwald and become a
Loup Garou. Legendary Actions
• Offer to kill the members of the Blood Count Reinwald can take 3 legendary actions, choosing
from the options below. Only one legendary action can be used
Queen’s court, or the Blood Queen herself. at a time and only at the end of another creature’s turn. Count
• Or, they could make the Reinwalds look bad Reinwald regains spent legendary actions at the start of its turn.
in front of the Fey. This could be a dangerous Swipe. Count Reinwald makes one Claws attack (dire wolf
line to walk, as it could lead to violence, but or hybrid form only) or one Longsword attack (humanoid
form only).
if the adventurers make the Reinwalds look
foolish, incompetent, untrustworthy, or Mauling Pounce (Costs 2 Actions). Count Reinwald moves up
to his speed without provoking opportunity attacks, and he can
weak, they would lose all chance at allying make one Claws attack (dire wolf or hybrid form only) or one
with the Corrupted Sidhe. Longsword attack (humanoid form only) against each creature
he moves past.

CHAPTER 9 - THE RUINS OF NEMETH Bite (Costs 3 Actions). Count Reinwald changes into hybrid or
355 dire wolf form and then makes one Bite attack.
Countess Ilse Reinwald
Medium monstrosity (shapechanger), neutral evil
The Followers of Agrona

Armor Class 16 (natural armor)
Hit Points 200 (20d8 + 110) Ambigatus and Louhi have been something
Speed 30 ft. (40 ft. in hybrid form, 50 ft. in dire wolf form).
like urban legends up until now. The people of

STR DEX CON INT WIS CHA
18 (+4) 18(+4) 18 (+4) 14 (+2) 20 (+5) 16 (+3) Leshehoff are terrified of them, as are the other
— Beastfolk, although for very different reasons.
Saving Throws Dex +9, Con +9, Wis +10, Cha +8
Skills Perception +15, Stealth +9, Religion + 7, History +7
However, the adventurers will finally be able to
Condition Immunities charmed, frightened meet them in the flesh.
Senses darkvision 120 ft., passive Perception 25
Languages Common, Sylvan
\Challenge 15 (13,000 XP) P roficiency Bonus +5
Ambigatus

Blood Frenzy. Ilse has advantage on attack rolls against a creature that
doesn’t have all its hit points. Before you stands a towering beastfolk that
appears to be part man, part elk. His frame is
Legendary Resistance (2/Day). When Ilse fails a saving throw, she can
choose to succeed instead.
packed with bulging muscles, and his antlers
are stained red with blood. Twin axes hang
Regeneration. Ilse regains 10 hit points at the start of each of its turns. If
Ilse takes damage from a silver weapon, this trait doesn’t function at the
from his belt, and a patchwork of armor
start of Ilse’s next turn. Ilse only dies if she starts her turn with 0 hit points covers his scar riddled form.
and doesn’t regenerate.

Spellcasting. Ilse is a 12th-level spellcaster. Her spellcasting ability is Ambigatus is a warrior through and
Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the
following druid spells prepared: through, and seeks to bring destruction to all those
who oppose him. He is a fearsome juggernaut
Cantrips (at will): Poison Spray, Thorn Whip, Druidcraft, Guidance
1st level (4 slots): Absorb Elements, Entangle, Faerie Fire, Fog Cloud upon the battlefield, and an inspiring leader for
2nd level (3 slots): Heat Metal, Spike Growth, Pass Without Trace those beastfolk who wish to vent their hatred and
3rd level (3 slots): Call Lightning, Counterspell, Dispel Magic
4th level (3 slots): Blight, Guardian of Nature, Wall of Fire
their rage. He was not always this way, of course.
5th level (2 slots): Greater Restoration, Insect Plague, Scrying Once he was a brave defender of a beastfolk village
6th level (1 slot): Conjure Fey, Wall of Thorns who cared deeply for his people and desperately
Actions wished to find a way to free them from their curse,
Multiattack. Ilse makes two attacks: one with its Bite and one with its though the deeper he delved, the closer he came to
Claws (dire wolf or hybrid form). the source of the curse itself: Czernobog. The Dark
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to hit, Power touched the bitterness and hatred stewing
reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) inside Ambigatus and fed it, warping the warrior
necrotic damage. If the target is a Humanoid, it must succeed on a DC 17
Constitution saving throw or be cursed with loup garou lycanthropy.
into one of his own.

Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 to For, while Czerina might be Czernobog’s
hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target
is a creature, it must succeed on a DC 17 Strength saving throw or be champion, Ambigatus is Czernobog’s disciple, the
knocked prone. heir to Czernobog’s power should Czerina ever
Change Shape. As a bonus action, Ilse polymorphs into a Large wolf- die, though the vision he would make of Wreythau
humanoid hybrid or into a Large dire wolf, or back into its true form, which is far more terrible than even the nightmare the
appears humanoid. Its statistics, other than its size and speed, are the same
in each form. She reverts to her true form if it dies. island has become. Ambigatus relishes in the
suffering that Czernobog causes, even the suffering
Legendary Actions that he, himself, endures, and he wishes to spread
Ilse can take 3 legendary actions, choosing from the options below. Czernobog’s influence as far as possible. He does
Only one legendary action can be used at a time and only at the end of
another creature’s turn. Ilse regains spent legendary actions at the start not hide this fact, either. True, he calls Czernobog
of its turn. by another name, but whenever Ambigatus
Swipe. Ilse makes one Claws attack (dire wolf or hybrid form only). mentions Agrona, the meaning is clear. He is an
apostle of the Dark Power and a bringer of ruin.
Mauling Pounce (Costs 2 Actions). Ilse moves up to her speed without
provoking opportunity attacks, and she can make one Claws attack (dire
wolf or hybrid form only) against each creature she moves past.

Rapid Cast (Costs 2 Actions). Ilse can move up to her speed without
provoking opportunity
CHAPTER attacks
9 - THE and casts
RUINS OFone spell (in human form only).
NEMETH
356
Because of this, there is no hope of the
adventurers brokering a deal with Ambigatus, Louhi
and he will publicly challenge the adventurers to a Medium humanoid, neutral evil
fight to the death, espousing his warped rhetoric —
Armor Class 16 (mage armor)
of the supremacy of suffering, and therefore, Hit Points 105 (14d8 + 42)
the supremacy of the Beastfolk: “Suffering’s Speed 30 ft.
Chosen”. Notably, the adventurers could convince —
STR DEX CON INT WIS CHA
Ambigatus to fight them alone, without Louhi, 14 (+2) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 20 (+5)
as that would be the true test of his claims —
Skills Arcana +8, History +8, Intimidation +10, Performance +10,
of supremacy. Perception +12, Stealth +8
Condition Immunities frightened, charmed
Senses darkvision 60 ft., passive Perception 22
Ambigatus Languages Druidic, Sylvan, Common
Large humanoid, Chaotic Evil Challenge 15 (13,000 XP) Proficiency Bonus +5

— —
Legendary Resistance (3/Day). If Louhi fails a saving throw, it can choose
Armor Class 16 (natural armor)
to succeed instead.
Hit Points 210 (20d12 + 80)
Speed 30 ft. Spellcasting. Louhi is a 13th-level spellcaster. Her spellcasting ability is

STR DEX CON INT WIS CHA Charisma (spell save DC 18, +10 to hit with spell attacks). Louhi knows the
22 (+6) 14(+2) 18 (+4) 12 (+1) 12 (+1) 18 (+4) following sorcerer spells:


Saving Throws Str +14, Con +9 Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray
Skills Athletics +11, Perception +4 of frost, shocking grasp
Condition Immunities frightened, charmed 1st level (4 slots): magic missile, absorb elements, thunderwave
Senses darkvision 60 ft., passive Perception 14 2nd level (3 slots): blindness/deafness, scorching ray, misty step
Languages Sylvan, Common 3rd level (3 slots): fireball, thunderstep
Challenge 16 (15,000 XP) Proficiency Bonus +5 4th level (3 slots): blight, wall of fire
5th level (2 slots): cloudkill, cone of cold

Legendary Resistance (3/Day). If Ambigatus fails a saving throw, he can 6th level (1 slot): chain lightning
choose to succeed instead. 7th level (1 slot): finger of death

Actions Actions
Multiattack. Ambigatus makes four attacks with his axes. Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage..
Malevolent Battleaxe +3. Melee Weapon Attack: +14 to hit, reach
5 ft., one target. Hit: 18 (2d8 + 9) slashing damage plus 18 (4d8) Legendary Actions
necrotic damage. Louhi can take 3 legendary actions, choosing from the options below.
Only one legendary action can be used at a time and only at the end of
Czernobog’s Wrath (Recharge 5–6). Ambigatus unleashes an unholy another creature’s turn. Louhi regains spent legendary actions at the start
bellow. Each creature within 10 feet of him must make a DC 18 Constitution of her turn.
saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as
much damage on a successful one. Cast spell (Costs 2 Actions). Louhi casts a spell.

Legendary Actions Cantrip. Louhi casts a cantrip.


Ambigatus can take 3 legendary actions, choosing from the options
Move. Louhi moves up to her speed without provoking opportunity attacks.
below. Only one legendary action can be used at a time and only at the end
of another creature’s turn. Ambigatus regains spent legendary actions at
the start of its turn. Louhi
Gore (cost 2). Ambigatus moves up to his speed without provoking attacks Swathed in the folds of a voluminous
of opportunity and can make one attack against each creature within range bearskin cloak is a beastfolk that is part fox
that he passes.
and part woman. Beads and trinkets are
Attack. Ambigatus makes an attack.). braided into her hair and fur, as well as that
of the cloak, and she carries a dark wood staff
decorated with bones.

Louhi is not one of Czernobog’s followers.


She is not like Ambigatus in that way, though
their goals align as she does wish to bring pain

CHAPTER 9 - THE RUINS OF NEMETH


357
and terror to all those who oppress the beastfolk. grief he still feels for the death of his kingdom, all
When she was young, her children strayed from of the horrors he’s witnessed serving first Gulthias,
the village and were killed by a patrol from and now Czerina, and he’s certainly not in the best
Leshehoff, and ever since that day, Louhi has place. But, that is precisely why the adventurers
pledged her heart to vengeance. have a chance to sway him to their side.

So great is her thirst for vengeance that she Should the adventurers speak with him
would even betray Ambigatus and the Followers (perhaps catching him shedding a few tears in a
of Agrona if it meant she could claim Baroness vulnerable moment), he will relent and admit that
Tornheim’s head, or the heads of the Tornheim he does not like what Czerina has become, but
children. Clever adventurers might be able to that he cannot bear to watch her die, knowing
find or invent another solution to help transform that her soul would be lost for all eternity. Should
Louhi into an ally, though the point remains: the adventurers then reveal their plan, and show
Louhi desires vengeance, and she desires justice him the Soul Vessel, then it would rekindle a
for the Beastfolk. If the adventurers can deliver spark of hope and he would agree to become their
either, then Louhi will ally herself with them and ally. He would stake Grandmaster Ysemgrin,
oppose Ambigatus. thus incapacitating her, and agree to help the
adventurers in the final battle against Czerina
herself, knowing that the adventurers plan is the
The Court of the Blood Queen best hope for saving the soul of the woman he
loves, even if he will never see her again.
In the wake of the conflict outside of
the Silver Graves, Beleroth and Grandmaster
Grandmaster Ysemgrin
Ysemgrin have been sent to capture the
adventurers and drag them before the Blood
Lady Oksana Jehanette Delora Ysemgrin
Queen, dead or alive. They were teleported into
has served Czerina for centuries. She built Czerina
the Ruins of Nemeth as soon as Czerina was
an army, and has guided it and its abject devotion
able to determine that that was the adventurers
to her. Yet, after centuries, Ysemgrin has become
destination. So, now Czerina’s left and right hand
restless. She and the Order of Blood have been
have arrived and hidden their true intentions
forced to wait, and wait, and wait. They could
beneath the guise of seeking an alliance with
have wiped out the beastfolk or the Church of
the Corrupted Sidhe. Suffice to say, they will be
the Morning Lord long ago, and yet they’ve been
watching the actions of the adventurers very,
forced to wait. Even when the Renegades broke
very closely, looking for the perfect opportunity
off, the Order was forced to wait.
to strike (which is likely in the wake of another
battle, say that with Ambigatus).
Now that there is finally an enemy that
she’s allowed to fight, Ysemgrin is practically
Of course, that doesn’t mean that the
salivating for the chance to let her blade taste
adventurers’ cause is hopeless, nor does it mean
flesh and for her tongue to taste blood. Only her
that the members of Czerina’s court couldn’t be
loyalty to Czerina, and by extension, Beleroth,
turned against her.
stays her hand.

Beleroth Haar an Thell



For over a thousand years, Beleroth has
loved Czerina, and has been forced to bear witness
to her decline. Now, she hardly resembles the
person that he came to love, and such is the source
of much of his anguish. Add that on top of the
CHAPTER 9 - THE RUINS OF NEMETH
358
Beleroth Haar an Thell 1st level (4 slots): shield, magic missile, sleep, tasha’s caustic brew
2nd level (3 slots): blur, invisibility, misty step, spider climb
Medium humanoid (elf), lawful evil 3rd level (3 slots): counterspell, fireball, sending, thunderstep
— 4th level (2 slots): dimension door, wall of fire
Armor Class 16/21 (natural/bladesong) 5th level (1 slot): steel wind strike.
Hit Points 200 (20d10 + 91)
Speed 40 ft.
Actions

STR DEX CON INT WIS CHA Multiattack. Beleroth makes three attacks.
14 (+2) 22 (+6) 18 (+4) 20 (+5) 14 (+2) 18 (+4)
— Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10
Saving Throws Dex +12, Con +9, Wis +6, Cha +8 (1d8 + 6) slashing damage plus 13 (3d8) poison damage.
Skills Arcana +11, Deception +10, Persuasion + 9, Perception +8,
Stealth +10 Dart. Ranged Weapon Attack: + 12 to hit, range 20/40 ft., one target.
Senses darksight 60 ft., passive Perception 18 Hit: 8 (1d4 + 6) piercing damage plus 13 (3d8) poison damage.
Languages Common, Elvish, Sylvan, Elemental, Infernal, Abyssal,
Celestial, Draconic Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one
Challenge 12 (8,400 XP) target. Hit: 10 (1d8 + 6) piercing damage plus 13 (3d8) poison
damage, and the target must succeed on a DC 14 Constitution saving

Hellish Weapons. Beleroth’s weapon attacks are magical and deal an throw or be poisoned. The poison lasts until it is removed by the lesser
extra 13 (3d8) poison damage on a hit (included in the attacks). restoration spell or similar magic.

Bladesong. Beleroth can spend a bonus action to add his intelligence


modifier to his AC, raising it from 16 to 21.
Legendary Actions
Beleroth can take 3 legendary actions, choosing from the options
Weapon Bond. Beleroth can summon his weapons as a free action. below. Only one legendary action can be used at a time and only at
the end of another creature’s turn. Beleroth regains spent legendary
Legendary Resistance (3): When Beleroth fails a save, he can instead actions at the start of its turn.
spend one Legendary Resistance and choose to succeed.
Move. Beleroth moves up to his speed and does not take attacks
Spellcasting. Beleroth is a 10th-level spellcaster. His spellcasting ability of opportunity.
is Intelligence (spell save DC 19, +11 to hit with spell attacks). He has Attack. Beleroth makes one weapon attack.
the following wizard spells prepared: Cast (cost 2). Beleroth casts one spell that takes no more
than an action
Cantrips (at will): firebolt, message, prestidigitation, mold
earth, infestation

Grandmaster Ysemgrin Actions


Medium undead (shapechanger), lawful evil Multiattack. The vampire makes three attacks, only one of which can
be a bite attack.

Armor Class 18 (plate armor)
Blood Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Hit Points 210 (20d10 + 110)
Hit: 18 (4d6 + 6) slashing damage. If the target is Medium or smaller,
Speed 30 ft.
it is grappled (escape DC 19), dragged to an open square adjacent to

STR DEX CON INT WIS CHA Ysemgrin, and is restrained until the grapple ends. While grappling a
22 (+6) 18 (+4) 20 (+5) 16 (+3) 16 (+3) 18 (+4) creature, Ysemgrin can’t attack with the Blood Whip again.

Saving Throws Dex +9, Wis +8, Cha +9 Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Skills Athletics +11, Perception +8, Stealth +9 creature. Hit: 14 (2d8 + 6) bludgeoning damage. Instead of dealing
Damage Resistances cold; bludgeoning, piercing, and slashing from damage, the vampire can grapple the target (escape DC 20).
nonmagical attacks
Senses darkvision 120 ft., passive Perception 17 Greatsword +3. Melee Weapon Attack: +14 to hit, reach 5 ft., one
Languages Common, Draconic, Elvish, Dwarven, Orcish, Giant creature. Hit: 16 (2d6 + 9) slashing damage.
Challenge 15 (13,000 XP) P roficiency Bonus +5
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature,

Legendary Resistance (3/Day). If the vampire fails a saving throw, it or a creature that is grappled by the vampire, incapacitated, or
can choose to succeed instead. restrained. Hit: 9 (1d6 + 6) piercing damage plus 10 (3d6) necrotic
damage. The target’s hit point maximum is reduced by an amount equal
Regeneration. The vampire regains 20 hit points at the start of its turn to the necrotic damage taken, and the vampire regains hit points equal
if it has at least 1 hit point and isn’t in sunlight or running water. If the to that amount. The reduction lasts until the target finishes a long
vampire takes radiant damage or damage from holy water, this trait rest. The target dies if this effect reduces its hit point maximum to 0.
doesn’t function at the start of the vampire’s next turn. A humanoid slain in this way and then buried in the ground rises the
following night as a vampire spawn under the vampire’s control.
Spider Climb. The vampire can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check. Legendary Actions
Vampire Weaknesses. The vampire has the following flaws: The vampire warrior can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used at a time
Harmed by Running Water. The vampire takes 20 acid damage if it and only at the end of another creature’s turn. The vampire warrior
ends its turn in running water. regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when opportunity attacks.
it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack. The vampire makes one attack of its choice.
attack rolls and ability checks. Bite (Costs 2 Actions). The vampire makes one bite attack.

CHAPTER 9 - THE RUINS OF NEMETH


359
Negotiating with the True, Lady Merrigan would protest, as
she has dreams of becoming an Archfaye in her
Corrupted Sidhe own right, and the fastest way to do that is to
rule her own court, but if the adventurers point
Finally, the time will come for each out that after a thousand years her court still has
group of petitioners to approach Lady Merrigan no allies, there really isn’t anything she could say
and present their proposals for an alliance. This without the other Fey turning upon her. It would
is when the adventurers must try to convince be checkmate.
the Corrupted Sidhe to cast off the shadow of
Czernobog and renew their allegiance to the Now, if the adventurers haven’t been able
Court of Night and Twilight. In order to do so, to neutralize all of the other petitioners, then the
Lady Merrigan and all of the other Fey would adventurers will have a much more difficult task
have to summon the Archfey that rules that laid out before them. You could reduce this conflict
court, and because of the slippery magic of the to opposing Persuasion rolls, or you could simply
Fey, not even Czernobog would be able to stop have the adventurers each make their case and
that from happening, thus starting a mystical prepare to back it up with force of arms. In either
battle of hidden, yet incredible scale between two case, this is actually one of those instances where
cosmic beings. there should only be the illusion of failure unless
you have a plan that will make the end of the
Obviously, the easiest way to do this is to campaign that much more dramatic.
neutralize all of the groups of petitioners. If no
other group looks worthy, or no other group is When this is resolved, and the
willing to ally with the Corrupted Sidhe, then Lady adventurers are ready to begin
Merrigan will have no other choice but to heed the their final battle, they will level up
adventurers and renew their ancient allegiance.
to Level 12.

The Final Battle Awaits them


at the Cairn.

CHAPTER 9 - THE RUINS OF NEMETH


360
Chapter 10
The Cairn
he final battle will only occur

T
once the adventurers venture back
to the Cairn, a monument built
to celebrate the Blood Queen’s
tremendous power and cruelty. It
is here that Czerina waits for them,
beset with rage and grief and the realization that
the end might finally be here. Part of her, the part
that is still human, much desires an escape from
the torment of eternity and the constant suffering
she must bear witness to. The other part, that
which Czernobog has sunk its roots deep inside of,
longs to punish the adventurers and to show them
the true meaning of pain. It is this sadistic aspect
which shall reign, though not entirely.

If the adventurers have read all of


the Mirror and completed all of the Dream
Encounters, then they will be able to call upon
Czerina’s humanity, buried deep within her,
causing a brief, but violent psychic war to ignite
within the Blood Queen. Mechanically, this means
that the first time the adventurers discuss Czerina’s
past and what they’ve witnessed in the Dream
Encounters, she will become Stunned for one
round. If they’re smart, the adventurers will either
invoke this ability at the beginning of the combat,
or save it for a moment of dire need. It can only be
used once, and will only last for one round.

Overall, this final combat should be more


than just strategy and the rolling of dice (although Furthermore, though Czerina wishes to
there will be lots of that). You should let your see the adventurers dead, she does not wish to do
players know that the fight (and initiative) can be so quickly. So, if Czerina downs an adventurer, or
momentarily paused to allow the Blood Queen more than one, she will retreat and allow them a
and the adventurers to speak. Not all groups will moment to recuperate (and waste more resources)
like that, of course, so do what fits best with you while she ventures into another room in the Cairn.
and your group, but this should be a moment This will also allow for more exchange of drama
of catharsis as well as tension. The adventurers and witty repartee, as everyone can yell as the fight
should be able to vent their frustration and horror, disengages and re-engages again. It’s important
just as Czerina should have the opportunity to to note, however, that while initiative should
mock and insult, or commiserate and lament, be paused, it should not be re-rolled each time.
depending on what is said. This is technically counter to RAW, but this fight
CHAPTER 10 - THE CAIRN
361
shouldn’t be one all about ambushes (unlike Castle
Ravenloft). This should be a fight with dialogue Additionally, consider planning out some
and roleplaying. Normally, I dislike having lots things that Czerina might say during the combat,
of talking during combat as it slows everything such as a personal attack for each character,
down, but I don’t feel that way for this combat. It’s taunting based off of previous events, or even
simply too important and climactic not to have more heartful observations and laments.
more roleplaying involved. As always, however, it
is up to your discretion.

CHAPTER 10 - THE CAIRN


362
Czerina Gavranova,
The Blood Queen
Medium Undead (shapechanger), Neutral Evil


Armor Class 20 (Natural Armor)
Hit Points 495 (30d12 + 300)
Speed 50 ft. Fly 60 ft.
.

STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 24 (+7) 20 (+5) 20 (+5) 24 (+7)

Saves Str +8, Dex +10, Con +15, Int + 11, Wis +11, Cha +7
Skills Arcana +11, Athletics +14, Deception +13, Stealth + 10,
Perception +11
Damage Resistances necrotic, poison
Damage Immunities All sources not enchanted by the Forge of
Ancestors (See Ch 8 The Silver Graves)
Condition Immunities exhaustion, petrified, charmed,
frightened, poisoned
Senses True Sight 120ft, Tremorsense 60 feet, passive Spells Continued...
Perception 21 7th (2 slots): Finger of Death, Fire Storm, Whirlwind
Languages Common, Sylvan, Druidic, Draconic, Elvish, Dwarvish, • 8th (1 slots): Feeblemind, Tsunami
Goblin, Celestial, Infernal, Abyssal, Undercommon, Deep Speech • 9th (1 slots): Storm of Vengeance
Challenge 26 (90,000 XP)
— Czerina has access to every Druid spell (including expanded
Legendary Resistance (3/Day). If Czerina fails a saving throw, druid spell lists). The above list is suggested but can be modified.
she can choose to succeed instead.

Magic Resistance. Czerina has advantage on saving throws Actions


against spells and other magical effects. Multiattack. Czerina makes 3 attacks, chosen from the
options below.
Magic Weapons. Czerina’s weapon and unarmed attacks
are magical. Greatsword. Melee weapon attack. +14 to hit. One target. Deals
14 (2d6 + 8) slashing damage and 26 (4d12) necrotic damage.
Czernobog’s Blessing: As the champion of Czernobog,
Czerina’s magical abilities are augmented, allowing her to bypass Unarmed Attack. Melee weapon attack. +14 to hit. One target.
the need for material components for even the most powerful Deals 12 (1d8 + 8) bashing damage OR Czerina can choose to
spells. Additionally, she has +2 to spell attacks (added above) grapple the target.
and her spell save DC. Furthermore, this blessing provides
natural armor and the resistances and immunities listed above Bite. Melee weapon attack. One willing creature, or one creature
(which are separate from the Immunity granted by the Mantle of grappled by Czerina. Hit: 11 (1d6 + 8) piercing damage plus
Wreythau). 13 (2d12) necrotic damage. The target’s hit point maximum is
reduced by an amount equal to the necrotic damage taken, and
The Mantle of Wreythau: Long ago, when Czerina forged Czerina regains hit points equal to that amount. The reduction
her bond with the land itself, she gained a tremendous mantle lasts until the target finishes a long rest. The target dies if this
of power. She is immune to all sources of damage. Only with effect reduces its hit point maximum to 0. A humanoid slain in
the enchantment found in the Forge of Ancestors in the Silver this way and then buried in the ground rises the following night
Graves can she be harmed, though she still retains resistance to as a vampire spawn under Czerina’s control.
necrotic and poison damage due to her vampiric nature.
Legendary Actions
Spellcasting. Czerina’s spellcasting ability is Wisdom (spell save
Czerina can take 3 legendary actions, choosing from the
DC 21, +13 to hit with spell attacks). She can innately cast the
options below. Only one legendary action can be used at a
following spells, requiring no material components:
time and only at the end of another creature’s turn. Czerina
• At will: Misty Step regains spent legendary actions at the start of its turn.
• Cantrips: All Druid cantrips (cast at 17th level)
• 1st (4 slots): Entangle, Faerie Fire, Fog Cloud, Ice Attack. Czerina may make one weapon attack.
Knife, Thunderwave Fey Movement. Czerina may cast Misty Step.
• 2nd (3 slots): Heat Metal, Moonbeam, Pass Without Trace Cast (Cost 2). Czerina may cast one spell
• 3rd (3 slots): Call Lightning, Counterspell, Dispel Magic, Lair Actions
Tidal Wave On Initiative count 20 (losing initiative ties), Czerina can take a
• 4th (3 slots): Blight, Guardian of Nature, Wall of Fire lair action to cause one of the following effects, based on which
• 5th (3 slots): Geas, Insect Plague, Maelstrom, room she is in.
Scrying, Steel Wind Strike • Lair Actions listed in each room below.
• 6th (2 slots): Harm, Wall of Thorns

CHAPTER 10 - THE CAIRN


363
TC1: The Road of Skulls
Obviously, if Beleroth is there as the
The road leading up to the cairn is paved with adventurers’ ally, this might change things slightly,
the skulls of the Blood Queen’s enemies and as betrayal tends to be quite dramatic, but the
engraved with magic runes that give them a adjustment should be natural. Also, Beleroth
durability beyond even steel. Occasionally, would be the first to die. No mercy for him, which
ghost lights shine from the empty eye makes their relationship even more tragic.
sockets and incomprehensible muttering
and whispers fill the air before fading into TC2: Throne Room
nothing once more.
The gates leading into the Cairn open into the
The gates of the curtain wall are open and the throne room itself, the marble floors set with
portcullis is raised. Nothing stops you as you gold, and grandiose statuary covering the
venture across the bridge that leads over the walls. A rich, velvet carpet runs between ten
moat of lava, until finally you come before elaborate stone pillars, all leading to a massive
the entrance to the Cairn itself. And, standing throne set upon a stone dais.
before the entrance is a carriage, as well as the
Blood Queen herself.
Lair Action:
An incredibly strong gust of wind
Lair Action: hits every creature within 60 ft. They must
Czerina causes skeletal arms to rise succeed a DC 21 Strength Save or be knocked
from an area on the ground in a 20-foot prone and pushed 10 ft. towards the entry
square that she can see. They last until the to the Cairn. Flying targets make the save at
next initiative count 20. Each creature in that disadvantage, but are not knocked prone.
area when the arms appear must succeed on a
DC 21 Strength saving throw or be restrained Summary:
until the arms disappear or until Czerina This room is home to Blood Queen’s literal
releases their grasp (no action required). seat of power, and as such it is very important to
her. It is both a source of great pride, and great
Summary: anguish. After all, the throne is tied deeply to her
When the adventurers reach the Cairn, past and the monstrous relationship she had with
Czerina is waiting for them. She will offer them her family.
surrender, claiming that if they throw down their
imbued weapons and climb into the carriage they Czerina will comment on what it took
will be given safe passage out of Wreythau. This for her to achieve the throne and why she would
is a lie, of course, a ruse to disarm the adventurers never give it up.
and make them vulnerable. A DC 23 Insight check
will reveal that is a lie, though most adventurers She would likely use some of her biggest
will probably realize that the Blood Queen isn’t spells here, to demonstrate her power, but would
to be trusted. leave for TC3 within 2 rounds, depending on the
adventurers’ actions. The fight should NOT end
If the adventurers refuse, then initiative here, however.
should be called for. Czerina will use her Lair
Action at Initiative 20 (don’t forget, happens every
round), and then likely Storm of Vengeance, or
whatever else seems appropriate. She will not stay
in TC1 for more than one round. She will use
movement and/or her legendary actions to get
inside TC2: Throne Room.
CHAPTER 10 - THE CAIRN
364
TC3: Amphitheater throw. On a failed save, it takes 1d6 necrotic
damage per level of the spell, and the spell has
Heading through either door leading out no effect and is wasted.
of the Throne Room, you enter a massive
chamber containing a 5 row amphitheater, Summary:
with stage rigging suspended from the ceiling, The entire room is filled with difficult
and more room besides, as twin sitting rooms terrain. Even the altar counts as difficult terrain,
with fireplaces flank the amphitheater. as it’s covered in pronounced carvings and slick
with blood.

Lair Action: This room is enchanted so that the meat


filling it never decays, which means Czerina has
Czerina casts Vicious Mockery (DC 21 had to empty it regularly. She used it as both
Wisdom Save) at every creature within range executioners hall, torture chamber, and sacrificial
simultaneously. altar to perform her more complex magics.

Here, Czerina will rage against the Gods


Summary:
and mock the adventurers for their faith (if any).
This was once R.K. Schreyers domain,
She might try to wipe the party in this room. This
though Czerina has commandeered for this
is likely turn 5, which means everyone should be
special event. Here, Czerina lets her contempt
fairly beat up. However, even if she did manage to
for the adventurers fly, and where she mocks the
down all of the party members, she would likely
adventurers for their empathy. Her Lair Action
stabilize them, bring them to TC6, and then heal
(here) is perfect for this.
them (you choose the amount of HP) so that she
can gloat/torment them, and thus giving them
Additionally, the battlefield here is more
another chance to win the combat.
dynamic, with plenty of cover, elevation, and space
to really maneuver.
However, if Czerina is the one close to
death in this room, she will use her Legendary
Czerina will spend at least 2 turns here,
Action to Misty Step into TC5. Yes, yes, the spell
though no more than 3.
says otherwise, but this is her magical sacrificial
chamber and TC5 is her Arcane Laboratory, so she
TC4: Execution Hall can Misty Step between them. That’s just how it is.
The door opens into a hellish vision so
macabre you can hardly believe it’s real. Most
of the room is filled with a sea of skeletons TC5: Arcane Laboratory
and strangely preserved gore and it rises
The door opens into an immaculate arcane
almost three feet above the ground. Chains
laboratory filled with mystical items, arcane
line the walls, and a sacrificial altar with a still
texts, and has a summoning circle etched
beating heart resting upon it rises up out of
into the floor.
the center of the room.

Lair Action:
Lair Action:
Until initiative count 20 on the next
Czerina casts Cloudkill (can’t
round, any non-undead creature that tries to
stack) at no cost.
cast a spell of 4th level or lower is wracked
with immense pain. The creature can choose
another action, but if it tries to cast the spell,
it must make a DC 21 Constitution saving
CHAPTER 10 - THE CAIRN
365
In this room, her Legendary Action is As the urn is brought forth and opened, a
flavored by her exploding all of the evil potions in shimmer passes through the air, as if a veil has
the room and that forming the Cloudkill spell. been lifted, and you see the Blood Queen’s
corpse begin to glow. Softly, at first, and then
At this point in the fight (round 6 or so), brighter, and brighter, until a silver wisp
unless the adventurers ran here early, Czerina begins to rise. Oily, black tendrils cling to
is probably talking about her fear of death and the silver whisp, though it struggles towards
how she wishes she’d been born as anyone else. the opened vessel and with a final flash of
If the fight comes here early, then she mocks the light, the wisp tears itself free and flies into
adventurers for their ignorance and stupidity. the vessel. The urn is noticeably heavier,
and the air shimmers once more as the lid is
Like in TC4, if Czerina wipes the party closed once more.
here, she will stabilize (or resurrect) them, move The Soul Vessel will preserve Czerina’s
them to TC6, give them some healing (you decide soul until they can return to the material plane,
how much, even in the case of resurrection), and where the magic of the jar will allow Czerina
then the gloating or lamenting can begin, followed to reincarnate (not the spell) and start life over,
by more combat until the adventurers triumph. born again.

TC6: Gardens of Evil Epilogue


Gardens fill these chambers. Tall bushes with
blooming Gulthias Flowers line the walls, and The ending largely depends upon the
two bare dragonwood trees rise up towards adventurers actions. Did they save Czerina’s soul
the arched ceiling. A grandiose tomb sits at from Czernobog? Did they leave Wreythau in a
the far end of the garden, and other statuary better state than they found it? Will they stay on
is placed throughout. A feeling of profound Wreythau once it has returned to the material
grief emanates throughout the room. plane, or will they leave it and try to move on with
their lives?

Lair Action: There are many variables, but you


get the point.
Czerina casts enhanced Spike Growth
that deals 4d4 necrotic damage per 5 ft. However, here are a few possible endings:
moved. She is immune to the effect.
The Happy Ending
Here, beneath the bare dragonwood trees,
is where Czerina should die. Narrate a last ditch After slaying the Blood Queen, all those
teleport before the killing blow if you need to, she’d cursed with her vampiric nature found
though this is where the epilogue should begin. themselves becoming ash upon the wind and her
undead servants collapse to the ground. Then the
Here, Czerina will get to share her wind picks up as the clouds began to part, rays of
final thought: sunlight battling with the seething mass of lighting
“The petals are so beautiful in the sunlight. I charged storm clouds, though eventually, the
must show Teadora…” sunlight wins through, bathing Wreythau in the
light of the Material Plane.

And then Czerina’s will be claimed by Czerina’s soul is released, never to be seen
death and the Blood Queen’s reign will be at an again without divination magic. Though, if the
end. If the adventurers have the Soul Vessel and adventurers do use divination magic, they will find
choose to use it, read the following:

CHAPTER 10 - THE CAIRN


366
her reborn to a loving family elsewhere on the
material plane.

Without Czernobog’s fierce hold upon


Wreythau, the land slowly begins to revert to
normal, though many of the monsters still remain.
The curse of the beastfolk is lifted, leaving many
tumultuous feelings, though the ways of their
people are preserved.

With the destruction of the Church of the


Morning Lord, the Old Faith eventually began
to spread, and the people of Wreythau began to
unite, Born and Crafted alike. The adventurers
stay in Wreythau, helping it to rebuild and guiding
it with a gentle hand until it is a place of prosperity
and peace rather than death and suffering.

The Sad Ending

Without the Soul Vessel, Czerina’s soul is


lost to the darkness of Czernobog, as is everyone
else that the adventurers have slain. They are
able to escape Wreythau, though it remains as
a Domain of Dread, and eventually a new Dark
Champion arises as Czeronobog’s Chosen. The
history of the adventurers, as well as that of the
Blood Queen, is eroded until it is but myth and
legend in a new land of nightmares…

The Evil Ending

The adventurers become Czerina’s willing


servants and are sent back to the material plane
to gather power and spread the Blood Queen’s
dark influence. This could become a high-level
evil campaign with Czernobog as the main villain,
if you wish, or you and your group could simply
move on to another campaign.

CHAPTER 10 - THE CAIRN


367
Appendix 1.
The Mirror of
Czerina

T
Gavranova
his simple tome is
bound in black
leather, the
parchment of its
pages are aged and
worn. As you flip
open the book, the spine creaking
gently, you see that the book is
empty. Or, at least, it was at first.
Before your eyes text scrawls itself
across the pages in an elegant script
that appears to be written with
fresh blood. A title appears upon
that first page.

The Mirror of Czerina is


an enchanted artifact that allows
the readers to enter the memories
of Czerina as they dream. These
memories are interactive, and are
constructed like social puzzles,
allowing the players to piece
together information and draw
their own conclusions. In that
regard, it’s probably more accurate
to call them memory constructs
rather than true memories in
their own right, but either way,
this allows the players and their
characters to learn more about
Czerina herself.

The Mirror is broken up


into different entries, each entry
appearing as you, the DM, see fit.
Use these interactive dreams to
help fill lulls in the story, or to help
emphasize themes as they arise.

APP 1. THE MIRROR OF CZERINA GAVRANOVA


368
Entry 1 The Dream Encounter:

n the long nights when I dream, I That night, when the players dream, they
find themselves having been summoned to the

I
find that my mind wanders back to the
moment when I first saw blood spilt, to same dream. They are standing outside upon the
when I first smelled it upon the wind grass, their faces bathed in the gentle rays of the
and tasted it in the air. The blood was afternoon sun. How long has it been since they’ve
so bright, beyond carmine, or scarlet, last seen the sun?
as though it was illuminated from within rather
than by the rays of the sun. Alas, I will never see its As they look around, they notice that they
like again, except for those fleeting moments in the are on the edge of what appears to be a funeral.
depths of my mind. No artist has ever been able A crowd of nobles in mourning clothes have
to recreate it, even when their veins were spilled gathered next to a small mausoleum, a priest of
in the wake of their failures, and never again will Lathander reading a sermon about the cycles of
I see its like while I walk the earth. Forever, it life and death. The adventurers recognize two
shall only be a memory, though perhaps that is the of the people in the crowd: Gavran and Evengja,
truth of much of our lives. In the instant that the Czerina’s parents, though neither wears a crown.
moment ends, it becomes irreplaceable, unique, They stand beside another noble couple, a man
and unfathomably valuable because of it. and a woman obviously overcome with grief,
weeping and wailing openly. At the back of the
Perhaps that is the true beauty of existence. funeral, muttered gossip flows from one cluster
of lesser nobility to the next.
Perhaps it is death which truly
completes us all. As players interact with the gossiping
nobles, they can learn the following:
If so, then my fate is doubly cruel, though it • The funeral is for a girl named Teadora, the
is still not as cruel as that which I witnessed upon daughter of lesser nobles and the whipping
that day in the garden, the day when the essence of girl for the Boyar and Boyarina’s daughter.
blood was so indelibly etched into my mind. • They say the Boyar’s daughter killed her
friend. That she stole her father’s scepter
It was after midday, when the sun reigned and was playing at tyrant.
high, and the arch of the sky was stained a blue • It is a closed casket funeral.
beyond blue, so deep and rich that it, too, exists • Some of the nobles say that they heard
only in my memories, though it did not captivate priests had to be consulted, and that it was
me as much as that which followed. I was in the really demonic sacrifice.
palace gardens that day, with the friend dearest to • One noble saw the Boyar’s daughter
my heart, Teadora Vadimovna, though we should throwing a tantrum because the day wasn’t
not have been there. We were neglecting my all about her and she ran off to sulk in the
studies, Teadora being my companion in all things, little copse of trees behind the mausoleum.
even my delinquency, though I knew that it was I
that had made the choice. Dear Teadora had not If the adventurers search out the
the heart to refuse me, nor the station, as I later childhood version of Czerina, she can be found
came to realize, and so it was that I had led her hiding in the copse of trees just like the noble
to her death. said. Unlike when they met her, Czerina’s eyes
are colored a dark brown. She is crying and
huddled up against the trunk of a tree. If they
ask if she killed Teadora, Czerina will respond
by throwing small rocks and pieces of dirt at the
adventurers and saying that she hates them and
they’re just bullies trying to torment her.
APP 1. THE MIRROR OF CZERINA GAVRANOVA
369
conversed for half of an eternity, just the darkness
A DC 16 Insight Check will reveal that and I, and I learned many secrets which shall
she is deep in the trauma of grief. remain, forever, held between me and the void.

A DC 16 Persuasion Check will calm her Though, in time, all things will come
down and convince her to answer their questions. to pass, and even death will die, and so my
She will say that it was her father that killed communion with the darkness came to an end,
Teadora. That he’s a monster, and she hates him, burned away by glaring, incandescent agony as
and he blamed her. a lantern was brought into my cell. I cried and
whimpered like a beaten animal as my eyes fought
The dream ends shortly afterwards. to adjust to the light, and I saw to my horror that it
was no common gaoler that had come for me, but
In truth, Czerina isn’t lying, but that my father himself.
should be left up to the players to decide what
they believe. His eyes were bloodshot and crazed,
his clothing hanging in rumpled folds off of
his massive frame, and his beard sprouted like
Entry 2: a tangled bramble beneath his chin. He strode
across the room like some monstrous beast born
out of legend and grasped my arm in a fist made

F
or years after my dearest of stone as he undid my shackles. I cried out in
Teadora’s funeral had passed, I pain as he dragged me from the cell, but he cared
came to embarrass my parents not. Up and up we went, up out of the embrace
time and time again, and it of the dark and still earth and out beneath the
seemed that they became canopy of the sky. Blackened storm clouds raged
determined to rid themselves above us and rain poured in great sheets from
of me in whatever way would not bring further the sky. My father had drug me out to the castle’s
harm upon their reign. The headsman’s axe would training grounds, which the rain had churned into
forever stain their familial honor and tarnish their a treacherous pit of mud and seething water, but
reputation throughout the realm, so they sought Gavran the First didn’t care. He threw me bodily
a less permanent solution. For months at a time, into the middle of the yard, mud splashing into my
they had me sent to the castle dungeons, chained mouth and clogging my nose as I went sprawling
out of sight and out of mind. In truth, I cannot into the filth. The rain soaked through my ragged
say how much time I dwelled there, imprisoned in clothing in moments, and there I lay, slathered in
the dark, though it seemed to have been beyond mud, half blinded by the water streaming down
an eternity. The dungeons were ancient and from my hair, though I could see that he had
built deep into the earth, leaving me wrapped in drawn his sword and my heart seized as I feared
the embrace of endless shadows deeper than the the end. Perhaps to the regret of many, the end
blackest of night. There were no stars there to did not come. Instead of the executioner’s blow,
comfort me. No hint of the sun. No touch of the his sword splashed down into the mud before
moon. There was nothing but the suffocating press me, and sensing a chance to escape my fate, I
of a dark beyond oblivion and, soon, even my snatched it up.
dreams began to fade into the endless black.
“He’s dead!” Gravran cried, his voice ragged
My thoughts began to escape me, slipping and hoarse as he lifted the scepter that had ended
past the parched ruin of my lips and swallowed Teadora’s life and brought it down in a savage
by the dark in turn, though over time, I found swing towards the crown of my head. Were it not
that the darkness had begun to whisper back. It for the rain, I have no doubt I would have died,
was then that I realized that I was not alone and but he was half blinded, and I managed to stagger
that the darkness was, in fact, my companion. We
APP 1. THE MIRROR OF CZERINA GAVRANOVA
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backwards, tripping over my own feet in the settle for Czerina instead, or perhaps it was simply
sucking mud. another way to punish and torment his most
hated child. Either way, Gavran was determined
“My son is dead!” he wailed, “my heir, dead, to make the training she endured beyond brutal.
dead before he drew his first breath!” Anything short of death was not only acceptable,
but encouraged, and though hellish in the extreme,
I struggled to comprehend what he was Czerina did learn what she was meant to, and she
saying, to realize that he was mad with grief and learned it well. By the time she reached adulthood,
drunk on spirits, and that I had a brother that I she could fight and ride, cast and theorize,
would never know. I hadn’t realized my mother strategize and employ tactics as well, if not better,
had conceived, though I had no notion of how than anyone of her age. What was more, she’d
long I’d been imprisoned in the dark, and had come to love all that she’d been taught, though
rarely seen her even before then. I couldn’t dwell such will be explored in later dreams.
upon that realization, however, for my father
came stumbling towards me, that brutal scepter For THIS dream sequence, the players
thundering down once again. will take on the role of Czerina’s teachers. Each
will be required to teach her a lesson, though
“You vile wretch!” Gavran roared, his blow first they must find her. Just as she’d done with
knocking my sword aside. “You killed him! You Teadora years before, Czerina frequently tried to
killed my son! He would have replaced you, so you run and hide from her lessons, much as any sane
killed him!” person would.

The hatred in my father’s voice stirred Regardless, the dream begins with the
something inside me, something malignant, but characters finding themselves in a grand, though
powerful, and I lashed out with the sword as he archaic, great hall, kneeling before the massive
came for me again. I think I surprised him, in bulk of Gavran I. Czerina’s father is a giant of a
his rage and grief, he lurched out of the blade’s man with a thick beard shot through with grey and
reach, slipping and falling onto his ass in the mud. a manic gleam that haunts his gaze.
Seeing him there, this titan of wrath, sprawled so
helplessly in the mud and rain, I began to laugh. He demands that the characters explain
The sound spilled out of me, uncontrollable and why they aren’t out in the training grounds
harsh, and Gavran seemed to quell before it, instructing his daughter in the arts of war.
crawling backwards through the slick mud and No matter how the characters reply, he gets
puddles of murky water. I couldn’t see what dwelt increasingly angry, and demands that they find her
within his eyes, though when he managed to climb and begin her training immediately, or he’ll have
to his feet once more, he left me there, cackling their heads mounted on pikes atop his walls.
madly beneath the weeping sky.
The ONLY question he’ll answer is what,
The next morning, it was not the servants that exactly, the characters are supposed to be training
found me, curled up in the stables, but rather his daughter in. The answer, of course, is whatever
the master at arms himself, with orders to begin combat specialty the character has. If they are a
my training... martial character, then they are to teach her the
weapons of war. If they are a caster, then they are
The Dream Encounter: to teach her battle magic. If they have some other
support focus, such as inspiring others, or healing,
For reasons that only Gavran knows, after etc, then they are to instruct her in that. Regardless
the birth of his stillborn son, he decreed that his of their area of expertise, Gavran makes it clear
daughter would be forced to learn the arts of war. that they are to make the training as intense and
Perhaps he finally came to realize he would never rigorous as possible.
have a son to raise in his own image and decided to
APP 1. THE MIRROR OF CZERINA GAVRANOVA
371
Now, although this exchange with Gavran In order to conduct the search, simply ask each
is meant to be brief, remember to have fun with it. player where in the castle they begin their search.
Don’t be afraid to really lean into Gavran’s cruelty, Popular locations include:
or his insane hatred for his own child. He views Czerina’s Quarters: where they discover that
her as a curse, a constant mockery of that which Czerina’s taken a thick wool cloak, but no extra
he cannot have, and despises her with all of his change of clothes. They also notice that the ornate,
being. In truth, it is really the customs and laws of silver candlestick by her bedside appears to have
Nostrovishte that he hates, though as he knows no had a piece broken off.
others, he is blind to this. Keep in mind, Gavran
won the rank and title of Boyar of the Southern The Kitchens: where the servants report that
Oblast because of his feats upon the battlefield, and she took bread, cheese, smoked meat, and apples.
he views this as a just reward for the tremendous The Gardens: where they discover bundles of
suffering that he endured. The lives he was forced flowers placed beneath the pink dragonwood
to take, the soldiers he was forced to order to tree, though they are faded and perhaps a
their deaths, all of them haunt him, the rivers of few weeks old.
blood that he spilt having seeped into his mind
and stained his soul for millenia thereafter, and the The Library: where the librarian complains that
thought of losing what his sacrifices had won him a book of fables has been stolen.
is what has inspired his terrible loathing of his first
(and at the time, only) child. Perhaps that is what The Chapel: where they find Evengja praying
he really wishes to teach Czerina. Perhaps it is this for a son. She hasn’t seen her child in months.
personal hell that he wishes to share.
The Dungeons: where, in the deepest reaches
It’s not necessarily important that you they discover a windowless cell. Rats have been
bring this to the player characters’ attention, impaled upon exposed nails, and the walls are
though if you keep it in mind as you plan some painted with blood in what appear to be a mixture
fun rants and ravings, it will likely come across of childlike finger paintings and foul runes that
and help deepen their understanding of the Blood writhe and twist before their eyes. Because of this,
Queen and why she came to be. no arcana or religion checks are possible.

Alternatively, if the players have The Walls: where the guards report having
performed the Ritual of Descent to the seen nothing out of the ordinary, though they
Underworld (Volume 1, pg 151) to re-awaken all will speculate that Czerina is likely communing
of Gavran’s past lives, then you could simply have with demons by the mausoleum. She’s not at
Gavran explain this in a moment of reflection back the mausoleum.
in the waking world. It’s much more fun if the
players arrive at this conclusion themselves, but The Stables: where they discover a teenaged
this is another way to communicate this insight Czerina hiding in the corner of a horse stall,
if you wish. having bribed the stablehand with a piece of
broken silver, the horse with some apples, and
Now, back to the dream, assuming that the the book of fables for company. Once found, the
characters comply with Gavran and the logic dream transitions to the training grounds.
of the dream, they will have to search the castle
and its grounds to find Czerina. If the characters Now that Czerina has been found and the
do not comply with Gavran, then he promptly dream has transitioned to the training grounds,
orders their collective execution (described in each character must individually teach Czerina a
excruciating detail, or not, according to what’s lesson. Each lesson should only take 2-3 minutes of
comfortable for your group) and the dream time out of character, but will give the characters
begins anew. a chance to interact with this younger, dream
version of the Blood Queen one on one. The
APP 1. THE MIRROR OF CZERINA GAVRANOVA
372
lessons could be anything that the players come they contained, all I could think of was another
up with. She will obey whatever instruction they day of fear and pain. I swear that I felt my heart
give, though will do so with all the enthusiasm of seize as the hay was lifted aside and the nightmare
a prisoner mounting the gallows, her gaze hollow, came crashing down upon me once again, though
and her manner stiff. It’s clear she would rather no matter how much I’d feared what was to come,
be hiding beneath a pile of hay, escaping into the in the end, I survived. No matter what I faced, I
realm of pleasant fantasies. Otherwise, have the survived, and as the years passed, I found that I no
dream Czerina react as you see fit. Importantly, longer came to dread it. Instead, I learned to find
however, the Blood Queen will comment upon moments of reprieve within the training itself: the
whatever lessons the adventurers taught the next excitement of galloping across a field and feeling as
time they meet in the waking world. If they were one with the horse, the sublime beauty of a well-
kind, she remarks that she wished they had truly honed blade’s edge, the joy of the body in motion,
been one of her teachers. If they were cruel she and the surge of triumph that came with every
doesn’t remark upon that fact, but will instead challenge bested. In time, I came to relish it as I
engineer an encounter that mimics that cruelty mastered each lesson, and I found respect in my
sometime in the future. teachers’ eyes, even if it came grudgingly.

By the time twenty three winters had


Entry 3: passed, I was a formidable warrior and an able
general, though I came to realize that I was faced
with a new torment. No matter that my father had

I
t is strange to think of, though
once there was a time when I shied decreed I learn the arts of war, once I had learned
away from the feel of a sword’s them, he refused to let me practice them. I was
grip in my hands, a time when the banned from every tourney, as only men could
sight of a blade falling towards me compete. I was banned from service, as no man
struck me with such terror that I wished to serve beneath me, and as a noble, I could
could barely stand. I did not come to the ways of not serve beside them. I was a woman who knew
war naturally. To learn them was to live inside a what a woman should not, and though it was
nightmare, and though I often tried to evade my not of my doing, I was reviled for it. My mother
instructors, even in those precious few moments I began to demand my attendance at all of the most
managed to steal for myself, there was never truly important social functions where ridicule and
a reprieve. Dread gnawed at me constantly, the shame awaited me. Her courtiers were merciless,
knowledge that the nightmare would begin anew, though I found the mockery I despised the most
always lurking in the back of my mind, whispering came from those foppish young men who were
of new horrors I had yet to endure, horrors I knew able to bear the title of squire or knight, who could
would come to pass. In many ways those stolen raise their banner and command armies despite
moments were worse than whatever awaited me the fact that they were fools. I came to hate them
upon the training grounds, for the creations of for having what I could not, and as the rage flashed
the mind are more terrible than what the flesh can behind my eyes, they only laughed and mocked me
endure. all the more.

Eventually, this realization dawned upon Finally, I decided that I could bear it no
me and I stopped searching for a refuge I’d never longer. I would take up my sword and mount my
find. I still remember the day that I made such a steed, and I would test them myself, and we would
vow, when the veil of hay I’d been hiding under see once and for all who was meant to live and
was lifted aside and the book of fables I’d been who was meant to die by the sword. I planned
reading with blind eyes had been snatched aside. it for weeks, gathering what I would need until,
No matter how hard I’d tried to focus on those finally, the time was right. I bribed the guards of
beautiful, illuminated pages and the fanciful stories the castle and rode out beneath the dark of the
moon in armor darkened by soot and a midnight
APP 1. THE MIRROR OF CZERINA GAVRANOVA
373
cloak flying in my wake. I cannot remember how Entry 4:
many young men I slayed before terror spread

T
wo years had passed since I
in my wake, and soon it was I who was silently
began my midnight rides, and in
laughing behind my eyes. I did not care whose
that time, the legend of the Black
head I cleaved, nor whose widow I left to grieve.
Rider had taken on a life of its
Life had lost all meaning to me. Even my own.
own. A traveler passing from one
As the bounties were declared and adventurers
Oblast to the next would hear a
rode out to challenge the Black Rider who had
dozen different versions of the tale, every hamlet
slain so many, I found myself welcoming the
and village adapting the telling to local legends
prospect of death.
and the whims of the storytellers themselves. I
suppose that some might have enjoyed this, might
The Dream Encounter: have revelled in the infamy and collected whatever
stories they could, though I cared not. At that
For this dream encounter, the players will point, I had no hope left in my life, and every night
take on the guise of some of Czerina’s victims that I rode forth I was praying for death.
when she rode as the Black Rider of Nostrovishte.
In order to do this, the players will need to make Alas, no worthy champion arose to slay the
up a new character. Ask them each to come demon ravaging the land, no ritual was performed
up with a name and a short (and I mean short) to set the ancient warrior’s spirit to rest, no
backstory. Then, they’ll have to decide two things: bargain was honored with the fey, recalling their
how they insulted Czerina, and how they were knights back across the veil, and, of course, no one
killed during their midnight duel. answered my prayer.

Use Sir Dragoslav Benedesc (Volume 1, Instead, the land of Nostrovishte itself
page 202) as an example. He was a knight from a fell under attack. Our neighbors to the north and
minor noble house in the Southern Oblast who east, Bacia and Gronturia, had formed an alliance,
believed whatever gossip he heard (backstory). intent upon wiping Nostrovishte off the map. Our
When he publicly accused Czerina of killing lands and riches were meant to be divided, I have
Teadora (insult), he became her first victim. She no doubt, with each country plotting to betray the
rode out to meet him upon the road, her face other should they ever gain the upper hand. After
hidden by the hood of her cloak as she charged weeks of brutal fighting, it seemed this was bound
him. During their fight he lost his grip on his to be Nostrovishte’s destiny, gobbled up like a deer
sword and was slain as he bent down to retrieve carcass shared by hungry wolves, though there
it (death). were two considerations that Bacia and Gronturia
had not counted upon. The first was my father.
Encourage your players to have fun Even with the other Oblasts having already fallen,
with this and to be imaginative. Each player will even with the Tsar killed in battle, my father,
introduce their victim and describe their final Gavran, the first of his name, refused to surrender.
night upon the earth. In doing so, the players will He withdrew into the Grand Palace, drawing the
participate in filling in some of Czerina’s history invaders into a brutal siege destined to last for
and provide their characters with something more months and months. The invaders had already
to discuss. Some characters might sympathize with made it clear that no quarter would be given. To
Czerina, while others might see this as further sign fight or to surrender, it mattered not, they’d die
of her corruption. either way, and so they chose to drag as many of
the Bacians and Gronturians as they could with
them into the grave.

The second consideration, of course, was


the people, the common men and women who had

APP 1. THE MIRROR OF CZERINA GAVRANOVA


374
been forced to watch their farmsteads burn, their become a symbol of the people themselves. At
entire lives disappearing in smoke. The invaders first it was dozens, but then hundreds, and then
had not counted on the seething anger which thousands that flocked to my banner. Brawny
the killing and pillaging had inspired. They had farmwives, grey haired smiths, and outcasts, it
not counted upon the fact that what separated a didn’t matter. All joined, and I soon realized that,
peasant from a soldier was a sharpened stick and at last, I had found my purpose.
the will to use it, and this is what I harnessed.
The Dream Encounter:
In truth, I did not intend to, at least, not
at first. I had escaped from the castle long before In this encounter, the adventurers will find
even my mother had fled it and gone into hiding, themselves as Czerina’s war council, planning the
intent upon finally riding out to meet my death. It beginning of the campaign she fought to liberate
didn’t matter to me who held the steel that finally her homeland, and as a result, become a hero of
ended my travesty of a life, but I found that death the people.
in battle was not to be my fate. Patrols upon the
roads, raiding parties, supply caravans, all fell Below is a parchment map of the Southern
before me, or fled in terror as they realized that Oblast. To the north, across the river, lie three
the stories of the Black Rider were real. What enemy camps belonging to the army of Bacia.
had once been a scourge of the countryside now Having successfully raided, pillaged, and razed the
became a symbol. The common folk remembered villages on their side of the river, they will soon
that the black rider had never struck down one begin their march further south.
of their own, only the nobles that had taxed and
commanded them, and soon, unknowingly, I had

APP 1. THE MIRROR OF CZERINA GAVRANOVA


375
Czerina and her forces must successfully defeat A young man barely into adulthood,
the invaders, though there is much disagreement Volyar is eager to defend his homeland and
on how to actually accomplish this. It will be up to advocates for charging to death or glory.
the adventurers to help sway Czerina’s mind one Though he is the most foolish of the council, he
way or another, though ultimately the decision lies does emphasize that no matter what happens,
with her. I recommend setting a timer for perhaps people will die.
10 or 15 minutes so that the adventurers have time
to debate, ask questions, and in general interact As mentioned above, the adventurers
with this past version of the Blood Queen. must try to sway the council. They can do so
by suggesting new strategies, or by arguing on
Below are descriptions of the other members of behalf of one of the council. They can also ask
the council (including Czerina), and the strategies questions, though there isn’t the best intel. What is
that they are advocating. known is this:

Czerina, the General: • The enemy has better equipment and


Though a young woman of about 25, training. Their supply lines stretch
Czerina has finally blossomed into a formidable to the north.
warrior and fledgling leader. She wears battered • The enemy has 50 battlemages of middling
armor blackened with soot, and bears an talent, outnumbering Czerina’s druids,
expression of fury as the council debates. She witches, and hedge wizards by 2 to 1.
is quick to point out the flaws in every plan, • Czerina’s mundane forces outnumber the
emphasizing how important it is to minimize the invaders 2 to 1, though they have poor
risk of casualties. equipment and barely any training. Their
supply lines stretch to the south.
Moksha, the Druid: • Almost every Nostrovisthan north of the
Moksha is a young human woman who river has either been killed or pressed into
bears a striking resemblance to Mata Yezinka of forced labor, though if they were freed, that
the Beastfolk. She stands to Czerina’s left, and could bolster Czerina’s army considerably.
though she rarely speaks, she often lays a calming
hand upon Czerina’s shoulder as the debate rages Feel free to make up any other factors
on. She believes that waging a guerilla campaign is or explanations as you wish. The encounter isn’t
the best path forward. really about strategy, it’s mostly about emphasizing
how much Czerina has changed. Here, they can
Merrigan, the Fey see her as the young hero, concerned for her land
Merrigan is a strange creature that might and her people and driven by the desire to protect
look like an elf were it not for the mottled blue them, which is a stark contrast to the casual cruelty
color of her skin and the sharpness of her teeth. of the Blood Queen they’ve met in the present.
She is an emissary from the Fey Court of Terror, Likewise, in the dream, she is struggling against
and is keen to get into battle. She advocates for incredible odds, compared to the godlike figure
attacking as the enemy crosses the bridge. they’ve ment in the present. And, as a bonus,
they see a hint of Moksha and Czerina’s past
Bertrand, the Fisherman relationship.
Bertrand is a human man whose hair and
beard are frosted with age and whose skin is like Ultimately, if the adventurers are able
tanned leather from all his years upon the water. A to come to agreement and successfully argue
skilled boatsman, he staunchly argues that the best their opinions (no rolls allowed), then the
strategy is to ferry across the river and strike the dream Czerina will side with them. If agreement
enemy from behind. cannot be reached, then Czerina will declare a
combination of plans: she will guard the bridge by
Volyar, the Farmhand herself, supported by their casters, to bottleneck
APP 1. THE MIRROR OF CZERINA GAVRANOVA
376
the invaders while the rest of their army ferries of them joined, and soon all three countries were
across the river and strikes from behind. within my grasp.

Then, the dream ends.


Had I been wise, I would have tightened
Entry 5: my fist upon all three crowns until they became
just one that would grace my brow. Had I been
wise, I would have kept my promises and built

I
t is an astounding thing, to
witness an entire country come alive, something beautiful atop the ashes, something the
to rise up from beside the graves of likes of which the world had never seen.
their loved ones and take up arms,
throats crying for blood. Though Alas, I was a fool.
many have glorified my name and
praised me as the savior of our people, in truth, Having tasted love and camaraderie,
I would have been nothing but a corpse were it admiration and respect, I convinced myself that, at
not for their rage and their might. Eventually, last, my life would be different. At last, I could win
an arrow would have found me, or a blade, or the pride and affection that I’d never known from
simple starvation. I was nothing but a conduit, an my parents, and that I would do so by handing
idol to channel their hatred, and grief, and desire them all three crowns that I had won. I knew that
for brutal murder. The invaders had been fools my parents’ ambitions had never ended at the
to treat the people of Nostrovishte so harshly, borders of their oblast, though I had accomplished
though it was not surprising that they would be what they had never even dreampt of, and so I held
so blind. What was a dirty peasant compared to a the ceremony to crown them Tsar and Tsarina,
noble’s greed? What was a farmstead but a way to hope shining within my heart.
supplement a soldier’s pay, and perhaps provide
some entertainment besides? What was land, but The coronation was elaborate and long,
something to conquer? and full of all the pomp and circumstance that I
thought it had demanded, intending to honour my
A hypocrite I might be, though I learned parents as was their due. Finally, the time came to
from their mistakes. As I led the people of present them with their crowns. I was smiling so
Nostrovishte to victory, I saw just how dangerous broadly I thought my face would split as I finally
the desperate and the grieving could be, and as laid them atop their brows, and as I stepped back
they gazed upon me with worship and admiration, I proclaimed that set in my mother’s crown was
I realized just how easy it was to mold them into the Bacian Royal Jewel, a powerful artifact said to
something else entirely. grant one wish to whoever possessed it, and then
I waited. Truly, I do not know what I expected,
After we broke the siege around the Grand though had I not been blinded by such foolish
Palace, crushing the armies of Gronturia and Bacia thoughts, I no doubt would have realized the
between a wall of flesh and steel and a wall of words that were to pass from her lips.
stone, I refused to stand down. I was drunk upon
their love, and their rage, and I called them like the “Above all,” my mother declared, her voice
tide to sweep across the countries of their enemies. ringing proudly throughout the room, “I wish to
And, as the tide, we swept up the beaten and the give birth to a son.”
downtrodden, the forgotten and the abused, and
forged them into something that I could wield. So The Dream Encounter:
it was not just Nostrovishans storming the castles
and palaces of Bacia and Gronturia, it was their After finally realizing how horrible her
own people, too. I had promised them all that they parents are, and that there would never be a
wanted to hear, and though many refused, many reconciliation, Czerina fled the palace in despair.
She intended to retreat from the world and to
APP 1. THE MIRROR OF CZERINA GAVRANOVA
377
live out the rest of her life with Moksha among Entry 6:
the Druids, cutting herself off from all that which
caused her pain. Unfortunately, Gavran and

I
n the third year of my exile,
Evengja had other plans. As long as their daughter, something terrible began to happen
the hero of the people, was still alive, the reign of along the coasts. Villages were
their son would never be safe. Thus, after Evengja raided. Sickness began to spread
had finally given birth to the child she and Gavran through the forest. Curses began to
had always hoped for, they sent assassins to rid spread. My parents did nothing. Or
their family of Czerina once and for all. perhaps I simply never waited to see what they
would do. They certainly were slow enough. It was
In this dream sequence, the adventurers clear that my people had once more come under
will get to play the assassins that were sent to kill threat, and though Moksha begged me to help in a
her. In order to do this, they must decide two different way, I couldn’t stand by while my people
things: who their assassin is, and how they attempt bled and my land burned. I couldn’t. So I sent out
to kill Czerina (it’s clear she survives, after all). the call that I was raising the banners again, and
though my parents did protest that, declaring me
In order to plan their assassinations, tell outlaw, none dared to stop me.
the players the following information:
Thousands flocked to join my army once
It has been two years since the coronation of more, and I called upon the Dwarves to uphold
Gavran and Evengja. Though Evengja gave birth their Oath to me. They answered, although
9 months later, they had to be sure the child grudgingly, sending the King’s least favored
would survive. daughter to lead their dwarven army. If only my
parents had been dwarves…
Czerina is living in a cave complex deep in the
woods with a circle of druids and their families. Could you think of it?

Every few months, Czerina hikes out to the Alas, it matters not. By the time my army
nearest town to indulge in the comforts of was fully raised, a stranger came to me. He was
civilization and buy supplies for the circle and Elven, and claimed to be a spy working against the
their families. enemy. His tale was fantastical, though Moksha
only nodded sagely to confirm all that he said. No
Czerina pays a local farmer to take care of her old matter how our relationship ended, I trust her to
war horse. She always visits before heading back advise me more than any other.
into the woods.
Beleroth is the stranger’s name. We
Encourage your players to be creative, have accepted him into our camp, and with his
but as they describe the assassination attempt, knowledge, and our numbers, victory is assured.
you’ll have to decide how the attempt fails. This
is intended to feed the players information on The Dream Encounter:
some of Czerina’s abilities and allow them to start
planning for future confrontations. Becoming You find yourself standing in a massive
the Blood Queen only empowered the skills that glade filled with megalithic standing stones, some
Czerina already possessed, after all. Even before almost twenty feet high. They are carved with
the ritual and the deal with Czernobog, Czerina crazed ruins that seem to squirm beneath your
was an excellent warrior, a proficient caster, and a gaze, and with you is Czerina herself, still younger
novice druid. and still breathing, as well as Beleroth, several
dozen soldiers and a large group of prisoners.

APP 1. THE MIRROR OF CZERINA GAVRANOVA


378
You know that among the prisoners is The Dream Encounter:
Gulthias himself, along with the ancestors of the
Reinwalds, and many other elves. You find yourselves standing in the
top room of an archaic stone tower. Beleroth,
Czerina is debating with Beleroth over Moksha, and Czerina are there with you. They
what to do with the prisoners and they call are discussing the invasion. It is not going well.
the adventurers over to advise them on how Alexandros’ army is only days away from claiming
to proceed. the whole island, and word has already spread that
his soldiers are slaughtering thousands.
In Czerina’s opinion, they should spare
all but Gulthias (who looks as though he’s barely They all agree that the ritual must be
alive as it is). conducted now, though they will still have to slow
his army further. They have a few choices:
In Beleroth’s opinion, they should
kill them all. • They could stop the evacuation of the
remaining settlements, slowing the army as
The adventurers are asked to weigh in and they kill and pillage.
argue in support of one side or another, though
of course creativity is welcome. It should be clear • They sacrifice their remaining soldiers in a
that, though Czerina and Beleroth disagree, the suicidal battle.
glances they give and the contact they initiate
show that they’re in a relationship. Moksha is, • They turn to the Reinwalds for help and
notably, not present. offer them noble titles, dooming thousands
to be ruled by werewolves.
This encounter should once more
emphasize Czerina’s heroic past, in contrast to • They grow even more indebted to the Queen
what she is now. Ultimately, the dream will end of Terror and ask for Fey reinforcements.
with her getting her way.
Considering that Czerina has already
Entry 7: bargained her soul, and that elevating werewolves
into power is a horrible idea, there aren’t any
ears have passed. I have known good options.

Y
almost two decades of peace and
happiness, but it is not to last. My The adventurers are asked to weigh in
family still plagues me. Why was and share their opinions. The dream ends when
I cursed to have such a wretched Czerina decides that the Reinwalds are the lesser
existence? All the joy and serenity I evil and the least damaging to her people.
knew is now nothing more than salt sprinkled
upon the wound. Even now, they cannot let me This is the final dream encounter, and the
go. last glimpse of who Czerina used to be.

A fleet was spotted, bearing the flag of my


Brother. Nevermind that his crown is stained with The Mirror Ends Here.
the blood of our parents. He is Tsar now, and he
sails to claim my kingdom for his own.

I feel as though, no matter what happens, I


will never simply live again.

APP 1. THE MIRROR OF CZERINA GAVRANOVA


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