Professional Documents
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CHAPTER | SUBCHAPTER
2
Realm Volume 1
of the By
Queen
CHAPTER | SUBCHAPTER
3
Credits
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Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
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Masters Guild.
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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.
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.
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.
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.
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.
CH 1 WELCOME TO WREYTHAU
31
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
CH 1 WELCOME TO WREYTHAU
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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.
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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
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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!
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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.
CH 1 WELCOME TO WREYTHAU
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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.
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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.
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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
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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.
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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
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as the Church became as great an evil as all else
within Czerina’s domain.
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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.
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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
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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
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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.
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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.
—
Actions
Multiattack. The scout makes two melee attacks or two
ranged attacks.
—
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.
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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.
Internal Factions
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,
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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.
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.
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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.
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
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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.
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
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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.
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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.
—
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.
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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.
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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
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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
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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.
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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.
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
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drags the target down until it dies from blood Lamprey Rabbits
loss and exhaustion. Lamprey rabbits are Small beast, unaligned
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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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.
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+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.
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81
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
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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.
CH 1 WELCOME TO WREYTHAU
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CH 1 WELCOME TO WREYTHAU
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
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
—
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).
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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.
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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
CH 1 WELCOME TO WREYTHAU
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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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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
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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?”
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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)
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.
(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
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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
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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
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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.
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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.
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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.
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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
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
CH 1 WELCOME TO WREYTHAU
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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.
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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.
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125
Your imperial majesty,
Tsar Alexandros I Cloak of Many Fashions
Wondrous item, minor tier, common
order to praise the justification for those lands Source: XGE, page 136
held by your sister.
• Painting 6: A landscape of a
magnificent city carved into the
very face of a mountain itself.]
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
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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
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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.
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
-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
133
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
134
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.
CH 1 WELCOME TO WREYTHAU
135
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
136
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.
CH 1 WELCOME TO WREYTHAU
137
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
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
140
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.
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Forest
Trail
Ritual
Stones
CH 3 LESHEHOFF
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• 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
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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
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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
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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
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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.
—
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.
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.
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
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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.
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…
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
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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
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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.
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.
CH 3 LESHEHOFF
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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.
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.
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
176
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)
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
178
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.
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
180
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
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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.
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.
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• 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.
—
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
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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.
—
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
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
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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
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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.
CH 3 LESHEHOFF
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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.
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.
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
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
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
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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
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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
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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
CHAPTER 5 . RAFFENBURG
212
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
CHAPTER 5 . RAFFENBURG
213
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
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
— —
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.
—
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.
—
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.
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.
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.
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
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.
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.
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.
—
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
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.
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..
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
CHAPTER 5 . RAFFENBURG
246
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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250
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.
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254
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...
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
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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.
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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.
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.
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.
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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:
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:
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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
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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.
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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
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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
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.
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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.
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
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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.
—
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:
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!
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.
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
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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
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.
Attack. Cival makes one attack. Note: Sneak Attack can apply.
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.
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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
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.
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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.
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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.
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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.
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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
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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.
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:
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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
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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)
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)
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.
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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
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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
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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
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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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314
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.
CHAPTER 6 - REVOLUTION
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.
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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
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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
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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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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.
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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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.
CHAPTER 7 - INBAREV
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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
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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
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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.
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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.
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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
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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.
Legendary Actions
Drink potion. Hartrick drinks a healing potion, healing 2d4+2 and activating
Perfected Elixir.
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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.
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
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.
Dwarves die
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
CHAPTER 8 - THE SILVER GRAVES
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.
— —
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.
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).
—
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.
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.
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.
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.
—
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.
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.
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:
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.
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
370
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.
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.
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.
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.