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Introduction of Series

I’m Justin Blasdel, and I thank you for reading my works.

This particular series is all about mini-campaigns for Dungeons & Dragons 5th
Edition. Each mini-campaign is numbered, and that number is meant to be the level
of character it is designed for. “1st of 20” is meant for Level 1 Characters. It goes
all the way to 20, so your DM can continue the series as if it is one long campaign.
I will admit that each mini-campaign was not designed to give enough XP to
level the characters up after completion. The focus was to make complete missions.
So, if you do run through all 20, it will have to be based on the milestone system.
Also, each one has homebrewed NPCs and items, as well as references to official
NPCs from official D&D books.
There is a loose storyline for the series. They are based on the Forgotten
Realms universe, and they start at the Flooded Forest in the South and end in the
Northern end of the Border Forest. The descriptions of each location will be based
on a location in the Forgotten Realms, but feel free to rewrite them as necessary.
These mini-campaigns are meant to be a few things. One, you can use them to
help level up your Players’ Characters. Two, they provide a nice detour from a
long-lasting campaign. Three, they offer a chance to still play a game when one or
more Players are absent. Four, they can be a stand-alone series for an exciting and
diverse campaign.
When I playtested the series with my friends at Game Portal in Mountain Home,
Arkansas, I had a plethora of different Players. Sometimes I’d only have two, and
once I even had to accommodate eight. One week I’d all physically built characters,
and the next I’d have all magic wielders. I had one or two character deaths, but I
never TPK’d the party. This series is meant to be fun. Dangerous, but not certainly
lethal in the right circumstances.
Feel free to change them up to your preferences and the group’s needs. D&D is
meant to be played. As long as everyone has fun, that’s the right way to play. If
you have any questions for me, or spot a few errors, feel free to contact me. And of
course, please rate the mini-campaigns. I need all the publicity I can get.

Copyright Information: DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League,
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of
the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. - is material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by
Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 - e
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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Mini-Campaign Seven
The Fog of Old Thymes
Story Summary for Storytellers
Continuing the travels upon the ship The Paisley, the party arrives at the smaller
costal village by the name of Carrone. This is an unscheduled stop, as they were
originally scheduled to port at Starmantle. However, Captain Yenfor is familiar with
Carrone, and he believes there will be no issues.
After the ship docks, there will be an obvious sense of doom in the air, especially
since there is not a single person in the village. The stores, houses, and temple are
completely abandoned. Investigation will reveal that it was a prepared evacuation,
and anything left behind was of little or no importance to the residents. Also, there
is not a single shed of obvious evidence left behind to explain the reason for the
evacuation. It’s as if everyone was under a spell, or maybe they had less than a day
to leave.
As the party is investigating Carrone, a large war band of Orcs ride their horses
down the nearby hills and chase the party down. Because of some mystical barrier
around the city, the party cannot flee to The Paisley. Surprisingly, the Orcs do not
want to kill the party immediately. Instead, they use nets to capture them and beat
them unconscious. Later, the party is taken to center of the city, where the orc leader
(a demon-influenced Orc) challenges the party’s best physical fighter to a duel.
Magic wielders are bound, gagged, and blindfolded.
During the fight, orcs scream horribly in the distance. Eventually, a green fog
reaches the display of physical combat. It begins to consume the life force of many
orcs, and chaos soon follows. The orcs are seemingly incapable of stopping the
green mist, and they all run for cover. The party must find shelter in the abandon
houses, or risk certain death by the mysterious fog. If they manage to kill it or last
until sunrise, the green fog disappears back into the sea. Captain Yenfor orders that
everyone board the ship and leave for Westgate.

Player’s Introduction
While the sea offers its own unique beauty and refuge from landlocked troubles,
absence makes the heart grow fond for of solid ground. Due to unforeseen troubles,
the ship named “The Paisley” was not able to dock at its original destination.
Instead, it had to change route and aim for a less populated port. The crew are
happy for their recent luck, but their hardships are definitely wearing down their
spirits. Everyone is exhausted, and only dry land can ail them of their pains.
It is dusk, and the heavy red eye of the sun peeks out over the horizon. The sky
is afire with painted clouds of luminescent oranges, yellows, and violets. It is just
enough to reveal the dark coast in the distance. There is an unexpected sense of
foreboding, and what was supposed to be a haven seems more like an empty tomb
waiting for company.

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The Paisley has arrived at the coastal village Carrone. This is a continuation of
the last story, but it does not need to be. If starting a new one-shot, the party had
previously booked passage as hired arms for a cargo ship. Their jobs are to protect
the ship, its cargo, and the crew. The passage so far has not been the easiest, and
they recently had to fight off some nasty sea creatures. The last attack damaged the
ship, and after repairs, the ships course was changed from Starmantle to the small
village of Carrone.
((This mini-campaign can either stand alone as a new story, or continue it’s
connection from the previous one. If there is a mixture of new and previous players
from the mini-campaign before this, then there will be a point later when the new
Players are introduced. If all the Players are new, then play on.))

After the ship’s recent troubles, Captain Yenfor is very pleased at the chance of
visiting a tavern and enjoying the local delicacies. He hasn’t visited the village in
over ten years, but he strongly remembers a tavern called “The Hot Lemon” and
several of their hot liquored teas.

Captain Yenfor Gidalve (a swashbuckler) is a rather dashing and calm half-elf


who fancies himself as a great traveller of the sea. His walk is always casual, but
his piercing eyes reveal his sharp mind. When he speaks, his honeyed words upon
his low voice brings smiles to young females, but he is not one to flirt with just anyone.
When it is necessary to exercise his authority, he commands like a trusted leader and
friend.

The crew is as follows:

Captain: Yenfor Gidalve, a half-elf male (swashbuckler)


First Mate: Reirrokara Forgemaul, a mountain dwarf female (swashbuckler)
Bosun: Bertha Navarra, a human female (swashbuckler)
Quartermaster: Ella Vergalla, a human female (swashbuckler)
Surgeon: Jolene Finch, a human female (priest)
Cook: Henry Sallent, a human male (guard)

The crew will not be directly involved with the storyline, but they are listed for
flavor. All other ship members are Commoners.

As The Paisley nears the port, there is something very wrong about the scenery.
Something missing. The party can make a Perception check at DC 17. Success
reveals that there are no lights and absolutely no people on the docks. This is quite
unusual, but it doesn’t immediately reveal what is wrong. If the party tries to
convince Captain Yenfor to turn around, he will say that it’s not possible. The ship’s
food supplies are far too low, and they need to be replenished.
As the ship docks…

Carrone gives the same chill one gets when looking at a bare house. There
should be voices, warmth, and merriment of some nature, but there is none. The air
is hauntingly silent, and the full moon reveals the stillness of everything. Even the
air lacks the usual dirty smells of a populated village. Carrone stands like a tomb,
and it beckons for live souls to feed it’s emptiness.

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Captain Yenfor can sense the tension in the air, but he must have those supplies.
He asks for the party to accompany him to the building named “Linn’s Fishery”.
The Captain Yenfor hopes that he will have some answers for his questions.

NOTE: If introducing new Players to a continuing game from the last


mini-campaign, they arrive at Carrone by land and view the same scene. Their
reasons for coming to Carrone are their own, but to their knowledge, there is no
reason why the village is abandoned. They will arrive from the East along the coast
by means of a small trail. They will see the boarding ship and most likely head
directly to it for some answers, reaching it before the whole party enters the village.
If there was a player that was present for the last mini-campaign but not this one,
then that player’s character stays aboard to protect the ship for any unforeseen attacks.

*Please refer to the Carrone city map.

Captain Yenfor is spooked by the eerie silence, and he wisely orders the crew and
passengers to stay aboard. Instead, the adventurers and he will explore first to make
sure the city is not cursed.
Captain Yenfor will first visit “Linn’s Fishery”. As soon as the party moves
beyond the bar of sand, they can all roll Perception at a DC 17. If they succeed,
they feel a very unusual gust of wind and a tingling sensation. An Arcana check at
DC 20 will reveal that they have just passed by an invisible one-way barrier. When
they try to go back, they are blocked my an impenetrable force. To pass it, they
must succeed at a Wisdom saving throw at DC 25. Failure gives 1d4 psychic
damage. As this is a spell cast by divine forces (gods), it cannot be dispelled. For
those unable to pass, they have no choice but to explore Corrone.
Every building will be completely abandoned. There will not be a single living
creature anywhere, and a successful Survival check at DC 12 will reveal that there
were very recently people here, but there aren’t any signs of an attack. An
Investigation check at DC 12 will reveal signs of the village being swiftly
abandoned. Large portions of stored food, tools, and other supplies are missing.
The players will have an hour of game-time before the next events occur.

*Please refer to the Buildings maps. The following is a description of each building.

A. Fishery- Linn’s Fishery; owned by the famous Linn family. The Eastern half
of the building is connected to it’s Western counterpart, the Inn. Linn’s Fishery
is a processing building for all the fish that’s brought to port. On the first floor,
there is a long table for gutting the fish, and at the wall is a lift to bring the fish up
for storage. There are also stairs to the second floor, a large door to the East,
and a small door that connects to the Inn. On the second floor, there are the
same stairs and the upper part of the lift, and to the East is where the salted fish
are stored and dried. There are also large doors here so that the large shipments
can be easily moved out for shipping elsewhere.

B. Tavern-The Hot Lemon Tavern; famous for it’s hot tea drinks. It is a small
building to the West of the Inn. It has three tables, a bar, a stove, and many
small chairs. It also has a locked storage room in the back where the alcohol is

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stored (Thieve’s Tools, DC 10). It doesn’t serve any cooked food, as that
responsibility was left to the Ona Vargas and Sawa Udo Farmhouses.

C. Inn-The Shaking Pepper; home to local workers and some visitors. The Inn
can host visitors, but it’s mostly used for the farmers that come to Carrone for
seasonal work. On the first floor to the East, there is a washroom and storage
for the workers clothes. This room is connected to the Linn’s Fishery, and it
connects to the hallway to the rooms in the Inn. There are a total of four rooms
on the ground floor; two with beds for leaders, and two with cots for the others.
On the second floor are the rooms for traveler. There are a total of five rooms,
each with a drawer per bed. The double bed room is meant for special/wealthy
travelers.

D. Farmhouse-Sawa Udo Farmhouse; wheat farms. In the central room is a large


table, chairs, sofas, and the kitchen. To the Northwest is the main bedroom, and
to the Southwest is the children’s room.

E. Farmhouse-Ona Vargas Farmhouse; potatoes and other vegetables. In the


central room is a large table, chairs, sofas, and the kitchen. To the Northeast is
the main bedroom, and to the Southeast is the children’s room.

F. Temple-Temple of Chauntea; worship and legal proceedings. It is shaped like


a large, stone gazebo with stained windows on the ceiling. There are four small
rooms for storage of ceremonial materials, which are all locked. There are a
total of eight benches with a fountain in the center. The fountain has a beautiful
statue of Chauntea pouring water out of a vase. An Arcana check of DC 12
will reveal the statue to be of a magical nature. It’s destruction will not affect
the story’s outcome. However, drinking the water and thanking the goddess
will result in 1d10 of HP restored, which can be done only once per night.
Placing a weapon in the water will give it the ability to deal magical damage for
up to 12 hours, but this ability will disappear after the Khalaza is destroyed.
The Party can ascertain these qualities of the water after a successful Arcana
check of DC 17.

G. Market-Calm Seas Bazaar; mixture of vendors. This building is partially open


and without walls on its interior. This design is to help merchants be more
available to their passing customers. The East and West wings are reserved for
the more successful vendors, and the Southern wall is for the more specialized
products (which have stools in front of their booths rather than behind).

H. Blacksmith-Froler Broadshaper’s Smithy; the local dwarven smithy. This


building is partially open and without portions of its walls. This is to help fan
out the smoke and incredible heat created by the furnace, which is located in the
Northeast along with tools of the trade. There is a bench on the South to display
products, and a storage bin on the West.

I. Stables-Cuevas Stables; To the East are seven single-horse stalls, and to the
West is two open stalls and a storage room on the South.

J. Granary-Udo Granary; local wheat storage and sales. The first floor has a
small door to the South, from which the grain is collected. On the second floor

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are stairs to the West, a platform, and a door through which the grain is
deposited.

K. Lords House-Kato Linn Estate; home of the aging and wealthy Master Linn.
The first floor has a large staircase in the center, a dining room to the East, a
parlour to the West, a library to the Northwest, and a kitchen to the Northeast.
The second floor has a total of three room around the large staircase. To the
East is the Masters Chambers, to the West is the children’s room, and to the
North is the nursery.

In many of the buildings, there are drawers and/or closets that the party might
want to inspect. For every time they do this, have them roll 1d20. The number
will result in a specific set of things found:

1-10: Nothing
11-14: 4d6 Copper Pieces
15: A child’s abandoned toy.
16: A simple knife.
17: An item from the Magic Item Table B in the D&D Dungeon Master’s Guide.
18: 4d10 Silver pieces.
19: 2d10 Gold Pieces.
20: A journal that reveals the story behind the city. A green mist creature has
been eradicating every village to the West, and it was about to attack Corrone. The
local Priestess of Chauntea cast a unique barrier spell around the city. They hoped
that when the green mist became trapped in the city that daylight would destroy it.

In addition to the buildings, there is a makeshift cattle fence erected in the center
of the city. It looks very crude, and does not seem like it fits. An Investigation
roll at DC 12 will reveal that it was made very recently.
After an hour of exploration, it is nightfall, and the next event occurs. There is a
large horn that is blown in the distance. It’s horrible sound reverberates through the
city of Carrone, and it grows a strong sense of dread. If the party is outside, they can
look to the West of Carrone and make a Perception roll at DC 12. If successful,
they can see many torch lights racing very quickly towards the city, and they hear the
trampling of hooves.
When the invaders approach the invisible barrier, flashes with a green electricity.
They run through it unhindered, and it returns to normal after they pass. Before the
invaders come closer, another Perception roll at DC 17 reveals that the insiders are
orcs. They number 30 total orcs.
Riding upon horses, the orcs race towards the party with nets. The orcs will try
their best to capture the Party members, and then beat them to 0HP with non-lethal
damage. They want prisoners. If the party decides to hide rather than face the orcs,
they may try to do so. Hiding will require a Stealth roll at DC 12, unless there are
other factors involved to heighten the difficulty. The orcs will not stop looking for
the party, and they will search the same houses and rooms over and over again.
Trying to escape beyond the village of Carrone will result in hitting the magical
barrier again.

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If at any time the party is found, the orcs will sound an alarm, and the resulting
Stealth DC’s will become 17. This will continue for three game-time hours, which
may require down to a minimum of 3 Stealth rolls.
If the party is caught, they are brought to the makeshift arena in the center of the
city. To the Northwest is where prisoners are kept, which will only be the party at
this time. All those who showed magical talents will have their eyes covered and
mouths gagged, which is in addition to everyone’s limbs being bound. The
Southwest section is a rest area, and that is where Trannadon ( a Kazakzuzar) is
preparing for his fight. He is an orc that has been touched by the demonic god
Yeenoghu, and he leads the orc party with fierce savagery.

*For a full description of my Homebrew creation of the Kazakzuzar, please go to the


end of this document.

The orcs cheer on with anticipation of the coming battle. If one of the party
members can understand Orcish, they hear the guards’ conversation. They are
pleased that they found an entirely abandoned human city, because its the greatest trap
they could have ever hoped for. The orcs hate that the magical barrier keeps them
trapped at night, but the ensuing carnage is worth it.
It is midnight, and the battle shall now begin. Trannadon steps out and raises
his arms as the orcs cheer for him. He roars loudly and swings his greataxe in the air
with much gusto. He then motions for silence and points at the party. He demands
that their greatest fighter join him in combat. If one of the magic users volunteer,
they are hit by the guard orcs. If only magic wielders are present, then they are
unbound and allowed to fight.
It is a one-on-one combat between one party member and Trannadon. As the
fight starts, the other party members may roll Perception at DC 17. Success reveals
the screaming of orcs in the Southern part of the village. If either Trannadon puts
the combating party member at 0HP, or if Trannadon is defeated, the party rolls
Perception at DC 10. Success reveals a gargantuan, green luminescent fog ( a
Khalaza) moving closer to the arena.

*For a full description of my Homebrew creation of the Khalaza, please go to the end
of this document.

When it reaches the arena, it surrounds three orcs. They scream out in severe
pain as the moisture in their bodies leave and feed the green fog. The bodies of the
orcs fall to the ground as dried husks. All of the remaining orcs (and Trannadon if
he survives) roar out a battlecry and race towards the fog. It is at this time the party
can release itself and hide for safety.
Again, the mystical barrier is surrounding Carrone, so the only places to hide are
in buildings. After a few minutes of combat, the orcs retreat from battle. They run
against the barrier or hide in the buildings like the party. If the party enters combat
for any reason, the Khalaza will move immediately towards their location.
Unless the Khalaza is destroyed, it will constantly hunt Corrone for more victims.
With its blood sense, it has a very good chance of finding them. At minimum, the
party will have to hide from the Khalaza for a total of six times. If they manage to
evade it by that time, the Khalaza then tries to return to the water before it becomes
morning. Surprisingly, it is also trapped in Corrone, and it thrashes against the
barrier with a terrible cry of panic. As the morning arrives, the sun’s light begins to

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burn the essence of the Khalaza. It’s misty form diminishes, and all the blood it
consumed that night falls to the ground. It is utterly destroyed.
It is at this time that the invisible barrier flashes with green electricity. Upon
inspection, the barrier is gone. Captain Yenfor, if he is alive, orders his crew to
ransack the village for supplies. Once The Paisley is stocked, the ship leaves port
immediately. It’s next stop: Westgate.

THE END

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Appendix A: NPCs
Kazakzuzar
Medium Humanoid (Demon, Orc), Chaotic Evil

Armor Class: 14 hide armor


Hit Points: 65 (10d8 +20)
Speed: 30ft

STR: 17 (+3) DEX: 15 (+2) CON: 16 (+3)


INT: 10 (+0) WIS: 11 (+0) CHA: 10 (+0)

Saving Throws: CON +5, WIS +2, CHA +2


Skills: Intimidation +2
Senses: Darkvision 60ft, Passive Perception 10
Languages: Abyssal, Common, Gnoll, Orc
Challenge: 4 (1,100XP)
Proficiency Bonus: +2

Aggressive. As a bonus action, the kazakzuzar can move up to its speed toward a
hostile creature that it can see.

Magic Resistance. The kazakzuzar has advantage on saving throws against spells and
other magical effects.

Rampage. When the kazakzuzar reduces a creature to 0 hit points with a melee attack
on its turn, the kazakzuzar can take a bonus action to move up to half its speed and
make a bite attack.

ACTIONS
Multiattack. The kazakzuzar makes two attacks: one with its bite and one with its
greataxe.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3)
slashing damage.

DESCRIPTION
The rage madness of Yeenoghu does not only affect his craven children, the
gnolls. There have been many instances when wandering orcs have joined these

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bloodthirsty creatures on their rampages. Most of the time, the orcs are the first to
die, or they quietly run away to live a life less hellbent on self-destruction. On a few
rare occasions, the orcs that stay can gain the favor of their new Abyssal lord.
Yeenoghu touches the spirit of the orc, and it is forever changed by the unquenchable
darkness placed in its spirit.
The orc is physically and magically transformed. It’s snout elongates and grows
extra fangs. It’s feet lengthen and extend its arches. Magic is naturally repelled by
it’s form. It’s eyes are bloodshot and are filled with a horrible rage. It is no longer
an orc, but a Kazakzuzar; an orc-demon hybrid.
Similarly to the Tanarukk (created by Baphomet), orcs fear and despise the
existence of one of these creatures. Kazakzuzar will kill everything in sight, no
matter the consequences. They are not content with willing a battle. They will
seek out every single creature not loyal to itself and utterly destroy it. This brings
the hatred of other races down upon the orcs with swift justice.
If born naturally, the orcs will put an end to its life immediately. If created by
magic or if it survived long enough to adulthood, it will dominate local orc tribes and
lead them into endless battle. A Kazakzuzar is not meant for a long life. It will not
stop killing until the day someone puts the thing in its grave.

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Khalaza
Gargantuan Undead, Neutral Evil

Armor Class: 13 hide armor


Hit Points: 82 (11d8 +33)
Speed: 30ft, swim 30ft

STR: 6 (-2) DEX: 16 (+3) CON: 16 (+3)


INT: 10 (+0) WIS: 14 (+2) CHA: 7 (-2)

Saving Thows: WIS +5


Skills: Perception +3
Damage Resistances: Acid, Cold, Lightning, Necrotic, Thunder
Damage Immunities: Bludgeoning, Piercing, and Slashing from Nonmagical
Attacks
Condition Immunities: Blinded, Charmed, Exhaustion, Grappled, Paralyzed,
Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60ft, Passive Perception 13
Languages: the languages it knew in life
Challenge: 7 (2,900XP)
Proficiency Bonus: +3

Blood Sense. The khalaza can sense living creatures that have blood or similar vital
fluids in a radius of 60 feet .

Eerie Glow. If a khalaza is at full health and continues to feed, it starts to grow a
bright green light. This light illuminates 5ft all around the body of the Khalaza.

Misty Form. The khalaza can occupy another creature's space and vice versa. In
addition, if air can pass through a space, the mist can pass through it without
squeezing. The mist can 't manipulate objects in any way that requires hands; it can
apply simple force only.

Sunlight Hypersensitivity. The khalaza takes 10 radiant damage when it starts its turn
in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability
checks.

Undead Nature. A khalaza doesn't require air or sleep.

ACTIONS
Multiattack. The khalaza makes two attacks.

Blood Drain. One creature in the khalaza's space must make a DC 15 Constitution
saving throw (constructs automatically succeed). On a failed save, the target takes 10

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(2d6 + 3) necrotic damage, its hit point maximum is reduced by an amount equal to
the necrotic damage taken, and the mist regains hit points equal to that amount.

DESCRIPTION
Many sad sailor songs are about the dark and dreary nights of the Khalaza. On
nights when the air is still, and the sea makes not a single wave, the Khalaza crawl out
of their watery graves and reek havoc upon the shores. Entire towns, unknowing of
what evils await them, have been wiped out in a single night. Only a pile of dried up
corpses remained behind.
The Khalaza is a large green mist that comes up from the sea, consumes the
innocent, and leaves before sunrise. When it surrounds a person, it sucks out every
drop of moisture to sate it’s unholy appetite. What is left is a mummified corpse
with a permanent screaming face. While a vampiric mist will become redder the
more it feeds, the Khalaza begins to faintly glow brighter and brighter the more it
feeds.
The first Khalaza was a vampire by the name of Lady Thymonia Kalaz, who was
killed at sea. She became a mist, but without earth to sleep upon, she transformed
into a Vampiric Mist. Unable to feed upon anything but sea life, it remained lost in
the ever churning waters of the deep. It was here that the evil goddess Umberlee
saw an incredible potential in the Lady Thymonia. With an evil touch, Umberlee
transformed the wandering mist into an even more horrible creature, and thus created
the first Khalaza.
If a vampire is attacked by a Khalaza and dies, they too are transformed and
become a minion of Umberlee.

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Appendix B: Maps

Carrone City Map

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Buildings Maps

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