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Dark Souls Campaign For Dungeons and Dragons 5e - The Homebrewery
Dark Souls Campaign For Dungeons and Dragons 5e - The Homebrewery
Photo Credit
1 Take on appearance of a Hollow. NPCs may react
Image Sources are from Dark Souls video games owned by to you differently.
FromSoftware. All other maps and edited art is the property
of Prunk44 unless specified otherwise. 2 Roll on a short term Madness table.
3 Gain a pernament Flaw
Intro 4 Hollow, Game over.
Are you looking for a dark and gritty campaign setting to 5. Bonfires - Bonfires are safe zones the player can take
unleash on your player's. Do you enjoy difficult combat Long Rests at. Unlike Dark Souls Video game Enemies do
encounters that push player's to overcome seemingly not respawn. (Resetting enemies just makes the game feel
impossible odds? Is detailed Lore hidden throughout an open grindy. Trust me not worth doing.) Depending on the DM
world appealing to you as a player or as a DM? That is what I you are welcome to still roll for random encounters
hope to achieve in creating this guide. durings fast travel.
6. Firelink Shrine. The Survivors of the world will gather in
This is my second campaign based on a video game. I have Firelink on of the few remaining safe zones, there will be
created a Legend of Zelda Ocarina of time and just like in merchants that player's can find and convince them to join
that guide this is not meant to be a 1 for 1 representation. the Firelink Camp. Generate these NPCs how you see fit
DnD is meant to be more than an Action RPG in the sense but i personally like to use https://www.rpgtinker.com/
that your player's will think of options that you couldn't
imagine. There are a few key things that make dark souls
appealing and so here is what i wish to accomplish in this
game in comparison to the actual video game of Dark Souls
and the world of Lordran.
Covenants
Name Summary
Warriors of Members of the Warrior of Sunlight covenant are the followers of the firstborn of the Great Lord Gwyn. They
Sunlight harness the power of sunlight, manifested as lightning powers.
Princess This is the covenant of Gwynevere, daughter of Gwyn, and Princess of Sunlight. It is based around healing
Guard
Way of the Followers of the Way of White, Lloyd's cleric knights are widely praised for their Undead hunts. Covenant's
White warriors are famous for being unyielding in battle. Their focus is to kindle the bonfires to keep the strength of
all gods.
Darkwraith This covenant focuses on pillaging those and stopping the age of Fire. Claiming others humanity and claiming
it your own. Led by the primordial serpent Darkstalker Kaathe in The Abyss.
Forest Those dedicated to the Forest led by a large cat named Alvina of the Darkroot Wood. Those dedicated to this
Hunter covenant are called upon to protect the forest and nature.
Path of the Those who seek out the power of dragons may submit themselves to the Everlasting Dragons reminaing in Ash
Dragon Lake. Those of this covenant are honor bound by duels. An honorable defeat is better than a dishonorable
victory.
Dark Moon The Covenant serves serves Dark Sun Gwyndolin, the last remaining deity in Anor Londo. By joining this
Covenant Covenant, you agree to serve Gwyndolin as a dispenser of justice (or assassin), doling out punishment to those
who break the rules of their respective covenants or otherwise earn Sin sufficient to open them up to being
invaded by Covenant members.
Gravelord The Focus of this Covenant is to serve Gravelord Nito. The Dead deserve eternal rest and those who cheat
Servant death, cheat this covenant. As a servent it is your duty to curse those who would cheat the Gravelord.
Chaos Led by the "Daughter of Chaos" the witches of Izalith. This covenant The natives of Blighttown were infected
Servant with the Blight pus, but Quelaag's Sister swallowed it all, making her sick in the process, even though Quelaag
ordered her not to. She was made Firekeeper of a Bonfire to keep her alive. Now, the Chaos Servants help their
Fair Lady by feeding her humanity to alleviate her pain.
Weapon/Armor Upgrades
Various Blacksmiths can be found in Lordran. Their skill to
upgrade various amounts of Weapons and Armors. In Dark
souls the crafting system requires a lot to get off the ground
and improve weapons. We are going to simplify the mechanic
by using two types of Titanite Ore. These Ores are dropped
by Crystal Lizards which are hidden throughout the game.
When a Crystal lizard is defeated roll a 1d4. on a 4 it drops a
Twinkling Titanite. These are more rare due to the power of
Boss Weapons.
Weapon Upgrades
Scale Normal Weapons Boss Weapons
+1 Titanite Chunk + 1k souls Twinkling Titanite + 1k souls
+2 Titanite Chunk x3 + 5k souls Twinkling Titanite x3 + 5k souls
+3 Titanite Slab + 10k souls Titanite Slab + 10k souls
Chosen Undead
You are Chosen Undead. You have died and were brought
here to live out eternity locked away from the end of the
world. However… The prophecy states that an undead shall
partake in pilgrimage to ring the Bells of Awakening in doing
so they will be able to link the fire and continue the Age of
Fire. Fail and the world will fall into Darkness. Who you were
and what you are before littles not. But Seeking Souls will
maintain your humanity and grant you power. Defeating
those with powerful souls will only grow your own strength.
Starting Gifts
At the beginning of the game you may give a player an item
something they have held onto when they became undead.
Something that reminds them of their past lives or maybe
something that was brought in to help them escape.
Encounters
1. Upon Freeing them and walking down the hall The would witness the Asylum Demon patrolling past their cells. This Massive
creature in a large room surrounded by cells acts as the Guard for the main hall of hollows. The Area is gated and it doesn't
seem to notice you all. A ladder allows you to leave the area and you find yourself in a large courtyard. Several Hollows
unhostile sitting around waiting to die. They have lost their humanity and their will to fight..
Use of Minions
Each Hollow is worth 25 souls, They won't fight the player's so if they choose to fight them they will die. The hollows are unarmed and
will die in 1 hit.They have basic HP If you are interested in playing them more advanced in the future but personally i treat these
Hollows as “Minions” using the stat block provided but giving them only 1 HP. The early game was tested with this method in mind.
2. After the courtyard the player's will find their first Bonfire. Beyond that is a large gate. The courtyard has a main entrance and a
gate that is barred/locked from the other side. The only way forward would be through a large metal gate that is the entrance to
their first boss fight.
3. The party has no weapons. No armor, no catalyst for magic ect. A few classes might have a few tricks but very likely the party is
going to die (That's our intention) . In the arena is a gate barred and a large metal door on the opposite side. As the party
approaches A large Demon will fall from the roof landing near the party. Describe the scene, don't give them rolls as it implies
they can win. Have the demon instantly crush one of the party members and have the party witness them disappear into
nothing, The demon takes its mighty Warhammer smashing the next player. It chases after another one before finally grabbing
you and it squeezes the life out of you till only one person remains. At that moment the gate to the side opens up and the player
makes a mad dash into this tiny alcove the demon attempting to charge through but the gate shuts behind you. You are drawn
to the small flame next to an unkindled bonfire. You approach it and reach to touch the flame. As you touch it you feel a surge of
energy and your allies begin to materialize in front of you. (Give the party time to talk and RP a bit here and discuss their plans.
Let them know they don’t feel hungry or tired. Not feeling much of anything at this point.They only feel… hollow...)
Undead Ayslum Map
If you are using the map the players are able to go up the
stairs and will have a balcony where they can get a sneak
round in against the asylum demon. They will have to pass
through a Fogwall to get the round so no players can just
hang out upstairs and be safe from the fight. The Demon will
make an attack of any who stay on the platform above.
The Door on the left of the stairs also leads back to the
ladder area where you place the first bonfire. Allowing the
party to rest
Ya Maps Basic
Look I suck at creating crazy detailed high end
maps.but i'll try to include some basic settups and
designs of the maps. I encourage those to make
their own maps how they see fit but otherwise take
the free one and dont complain :)
Bos
Boss Loot Item Rarity uncommon
Properties Versatile
700 Souls rewarded to the players and the Demon's Great Weight: 22 lbs
Hammer A Demonic weapon built from the stone arch trees. Non-Upgradable
Used by lesser demons at North Undead Asylum. This This Weapon is a +2 Great Hammer, Requires Attunement of
hammer is imbued with no special power, but will merrily a person with 20 STR A player may use this weapon
beat foes to a pulp, provided you have the strength to wield attacking with Disadvantage if their STR is not 20.
it."
Leaving the Asylum
Demon's Great Hammer A key drops from the Asylum Demon allowing the players to
melee weapon (martial, hammer) open the massive door. Upon leaving the player's will find that
there's no place to go, They walk up a hill only to see that the
Category Items road leads to the edge of a cliff. It's not long until a large
Damage 1d8+2 Raven comes in and swoops up the player's. Taking them to
Damage Type: Bludgeoning Firelink Shrine.
Firelink Shrine
T
he party will be dropped off by the bonfire in a 2. Petrus of Thorolund - A Cleric awaiting his party, he is
small camp. A man sitting next to a bonfire will weary at first but if the player's engage with him he will
take notice. His name is Salden the Crestfallen offer the party to join his covenant. The party must be
Warrior he appears to know a lot about the mostly good alignment in order to join.
curse of the undead and can be used as a
guide for what the player's should do first. Where to Go?
The player's will have multiple paths to start and will need
to decide where to go. In order to prep appropriately its
Crestfallen Warrior - Salden recommended you talk to your player's out of game and
figure out what you need to prep. The Catacombs
"Well, what do we have here? You must be a new arrival. Let
(Deadly), Behind Firelink Shrine lies an underground path
me guess. Fate of the Undead, right? Well, you're not the first. towards the Catacombs, blocking their way is an army of
But there's no salvation here. You'd have done better to rot in Skeletons that constantly respawn. Unless killed with
the Undead Asylum… But, too late now. Well, since you're Holy weapons. Killing one or throwing them over a cliff
here… Let me help you out. There are actually two Bells of will result in 100 souls per. Bigger skeletons and Undead
Awakening. One's up above, in the Undead Church. The other lurk deeper into the Catacombs. New Londo (Deadly),
Below The firekeeper the player's take an elevator down
is far, far below, in the ruins at the base of Blighttown. Ring
towards the Ruins of New Londo. It is here that they will
them both, and something happens… Brilliant, right? Not find non hostile hollows. Pushing forward they will find a
much to go on, but I have a feeling that won't stop you. So, off weird Tailsman that will curse the player's allowing them
you go. It is why you came, isn't it? To this accursed land of to fight Ghosts. Blighttown (Hard) - Player's can Access
the Undead? Hah hah hah hah…" the area with the Master key or by a lockpicking check of
DC 15. Near the New Londo elevator another path
If the player's press on and If a player is Hollowed "Oh, branches leading to the upper levels of Blighttown. It is
your face! You're practically Hollow. But who knows, going here where they will fight Poisonous and Grotesque
Hollow could solve quite a bit! Hah hah hah hah… Hm, what? creatures. Undead Burg (Easy-Med) - Off in the distance
Restoring your humanity? Well, there are a few ways to go of Firelink the player's can see the city, and several Hollow
about it… Collect it bit by bit from corpses, or you can butter Soldiers protecting the entrance They will also see the
up a cleric, And the quickest way, although I'd never do it, is Bell Tower off in the distance. It is highly recommended
to kill a healthy Undead, and pillage its humanity. Coveting that your player's start their journey towards here.
thy neighbour is only human, after all! Hah hah hah hah…
What are you looking at? Don't try anything clever. You might
regret it."
Exploring the Area
1. Anastacia of Astora As the player's investigate the area
they will find a women behind bars When prompted she
will remain silent. If a player prompts another NPC they
will answer that she is the firekeeper of Firelink and call
her "The Ash Maiden"
Credit: Prunk44 - Inkarnate 40x40
Undead Burg
T
he Burg is a fortified town surrounded by large 6. an Undead Merchant can be found in the downstairs of
walls and watchtowers, filled with Hollows and the destroyed home. Offering various goods. This is a
Great Knights. It consists of both an upper and good moment to let out some Roleplay in between the
lower section. The upper Section will lead combat.
player's towards the first bell tower Where the Well well, your not actively trying to kill me, perhaps you
second will lead the player's into the Depths have a bit of your humanity left hehehe.
and eventually Blighttown.
Undead Merchant
Dungeon Crawl The man is undead but not Hollow. he has
It is here where your job as the DM will come into purpose as a merchant selling good wares and
play. Not every encounter needs to be scripted but he works with his wife who sells various Mosses
you should create a large Abandoned Town to let in the sewer of the Burgs.
the players explore. Below will be some
recommended encounters for the players Space
them out as you feel needed.
Draw attention to the merchants side where they
will find a high quality Uchigatana. If the player's
1. Leaving Firelink Shrine is a path that leads into the main choose to fight him He will attack with his
gate of the Burgs. Guarded by a few Hollow Guards on Weapon. Use the same stat block for a Normal
the ground and Hollow soldiers flinging firebombs from Hollow but instead of shortsword attacks he uses
the upper ramparts. The players can scale the tower to his Uchigatana and give him about 50hp.
move up the wall or go underneath a path leading towards
a waterway to get into the town. The Wall will have an
encounter with a few more hollow soldiers where the Uchigatana
waterway will lead deeper into the town but have an melee weapon (martial, longsword)
encounter with some Diseased Rats.
Category: Items
2. Either when the players emerge from the City or can see Damage: 1d8
It is here the player's will see the destruction of the lower Damage Type: Slashing
town and the damaged ruins of the city. Several deprived Item Rarity: Rare
Hollows waste away while some stand and fight Properties: Versatile
attempting to regain their humanity. Describe the city, the Upgradable: With Titanite
map as best you can give them a sense of the world that Katana forged in an Eastern land. Known for its brisk
was lost. slashing motions. The Uchigatana cuts beautifully and causes
3. Leaving the main area the player's will move up towards bleeding, but its blade is easily nicked.
some stairs it is here where the Hellkite Dragon Lands in
front of the party, It lets out a Fiery Roar at them but at the Treated as a longsword when a creature is hit with a
moment has no interest in them. It flies away towards the Critical strike with this weapon The creature begins to bleed
upper Ramparts. uncontrollably. The creature has disadvantage on
Constitution checks and Constitution saving throws. In
4. Large open area the Pcs find the market square. Rotted addition, whenever the creature takes damage, it is stunned
food, debris and possible loot area but a array of Hollows until the end of its next turn. This weapon has a durability of
in the market as well. A large building looks like an 3, when you roll a natural 1 on your attack remove 1
explosion went off nearby durability. When the weapon loses all durability it is
5. Two houses Connected by a hole in the wall. Corpses permanently destroyed. A trained blacksmith can restore its
locked behind a courtyard. By exploring the area they can original durability and upgrading this weapon will improve its
Harvest the souls of the corpses (Gain 1d6 x100 Souls) durability.
Merchant Items
Item Cost
Firebombs As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature 50 Souls
within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 2d6 fire damage.
Repair Powder (Acts as the mending Cantrip) 100 Souls
Llyod Talisman (Blocks Healing in a 50ft Radius) 500 Souls
Arrows/Bolts 1 soul
each
PHB Item and Gear 1 silver =
1 Soul.
9. As the party Fights through they will witness a Black
Your Soul Worth 1 Silver! Knight impaling some of the hollows, he too has been
So after some play testing we originally felt like 1 fighting the undead. He will not take notice of the party
Bronze per soul was too little and 1 Gold for a soul and begin to walk away. If the party chooses to interact
was too much. So we fell on the Silver and i feel with him he will become hostile. The party can sneak by
like the economy benefited greatly from this. him or engage with him. Defeating him will reward the
party with treasures and 700 souls. The Black Knight has
a 1in 4 chance to Drop a Black Knight Weapon. He also
Guards the Blue Tearstone Ring and a Titanite Chunk
10. Past the Knight is a single hollow who lights a barrel on
7. Opposite of the Broken Houses The party will find a fire and kicks it down at the party as they begin
bonfire near the sniper position. The tower is badly approaching the large tower leading to the high wall. They
damaged and it would be difficult to climb up but possible. must succeed in a DC12 Dex save or suffer 1d8
Player's can continue to fight past the waves of hollows Bludgeoning and 1d6 fire damage. In addition they are
leading towards the next boss area or they can skip it and knocked in a random direction. Roll a D8 and on a 7 or 6
press forward as a shortcut. See “The Bridge” chapter if the member will fall off the cliff and die. The left side is
they choose climb. open and can cause a player to fall to their death. If a
8. Past the next area Hollows will unleash a volley of bombs player dies they will need to return to a bonfire. This will
towards the player's in an attempt to weaken them. not reset the Hollows or Knight.
Rushing past the bridge will get them in another fight with
3 hollow soldiers in the same room they find a locked gate 11. Inside the tower past the trap lies buckets upon buckets of
leading down to the “Lower Burg” Skip ahead if they barrels. Inside one of them lies a Crystal Lizard. These
choose to unlock the gate otherwise there is an open path creatures when killed drop a Twinkling Titanite, a crystal
to the right like gem which can be used to upgrade Boss Weapons.
Upon Discovery teh players will have 2 chances to kill it.
or it will Flee.
Cinematic Fights
At this point the party has fought lots of
hollows so you can either throw more at them
for XP or do a “Montage Fight”.Go around the
Table and ask how each player attempts to clear
out a Hollow Soldier. have them roll their attack
on hit the Hollow dies on fail the same hollow
pushes for an attack as well. This can speed up
the combat a bit more and gives the players a
sense of wading through the masses to get to
their objective.
T
aurus Demons were demons that were most likely created when the Witch of Izalith attempted to duplicate the
First Flame using a Lord Soul. The attempt was unsuccessful and accidentally created the Bed of Chaos, the
mother and source of all demons. Taurus Demons were classed as lesser demons. One eventually inhabited the
upper section of the Undead Burg, a fortified town that devolved into ruin. Meanwhile, others came to house the
area known as the Demon Ruins, the gateway to Lost Izalith.
Credit: Screenshot by Shirrako
Boss Lair
Upon reaching the top of the castle and passing through the fog wall the player's will be on a long wall, a tower behind them and a
further tower ahead of them. If the player's choose to climb the top of the tower they have entered from they will see Some Hollow
Soldiers wielding Crossbows lying idle. They will attack when Pcs approach or when the boss fight begins. Once the player's are
about half way across the bridge the Taurus Demon will leap down from the further tower and charge the PCs
Demons Greataxe Carved from the bones of fellow demons. Wielded by the
Melee weapon (martial, axe) lesser Taurus demons. This axe is imbued with no special
power, but can merrily beat foes to a pulp, providing you have
Category: Items the strength to wield it.
Damage: 1d12
Damage Type: Slashing The Taurus Demon’s greataxe can be wielded by Medium
Item Rarity: Rare humanoids with a Strength score of 18 or higher. It deals
Properties: Heavy, Two-Handed 1d12 damage, but medium creatures that wield it cannot
Weight: 22 lbs make more than one attack with it per round and cannot
Upgradable: With Titanite make opportunity attacks with it. A Large or smaller creature
hit with the Demon’s Greataxe must make a DC 14 Strength
saving throw or be knocked prone. It is otherwise functionally
identical to a normal greataxe.
The Bridge
After the boss has been defeated the player's will come across another long bridge. With 3 directions, to the right is a dead end
that overlooks Lordran Forests Along with a man named Solaire. There is also a locked door directly ahead that will lead to the
Darkroot Garden but it is barred from the other side. Finally a long bridge guarded by a few hollows at the far end of the bridge.
They are barricaded and in cover along the bridge.
White Soapstone
The bridge is about 20ft by 200ft long. About half Unique Item
way from the bridge leads down towards the
Bonfire found in the Undead Burg. If the players Be summoned to another world as a phantom through your
chose to climb up the walls somehow they would sign, and defeat the area boss to acquire humanity. In
appear here. Lordran, the flow of time is distorted, and the White Sign
Soapstone allows Undead to assist one another.
Solaire of Astora This item is used for players who wish to gain humanity. By
their aide they will travel to another world where an area
An exceptionally skilled warrior who purposefully became boss hasnt been killed. In defeating the boss no souls are
Undead so he could visit Lordran in his quest to find a sun of gained however a Humanity is rewarded. Dying in this form
his own. Overly Trusting of the players he will invite them to does not have any reprecussions.
bask in the Sunlight and compliment the view. Solaire is
Treated as a level 3 Paladin at first meeting.
"I am Solaire of Astora, an adherent to the Lord of Sunlight. White Stone Bosses
Now that I am Undead, I have come to this great land, the You may change whatever kind of boss would be
birthplace of Lord Gwyn, to seek my very own sun!""The way available in an area. Or even change a few things
I see it, our fates appear to be intertwined. In a land about a boss to make them tougher or more
brimming with Hollows, could that really be mere chance? enjoyable.
So, what do you say? Why not help one another on this lonely Different worlds could mean that different
journey?" creatures rule the same area. Customize your
We are amidst strange beings, in a strange land. The flow encounters so that the party would enjoy a difficult
of time itself is convoluted; with heroes centuries old phasing and unique experience.
in and out.The very fabric wavers, and relations shift and
obscure. There's no telling how much longer your world and
mine will remain in contact. But, use this, to summon one
another as spirits, cross the gaps between the worlds, and
engage in jolly cooperation!"
(He will hand the player's a White Soapstone)
Undead Parish
W
elcome To The Undead Parish - Whether 4. Whether the party makes it to the gate or takes the
you've entered this area via the ladder that underground route the Chapel remains. Guarding the
came from the Upper Undead Burg or through Chapel is 3 Baldur Knights The Knights are non Hostile
the portcullis that you may have opened at first. They are undead but not hollow. Greeting the
behind the Wyvern, both entrances are very party. "Ah.. more undead have you come to save
close to each other - taking the passage to the yourselves? The Channeler is about to complete the ritual.
right from the portcullis you'll find the ladder. Fear not... we will not go hollow." By entering the Chapel
At the ladder entrance there is a spiral staircase leading up a they will witness a Channeler and large group of Hollow
tower on your left. If you follow it up you'll find a Black minions Sacrifice a Firekeeper. "A Firekeeper holds an
Knight at the top. The Area is very small and tight. The infinite supply of Humanity! her sacrifice will save us all,
Knight will challenge any to a 1v1 duel. Any player who prevent us from turning Hollow. Her Soul will grant us the
attempts to interfere he will attack. The platform he stands strength to aid others like us.
on is a 10x10 square watching over the Bridge. Multiple ppl
can get on here but this knight has the ability to swing in an
Arc hitting multiple targets at once. Upon Defeat the Black If the party interferes the Congregation will become hostile
Knight drops a Titanite Chunk and has a 1 in 4 chance to as will the Knights outside. They cna save the Firekeepers
drop a Black Knight Greatsword life also which will grant a few benefits.
2. The next area you will see a Large Iron Tusk in the
center and Hollow Soldiers with Shields and Crossbows If the party stands by and watches the ritual everyone in
watching over it. There is two stair wells leading to the the room will gain a humanity. The Firekeepers Soul will also
crossbow men to avoid the Iron Tusk but the Iron Tusk be up for grabs if they can stop the Channeler
will charge the party ASAP. If the players move up the
stairs the tusk will not be able to pursue. Behind the tusk Invasions
is a large Metal gate. one hollow will make a move If the Ritual completes the congregation will have
towards the gate attempting to close it. If the players can their humanity. However the large group of
stop this from happeneing in 2 turns the gate will remain Humans will cause pillagers of the Dark Wraith
open. Covenant to begin invading. You have a couple
3. If the gate does close the Pcs will have to move down a options. Could be a party of invaders or a really
stair well where some enemies wait in ambush. Traps are strong one.
settup in the room and the Pcs will have to climb their
way up the a wall overlooking the Forest down below.
Design a trapped room and have some minor encounters
to slow down the party but the creatures in here are
mostly just hollows minions.
5. Behind the Altar lies a room where a man in Brass Armor Three Paths
is locked behind a cell, he introduces himself as Lautrec.
The World has gone mad las tithing i remember i awoke 1. An elevator in the parish will lead down towards Firelink
in this cell. If you are able to free me, I promise you I am a Shrine.
valuable ally and will reward you. Unlocking him will 2. A stairwell takes the players upstairs to the Bell Tower.
allow the party to summon him as an ally for the 3. A Path leads to a Bonfire along with Sens Fortress and
upcoming boss fight. the Darkroot Garden.
Boss Fight
The player's will climb a ladder to get to the bell tower. The pcs will fight on an angled roof, if a player is knocked prone they will
roll 10 ft in the direction towards the edge. Once a Gargoyle reaches 50% another will join the battle.
In this fight we aim to make the Arena as Deadly as the Gargoyles. A payer can get knocked off the roof and be ejected from the
battle. If a player can fly back up its an option to get back up.
O
nce the players defeat the Gargoyles; they Oswald of Carim - Merchants
must ascend up to the belltower and ring the Item Cost
bell. Hearing this will summon an NPC back Remove Curse 500 Souls
near the Boss Foggate who will introduce
himself as Oswald of Carim. He is a grim Karmic Justice 20k Souls
character who deals in sinners and sin. This Velka's Talisman 2.5k Souls
can present a good way to interact with any
player's backstory who feels they have gravely sinned. He will Bloodbite Ring 4k Souls
say that his Covenant is there to punish those who have Poisonbite Ring 4k Souls
sinned But he is just a humble servant of those who do the
punishing. He will offer the party various amounts of Trinkets Karmic Justice
for sale. As well as offer to purge themselves of Sin and ask 5th-level Enchantment
for forgiveness.
Casting Time: 1 action
The Dark Moon Covenant Range: self
Components: V,S,
The Dark Moon Covenant Blade of the Dark Moon is a Duration: Until Dispelled or Triggered
Covenant in Dark Souls. This is the in-game covenant that
serves Dark Sun Gwyndolin, the last remaining deity in Anor The magic that resides in the act of killing an innocent is
Londo. By joining this Covenant, you agree to serve powerful and can be used in a retaliatory manner to those
Gwyndolin as a dispenser of justice (or assassin), doling out who attack recklessly. After being cast, Karmic Justice
punishment to those who break the rules of their respective surrounds its caster in invisible vibrating energy that is
covenants or otherwise earn Sin sufficient to open them up audible at close ranges in the sound of something similar to a
to being invaded by Covenant members. beehive. This vibrating force remains with its caster for 1
hour (after which the spell is dispelled naturally), or if it is
Covenant Rewards triggered before that time expires. To trigger this force, the
Tier Rewards caster must receive half of its maximum hit points before the
1 Dark Moon Blade Spell + Dark Moon Tailisman start of the caster's next turn. If triggered, the invisible force
flashes purple, suddenly visible to the eye, before it explodes
2 Cast at Higher Level outwards in a 5-foot sphere surrounding the caster. The
3 Cast at Higher Level caster is unharmed from the blast, but each creature adjacent
to the caster must make a Constitution saving throw. Each
Dark Moon Blade creature takes 5d12 force damage in a blast of purple
2nd -level Enchantment magical energy, or half as much on a successful saving throw.
The creature that triggers Karmic Justice has disadvantage
Casting Time: 1 Bonus action on the saving throw.
Range: Touch At higher levels: For each level, this spell is cast beyond
Components: V,S the 5th, the damage of the blast of magical energy increases
Duration: 60 seconds. by 1d12 force damage. If this spell is cast at 9th level and it
You touch a nonmagical weapon. Until the spell ends, that brings a creature dealt damage by the spell to 0 hits points,
weapon becomes a magic weapon dealing 1d6 damage. This then that creature is disintegrated.
damage bypasses all resistances.
At Higher Levels: When you cast this spell using a spell 1. Velkas Talisman Prereq: INT 13. Requires attunement. A
slot of 4th level or higher, the bonus increases to 2d6. When Player that uses this as their Focus for spells can cast
you use a spell slot of 6th level or higher, the bonus increases spells using INT instead of the original ability while
to 3d6. casting spells from a Cleric or Paladin list.
Dark Moon Talisman 2. Bloodbite Ring Requires Attunement. While wearing this
adventuring gear (arcane focus) ring you are immune to bleeding out. In addition you do
not need to make Death Saving throws when knocked
Category: Items unconscious.
Item Rarity: Standard 3. Poisonbite Ring Requires Attunement. While equipped a
Weight: 1 player is Immune to Poison.
Spells cast at first level or higher have a +1 Chance to hit.
While equipped any spell cast towards "Those who have
sinned" have advantage to hit.
Undead Parish Part 2
L
eaving the Chapel the party will make their way
over a bridge which hovers over the massive
forest below. They will find themselves inside a
Watchtower on the second floor.
The first floor leads towards Sens Fortress.
Which is currently locked away by a massive
Metal Gate. A man waits outisde of the fortress
and will introduce himself as Siegmeyer of Catarina A jolly
soul wearing rather cumbersome looking onion-shaped
armour. Sigmeyer will refuse to join the party and wait
patiently. He will even agree to clear the way ahead if the
party can get the gate open. Sens Fortress will only open
when both Bells of Awakening have been tolled.
Tail Weapons
In order to chop off a tail a player must call the
attack and roll with disadvantage, the damage dealt
must be at least 20% of the total health of the
creature (Subject to change) so if a boss has 100
HP, 20 damage must be done to the tail
Specifically before it dies. Spells that would cause
saving throws cannot be used to destroy a tail.
A
ssuming that the Pcs chose to pursue the Burgs Knight Laurtrec
first they now have a second belltower to find.
Their only hint that one is really high and the If Lautrec was freed he will be friendly towards the players.
other down low. There are several paths the Rewarding them a Sunlight Medal he can be found below
party can go forward with at this point. By the firelink shrine hanging out around Anastacia. If he was
end of Act 1 players are likely around lvl 4 if not denied his freedom by the party he wont take it personal but
they are likely very well equipped to take on wont offer any information to the pcs. If this is the first itme
some bigger threats. They have their choice on where to the party meets Lautrec then have him introduce himself and
continue next. If the players are stuck have them return to let the players know that he has a "mission" but wont
Firelink Shrine via the Elevator in the Parish and Speak with elaborate. His motives are to acquire humanity for the
Salden Goddess Fina. A player may make a Religion check to
Salden will take note of the players and ask them if they uncover this knowledge.
are responsible for tolling the first bell. He will explain a few
of the areas around from what he has learned to give the
players a bit more guidance. This is also something you will
want to discuss with your players for prepping ahead of time,
so lets go over some of the areas.
1. Lower Undead Burgs - "This was the lower part of the
city, many of its inhabitants remain still Hollowed.
However getting down into the Sewers will lead you to a
place known as the Depths... not sure how much lower
you can get then that but a bell could be there. What to
expect: Horde enemies. Assassins, Diseased dogs and
creatures. Invaders. Tight corridor combat.
2. Graveyard - A path leads down into the cemetarys of teh Knight Lautrec
damned. I know of Necroamncers and skeletons who
protect the grave. It is known that Gravelord Nito lives at
the darkest parts of Catacombs. A powerful Pyromancer
lurks down there also. Trying to bring his family back to Knight Lautrec 1st
life.
3. New Londo - Ghosts and Spirits but the Kingdom is
Encounter
Medium Humanoid
underwater mostly. It is said that the Gods flooded New
londo to stop the spread of the Abyss. Possible for a bell Armor Class 18 Plate
tower to have survived. Hit Points 26
Speed 30ft.
4. Darkroot Garden - A Magical garden with a powerful
witch. Protectors of the Forest hunt there but it is said
many magical beings' power could be harnessed in the STR DEX CON INT WIS CHA
forest. No bell tower but plenty of good treasure should be 12 (+1) 16 (+3) 14 (+2) 8 (-1) 10 (0) 14 (+2)
ripe for pillaging. There is also a Hydra said to live in the
lake down below along with a Powerful knight locked
away surely who has turned Hollow. Condition Immunities None
Senses passive Perception 20
Languages None
Challenge 6 (6516 XP)
Recommended path
Lower Burgs or Darkroot Garden Most items found Shotel. If your enemy has a shield add +2 to your
has helped the martial characters to if the party is weapon attacks.
heavy on spellcasters allowing them to learn some
new unique spells would benefit them and so Duel Wielder. Lautrec may use his bonus action to
Darkroot Garden and meeting the Witch could be attack with his Shotel Blade
beneficial. The Lower Burgs will set the party on the
path leading them to the depths and a place called Actions
Blighttown. Where they will ultimately ring the next Multi-Attack. Knight Lautrec may attack twice with
bell. his action.
Shotel. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: (1d6 + 5) Slashing damage.
1. Shotel - Treated as a shortsword with the following effect.
Fighting Lautrec If your enemy has a shield add +2 to your weapon attacks.
Lautrec doesnt try to intimidate or come across 2. Ring of Favor and Protection - Requires Attunement,
evil in anyway. But if a player wants to fight him for and Proficiency in Religion: While equipped a player gains
"Reasons" he would drop his Shotel and his Ring of
Favor and Protection
proficiency In Heavy Armor. In addition a is immune to
exhaustion and gains 5 Pernament Hit Points. If the ring is
ever unequipped it is destroyed and you lose the HP and the
benefits of the ring.
Darkroot Garden
G
uarding the entrance to the Darkroot Garden 2. A Large Door Sealed tight. Only the Seal of Artorias can
is a Titanite Demon. The player's may run open the gate. Tall walls block the party from advancing. If
through instead of fighting but the Arena is a player attempts to scale the wall Forest Hunters will
filled with debris and the Titanite Demon has attack from the top of the walls forcing the player's off the
some reach to try and engage the player's. On wall.
defeat the group will receive 1 Titanite Chunk 3. The player's may advance further into the Forest, they will
Leaving the Titanite Demons lair the pcs will have a forked eventually find themselves in a foggy maze of trees, Break
path, one leadings down towards Hydra Lake below and up the combat and come up with a maze to entertain your
another continuing into Darkroot Garden. If the Players player's. Place some hazards inside and have the player's
choose to go towards the Lake skip ahead. otherwise only see about 10ft in front of them. Have a Stone Golem
continue with this guide. The following is a list of encounters pursue the player's near the maze entrance. (The Stone
of what the players can expect. Golem will likely result in your party dying so keep it at
some distance at the beginning) As you get deeper into the
1. The Pcs will be ambushed by Ent enemies. They will fog you start to hear large stomping coming up from
however threaten the party in Sylvan. If a member of the behind, You quickly come to the realization that something
party speaks Sylvan they will be able to avoid the is pursuing you.
encounter and be granted bonus souls for talking their 4. Within the Maze is a chest containing a Hornet Ring.
way out of the encounter or even inspiration. This Ring will equipped adds a d8 to any critical strike.
Requires Attunement.
Roleplaying the Ent - The Ents ultimate goal is to
protect the forest and any threat to the forest is 5. Hidden in the forest is the Witch Beatrice. Beatrice is a
treated as a threat to them. With a good persuasion self made woman, and somewhat of a rogue witch. She
check the ents can allow the player's to pass was never a student of the Vinheim Dragon School, but
peacefully, With a really good check the Ents will learned her trait from her elders, like a proper witch
even give some lore background of the forest. should. Her catalyst is also handed down, from a lineage
of witches, and bears the marks of casting age-old
sorceries.
**
What they know
1. This forested area is the final resting place of Knight
Artorias; his grave is guarded by Sif, the Great Grey
Wolf.
2. It is also the stomping grounds of the Forest Hunters
covenant. Who hunts those who disturb the forest.
3. A Creation of the Scaleless Dragon lives in these Gardens,
Its essence is "pure magic"
4. A Hydra guards the lake below guarded by Crystal
Guardians those who are trapped in crystal.
5. The Witch Beatrice is a powerful Sorceress who lives in a
hut deep in the forest.
Encounters
1. A Strange Tower seemingly out of place, a player who
investigates will see that it is an illussion holding a
bonfire. Witch Beatrice
Witch Beatrice 3. Large Beast tracks lead towards a cave. (Introduce an
Owlbear) although Beatrice will want to stay on mission.
Roleplay Tips: The Witch is a bit of a know-it-all. Her Potions
are the best shes a powerful caster and could teach the party 4. The Pcs will eventually arrive at a large destroyed tower.
the art of Spell Sorceries. The witch will offer the Pcs the They will be able to see the Butterfly in the distance up on
chance to learn some powerful magic and claim a powerful an adjacent tower. They will have to ascend th tower.
soul. While ascending the stairs will begin begin to crumble
I seek the Horn of the Moonlite Butterfly. You may collect and the pcs will need to find a way across. have the leader
its soul for your own use. Its horn will greatly help me with roll a DC12 Dex save. on fail they fall down 20ft suffering
my research. its soul can be used to forge powerful weapons 2d10 bludgeoning damage. The Gap is about 10ft jump
which i need not. A mutual beenfit indeed. and hugs a stone wall.
The Witch may also join the party until they kill the
butterfly to aide the players in doing so she will claim souls
earned as another party member. This will stop any Golems
in the forest from pursuing the party.
More Encounters
1. Leaving the woods there are several traps settup by the
Forest Covenant. Snake pits and Spiked logs await
unsuspecting players. Designate a marching order and
talk to the group on how they want to proceed. Describe
the forest terrain, the light of glowbugs in the woods. The
small pools of water by the brush.
2. Ents would be around the paths. If the party has
successfully persuaded the ents in part 1 they will allow
them to pass. Credit: Shirrako
L
ower Undead Burg is accessible through a 6. If the party continues moving down they will be able to
locked door on the Wyvern bridge that can be heaer a conversation with some other Assasins talking to
opened with the Basement Key found in a merchant. They tell her they are working on collecting
Undead Parish and serves as the gateway to more humanity to unlock a gate down in blighttown and
the Depths. If a player runs up the path from they will buy all that she has. The women only has one
Havel in Darkroot Basin they will come to this humanity to sell but its not cheap. THey threaten her and
area. OTherwise Pcs must track through the its up to the party to interfere or the Female Undead
Upper burgs and get to the bridge once again. Merchant
1. Entering the burgs is a tight fit area. Plenty of houses on
both sides. a large road crowded with streetcartts, dead If they save her she will tell the party that her husband is a
horses, dead bodies some of which are currently burning. merchant in the upper burgs and she sells things down here,
collecting mosses that will nullify poisons and toxins. She
2. If the palyers follow the road behind the gate they will find will be grateful and offer the players a little discount as a
a canal gated off along with a Hollow Horde describe the reward.
20 something hollows holding torches and crude weapons 7. The path once again breaks off a large metal door leading
wondering around the area but very clumped together. all
reaching towards a second floor of a body hunched over a to the Depths and the other path will lead to Firelink once
balcony and a humanity floating above the body. again.
3. Further Down the road a voice can be heard from inside a Female Undead Merchant
building. The door is locked so they will have to break Item Cost Description
down the door, lockpick or find the key in order to help the Red Moss 500 Used to treat critical wounds. If a
person inside. Skip ahead to Griggs of Vinheim if the souls player is unconcious this can be
party frees him. applied as a bonus action to stop the
player from bleeding out. This Moss
4. An ambush lays in wait as 3-4 Assasins and a few can be applied to treat Bleeding
Undead Dogs ambush the party bursting through a few effects as well.
doors to engage them. One of them holds the key to the Purple 500 Used to treat poisoned condition. If a
house. Moss Souls player is poisoned they can eat a
Purple Moss to nullify the condition
5. A Foggate blocks a path that looks like a Garden area. for 1 min. May be used as a Bonus
There is also a stair well to the right of the foggate if the Action
party doesnt want to try and take down the next boss. See
Capra demon if so. Blooming 1000 Used to treat Toxic condition. If a
Purple Souls player is afflicted with the Toxic
Moss condition they can eat a Purple Moss
to nullify the condition for 1 min. May
be used as a Bonus Action
Poisoned 100 On hit an enemy must make a DC12
Tip Arrows souls Con saving throw or suffer the
each Poisoned condition for 1 min.
Boss Lair
The Capra demon has been trapped into a small garden
roughly about 20x50ft area (4x10 Squares). In addition the
Capra Demon is paired with two Undead Dogs as well. On
initiative 20 the dogs charge the first player through the fog
wall. if the players clump up at the front door they are going
to have a hard time against the Capras Leaping Strike
Alternate Capra
If you feel like your players are too weak adjust the
damage numbers down to a d6 or allow only 2
attack.
If you want to give the players a tougher challenge
more true to the Actual boss fight, allow Capra
Capra Demon Demons attack to hit multiple enemies per swing.
forcing them to try and spread out. The Stat block i
feel like is a happy middle ground between the two.
Capra Demon
Large Demon, Lawful evil
Armor Class 14
Hit Points 117 Undead Dog
Speed 30ft. Medium beast, unaligned
Armor Class 12
STR DEX CON INT WIS CHA Hit Points 13(3d8 + 1)
18 (+4) 14 (+2) 9 (+0) 4 (-3) 11 (+1) 10 (0) Speed 40ft.
Saving Throws +7 DEX, +6 WIS STR DEX CON INT WIS CHA
Condition Immunities Frightened, Poisoned
Damage Resistance Poisoned, Slashing, Piercing, 12(+1) 14 (+2) 13 (+1) 4 (-3) 10 (0) 8 (-1)
Bludgeoning from non Magical attacks.
Damage Vulnerabilities Fire, Lightning. Skills Perception +3, Stealth +4
Senses passive Perception 11 Senses passive Perception 10
Languages Abyssal Challenge 1/4 (50 souls)
Challenge 6 (6000 Souls)
Keen Hearing and Smell. The wolf has advantage on
Brute The Capra Demon deals an extra dice of Wisdom (Perception) checks that rely on hearing or
damage included in the attack. smell.
Actions Pack Tactics. The wolf has advantage on an attack
roll against a creature if at least one of the wolf's
Multiattack Capra Demon attacks three times with
allies is within 5 ft. of the creature and the ally isn't
his Machete. incapacitated.
Machete Melee Weapon Attack: +8 to hit, reach
5ft., one target. Hit (2d8 + 4) Slashing damage. Actions
Leaping Strike (4-5 turn Recharge) The Capra Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Demon jumps up to 10 ft towards his target one target. Hit: (2d4 + 2) piercing damage. If the
slamming both his Machetes down onto his victim. target is a creature, it must succeed on a DC 11
A player ust succeed in a DC14 DEX saving throw Strength saving throw or be knocked prone
or suffer 4d8 Slashing damage. In addition all
players within 5ft of wherethe Capra demon lands
must succeed on a DC14 Strength save or be
knocked prone. This jump does not provoke
opportunity attacks. If a player fails their save by 5
or more this attack is treated as a Critical Strike.
Griggs of Vinheim
G
riggs is a sorcerer from the Vinheim Dragon
School. He came to Lordran in search of his
master, Big Hat Logan. He wears the Black
Sorcerer Set, which in Vinheim indicates a
secretive member of the Dragon School.
The player finds Griggs in a locked room at Remedy
the bottom of the Undead Burg. After being 2nd-level abjuration
rescued he returns to Firelink Shrine. If the players learn
everything from Griggs hhe will set off on a quest to find his Casting Time: 1 action
master. Range: Touch
Components: V S
Soul Arrow Duration: Instantaneous
1st level evocation You touch a creature and can end either one disease or one
Casting Time: 1 action condition afflicting it. The condition or status effects.
Range: 60 feet Magic Shield
Components: V, S
Duration: Instantaneous 1st level Abjuration
A beam of blue-white light streaks toward a creature within Casting Time: 1 action
range. Make a ranged spell attack against the target. On a hit, Range: Touch
it takes 2d6 + INT Force damage Components: V, S, M (Small piece of metal)
Duration: until destroyed or dispelled.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell adds 1d6 for each slot You can use your action to create a Magic Shield in your
above 1st. empty hand. You are proficient with it while you wield it. This
shield is magical and while equipped it adds 2 to your AC and
Heavy Soul Arrow absorbs 10 damage.
1st level evocation At Higher levels this spell absorbs an additional 5 damage
Casting Time: 1 Action and 1 Bonus Action for each spell slot used above 1st.
Range: 60 feet
Components: V, S Griggs Quest
Duration: Instantaneous Griggs is eager to find Master Logan stating he wishes to
You channel a beam of blue-white light. The beam shoots learn from him. If the party manages to find Logan and bring
toward a creature within range at the beginning of your next him to firelink he will reward the party the Sorcerer Set
turn. Make a ranged spell attack against the target. On a hit, it which has Mage Armor pernamently enchanted into the
takes 2d10 + INT Force damage clothing. If the party buys all his spells before finding Big Hat
Logan he will leave and die in Sens Fortress and the party
At Higher Levels. When you cast this spell using a spell will be able to find this set off his body.
slot of 2nd level or higher, the spell adds 1d10 for each slot Once Logan has been brought back to firelink He will
above 1st. eventually leave causing Griggs to follow suit but only after
his spells have been purhcased. Either way Griggs is likely to
Hidden Weapon die trying to follow Big Hat Logan
2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
A weapon you touch becomes invisible until the spell ends.
Whenever you attack a creature must make a perception
check against your spell save. On fail the attack has
advantage.
The Depths
T
he Depths is a mutli leveled dungeon with as
many layers as you see fit eventually leading
down to a massive sewer system that dumps
into Blighttown. But beware the lower the Middle Floor
levels the more monstrous creatures lurk. 1. A bonfire can be found behind a wooden door right before
WARNING: the Basilisks in this area will a ladder leading down into the sewer. describe a glow
Curse players causing a pernament game over coming from the window
for a player that fails two saves. Warn your players ahead of
time for this to prepare them. 2. Coming into the sewer the path is narrow and overgrown
Diseased Rats rule. The party will be able to see an open
area gated off and through the bars a Huge Diseased Rat
will openits eyes by a party member and scream before
Top Floor running out.The player wont be able to get a melee attack
1. Start the players decent from the lower undead burgs and at but may try to cast a spell at it. Let this play out but the
have them find a large dinning area Several Hollows rat knows it cant reach the party and will retreat for now.
populate the room along with a Massive Butcher at the far 3. This scream alerts other rats in the area those that can fit
end of the dining area. The Butcher looks like shes through bars and the party will begin a chase or combat
preparing a meal while the hollows wait. Most hollows in with a Diseased Rat horde. The Sewers are very tight
this area are docile until provoked. The floorboards are and if the players decide to run it is a bit of a maze in
rotted and damaged and a smell reeks from the design. Throughout the maze have some corners were
floorboards of the dining area. The Butcher will take piles of bodies are stacked and a trap leading to the lower
notice of the party if they are mostly hollow inviting them floor. One large area of the maze will be the gated area
for dinner. where the Pcs saw the Huge Diseased Rat this will serve
as a mini boss for the players.
Mildred the Butcher
This woman is preparing a meal by chopping up I put a Gelatonous cube in the pit with the
meat her Undead Hound stands by looking for player who fell.
scrap. If a player in the party is in Body form (Not
hollow) She will try to isolate that person. Her goal
is to feed the hungry citizens of the Burg. If
Multiple players are in body form she will summon 4. Another pitfall will drop players into the lower floor this
the citizens to her call and bring the room onto the one in an area of with Basilisks. Describe the Black
party. Crystal like figures frozen in place. The Basilisks in this
area are not immediate threats but they live deeper in this
section.
2. The players will find themselves in the basement it is 5. Near a pile of bodies the player will tkae note of souls
flooded and a large hole is in the ground with the water flying around teh corpse pile, another Gelatonous ooze
sliding down a path. following the path will lead further will drop down on the player while they are retrieving the
down the area. But they hear a voice call out for help in souls cache. reward 1k souls for the encounter.
the cellar. If Matilda is around on good terms she will
warn the party against "The pest shes cornered" (she's 6. Eventually the players will find an area overlooking the
lying and intends to kill the man and serve him to her bottom part of the sewer leading to the lower floor on this
Patrons) area are some Large rats hiding in crates and a Single
Channeler overlooking the middle floor. When he notices
3. Laurentius of the Great Swamp is locked in the cellar if the players he will begin his dance and if the players get
the party chooses to help him escape the burg he will offer up close the rats will get a free attack in breaking through
to teach the party pyromancies and reward them with a th ecrates to do so.
Pyromancy Glove. This item increases the chance to hit
with fire attacks by either increasing the DC against your
save or adding a +1 to hit. This glove can be upgraded and
increased to +2 and +3 using Twinkling Titanite. In order
to free Laurentius the way must be cleared up to the lower
burgs for him or the Pcs will have to teleport him out
somehow.
See Laurentius section in this guide for more information.
Bottom Floor
Depending on how the players go here they could have fallen Knight of Thorns,
through the pits or came from the Channeler stair well there Kirk
are several key areas to explore here for loot all which lead
towards Blighttown and the Gaping Dragon the boss of the Medium humanoid, Chaotic Evil
Depths. Armor Class 16 (Spiked Armor)
1. Near the stairs the party will find another mini labrynth Hit Points 67
just smaller at the end of the labrynth is a massive metal Speed 30ft.
gate locked along wtih a path that leads to the side. Pcs
can find the corpse with the key or they can attempt to STR DEX CON INT WIS CHA
unlock it with through lockpicking or destroy the gate.
12(+1) 18(+4) 16(+3) 10 (0) 12(+1) 15(+2)
2. Exploring the last maze of tunnels the players will find
Black Crystaled statues in teh area. a person with a high Damage Resistances Slashing from non magical
nature roll could see that a Basilisk is responsible for this items.
and can warn the party. Build up an encounter where the Senses passive Perception 20
party is ambushed by these Basilisks. Challenge (2100 Souls)
3. Inside the maze the party will be invaded by Knight Kirk Spiked Armor. Any physical touch by a body party
and his Thorn Knights. Knights spawned are the number has a chance to cause Bleed on an enemy. Any
of players who have humanity. Defeating Kirk will drop his character hurt this way must succeed on a DC 12
Armor of Thorns. This armor requires Attunement Constitution saving throw or suffer Bleed
condition. While bleeding a character has
disadvantage on CON checks and CON saving
Knight Kirk throws. In addition when hit once under the bleed
Knight Kirk. Belongs to the Chaos Covenant. Which condition you become stunned.
grows stronger based on how much Humanity he
has. His one and only goal is to steal humanity. His Actions
weapons and armor have a chance to cause his Multiattack Kirk may make three strikes with his
enemies to Bleed. The creature has disadvantage shortsword
on Constitution checks and Constitution saving
throws. In addition, whenever the creature takes Shortsword. Melee Weapon Attack: +6 to hit, reach
damage, it is stunned until the end of its next turn. 5 ft., one target. Hit: 9 (1d6 + 4) slashing damage.
Enemy must succeed on a DC 12 CON saving
throw or gain the bleed condition.
Charge. When you use your action to Dash, you can
Thorn Armor set Requires Attunement. While this armor is use a bonus action to make one melee weapon
equipped your AC becomes 16. Any physical touch by a body attack or to shove a creature. If you move at least
party has a chance to cause Bleed on an enemy. Any 10 feet in a straight line immediately before taking
character hurt this way must succeed on a DC 12 this bonus action, you either gain a +5 bonus to the
Constitution saving throw or suffer Bleed condition. While attack’s damage roll (if you chose to make a melee
bleeding a character has disadvantage on CON checks and attack and hit) or push the target up to 10 feet
CON saving throws. In addition when hit once under the away from you (if you chose to shove and you
bleed condition you become stunned. succeed). In addition that character gains the Bleed
condition.
4. Found in the maze is The Ring of Evil Eye Requires
Attunment. After personally slaying an enemy gain 5 temp
hp. 5. at the end of the maze a player will find one last stairwell
leading to the True bottom of the Depths and a massive
Fogwall blocking their path. The Gaping Dragon Lies in
wait for the player defeating it will grant the PCs access to
Blighttown.
Boss Fight - Gaping Dragon
The Gaping Dragon resides in The Depths. The Gaping Dragon resides in The Depths. It is a descendant of the Everlasting
Dragons, but its eternal hunger transformed its upper body into a maw. It is possible to summon Solaire of Astora and Knight
Lautrec of Carim. Only if the player had previously freed him and talked to him at Firelink Shrine. Solaire's summon sign can be
found next to the stairs leading to the Fog Door, while Lautrec's can be found just behind the pillar, opposite to Solaire's.
Gaping Dragon Tail: Melee Weapon Attack +6 to hit, reach 15 ft. HIt:
12 (2d8 + 3) bludgeoning damage.
Huge Dragon, Unaligned
Poisonous Spew (Recharge 5-6): The Gaping Dragon
Armor Class 14 regurgitates an acidic, poisonous liquid around himself.
Hit Points 200 Creatures within 20 ft must succeed on a DC 15
Speed 40ft., 10ft Flying Dexterity saving throw or take 42 (12d6) poison
damage
STR DEX CON INT WIS CHA Swallow: The Gaping Dragon makes one claw attack
against a larger or smaller creature it is grappling. If the
20 (+5) 20 (+5) 3 (-3) 13 (+2) 10 (+0) 10 (+0) attack hits, the target takes the claw damage, it is
thrown into the Gaping Dragon’s mouth and it is
Damage Immunities poison swallowed. While swallowed, the target is blinded and
Damage Vulnerability Lightning, Radiance restrained, it has total cover against attacks and other
Condition Immunities charmed, exhaustion, frightened, effects outside the Gaping Dragon and it takes 21
paralyzed, petrified, poisoned (6d6) poison damage at the start of each of the Gaping
Senses Darkvision 60 Ft., passive Perception 14 Dragon’s turns. If the Gaping Dragon takes 30 damage
Challenge Rating 7 (10,000 Souls) or more on a single turn from a creature inside it, it
must succeed on a DC 16 Constitution saving throw at
Multiattack: The Gaping Dragon makes three attacks: the end of that turn or regurgitate all swallowed
one with its stomp, one with its tail, and one with its creatures, which fall prone in a space within 10 ft of
claw the Gaping Dragon. If the Gaping Dragon dies, a
swallowed creature is no longer restrained by it and can
Stomp: Melee Weapon Attack +6 to hit, reach 5 ft. HIt: escape from the corpse by using 20 ft of movement,
10 (2d6 + 3) bludgeoning damage exiting prone.
Claw: Melee Weapon Attack +6 to hit, reach 10 ft. Hit:
10 (2d6 + 3) slashing damage . If the target is a
creature, it is grappled (escape DC 14). Until the
grapple ends, the creature is restrained.
Gaping Dragon Loot Humanity X2
Homeward bone - Will teleport party to firelink Shrine.
Dragon King Greataxe - Requires Attunement and a STR Key to Blighttown Unlocks metal gate in the Depths.
score of 20 in order to weild. This weapon is treated as a
Greataxe "The axe is imbued with a mystical power, to be
released when held with both hands." While equipped a
player can use their action to force a wave of electricity
around themselves. adjacent Enemies must make a DC 15
CON save or suffer 2d8 electric damage or half as much on
success.
Blighttown
A
town that developed on the outskirts of the
Demon Ruins/Lost Izalith whose inhabitants
became infected by the Blight Pus. It is likely
that many of the people here became servants
of Quelaag and her fair sister.
Blighttown was likely always a less than
desirable place to live or work. It appears to be Random Encounters
a sort of mining community, complete with rickety ladders Roll Encounter
and platforms. It's suspended above a poisonous swamp 1-3 Safe
alongside the stone structure that holds up the Firelink
Shrine, and the planks reach all the way down to the murky 4 Floor board breaks players must make a DC 12 Dex
saving throw or fall below to another layer suffering
waste below. 2d8 bludgeoning damage. On failiure players must
find a way to climb out of a 20ft drop or add 1 extra
roll for random encounter
Poisonous Waters
The swamp is so pollutted any contact with its 5 Infested Ghouls and Undead Hounds lie in wait ready
to ambush. Their weapons all tipped with poison Roll
waters will automatically inflict the Poisoned 2d4 hollows and 1d4 dogs
condition to a character that is not immune. This
condition last for 10 min from last contact with 6 Deformed Ogre stomping on the main path his steps
the water itself. causing the floorboards underneath him to creek.
A poisoned creature has disadvantage on Attack Main path behind him looks very beat up players will
Rolls and Ability Checks. have to avoid the Ogre or defeat him while checking
the floor to make sure they dont fall through.
7-8 Plot Event!
1. Whether a player arrives in Blighttown from the Depths or
New Londo ruins theres a few obstacles in their path Plot Events
before making it to the bonfire of Blighttown. The players This can be anything. Whether you want to have a player find
start on Large wooden platforms they are rickety and a treasure or if you can build up a situation from a characters
dangerous traversing the area at a fast pace is not backstory. Here is a few suggestions of Treasures.
recommended as it will give disadvantage on any saves
against the terrain. Ask the players how they would like to 1. A Large Insect seems to be glued to the Massive stone
proceed through the enviornment. Getting into Blighttown structure. Destroying it will reveal a glowing item. If the
is a bonfire on either side. (we're going to be nice they just players manage to recover the item they will be rewarded
fought a Dragon most likely) with the Power Within pyromancy.
2. A Firekeepers Soul is being guarded by Blowdart
Travel Snipers and a few Hellhounds a former bonfire burned
Speed Effect out with a body of a firekeeper hanging over it.
Slow Advantage spotting ambushes and traps. Roll for 3. An Invasion from Maneater Mildred If mildred survived
random encounter 8x the Depths she has come for revenge. Defeating her she
will drop a Butchers Knife and a Humanity.The
Normal Roll for Random Encounter 5x Butchers Knife is treated as a Battle Axe for its
Fast Disadvantage on any traps and a surprise round if properties. Weilding this weapon gives the user advantage
an ambush occurs. Roll for Random Encounter 3x on Intimidation Checks.
4. A Crystal lizard appears infront of the party It tries to rush
away after being noticed. if the party stops it they can get
Titanite
Power Within
2nd level enchantment Chaos Witch Quelaag
Casting Time: 1 action Large Humanoid Spider, Chaotic neutral
Range: 30 feet
Components: V, M, S (a crushed button worth at least 1cp, Armor Class 16
discarded gum wrapper) Hit Points 202
Duration: Concentration, up to 1 min. Speed 30ft.
The Caster gains 1 AC and +1 to hit/damage with attacks
and spells that require hit. At the end of each turn the player STR DEX CON INT WIS CHA
suffers damage, this damage cannot be resisted or prevented. 18(+4) 14 (+2) 14 (+2) 16 (+3) 16 (+3) 12 (+1)
At Higher levels Cast at 5th level you may increase the AC
and hi/damage to +2 and at 7th level +3
Saving Throws DEX +5, WIS +6
Damage Vulnerabilities lightning
Blighttown Swamp Damage Immunities fire, poison
Condition Immunities poisoned
As stated above the Swamp is poisonous and characters will Senses passive Perception 5
become poisoned when they interact with the water. In Languages Common, infernal
addition many large insects lurkin the swamp. The party will Challenge 8 (20,000 Souls)
find a strange elvator shaft leading them down into the
swamp and take note of the Cathedral like building out in the Legendary Resistance (3/Day): If Quelaag fails a
distance across from it. They will also take note of the saving throw, she can choose to succeed instead.
belltower connected to that Cathedral. The players will also
take note of the "World Tree" on the other side of the Fury Sword. Quelaag's weapon attacks are magical.
Cathedral. a place that will lead them to Ash lake the When Quelaag makes an attack with her sword, she
supposed battlegrounds where the dragons parished. deals an additional Xd10 fire damage. X is equal to
How the players choose to traverse the swamp is up to the amount of Humanity Pcs have in the arena.
them. The swamp is about 3-4ft deep in most places so (minimum 1)
movement would be considered difficult terrain. Rangers can Actions
find land masses to help speed up teh group travel. There is
plenty of debris in the swamp as this was once a mining Multiattack. Quelaag makes three fury sword
commmunity. a makeshift boat could be constructed. There attacks.
are several islands that can be used as a breathing point to Fury Sword Strike. Melee Weapon Attack: +6 to hit,
fight on if ambushed. reach 5ft., one target. Hit 5 (1d8 + 4) + Xd10 fire
On their way across the swamp they can run into Giant damage.
Mosquitos, Giant Leeches, Cragspiders and Blighted
Barbarians Roll a d4 and on a 4 have them go into a combat Lava Vomit (Recharge 5-6). Quelaag's spider mouth
encounter. At the Far end of the swamp lies a Chapel spits out lava up to 20ft away , it has a 10ft radius.
containing our destination the second belltower and our Each creature in the area must make a DC 14
Chaos Witch Quelaag Dexterity saving throw, taking 27 (8d6) fire
damage on a failed save, or half as much damage on
a successful one.
Boss Fight - Chaos Witch Fire Wave (3/Day). Quelaag radiates an intense heat
Quelaag from her body, damaging everything around her.
Creatures within 15 feet of Quelaag must make a
A half-woman, half-spider demon located in a lair near the DC 15 Constitution saving throw, taking 27 (8d6)
bottom of Blighttown. One of the Witch of Izalith's daughters, fire damage on a failed save, or half as much
transformed into a monster by the Flames of Chaos. Her damage on a successful one.
notable siblings are "The Fair Lady" and Ceaseless
Discharge. She guards the second Bell of Awakening, and the
entrance to her sister's domain. Boss Lair
Boss Loot Inside of the Boss layer is cracks of lava that will burn the
players if they step onto a square instantly dealing 3d6 fire
Soul of Queelag - Can be used to harnass many souls or damage. I also had several Egg Carriers in the arena that
fused into a weapon/spell (8000 souls) could explode on death if Queelag or a player kills one.
Humanity x2
A bright streak flashes from your pointing finger to a point
Parasitic Headgear - Sidequest you choose within range and then blossoms with a low roar
Failing a check against the Parasite will cause a into an explosion of flame. Each creature in a 20-foot-radius
player to become infected. a player must be cured sphere centered on that point must make a Dexterity saving
within 1d4 days or pernamently become a parasite. throw. A target takes 6d8 fire damage on a failed save, or half
Taking that player pernamently out of the game. In as much damage on a successful one. The fire spreads
order to be cured the pcs will need to seek out around corners. It ignites flammable objects in the area that
Eingyi, of the chaos covenant. He will remove the aren’t being worn or carried. This spells damage increases by
curse for the cost of 3 humanity so he can offer it 1d8 for each Humanity the character has active (limit 5)
to his lady.
Chaos Storm
7th -level Evocation
Casting Time: 1 action
Role playing Eingyi Range: 40ft from self
Components: V S
He is a strange and creepy fellow. his only purpose is to serve Duration: Instantaneous
the "Fair Lady" Who is in a permanent coma. If the players Classes: Sorcerer, Wizard
threaten him he does not fear death and will pledge vengence
of the Chaos Covenant against the PCs. If the pcs are willing Blazing orbs of fire plummet to the ground at four different
to serve the Chaos covenant he will aide them by curing any points you can see within range. Each creature in a 40-foot-
parasite they may be inflicted with. True believers will unlock radius sphere centered on you must make a Dexterity saving
a shortcut to Izalith throw. The sphere spreads around corners. A creature takes
10d8 fire damage on a failed save, or half as much damage
Chaos Covenant on a successful one. A creature in the area of more than one
fiery burst is affected only once. The spell damages objects in
After the failed attempt to recreate the First Flames, the the area and ignites flammable objects that aren’t being worn
daughters of the Witch of Izalith were scattered. Quelaag and or carried. This spells damage increases by 1d8 for each
one of her sisters fled to Blighttown and settled there. The Humanity the character has active (limit 5)
natives who served them are called the Chaos Servants. The
natives were infected with the Blight pus, but Quelaag's
Sister swallowed it all, making her sick in the process, even The Blighttown Belltower
though Quelaag ordered her not to. She was made Near the Chaos servant bonfire is the lever to ring the
Firekeeper of a Bonfire to keep her alive. Now, the Chaos blighttown bell. If this is the second belltower the players
Servants help their Fair Lady by feeding her humanity to have accomplished their task.
alleviate her pain. To join, talk to Quelaag's Sister behind an
illusory wall in Quelaag's Domain. Offscreen a gate opens in the distance close to the Undead
In order to Rank up in this covenant a player must offer 3,7 Parish, near the blacksmith Andre. The onion Knight who
then 10 humanity to "The Fair lady" was waiting by teh gate looks up as the gate opens picks up
Covenant Rewards
his sword and moves into the Fortress
Tier Rewards The players must now trek their way back up to Firelink or
1 Cure Parasites, Gain access to shortcut to Izaleth they can make a few detours.
2 Great Chaos Fireball
The Demon Ruins can be found close to the Chaos
Servant bonfire. if the players are on good terms with Eingyi
3 Chaos Storm he will warn the party that powerful Demons lurk in the ruins
and at the end of it a Golden Foggate that none can pass.
Great Chaos Fireball The players may also make their way to the World treee
3rd -level Evocation and Ash Lake exploring this area will unlock the Dragon
Casting Time: 1 action Covenant and a few rewards to go along with it.
Range: 150 feet Discuss with the players on what path they would like to go
Components V S M (A tiny ball of bat guano and sulfur) with. Firelink will allow the players to continue the main
Duration: Instantaneous story but skip ahead to specific sections if they choose
Classes: Sorcerer, Wizard otherwise.
Demon Ruins
T
hese lava filled ruins are accessed via a 2. A pool of lava blocks off one path leading down hill there
passage beneath the bell tower in Quelaag's is a bridged path that leads directly to a Foggate and a
Domain. However, a Golden Fog Gate blocks massive creature off in the distance. This is the Ceasless
the way near the end and hence you cannot Discharge rumored to be a brother of the Witches of
access all the area until you place the Izalith.
Lordvessel. The enemies within are quite
tough (two of which were previously bosses, Boss Fight - Ceaseless
earlier in the game) and it also contains three separate boss
fights. It serves as the gateway to Lost Izalith, once you beat Discharge
all its challenges. Ceaseless Discharge, as his name may suggest, is the source
1. Near the beginning of the ruins is a bonfire. surrounding of the lava flow. Killing him will cease the discharge of lava in
the Bonfire are more Egg hosts. They will only become the lower parts of the ruins, allowing access to the deeper
hostile if approached otherwise will keep their distance. areas of the map, and progress in the campaign.
Killing them in melee risks becoming inflicted with the
parasite.
Ceaseless Discharge Unbearable Heat. When the elemental starts its turn,
each creature within 50 feet of it must make a DC 20
Gargantuan Elemental, Chaotic Neutral
Constitution saving throw, taking 7 (3d4) fire damage
Armor Class 15 on a failed save, or half as much damage on a
Hit Points 325(25d20 + 125) successful one. Spider Initiative The Ceaseless
Speed 50ft. Discharge rolls an initiative for its spider attached to its
back. the spider will target an enemy in range on its
turn and make an attack.
STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 20 (+5) 6 (-2) 10 (+0) 7 (-2) Actions
Multiattack. The elemental makes three Slam attacks.
Damage Immunities fire, poison; bludgeoning, piercing,
and slashing from nonmagical attacks Slam Melee Attack: +10 to hit, reach 5ft., one target.
Condition Immunities exhaustion, grappled, paralyzed, Hit 5 (6d4 + 5)
petrified, poisoned, prone, restrained, unconscious Spider Surge Melee Attack: +10 to hit, reach 10ft., one
Senses darkvision 120 ft., passive Perception 10 target. Hit 5 (2d6 + 2)
Languages Ignan
Challenge 22 (40,000 Souls) Flame Punch If no player is directly engaged with the
Ceaseless Discharge it slams his fist to the ground
creating a 20ft cone of steam. Each player caught in
the cone must make a DC18 Constitution saving throw
taking 10d10 Fire damage and suffering a point of
exhaustion on fail or half as much on success.
Loot
Demon Ruins Part 2
Down where the lava pis once stood are now Taurus and Capra Demons, mobs of them. Previous bosses are now meerly minions
of the great area. Off in the distance is a structure leading down deeper into the ruins. At the end of the ruins is a massive golden
foggate that can only be dipelled with the Lordvessal. Behind the gate is the Demon Firesage a more powerful version of the
Asylum Demon fought previously. There are also some small stray demons lurking around the ruins.
1. Where the previous lake the players will see a gathering of Taurus Demons along with a large amount of souls floating around
the lava pits where they are near. The Taurus Demons will attakc if the players get near. reward the PCs a bonus 2k souls for
clearing hte demons if they choose too.
2. The Ruins open up from the lava lake and Capra Demons protect the thin walkways.
3. The Floor will shatter below the players dropping them into the basement of the ruins. a bonfire will be near but guarded by a
Large Wyrm that burrows out of the ground.
4. More demons lurk in the ruins Small Stray demons seem to be standing guard. They will not move until palyers get closer
almost representing statues. Describe the Demonic statues throughout the area and make one of the statues come to life and
attack the party.
5. If the party is in Human form Darkwraith Kirk will invade
6. Crystal lizards can be found behind some ruins.
7. Guarding the Golden foggate is 3 Taurus Demons and 2 Small Stray demons This gate will only open once the party has
recovered the LordVessal
h
e Great Hollow is an enormous hollow tree, 10. a Ladder leads down to a large group of mushrooms.
perhaps the remains of an Archtree from the These creatures can be spotted and will appear harmless.
Age of Ancients, though it is also possible that The players have stumbled onto a Myconid colony full
the journey down the huge tree is a with people. They wont speak to the party but watch.
metaphorical one. Small Myconid will flee and rush to large Myconid. If
The tree descends through the heart of attacked the small ones are fast but weak while the large
Lordran. Basilisks and Mushroom People ones if they land a punch will result in a instant KO.
inhabit the tree, making the descent perilous, but it's also
filled with treasures, like the Cloranthy Ring. There are also 11. The bottom of the tree along with the Myconid colony will
many Crystal Lizards here. lead out towards Ash Lake.
The branches of this same tree are visible from in Firelink
Shrine.
1. from the Blighttown Swamp if the party decides to move
opposite of the belltower they will make it ot the Archtree.
The route is guarded by several insects and will have to
traverse the poisonous lake.
2. The party finds a large root that will lead them into the
tree itself found in the hollow area is a chest containing a
single Dragon Scale. But otherwise it appears to be a
dead End. Players that are proficient can make a DC14
Investigation/Arcana check to discover an illusionary wall
behind the chest.
3. Behind the illussionary wall is a Crystal lizard followed by
another seemingly Dead End. Players that are proficient
can make another DC14 Investigation/Arcana check to
discover an illusionary wall.
4. The Illussionary wall brings them towards a Ladder
decending down into the tree. A Bonfire can be Kindled Credit: tetsuok9999
with a Humanity as well. 12. The large ones will not be able to speak to the players as
5. From here on out the branches found inside of the tree they can only communicate telepathically. If the players
are the only way to decend a massive tree. the branches make any major moves or show any aggressions the
are thin and require balance to stay on them. Have the colony will attack. If they show no threat the colony will
players make a Dexterity check or Acrobatics while watch and guide them out of the tree. If the group
decending the branches. DC12 if they fail by 5 or more manages to get out without provoking any attack reward
they fall instantly. On failiure they slip and must succeed them souls or inspiration
on a DC 14 Dex to grab on. You may reward players for
creative ways to decendor helping others keep their
balance by rewarding advantages or Inspiration.
6. On the first big platform there are Crystalized Humans
that have died from Curse. Players may remember similar
statues from the Depths and the basilisks that created
them. Warning the players of Basilisks in the tree.
7. More branches decend but a Ring glows across a large
gap. The gap is about 15 ft away and down a lair of
branches a player may be able to jump across tand grab
the ring but once they do the branches fall down leading
them into an area alone With a group of basilisks nearby.
8. The branches above lead towards the Basilisk pack.
players will have to survive the branch before engaging
the pack.
9. After defeating the pack another crystal lizard can be
spotted on a large platform.
Ash Lake
F
ound at the base of The Great Hollow, Ash Lake
is the geographically lowest point in Lordran,
although possibly just a metaphorical journey.
This endless stretch of bottomless water,
archtrees and curious beams of light is an ash-
strewn shore that hold remnants of giants and a
Hydra still swims along its banks. At the end of
this area stands the last of the everlasting dragons, the Stone
Dragon.
1. The lake is surprisingly barren. The only landmarks in the
area is a large skull out in the distance and another world
tree further ahead several miles away.
2. The players will Trek through miles of ashe surrounded by
water. Eventually a Hyrda will appear from the lake and
start attacking the players.
3. A Massive Dragon Skull lies on ashy land. inside of the
skull is a Dragon Scale.
4. About 30 miles from the point of the Hollow will lead the
Pcs to another World tree and inside that tree is The
Everlasting Dragon.
T
his area can be accessed very early. Home to
skeletons and necromancers, this area is often Underneath the Statue
assailed by clerics of the Way of White, hoping 1. Coffins pushed up against the walls. One of which will
to retrieve the lost Rite of Kindling. lead to a shortcut skipping over some skeletons in the
Although the area can be accessed early it is next area. Continue to room 4
not recommeneded for low level parties. As
Dangerous Necromancers will throw wave 2. Big open room will lead down a stair well there are some
upon wave of skeletons at the partyand have their own deadly Flameskull. Teir deaths will cause an explosion which can
spells that can be used to stop the party. push people off the cliff.
3. A room full of Skeletons and a single necromancer
Way of the White 4. A long stretch of hallway. a pressure plate will unleasha
If the players are on good terms with Petrus and volley of arrows down the path at the end a player may
his party they may offer some advice to the party disarm the trap and find the Avelyn. a crossbow that fire 3
about how to delve deeper into the catacombs. bolts at once
Along with tips about the necromancers.
Avelyn
Ranged Weapon, Martial, Heavy Crossbow
1. Upon arriving in the graveyard near firelink the players Category: Items
can take note of the Large statue of Nito the Gravelord Damage: 1d8 followed by 1d6 then 1d4
Skeleton bones are rattled around the field. The statues Damage Type: Piercing
states: Item Rarity: Rare
Nito, the first of the dead, is one of the original Lords Properties: Heavy, Loading, Range, Two-Handed
who found a Lord Soul at the dawn of the Age of Fire. His Range: 100/400
soul turned him into a living manifestation of illness and Weight: 18
death, a mass of skeletons held together. He, along with
the other Lords, waged war against the Dragons, and Treated as a Heavy Crossbow, it's intricate mechanism
helped issue the killing blow by unleashing a miasma of makes heavy damage possible through triple-shot firing of
death and disease upon them. bolts. but in fact each bolt inflicts less damage." Roll to attack
on hit roll the following damage dice for each dart. Cannot
Beneath is a hole in the base of the statues. A player may attack multiple times per turn. The attack must target the
do one of many things to open up a passage way. same character
1. Tribute a Powerful Soul (5k souls or more) 5. A Titanite Demon protects a room full with empty
2. Cast a Firespell into the slot (to represent the first flame) coffins. Each Coffin states: "Those who who serve the
3. Cast a Necrotic Spell into the slotthe power of Gravelord Gravelord rest here." If any rest inside the coffin it will
Nito) close up on them and teleport them down towards the
4. Place a Dragon Scale in the hole (to represent his battle Gravelord Nito.
against the Dragons) 6. In another area are 3 pillars that must be activated at the
If any of these conditions are met the statue will open same time. they have the inscription that states "Only in
leading down into the Catacombs. death have we learned to work together" pulling one will
unleash Bonewheel Skeletons against the party. The
2. Exploring paths of the graveyard will awaken skeletons in pillars are all separated around the room. Activating the
the area. When defeated they will be resummoned back by pillars will lead to a secret chamber where a skeleton
a Necromancer hidden inside of a tomb. Blacksmith can be found.
3. Large Tomb. Voice can be heard from within the tomb 7. A path beyond the blacksmith is a large chasm where the
players will have to break open the tomb to find the boss of the area located. The Foggate leads to a laboratory
Necromancer insdie killing it will stop the spawn of and Pinwheel will spot the players when they enter his
skeletons in the area. domain.
4. Found on a tomb is a Zweihander. This item is treated as
a greatsword. This blade is massive and can swing
through multiple enemies at once. As an action you may
swing your sword in a front cone of 5ft. All creatures in
that cone must make a DC 13+STR DEX saving throw.
suffering full weapon damage on failiure or avoiding
damage on success.
Boss Fight - Pinwheel
Not much is known about Pinwheel, but there are some clues
about his nature and goals. This being is seemingly
composed of three separated consciousnesses; after noticing
the Chosen Undead, the three masks look at each other and
twitch lightly as if discussing what to do with the intruder.
Judging by the amount of tomes and skeletons (all shackled to
the ceiling and one on the operating table) inside his lair, one
can assume that he isn't hollow and is doing some kind of
necromantic research. It is said he stole the power of the
Gravelord, and that he reigns over the Catacombs
Boss Loot
Mask of the Child Requires Attunement. Once per Long
Rest you may call upon the power of the Child and gain an
additional action. At the end of your turn gain a point of
Exhaustion.
Mask of the Father Requires Attunement. increases
movement speed by 5ft.
Mask of the Mother Requires Attunement. While this
mask is donned the player has a 5hp boost to their maximum
health. this is removed if the masked is removed.
Credit: Pedro Ortiz
B
ehind the Undead Parish, surrounded by forest
and wildlife, the Sen's Fortress was constructed, Example
to serve as a test for those who wish to enter A player may study the blades movements before
the City of the Gods, Anor Londo. making the jump to run past them. they would roll
Filled not only with swinging blades, pressure an Insight or maybe even an Investigation to make
plates, traps and deadly boulders, Serpent Men sure they can move in time. I might set the DC to
and Prowling Demons lurk behind every corner. 12. Where as a player who just tries to Dash
After ringing the Bells of Awakening, one of the enslaved through them with just his speed the DC would be
Giants open the gates. Two other Giants can be found on the mich higher maybe a 15 or 18. How well your
rooftops; one of them loads boulders into a machine that players RP should set the DC
sends them rolling throughout the fortress, while another one
throws explosives at whoever trespasses.
In order to finally reach Anor Londo, a tired warrior will 3. Once a player makes it to the halfway point a horn will
need to fight the last guardian of the Fortress, the gatekeeper blow and two Serpant Casters will start casting "Eldritch
Iron Golem, that has repelled and slayed countless heroes Blasts" at them. If a player is hit. They must succeed in a
and was created by the Gods of Anor Londo by fusing the DC12 STR saving throw of be pushed back 10ft. possibly
power of a soul with the bones of the dragons, forming a core causing them to fall off to their death.
for this monstrosity made of steel.
Once the Iron Golem is defeated, the gate to Anor Londo
will be found blocked, but three Bat Wing demons transport Surviving the falls.
whoever gets this far. In case the players have secured a safe way down
instead of falling to their deaths they will find an
Middle Level Encounters open area filled with water (Not enough to swim in
it) and some 4 Titanite Demons in the area. a player
Sen's fortress is a gauntlet. Yes there are enemies but the real may be able to get past them and find a ladder to
enemies will be the traps around EVERY corner. This place escape back up to the other end of the bridge. See
was designed to keep those who were not worthy out of Anor basement for more details.
Londo. When a player Casts detect trap in this area they will
get an overwhelming sensation of the amount of traps and
not be able to focus on the dungeon. The enemies here will 4. At the long of the path Around the corner is a Serpant
use the trapsto their advantage. They have been guarding this warrior blocking the path. He will try and hold the line
fortress for a long time and they know how to use them on and block players from getting off the bridge while the
those who dare walk the Land of the Gods. casters pelt the Pcs with blasts.
1. With the gates open the first thing some players will 5. Around the corner is a dart trap. DC 13 Dex saving throw
notice is thebodies of Serpant warriors. Siegward of or take 2d6 piercing + 2d8 poison damage.
Catarina was waiting for his shot to get into the fortress
and it seems like he did a good job clearing a bit of the 6. The players that make it across will find the landing
way for the players. A player may roll to investigate the where the Serpant Casters were attacking them from.
bodies and take noteThe players will walk into the Along with another set of swinging Scythes.
entrance and find Large spikes in the back of a Serpant
Warriors back along with a massive gash slashed through 7. A chest lies in wait in the next room. another Dart trap
the front. Two large containters can be found in the same rests within the chest firing at those who open the trap a
room containing a health potion and potion of force Titanite shard does rest inside of the Chest
resistance. 8. In the following room is a Serpant Guard asleep against a
2. The next area is a long thin pathway with swinging blades wall. The wall behind him can be destroyed in doing so the
every 15 ft. Each player must make a dash across a thin playeres will find Big Hat Logan in a cell. DC 14
beam to make it across the area. The blades are swinging Investigation check for the room will discover the wall is
at a strange rate. ask the players how they would like to very thin. DC 10 There is also Bricks and building
attempt to get by the unusualy blades swinging back and materials in the corner seems like they were used
forth. Set the DC to your discression based on how well recently.
they rp the check and use their skills to bypass it. A
failiure by your set DC of 5 or more will result in them
being knocked off and falling to their death. if they fail by
less than that have them knock prone and roll 2d12
slashing damage.
12. on the other side of the collapsed bridge will be a room
Big Hat Logan that will slowly start closing in on the party. There are 3 Blac
Finding Logan is part of Griggs Quest back in firelink. The ladders leading upwards 1 of which is a ladder mimic. thi
Cell is locked and has a magical field around it. The players which will attempt to eat one of the party members. It is a aw
can attempt to dispel the magic then lockpick the cell. DC 13 long climb and the room will close up in 5 turns. The mus
for the dispel magic to take place then a DC20 lockpicking party must climb up the ladder and free a party member
skill check can free him. If the party fails these checks Logan from teh mimic or they will all be squished in 5 turns Gree
will tell them that a Serpant Witch holds the key. She can be instantly killing any who dont make it out to gr
found on the upper floors. 13. if the players didnt kill the mimic or free the party
member they will fight the Ladder Mimic here. Rin
IF all spells were purchased from Griggs his body will be whil
found in a nearby cell next to Logan. He will explain to the 14. The boulder trap is found in this room. it can be rotated to Ligh
party that the man tried to free him but the witch got the have the boldurs fly out into the forest. or down a center ad
better end of him. The party can loot his body and take the ramp which breaks open a wall down below revealing Big
Sorcerer Set. Hat Logans cell. Ring
sa
15. Final Scythe Bridge. 5 scythes to make it past and 1 adv
Upper Level Serpant Witch trying to pelt players with Eldritch Blasts. pla
adv
9. Next path players will trigger a boulder trap halfway as the 16. a stair well leads towards outside of the fortress but a trap
climb a sloped path. DC 12 perception check to hear the can be triggered shooting 3 darts dealing 3d4 piercing
sound of the boulder falling. On success give the players damage to the player who triggers them. 3. Th
advantage to dodge the boulder. DC15 on fail players take la
4d8 bludgeoning If the players fail by 5 or more they th
would take 6d8 instead. There is a ledge that they can look Fortress Roofs tra
down. Siegward of Catarina will shout for assistance. The Safe haven away from all the traps is an illusionary wall as
Bouldurs will continue to fall every few seconds. Use a that contains a bonfire. a player who is near the wall can ho
similar method as before for the players to make it up the make a DC12 Perception check to feel the heat emenating ki
ramp unscathed. from the bonfire. Otherwise the players will continue their
acension to the roof of the fortress. 2 Giants will Hurl
Siegward RP Bouldurs at the players. Players will have to climb up the
Siegward has been stuck for some time. He
ramparts attempting to dodge snipers and bouldurs hurled at
managed to get through many of the Serpent
them.
knights and their traps but he is far too slow to 1. The main path leads upwards where the players will be in
make it up from the never ending boulder ramp. If the open While the Giants hurl attacks at them. One of the
the party is able to disable tohe trap he will come giants could be picked off With Rnaged attacks but the
to their aid against the ruler of the fortress. other one is high up and in full cover.
(allowing him to be summoned as a Phantom to
fight the Iron Golem 2. Across the long path there is a gap that a player could
jump to get to another tower. This tower contains the
Crestfallen Merchant. He sells a various amount of
10. Under the ramp where the boulders fall is a wooden door goodies. He also tells the party of a witch that has been
the Door can be broken down and inside the room is a trapped down below the tower he's in.
bunch of crates pots a Crystal Lizard, 2 Mimics and Crestfallen Merchant
Treasure Chest The lizard is hiding behind some crates.
The mimic contains a Lightning Spear treated as
standard spear but add 1d6 Lightning damage per hit.
The second mimic contains the Soul of Great Hero Which
adds 5k souls to the player Cache. The actual Chest
contains Boots of Water Walking
11. A path to the left will lead to more traps such as darts and
a collapsing bridge that will cause Pcs to fall to teh bottom
of the fortress.
<
Serpent Witch
Medium Humanoid (yuan-ti), neutral, Evil
T
his campaign was a ton of fun for both me as
the Dm and my players even those who did not
know the lore of Dark souls or havnt played
any of the games.
The combat was intense but the excess
amount of magical items in the game made
things feel fair and balanced. Players died but
often they were able to come back on round 2 with a better
formulated plan.
The Risk of losing their hard earn XP during a fight when
they had 20k souls on them was terrifying and it kept them
motivated to play smart. My party only lost their souls once
and had several close calls.
With that being said this is not a campaign for everyone.
This was a very tactical dungeon crawling campaign with
limited use of RP other than for eachother. I would try to
implment more RP if i could in certain areas. A character
was a Kobold in my game and i ended up tying his backstory
into blighttown where he met a horde of Cursed Kobolds who
wished to spread the curse not stop it.
It is my hope that you take this pdf as a starting template
and improve upon it in your own game.
More Monsters
There are a lot of creatures i mentioned in this book that i
didn't create monster stat blocks for. Honestly i just used
basic monster stat blocks. Hollows are bandits for the most
part. Armored Boar was just a boar with plate armor
attached.
Grab things from the monster manual that you feel like
would fit and go from there.
Players Items
One thing i wished I did was have each player give me an list
of items they really wanted. Dark Souls gear favors STR
builds and i wish i would have given my Dex/Magic users a
bit more to play with early on.
Credits
Thank you to all who read through this. Inspired by
Braggadouchio post. He laid the ground work and i modified
different bosses to my liking.
https://www.reddit.com/r/UnearthedArcana/comments/460cfw/dark_souls_compendium_rehosted/
Final Thoughts
T
his campaign was a ton of fun for both me as
the Dm and my players even those who did not
know the lore of Dark souls or havnt played
any of the games.
The combat was intense but the excess
amount of magical items in the game made
things feel fair and balanced. Players died but
often they were able to come back on round 2 with a better
formulated plan.
The Risk of losing their hard earn XP during a fight when
they had 20k souls on them was terrifying and it kept them
motivated to play smart. My party only lost their souls once
and had several close calls.
With that being said this is not a campaign for everyone.
This was a very tactical dungeon crawling campaign with
limited use of RP other than for eachother. I would try to
implment more RP if i could in certain areas. A character
was a Kobold in my game and i ended up tying his backstory
into blighttown where he met a horde of Cursed Kobolds who
wished to spread the curse not stop it.
It is my hope that you take this pdf as a starting template
and improve upon it in your own game.
More Monsters
There are a lot of creatures i mentioned in this book that i
didn't create monster stat blocks for. Honestly i just used
basic monster stat blocks. Hollows are bandits for the most
part. Armored Boar was just a boar with plate armor
attached.
Grab things from the monster manual that you feel like
would fit and go from there.
Players Items
One thing i wished I did was have each player give me an list
of items they really wanted. Dark Souls gear favors STR
builds and i wish i would have given my Dex/Magic users a
bit more to play with early on.
Credits
Thank you to all who read through this. Inspired by
Braggadouchio post. He laid the ground work and i modified
different bosses to my liking.
https://www.reddit.com/r/UnearthedArcana/comments/460cfw/dark_souls_compendium_rehosted/